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machinegod

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machinegod420

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About this mod

Highly experimental combat overhaul that forces you to match direction in order to perfect block. Not a PTF mod.

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This mod is highly experimental and not well tested. This mod forces you to match directions in order to perfect block, making ripostes actually useful, instead of the boring perfect block->riposte->perfect block cycle that just serves to damage your weapon and make fights extremely long and boring. This makes feints, charged, attacks, etc pretty strong. The enemy has a lot of experimental AI changes that causes them to switch direction more and feint more as well in order to make your life hell. However, many of these changes are experimental and I don't fully understand all of the parameter changes. If you think they look wrong, they probably are. Meant to be used with my other mod Weapon Balance Overhaul

You must launch with -devmode as a launch argument


How it works

Ok, this mod is complicated and has a ton of changes. The combat flow is really changed. You really need to try the mod and see how its different, its hard to describe here.
Since blunt weapons and polearms only have 3 attack zones, there are only 3 areas that you have to direction match.

Attack Changes

[Left][Top and Bottom][Right]

You can see it in the screenshot. If you are in the thrust guard, you can perfect block top guard, and if you are in top guard, you can perfect block thrusts. Left and right are more strict.
This can make 1vX both easier and harder. It's easier to kill someone faster but obviously blocking external attacks is harder. Combos really matter.


AI Changes
The AI changes zones more. They are not necessarily designed to change zones efficiently to block attacks. They can be more aggressive as well.

Dodge Changes
Dodging is a lot more realistic, but a lot worse. Dodging was completely busted before, allowing you to dodge 10 feet with a gigantic amount of iframes. Since they avoid a lot of the block mechanics, dodge had to be nerfed and made more realistic.

Dodge distance has been totally standardized regardless of armor. So wearing armor is strictly better for dodging now, as you do not dodge very far anymore.

Dodge NO LONGER has iframes. This means that if the weapon touches you in the dodge animation you get hit. However, the side dodge animations bring you low enough so that you can dodge under attacks. You need to make sure you dodge in the correct direction that brings you under the attack.




This is not a PTF mod and requires wholesale replacement of combat xml files in order to function. It will not be compatible with changes to
combat_action_block.xml
combat_action_perfect_block.xml
combat_action_pose_modifier.xml
combat_zone_distance.xml
combat_zone_config.xml
combat_zone_attack.xml

combat_zone_guard_movement.xml

You should just assume that this is incompatible with any mod that edits any combat file. If you are using any of my mods, load this mod LAST. it needs to overwrite changes from more combos as well as polearm clinches.

Remember, this mod is highly experimental and open to complete changes as problems arise during gameplay and testing.


Known Issues
Animation blending is off. You can switch guards faster than what the animation shows and the animation can end at the wrong zone that you are actually in, causing it to look like the AI is perfect blocking from the wrong zone. This requires the mod tools to fix as it would require chopping off and blending different animations together to fix.

Edge cases where you can block left/right from center guards (but is inconsistent)

AI parameter changes are pretty much guess and check and I don't know what actually works

I have discovered something fascinating and extremely annoying. The perfect block window and the zone change delay parameters are interconnected. That means the availability of perfect block as an action changes based on how long you set the window to and how quickly the ai can automatically change zones. A fast AI that changes zones frequently can actually break the action as it will have started too early. The relationship between CombatAutoZoneChangeDelayMaxMax and MaxPerfectBlockSlotModifier must be very carefully tuned.

Technical Details
This mod abuses guard_stance_id a lot in order to make blocking work correctly. guard_zone_id is incredibly fiddly and does not result in correct action triggers, so guard_stance_id is used as a trigger point. An exception is made for center guards, but as a result can end up being inconsistent. The behavior of this can depend on the animation as the game relies on animation events to trigger guard stance changes. In order to avoid center guards being used to trigger left/right blocks, a hack involving duplicate guard_stance_id was used to try to force the wrong guard stance to prevent those kinds of blocks.