Hi Everyone, so apologies if this is different from how I usually post, but I haven't been well lately, So i just finished and published all 3 projects in this post and will try my best to explain the new features as best as i can here, I'll try my best to make a pdf guide/video soon though
anyways so 3 updates,
>Inquisitor 3.5<
-I've managed to separate behaviors for each of the main magic types, so self concentration spells no longer lock, initially i planned to do thesame for aimed concentration spells but the drawback of this is that we would not have custom animations, so I just focused on the self spells for the time being
-this update should fix mage npcs cancelling their casting, especially with the left hand, which previously would always get stuck, this was the main game breaking issue with inquisitor that was initially too convoluted in the behaviors, it's the reason why it took a while because the behavior had to be specifically structured per scenario, per weapon type, per initial casting hand.
>ABR 5.7.8<
-there aren't any new animations including in this but regarding the behaviors, you may now perform a custom power attack combo differently after each regular attack
instead of having only 2 unique power attacks it's increased to 5 so basically,
after atk 1 - hvyatk1(CHARGED ATK)
after atk 2 - hvyatk2
after atk 3 - hvyatk3
after atk 4 - hvyatk4
after atk 5 - hvyatk5
example:
hvy atk2 is [L click + L click+ L hold]
hvy atk3 is [3X L click + L hold]
the regular attack after hvy atk5 is the standing power attack
-also, skysa anims still work, animation files for power attacks remain thesame just with the -4, and -5 suffixes, also, i know it does feel weird with the very fast transitions, but this was the only way i could have allowed compatibility with some amr animations, because skysa and abr use different annotations, so i had to list a universal annotation specifically the hitframe as the transition queue, now I'm aware a lot are used to rapidly clicking left click to perform regular combos, I'm trying several solutions and planning to ask a few others like nicknack regarding this,
-like, elder scrolls deliverance, you can change your direction of your charged attack before you hit
>project impact 1.2.9<
There were a few dirty behavior edits, which sometimes caused NPCs not reverting to default ready behavior after the animation, in both flinch and staggers, i ironed out a few
also for those experiencing tposes, it's because of the behaviors acting weird if your fps go above 60, which is annoying tbh, especially for rich mofos like duffb who can run ultra realistic skyrim at 120 fps, this, I'm aware of is mainly because i moved the impact behaviors to the default state sibling trees, which was the most stable and compatible option, just set a limit to 61, that should stop the tposes
anyways this is all for now, just wanna apologize if i hadn't really responded to everyone's dms or comments, but i usually skim over everything and head straight to fixing when i can, I do plan to get some rest for a few days, my plans are to make more animations because the next thing I'm focused on if there are hopefully no game breaking issues is to finally make stance based impact behaviors, which also means stock stance animations for abr,
i also plan to change a lot with the next abr update, I'll try my best to recover, make fixes and make the new features in a few days, anyways thank you all for the support and time! hope all goes well with both modding and your day to day!
SuzanoSho
2021-10-15 05:03:22 +0000 UTCComrade Morshu
2021-10-14 18:03:52 +0000 UTCComrade Morshu
2021-10-05 18:55:10 +0000 UTCGil Correa
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2021-09-30 21:23:07 +0000 UTCDaniel Shehovsov
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2021-09-30 18:31:00 +0000 UTCMatheus Welter Rodrigues
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2021-09-30 09:25:47 +0000 UTCGaen El olvidado
2021-09-30 09:14:05 +0000 UTC在宇葉月
2021-09-30 09:13:45 +0000 UTCGil Correa
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2021-09-30 02:13:57 +0000 UTCMatheus Welter Rodrigues
2021-09-30 02:05:23 +0000 UTC