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isADRI
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Project Impact and Poise Synergy ; News About Inquisitor , Minor Behavior mods(smooth locomotion transitions)

Credits to DuffB for the Vid :) I haven't made them showcases lately as I've been more focused on making and editing the current mods so I can't thank him enough :)

A lot of Things About to come soon. But first for those Poise users out there, Originally PI and Poise have different principles. Poise is about dealing enough damage to render the opponent to a vulnerable state. PI is all about getting consistent results and reactions based on your input.

This mod is tries to combine some of the features of both. The opponent has a threshold and doesnt react immediately but Once the poise is broken, This is when you can chain hit reactions towards the opponent. There is a minimal chance for the opponent to escape the lock as well to avoid staggerlocking and the chance changes depending on how heavy the poise damage was

For now tho Player Staggers haven't completely been synergized. I want to maintain thesame recovery system of Original PI but that is not possible for now because the Poise behavior overrides all of the stagger rules for the player.

Requirements:
Loki's Poise mod - Any version will work but I recommend the latest one
(THE ORIGINAL PROJECT IMPACT 2.0 IS NOT NEEDED)
Duff's Hit Animation Framework- https://www.nexusmods.com/skyrimspecialedition/mods/61340
DAR- https://www.nexusmods.com/skyrimspecialedition/mods/33746

Nemesis - https://www.nexusmods.com/skyrimspecialedition/mods/60033

AMR- https://www.nexusmods.com/skyrimspecialedition/mods/50258
Skyrim Platform- https://www.nexusmods.com/skyrimspecialedition/mods/61340

Just make sure all the requirements are installed; also to avoid conflict DELETE : Poise's : poise_staggeroverhaul\Nemesis_engine\mod\poise\0_master  Folder

Apart from this, I've been making fixes to some of the other projects lately as well as expanding some that need them. First I'm really looking forward to Releasing Inquisitor's next update. I'll give more detailed explanation in the next few days but I was able to turn the behavior mod into a behavior and animation framework; where we can allow animators to create their own magic movesets and have the option to loop the animation, have a finite ending, decide the number of magic attacks and choose how long or when you fire in your animations; I've shared it to animators first for testing and proper documentation will come for them on how the animations are done.

Also a few tweaks with the other mods like the smooth locomotion transitions, I'm working on not only the crouch behaviors but also the sprint behaviors, since it was annoying that there was no momentum in the vanilla game, this one also allows animators to make their own transition.

So that's that for my modding updates; I also have got to start working on my Skyrim Guild Page. As Many have requested proper and complete documentation for all of my projects such as complete list of all ABR features, PI customization, Ini settings and what to use/best set up for SE or AE users. Lot's of things to do, Gonna be quite busy the next few days! Hope you enjoy the latest release for now

Project Impact and Poise Synergy ; News About Inquisitor , Minor Behavior mods(smooth locomotion transitions)

Comments

A bit off topic, but how did you get SKYhud's compass UI with TrueHUD? Do you still have to use full SKYhud mod and just disable everything else from it?

Kenbo69

poise will be a great mod eventually. They have a harsh challenge of figuring out how to put a weight to every enemy. Can result in draugr being super easy to stun. I'm sure loki will figure it out. They do have a stop gap synthesis patch. Just be aware of it.

Hellnhavoc

Gonna be trying this!

AvatarV

Video preview won't load

could I use fliching mod any more? cause my human NPC did not have flinching animation after install this

StAldritch

ABR should be last in the esp section for the underwater combat conditions not to experience conflicts. Also ABR should take top priority in nemesis as well but it doesnt really conflict since they edit different behavior branches

ADRI

ah I left it there for mods that may require OHAF like flinch if you wanna use that with Poise; but put the mod above Creature behavior Edits. CBE takes priority over that

ADRI

Project Impact II x Poise still has a Maxsu_OHAF_Config.ini file, is this supposed to be in there given that mod isn't required? It also overwrites Creature Behaviour Edits.

Tafster

How should I position POISE, Project Impact II x Poise and ABR in the Nemesis load order?

I'm very excited for inquisitor! Can't wait to try it!

Gil Correa

Hi ADRI, really enjoy your work have to say. Quick question about PI. When I get staggered or knocked down all I need to do to cancel animation is roll out and i avoid all damage. I'm using tk dodge at the moment. Is it possible to be forced into staying in those staggered states? Or I just need will power and not click my dodge button haha.

Daniel Stephenson

ADRI Just wanna let you know that Skyrim Platform seems to be causing issues for a lot of people. Personally for me it would make my main menu have a giant missing meshes marker and the game would crash before any of the game options would load :((

Ah sorry forgot to clarify, DBC requirement even for the OG version is so that npcs will avoid/get out of a staggerlock, the OG version is more frequent since there are more reactions than in POISE, here it's completely optional since Poise already regulates reactions anyway, personally tho I recommend it still so NPCs are still smarter The main poise mod is still needed btw but delete 0_master inside the folder so that you won't encounter issues, if you're really feeling lazy about it, that's kinda fine but you might encounter inconsistency. The poise stagger overhaul is what one of the mod's old versions is called, whatever it's called now, just locate 0_master on the main folder then inside Nemesis_engine,

ADRI

So the DISTANCE BASED COMBAT is no longer needed?And Loki’s poise is his "poise-stagger overhaul"?

StAldritch


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