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isADRI
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Attack Behavior Revamp Update 5.7.4 hotfix

I am an idiot...

Hi! Everyone, So I finally fixed the mistime of the1st right hand attack, turns out it was an unneeded edit to the animation clip properties that I carelessly did to hook the weaponspeeds

the zxlice hitstop should work now as well as issues that prevented chaining the right hand with 1 hand weapons are gone

Requirements and Installation is similar to the previous version

Thanks!

Attack Behavior Revamp Update 5.7.4 hotfix Attack Behavior Revamp Update 5.7.4 hotfix Attack Behavior Revamp Update 5.7.4 hotfix Attack Behavior Revamp Update 5.7.4 hotfix Attack Behavior Revamp Update 5.7.4 hotfix

Comments

can you explain what did you do to use stances ?

Thanks for the answer! Will give it a go later. Curious to see if Wildcat, Ultimate Combat and CGO, all three combined, will give off any issues with ABR.

Brosky B

oh so regarding the mod pages for ABR, that has been outdated as there have been major changes lately but no worries as all you need to follow is the instructions mentioned on the images for combat mechanic mods yeah I do recommend using them as they do complement well once this behavior mod is used, for stances you can use any AMR dependent animation you want and put them on the ABR stance folders which is 11000 to 19000

ADRI

Thanks for your work. Just getting around to being able to play again and installing the mod. Just a quick question to help me with the installation process: is the mod's page still up to date in regards to compatibility between mods and recommendations for other mods to use with ABR (like Stances and Stances Addon), and would it be OK to use with Wildcat, Ultimate Combat and CGO all installed at the same time (if you know, of course)? Thanks in advance - I'd have scrolled through previous posts, but it's quite a lot of information to take in!

Brosky B

Sometimes enemies and my followers are paralyzed after making a power attack

Gaen El olvidado

Really appreciate this!! Edit: two things I noticed that I think could be improved, just my opinion :-) I think the first dagger/sword attack moves too far forward, too many steps. And the greatsword attack animations, where characters twirls the sword afterwards looks kinda unrealistic, happens after every attack but the first. Hope you will look into those 2 :-) Thanks again for great mod.

Yeah, all i have is a hunch but, it's because i haven't separated regular attack files to power attack files as well, I'm gonna add more npc attacks soon though so yeah this is on one of my checkboxes. Though thanks for the heads up

ADRI

Hello ADRI! I found a bug where NPCs sometimes will get stuck in their attack animation and stay in place until you stagger them to knock them out of it. Hope you can look into this issue soon!

tridbee

I have an issue where any spell attack in my left hand is cancelled if I swing a one handed weapon in my right hand first. This issue seems to have started in 5.7 and persists in this version. I use ABR, Thu’um, and Bash, but not CGO.

Hey, how did you manage to get Character behaviors enhanced to work with ABR? I manage to get CGO + Combat behavior improved + ABR 5.7.4 working together, but adding CBE and everything goes out of the window. This is even with deleting the nemesis patch, and reordering the mods in the nemesis engine. I'm using the unofficial patched version on nexus. Could there be more detailed installation guide for ABR+CGO+CBE? Thanks!

192191

Great work! I’m wondering if you could make the commitment fully souls like; instead of lowering turn speed during attack, set turn speed to zero during attack, and allow a instant angel change that is smaller than 180 degrees in between attacks, which is executed when you execute the next attack. I found that gives player much more control while keeping the game balanced.

I do not use CGO, if you could do it without CGO I would be very happy that

Gaen El olvidado

oh regarding this, I am actually quite aware, the thing about this is, without CGO, I do have an edit to solve this issue, however, Skyrim's havok logic puts the Magic on right behaviors on the 0_master behavior instead of the 1hm_behavior, that's not good because CGO has some edits, and either it takes priority or it's edits would mix with the fix, I would need to Edit CGO and there is no open resource for that but one thing i am also planning is replicating CGO's edits only and bypassing them in a brand new behavior logic so Nemesis is able to make my edits win, Though It might take me a bit because there are blending computations that should be done if I need to replicate CGO's logic

ADRI

Thanks for taking me into account and fixing the problem I had, this update solved it. I would like to give a suggestion or show something that I do not know if it only happens to me, when I have a spell equipped in the right hand the left hand does not execute an attack combo, could you make it possible to do the attack combo in the left hand when have a spell equipped on his right hand? Here I attach a video so you can see what I mean: https://www.youtube.com/watch?v=Xcw8n5NWiGI

Gaen El olvidado

I'm a noob with this mod, How do I do dual wield combos effectively?

Does anyone else have missing sounds and hits on alternate forward one handed power attacks?

Awesome work, just wanted to ask ADRI and anyone else: my attack animations aren't changing when I switch stances, with ABR 5.7 and above - is that normal? Do I need to put new animations in the DAR folders myself? Does ABR not come with animations already in place for Stances after 5.7, or is it a problem on my end? EDIT: Is this because the pre-AMR animations weren't replaced with post-AMR animations in the ABR Stances DAR folders? EDIT 2: Nevermind, figured it out using the renaming convention mentioned in the 5.7 ABR release (the answer to my question in the first EDIT is "yes").

jsr108

so regarding the Staff animations, I revamped all regular attacks to use AMR, so new behaviors new animations, ABR took me a while to get to 800 animation files, and now I've revamped just the regular attacks of the most used weapons but no worries as I plan to re-add those soon with all new AMR supported stuff as well, katanas, claws, and also the CGO staffs

ADRI

Thank you, ADRI great work, again. Since I started to use ABR, I have always patch CGO in nemesis and I did not see any bugs, but I wonder should I patch CGO or only patch ABR? Other than that, there was file named "6940" which contains staff animations. However, it does not exist anymore where can I find it?

So I addressed this previously, but I will try my best to explain it; basically, everything in the behaviors and animations are complete but the thing lacking is SKSE based events, events are the signals which allow us to send functions from the game to the behaviors for the correct animation to play accordingly now I need new skse based events because Skyrim by default has no on hit event, which is why the "onhit animation framework" was made(by maxsu) for the flinch mod. but currently, there is only one type of hit event, project impact needs more than this, it needs conditional on hit events because we don't want reactions by NPCs to be out of sync with the animations, I want the proper reaction for when you do a laido strike or a juggle, in order to do this, the events should have a specific annotation in the animation as a prerequisite, that way, we can DAR everything and allow animators to create the preferred reactions and all they would do is easily annotate their animation so why haven't I done this yet? I don't quite have the experience in program language, It's a new thing for me, and while I have collaborated with some SKSE modders for the custom on hit events, I don't want to sorely depend on them and it might be too much to ask which is why I am studying myself but also, while I haven't fully learned the requirements necessary for what I would do as of yet, there will be some sort of prelude release of project impact that utilizes DAR, the reactions will be in sequence though, which is why I have rebooted how the regular behaviors of abr's regular attacks work, so that when I make the reaction part which does not need the events yet, they would be in sync with the regular attacks anyways I am studying C++ as I have more ideas I want to implement as well

ADRI

When will you release project impact

Thank you for your effort

That picture tho xD

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