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Valhalla Combat Final pre-release

Changes:

Now using Commonlib-NG. This means the mod works out of box for both AE and SSE.

Greatly reduced the chance of execution not triggering(where you have to press the execution key multiple times to actually execute an enemy).

Enemy light attack stamina consumption is now optional, since it drains their stamina too quickly.

Added back "blocked hit regen stamina" option.

Sry to keep you guys waiting! I've been fumbling with the NG commonlib so that the final...

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Working on the description

it's taking more effort than I thought due to the sheer amount of documentation I have to do; but it's coming....

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Valhalla Combat 0.12

Why is it 0.12 instead of 1.2? I like to keep my projects nicely organized so I won't be adding the 1 in the beginning until the official release.

Changelog:

1. heavy attack stamina cost is no longer proportional and customizable. It uses the vanilla formula. Fixing the stamina cost to a certain value is way too intrusive and conflicts with too many perk overhauls. Light attack stamina formula is unchanged.

2. Optimized timed block a lot. Timing is even more precise.

3...

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A new mechanic: Tackle

I've been playing monster hunter rise recently and here's what I've done to Valhalla Combat inspired by MHR:

A new mechanic: tackle is here! It's fairly unnoticeable but can drastically affect your gameplay. 

To perform a tackle, simple do a powerattack, and during the power attack, press the block button, after which you can hear a subtle sfx signifiying you entering the tackle state. The tackle state is only 0.2s long; during this time, you're able to deflect any incoming m...

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ValhallaCombat 0.10 PreRelease(AE&SE)

Changelog:

a ton of stability improvements; all reported CTD causes should be fixed.

tighter perfect block frame(0.1s), now it's much harder to trigger; It was fairly easy to do in the previous version and makes the player kind of OP.

new, fancier spark effect on perfect block(stole from Sekiro Combat), if you prefer the old block spark, change it in MCM.

changed stamina consumption formula(hit to gain stamina, heavy attack costs % of stamina) back to vanilla while lea...

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Valhalla Combat - AE pre-pre release

Here's the long-anticipated AE pre-pre release of Valhalla Combat. Because of the scope of this project I cannot test every single aspect of the AE conversion; so please, if you're on AE, download and see if you can run it properly. 

It also contains some micro-optimizations that I'll update to the SE version very soon.

Please please help me test it as I really need to make a public release by Auguest. 

Cheers

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Poll: Next Project

Hello people! I've decided to release Valhalla Combat as soon as it's ported to AE(which it will be soon); I'm going to finish its balance system after it's published(or probably even as a separate mod); this is because Valhalla Combat has been on my stack for a while and I'd like to get it over with(temporarily) and work on something fresh. Here's a list of things I'm interested in:

1. An whell menu equip UI.

Skyrim's UI has been bugging me for quite a while. It's extremely incon...

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Preview - K.A.R.S. Framework

I've paused the development for Valhalla combat because it is nearly finished, with only one thing I want to implement: a proper stun system.

Before making the system, I realize how unreliable and limited Skyrim's vanilla stagger behavior is: it only has 4 different magnitudes for 2 directions : front and back; that's it. Industry standards have dozens of reactions per swinging direction: For example , in Elden Ring, a leftward swing leads to different reaction than a rightward swing. A...

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Elden Parry - Release

Here it is!

https://www.nexusmods.com/skyrimspecialedition/mods/70240?tab=description

In the mean time I'd like to thank all of you for supporting me. I spend most of my patreon income buying food(so I don't need to spend time cooking=>so I have more spare time saved from not cooking=>so I can spend those time on making mods). I have tons of schoolwork to do duri...

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Elden Parry: pre-release

Currently the build only supports SE as I'm missing one hook address for AE port. Once I have that hook sorted out this will be uploaded onto Nexus


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A very simple plugin I’ve been working on for the past 2 days

Will release it in a few days; taking a break from developing Valhalla combat but will get back to it soon also

Have a nice day to those reading this post, except Kars and Distar

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An emergency CTD fix

Hi people! I've finally set up my development environment(I've been trying to do this for the past few days and it's the main reason I didn't post anything). This means plugin development can continue!

Here's an emergency CTD fix for Valhalla Combat's stun systm. I've reworked a lot of code so the old issue sould no longer lead to CTD. I've removed stagger system for now as the old system is unbalanced and I'm yet to finish the new system.

To test its stability; I've set up some s...

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Recent update

Hi folks! Apologies for not getting back to some of your dms past few days. I decided to take a few weeks off of the internet, but now I'm back to modding and everything else again. 

I've fixed the notorious valhalla combat CTD bug once and for all, and the one thing left to do is the stagger system rework. Frankly I have no idea how to make a balanced, enjoyable, none-sadistic stagger system as there are simply too many variables to consider, which is why I'm looking for suggestio...

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Valhalla Combat 0.9.9 SE

Finally finished writing the MCM. Fixed all of the CTD issues.

Requirements:

Skyrim SE(AE version won't work atm)

latest version of TrueHUD

Changelog:

-reworked blocking. NPCs cannot do timed block ATM, which will be addressed in the upcoming AI update.

