The ultimate dodge mod download modpiracy






















Change CMakeList so that it doesn't ignore user paths for Qt. Sep 15, Aug 11, Added a few more criteria to opening an issue. View code. If you think you are smarter than the template author, modify it Generate behavior patches under 1mins as compared to few hours to days that the author of FNIS takes to build his Custom behavior supported What else?

System is built specially enabling the community to continue to support it without the author's lead or presence What's the catch? With greater flexibility comes greater responsibility. Are you using alternate start? Make sure it is consistent Always provide necessary information including instruction on how to duplicate the issue. Then don't report it here. Is anything broken for you?

No, then ignore the warnings. Don't bother me with your "I got warnings" if everything is working fine Movement issues dodging in place, no forward movement Nemesis will not always generate a animationdatasinglefile. This file contains the motion data. After running Nemesis, search for the most recent animationdatasinglefile. Most of the time FNIS mods won't contain some but you must verify. Once you have found it, copy and paste it in the meshes folder of the Nemesis output folder".

This issue can never be solved by Nemesis as file management is not done by Nemesis Is the error message telling you to inform the "mod author"? Check out this issue and follow what's recommended by users there. I don't use windows 10 so I can't replicate it enquiry is not an issue.

Quite a number of people should be able to help answer your question Only post issue you face in the latest version. Any issue you aren't facing in the latest version but only in earlier version will be ignored "Does this work with Mod A? You test it Test the issue with or without mods. If it works without any mods, find out the culprit, only then open an issue with the culprit as the cause If you find it hard to put it into words, screenshot it.

I wanna increase it a little haha. This looks great, the tudm attack cancel mod was a bit buggy, but this looks way cleaner, thanks. Should it overwrite SkySA in the left pane? It's overwriting it in my modlist and seems to be working fine I will finally be able to dodge with a proper key, and not crouching when I want to dodge or vice-versa like how it was with TUDM , well your change in Arena or SkySA?

I am lost. I downloaded it, installed it through nexus. Ran Nemesis and made sure i ticked the mod on the list. Updated and launch the nemesis engine and it does not work ingame.

Controller or keyboard.. I downloaded it through nexus, added this file and am seeing no change in game besides for bow drawn movement speed. Anywhere I can be pointed to help with installation? Dear Distar, I found that the sidestep backswing is too long so that I can't dodge and attack the enemy immediately. Do you have any plans to decrease the dodge backswing?

In the next version nope. Especially since I don't know how to do it yet lol. Next version will be the 4 missing directions for the sidestep, then the next will be the attacks, and then finally I'll start working on a proper implementation as of right now, it's just implemented for me to be able to make quick changes and tests.

Awesome work bro, the step animations are witcher3-like smooth damn!. As of 0. I agree with this, it's hard for me to force a double tap roll dodge - it works only some of the time. Otherwise, initiating a dodge is super responsive!

Additionally, agree with the iframes, I was rolling and still getting hit - maybe an MCM option to adjust iframe length of time? Also, it would be neat to have in the MCM the option to choose to roll always, or step always, or have a hotkey to switch like TUDM handles that. Additionally, one other suggestion I hope this isn't too much but it would be nice if there was a step dodge animation that was a little more simple and didn't travel as far as it's super difficult to utilize in tight spaces i.

Thanks for the awesome work you've put into this! Yo, it's embed in the anims lol. I'll extend the I-frames from 0. Like for DS. I just don't have access to my comp for a few dayq. Aight, glad you like it. It doesn't matter if it overwrites or not, Nemesis combines the changes.

Neither SkySa nor Arena changed the sprint or crouch key tho lol. Just put it at the very bottom of your LO if that's the case. Nope, I'm not touching the designs of the present one. I'll maybe increase their quality but not change their design. DMCO has built-in attacks, that I'll implement after finishing thhe 8 directions. And not the tricky attacks like the DAR folders you see where you have to press the buttons at the same time which is annoying af, a real attack, Dark Souls style.

Oh no no, it's not in the text. You have a vid tutorial. Might be preemptive to say, but this is probably one of the best dodge mods I've used yet.

