XaiJu
dTRY

dTRY

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dTRY posts

I'm getting a job...

Hello my sponsors! First off,  apologies for not posting anything for the last couple of months. Most of my effort went into job hunting in this scary market. Often in my free time I got often depleted of energy and just doom-scroll in my bed. For those who expect some "premium" modding access after subscription, I am sorry.

I'm drafting this post to let you know that despite the market and everything, I've got a job! Incredibly lucky am I, that the job I got is  among my top-...

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Wheeler Released | What's Next

Hello my patreons! I've finally managed to release Wheeler on time. I'd like to thank you for the incredible help and support you've provided, whether by providing suggestions, bug reports, feed backs, or just by simply being a subscriber. 

So what's next? I'd like to share with you a (temporary) list of things I've planned:

1. Fix common bugs in wheeler

2. Finalize some highly requested features for wheeler(control prompts, wheel hotkeys etc..)

3. Finalize Valor ...

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Wheeler pre-release

Hi people, this should be the final build of Wheeler before I release it on nexus, hopefully by mid-auguest if this testing doesn't lead to more bug reports. 


Change logs:

- add support for ammo(arrow and bolts)

- add support for potion

- for gamepad, add support for separate keybinds that toggles the wheel while inside and outside of the inventory(thanks to Askarus for bringing it up)

- fixed various bugs that has been reported in the previous bu...

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Wheeler Dev Log And July Update

Hi my patreons,

Wheeler now supports arrows and potions(which is long overdue imo). I've managed to fix most bugs that have been reported, and in addition, added a damage number widget to the center of the wheel. I wish I can make a public release on Aug 01 and move on to the next project; it depends on the number of bugs reported once I release this version to you.

Stay frosty

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Wheel Menu Alpha 0.0.5: Armor Support, Custom Icons

Hello! Here's an updated version of wheeler after a weekend of hacking.

Changelogs:

- Add support for armor and torches. Now you can equip armor, clothing, jewelry, etc... through the wheel directly.

- Add custom icon support. I'll soon write documentation for this feature. In short, mod authors can add custom icons to items of specified formID or keyword. This should be useful for mods like Elden Rim where you have a ton of custom skills with custom icons that are now easil...

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Wheeler Dev Log: Armor and custom icon support

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Wheel Menu Alpha 0.0.4 - Custom keybinds

Here's the 0.0.4 build of wheel menu. Please download the latest dmenu in the dmenu post to be able to bind keys.

Changelogs:

- add support for custom keybinds. Keybinds are done separately for MKB and controller, meaning you can have 2 sets of keybinds simultaneously. To change keybind, press 'home' button to open dMenu, navigate to 'Mod Settings' page, select 'Control', 'Input Binding' and map your keys as you wish.

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Wheel Menu Alpha 0.0.2

Hello people! Here it is, there alpha version of the wheel menu. 


Currently the menu only supports weapons, spells, and powers. I'll add potion , poison, and ammo support soon.

Controls: Current controls are hardcoded and I will make a new control module soon after taking a short break from skyrim modding.

While in game:

caps lock/left trigger : toggle wheel

lmb/rmb/rs/ls: equip/use item to right/left hand

mouse wheel up/down & dpad left...

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Wheel menu devlog: more animation, item details

I managed to get item description into the center of the wheel(this took longer than I expected); also now when you click the wheel does a subtle feedback :)

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Dmenu Download

Hello people! Here' the pre-release build of dMenu, a hub for my SKSE mods settings, plus a minimalistic AIM. I'm still testing a few features of the wheel menu, expect its release soon.

0.3:

- add support for keybind

- properly block inputs into game so your inputs in menu doesn't interfere with game whatsoever.

0.3.1:

- fix the CTD when clicking on "settings" tab.

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Wheel menu dev log: more polishing

The vid explains it all

Expect an alpha(probably extremely unstable) release soon

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Wheeler dev log: styling

Nothing much, just some progress on the overall styling of the wheel:

  • The wheel now uses Skyrim’s vanilla font with proper shadowing. Meaning you can see the text more easily.
  • There’s a subtle fade effect on entry and exit
  • Cursor indicator
  • Better coloring

I’m taking a break from this because my actual work is starting so staring from this week it’s gonna gonna progress as fast. However it’s almost done with the minimum requirement that ...

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Wheel menu devlog: In-game editing

Hi people! I've been working on this stupid wheel non-stop. Today I present you the in-game editing feature of the wheel menu: basically, when you open the menu in inventory/magic inventory, you enter an "edit mode", where left/right click becomes adding/deleting items from wheel, respectively. You can additionally add new wheels to the current wheel set by pressing a dedicated key. The system is pretty self-explanatory so I'll just showcase it in a vid. 

Does this mean the wheel i...

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Progress on Wheel menu: Multi-item and styling

Hi folks! I've been working on the styling of the menu, and now the selected/hovered item each have a nice gradient coloring on it(ofc the color itself is tweakable, and I'm not done fine-tuning the vanilla color). 

In addition, I've implemented GTA/RDR style multi-item feature where you can have multiple items in a single slot to allow you chug more items into the menu. Theoretically you can have up to 16 slots in a wheel, times 5 items in a slot = 60 items per wheel. If that's no...

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I'm alive! and I'm working on the wheel menu

I got busy again for the past month but now I've got some free time to work on things I wanted to(for almost a year lol). I managed to get a basic wheel menu to work in-game as MVP and have finished designing the project(it's rather over-arching) through a solid weekend of hacking.

The screen shot is by no means indicative of what the final product will look like. I want to add sub-menus, mult...

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Extended the settings framework

The settings framework now supports in-game editing of configurations(meaning authors don't have to look at .json files for hours to hack out a config menu); p1: edit mode p2: user mode

I have some more plans for this...

