NokiMo
isADRI
isADRI

patreon


First Step for Project Impact: ABR 5.7: Attack Combos Reboot

It's been quite a while since my previous post but I have been quite busy lately as I'm almost coming home! But I've been working as much as I can as well with my goal which is project impact

I'm starting one by one, ABR regular attack animations are now revamped, features include

- In sequence regular combos instead of random animations

- Left hand behaviors and regular combo support similar to the right hand

- AMR(https://www.nexusmods.com/skyrimspecialedition/mods/50258)  dependent to you can use amr based animations like the new ones made for skysa

- new animation file types
      > right attacks 5 sets: R1h_atk1 - R1h_atk5

       > left attacks 5 sets: L1h_atk1 - L1h_atk5

       > 2 Handed attacks 5 sets: 2hm_atk1 - 2hm_atk5

so when you want to use a specific skysa or any amr made animation,for example you want "skysa_sword1.hkk" to be your 3rd right hand sword combo, just rename to "R1h_atk3.hkx"

- New Hand to Hand off hand combo system(haven't fleshed out yet but a further update will contain more combos and further explanation) - interchanging between hand used during attacking have different animations and not mirrored similar to weapons, I made this so you get more freedom of choice when you want to perform a lead punch or a cross 

- As always, compatible with CGO, unlock grip changes the combos and theoretically if you have another animation set you like(SHOULD BE AMR DEPENDENT) for example an AMR based version of JH pack, but you only want to use the greatsword animation when you are using a specific greatsword;

   then just put your greatsword animations(AMR converted and Renamed according to the new file names)  in a new DAR folder and add conditions:

IsEquippedRight(*FORMID OF 1H WEAPON*) 

then Animation file names should be:

2hm_atk1

2hm_atk2

2hm_atk3

2hm_atk4

2hm_atk5


Simple as that and you have your special animation upon unlocked grip similar to some special weapons in the Souls Game Series


Those are the new highlights so far, the new combos/movesets were designed with balance in mind and make sure they will look nice with the reaction behaviors in the future

Will try to post updates as soon as I can as well, Thanks everyone and I hope all of you enjoy!


Requirements and instructions(disregard the nexus page, it's outdated, just follow this):

*WORKS FOR BOTH CGO AND NON-CGO*


Nemesis

Dynamic Animation ReplacerI(https://www.nexusmods.com/skyrimspecialedition/mods/33746)

Animation Motion Revolution(https://www.nexusmods.com/skyrimspecialedition/mods/50258)


Install all requirements and tick in Nemesis patcher, 

for CGO users do not forget to delete 1hm_behavior(if using inquisitor delete magic_behavior)


use this(https://www.nexusmods.com/skyrimspecialedition/mods/22100?tab=files) for weapon speeds, I personally use v 1.1 of customizable weapon speeds as the newer versions make my power attacks super slow

that's about it for now, Huge thanks!


First Step for Project Impact: ABR 5.7: Attack Combos Reboot

Comments

Can anyone give me a hand? Not sure why but NPCs just do a single hit when attacking and most of the time it doesn't register hitting me.

Himitsu Steelwinter

What is the naming scheme for the charged and power attacks? I was able to change the normal attacks using this guide but can't seem to figure those out.

dbail

Hi ADRI is it possible to change the animations for quarterstaffs? I’ve checked the DAR folder in the ABR mod files and couldn’t find a folder specifically for Quarterstaffs, do they share animations with other weapon types?

He specifically said you have to edit each behavior file from the new animation packs. Rename them to which ever step of the combo you want it to play. Otherwise the combo can follow the behavior chain. Hence why you can do more than the first attack

Christian Bliem

Thanks. Using the separate power attack made it a lot easier for me.

