SamuZai
isADRI
isADRI

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ABR 5.88 ; Optional Alt NPC Attacks; Optional Follower Attack Behaviors

A few Adjustments and Tweaks to ABR

- A new way to Transition attacks, I was trying to come up with a way previously to make transitions slower than what it is, but it involved too many steps for end users like having to use hkanno, so I didn't think it was viable for anyone, but with this new way, it's automatically done through behaviors.
The behaviors will detect when the hitframe is reached and after 13 frames after the hitframe it sends a specific annotation called "loop_atk" and the loop_atk is used as  the transition requirement,

i made it 13 frames to slower the combos BUT not too slow especially to heavily complement the new upcoming Project Impact multiple setup system

- Dual Charged Behaviors, That also comes with replaceable attack combos,
so there are 6 in total, 1 release and 5 follow up attacks after the release.

the file name is : CHG_DW_atk1 - CHG_DW_atk5
Grab Any Animation You Want and just rename them to the animation mentioned above to have the dual wield animation combos you want

- Optional Enemy Attacks addon, The new update allows enemies to do directional power attacks + the custom enemy attacks, and with this addon, this has shorter combos with less telegraph and more feints to multiple directions

- Optional Follower Attacks - Unique Animations to each follower if you equip them a specific weapon, Has behaviors for : Lucien, Inigo, Kaidan, Serana, Arissa
I plan to add more in the future


As for the reports regarding inquisitor, I've been reading the multiple issues, been doing loads of trial and error and I must admit, while a few issues I've patched up, a few I can't find the root cause yet, This is because of so many inconsistencies with how it strings events and multiple randomizers in each specific scenario(separate behavior for 1h+mlh, separate behavior for mrh+mlh, separate behavior for unarmed+mlh and thesame with the rest).

 magic behaviors and the vanilla magic events are weird, but also, 1 reason, for the delay, is that i can't really go all in on all projects at once, Project Impact is almost good, the upcoming bonus features of ABR when a few of my minor mods are installed are almost good and Once those are ready I can really focus On the most layered and most buggy behavior yet.

Also regarding ABR, I have been observing our community and there's a big thing for animation replacement and all that. I've been working on an update that changes the structure so that everything is easy to replace. Also That every attack type is easily replaceable. Even NPC attacks which can be replaced as long as it's AMR, I'm just finishing up Project Impact, and after that I can work on this bit, and eventually you can replace even how charged Attacks are.

here's a preview of the DAR structure that I've been working on: https://youtu.be/nGmWjAqsbEY

ABR 5.88 ;  Optional Alt NPC Attacks; Optional Follower Attack Behaviors

Comments

The player voice and weapon swing sound effects are missing during some of the weapon swings, mainly the double swing combo. Is this intended?

William Bell

Smoothcam

What camera mod or first-person mod are you using ?

Arturo Sosa

help: the player does not move from the place when attacking. not using CGO. In AN edition 1.6.323

I report a potential problem, the animations of 1-handed weapons are exchanged with 2-handed , for example: the dagger performs the animation of the broadsword, while the broadsword performs the animation of the sword etc. EDIT: Jast my error, i see now that the key "Rigth Shift" change Grip and swap the animation! Sorry Grat job ^^!

after watching a bunch of videos I decided to jump in and have a look, I'm on AE of skyrim currently which I assume wont work with this. Trying to understand what will be needed for this once it can be ran though - not being on the nexus, i lose sight of whats required lol.

Hello! I just recently subscribed to your Patreon because I saw how awesome your work is! I'm using ABR 5.88, Inquisitor 3.7 and Project Impact 1.31 and Vanguard 2.0. I have a little problem with the charged attacks. They don't seem to work. When I hold for a power attack, my character doesn't hold it and instead does a regular power attack. I used Nemesis, in case someone asks if I forgot. xD Has anyone encountered something like this before? Or am I missing something? Great mods overall! I'm loving how smooth and dynamic combat feels with all these mods combined! Keep up the great work!

AKMontoya

I just noticed this after doing some more testing. Whenever I hold dual wield attacks for more than 2 seconds, the animation loops from holding animation to regular stance then back into the holding animation. This doesn't happen with other weapons.

Khenta

I dual wield concentration spell (flames) in left hand, sword in right hand. When I channel the concentration spell and try to attack with weapon at the same time, it does nothing. Then when I stop casting the spell and try to cast it again, it doesn't work. I have to perform swing with the weapon first, then the spell will start working again.

I'm thinking the same lmao

Hey does anyone know how to get standing power attacks to work? Everytime i do a power attack while standing still it turns into a forwards power attack.

^^ Same here been a issue lately

^I have this too.

Daniel Shehovsov

I had a problem in the previous version of ABR, that the Sword swing sounds doesn't appear on some of the power attacks. In the latest version this problem is still there. Any idea what's causing this?

There is no more after block attack? And also, should my character make regular right attack after charged attack? They both are from right to left and transition looks odd.

Very nice! Everything seems to be working for me. Edit: Use RALT

Khenta

You're the best.... all of your releases are significant

BlazenMusic20

In regards to Inquisitor, since you mentioned: mages when casting charged spells like the beginner spells (the ones that lock them in the same position) they perform the casting animation but the spells don't come out. You see them with the hands pointing at you only xD. Hope there is a fix soon. Keep up the good work.

Gil Correa

goddamn man, what sort of drugs are you on. You can't be pumping out content at this rate if you aren't on anything lmao

K Z

Need that DAR structure folder asap!

check your CGO if it still has "data/Nemesis_Engine/mod/dscgo/1hm_behavior"

ADRI

I don't get it. I have installed everything: CGO, DAR, AMR, Better Powerattacks Control, ABR. All is activated in Nemesis but just NOT WORKING !

Daniel Mezentsev

That is intended AFAIK

Askarus

same, I think it may just be the end of the animation playing on loop. I imagine it was literally made for active more offensive mages, or to make them look more aggressive so you're supposed to move around like how vanilla mages move around. My issue is I can't dual cast and neither can any NPC's. Does anyone else have this issue?

MookyMilk Sims

You're a workaholic and thank you. I love Inquisitor, except when I cast a spell 5 or so times I ended up being able to literally fire the spell like a machine gun, until I moved. Not sure if that's my end or a bug or intentional?

Dcads

No, CGO isn't a requirement, you also don't need the stand-alone unarmed revamp on nexus. All attack behaviors are in this mod Just make sure to follow the guide on installation instructions section on discord if you want to use CGO with any of my mods though

ADRI

No need for Combat Gameplay Overhaul?


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