I really like your mod, but I cannot for the life of me get the button mapping to work. I tried installing "lock-on combat with dodge" but it does not free up right joystick for me. It almost feels impossible to get a button mapping that excludes "x" and "y". Great concept, and I appreciate all the work you must have put into this. But for now, the mod is unplayable for me.
Hey, so it's a bit weird doing the button mapping for the first time. It's a little bit janky and mostly a workaround; would've been much easier if the update didn't break the Custom Keybinds mod
> I unbind all the hotkeys on Lock-On Combat and checkbox 'Disable Cam Reset' > then going into button mapping you still have to put an input into Reset Camera (I think I put X in there) and then go through all the other red 'errors' that pop up until It accepts and lets you bind them and out of the menu. These can be anything since SkillMaker takes care of these buttons/they're not used (screenshot below shows the rest of my random mappings) > Lock On Combat will prevent the camera resetting every time you press X (or whichever button was mapped to Reset Camera previously) > Next time you open button mapping Reset Camera should be blanked out which is why it looks like that on the screenshot in description
Doesn't work properly on both versions specified. With last version -- most of skills are working, but rapidly and not like in video. With previous version -- only 1 skill is working, but also rapidly and not like in video.
Hmm, I've not experienced the rapid skills thing at all. Only thing I can think of is disabling the '0speedupsheathe' skill? It's the only flat speed increase that would affect other skills IIRC, though it should only ever activate during sheathe animations. Outside of that the usual make sure scriptcore + reframework are latest versions, checkboxing the 'Clear Skills on Load' when loading the skillset and that there's no other mods interfering. If all that and it still doesn't work, I honestly have no idea sorry.
Yea I'll put a screenshot of the other controller inputs, though for me it wasn't really that important what the other binds were, just to get the game to 'accept' the inputs and let me out of the menu lol. Most important is just rebinding base light and heavy attacks to something other than X and Y, all the other base game inputs not shown aren't really used since SkillMaker takes care of them.
I've been trying to sort out that noise as well lmao, It's driving me insane. I think I've pinpointed which shells are getting stuck and haven't had it happen as much now. I know for certain another cause of the noise that simply turning off SFX or adjusting other values doesn't solve in Blistering Blades and Heavy Rain Blades, it's rare but can still happen if they're cancelled too quickly, haven't got a clue how to fix so be careful I guess.
Just finishing a few things and I'll upload the update/fixes soon.
I’d like to apologize if my earlier comment came across as overly harsh or rude - it wasn’t my intention. I re-downloaded Dragon’s Dogma specifically to try out this mod, installed all the required modifications, restored my save, and spent hours setting everything up. It was frustrating when the result was something else. At least for me, it could be one of the best things in DD2.
I’ll keep an eye on updates and hope things improve. Somehow. I mean, I even tried a clean installation to rule out any issues, but either I’m missing something, or the in-game result doesn’t fully reflect the variety of features showcased in your videos.
No need to apologise, I can understand the frustration haha.
I've uploaded the new file which should have fixed the noise issues. Is there any chance you can upload a video of what the skills currently look like on your end, I'm not entirely sure what I'm dealing with in regards to the rapid skills issue.
Damn, you out did yourself. Another reason to get back into this game. If I had to suggest anything, it would be the body doubles and the Forbeding Bolt Skill that teleports behind a enemy and stabs them with the spear, all from Mystic Spearhand. It's really good without those added though of course.
I did wish I could've used the body double to emulate DmCs Doppelganger, but I have no idea how to use it outside of the Mystic Spearhand Wild Furie animations, if it's even possible at all. I think I'm gonna have to hold off on adding anything new though, don't want to get burnt out and I think I need to start actually playing the game now instead of tinkering, still haven't finished a full playthrough yet lmao.
Understandable, just a question though: Is there anyway you could upload a Mouse and Keyboard version? I'm new to Skill Maker, so having a hard time trying change inputs to where it works how it should on keyboard. Will keep trying as I only just started.
I can certainly have a look, though it's been so long since I've used Mouse and keyboard for games like this I'm not sure I even know where I'd put them myself lol.
Edit: Having a quick look at the default binds and heavy attack is on V?? That sounds absurd to me, I would've had it on Right click? Not sure I'm the best person to ask for this, might end up with some funky binds.
Thanks for looking regardless haha. I'm still trying to figure things out with the inputs to make it perfect, but not doing so good right now. I'll get it eventually, but if you figure it out, please let me know!
Edit: I decided to just use Gamepad. Thanks for the help regardless though of course.
Hey sorry to bother you again, but I noticed in your Controller Settings pic, you manage to remove the "reset" button completely. I tried to google it, but I can't figure out how you managed to do it. Mind telling me how you did it? I thought it was the Custom Keys mod, but I guess not. It's weird as well, cause I remember me knowing how to do it when I use to use Controller for this game, but ig I forgot haha.
