NokiMo
isADRI
isADRI

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ABR 5.9

- New DAR structure 

- Power Attack Sequences

- Adjusted Power Attack to Regular Attack Transition Queues

-Easy to Replace Charged Attack Animations


So while updating and Adding new animations, I got lost at some folders and realized there were folders that were obsolete, but I thought just deleting these folders aren't enough, I constantly add/swap anims and finding the right folder everytime just drains the fun out of it, also for users, it's really hard to customize so Most don't bother. 

The new Structure is made so that Navigating which folder does which will be as easy as possible, for those that just want the animation swap without having to understand how DAR conditions work, The folders are divided into several sections and you can simply just put the anims. The only basic thing to remember is that the sequence for weapons is thesame as the CK numbers so 

xxxx100 - swords

xxxx200 - daggers

xxxx300 - axes/maces

xxxx500 - greatswords

xxxx600 - 2h Axes/hammers

As for NPC anims, you can use any AMR ready animation to replace them. The Enemy Moves Alternate pack I release the last time was purely just animations, but if you want them to use some other animations, it's possible as well.

it's divided into 3 sections, High Health, Low Health and Critical Health. all those main sections have subsections which are 1h npcs high level, 2h npcs high level, 1h npcs low level and 2h npcs low level

This was done so that their movesets can be dynamic so it makes fights more interesting, of course this DAR structure isn't mandatory, the alt movespack I added used a more consistent structure. If you want and are able to make your own, ABR is highly customizable so it's possible

Eventually I'm going to periodically release Unique Enemy Moves DAR structures, On any Unique NPC I come across, like Some Vigilant Characters, Interesting NPCs,

So we can have more interesting bosses and you get to decide what set they use and you can change it based on their values such as health stamina and magicka.



For the Power attack Sequences, 

So before if you're not on Charged Mode(Right Alt toggle) the first power attack you always do is a forward power attack, I intended this because during the charge mode It was difficult to transition properly to the charge attacks, but since I adjusted the DAR structure, I was able to make new files for charged attacks so it's easier to transition.  so in Regular mode, you can do all the 4 directions + standing power attack, in charged mode, the standing power attack can still be done, but if you do directional keys + hold, that becomes the charged. if you do a regular attack and then hold, it becomes HVY atk 1 which wasn't possible before because of the limited charged behaviors


and for the charged behaviors, you can replace them as well. They are made easier to replace now.  How this was done is it detects the hold animation until the middle of the clip and hold that frame, and detect the middle of the release clip until that release anim ends.

the file name for a charged behaviors are two parts CHG_Hold_Fwd/Bwd/Rt/Lt
for the Hold 

and 

CHG_Release_Fwd/Bwd/Rt/Lt

you can use two different clips, one for the hold and a completely different one for the release. They have a Section in the DAR structure so You won't get lost in trying to find them



That's all of 5.9, I did want to include a new feature as well, I'm having progress with it and I've been having good feedback from the testers, but it introduces a major change and an additional requirement that needs a standalone block mod like CGO's dual wield blocking, or Dual Wield Parrying, or any dual wield block mod that exists, because this change introduces a separate button for new power behaviors which you can chain like regular attacks and can transition from them, This also does not Remove your ability to Hold Regular attacks so that they become power attacks, this does not replace that but adds new power attack records, and behaviors. Because I want us to have a lot of choices with regards to input and not just be limited to R1 and R1 hold.  But I'll Explain that more in progress updates, Hope the new changes improves the fun for everyone. I'll show more soon and Thanks again guys!

ABR 5.9

Comments

I have this same exact issue

so I spent an entire day (still not done) converting skysa animations manually renaming them. only to find there is a tool on the discord that makes life so much easier hahaha. no worries even by hand wasn't to bad. good stuff mate

for some reason this version of ABR makes the npcs have the drunk animation when they walk

Matheus Welter Rodrigues

My charged heavies dont work, they just play vanilla animation, any help?

Thanks Jay but that shouldn't be an issue - and for some reason is now present in older versions of ABR as well. I rolled back to 7.9.2 and suffer the very same problem all the same. It seems to be an issue with ABR conflicting with one of ADRI's other mods which then also conflicts with TDM to create the effect. Curious which

Thermalpulse

Thanks for the update! For anyone else having trouble with block speed, I've noticed disabling headtracking in True Directional Movement brings ABR's block speed back up.

why is blocking so slow

Using fists, can use full combos. Any other weapon can only swing once regardless of when holding right or left click first to power attack. Blocking has becoming painfully and impossibly slow as if in slow motion and even using a new save does not fix these issues (Nor a fresh install of Nemesis, which I do every time I re-run Nemesis). I've uninstalled nearly all of my behavior mods aside from the following: True Directional Movement Distar's Dodge Overhaul 0.93 Creature Impact Project Impact Gender Specific Animations

Thermalpulse

Yo. I've been trying for a while to figure this out but having no luck so far. When two handing magical staffs I only get the first 2 of ANY animations combos I install. the last three animations are the vanilla unarmed combo included in ABR. I'm using CGO (no melee staff without it), ABR, and Inquisitor. Adding "IsEquippedRightType(8)" (8 being Staff weapon type according to the DAR Nexus page) to the _conditions.txt of any folder will allow me to use the first 2hm animations there (with pretty interesting results in some cases) but the last three normal hits are always kick, right hook, jab. Gif here: https://makeagif.com/i/dyRY8C . Without ABR the staff attack combo enabled by CGO is just a 2hit loop that works just fine. DAR animation folders with high numbers (priority) produced the same result. Any help would be appreciated. I don't have any experience creating mods/scripting but willing to learn if pointed in the right direction.

ADRI, thank you for the new DAR folder structure; it is so much easier to work with. I see that pressing (or holding) both mouse buttons still executes dual-wield attacks (or power attacks). Do you plan to keep this behavior? There are already so many different ways to input that this feels extraneous to me.

Can't wait to try this out! Thank you for your hard work, ADRI!

AKMontoya

I'm super excited to try this out! Thank you so much for your hard work on mods like this and project impact, they've added so much variety and entertainment to Skyrim.

Specoptimism

As far as I know, engarde only adds a separate key for power attacks, this changes transitions but nothing regarding on how input properties are assigned.

ADRI

hello everyone im a newbie on this ABR thing and i want to use it out of curiosity. Just want to ask a couple of questions from you or other users here of ABR: 1. this one has bug-free grip switch? because i use that standalone one on nexus and it introduce tons of bugs. 2. can i replace all the movesets here aside from charged attack ones? if so how? is it just renaming my AMR animation to the name of the move set that i want to replace?

Serados

Excited to see the update! Thank you for your hard work and dedication. Quick question, where would I change the attack animations when two handing magical staffs?

And for a second here I thought I was finally ready to play the game. Onward and Upward! Great work my man.

Nick Blacc

This is so exciting ADRI, thanks for your continued hard work! My only question is: would the power attack changes work well with something like Engarde, which by default assigns a new button for power attacks, or should we disable that feature of Engarde? It shouldn't be too much trouble either way for Engarde users, and this is, again, amazing stuff!

jsr108

For Tutorials, on installation, refer to the documents on the Installation instructions on the discord, that has everything from requirements, to how CGO can be synergized with this to how to trigger the Charged attacks which is Right alt, to why you use 2h anims for 1h swords because ABR's grip switch key is right shift. The Guides save lives so Feel free to come over to the sever and take a quick look at the installation instructions channel

ADRI


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