Press right alt, i explained it before in the previous videos, But yeah you can toggle between charged and power attacks

ADRI

Thanks to me it worked for me, the only problem I have is that it does not let me use the animations of the sword of the there is no umbra mod, I would like some future update to work or that at least this mod can let me use some unique animations from other mods

Gaen El olvidado

hey Adri could this version be uploaded into Nexus already so that the guy who did the stances for Akaviri katana animations could start work on AMR based animations, I miss RPing as a weab

For some reason I can't pull off power attacks with this version but I am able to with 4.0 standalone on nexus.

Wow, this did it. Feels much better with this plugin. Thanks :)

Search better power attack direction control by maxsu(https://www.nexusmods.com/skyrimspecialedition/mods/49648) Since that mod allows directional attacks without having combos so you can do directional charge attacks like bannerlord style combat

ADRI

Having the same issue. Right Alt will let me switch to charged attack but the animation in the video does not work anymore. I am running DAR, AMR, CGO, Animated Armoury DAR,ABR 5.7 and Ultimate Combat SE.

Something similar happened to me, the animations of the sword of the mod there is no umbra were deactivated and the animations of this mod were replaced, something that I do not like because they are unique animations and that are according to the style of the mod

Gaen El olvidado

I give it and it does not work, it does not let me carry the attack

Gaen El olvidado

Does this update get rid of unique movesets? Wasn't able to perform the unique movesets anymore, at least with Witcher 3 weaponry.

VMac

press right alt key, it's the toggle key between vanilla and charged attacks

ADRI

One more thing, could you replay the loaded sword attack animation from this video https://www.youtube.com/watch?v=8sMGGuTsXBs ? I really like that animation and in this version of the mod it no longer has it :(

Gaen El olvidado

This mod disables the animations of the sword of the There Is No Umbra mod, I mean the animations seen in this video https://www.youtube.com/watch?v=_e8EG9BvvhA, the sword no longer floats, instead it replaces the animations of the floating sword for the attack animations of this mod, could you correct that and that the animations of the there is no umbra mod can work independently of the ABR mod?

Gaen El olvidado

Having the same issue. Its just regular power attacks now and unchecking the unlocked movement box in CGO does nothing.

+1, I'd settle for the NPCs using the special attacks from Ultimate Combat and use other power attacks than the 3 hit combo from time to time.

C

I found something that might interest everybody. Now idk if its intentional or not but I love it. I have ABR , CGO , inquisitor v3 , and better directional control. Pressing the right Alt key(from inquisitor) will switch me from charged attacks to directional power attacks. Its beautiful and I love it.

Is it possible to disable the NPC motion change by ABR, or make it coexist with the originally existing motion? I'm using ULTIMATECOMBAT, so I'd like to leave the NPC motion to this mod as much as possible.

True spear combat and CGO are incompatible. TSC will cause the bug that wont let you use magic in the left hand when a melee weapon is equipped on the right hand.

U can change grips with the right shift key

I too had this bug. what caused this bug for me was a mod called look at what you see. Basically head tracking. Luckily the mod comes with the option to disable head tracking when weapons are drawn.

its intentional. I think u can reset it quicker by blocking or dodging.

Great work ADRI! Quick question for you and everyone else here: maybe I'm misunderstanding this post, but is the thing where you can only attack five times before the move sequence takes a second to reset, intentional? Or is it a bug on my end?

jsr108

Ok adri i guess ur using combat behavior improved as well, i just installed that and was able to do those feints. Anyhow, im still having an issue with blocking being reaaaaaally slow, if anyone's ever been able to solve this, id really appreciate it. I remember experiencing the same on FNIS back in 2015, and we had to tick the skeleton arm fix to solve it but now since nemesis does the arm fix automatically i am not sure why i cant block at the same speed i can block in 1st person

I have the same issue as well. Hope ADRI could figure this one out.

tridbee

Has anyone using stances run into an issue where only the first attack animation would play but the second wouldn't trigger? I tried moving over Zealot Knight from the Nexus which is AMR compatible and changed the normal animations attack to 2hm_atk1 (was skysa_2hm1), 2hm_atk2, etc and the power attacks to 2hm_atkHVY1, 2hm_atkHVY2 etc, but as I mentioned only the first attack animation actually plays. Any idea why?

