SamSuka
dTRY
dTRY

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Valgrind-dodge alpha test

Requirements: 

Skyrim 1.5.97(AE support will come soon)

TK dodge(TKRE or TKSE, doesn't matter) OR Ultimate Combat

DMCO support will come soon

TrueHUD


Here it is! the 1st module of Valgrind: dodging is complete. It supports 2 types of dodging behavior: passive and active. Passive dodging basically uses whatever vanilla AI would use and turn them into dodges, whereas active dodging makes NPC react real-time to incoming attacks. Currently, NPCs would try their best to dodge every single player attack, so i'd strongly suggest having it disabled for purposes other than testing. I'll provide some balancing mechanics in the future.

If you have "bEnableDebugDraw" enabled in the mod's .ini settings file, you can visually see the decision process made by the dodging AI: namely, they always make sure they can dodge to a safe position and there aren't any obstacles. 

While I keep polishing the dodging module, I'll move onto perilous attacks soon. This combined with the former should make enemies feel much more intelligent and fun to fight against. Stay tuned!


Changelogs:

0.2:

Dead NPCs and NPCs not 3d loaded no longer dodge

NPCs only dodge from their enemies

NPCs can now dodge even when there's not enough space to finish the dodging motion, as long as the dodge travelling distance is long enough to evade the attack.

more configuration options

fixed debug draw showing up even when disabled

Comments

Yes!

dTRY

oi dTRY since you are implementing npc dodging with tk dodge re I was wondering if you could support remote npcs (online players) for dodging mechanic since skyrim together recently made their own script extender? if you do choose to attempt at it I'll gladly test with others!

DJLegends

Hi dTRY, new update don't have esp file like the first one, its ok to update ?

Tuan Anh Nguyen Duy

Thank you for the quick update! However, I am still getting the green dots debug drawing when debug mode is disabled. Also Active dodging is enabled in the settings where it is recommended to be turned off. EDIT: I just found that during killmoves, NPCs can dodge out of it, rendering them immune to damage until you manage to trigger killmove again if they still have health left or die a while later if their health is 0.

tridbee

fixed! Enemies randomly dodging is a part of passive dodging, which is triggered by vanilla AI

dTRY

There are big green dots that still show up when enemies try to dodge even after the debug option is disabled in Settings.ini. It also shows up on enemies that cannot dodge like sabrecats and trolls. Also enemies who are casting continuous spells like Flames can still fire their spell at you while dodging, resulting in their casting animation bugging out. Enemies seemingly reacts to whatever you are doing and not just attacking. You can do a blocking action and they would sometimes dodge out of it.

tridbee

None

dTRY

Any issues with scar?

Derek Doo


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