Thank you for this! Would it be possible to have disable dodge during conversations, or to only allow dodges during weapon unsheathed similar to how TK Dodge functions? Hmmm yeah I get you. By default in most games it'll dodge backward, I just find it more intuitive if it's forward but I forgot about TDM lol.

Will prolly put it back as the backward whenever I update it again. Since rn, it's just the forward one. As you know, it's WIP so shouldn't really be used for full playthrough. You can test already tho and it's imo the dodge mechanic you'd expect from an actual game except there's actually more and I just didn't animate all the attacks yet lol.

Agreed, I do like this dodge mod however its not working with my controller like how TK dodge does it. I've been testing the latest 0. Every so often the AMR triggers movement from the forward Dodge animation on all animations. It stops when I dodge again and then try the other animations again. I'll keep testing because right now it seems really random, but I'll see if I can get you exact steps to reproduce. Just tested the 0.

I prefer the faster forward dodge, really nice But I find it weird that when you dodge when not moving, you dodge forward instead of backward. Way harder to dodge backward with True Directional movement when you don't lock the camera Just my opinion tho Not a huge fan of camera lock with lots of enemies especially , so I disable TDM when drawn.

Finally we have the combat system I always dreamed of for Skyrim. You're so unbelievably awesome Distar. Thank you for all your work! I love how this is looking, can't wait to see what a game changer this becomes.

This is awesome, thanks Distar! Would you consider adding a little extra roll distance? As for now, when the character rolls and touches the ground, it looks a bit like they are rolling in place. Since now tab dodge key without direction key will go forward, will you put and option to allow dodge backward instead? Cause, like i said before, i love it. Would it be possible to add a check for if a menu is open?

I've noticed using the "Search" in SkyUI will trigger the dodge and break lock you in place when during crafting. I have tested Ur gorgeous mod. It's really good! Motion was perfect. But i have a earnest request. Could you make 'Disable attack cancel option'? Because I want hard game like Dark Soul. It has been removed because I was trying to solve the issue of the character moving forward after the dodge, so I altered the design.

But it was not related and I don't have this limitation anymore. Yo, just replace the dodge InPlace1 with the Backward one. I'm gonna put it back natively in the next update I think tho. Yo, the mod is in testing phase so it's implemented for me to be able to check fast, but I can see y'all are already using it in playthrough lol.

Ok ok, I'm gonna push the true implementation lol. Thanks, I'll add that when I get into the implementation at the mod. Right now it is just made for very quick tests. Hi Distar, for some reason I can only dodge to the front, no side or back dodge.

I ran nemesis and have all of the requirements but I still can't get it to work. Yo, do you happen to have contacted me on Discord too? I think I answered you there. If not the case apologies. Hey thanks, hopefully more stuff to come. Just going to point out that the forward dodge is a baller way to step out from behind a pillar or a tree. If that was the intent of this animation, then mission accomplished.

Hi Distar, glad to be here! I have a question: Is there any way to make the "A" button of the xbox controller be used to dodge? I tried to assign it by using the MCM Menu but it does not seem to work. Does the mod have a ps4 controller config file? Yeah thanks, it was about having a forward dodge that didn't look awkward. Really never been a fan of the "headbutt" style.

I don't own a PS4 controller. I'll see if I can emulate one with the Xbox controller and publish the files for all. Yup, you can check my config file to make it work with gamepad and steam input. The native support will be added in the next update. Is there a way to stop Dodge from registering the V key? I did have another question though. Still responsive, but there appears to be a delay between dodges.

Is this intentional for balance? I noticed this contains the DMCO. Was just coming here to report this. Found something a mite annoying. Hm, is it just me, or you can't dodge or sidestep at all when in first person? Also FYI, when sidestepping backwards, your right hand weapon will clip through your torso. No idea what I'm doing wrong here. I installed v0. So the dodge key in the mcm menu is gone. Where do I change it?