C

the rest of those with different suffixes are new animation files I plan to overhaul as well, as every animation abr will be using in the future will be AMR dependent which includes those animations, I have yet to make those power attacks, as i plan to revamp all regular attacks first but they(power/charged atks) will come eventually

ADRI

So, will the new naming convention work for Battleaxe animations as well? Such as "2hw_atk1 - 2hw_atk5"? Also, I noticed some suffixes such as "-HVY-" and "-CHGATK-" and "-CHGCOMBO-" in the mod's animation files. What are these for, specifically?...

SuzanoSho

Love this mod! Is there any way or planned feature to be able to turn off the NPC combos so they use the regular attacks and powerattacks? For some reason every hit of those combos seem to register as power attacks and I am getting killed in one attack lol!

Asa Gordon

Another fantastic update as always! I have one issue with the attacks when replacing them with SkySA animations. If I replace your animations with SkySA's then I can only do the first attack but not the rest of the attack chain. Could you have a look into this issue? EDIT: Another issue I found is that I am unable to perform foward power attacks despite using Better Power Attack Direction Control mod, only sideways and backwards power attacks can be performed. This affects every melee weapon type except 1hm swords.

tridbee

To feint all you have to do is press the block button before the attack animation completes.

C

How to feint my guys haha i saw the video of the character feinting that's why i subscribed in patreon but i cant figure it out what are the button combinations?

So I found that the issue to both of my previous animation problems with two handed weapons is the Right Shift weapon grip change. For some reason the NPCs decide to use a single grip for all of their 3+ hit power attacks for two handed weapons, while it also messes up the left hand animation positioning for the player. Is there a way to disable the feature completely?

C

My question may sound simple but I'll ask anyway. How do I use the longsword animations from the video? Are the animations from another mod or are they only for specific weapons?

Joel Fontana

I think you might be toggling the alternate grip option with right shift

I'm getting a weird issue where equipping one-handed weapons play 2-hand weapon animations and vice versa. I'll try to isolate the issue and report back. I am not using CGO by the way.

Ok this Mod is just perfect. The combat is so satisfying. Thank you for this bro. Only problem I have now is the magic animations replace melee movement and idle animations when I have magic equipped in the left hand and 1hm on the right. Any suggestions?

If you made the recommended changes from SkySA to the Skyrim.ini file before switching to ABR, that caused the issue for me a while back when I switched.

C

You could use some smooth idle animations and make sure the folder numbers are high, if that doesn't work you can always use pcea for that

ADRI

As long as the animators say they are for AMR, either that or i Am aware distar has made a conversion tool that can convert every skysa animation to be AMR based

ADRI

How slow? Since 5.4 blocking animations are just blended and don't snap for the faints but just enough that you can timed block unfair enemies

ADRI

It's just the script that toggles the alt state so there's no real problems, regarding the magic, do you use cgo? Or in your nemesis patch can you put abr at the very top? Another thing is deleting your nemesis output, tho i don't know where you're output folder is it's best to check your vortex settings, the output is where it nemesis stores its "Nemesis_engine" patch

ADRI

Yup its just an skse plugin anyways and it's necessary for all new animations

ADRI

Amazing work! Im using Vortex Mod Manager and its telling me it has conflicting files with your other mod Thu`um. should I let ABR overwrite them? I also cant use magic on the left hand when a melee weapon is equipped. Any suggestions?

Is Amr a hard requirement now?

stop what? Can I take animations from SKYSA 1.9 and will they work with ABR? Oo

man, is the block animation being slow intentional? it's still a thing after updating

Is that tool something you can share?

C

No one else had the issue? Need to determine if its an issue on my end or the mod's end.

