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Posted

Saw your twitch steam a bit. While I would like to tell you how much we appreciate your works...however, if you are losing sleep over your works...I would rather say...it's better for you to do something you enjoy while not staying up late worry about bugs.

 

Again, thank you. Stay happy. Stay healthy.

Posted

Sorry to hear that you've stopped making mods... But you shouldn't be too worried about people being disappointed. I'm sure there will be talented modder out there who will continue to work on this mod to keep us happy, if you don't mind entrusting this mod to someone else that is.

Huge thanks for all of your Dark Souls related mods. Have fun with Twitch man :)

Posted

Man I think it would be great if you could publish your mod on nexus.

At least the rolling part of it.

 

Also could you consider adding some checks so that the dodge does not happen while in midair or in menu screens? 

 

 

Posted

Man I think it would be great if you could publish your mod on nexus.

This. OR you could let one of us publish it if you really really really really don't want to get involved in anything related to modding, even including publishing a mod.

 

If this gets published to mainstream modding site, there's a chance that some talented scripter(s) could be interested in continue developing this mod. If someone did interested in this mod, this could result in one of your dream getting fullfilled: No one nags you about modding anymore when enjoying whatever it is that you're currently enjoy. Freakin' guaranteed.

 

@Prusias

Roll weight is divided into three categories: fast, medium, and fat. The fast roll weight affords a greater invincibility time (time in which the player cannot be struck by any hit, as a method of simulating the dodging of an attack) as well as fast speed of rolling. The fat roll weight allows a much smaller amount of invincibility time and longer times to roll. Note that the invincibility time is not the entire duration of the roll animation. The medium roll weight lies somewhere in between.

Posted

Nope! If TVD is gonna edit my description to remove a link to this Support Thread for another modder to see what features were requested to be developed (and I even edited the link to be www.ll.com), then that's it.

Posted

I also agree with the other posters. It'd be great if you could post this to the Nexus, or maybe even post to the Skyrimmods Reddit and see if some scripter is willing to take up the mantle for this mod. It would be such a shame to see this mod stop, especially after all the work you put into it. I have no doubt that somebody else would absolutely want to improve it further, such as with adding Shield stability, and jump attacks once Zartar finishes his API.

Posted

Any chance of a update to check the PC so that the dodge does not happen while in midair or in menu screens? 

Posted

One issue I've found is that sometimes parried enemies don't attack anymore after they get up again. They are still hostile and follow you around, but they won't attack nor block. Don't know if this is an issue with the mod itself or a conflict somewhere, though.

 

More of a balancing issue: In Dark Souls, parry spamming gets punished really hard. You miss the parry frames, you get your face beaten in. The shield/weapon bash mechanic is a safe bet though because it's actually an attack and can stagger enemies. Also playing safe until the enemy does a very telegraphed power attack is a good way to get a parry because you can just hit them whenever during their animation with a bash, no timing required.

 

But other than that, your mod might be the mod to fix Skyrim combat. Gonna play around and disabling other combat mods and see how this plays out - Ultimate Combat in particular is a mod that doesn't play well with other mods anyway. Anyone can recommend a mod that makes enemies at least somewhat smarter?

 

 

Rebirth of Monster http://www.nexusmods.com/skyrim/mods/40491/?Enemy AI Overhaul

Just be sure to make your "own patch". This mod (esp) modifies a lot of enemies records of non playable characters/actors. If you use a lot of mods some of them will be bound to override the changes and use the bashed patch.

 

GrimReaper, on 07 Aug 2015 - 1:29 PM, said:

        Vintovka98, on 07 Aug 2015 - 1:24 PM, said:

        What's the word on compatibility with some other mods

    Shouldn't be an issue, really. Tried it with Ultimate Combat and had no problems other than the fact that both mods try to modify the duration and chance a stagger will happen, so that was a bit glitchy. But you can turn off any feature of this mod so this is not a problem

 

Thanks for info. I will try out Ultimate Combat with Dark Souls Combat.

