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...
2022-08-14 01:45:34 +0000 UTC
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it's taking more effort than I thought due to the sheer amount of documentation I have to do; but it's coming....
2022-08-05 11:25:39 +0000 UTC
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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...
2022-08-04 13:14:36 +0000 UTC
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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...
2022-08-01 10:45:00 +0000 UTC
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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 ...
2022-07-31 21:52:35 +0000 UTC
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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 ...
2022-07-26 08:33:54 +0000 UTC
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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...
2022-07-16 09:51:15 +0000 UTC
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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...
2022-07-07 10:08:05 +0000 UTC
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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
2022-06-26 00:00:00 +0000 UTC
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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
2022-06-25 09:47:52 +0000 UTC
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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...
2022-06-23 19:22:04 +0000 UTC
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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...
2022-06-12 03:45:40 +0000 UTC
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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...
2022-05-14 06:51:28 +0000 UTC
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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...
2022-05-13 23:33:24 +0000 UTC
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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 ...
2022-05-07 23:02:26 +0000 UTC
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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. ...
2022-05-06 20:25:17 +0000 UTC
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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 ...
2022-05-01 05:49:53 +0000 UTC
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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;...
2022-04-26 17:14:58 +0000 UTC
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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...
2022-04-24 21:03:14 +0000 UTC
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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 :-)
2022-04-24 03:19:25 +0000 UTC
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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....
2022-04-22 04:52:33 +0000 UTC
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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...
2022-04-16 10:53:24 +0000 UTC
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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...
2022-04-15 07:59:15 +0000 UTC
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for valhalla combat
2022-04-13 08:59:58 +0000 UTC
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when you aim at stunned NPCs, their health bar will start glowing, and you can press a hotkey to execute
2022-04-11 02:56:45 +0000 UTC
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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.
2022-04-07 20:33:44 +0000 UTC
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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...
2022-04-04 06:56:50 +0000 UTC
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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...
2022-04-02 09:59:06 +0000 UTC
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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...
2022-04-01 21:13:38 +0000 UTC
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