-You can parry projectiles/deflect them back at your enemies

-A new balance system. All sorts of offensive/defensive actions damage balance and actors with 0 balance stagger on hit on all light attacks...

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2 new systems to be introduced

1: Sekiro-ish timed block/parry system

Projectile parry:

blocking while facing a projectile will "parry" the projectile(regardless of the timing). Parrying the projectile damages magicka with a balanced formula; it does not damage stamina because stamina regenerates way too fast and doing so would render all projectiles harmless. I'd like to think of magicka as an alternative "focus meter".

Projectile timed parry:

doing timed block on a projectile will parry it without...

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True Deflection

Now you can legitimately deflect enemy projectiles back at them. There's 0 workaround; the spell you deflect back is the original spell that's flying. 

It looks super simple but took me longer than expected as the amount of havok stuff involved in it; thanks to Ersh it's now possible.

Again, apologies for not replying dms. I'm depleted of social energy recently; but I promise I'll get back to every single one of you once my current semester's over.

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Magic parry

First off; apologies for not replying any message; I've been super busy recently with school work and think it's better to dedicate my remaining energy after a long day's work fully to developing. I know there are some bugs and some issues in the previous release and most of them will be fixed.

here's a short vid showing timed parrying for magic(thanks to Fenix who helped me with hooking the function). Unlike other mods that allows you to parry magic using some janky workarounds(for exa...

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Block dynamics

nothing much; just a short vid showing different types of timed blocks and how they affect the combat dynamics

I also redid all the block SFX; sourcing from original high-quality sound files from other games.

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Perfect Block

Perfect block is a special form of timed block. Unlike timed block, it doesn’t have a specific frame. it can only be triggered when your block button is not pressed while you’re still blocking; in other words it triggers during the extremely short wind-up frame of block end transition. It also comes with a subtle slow-time effect.

To perform a perfect block is dangerous yet rewarding. it deals 0 damage to your stamina, and instantly stagger the attacker regardless of their curr...

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Parrying rework in progress

The balance system is almost done. Meanwhile I'm working on a parry system rework.

The new system takes more inspiration from Sekiro and AC:Odyssey. Regular parry no longer negates all stamina damage, it drains your stamina just as a regular blocking does. However unlike regular blocking, it won't break your guard when you have less than enough stamina to block the damage. This is similar to Sekiro. 

Parrying does both stun and balance damage to the attacker; the damage dealt...

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Another showcase

Parry to break balance(with slow time effect) + Follow up counter to break stun(with custom SFX) + execution.

I was like "damn" when i pulled this off; am actually enjoying my own mod :-)

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Gameplay

I've found a way to balance the "balance" system nicely. Namely, you need to do about 1/2 of the enemy's health damage to break their balance i.e. being able to staggerlock them, for a few seconds. However, for enemies with grey stamina meter(happens as a debuff when their stamina depletes), you only need to do 1/6 of their health damage. This encourages the player to tactically consider enemy's stamina, without diverging the player's attention from it(as the only thing the player needs to do...

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Balance system: strong enemies

For strong enemies, the balance system acts more like a role regulator. Players are extremely careful when facing enemies that can one-shot you. However with the new balance system, doing parries as well as chip in normal attacks in beween enemy attacks will  damage their balance, the accumulation of which temporarily leaves them in a balance-broke state that allows you to chain attacks and staggerlock. It feels extremely satisfying to become the offender, turning the tides of an encount...

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Valhalla's stagger system

How it looks like now:

Actors no longer 100% stagger on every single heavy hit/bash.

Now, every actor is given a hidden "balance" value("poise“ and "posture" are already taken)

Every combat action: hit, perfect blocking, bash, will damage an actor's balance. Some actions does more balane damage than others; when actors are exhausted, they receive more balance damage.

Once balance reaches 0, the actor enters a "balance-broken" state; ...

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I guess I'm doing my own stagger system

for valhalla combat

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Hotkey execution

when you aim at stunned NPCs, their health bar will start glowing, and you can press a hotkey to execute

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Stop On Slash - AE Test

AE version of my hitstop mod. Test build so idk about its stability yet; should be fairly stable. Will release on nexus in a few days.

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Valhalla Combat: Downed State

Now completely stunned humanoids will enter a downed state: kneeling on the ground and being defenseless, to be executed whenver you wish. Stun meter during downed state turns grey.

NPCs will regenerate stun resistence during this state. i.e. if you don't execute/kill them, they will stand back up again.

For other types of creatures it's not possible to do downed state. So instead I'm restricting their speed and attacking.

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Valhalla Combat 0.9.4 Beta Test

Requirements: SSE. Newest version of TrueHud, Newest version of Elden Counter(toggle the damage patch), Movesets that are not Eskyrim's(Eskyrim's movesets lack certain annotation to trigger stamina cost, they can be fixed but it will require some Hkanno usage).

The current build is relatively playable but far from perfect, so don't spread it around, and please please let me know if you encounter anything weird or have any suggestions.


Incompatibilities: please uninstall...

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Valhalla Combat - NPC Counter AI

An attempt to combine Elden Counter with Valhalla Combat's perfect blocking. NPCs that manages to perfect block an attack can now perform a guard counter that forces player to reposition themselves, enhancing the dynamics of combat.

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