 

I also recommend http://www.nexusmods.com/skyrim/mods/62017/?thorwing weapons lite. Your enemies will throw weapons at you and granade at you with oil bombs it plays nicely and difficult especially if you use Fire and Ice Overhaul. Throwing weapons lite really makes battles more difficult with the enemies.

Posted

does the first person camera roll when you roll?

 

Nope so far is 3rd person only.

Posted

I'm looking at the mgeffect for this in TESEdit. I want to manually change the parry effect so that it works with either 1. on counter attacks, 2. on bows, 3. on magic. Any idea what I need to change in order to make that happen?

 

I was playing around with the mod and I added the "BB_Poise_RipostePrepMEContact "BB Poise Riposte Prep Effect Contact" [MGEF:0800FA66]" effect to one of my weapons to test if I could figure it out myself. The weapon staggers on hit but the NPC recovers and doesn't go into the riposte animation. If I can figure out how to get them to go into that animation we're golden. Thanks for any help.

Posted

The riposte feature works through a primarily through a Perk (BB_Poise_ShieldParryPerk). It applies a Bash Spell (the riposte prep effect) on a successful bash during an enemy's attack (unless they are affected by the riposte immunity effect, which is applied in the monitor poise script when the target performs certain animation events - components of their attack animations).

 

Hopefully that helps guide you a bit to what's going on.

Posted

The riposte feature works through a primarily through a Perk (BB_Poise_ShieldParryPerk). It applies a Bash Spell (the riposte prep effect) on a successful bash during an enemy's attack (unless they are affected by the riposte immunity effect, which is applied in the monitor poise script when the target performs certain animation events - components of their attack animations).

 

Hopefully that helps guide you a bit to what's going on.

 

 

Thanks, after meddling with it for awhile and what you said, I understand that it applies that bash spell. Say I wanted it to apply that spell on any hit (combat, magic, arrows, etc.) during the opponent's attack animation. Is it possible? Do you know what variable I'd have to change to make that happen?

 

Sorry if I'm being a pester. I downloaded your mod and this bloodborne mod that adds a hunter pistol to the game. I've been toying with your mod in TESEdit all day trying to get it to work with that pistol. The pistol uses a staff animation, so it's essentially magic. What's funny is, if you apply your bash spell as an enchantment to ANY weapon but staves (including bows and arrows), it works. I just can't get it to work with staves.

Posted

This is really cool. DS and DS 2 are easily in my top 5 games ever. Now if we could just convince Fore to fix hardcoded weapon animations...

Posted

@ojamatrio999: Staff enchantments need to have a different Delivery Type than Weapon Enchantments which is why the enchantment that works for weapons would not show up for staves. You need to create a second magic effect with an Aimed Deliver type and same with the enchantment.

 

@Real: Fore is planning to release FNIS v6 sometime this month or next, last I heard. Its main new feature is exactly what you're talking about (dynamically replacing weapon animations as well as certain other selected Vanilla animations).

Posted

@ojamatrio999: Staff enchantments need to have a different Delivery Type than Weapon Enchantments which is why the enchantment that works for weapons would not show up for staves. You need to create a second magic effect with an Aimed Deliver type and same with the enchantment.

 

@Real: Fore is planning to release FNIS v6 sometime this month or next, last I heard. Its main new feature is exactly what you're talking about (dynamically replacing weapon animations as well as certain other selected Vanilla animations).

 

Thanks a lot. Such a simple fix, I did that and it did work. On hit with the staff attack, the enemies do go into the downed for crit animation.

 

Unfortunately, there's an animation issue though. You see, when forced into the downed animation by the staff effect, if they are hit, the riposte animation does not play. Instead there's a slight delay (where the riposte animation should be playing I assume), then they take the critical damage. Hilariously while testing, some enemies would be hit, take little to no damage and get up to attack, only to have their entire health bar drain a second or so later.

