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isADRI
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Project Impact 1.3 :Set Ups, multiple reaction types (ALL REPLACABLE)

Project Impact 1.3 is here!

Install like how the old version, The full guide for installation and conflicts can be found in my instructions section on the discord.

Also the name in nemesis is change from "DARReactions" to "Project Impact" so it's more consistent, Codename is still thesame.

Also the DAR structure is Organized this time. I do recommend disabling character stagger in the OHAF config ini by the way inside OHAF's folder : "SKSE/plugins/MaxsuOnHitAnimFiles/Maxsu_OHAF_Config.ini

Based on the image, there are multiple ways to make enemies react. So I know what you might be thinking; what I should do and shouldn't do, I respect all ideas, they are cool and all; but there are still big limitations right now, 

First, it's not possible to make them react based on what your input is, if it is a regular attack or a power attack, there is no way to manipulate an NPC's animgraph instance based on your actions.  The only real way for their states to change based on variables that decide which animation is played is for them to do something that triggers this variables, as for us as a player doing this, even a script/skse is still hard to do for coders out there

 I've been working with a few Coders but it might be a long ways from that until we get that. But I still want a system that is dynamic, so while more deliberate behaviors is still not possible for now, I got a little bit imaginative with what can be done

 Right now, what's possible is for them to change the variables that can allow them to play special states, a clever way that this was done, was to hook annotations to there behaviors, attacks, bashes, blocks and when they perform a certain behavior, they trigger a variable which when we hit them , their hit reactions go the special reactions because they triggered the special variable

But gameplay-wise, in a way, this does something as well, this rewards thoughtful decisions, so attacks of opportunity and timed blocks mean something. Also the new motion data driven animations are there so animations aren't just something visual.

and before you think that this update completely just nerfs every NPC, scaling was also implemented. The DAR structure is was structured in a way that this makes sure strong NPCs need to make more damage first before they're punished. 


Also, NPC REACTIONS ARE CUSTOMIZABLE, you don't want juggling because it's comical?
yes you can replace it. The DAR structure has a catalog containing every animation inside each set folder, refer to the image on this post, I also attached it here so you can easily download. just make a number higher than the reaction type you want then add your anims there,


again all amr based anims work with this, the catalog already has a few, and every anim can be repurposed. Just name them accordingly.

I have simple codes so they're easy to follow

PI1 - Timed Block Power Attacks

PI2 - Timed Block Bashes & Block Breaks

PI3 - Attack Interruption

PI4 - Bash Interruption

so if you want the turn around anims to replace juggling for example. just get it in the catalog(the folder has a name so just click on it)
then go to the PI3 and name the file you want to "juggle1.hkx" to "juggle5.hkx"

and I want to emphasize, the anims are just named "juggle1.hkx" but you can use any animation you want

anyways, this is it for now, again refer to the guides on discord for installation instructions, I'll post them here soon as well, and there are stuff that i also plan on doing, I'd like to make a few changes to my page as well, I really want to make is as acessible as possible.

remember, every animation in my mods can be replaced. reactions, attacks, NPC attacks, I'll make a guide on ABR soon, along with the best way to make NPC systems, ABR was made so that NPC behaviors are easy to replace and a whole set was easy to create. 5.9 should make things easier than they are.  having said that happy 10th birthday to the game we all love. More to come soon!

Project Impact 1.3 :Set Ups, multiple reaction types (ALL REPLACABLE)

Comments

How about project hotboxes

Hey ADRI, Love this mod! It makes all the combat changes really stand out and makes it super dangerous to get ganged up on. The only issue I've run into though is continuous magic effects like being hit with an Ice Storm spell or Fire spell that leaves a fire on the ground causing continuous damage. The problem is that the damage is hitting so often that I'm stunned in it and cannot get out at all. Makes higher level mages a pain in the ass to take out as a melee build. I was curious if it was possible to add an impact delay for magic effects to give a little breathing room in these situations?

raziell74

Can you please, please, make a version of Project Impact where the player is immune to the effects? It's impossible to take on any mage or group of bandits without getting staggered every half second.

Josh Francia

It doesn't work at all, is this mod incompatible with combat mods like Ultimate Combat or Wildcat?

I’m not sure if I set up right, but timed blocks and counters arent working for me

Edgardo Morin Jr

Go to On hit animation framework, SKSE and look for the ini, disable the effect on players

ADRI

I am getting chain stunned by one archer by this or maybe one of your other combat mods Adri

try updating abr and vanguard

ADRI

I CTD when I use this version of the mod, is it due to the Anniversary update by any chance?

Korey Finnell

Thanks for the response - do you have a link by chance?

BlazenMusic20

thier is one on the nexus

Tyler Petty

Ugh! why did Bethesda have to update the game?!?! I have so many mods that are heavily dependent on SKSE. Does anyone have a backup .exe to share?

BlazenMusic20

Has a major conflict error with one of my mods, causing Nemesis to crash at 24%. Unsure which. Mods include: Magelock Impactful Blocking Gender Specific Animations Hellblade Recoil (Yours) Zxlice Potions ABR 5.7.9 (Previous update caused issues as well, couldn't perform more than one attack at a time) Distar's Dodge - Modern Combat Overhaul Stagger Direction Fix Vanguard (latest) Slow Sprint Bug Fix (Distar) True Directional Movement Update: Dunno why I thought it was 1.7.9 xD ABR 5.7.9, second-to-latest release. Using ABR 5.8.8 fixes the crash, but have yet to test and see if the one-attack issue is persisting. Update 2: The singular attack issue persists, as if ABR refuses to transition using the new attack transition system, but Project Impact 1.3.1 seems to crash without using ABR 5.8.8... - It seems I CAN use a full combo... *only* after using a standing stalled power attack.

Thermalpulse

This is beautiful

YOU ROCK!!! Another banger indeed

Daniel Shehovsov

Another banger! You never disappoint

Austio


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