SamSuka
dTRY

dTRY

patreon


dTRY activity

Valhalla Combat Final pre-release

Changes:

Now using Commonlib-NG. This means the mod works out of box for both AE and SSE.

Greatly reduced the chance of execution not triggering(where you have to press the execution key multiple times to actually execute an enemy).

Enemy light attack stamina consumption is now ...

View Post

Working on the description

it's taking more effort than I thought due to the sheer amount of documentation I have to do; but it's coming....

View Post

Valhalla Combat 0.12

Why is it 0.12 instead of 1.2? I like to keep my projects nicely organized so I won't be adding the 1 in the beginning until the official release.

Changelog:

1. heavy attack stamina cost is no longer proportional and customizable. It uses the vanilla formula. Fixing the stamina cost t...

View Post

A new mechanic: Tackle

I've been playing monster hunter rise recently and here's what I've done to Valhalla Combat inspired by MHR:

A new mechanic: tackle is here! It's fairly unnoticeable but can drastically affect your gameplay. 

To perform a tackle, simple do a powerattack, and during the power atta...

View Post

ValhallaCombat 0.10 PreRelease(AE&SE)

Changelog:

a ton of stability improvements; all reported CTD causes should be fixed.

tighter perfect block frame(0.1s), now it's much harder to trigger; It was fairly easy to do in the previous version and makes the player kind of OP.

new, fancier spark effect on perfect block(s...

View Post

Valhalla Combat - AE pre-pre release

Here's the long-anticipated AE pre-pre release of Valhalla Combat. Because of the scope of this project I cannot test every single aspect of the AE conversion; so please, if you're on AE, download and see if you can run it properly. 

It also contains some micro-optimizations that I'll ...

View Post

Poll: Next Project

Hello people! I've decided to release Valhalla Combat as soon as it's ported to AE(which it will be soon); I'm going to finish its balance system after it's published(or probably even as a separate mod); this is because Valhalla Combat has been on my stack for a while and I'd like to get it over ...

View Post

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 directi...

View Post

Elden Parry - Release

Here it is!

https://www.nexusmods.com/skyrimspecialedition/mods/70240?tab=description

In the mean time I'd like to thank all of you for supporting me. I spend most of my p...

View Post

Elden Parry: pre-release

Currently the build only supports SE as I'm missing one hook address for AE port. Once I have that hook sorted out this will be uploaded onto Nexus


View Post

A very simple plugin I’ve been working on for the past 2 days

Will release it in a few days; taking a break from developing Valhalla combat but will get back to it soon also

Have a nice day to those reading this post, except Kars and Distar

View Post

An emergency CTD fix

Hi people! I've finally set up my development environment(I've been trying to do this for the past few days and it's the main reason I didn't post anything). This means plugin development can continue!

Here's an emergency CTD fix for Valhalla Combat's stun systm. I've reworked a lot of code...

View Post

Recent update

Hi folks! Apologies for not getting back to some of your dms past few days. I decided to take a few weeks off of the internet, but now I'm back to modding and everything else again. 

I've fixed the notorious valhalla combat CTD bug once and for all, and the one thing left to do is the ...

View Post

Valhalla Combat 0.9.9 SE

Finally finished writing the MCM. Fixed all of the CTD issues.

Requirements:

Skyrim SE(AE version won't work atm)

latest version of TrueHUD

Changelog:

-reworked blocking. NPCs cannot do timed block ATM, which will be addressed in the upcoming AI update.

-You ca...

View Post

2 new systems to be introduced

1: Sekiro-ish timed block/parry system

Projectile parry:

blocking while facing a projectile will "parry" the projectile(regardless of the timing). Parrying the projectile damages magicka with a balanced formula; it does not damage stamina because stamina regenerates way too fast and d...

View Post

True Deflection

Now you can legitimately deflect enemy projectiles back at them. There's 0 workaround; the spell you deflect back is the original spell that's flying. 

It looks super simple but took me longer than expected as the amount of havok stuff involved in it; thanks to Ersh it's now possible.<...

View Post

Magic parry

First off; apologies for not replying any message; I've been super busy recently with school work and think it's better to dedicate my remaining energy after a long day's work fully to developing. I know there are some bugs and some issues in the previous release and most of them will be fixed. View Post

Block dynamics

nothing much; just a short vid showing different types of timed blocks and how they affect the combat dynamics

I also redid all the block SFX; sourcing from original high-quality sound files from other games.

View Post

Perfect Block

Perfect block is a special form of timed block. Unlike timed block, it doesn’t have a specific frame. it can only be triggered when your block button is not pressed while you’re still blocking; in other words it triggers during the extremely short wind-up frame of block end transition. I...

View Post

Parrying rework in progress

The balance system is almost done. Meanwhile I'm working on a parry system rework.

The new system takes more inspiration from Sekiro and AC:Odyssey. Regular parry no longer negates all stamina damage, it drains your stamina just as a regular blocking does. However unlike regular blocking, i...

View Post

Another showcase

Parry to break balance(with slow time effect) + Follow up counter to break stun(with custom SFX) + execution.

I was like "damn" when i pulled this off; am actually enjoying my own mod :-)

View Post

Gameplay

I've found a way to balance the "balance" system nicely. Namely, you need to do about 1/2 of the enemy's health damage to break their balance i.e. being able to staggerlock them, for a few seconds. However, for enemies with grey stamina meter(happens as a debuff when their stamina depletes), you ...

View Post

Balance system: strong enemies

For strong enemies, the balance system acts more like a role regulator. Players are extremely careful when facing enemies that can one-shot you. However with the new balance system, doing parries as well as chip in normal attacks in beween enemy attacks will  damage their balance, the accumu...

View Post

Valhalla's stagger system

How it looks like now:

Actors no longer 100% stagger on every single heavy hit/bash.

Now, every actor is given a hidden "balance" value("poise“ and "posture" are already taken)

Every combat action: hit, perfect blocking, bash, will damage an actor's balance. S...

View Post

I guess I'm doing my own stagger system

for valhalla combat

View Post

Hotkey execution

when you aim at stunned NPCs, their health bar will start glowing, and you can press a hotkey to execute

View Post

Stop On Slash - AE Test

AE version of my hitstop mod. Test build so idk about its stability yet; should be fairly stable. Will release on nexus in a few days.

View Post

Valhalla Combat: Downed State

Now completely stunned humanoids will enter a downed state: kneeling on the ground and being defenseless, to be executed whenver you wish. Stun meter during downed state turns grey.

NPCs will regenerate stun resistence during this state. i.e. if you don't execute/kill them, they will stand ...

View Post

Valhalla Combat 0.9.4 Beta Test

Requirements: SSE. Newest version of TrueHud, Newest version of Elden Counter(toggle the damage patch), Movesets that are not Eskyrim's(Eskyrim's movesets lack certain annotation to trigger stamina cost, they can be fixed but it will require some Hkanno usage).

The current build is relative...

View Post

Valhalla Combat - NPC Counter AI

An attempt to combine Elden Counter with Valhalla Combat's perfect blocking. NPCs that manages to perfect block an attack can now perform a guard counter that forces player to reposition themselves, enhancing the dynamics of combat.

View Post