TheDriedFinger Posted April 7, 2017 Author Posted April 7, 2017 Do you lose stamina when you try to roll? If yes, then that means that your keybindings and everything are working fine and it's just an animation issue. If not, then it means that you're not pressing the button that's been registered. If it's an animation issue, then remember to re-run FNIS.
TheDriedFinger Posted April 14, 2017 Author Posted April 14, 2017 I was on the skyrimmods subreddit recently and someone by the name of Borgut1337 was nice enough to give me some optimization tips, for example here (https://pastebin.com/w3V4A2Th). So hopefully, I can integrate those recommendations in and maybe it'll run more smoothly for everyone!
FBplus Posted April 21, 2017 Posted April 21, 2017 I was on the skyrimmods subreddit recently and someone by the name of Borgut1337 was nice enough to give me some optimization tips, for example here (https://pastebin.com/w3V4A2Th). So hopefully, I can integrate those recommendations in and maybe it'll run more smoothly for everyone! Oh,that's a great news!So we can get a more smoothly experience? I can't wait to see it! By the way,I'v found a very amazing dodge mod for SkyrimSE,the reaction speed is very fast and it can even do 8 direction roll,and we can also move the camera when rolling. http://www.nexusmods.com/skyrimspecialedition/mods/9486/? I know it's rude to post it,but I really hope you can look at it.Perhaps the rolling system can also be improved?
KumamonTheWorshiper Posted April 21, 2017 Posted April 21, 2017 Whoa an update. And possibly an optimization in the future, nicee. Question, is it possible to generically add variable amount of poise to unsupported creatures only, based on their stats (health, lvl, etc)? So you could, you know, give proper poise amount to dlc creatures that desperately need it (lurkers for example) without directly supporting them and requiring people to own the dlc before installing this mod.
TheDriedFinger Posted April 22, 2017 Author Posted April 22, 2017 I've got a really big problem right now, which is that I have now noticed that over a game session, my framerate becomes progressively worse due to this mod. Quitting and reloading seems to help, possibly because of SKSE's ClearInvalidRegistrations, which suggests that the dynamically added script this mod adds to NPCs isn't being removed as intended. And I don't know why! I noticed that mod on /r/skyrimmods, and I need to figure out how this is done. It would help 100%. I can dynamically set poise, yes. I don't know why I have not done that.
FBplus Posted April 23, 2017 Posted April 23, 2017 I've got a really big problem right now, which is that I have now noticed that over a game session, my framerate becomes progressively worse due to this mod. Quitting and reloading seems to help, possibly because of SKSE's ClearInvalidRegistrations, which suggests that the dynamically added script this mod adds to NPCs isn't being removed as intended. And I don't know why! I noticed that mod on /r/skyrimmods, and I need to figure out how this is done. It would help 100%. I can dynamically set poise, yes. I don't know why I have not done that. I am not familiar with papyrus,so I guess is that because "persistence" like the CK wiki says here?: http://www.creationkit.com/index.php?title=Persistence_(Papyrus) ,perhaps you can look the conclusion at the end of that page,hope it can help. So,I have noticed your script just keep updating events all the time even when we are out of combat,is that really necessary?Is that the reason of framerate dropping?I have a little suggestion: 1.we can just call the onupadate events when we get hit to recover poise,and don't use RegisterForSingleUpdate() in the Event OnUpdate() when poise recovers to MAX,since the poise only changes when we get hit,and of course,use UnregisterForUpdate() first to stop poise recover. 2.About the weight detection,why not write them in the OnObject Equipped\Unequipped Events since weight only changes when we equip something? 3.About the RollWeight judgment,can we sacrifice a little to detect other constant thing like "carryweight" rather than "stamina"?so we don't need to detect it all the time. 4.Use Int rather than Float can probably prevent the script from complex calculating,for example, MaxPoise = (GetMaxPoise(Target)) as Int, PoiseDamage = (((akSource.GetWeight()) * (VarAttackMult.GetValue()))) as Int and so on. By the way,I found a good way to prevent attacking when stamina is 0.just add a condition "GetStaminaPercentage Greater than 0" in the AttackRightRoot and AttackLeftRoot Idle Animation by editing the esp file.so we can get a very smooth experice to prevent normal attack just like the power attack.more souls like,haha! Since I know almost noting about scripts writting,my suggestion may souds stupid.And sorry my poor English.
