SamSuka
isADRI
isADRI

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New Feature Demonstration for Attack Behavior Revamp 5.4

This is the Demonstration of All the features included in 5.4, a description is mentioned in the previous post! As well as the stable/working early access of the mod

Again here is a list of the features 

-Fixed Jumping(reported issue by several users)

-Fixed Left Hand Blocking for 2H weapons

-new unarmed combos

-Switchable Forward Power Attack Behaviors - Vanilla/Charged behaviors

-telegraphed of NPCs with 1 or 2 hit strikes

The Mod And detailed info is in the previous post, installation instructions as well


Now We have a good Base to build upon for future updates. 5.4 took a lot of work but it is worth it as it has provided me with a solid base to build for future updates.

the next things I am planning to create are:


-finish the telegraphed bashing attacks as showcased in the video

-new combos for ABR

-more attack Patterns for NPCs in ABR

-First person Revamp

-First person Stance Animations

-Stability and guides and possible complementary combat mods to make in the future

Again, I very much appreciate the feedback! Thanks guys :)

New Feature Demonstration for Attack Behavior Revamp 5.4

Comments

This looks superb, and I'm amazed at the speed of development. One feedback on the telegraphed attacks. The initial telegraph is great, but it doesn't make sense for NPCs to pose dramatically following their attack. It doesn't make sense from both a realism and a game design perspective, as that eases combat too much. From what you see in the video, you just need a sidestep followed by a combo to obliterate any enemy if they're going to freeze in place after their attack.

Xgatt

Creation Club Survival Mode. . . I downloaded an attack speed fix on Nexus to bring it from 30% <-> to 10 %. . . I didn't put two and two together. . .

Thank you for the support as always! I'll edit once I've tested through some things!

That's definitely weird but none, Attack speed is a variable in game which is weaponspeedmult. This is changeable via in game record, but if you check this esp, you won't wind any. also with this being a behavior edit , the only edit this can do is set animation length in regards to weapon speeds. My Suggestion is you can try some mods to hijack the weaponspeedmult: https://www.nexusmods.com/skyrimspecialedition/mods/22100 try that and see if that helps

ADRI

Have you had any feedback about rate of attack speed changing based on frame rate? I typically hover around 30 fps with the enb I have setup and I notice that my attack speed is vastly different than with my enb off. With my enb off I hover around 50-55 fps and my rate of attack is almost double.

Thanks for the details. It's not so much the fact that it's too predictable, rather that it's just a tad too slow. I'm playing with dodge/block cancels, so it's a lot better for me personally to have enemies that hit hard and fast, testing my reaction time, since my character is so quick at moving about. Would it be possible to include a speed multiplier for these new patterns in the future, or is that outside the scope of what you're wanting to do?

Ted Hollingshead

Regarding the Telegraphed attacks, this was done through the behavior edit, meaning, while the animations are in DAR(it only plays the animation) all the movement/events are done through the behavior, the hit registry and the commitment, So this can't simply be removed with DAR, it may play a vanilla animation but it will look bad and unaffect the hitframe and movement. Tho, 5.4 only contained the first two patterns, the 1 hit, and the 2 hit strike which is why as of now, with only 1 enemy it can be quite easy. However, in the future updates, new patterns will come which will make it more challenging.

ADRI

Question about the new telegraphed attacks from enemies. Is that enabled using animations and DAR, or is it hard coded into the ESP/Nemesis Patch? I find it to be a bit too easy, so I'd like to disable it if possible.

Ted Hollingshead

Hey we got it! Did a quick re-install of Nemesis and it fixed the issue! All things are running alongside one another now and Nemesis is updating correctly! Thank you so much for your support!

That fixed it, and everything is stacked back up to where I want it! Only problem is a weird Nemesis error now. . . https://imgur.com/a/HtpkAmJ I have searched my whole computer for that particular file, I found a few located within Nemesis, and tried Copy-pasting to 'replace' said file but . . .it seems that hasn't resolved said issue. Despite this error, my game is running correctly, but without doing an extensive playthrough. . . *shrugs*

no worries , I'm definitely willing to help. so based on the images you sent and the nemesis patch I can see nemesis is not patching properly. Rest assured CGO isn't the issue here :) Do you notice you have 6 behavior mods installed but the behaviors 4-6 aren't showing? that's because nemesis' previous cache is still there and it seems to have an odd time to update and patch the engine so before the fix I'll just explain the few mods you have installed 1. Size matters is just an animation mod and is not gonna produce issues 2. CGO despite what many think is not a bad/buggy product as people say it is :), The only really bad thing is the animation incompatibility but with ABR installed, there'd be no problem with animations because it restores the fully animated power attacks and adds fully animated/commited regular attacks 3. If Archery Gameplay overhaul, its good you have the nemesis patch 4. you only have 6 behavior mods installed and what I see with these mods is that by principle, they should be compatible. So this is potentially an easy fix so let's try to fix this. In vortex, in where it stores the nemesis_engine patch, navigate to that and open the said folder, find the cache and temp behaviors, you can also delete the logs, the only thing that really needs to be kept is the lib folder, my memory of the names is not sure,as I've only troubleshooted this issue twice but the main thing is that in the folder of where it stores the new patch -cache -temp behaviors -criticallog.txt -patchlog.txt -updatelog.txt these files can be deleted now keep in mind I've known this mainly because of troubleshooting and I will definitely prefer MO2 as it is easier to make mods using it and categorizing them better, but I've definitely fixed a few things with this workaround. I do hope this helps, keep me updated. Thanks :)

ADRI

Alright! Re-installed everything using Vortex in order. Made sure to delete the 1 handed behavior folder in CGO as well. Everything seems to be functioning correctly except for Grip behaviors [apology for my verbage earlier, I do not use the stance mod]. I have the notification that I have Grip activate from 1h to 2h but my character doesn't animate, nor hold their weapon, both in first and third person. All one handed behaviors seem to be fine. https://imgur.com/a/SXru846 Above is some of my mod list in the order I have them present. I don't seem to be able to export the current Mod list/ Load order from vortex - unless this is a feature I cannot seem to find. Inside is also the Nemesis order I have priority as well. Honestly -> I might nix CGO completely by this point. . .

the enb definitely seems odd, i'm definitely unsure how a behavior mod affect a visual post processing shader. regarding the stances, are you using combo animation framework? The stance animations not working may be because of an error in conditions? if you're using mod organizer 2 its definitely best to check if there is a mod that overwrites the stances folder from 11000 to 19000 as well. but if Combo animation framework is installed, it may be my suspicion because of how that mod utilizes the sequencing of DAR folders. A modlist(inlcuding the install order in your mod manager would also be helpful)

ADRI

I'm honestly floored at how you're advancing this so quickly. I just now settled into [5.0] and you've put out [4] new iterations within two weeks. Thank you for allowing us the opportunity to enjoy your hard work.

Wow this is awesome! Thank you for all the hard work you put into this mod. A year ago I would not have believed you could fundamentally alter Skyrim’s combat behavior to this extent. With some polish this will be THE definitive combat overhaul. Keep up the amazing work πŸ‘πŸΎ


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