No skills were supposed to have broken between SM 1.18 and 1.19. I tested a few old skillsets like Lunar Knight and Alchemist to try and make sure there were no issues, they all seemed fine. With yours I notice there is an action being indexed when it doesnt exist sometimes, causing a scriptrunner error (my bad) but once I fixed that I still had an issue with some shells disappearing too early. I think this was from using Abs Lifetime; in versions prior to 1.19, it didn't really work as intended. Now it is more strict and is guaranteed to destroy the shell and its children if the time goes over, rather than only extending its life if the game tries to kill it before. I fixed your rapid slash by shift+clicking it and disabling it for all nodes. Also I noticed boons were staying on for the full 90s or whatever if you activate and kill them too fast, so I'm gonna give a SM boon a 1 frame delay before it can be killed. If you know some other problems let me know so I can try to fix them, I want to maintain compatibility with old skills where possible. Also, if you want your skillsets to work you need to put your skills just in the "Skills" folder, rather than in those Skills/Vergil or Lucifer folders, because they're looking for them just in the Skills folder. I mean you could use the subfolders - they'd be helpful for organization - but your Skill States everywhere dont use the folder names as part of the skill names so it's not an easy fix. And putting your "Skills" and "Skillsets" folders in a "reframework/data/SkillMaker" folder in your ZIP would make installing easier. Very cool skills though, I like the fluidity
I’ll admit it was a very quick look on v1.19, didn’t want to burnout too quickly on the game again, then noticed a few skills weren’t working properly, figured it was something I’d done wrong and kinda noped out asap.. will definitely give it a proper look sometime soon, especially if it’s just little things and not as bad as I was thinking.
I did upload the wrong zip like twice 🤦🏻♂️ That does make a lot of sense with the skill states not referencing the folders since those came.. afterwards, I’m not very organised lmao. Newest upload should have them without the folders.
So I loaded back up with v1.19 to have a more in depth look and I'm struggling with a few things, mainly shell behavior, I'm not sure if some of them are bugs or my own mistakes.
Is the action index error thing what's causing the double animation bug, like the first light attack 'SlapAttack' activating twice? If so I don't need to worry about that since It's already fixed. The Abs Lifetime update should also be an easy enough adjustment for the shells affected.
I'm having a few weird things happen mainly with the judgement cuts and mirage blades: 1: I can't seem to change the colour of any of the shells on the judgement cuts at all, mainly the Cure Spot or 'Cuts' (Shell:15 ID:0)
2: There was a weird interaction with the 'Cuts' not attaching. The ground judgement cuts were flying away even with the 'Attach to previous shell' on, however I noticed that they were attaching as normal with the air judgement cut. So I changed the ground JC base shell (hip-fired arrow) to the air JC (Aim shooting_weak) and they attached again.. Absolutely no clue why. Edit: Even more strangely, simply switching the hip-fired arrow to aim shooting_weak on the node doesn't make them attach, but copy pasting aim shooting_weak from Air JC does.
3: I'm not sure if it's my system but some shells are getting stuck, not disappearing until clean up or seem to lag, appearing seconds after they should. This mostly happens with the judgement cuts (infrequently) and almost every time with judgement cut end. For JC end I can just de-activate the offending shells and seems fine. I wonder if the nodes are too close together? With JC end nodes being 0.1 second apart. Though thinking about it this doesn't happen on v1.18 so I'm not sure.
4. Heavy Rain Blades shoots forward instead of well... raining down. Trying a few things to fix but haven't found anything yet.
Edit: 5. Rotation offset doesn't seem to change anything with the 'Blade' shells (Shell:104 ID:10) on the last Heavy Combo stab, so they're flying straight forward instead of meeting at the blades point. Position offset works fine though. I thought this was also going to be the cause of the Heavy Rain Blades issue but rotation offset seems to work for the arrow shells on that skill.
Not sure if an intended feature or bug but is there a way to toggle/turn off the nodes opening as groups, my smol brain is getting caught out editing the wrong node quite a few times haha. Edit: Not sure what's going on with this as well, noticed Shift+Z undo wasn't working, re-scanned files and reset scripts and the nodes don't open as 'groups' now but also undo still isn't working. At this point I feel like I might need to just do a fresh install of SkillMaker.
I'll add edits here if I find some more. Sorry for the hassle
Most of the effects were mainly to try and emulate the blade trails/visuals from DmC, I'm not perfectly happy with it myself (bits of the light combo and Rapid Slash especially) but I'm also limited to the shells/animations within Dragons Dogma (as well as my lack of knowledge regarding lua), of which were already somewhat difficult to manipulate to actually look like specific things, outside their original purpose.