 

Any idea why this might be happening (some restriction on the conditions of the animation or something)?

Posted

I really don't know... we assume that animations registered by FNIS have no restrictions, but having a shield in your left hand while trying to do an unarmed riposte wouldn't work (except that I noticed this and had the script unequip your shield). The point is that these are not restrictions that I defined... could it be that having a staff in the left hand messes it up... if so, this would also be a problem in my mod for players using sword+staff... But I have no idea what defines these restrictions...

Posted

I really don't know... we assume that animations registered by FNIS have no restrictions, but having a shield in your left hand while trying to do an unarmed riposte wouldn't work (except that I noticed this and had the script unequip your shield). The point is that these are not restrictions that I defined... could it be that having a staff in the left hand messes it up... if so, this would also be a problem in my mod for players using sword+staff... But I have no idea what defines these restrictions...

 

Eh, I kind of figured that was the case. Tbh, using the staff with the effect causes a lot of wierd animation glitches, not just the one I mentioned. NPCs will get up from the downed position then ragdoll. Other times they won't get up after a hit, they just go into a prone position and stay there --occassionally this would happen and they would be stuck in midair.

 

Notably though, I'm not sure if it has anything to do with the staff being equipped, at least not solely that. I think has something to do with either delivery of the effect or having magic in your hand. I say this because I tested it with the staff having only the parry effect (no magic effect). It used the shield bashing animation and the parry/riposte worked exactly as it was supposed to. I can see why you said modding is so frustrating; it's like a puzzle you really want to figure out.

Posted

Is this still being developed?

 

If so then let me point out one of the most defining aspects of DS combat system with I SORELY miss in Skyrim:

 

In DS you and (most of) your enemies "commit" to the attacks. ie they dont track the target once they start the attack animation.

 

In skyrim its just silly, I tried to use the dodge mod, but when I saw a guard literally do over 190deg turn when doing the lounging stab I realized what skyrim is missing in terms of combat. Committing to the attacks completely changes the dynamic of the combat, you cant just mash the attack button also it makes dodge actually possible. With how things are now in skyrim its is pretty much impossible to dodge to the side of the attack as the enemy will keep tracking you 100% through their attack. The only solution I found was TK Dodge mod with actually had to implement temporary invincibility so dodge actually works (granted DS did the same).

 

With tracking you just cant make enemy make a mistake you can then exploit.

 

If only there was a way to lock characters and creatures so they cant change direction until attack finishes.

Posted

Is this still being developed?

No, he decided to quit modding a while ago due to strees (see page 7).

 

If TDF is willing to give open permission to all people and let them continue develop this mod or if someone talented in scripting contacted TDF and willing to continue developing this, this mod might live again.

 

If so then let me point out one of the most defining aspects of DS combat system with I SORELY miss in Skyrim:

 

In DS you and (most of) your enemies "commit" to the attacks. ie they dont track the target once they start the attack animation.

Was thinking to suggest the same thing back when i was beta testing this mod, waaaay before it released. But i decided i didn't want to, because i thought it's hardcoded or something, i could be wrong.

Posted

 

Was thinking to suggest the same thing back when i was beta testing this mod, waaaay before it released. But i decided i didn't want to, because i thought it's hardcoded or something, i could be wrong.

 

 

I remember asking more experienced user and they said that to do so you would have to tie the animation to a "furniture" other wise players and NPC remain in direction control.

 

To make an attack commitment system you would need to tie NPCs to animations, but do so fast enough so there is no fight lag.

 

Just now I came up with an (pretty stopgap) idea how you can go around with that: replace the attack animation with a wind-up animation without the actual attack, then have a script play the actual animation. Could be possible.

 

  • 2 weeks later...
Posted

I have a weird bug where rolling cause my weapon's sheath to randomly fly slighty upward

 

i'm not 100% sure since I don't animations correctly but I think this is because you reversed the animation but the bones attached to the weapon's sheaths are also reversed ?

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