NokiMo
isADRI
isADRI

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What I've been working on for Project Impact 1.2

So before I start, credits to everyone for the awesome suggestions! 


many felt the 1.0 version felt cheesed because the enemies would lay still all the time, for 1.2 however my goal was to find the right balance.  You can no longer be too greedy because there will be a chance for enemies to either step away, roll or even counter attack, again like the aggression and reaction system, this is tied to level and hp, currently i'm trying to create proper conditions so we no longer need 2 variations which is the long and short playthroughs, most of the animations are done and the only thing left is the DAR, working to balance it so that it would fit with against 1v1 but still be balanced against many

What I've been working on for Project Impact 1.2

Comments

used grass mod / used imperial fort texture? very beautiful

I got it working. The problem is in nemesis. I deleted Temp_Behaviors and cache from Skyrim Special Edition/Data/Nemesis_Engine. I don't know if its the right way to delete the files but atleast i got it working.

Thu'um 2.0 does not work for me while using ABR 5.7.7 and Project Impact. Is anyone else having this issue? I really want to use them together :(

adri in this version is the player going to be staggered like the npcs?

Awesome work by the way, just asking since I'm always hunting them down haha

BadAss Animations

does this work with animals and creatures such as trolls and giants

BadAss Animations

at the moment no, last time I checked Adri is still trying to find a way to make it work. Once Adri does it will probably be in the next update. For now, if you're using killmoves best to disable the killmoves melee or find a way to only make it apply to creatures and monsters rather than humanoid NPCs.

Joel Fontana

Is Project Impact compatible with Violens? I feel like enemies are on the ground having seizures when I re-load games, and they also just fall all over the place and ragdoll once their health hits 0% and wont die at all. I have to hit them like 20 times before they actually finally die once they go into that low health animation where they kneel down.

William Bell

Has anyone attempted to use SkySA's Intense Combat module with ABR? Any impressions?

C

It can be used without and does not depend on ABR

Danovench Jean

Hello Adri/BotUser! just want to report that the new version of Grip switch from shiba in nexus has incompatibilities on Inquisitor mod when wielding spell on left hand and 1h or 2h on right hand. The mod still works when i equip spells on both hands only when you equip weapons on right hand the animation goes weird where the only animating s the hand itself casting the spell.

Serados

Is this update still going to have kill cam issues, kill cam loop? Needs a patch to fix health with kill cam/insta death on kill cam.

This has to be the most balanced and proper combat feels i've ever witnessed for a Skyrim Mod i am truly happy to be here and happy to help out

Does Project Impact depend on Attack Behavior Revamp? Or can Project Impact be used without ABR?

Hey Adri, this Project Impact is great, I would like to suggest a system where the player stops being able to attack after his stamina is completely depleted, this is to ensure that you don't spam npc hit reaction forever, this is what Dark Souls utilizes to balance the game out.

Mtaddict

Does Project Impact conflicts with death animations provided in the Underdog Animations? I have Project Impact downloaded but I’m not seeing the death animations in Impact. Perhaps I have to increase the DAR folder number higher in Project Impact?

Hey ADRI you need to take a look at ABR 5.7.7 suicide edition, attacks from NPCS aren't hitting the player like they're missing hit frames. Please take a look at it.

If only this animal and other creature support it'd be perfect. its crazy how far you're evolving combat for a 10 year old game

PedalPen

Checking every day for when this is released 😭

Yes it is fine. I have switched the kill moves in sekiro to 5xdmg instead and it works great.

Anyone know if this mod works with inpa sekiro combat? I know inpa uses violens for its execution feature, is it possible to disable to execution feature, since killmoves are kinda broken with project impact installed

Christian Bliem

Bot, sorry for dumb question but what did you use for the minimap and quick loot? 😅

Wow .... I never thought I'd get this much good stuff for only a dollar

Keanu Vassell

its is pretty much fully compatible with wildcat, mortal enemies, blade blunt. maybe not ultimate combat tho.

Nice,when this is released or in a spot you're really happy with, do you think if you have the time you'd be willing to add what combat mods this replaces. As it seems to be an all in one bundle for the most part. e.g wildcat/ultimate combat/mortal enemies.

Wow!!

Hey, if I may ask, how'd you get your game to look like that? ENB?

Lookin good as usual, Adri

Austio

when we get stable creature rigs, i'd really love that too, but for now we yet to have those. Once we get some though that's when all the work will start eventually

ADRI

if you use violens you're meant to disable melee for now, as i have know solution yet on how to prevent the "flinch" event from working upon a killmove state"

ADRI

oh the longsword is just additional animations i made which will be added to abr, I actually don't use that much animations apart from elder souls, I don't really want to use "extra " animation if they don't provide new functions. For idles, I suggest some from JH or PCA, as for attacks I love eskyrim's work because they all provide unique annotations especially the power attacks they're all good quality. But as for behaviors that have their own animations, there are certainly many like Nicknack's crouch slide, Distar's new dodge mod(DMCO)

ADRI

Hell yes! I'd love to see creatures stagger as well, but I don't know if that's possible

Wonderful! <3

The last one doesnt compatible with VIOLENS.

a possible compatibility for kill moves? BTW a big fan here now :D

Serados

this looks awesome i like the idea of giving them chance to move out of the day or counter

AvatarV

Hey! Love your work and all you are putting into this. Looks so cool just from the video, can't wait to play it =) A question, if i may: I'm kinda of a noob on combat animation mods, came here because of your Th'um and Inquisitor mods, but am using all 4 of them now. Is there any other mod you would suggest me to run along yours? The longsword animations on the video look so cool, I'm just wondering if its a setting i did not realized is there or if it's a additional moveset.


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