C

This is a nice one ADRI. I'm actually also a Patreon of Distar (I like both your work). I downloaded his DAR Conversion tool and was able to annotate all current Skysa movesets from Nexus. It's not that difficult and there is a YouTube video with instructions. The trick is to download the LE version of the moveset and use the tool to annotate. For JH Movesets, the trick is to annotate piecemeal. I created separate install folders for each weapon type and used the tool to annotate each weapon set. Now I have best of both worlds. I can use ABR and substitute SkySA movesets for certain conditions like high stance or weapon specific animations. Can't wait to see more from you!

This is Amazing! Keep up the great work. how can i place my great sword on my shoulder while holding a magic in my left hand? just like ABR 5.2. Again, amazing mod!

Im loving your mod with every fiber of my being but Im having a problem where attacks are not getting "charged", my character does a normal power attack, then uses the vanilla power attack then loops using the same move but if I move then and only then begins charging the attack. Also a similar problem with sneaking, it does a very quick attack and then charges. Please help. :(

I know that can easily be solved by adding the form Id to the spear condition but I'm not sure if you'll need to just add 1 form id or all the form Ids of all weapons, so far I've added from Animated Armoury and Heavy Armory(individually)

ADRI

This is Amazing! Keep up the great work. There is a conflict with True Spear Combat Where the Spear animations don't play after this version. The Spear animations are being replaced by sword animations from this Mod (Except power attack and "holding the spear idle"). The Nexus version works fine, tho. Also, a small conflict with 360 walking behaviors (tested with both 360 on nexus) where weapon sheathed causes the backward movement to act weird (usually when sheathed the 360 is disabled but with the ABR 5.7 it plays a slow and weird animation). Again, amazing mod! Hope there is a workaround for these situations = )

Gil Correa

how can i place my great sword on my shoulder while holding a magic in my left hand? just like ABR 5.2

Anyone else get a bug where the left hand is not actually holding the weapon in the unsheathed idle animation for 2 handed weapons? I'm using without CGO (so normal grip) and tried both with and without Inquisitor (non-dedicated version). Update 1: I made sure to remove all the Nemesis output file before regenerating and even reduced the animation/behavior load order down to just ABR. Update 2: After disabling every file, the only thing that fixes this is to disable the ABR behavior in Nemesis, which is of course not ideal. @ADRI could you please take a look? https://imgur.com/a/DbGcubA

C

Hi ADRI, any chance we might see a pre-made set of animations for AMR and Stances included with newer versions of ABR going forward, as you did with older versions (currently using 5.5.2)? Thanks for your great work!

jsr108

if you use all of those, then tick all of those, there has been only 1 ABR version(no more separation) that works with or without CGO since 5.3, just remember to delete 1hm_behavior in Combat Gameplay overhaul -> data -> nemesis_engine -> mod -> dscgo -> 1hm_behavior

ADRI

Okay, ignore nexus directions, got it. Nexus directions say to tick CGO but NOT ABR. So what should be ticked in Nemesis? CGO, ABR, and Inquisitor? Just ABR and Inquisitor? Just CGO and Inquisitor?

To be 100% honest I was torn between ABR and SkySA specifically due to the animations, but I always come back to your mod for your excellent feature ideas. This updates helps alot, thanks a ton.

C

i don't know if Jovel is continuously developing it for AMR, but I know JH pack can be converted using the motion data conversion tool by distar, though I don't know where to get it apart from personally asking him so you can be a modmaker or if he posts it on his patreon for users, there have only been a few animators who are working on converting their sets to AMR as of now because it can be hard to clean animations from a previous animation rig so in some cases it's easier to just start from scratch which is what the old ones are trying to avoid, let's just hope more animations for AMR like the elder souls collection will come soon

ADRI

Is there a particular place to download/find JH's AMR/not-SkySA version? I see in his nexus discussion page he mentions an AMR version was in testing, but that was as of May?

Kicks are included, working on different movesets for h2h that you can interchange when using stances as well, all combos are originally made to adapt to the upcoming reaction behavior mod but if you want to focus just on having as many animations as possible or various animations, if there are h2h amr animations you can use them as well, all behaviors have been updated to support them

ADRI

Will the h2h only use punches or will include kicks also?


Related Creators