Updates to Impact's Balance system, Cleaned most of the folders for Impact. There's a better system to distinguish Boss AI and Regular NPC AI,
Why this is the best method currently is all conditions are implemented through DAR, this means we can add whoever we want and Future Quest modders and Follower Modder's bosses can be added to the system by simply typing in their form IDs.
Always wanted to have action movie type fights where the NPC can do thesame cool shit as the player, but at thesame time make the intensity progressive for better level design.
Also, I ensured myself that I wouldn't die having to modify hardcode if there was a new quest mod available.
As for ABR, I havent incorporated to MCO yet, that's another problem for another day.
I incorporated thesame directional blending system from my Latest FP framework, Removing Better Power Attack Direction Control as a Requirement and making the directional charged attack switch instant.
Attacks now also dont go to the first regular attack by default so if your first attack is a power attack, there won't be any twitchy movement.
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Installation & Requirements:
For New Comers, here are the fundamentals and Links to the requirements: https://www.skyrim-guild.com/fundamentals
If you want a full Definition of what ABR does including additional requirements or Customization: https://www.skyrim-guild.com/combo-based
If you want a full definition of what Project Impact does:
https://www.skyrim-guild.com/action-basedmodern
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As for what MCO integration means;
Both of them are behavior mods and both of them Utilize Rootmotion system for the attacks, that's the extent of the similarities between them.
MCO is an animation framework, freedom of animations, polished animations, choice of animation placement.
ABR is more specific, A total of 10 different attack types and new Input functions. This is so that in game, you can always choose or have options to decide the best attack in that certain situation,
you dont have to wait for your 3rd attack in your Moveset or wait for an animator to give you the sequence that you want since Attacking is more deliberate, Options like Closing Down, Directional Attacks(Handy with Precision) 2 different heavy attack buttons to allow you to create alternate combos like Tekken's left hand right hand combos or Soul Calibur's Vertical/Horizontal Attacks Mean you can always Attack how you want.
So ABR's variety will include MCO's combo system but that has to all be done by recreating the behaviors. So yeah it will take a while
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Anyways guys, I hope you enjoy the content! Happy modding as always!
Bosses Included:
-All Vanilla Bosses
-Ulfric, Galmar, Rikke, Tulius, Lokil, Malkus, Modha, Namasur
-Dalum Ei and Gren from Interesting NPCs
-Vigilant:
0x045C68 - Bartholo the Knight of Blood Rust
0x045C6A - Judge of Corryption
0x045C6B - Frothing Sage
0x04F0A9 - Aredhel
0x08DE94 - Molag Bal
0x0AE1CC - Thannor
0x0AEFDF - Hrelvesuu
0x0B253B - Morihaus
0x0B2BE1 - Gray Prince
0x0B3D7B - Alessian Royal Guard
0x0BC964 - Baptist Menelion
0x0BD4DC - Brother Marukh
0x0C8476 - Aria the Whisperer
0x0CA4C2 - Dinok the Gray
0x0D808F - Leech King
0x0DC4AF - Bartholo
0x0DF1CB - Naarfin
0x0E5E29 - Chef Jumper
0x0E6A48 - Varla
0x0E6A4A - Umar
0x0E6A4C - Maril
0x0E8AA5 - Duke Kh-Uta
0x0EA4C5 - ArchPriest Centius
0x0EF0B4 - Beggar Chief
0x0FED23 - Warden Uighool
0x10330D - Abbot Cosmas
0x1146D9 - Sorcerer Manthar
0x11C369 - Arch-Selective Caliburn
0x122DD6 - Laza of the Order
0x123383 - Laza of the Order 2
0x125CB6 - Jyggalag
0x16685A - Reyda
0x1E3F62 - Black Hand
0x23270D - Giant Knight Ritho
0x2ADA41 - Auroran Battlelord
0x2ADA42 - Auroran Guardian
0x2ADA43 - Gaia The First Dawn
0x2ADA44 - Mash The Second Dawn
0x2ADA45 - Ortega the Third Dawn
0x2ADA46 - Yona the Twin Knight
0x2ADA47 - Yuna Twin Knight
0x00183B - Vernaccus
0x00183C - Kathutet
0x00183D - Amkaos
0x00183E - Orthe
0x00183F - Ranyu
0x001840 - Genghis
Samuel Caya
2022-10-15 18:02:57 +0000 UTC