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Made a general settings framework for my SKSE plugins

All my future plugins will be using this interface. This allows you to easily tweak mod settings in game and serves as an alternative to MCM helper for SKSE plugins.

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dMenu Alpha release

Hi all! thanks for your incredible patience. This is the cheat menu I talked about earlier. Currently it supports tweaking weathers, time and adding items.  Interaction with the menu should feel much smoother compared to what you used to do to attain similar goals. You can press "home" to open the menu in-game.

The menu requires PO3's tweaks  for weather names to properly show up....

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A simple cheat menu I worked on

Hi all, recently I've been working on a cheat-menu that's similar to GTA5's trainer. Currently it allows you to easily tweak time and weather in-game without looking up weathercodes, and it has a fast(probably the fastest up until today) AIM built-in. I'm still polishing the UI and will release a test build soon.

Imgui turns out to be easier than I thought, this means I might prioritize the wheel menu project i mentioned months ago(khmmn..) . In addition, I'm finalizing valor, adding NP...

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I'm still alive! and what to expect

Hi all, my sincerest thanks for staying with the unproductive me for months. My spring break has just begun which allows me to catch my breath and start modding again. I'm aware of a ton of bugs related to Valor crashing/freezing. For people experiencing this, please try update BTPS and see if freezing still happens. I'd love to debug this issue before the long-overdue public release of valor.

After valor, I'll move onto the planned poise overhaul as a part of the Valhalla Combat ecosys...

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Valor(Previously Valgrind) update - Better perilous attacks

Hi folks! Here's an update of Valor(renamed from Valgrind)

Hard Requirements:

Behavior Data Injector 

Soft Requirements:

Latest version of Valhalla Combat, which makes perilous attacks from Valor unblockable.

TK Dodge OR DMCO(for do...

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Valor:Perilous Bashing and new SFX

Happy holidays! I decide to rename Valgrind into Valor to avoid some confusion, despite loving the former name, lol.

Anchor has been working on a new set of VFX similar to that of GOW:Ragnorok, which is playing pretty well together with the new perilous bash mechanic; perilous attack will also get its new VFX similar to this. This VFX still isn't the final product, which should be much more polished.

I decide to do something to the OP and boring NPC bashing mechanic by making them...

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Dec update, Valgrind DMCO support

Hey guys; I've been busy with school as the semester comes to an end with academic stuff piling up. I use a huge chunk of my spare time hunting jobs and doing interviews, which hopefully will bring an end to this patreon "business model" as I get a software intership and can focus on the fun part of modding.

Rest assured I'm not dead; so here's an updated version of Valgrind that supports DMCO; it doesn't support AE yet but will soon.

I also have a lightweight archery overhaul in ...

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Valgrind 0.3: Perilous attacks/Attack Commitment

Changelog:

NPCs can do perilous attacks that comes with their own visual/sound indications. Perilous attacks cannot be blocked even by timed block. Currently, some of NPC's power attacks automatically turn into perilous attack based on their comabt AI setting(for details refer to the settings.ini file), which you can tweak on your own.

Dodging AI has been tweaked to be more balanced. Now NPC's dodging behavior also is based on their combat settings data, which you can edit through...

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Valhalla Combat - Newest AE build

I managed to port this to the newest update of AE but I don't have any ways to test it. So feel free to grab and test if you're on the latest AE build. I'll push it to Nexus ASAP if it's stable.

To install, simply download the latest nexus version and replace the .dll with this one. I'm too tired to zip it.

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Valgrind-dodge alpha test

Requirements: 

Skyrim 1.5.97(AE support will come soon)

TK dodge(TKRE or TKSE, doesn't matter) OR Ultimate Combat

DMCO support will come soon

TrueHUD


Here it is! the 1st module of Valgrind: dodging is complete. It supports 2 types of dodging behavior: passive and active. Passive dodging basically uses whatever vanilla AI would use and turn them into dodges, whereas active dodging makes NPC react real-time to incoming attacks. Currently, NPCs would...

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Valgrind:Adaptive Dodging AI

Spent some time on this, but the result is quite nice; This AI mechanism implements a raycast and a navmesh check, which ensures that NPCs can actually dodge to that position without being blocked by a wall, or dodging off of a cliff.

At the vid's 0:03, the guard first checks its backward dodging route, which is flagged by a red dot(meaning an obstacle blocks its way) so he instead chooses to dodge sideways. No more dumb dodging behaviors.

Anyways, this is just the tip of the iceb...

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Brief update on the things I've been working on

Hi folks! I've been off grid for a while to deal with school&career stuff; school started last month and things came up one after another since then. I've finally got some time to sit down and enjoy modding as the midterm week ends; so here's a boiled-down roadmap of the things I have in mind:

Valence

magic addon to valhalla combat; overhauls ward mostly but will extend to other magicka balances eventually. I've a few good ideas in mind and will also impleme...

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Valence : a lightweight(for now) magic combat addon

I always wanted to role-play as a spellsword, but the flow simply doesn't feel right. The recent publication of Inquisitor armor(https://www.nexusmods.com/skyrimspecialedition/mods/73980) made me want to do it again. 

So here it is: Val-ence is my attempt to not fix, but to enhance Skyrim's magic combat flow to be more fast-paced and skill-based. For now, valence will center around it...

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Valhalla Combat published, and plans for the future

Thanks for y'all's support! Valhalla Combat is now published: https://www.nexusmods.com/skyrimspecialedition/mods/64741

It is far from feature-complete, but I do believe it's stable enough for the public to enjoy. That being said, I still have a laundry list of things to implement, either into Valhalla Combat directly or in a separate mod that uses Valhalla Combat as a base API. The ultimat...

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