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Preview - K.A.R.S. Framework

I've paused the development for Valhalla combat because it is nearly finished, with only one thing I want to implement: a proper stun system.

Before making the system, I realize how unreliable and limited Skyrim's vanilla stagger behavior is: it only has 4 different magnitudes for 2 directions : front and back; that's it. Industry standards have dozens of reactions per swinging direction: For example , in Elden Ring, a leftward swing leads to different reaction than a rightward swing. A downward slam of a hammer realistically knocks the enemy to the ground. I really wanted those reactions in Skyrim; this is what makes your swings feel truly impactful, on top of hitstops and screen shakes.

This is why ADRI(BOTUser99) and I started this new project that will hopefully serve as an universal framework for future stagger overhauls/poise mod/combat mods: Kickass-Accurate-Reaction-System a.k.a. K.A.R.S. Framework. 

Unlike immersive impact, poise, and project impact, K.A.R.S. is not a stagger overhaul by itself. Instead, it provides an API for modders to conveniently trigger dozens of reactions of different magnitudes. You can think of it as the Skysa/MCO of enemy reactions&staggers that will serve as a base for future stagger mods.

What makes this system different is that animators and combat mod authors both have precise control over reactions. Animators can force a reaction for specific animations, and comabt mod authors can take control of enemy reactions entirely through this framework.

Another feature that I really like about K.A.R.S.(and Skyrim really lack) is the accuracy of reactions. Thanks to Ersh and his precision, on-hit reactions in Skyrim are now truly accurate depending on your real swinging direction. In the video for example, the enemy launching into the air isn't scripted or achieved using some spell workarounds. The enemy launches because he was hit by a powerattack uppercut from a greatsword. Every weapon, every moveset, every attack will have their unique reactions naturally builtin with K.A.R.S..

Further details about this system will be revealed soon; Valhalla Combat will be the first mod to use K.A.R.S framework. 

On a side note: valhalla combat should soon be AE ready.

Preview - K.A.R.S. Framework

Comments

Weird question: What happens if I install Poise Stagger Overhaul by LokiWasTaken, and then at some point I install the Valhalla Combat with KARS implemented? Will there be a conflict?

Adrilz

With a name for mod like this, i had to become a patreon ...

Kars

It will be compatible; ideally all poise mods in the future should take advantage of this framework

dTRY

Will this be compatible with poise?

CB 762

I'll try that. I've just done a fresh reinstall of skyrim and am currently redownloading mods.

The Old King

It could be some idle animation conflicts; have you tried moving the .esp file to the top (smallest priority number) of your plugin order?

dTRY

Pretty cool. I've been wondering if something like this would ever be possible then figured the recent changes to flinching with Precision mod were as good as it was going to get.

Niko

So I have a problem with Valhalla Combat where instead of attacking an enemy normally my character does this stabbing animation that does no damage. When not near and enemy I do my normal attack animations. Is there any mod conflicts in particular that cause this to happen?

The Old King

Very cool

Sirgilly1

This is very exciting honestly.

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