Can't an optional SKSE version be provided? It doesn't seem like anyone else has created a mod like this and I am really having problems with it.
With this function bound to the same key as sheath/unsheath, sometimes I will press it without attacking by accident and end up putting away my weapon and getting smashed in the face.
If the function was bound to its own independent key, well that's just another hotkey I must go out of my way to press.
In the heat of the moment I neeed to be able to cancel my attack and block pretty much instantly, having an extra key to press in this time is too much of a kerfuffle.
Having this bound to the same button as block would be perfect, The vanilla block is really flexible and responsive anyway, so it wouldn't feel clunky.
Yes, but AFAIK it would require scripting and making the mod dependant on SKSE. The beauty of this mod lies on its simplicity and zero performance cost. I'm not willing to compromise that.
This mod only allows you to cancel attacks when they are just starting. Hence, you cannot instantly recover from missed swings because at that point attacks cannot be cancelled anymore.
While swordfighting and chess have some things in common (both are cerebral activities) your comparison doesn't quite apply here. Cancelling an attack is a valid strategy in real swordfighting because it allows you to confuse your opponent. In other words, cancelling an attack and then quickly doing something different is what is called a 'feint'
Works as intended, no issue at first glance. Should make for more dynamic fights. Thanks for the mod.
It might be different, but since it seems to be the same kind of gameplay limitation, could you look into jumping while sprinting, or attacking/nocking an arrow while in the air, or removing/adjusting the reduced sensitivity while sprinting ? Things like that. It would be awesome. Thanks.
If you want to understand the limitations, consider this: attack animations in Skyrim have several stages: preparation, execution and recovery. Currently attack cancel can be triggered both during preparation and execution (but not during recovery). In the optional version, I'll make it so that attack cancel can only be triggered during the preparation stage.
Using predifined animation stages means that I can't provide a time window in seconds. Also, since I'm modifying the conditions under which certain animations work directly (i.e. not via scripts) a MCM menu cannot be implemented. Those seem like downsides. The main advantage of my approach is that is the fastest and cleanest way to achieve what I do (meaning: no lag, no compatibility problems, no risk of ruining your save if you uninstall the mod etc). Personally, I prefer it that way.
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I can't imagine why this isn't on GEMS
With this function bound to the same key as sheath/unsheath, sometimes I will press it without attacking by accident and end up putting away my weapon and getting smashed in the face.
If the function was bound to its own independent key, well that's just another hotkey I must go out of my way to press.
In the heat of the moment I neeed to be able to cancel my attack and block pretty much instantly, having an extra key to press in this time is too much of a kerfuffle.
Having this bound to the same button as block would be perfect, The vanilla block is really flexible and responsive anyway, so it wouldn't feel clunky.
This mod only allows you to cancel attacks when they are just starting. Hence, you cannot instantly recover from missed swings because at that point attacks cannot be cancelled anymore.
While swordfighting and chess have some things in common (both are cerebral activities) your comparison doesn't quite apply here. Cancelling an attack is a valid strategy in real swordfighting because it allows you to confuse your opponent. In other words, cancelling an attack and then quickly doing something different is what is called a 'feint'
It might be different, but since it seems to be the same kind of gameplay limitation, could you look into jumping while sprinting, or attacking/nocking an arrow while in the air, or removing/adjusting the reduced sensitivity while sprinting ? Things like that. It would be awesome.
Thanks.
Great mod by the way, thanks!
If you want to understand the limitations, consider this: attack animations in Skyrim have several stages: preparation, execution and recovery. Currently attack cancel can be triggered both during preparation and execution (but not during recovery). In the optional version, I'll make it so that attack cancel can only be triggered during the preparation stage.
Using predifined animation stages means that I can't provide a time window in seconds. Also, since I'm modifying the conditions under which certain animations work directly (i.e. not via scripts) a MCM menu cannot be implemented. Those seem like downsides. The main advantage of my approach is that is the fastest and cleanest way to achieve what I do (meaning: no lag, no compatibility problems, no risk of ruining your save if you uninstall the mod etc). Personally, I prefer it that way.