Is there anything specific that you feel needs adjusting?
I guess just less effects? Like a simple semi invisible slash for attacks would stand out from all the moveset mods for this game. Just for me, id like to see something that looks like it were part of the game and not some "power trip" mod ya know?. Something more balanced yet unique and cool without the Micheal Bay. If there were a way to port animations from other games to this one, I'd try to go learn that myself! Also sorry if I do come off more harsh than anything. I do understand more what you are going for and the limitations, I guess I'm just venting.
I do get where you're coming from. While creating this I kinda wished there was something akin to an opacity slider? or even a way to remove visual effects within a shell, especially for the 'blade trails' and Judgement Cuts etc, but I'm no modder so have no idea how possible that actually is. With my (lack of) knowledge it was either the effects full on as they are or none at all, which for me was the worst out of the two.
I think generally what's happened with the skillset mods, at least from my own perspective, is ordinary players have been given a ridiculous tool in which they can basically play 'game designer' with a relatively easy entry barrier, a massive amount of possibilities and, understandably, went ham. It's extremely easy to get carried away with this mod, just from how fun it is.
From the description on SkillMaker it seems there is a way to port animations using the Motlist Tool? just an assumption though, you'd have to ask someone who has experience in all that.
And no worries about sounding harsh, I knew this was a very niche skillset and that it wouldn't be for everyone; more of a personal project that others could tinker with. Sorry for the long reply as well, I waffle a lot oof
Completely understandable as it's essentially DmC Super Lite™ inside of Dragons Dogma. Mainly made this for myself and thought to share for others to mess around with if they wanted. Thank you for the kind words \o/
31 comments
> I unbind all the hotkeys on Lock-On Combat and checkbox 'Disable Cam Reset'
> then going into button mapping you still have to put an input into Reset Camera (I think I put X in there) and then go through all the other red 'errors' that pop up until It accepts and lets you bind them and out of the menu. These can be anything since SkillMaker takes care of these buttons/they're not used (screenshot below shows the rest of my random mappings)
> Lock On Combat will prevent the camera resetting every time you press X (or whichever button was mapped to Reset Camera previously)
> Next time you open button mapping Reset Camera should be blanked out which is why it looks like that on the screenshot in description
Hope this made sense and helps
With last version -- most of skills are working, but rapidly and not like in video.
With previous version -- only 1 skill is working, but also rapidly and not like in video.
Currently completely unplayable, lol.
Yea I'll put a screenshot of the other controller inputs, though for me it wasn't really that important what the other binds were, just to get the game to 'accept' the inputs and let me out of the menu lol. Most important is just rebinding base light and heavy attacks to something other than X and Y, all the other base game inputs not shown aren't really used since SkillMaker takes care of them.
I've been trying to sort out that noise as well lmao, It's driving me insane. I think I've pinpointed which shells are getting stuck and haven't had it happen as much now. I know for certain another cause of the noise that simply turning off SFX or adjusting other values doesn't solve in Blistering Blades and Heavy Rain Blades, it's rare but can still happen if they're cancelled too quickly, haven't got a clue how to fix so be careful I guess.
Just finishing a few things and I'll upload the update/fixes soon.
Edit: Rest of the controller mappings:
I’d like to apologize if my earlier comment came across as overly harsh or rude - it wasn’t my intention. I re-downloaded Dragon’s Dogma specifically to try out this mod, installed all the required modifications, restored my save, and spent hours setting everything up. It was frustrating when the result was something else. At least for me, it could be one of the best things in DD2.
I’ll keep an eye on updates and hope things improve. Somehow.
I mean, I even tried a clean installation to rule out any issues, but either I’m missing something, or the in-game result doesn’t fully reflect the variety of features showcased in your videos.
I've uploaded the new file which should have fixed the noise issues. Is there any chance you can upload a video of what the skills currently look like on your end, I'm not entirely sure what I'm dealing with in regards to the rapid skills issue.
I did wish I could've used the body double to emulate DmCs Doppelganger, but I have no idea how to use it outside of the Mystic Spearhand Wild Furie animations, if it's even possible at all. I think I'm gonna have to hold off on adding anything new though, don't want to get burnt out and I think I need to start actually playing the game now instead of tinkering, still haven't finished a full playthrough yet lmao.
Edit: Having a quick look at the default binds and heavy attack is on V?? That sounds absurd to me, I would've had it on Right click? Not sure I'm the best person to ask for this, might end up with some funky binds.
Edit: I decided to just use Gamepad. Thanks for the help regardless though of course.
