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isADRI
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Upcoming Impactful Blocking Feature - 360 Blocking, DBC Behavior Update: NPC movement and attack animation speed adjustment, ABR 6.47 Heavy-Light Attack Combo Adjustment; Project Impact Balance Update

So, Quite a few updates today;

So first: DBC will have a few behavioral Changes, Duff will Publish it soon when he's ready.
Currently, the combat feels like a moshpit, with this one,  NPCs default movement mode will be walking, but that doesn't mean they won't charge/roll, they will still do fast/long ranged melee attacks based on the DBC code logic. Archers will also be less cowardly and have slower walking when knocking. As for their attack speeds, it won't be tied to in game's vanilla weaponspeed variable but for the animator's original blender speed. The vanilla variable is so inconsistent and more prone to bugs.

Impactful Blocking: I really wanna try and copy the same block mechanic of the old AC games where you can block an enemy attacking from behind,  that's the plan for the next update of Impactful blocking, wherein block is 360 but you also play the correct animation for it.

NOTE: the 360 behavior and animation hasn't been implemented yet, that involves some directional code that's not readily available in the behaviors. Currently the esp is to make sure the blockhit event is detected from behind, but again the backward animations won't be playing yet.

ABR -
With the latest standalone Key, it has definitely been easier to make things so much more consistent, previously what followed after the light attack key was always heavy1 but that was mostly because of how the default transition mechanics always required light attack 1 to be the first behavioral state the actor enters; but with the standalone key we  can bypass that rule. the First Heavy key can now be played from idle state, now this is not really that big for users, but for animators, this means transition from idle to either light or heavy attack is now smoother.

basically the heavy combo chain is now more similar to how the light combo chain works.
but this also means  some minor adjustments to the transitions.

so the basic combos will be:
Idle - Light 1 - Light 2 - Light 3 - Light 4 - Light 5

Idle - Heavy1 - Heavy 2 - Heavy3 - Heavy4 - Heavy 5 - Heavy 6

and for chaining both attack types:

what follows after a light attack 1 will no longer be heavy1 but rather heavy2

so light 1 is succeeded by heavy 2, and if you press a light attack it will proceed to light 3 and so on,
Examples are:

Idle - Heavy1 - Light 2 - Heavy 3 - Heavy 4 - Light 5 - Heavy 6

Idle - Light 1 - Light 2 - Heavy 3

This has been a long time request, and I couldn't implement it consistently because of how you had to hold the attack key to trigger the power attack event, but now thanks to Dtry with the standalone key, transition rules in the behavior are definitely easier to do without bugs.
Note: This may be incompatible with Nick's standalone jump attacks for a while so I'll ask him and help him out as well for a patch if this is the case



Lastly, Project Impact:  
Most of the new edits are really all behind the hood, I added new special annotations so NPCs have a higher chance of triggering behaviors like dodging and blocks, this is so that NPCs are less prone to staggerlocking, also making sure this is triggerable via annotations mean it's easily customizable when you create custom NPC reaction sets, So you can toggle their dodge frequency by simply just putting special animations in specific folders, the effects will be felt in this update, but it'll play a bigger role once I'm through with creating custom Reaction sets for specific actors like vanilla and vigilant bosses for example.

also as the name of this update implies,  I added more distinct reaction animations per weapon type, and if you miss the old juggle reactions, I included a file called "ACTION BASED ANIMATION PACK" which contains more over the top reactions, you can simply put that on top of  PI 2.67

Anyways Installation is similar to the previous ones, and I'll remind again, PI's counter system is dependent on DBC so it's best to have DBC installed when you want PI's full features like the counter attacks

And with these updates I yet again have to update the guide I'm making, and I really want to publish it already so all clarifications are answered but there's really too many notes I might miss but I'll try to finish it as soon as I can, so really sorry about that. But anyways, I'll try my best not to publish these too many updates in 1 day so I won't overload you guys next time XD, But I really felt all these changes couldn't just go by themselves and were best to release together! Hope y'all have fun with it though and thanks!

