Subscribe if you ain't yet as you'll get more news then than on Patreon, as I try to not bother too much the patrons. I'll make a vid on my YT channel to explain why and all and all. Couldn't get much done in september, should be better now. V0.9 : reworked left and back dodge - added front diagonal dodges - fixed the in place roll making you move forward (it now makes you move backward). V0.8 hotfix : added the dodge framework MCM that I forgot é_é V0.8 : New animations for left/right - normal press will now make you dodge backward by default - improved forward dodge - fixed the V button still making you dodge - added back the sound that I forgot in the last update ^^' V0.7 : hotfix : forgot to add the framework lol V0.7 : added Ersh's dodge framework implementation with native controller support (thanks to him) - REQUIRES MCM HELPER - set your key in the "Dodge Framework MCM" V0.6.2 : added the sound file I forgot to add lol I'm gonna give SKSE another shot and hopefully, make a framework that will make everybody's life easier. I wanted to restore the stamina restriction but we just lack simple modders tools. The forward dodge should look a bit less good but be much snappier now It's possible that you won't notice it in game but I try to not give you crap and pay attention to the details ^^ V0.6.1 : reworked the 4 direction dodges - added sound - fixed forward left roll - extended invincibility frames to 0.4s for all dodges - reworked invincibility frames system to also take stagger into account I know that you can't roll twice in a row. V0.6 : added 4 directions sidestep - double tap to roll - temporarily removed the stamina restriction, will add it back soon with an actual animation - removed the magic dodge teleport The idea being that, ENB should be something that you can enable, disable, swap and manage like any other mods with MO2 ^^ I also have a new ENB manager that works but I still want to polish stuff. V0.5.2 : fix for JBO - reworked roll animations recover : I'll now get on the sidestep and attack animations. V0.5.1 : hotfix for the Nemesis patch - cleaned behavior V0.5 : added dodge key config - fixed stamina/magicka consumption not working after loading a save - accelerated fatroll and added sound - fixed transitions not working properly (the same animation would always repeat) - fixed invincibility frames not ending The transitions are setup for the 2 dodges states but also the attacks, power attacks and animated transitions] You cannot cancel a dodge with another dodge anymore. The total consumption is calculated using a multiplier contained in the animation itself -> the consumption and requirements are now on a per moveset basis instead of being written in the marble like with the other dodge mods [you have a MCM to configure the base stamina or magicka consumption. V0.4 : setup transitions - corrected motion transition issue - Dynamic stamina and magicka consumption system (stamina and magicka requirements are DAR conditions) - footstep sound - slowed down the light dodge V0.3 : setup DAR spells and variable detection system - New 1 direction fatroll (requires overencumbrance) - weight and overencumbrance system V0.2 : Added invincibility frames and sound effects - New Teleport 8 direction dodge (equip a spell in right hand to test) V0.1 : Input detection (dodge button is hardcoded on the "V" button of the keyboard) - Animation framework - Animation speed manipulation - Basic Horizon Zero Dawn 8 direction dodge Run Nemesis only if you want to use it in your game. Testing instructions : You can quicktest all the versions by just letting the zip overwrite everything, no need to run Nemesis. You can come back the 29-30 june if you don't want the notifications I'm probably gonna update it several times per day. The more updates the more features and the more complex movesets. v0.1 is a preview, but it's already usable in game. In the next few days, more and more features will come. Trust me, AMR, even tho it's the most important one, is only the beginning This means no AMR, no input detection for SE and no. If you don't own it, find a way to get it, because our SKSE team only develops for SE. This is the reason why Miken1ke couldn't really release his Gryphon dodge This method will not induce a lag before the movement starts, it will also actually butcher the animations you will give to it, which is not the case of my dodge framework. Try to use the TUDM attack cancel mod with SkySA, you will always dodge forward. Try dodging with TUDM and try to dodge in another direction directly, you won't be able to because you will be stuck in the first dodge direction. One of the main feature of it, is that instead of using behavior direction, it uses SKSE input detection. I've been crunching these last few days and I'll keep doing so to deliver the dodge mod.
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