I've got MCM helper installed but is there something I'm supposed to do with it? Dodge framework in the mcm allows you to change it to whatever you like. Yup, it's on SKSE end. Ersh said he'll correct it. Can't give an ETA tho. Yup, it doesn't touch 1st person. I'd have to check for the right hand weapon. I don't really remember that ngl lol, will modify the animation if it indeed does. I've noticed that when I run Nemesis, during the behavior generation when it gives the list of "Mod Checked 1:" etc.

I just wanted to add I'm having the same issue. Latest update broke my ability to have this custom mapped to a key. Currently reverting back to 0. I cant dodge at all with the latest update due to the key bindings being disabled.

Yeah, gonna have to go back to version 7 for now aswell. No way I can get used to sprint as dodge, 8 years of muscle memory lol Ehh, enter just posts, sorry. There's no option for me to set the dodge key in the MCM, but it does show up, it just has the stamina and mana cost, it's just not showing up. Using version. I use the sprint key to set alternate hotkeys, dealbreaker dude. Is there a way to set it manually? Hi Distar. Just tested the new version: Is your controller configuration not working with this new update?

I'm pressing the dodge button which is my L1- also sprint and the step dodge doesn't play. And for some reason, the MCM for dodge framework disappeared after this new version, but I do have the esl in my load order. The double-tap for the dodge roll works well I deleted the nemesis patch as usual Thank you for the help.

Which button would you like to use instead? Btw with the new MCM you can set your key to anything with the steam input and set a keyboard key for it. My controller configs have these set for B and LS. You can also use the native Dodge Framework to do it and not have to change your Steam Input.

If I am not mistaken the. I am using distar controller scheme from Steam which set L1 on my controller for dodging v on keyboard and long press L1 to sprint but in the latest version of the mod it stopped working it requires a mod from nexus that allows you to use keyboard and controller together, on this Patreon you can find the guide at distar controller scheme post.

I will go back to version 7, there must be a hortfix soon. Check Distar controller scheme here on Patreon. You need to have Skyrim through steam, tho. Thanks for the report. I just uploaded a new version of the file and will maybe update the controller configs too. As in, you dodge once and it takes more time to dodge once more? It should hopefully work. Do i have to download all version or only the last updated version? The option to change the dodge key doesn't show up for me.

It's now always my sprint key, rather than the key I had it set on before, and the MCM option is gone. Having a bit of an odd issue: I'm only getting a backwards dodge, and attacking now pushes me backwards for some odd reason. LOVE the new sprint binding. That works really well and it's already readily available on my pinky since that's roughly where it rests.

This is shaping up to be absolutely amazing! You're one of my top favorite authors : thank you for your hard work! What in tarnation. Could you contact me on the Discord, I've never seen that ever and absolutely can't explain. I seem to be having an issue with this mod; dodge works, but it only dodges backward. After the first initial dodge, every time you jump and land, it forces a dodge back. Just an proposal for the dodge key: maybe you could implement an option to allow dodge on sneak key, when additional directional input is registered and sneak without directional input.

I think CBO has something like that. The default backwards dodge would not work this way anymore, but we would not need a special steam controller config for it to work on gamepads. EDIT: former sugestion was dumb.

Can we get the source files for the dodge framework? I'd like to switch the controlls to sneak key. I am using combat gameplay overhaul and figuered, that the sprint key works pretty well as double tap for one hand - two hand switch.

So would it be possible to make the dodge framework key changeable or something? I've found that if I press the dodge key while I'm in the enchanting menu, the keyboard completely stops working in-game except for the console. The commands don't actually do anything though. Hopefully you can replicate this!

It feels as though it was always part of the game. I love the animations, you're making skyrim a lot better. Yo, you've ticked it but is it listed in the output? Sometimes you'll have a "modcode : " It should be "modcode : dmco" or mcod I don't remember exactly If so, delete your Nemesis cache.

You don't need a steam controller config for gamepad anymore. In v7 innate Gamepad support was added with the Dodge Framework. Hey thanks the report, apologies it's on SKSE side for the implementations. This is ngl Like, when you run it, do you see the DMCO code in the list of the mods installed? Yo, the i-frames is already extended to 0. The method it uses is, to do it per animation. I'm thinking about another implementation for it but honestly, the anims are frames and the i-frames already last for 32 frames :S.