KumamonTheWorshiper Posted April 25, 2017 Posted April 25, 2017 Man, you've been learning bucketload of things since the last 1.4 update aren't you? The fixes you brought in 1.5 patches seems more... uh... advanced? At least that's how i see (or feel?) it by comparing the changelogs. If so, nicee. Just one problem, only in 1.5.2. When i switch between spells and my sword back to back, sometimes i get mid rolls and other times i get fast rolls when i'm switching to sword, mostly mid rolls (when switching to spells i will always get fast rolls). My full equipment are Dint's 2B armor and weapons and roll weight ratio setting are on default number, in case you wanna know. Btw, have you check the dodge mod that that fb mention to you? I'm curious whether there's something in it that could be beneficial to improve dsc's dodging. By the way,I found a good way to prevent attacking when stamina is 0.just add a condition "GetStaminaPercentage Greater than 0" in the AttackRightRoot and AttackLeftRoot Idle Animation by editing the esp file.so we can get a very smooth experice to prevent normal attack just like the power attack.more souls like,haha! Well, looks like someone has done it. Wait are you the creator of that mod by any chance? lol
TheDriedFinger Posted April 25, 2017 Author Posted April 25, 2017 Based on your own calculations, should you be getting a mid roll or a fast roll? Maybe the script is not updating the weight correctly when you equip the weapon. Or maybe you're on the edge of the weight limit and due to rounding (since I'm calculating most things as integers now), there's an inconsistency? The dodge mod modifies the behavior files and that's something I don't yet understand. In the meantime, I added an MCM option to disable the rolling, the someone wants to use alternate rolling mods.
KumamonTheWorshiper Posted April 25, 2017 Posted April 25, 2017 Based on your own calculations, should you be getting a mid roll or a fast roll? Maybe the script is not updating the weight correctly when you equip the weapon. Or maybe you're on the edge of the weight limit and due to rounding (since I'm calculating most things as integers now), there's an inconsistency? The dodge mod modifies the behavior files and that's something I don't yet understand. In the meantime, I added an MCM option to disable the rolling, the someone wants to use alternate rolling mods. I get fast rolls consistently, back in 1.5.1. I actually need to re-equip then equip the sword until i get a fast roll before heading into battle in 1.5.2. Hitting the edge of the weight limit as the source problem... maybe? I've tried reducing the roll weight ratio between 3.0 and 4.0. 3.0 is still inconsistent but i think mostly i can get fast rolls in 3.0 more than 4.0. Oh i forgot to mention that my stamina are at 230, if that's important. Alright, what about it's 8 directional dodges? Is it something you can do easily with your current modding skill or would it require you to learn about how to modify behavior files? Oh 1 more question, iirc you've uploaded this to nexus once correct? But decided that if you can't link to LL in the mod description's page you don't want to upload it there. Now that you... actually all of us, can now mention and even post link to LL there since more than 1 year ago, have you considered uploading this mod there in the future?
TheDriedFinger Posted April 25, 2017 Author Posted April 25, 2017 I'm seeing the weight issues in the script now. Added in some conditions to reduce unnecessary calculations, but I put some things in the wrong place and often even when calculations are required, they don't happen. I am fixing and testing that now to be sure. I could add 8-directional rolling, but the problem is that it would make the response time even worse than it is now. In my opinion, something that requires as good response time as dodging, well, we should no longer rely on scripting for that. Because Ultimate Dodge Mod and TK Dodge exist and make use of the animation engine/behavior files, it doesn't really make sense for me to continue expanding this mod's dodge features. That's why I added in the option to disable my dodging, so that people can rely on other mods for dodging. I could upload it to the Nexus, but something that has become apparent to me is that DSC has a very poor reputation. Maybe 100 people now actually continue to use the mod and that is in spite of its many issues and assumably because they also have very high-performing computers. Uploading it to the Nexus doesn't make sense to me because it's not something many people would even want to use now and could even use even if they wanted to!
TanookiTamaTachi Posted April 26, 2017 Posted April 26, 2017 Well, for what it's worth, this mod is still by far my favorite combat-mechanic overhaul. Sure, the script performance can be a bit rough at times, but its features are fully worth that risk.
