it's a dll replacer (it has to be cause otherwise i couldn't change the cost or something) so no, not really compatible because it contains the exact same files as tk dodge ng
though my mod also works for multiple game versions, so there's that
Thank you for doing this, it's heavily appreciated! Just wanted to confirm that this is working for me on 1.6.640 with limited testing so far. Just have to make sure theini's match the original TK Dodge RE!
Hi Styxxus, thanks for the great mod. Out of curiosity, would your method for editing dodge attributes in-game (or editing your new dll in general) enable the addition of a recovery edit setting? Almost every TK Dodge animation replacer that I've liked also seems to come with a significant recovery delay after the dodge, during which character inputs are ignored. This feels pretty bad vs SCAR enemies especially, and generally detracts from the fluidity of combat, and though I have Distar's annotation tool that I can use to edit the dodge duration (or possibly even use MCO's own recovery annotations), it's not always reliable for editing timings without adversely affecting the actual animation.
i think recovery frames need to be done via the animations, or would require me to make them from scratch like MCO does. so nope, there's nothing in my mod that does this, and i don't think i'll add something like that cause (A) I'm not sure how and (B) D don't really see the use for it and (C) i really don't know how. especially if it has to be done via the animations
Makes sense, totally understandable. If anyone else is for some reason looking to do this, I'll mention that I actually went ahead and just added an MCO_Recovery annotation (at timestamps equal to roughly 3/4 of a given dodge's total duration) to the animations I use, and it works perfectly. This does require the use of MCO obviously, or at least it's behavior files, but it works.
I'll see what i can do, cause MCO's code is open anyway, but chances are, this has to be done in the behavor files and if that's true, I'm out cause i don't know a thing about behaviors
Thanks for the mod, but is it not possible to add a toggle for the dodge type as well, whether it's step or roll? if yes, then is it possible to assign a hotkey for that switch as well?
I do not have much experience in creating dll mods so I don't know if this is easy or not. Is it possible to modify the code so pressing dodge key twice executes the roll while pressing once executes the step dodge? Or does this feature require complete rearrangement of the dll code?
I' not requesting you to add this feature friend. Its just that I always felt TK dodge was missing that feature.
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though my mod also works for multiple game versions, so there's that
Just wanted to confirm that this is working for me on 1.6.640 with limited testing so far. Just have to make sure the ini's match the original TK Dodge RE!
https://www.nexusmods.com/skyrimspecialedition/mods/120738
Regardless, thanks again for this!
so nope, there's nothing in my mod that does this, and i don't think i'll add something like that cause (A) I'm not sure how and (B) D don't really see the use for it and (C) i really don't know how. especially if it has to be done via the animations
and if that's true, I'm out cause i don't know a thing about behaviors
Could you please explain further? I added the annotation but it didn't make any difference while using MCO along with TK Dodge RE
https://imgur.com/a/2wUonUm
if yes, then is it possible to assign a hotkey for that switch as well?
Skyrim 1.6.1170
imagem
https://i.im.ge/2025/01/17/zeuv0C.imagem-2025-01-17-122002130.png
I do not have much experience in creating dll mods so I don't know if this is easy or not. Is it possible to modify the code so pressing dodge key twice executes the roll while pressing once executes the step dodge? Or does this feature require complete rearrangement of the dll code?
I' not requesting you to add this feature friend. Its just that I always felt TK dodge was missing that feature.