Thanks for the update Distar! I do have a question tho, piggybacking on a post I made about a month or so ago.

I assume this is intentional for balance? I'm having a weir issue. When I dodge the animation plays but the pc does not move in any direction. Would be cool if the forward dive didn't end a couple feet early and have the player rolling in place. Now that I've noticed I can't unsee.

Also would feel a little better to have a bit less of a pause at the end of each dodge so you can spam it a little if bad guys are all over you. Just subtle touches. Not bitching just attempting to be constructive.

Yo, it's due to the AMR bug. I had to use a special kind of transitions which I guess are slower. I'm still thinking about the final implementation, as I haven't reached that stage yet. Didn't knew that at the time so I made the roll in place for the recovery.

I solved it after by adding a special type of transition, but that also kinda locks your char for maybe 0. Which means that while I can solve the roll and will do once I'm done with the diagonal sidesteps to allow for a more spammable dodge requires a fuckton of work and a whole new implementaton system. I have an 2 issues. Yo thanks, the idea behind DMCO is to bring a boost in quality to the dodge animations, ie instead of having slowed down animations, having new animations instead. And the same thing goes for the stamina consumption, I want to let it to the hand of the animator.

So basically, the animation consumes the stamina set up in the MCM multiplied by whatever value the animator has set up. I'm only making the placeholder animations so you have your base moveset and then when it'll go public the other animators will add whatever they want on top. It's also possible to just tweak the current animations tho so they could be slower and with higher consumption. TDM will cause it to only play the forward animation since your character just rotates.

You will get the other direction back if you're locked on. Also the mod has an issue with JBO currently and I don't know how to explain it. Hopefully, it's fixed when I reach the implementation stage. Hey there Deestar, this is great stuff. Would you be willing to add something similar to TUDM's stamina cost penalty for wearing heavy armor instead of light armor -preferably configurable, if possible?

Would be awesome! The latest changes in 0. Thank you so much for your dedication and hardwork! Ahhh, looks like you were able to address the delay!

Thnx for working your magic homie! I came here to request the version of iFrame and you've already done it! For the love of Talos thxomuch w. The DMCO spell isn't working as well. Please advise. Found a bug btw, I found that I trigger a dodge while pressing "space" my dodge key while I'm renaming stuff I'm enchanting. Somehow this seems to softlock me.

Hey Distar, just joined your patreon! This mod looks great, unfortunately, I can't get it to work after rebuilding nemesis and even clearing the nemesis files for a clean rebuild. Hello there. I don't think there are any incompatibilities. Can you see DMCO in the list of the output? You know Nemesis shows something like "modcode : mcod" If it's just "modcode : " it means it's fucked and you need to clear the Nemesis cache again.

It's not an issue with the mod I guess but with skse itself. You'd prolly want to map the button to another one you can use with an external software. Hmmmm, I think it's the classic Nemesis issue. If you generate Nemesis and check the output you should see "mod installed : mcod". If you see "mod installed : " it means Nemesis has an issue. Delete the Nemesis output and regenerate again. Apologies for the delay btw. I don't really see at all why it would do something like that hmmm Probably better to report on the iFrame generator modpage.

I ask because no new mcm menu gets registered for me. Hi, new here so I'm sorry if this has been answered already. I saw in the notes you removed the teleportation? Is there any intention to bring that back or do you know of any alternative that would pair well? Well, it didn't really look very good and had issues with HDT lol. If I can find a way to do it properly I'll likely make a moveset for it since it's actually quite easy lol.

Hmmmm that's indeed very odd. Maybe try to disable, enable and restart again. It's very odd that the two don't work at once. Also, are the esp and esl enabled? I think I did something wrong, Mod works but I only dodge in place. Hey thanks for the instructions. Distar may eventually start working on the first person view, but if you can't wait, give it a try. Wait so I need to download Skyrim Platform myself and go through the process of installing it? Or is everything I need already packaged with 9.

Nechigawara I've looked into the source code, and it looks like Skyrim Platform is also used to block the dodge from playing while crafting. So, if you don't use it, you'll still dodge when pressing the dodge key inside a crafting menu.



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