NokiMo
dTRY

dTRY

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Valhalla Combat Final pre-release

Changes:

Now using Commonlib-NG. This means the mod works out of box for both AE and SSE.

Greatly reduced the chance of execution not triggering(where you have to press the execution ke...

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Working on the description

it's taking more effort than I thought due to the sheer amount of documentation I have to do; but it's coming....

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Valhalla Combat 0.12

Why is it 0.12 instead of 1.2? I like to keep my projects nicely organized so I won't be adding the 1 in the beginning until the official release.

Changelog:

1. heavy attack stamina cos...

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A new mechanic: Tackle

I've been playing monster hunter rise recently and here's what I've done to Valhalla Combat inspired by MHR:

A new mechanic: tackle is here! It's fairly unnoticeable but can drastically affec...

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ValhallaCombat 0.10 PreRelease(AE&SE)

Changelog:

a ton of stability improvements; all reported CTD causes should be fixed.

tighter perfect block frame(0.1s), now it's much harder to trigger; It was fairly easy to do in the ...

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Valhalla Combat - AE pre-pre release

Here's the long-anticipated AE pre-pre release of Valhalla Combat. Because of the scope of this project I cannot test every single aspect of the AE conversion; so please, if you're on AE, download ...

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Poll: Next Project

Hello people! I've decided to release Valhalla Combat as soon as it's ported to AE(which it will be soon); I'm going to finish its balance system after it's published(or probably even as a separate...

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Preview - K.A.R.S. Framework

I've paused the development for Valhalla combat because it is nearly finished, with only one thing I want to implement: a proper stun system.

Before making the system, I realize how unreliabl...

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Elden Parry - Release

Here it is!

https://www.nexusmods.com/skyrimspecialedition/mods/70240?tab=descrip...

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Elden Parry: pre-release

Currently the build only supports SE as I'm missing one hook address for AE port. Once I have that hook sorted out this will be uploaded onto Nexus


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A very simple plugin I’ve been working on for the past 2 days

Will release it in a few days; taking a break from developing Valhalla combat but will get back to it soon also

Have a nice day to those reading this post, except Kars and Distar

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An emergency CTD fix

Hi people! I've finally set up my development environment(I've been trying to do this for the past few days and it's the main reason I didn't post anything). This means plugin development can conti...

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Recent update

Hi folks! Apologies for not getting back to some of your dms past few days. I decided to take a few weeks off of the internet, but now I'm back to modding and everything else again. 

I'v...

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Valhalla Combat 0.9.9 SE

Finally finished writing the MCM. Fixed all of the CTD issues.

Requirements:

Skyrim SE(AE version won't work atm)

latest version of TrueHUD

Changelog:

-reworked blocki...

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2 new systems to be introduced

1: Sekiro-ish timed block/parry system

Projectile parry:

blocking while facing a projectile will "parry" the projectile(regardless of the timing). Parrying the projectile damages magick...

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True Deflection

Now you can legitimately deflect enemy projectiles back at them. There's 0 workaround; the spell you deflect back is the original spell that's flying. 

It looks super simple but took me ...

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Magic parry

First off; apologies for not replying any message; I've been super busy recently with school work and think it's better to dedicate my remaining energy after a long day's work fully to developing. ...

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Block dynamics

nothing much; just a short vid showing different types of timed blocks and how they affect the combat dynamics

I also redid all the block SFX; sourcing from original high-quality sound files ...

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Perfect Block

Perfect block is a special form of timed block. Unlike timed block, it doesn’t have a specific frame. it can only be triggered when your block button is not pressed while you’re still blocking;...

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Parrying rework in progress

The balance system is almost done. Meanwhile I'm working on a parry system rework.

The new system takes more inspiration from Sekiro and AC:Odyssey. Regular parry no longer negates all stamin...

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Another showcase

Parry to break balance(with slow time effect) + Follow up counter to break stun(with custom SFX) + execution.

I was like "damn" when i pulled this off; am actually enjoying my own mod :-)

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Gameplay

I've found a way to balance the "balance" system nicely. Namely, you need to do about 1/2 of the enemy's health damage to break their balance i.e. being able to staggerlock them, for a few seconds....

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Balance system: strong enemies

For strong enemies, the balance system acts more like a role regulator. Players are extremely careful when facing enemies that can one-shot you. However with the new balance system, doing parries a...

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Valhalla's stagger system

How it looks like now:

Actors no longer 100% stagger on every single heavy hit/bash.

Now, every actor is given a hidden "balance" value("poise“ and "posture" are alre...

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I guess I'm doing my own stagger system

for valhalla combat

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Hotkey execution

when you aim at stunned NPCs, their health bar will start glowing, and you can press a hotkey to execute

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Stop On Slash - AE Test

AE version of my hitstop mod. Test build so idk about its stability yet; should be fairly stable. Will release on nexus in a few days.

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Valhalla Combat: Downed State

Now completely stunned humanoids will enter a downed state: kneeling on the ground and being defenseless, to be executed whenver you wish. Stun meter during downed state turns grey.

NPCs will...

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Valhalla Combat 0.9.4 Beta Test

Requirements: SSE. Newest version of TrueHud, Newest version of Elden Counter(toggle the damage patch), Movesets that are not Eskyrim's(Eskyrim's movesets lack certain annotation to trigger stamina...

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Valhalla Combat - NPC Counter AI

An attempt to combine Elden Counter with Valhalla Combat's perfect blocking. NPCs that manages to perfect block an attack can now perform a guard counter that forces player to reposition themselves...

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