FBplus Posted April 26, 2017 Posted April 26, 2017 Man, you've been learning bucketload of things since the last 1.4 update aren't you? The fixes you brought in 1.5 patches seems more... uh... advanced? At least that's how i see (or feel?) it by comparing the changelogs. If so, nicee. Just one problem, only in 1.5.2. When i switch between spells and my sword back to back, sometimes i get mid rolls and other times i get fast rolls when i'm switching to sword, mostly mid rolls (when switching to spells i will always get fast rolls). My full equipment are Dint's 2B armor and weapons and roll weight ratio setting are on default number, in case you wanna know. Btw, have you check the dodge mod that that fb mention to you? I'm curious whether there's something in it that could be beneficial to improve dsc's dodging. By the way,I found a good way to prevent attacking when stamina is 0.just add a condition "GetStaminaPercentage Greater than 0" in the AttackRightRoot and AttackLeftRoot Idle Animation by editing the esp file.so we can get a very smooth experice to prevent normal attack just like the power attack.more souls like,haha! Well, looks like someone has done it. Wait are you the creator of that mod by any chance? lol No lol,I am not...but it's just a small change and I am very happy to see that someone finally did this and put it on Nexus.
KumamonTheWorshiper Posted April 27, 2017 Posted April 27, 2017 I'm seeing the weight issues in the script now. Added in some conditions to reduce unnecessary calculations, but I put some things in the wrong place and often even when calculations are required, they don't happen. I am fixing and testing that now to be sure. I could add 8-directional rolling, but the problem is that it would make the response time even worse than it is now. In my opinion, something that requires as good response time as dodging, well, we should no longer rely on scripting for that. Because Ultimate Dodge Mod and TK Dodge exist and make use of the animation engine/behavior files, it doesn't really make sense for me to continue expanding this mod's dodge features. That's why I added in the option to disable my dodging, so that people can rely on other mods for dodging. I could upload it to the Nexus, but something that has become apparent to me is that DSC has a very poor reputation. Maybe 100 people now actually continue to use the mod and that is in spite of its many issues and assumably because they also have very high-performing computers. Uploading it to the Nexus doesn't make sense to me because it's not something many people would even want to use now and could even use even if they wanted to! Ah i see, thank you for the detailed response. Now i feel a bit bad since you're going into the trouble of making a detailed answer only to satisfy someone's curiosity lol Another curious question: Have you ever considered tweaking the parry timing? As you know, currently it is veeeeeeery easy to parry someone. Iirc, you don't know how to make it harder, but that was a long time ago. Was wondering if you have a way to make parrying harder now that you have better modding skills than before (to my eyes at least). Also, i don't know if you still considering adding new features. But in case you are, here's an idea to implement some of souls' shield mechanics. Shield stability: The heavier the shield, the less the stamina consumption. Lighter, more stamina consumption ofc. The type of shield it has matters too. Don't even try tanking with light shields if you don't want to deplete your stamina really freakin' fast no matter the weight unit it has. Better damage reduction when blocking: Make the mod read how much is the armor rating on the shield and determine how much damage you can tank based on that? 50 armor rating= 50% damage reduction, 100 armor rating=100% damage reduction, so on so forth. Make the mod ignore the shield perk that reduces the damage. if you can that is. player's-stat-dependent damage reduction when blocking with shields are soooo Skyrim. But, what if the shield's armor rating reaches over nine thousand? Well still 100% damage reduction, nothing changes. You may now stop over upgrading you shield, it is now useless. Guard break: Oh you're a havel shield+dank sword turtling fag? *r1 r1 r1 r1 r1 r1 r1, guard break, hornet ring riposte* *points down gesture* now get outta here you gay ass cancerous fuck (i fucking hate this type of faggot in ds3 pvp holy shit). This is simple, After reaching 0 Stamina when blocking->Guard break->riposte. But like i said, i don't know if you're still considering adding new stuff. if you don't, then ignore my idea. No lol,I am not...but it's just a small change and I am very happy to see that someone finally did this and put it on Nexus. Does not affect npcs. But they'll stagger if they try attacking with 0 stamina with DSC installed so im not complaining. Edit: forgot to report about the weight calculation bug. Before, my rolls can randomly downgraded. Now, it only downgrades when i try switching weps when my stamina is horrendously low, but i'm pretty sure it's because of the new way the mod calculates our weight in order to make the mod more optimized. If so, this is a good trade in my opinion and can be completely ignored unless there's a way to prevent this.
