Credits to DuffB for the Vid :) I haven't made them showcases lately as I've been more focused on making and editing the current mods so I can't thank him enough :)
A lot of Things About to come soon. But first for those Poise users out there, Originally PI and Poise have different principles. Poise is about dealing enough damage to render the opponent to a vulnerable state. PI is all about getting consistent results and reactions based on your input.
This mod is tries to combine some of the features of both. The opponent has a threshold and doesnt react immediately but Once the poise is broken, This is when you can chain hit reactions towards the opponent. There is a minimal chance for the opponent to escape the lock as well to avoid staggerlocking and the chance changes depending on how heavy the poise damage was
For now tho Player Staggers haven't completely been synergized. I want to maintain thesame recovery system of Original PI but that is not possible for now because the Poise behavior overrides all of the stagger rules for the player.
Requirements:
Loki's Poise mod - Any version will work but I recommend the latest one
(THE ORIGINAL PROJECT IMPACT 2.0 IS NOT NEEDED)
Duff's Hit Animation Framework- https://www.nexusmods.com/skyrimspecialedition/mods/61340
DAR- https://www.nexusmods.com/skyrimspecialedition/mods/33746
Nemesis - https://www.nexusmods.com/skyrimspecialedition/mods/60033
AMR- https://www.nexusmods.com/skyrimspecialedition/mods/50258
Skyrim Platform- https://www.nexusmods.com/skyrimspecialedition/mods/61340
Just make sure all the requirements are installed; also to avoid conflict DELETE : Poise's : poise_staggeroverhaul\Nemesis_engine\mod\poise\0_master Folder
Apart from this, I've been making fixes to some of the other projects lately as well as expanding some that need them. First I'm really looking forward to Releasing Inquisitor's next update. I'll give more detailed explanation in the next few days but I was able to turn the behavior mod into a behavior and animation framework; where we can allow animators to create their own magic movesets and have the option to loop the animation, have a finite ending, decide the number of magic attacks and choose how long or when you fire in your animations; I've shared it to animators first for testing and proper documentation will come for them on how the animations are done.
Also a few tweaks with the other mods like the smooth locomotion transitions, I'm working on not only the crouch behaviors but also the sprint behaviors, since it was annoying that there was no momentum in the vanilla game, this one also allows animators to make their own transition.
So that's that for my modding updates; I also have got to start working on my Skyrim Guild Page. As Many have requested proper and complete documentation for all of my projects such as complete list of all ABR features, PI customization, Ini settings and what to use/best set up for SE or AE users. Lot's of things to do, Gonna be quite busy the next few days! Hope you enjoy the latest release for now
Kenbo69
2022-02-26 16:58:05 +0000 UTCHellnhavoc
2022-02-19 04:11:21 +0000 UTCAvatarV
2022-02-15 08:57:01 +0000 UTCStAldritch
2022-02-13 10:56:18 +0000 UTCADRI
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2022-02-13 06:06:36 +0000 UTCTafster
2022-02-13 05:45:52 +0000 UTCGil Correa
2022-02-13 00:00:21 +0000 UTCDaniel Stephenson
2022-02-12 20:30:45 +0000 UTCADRI
2022-02-12 15:41:21 +0000 UTCStAldritch
2022-02-12 15:34:11 +0000 UTC