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Soulmancer - lSmoothl - CultCC - Eskyrim

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Kulharin

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26 comments

  1. discotutoss
    discotutoss
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    Thanks for this!! Beauty pack
  2. volkies
    volkies
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    Does anyone know how you would go about removing the dodge rolls from NPCs? I'd like to keep the side steps in, but having NPCs rolling a round like Godrick the Grafted is a bit goofy sometimes.
    1. Kulharin
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      I thought roll dodge was dependent on the NPCs having the silent roll perk?
  3. Giovanni1285
    Giovanni1285
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    Heads up: If the dodge sound is bothering you, you can edit the dodge's annotations to remove them completely, or change them in a way that it renders properly based on distance. For the latter, you will need to create a .esp, or just add the edit into an existing .esp. Open creation kit, go to the Sound Descriptor tab and search for "FSTPlayerDirtJumpDownSD". This is the sound used by the dodges. Rename it as per your liking and change the Output Model to something else that makes sense for you, like "SOMMono01400Player3rd" (the default is SOMMono01400Player1st, which means that this sound is rendered for 1st person as default, so that is why if an enemy dodges a mile away from you it feels like he is dodging right besides you). After that, edit the "SoundPlay" annotations of ALL dodge animations to point to your new sound (basically replace "FSTPlayerDirtJumpDownSD" with the name of the new sound).
    1. Kulharin
      Kulharin
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      Oh thank you!  Do you want me to add a plugin to this page with your recommendations?
    2. Giovanni1285
      Giovanni1285
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      I think it would be great! I'm sure there's more people out there wondering the same thing.
    3. Kulharin
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      "edit the "SoundPlay" annotations of ALL dodge animations" not sure how to do that... this with the CK?
    4. Giovanni1285
      Giovanni1285
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      Sorry about being unclear about that, you'll need hkanno64 to edit the animation's annotations. It can dump the animation's (.hkx) annotations into a .txt file, so that you can edit it (the file itself is pretty intuitive), and then it can write the new information back into the animation (.hkx) file (you basically update the animation's annotation). The mco to bfco converter used to use hkanno64 to dump annotations and also to convert mco animations to bfco in mass, which is very helpful, but unfortunately it only works with animations that have specific names (like mco_attack1.hkx, BFCO_PowerAttack1.hkx), so you'd need to run the hkanno64 through cmd for the dodge files, like it says in the mod's description page, or you can create a .bat script to do this automatically for you (i can create a script, if you want)
    5. Kulharin
      Kulharin
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    6. Giovanni1285
      Giovanni1285
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      This mod does exactly what is supposed to be done, but since it edits the Sound Descriptor record (a vanilla one), instead of creating a new one like i suggested, it could have compatibility problems with some mod, but that would be really easy to fix, if it ever happens.
  4. ProfessorPuddingCup
    ProfessorPuddingCup
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    After installing this mod, I get MO2 errors when trying to open other mods, and the problem is resolved if this mod is deleted and MO2 is restarted.

    "recursive_directory_iterator::operator++: The system cannot find the path specified."

    Not sure what's going
  5. Kulharin
    Kulharin
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    Do you have requirement and recommend?

  6. abelyo
    abelyo
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    Been playing with this mod for a while but i have always seen the same dash forward dodge from every enemy.
  7. DarkDominion
    DarkDominion
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    The guy who invented dodging was Rodger Dodger from Dodge
    1. MonkutPaik
      MonkutPaik
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      XD
  8. Giovanni1285
    Giovanni1285
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    So, i'm having a REALLY annoying problem with some of the dodge animations, for example, all of the Rogue-Assassin Type Class dodges are borked, the NPCs that use them just dodge in place, it's like their animmotion data aren't working for some obscure reason. I have a custom NPC that uses dodge animations from nioh2 and they will move correctly when dodging, and i have checked the annotations from them, and i see no reason as to why the Rogue-Assassin's ones wouldn't work. I haven't seen anyone anywhere having this problem, which is really weird, and i can't find any hint anywhere as to why this would be happening. Maybe it's a problem with Pandora? But even if it is, it's weird why just some animations are affected. I also have this problem with some special stagger animations from elden rim , the enemies are supposed to fly back when hit by some attacks, but they just play the falling animation in place, and this is so jarring. Has ANYONE encountered this bug?? If i fix it, i'll be able to fix the elden rim's bug too.

    EDIT: I SOLVED the damn problem. It was Pandora indeed messing up something. I tried with Nemesis, and EVERYTHING worked flawlessly, even the Elden Rim special staggers, so the solution is to not use Pandora until it is properly released.
  9. Is this only a third person thing?
    1. Kulharin
      Kulharin
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      err, these are for NPCs? I wouldn't be concerned with what NPCs can do from their first person perspective :P
  10. hoangdai94
    hoangdai94
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