Upcoming Impactful Blocking Feature - 360 Blocking, DBC Behavior Update: NPC movement and attack animation speed adjustment, ABR 6.47 Heavy-Light Attack Combo Adjustment; Project Impact Balance Update

Comments

I hope to see a MCM meny where you can perhaps customize different aspects of the mods.

I have the Action Based Animation pack installed but still can't juggle anyone. Has this feature been dropped? I've noticed that I haven't seen anyone being juggled in quite some time, tbh, despite me mainly using a battleaxe and outleveling mostly every humanoid I fight by at least 70 levels...

SuzanoSho

I have the same problem..

Jurass007

try remapping the grip switch key in the mod's SKSE folder, there should be an ini there, you might have pressed the grip switch key while it was active, if you want to disable it, just map it to a key you'll never use

ADRI

I only did the balance for Standalone PI currently, since PI has humanoid enemies react every time they get hit so more Special annotations to trigger NPC blocking and counter was necessary; As for Poise X PI, Since NPCs don't react immediately, so less counter chances were really better, Although I definitely will update that to have thesame counter chances if enough users want it. The synergy and the standalone are two separate projects basically so I have to re-do the project again for the Poise Synergy version. As for the animations, just put the animation pack below PIxPoise, it'll overwrite all the animations of the the synergy version and you can have the diversity of new reactions based on weapon type

ADRI

Not sure why but with the update the buttons for grip change and power attack style change don't work at all. Tried changing to different buttons but same thing. Tried on a brand new game and fresh Nemesis install.

Himitsu Steelwinter

For those that are using Loki's POISE - Stagger Overhaul, what will be the actions required for this Project Impact 2.67 update? I'm using Project Impact II x POISE currently. Do I assume that PI 2.67 is compatible and has synergy with POISE, and delete PI 2 x POISE and download PI 2.67? OR do I keep PI 2 x POISE and install PI 2.67 together?

In the version 6.43 I noticed that sometimes the weapons switched from 2h to 1h grip and viceversa have some weird stuff, for example, the power attack of the other grip wasn't well configured (I was able to skate during the power attack), or the first heavy attack was playing their original grip heavy attack instead the alternate grip (for example, 2h weapons plays their original grip 1st heavy attack instead the 1h 1st heavy attack. I was wondering if somebody else noticed it or if in this version has been fixed.

DFireWind008

dude,i hope you fix the parry or backstab bug.while i using ABR 6.47and parry or backstab,i will freeze after parry or backstab enemies.

Interestingly, it was actually racemenu that was causing the issues. Reinstalled it which fixed the issue.

Skyler Bueckert

did it crash on launch? crash on a certain scenario? crash when you loaded a save? crash when you get hit? crash after a point where a certain animation is playing? Answering this question seems tough without further info, so I can only really give you the general guidelines: -Check where you installed your mod, and if the directory/path name is too long, if so, you can delete or lessen some of the folders with "-----" - Using Skyrim Platform 2.5, make sure SP you installed isn't reported to have any problems - Check your netscript framework folder, and check possible cause, if you see anything along the lines of AMR or DAR, make sure to update either - Test out the animation pack and simply overwrite PI. - delete the nemesis cache, if your path with nemesis is already excluded in your windows defender, remove that from exclusions and re-add again. - make sure it's above and doesnt take priority over ABR, project impact's esp can also be anywhere except below ABR - if all that fails, try to delete 0_master inside Pi folder, nemesis_engine > mod >neymar > 0_master if your game works then that's on the latest edit which may have a faulty behavior extraction, but that seems doubtful since the mod has been thoroughly tested. Anyways try any of those and let me know the result

ADRI

I seem to be getting CTDs after updating. Did a clean install through Nemesis.

Skyler Bueckert

does this version of PI also synergize with Poise?

pptrain

none of my mods really require it, like you can use it without SP and you wont crash and still have the main features, but for PI, the enemy counter reaction system Needs SP to trigger, there are other ways for them to counter but it'll happen much less. If you really can't use SP right now tho, then it's best to just use 1.32 like what you're doing and let's wait for the SP devs to optimize SP further

ADRI

Does this still require Skyrim Platform? I had to downgrade to PI 1.32 after SP kept hammering my cpu causing my game to lose 10-20 frames as well as stuttering…


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