With yours I notice there is an action being indexed when it doesnt exist sometimes, causing a scriptrunner error (my bad) but once I fixed that I still had an issue with some shells disappearing too early. I think this was from using Abs Lifetime; in versions prior to 1.19, it didn't really work as intended. Now it is more strict and is guaranteed to destroy the shell and its children if the time goes over, rather than only extending its life if the game tries to kill it before. I fixed your rapid slash by shift+clicking it and disabling it for all nodes. Also I noticed boons were staying on for the full 90s or whatever if you activate and kill them too fast, so I'm gonna give a SM boon a 1 frame delay before it can be killed. If you know some other problems let me know so I can try to fix them, I want to maintain compatibility with old skills where possible.
Also, if you want your skillsets to work you need to put your skills just in the "Skills" folder, rather than in those Skills/Vergil or Lucifer folders, because they're looking for them just in the Skills folder. I mean you could use the subfolders - they'd be helpful for organization - but your Skill States everywhere dont use the folder names as part of the skill names so it's not an easy fix. And putting your "Skills" and "Skillsets" folders in a "reframework/data/SkillMaker" folder in your ZIP would make installing easier.
Very cool skills though, I like the fluidity
I’ll admit it was a very quick look on v1.19, didn’t want to burnout too quickly on the game again, then noticed a few skills weren’t working properly, figured it was something I’d done wrong and kinda noped out asap.. will definitely give it a proper look sometime soon, especially if it’s just little things and not as bad as I was thinking.
I did upload the wrong zip like twice 🤦🏻♂️ That does make a lot of sense with the skill states not referencing the folders since those came.. afterwards, I’m not very organised lmao. Newest upload should have them without the folders.
Appreciate the help my dude :)
Is the action index error thing what's causing the double animation bug, like the first light attack 'SlapAttack' activating twice? If so I don't need to worry about that since It's already fixed. The Abs Lifetime update should also be an easy enough adjustment for the shells affected.
I'm having a few weird things happen mainly with the judgement cuts and mirage blades:
1: I can't seem to change the colour of any of the shells on the judgement cuts at all, mainly the Cure Spot or 'Cuts' (Shell:15 ID:0)
2: There was a weird interaction with the 'Cuts' not attaching. The ground judgement cuts were flying away even with the 'Attach to previous shell' on, however I noticed that they were attaching as normal with the air judgement cut. So I changed the ground JC base shell (hip-fired arrow) to the air JC (Aim shooting_weak) and they attached again.. Absolutely no clue why.
Edit: Even more strangely, simply switching the hip-fired arrow to aim shooting_weak on the node doesn't make them attach, but copy pasting aim shooting_weak from Air JC does.
3: I'm not sure if it's my system but some shells are getting stuck, not disappearing until clean up or seem to lag, appearing seconds after they should. This mostly happens with the judgement cuts (infrequently) and almost every time with judgement cut end. For JC end I can just de-activate the offending shells and seems fine. I wonder if the nodes are too close together? With JC end nodes being 0.1 second apart. Though thinking about it this doesn't happen on v1.18 so I'm not sure.
4. Heavy Rain Blades shoots forward instead of well... raining down. Trying a few things to fix but haven't found anything yet.
Edit: 5. Rotation offset doesn't seem to change anything with the 'Blade' shells (Shell:104 ID:10) on the last Heavy Combo stab, so they're flying straight forward instead of meeting at the blades point. Position offset works fine though. I thought this was also going to be the cause of the Heavy Rain Blades issue but rotation offset seems to work for the arrow shells on that skill.
Not sure if an intended feature or bug but is there a way to toggle/turn off the nodes opening as groups, my smol brain is getting caught out editing the wrong node quite a few times haha.
Edit: Not sure what's going on with this as well, noticed Shift+Z undo wasn't working, re-scanned files and reset scripts and the nodes don't open as 'groups' now but also undo still isn't working. At this point I feel like I might need to just do a fresh install of SkillMaker.
I'll add edits here if I find some more. Sorry for the hassle
Is there anything specific that you feel needs adjusting?
I think generally what's happened with the skillset mods, at least from my own perspective, is ordinary players have been given a ridiculous tool in which they can basically play 'game designer' with a relatively easy entry barrier, a massive amount of possibilities and, understandably, went ham. It's extremely easy to get carried away with this mod, just from how fun it is.
From the description on SkillMaker it seems there is a way to port animations using the Motlist Tool? just an assumption though, you'd have to ask someone who has experience in all that.
And no worries about sounding harsh, I knew this was a very niche skillset and that it wouldn't be for everyone; more of a personal project that others could tinker with. Sorry for the long reply as well, I waffle a lot oof
The katana used is here: Yamato Updated
The old file wasn't setup quite right, just tested 2.0 on my end and seems to load up okay.