enim4 Posted May 6, 2017 Posted May 6, 2017 I finally managed to add the riposte sound effect by replacing killmove sounds though i wonder if it could be done by script .It seems like the mod is working well and the latest version does indeed make stamina feel like dark souls,parries though are kinda easy to pull off and there's no detriment to fail since it always blocks enemy attacks.Using this with enemy enhancer, ultimate combat and combat evolved sure makes combat much better and not mashing the attack button or else get parried.Anyways thank you for your hard work!
zupashi855 Posted June 26, 2017 Posted June 26, 2017 Is this mod compatible with Perkus Maximus, SkyRE and similar mods? I don't really want to use lots of combat scripts.
Banzai07 Posted August 8, 2017 Posted August 8, 2017 I really love that mod, it's a must have.But the thing is, often the riposte animation doesn't work, is there a way to fix that ?
Banzai07 Posted August 9, 2017 Posted August 9, 2017 I tried several config to increase the stability and I get better results with high speed poise recovery or very low speed poise recovery.That being said, I would make some suggestions to improve this mod because it's probabely one of my fav.But first of all, i'm gonna talk about the poise system of DkS II to explain my point.Poise is a bar that allows you not get stun (staggered) when you get hit by an attack. There are 2 main cases :1) If you get hit and your poise is depleted, you're stun and as soon as the animation stun ends, your poise is reset to full. It's the 2 hits combo system : 1 hit > poise broken > stun > 2nd hit > ends of stun animation > you can rolling escape2) If you have more poise than the incoming atk you you will not be staggered and you can continue to perform actionsIn this second case, your poise is not depleted and it begins to refill at a rate of 0.56 poise per second. This is extremely slow. So slow that the only effective way to get your poise back is to get hit down to ZERO to allow it to instantly reset.This is very interesting because you're able "to trade" the 2nd incoming hit by performing yourself an atk to your opponent.it's also means that you need more hits with a light weapon to get your adversary staggered.That's the theory because there are some another parameters like hyper armor,direct hit system...For more simplicity this mod could implement these.Practical case study with this mod :You're opponent is wearing a full daedric amor 96 weight so 96 poise.You're using the murakumo (from Dark Souls Weapon enhanced) with 16 weight so 16 poise atkYou have set the normal atk multiplier to 3 so one swing : 16 x 3 = 48 poise atkIt means to stagger your adversary you need to hit him twice : 1 hit > not stun > 2nd hit > stun , your opponent is not able to block or to parry or to atk you anymore > 3rd hitThe thing is with light weapon like steel sword, you need to hit 4 times before to get a 2hit combo. And since you probably use a mod that makes the AI more agressive, it will be very challenging to get these 4 hits, especially if the adversary blocks often and use a very heavy weapon that instantly stunlock you.In my humble opinion, the mod could work better with these changes I would also report a weird issue, the stagger magnitude only affect my character and not the NPC, I don't know why, maybe someone could help me ?Peace
Banzai07 Posted August 10, 2017 Posted August 10, 2017 Do enemies use dodge roll? They do . I use Ultimate Combat + Combat Evolved and they often dodge the running atk and the Power Atk. The only issue is that they block more than they dodge but I suppose there is a way to change that.
Nepro Posted August 10, 2017 Posted August 10, 2017 Do enemies use dodge roll? They do . I use Ultimate Combat + Combat Evolved and they often dodge the running atk and the Power Atk. The only issue is that they block more than they dodge but I suppose there is a way to change that. Ultimate Combat makes NPCs dodge. I am not sure about Dark Souls Combat...
KiTiTy Posted October 20, 2017 Posted October 20, 2017 whats are the limitations of this in first person? i use immersive first person and it allows for other 3rd person animations to work in first person, so will this work too?
heat012191 Posted December 21, 2017 Posted December 21, 2017 very quick question that i haven't found answered yet. Does this mod work with SKSE64 on SkyrimSE or is this purely only compatible with Oldrim?
aketosh Posted January 12, 2018 Posted January 12, 2018 i love this mod!it make my skyrim more challenging and funny~ do you have any plan to make a compatible version for skyrim se? 1
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