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isADRI
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ABR 5.7.3 Animation Speed Control Fix

This now hooks the weapon speed variable to all attack behaviors, in other words, previously, regular attacks could not have a speed change and relied solely on the animation

I was able to re-implement the customizable animation speed of the attacks so it can easily be changed via weapon speeds mods as well as changing the weapon speed of NPCs to how you want them given mods like Customizable weapon speeds -https://www.nexusmods.com/skyrimspecialedition/mods/22100


This also means it is again compatible with one of my favorite visual fx mods zxlice hitstop - https://www.nexusmods.com/skyrimspecialedition/mods/42811 which is a script free behavior based mod that slows or stops NOT the whole game but only a specific actor once that actor has landed a hit which is demonstrated on the video 


installation is similar to 5.7.2 refer to the images attached


thanks again!

ABR 5.7.3 Animation Speed Control Fix ABR 5.7.3 Animation Speed Control Fix ABR 5.7.3 Animation Speed Control Fix ABR 5.7.3 Animation Speed Control Fix ABR 5.7.3 Animation Speed Control Fix

Comments

Thx !!!!

Cosmofujia

The floating health bars actually, is a new skse beta mod which is still in development but the ui is just less intrusive hud and modern ui preset

ADRI

Thank you for your great work! Where can I download the floating healthbars replacer preset and the UI preset? The original floating healthbars is too ugly for me. X(

Cosmofujia

thank as well! So for the ground, I have the mod "SSE Parallax Shader fix" and "blended roads" which is the priority among my flora mods(3d trees, folkvangr and origins of the fores)

ADRI

Thanks for the update. Btw what are the ground textures you're using (aside from what comes with Folk)? I love me some parallax and that dirt is looking BUMPY 😁.

C

Thank you for answering, you are very attentive to us, keep it up, we support you and we love you for bringing us spectacular mods, look forward to the next update

Gaen El olvidado

Yeah it was something in the animation clips, try out 5.7.4 which fixes the 1st weapon attack of the right 1 hand to see if it fixes the issue

ADRI

Version 5.7.2 and the other updates have not given me that problem, only this version

Gaen El olvidado

What do you recommmend me to do?

Gaen El olvidado

It might be that something conflicted or prevented your animation motion revolution mod from detection, if there is no swing sound or hitframe then that means it's not being detected by ABR, so it has empty annotations and does not have the necessary queues to transition

ADRI

Not even the npc take damage, the right hand attack does not work at all, here is the test: https://www.youtube.com/watch?v=KGgXNZ2-MnU

Gaen El olvidado

I've now spotted that 1h sword has this issue as well (for me) but to almost an unnoticeable severity. The real issue being the initial first swing causing the anomalies of delay, stopping, taking a step forward, and then resuming the animations normally. I'll assume CGO being the culprit.

I'm planning to buy the LE version yeah but I can't promise a release date though, as LE would mean double the work, but I do consider it

ADRI

I tried that and it still doesn't work for me, it only attacks once by pressing the attack button on the right side :(

Gaen El olvidado

will you make the LE version of latest ABR?

Geoge OMG

to add to this, The next update will have stances + some enemy reactions based on the stance, just going to take me a bit to create for all weapons and reactions but that's the next project

ADRI

oh no not anymore as the Unlocked movements were in the behaviors and all attack behaviors have the movement lock to prevent not just broken animations but a bug that sprints the PC infinitely

ADRI

You need to custom animations for each stance, and they should be AMR based animations. You can find them by clicking AMR nexus page and check out what mods are requiring AMR. I can recommend you "Black Hound" "Zealot Knight Updated" "Sekiro Sword Combo Animation". After download manually this mod you should pick the hkx. files which animations you want and rename them for ABR like 2hm_atk1. Finally, you can move files to each stance for example 15100 for high stance, you can find moves list in the custom condition file.

I have same exact issue. It also affects 1h axes etc. Only first hit has very delayed hitframe, the rest of the hits work very well.

is there a way to unlock movements again with CGO, even if some animations won't work well?

Quick question, which version of character behaviors enhanced do you use? Is it JZbai's (unofficial Patched) or Oracus0's older port? Thanks!

192191

So I downloaded this mod and also stances, but when I switch stances my character is still using the same animations. Combos are working fine but the stances don't affect the attack animations they remain the same. I'm wondering if the stances are designed with animations for each different stance already or if I need to add custom animations from another animation pack and if so which ones do you recommend? Thanks for your hard work man, the new NPC behavior is such an amazing improvement to the combat

happy to hear you are aware of this I was wondering what was going on haha

Well, if you use other behavior mods, you have to check them as well, Also refer to the attached images for the instructions on how to make sure cgo works properly with abr

ADRI

That'd be mostly due to inquisitor and the new magic behaviors which they seem to use even as i set the behaviors to player only, the solution is quite frank, that I'd need to bypass the behaviors but there's alot of branches that i have yet to cover, working on that tho

ADRI

I'm having an issue with the 1h mace as well but with attacking. The first initial swing delays and registers the hit like a half second later. As the first swing animation is following through my character stops, is forced to take a single step forward, and then can continues the follow-up second swing. Every swing animation after the first is fine, the only oddity being the hit registering is delayed.

I need to know the same

Quick question, in the nemesis engine, I only check ABR, and not CGO right?

192191

are you using any combat mods?some of their weapon speed modifiers can sometimes bleed through, ive been using a weapon speed mod for a while, just allows you to recalibrate it if it seems to fast sometimes the speed is coming from the animation itself and sometimes gets stacked with a weapon speed modifier.

Same, most commonly with magic users

Just to make sure, the walking animation on the first right-handed swing of a mace is suppose to be extremely fast right? Like 3 steps in under a second fast? Or is that a bug on my side?

C

same here

MomsCreditCard

Hey. Has anyone experienced NPCs in combat freezing in place at random? Usually appears to happen for both melee and magic, but I haven't noticed for archery.

C

I just use "UNDERDOG animations" and "Smooth NON combat animations"

ADRI

it can't be adjusted with just deleting the animation files but you can definitely replace them. NPC only uses 3 files, NPCR1hm_atk, NPC2hm_atk and NPCH2H_atk I intended it this way because there is more I'll be doing in the future, which is focused on specific bossfights, but of course as long as they are AMR you can always replace the following by adding a new DAR folder, NPC animations are from 661001 to 665106, you can add with a number greater than that and set the conditions you want,

ADRI

is this the start of your game? the caching happens at first when it caches all DAR animations but if it's like that for most of the time, try adjusting weapon speed and use unlocked grip for a bit and revert back when it's working

ADRI

Just rename the eating animations to a higher folder, you won't break anything as it doesn't focus on conflicting anim files

ADRI

Greetings, I love this mod, I adore it, I have a drawback with this update, the one in this video: https://www.youtube.com/watch?v=DzxVqBKgyOA the sword on the right side only attacks once when I press the attack button

Gaen El olvidado

Hello Adri, I noticed that one of the CustomConditions folder is conflicting with Eating Animations and Sounds mod (same folder number). I am not sure how DAR works, so I wonder if I can just change folder number or I will break one of the two mods by doing so. Anyway, thanks for another amazing update =)

I have a question about NPC behavior. NPCs are swinging out of attacks in situations where they were doing ForwardPowerAttack in vanilla. In an environment that deals with dodge and guard, an attack that can be avoided by just retreating is a bit boring. Which hkx file is the equivalent of ForwardPowerAttack for NPCs? I would love to guard the ForwardPowerAttack of the spear in AnimatedArmory. So I'd like to replace it with an AMR-compatible rushing attack animation.

Hey guys love the content this is my first time being a patron.had to put somthing towards the hard work.just wondering anyone else having an issue with grip mods? Anything 2 handed seems to be bouncing a duel wield animation and character holds the sword perfectly side ways. Will get photo if need be.keep up the great work

Are you using any animation mods separate from ABR? It feels like your weapon idle, run, and walk are different from mine.

P.S. I'm asking because currently, when I put animations into the Stances DAR folder, they don't activate in game. Is this just because they aren't AMR compatible?

jsr108

Hi ADRI, quick question for you (or anyone else who knows), does the Stances mod now only work with AMR animations, if I'm using ABR 5.7 and above? Like, if I want to put animations in the Stances DAR folders, do they have to be AMR animations in order to work with ABR?

jsr108

it's just the 1hm_running animations for inquisitor. just delete them in folder 98000 of that mod

ADRI

I think it has something to do with Highjacked speed mults from CGO's unlock grip changeable weapon speeds upon unlocked grip mechanic, gonna try to find the fix for this

ADRI

ABR is a great mod. However, I have strange issue about left hand magic since the first 5.7 as you can see: https://streamable.com/o47aga Is it related to my mod list or is it an incompatibility bug? any way to fix it? And your combat looks so cool I would really like to see the modlist...

it's just the Script to toggle right alt it's fine to overwrite

ADRI

Minor bug:IDK if it's related to AMR animations I'm using, but speedmult doesn't affect the first attack of righthand light weapon a.k.a. R1hm_atk. I can also initialize the next attack when the prior attack is about 90% finished. [Update] it appear that the hitframe of R1hm_atk is affected by speedmult, but the animation is not.

nope, if you want longer stops just edit the ini file in the hitstop folder

ADRI

Hey, ADRI, is plugin in FPRevo needed when using together with ABR? Seems like they add the same quest.

Great stuff :) Is the weapon speeds mod a requirement for zxlice hitstop?

Thanks ADRI, you make combat more fun!

I believe he could be using All Geared Up Derivative.

Looks great! What mod are you using to have multiple items on your back?

T.echne

Eyy that's badass AF, thanks for that as well :)

ADRI

Finally! My Skysa setup can retire. Ty for the amazing work. Also, your vid that I dubbed just got 20k views in China ;-]

Oh, naah I don't use that, I just use the SKSE stagger on hit, and staggerlock, as for blocking I use deflection, I know it's "script based" with an esp but it's not heavy on the load. I use that instead of the poise and timed block because I go for 1v 20 combat with increased enemy spawns and populated forts, there's no point in waiting for the last second to timed block 15 enemies at thesame time while my follower handles 5 in my setup so I just want my block timer to at least be the moment the enemy starts swinging instead of just 0.3 seconds before

ADRI

Is that a WIP of the stagger/poise mod Loki is working on? Just noticed the staggers on the wolves which I don't think was in his last post.


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