Thanks for trying the mod, and appreciate feedback on any bugs you find or ideas for feature balancing I'll often go long periods without checking nexus, so if you find a bug the fastest way for me to check it is for you to: - Make a save after you notice it, and activate papyrus logging using the instructions here - Try to reproduce the bug with just this mod and any dependencies active to make sure it's not a conflict - Open a bug report, and either send me a message with a copy of the papyrus log or paste the error messages you see in the log into the bug report
Works great in first-person, however it doesn't work when I switch to third-person. Is there an installation step I'm missing? I have all the mod requirements. Playing on gamepad controller btw.
Thanks - a few people have reported incompatibility with that mod, I don't play with it so can't do much testing and expect it would take some rewrites of the code in this mod since it triggers dodging based on movement direction which expect TDM is changing. If you find any features you can change in that mod that let them work together let me know.
I wasn't able to find an exact mod with that name, is it this one? www.nexusmods.com/skyrimspecialedition/mods/68164. In general, this mod recognizes keypresses using an SKSE function that reads what key you have 'sprint' set to when you load a game, start the mod for the first time, or toggle the ability off/on in the MCM. So if mods you're using are changing key mappings within the engine when the game is running, they should be recognized. If you're using a program that intercepts and changes keys outside the engine, the dodge key may not register correctly. It looks like that mod is changing keys within the engine, so it may work properly if you reload a save or toggle the dodge feature off/on in the menu after making any key changes, that will prompt this mod to update the registered key.
The timing of the dodge animation can be sensitive to script lag. The dodge is triggered by a magic effect. The sound plays when it applies. It also triggers a script that has to do a few things first like checking the character's equipped weapon due to some limitations with the dodge animation and how Bethesda implemented it. If you have lots of other scripts doing work at the same time this can slow down the window between the effect and the animation. It's pretty unnoticeable on the light load order I play with, but if you need something faster a DLL based mod like TK will work around the papyrus system so won't be sensitive to script lag.
I usually play in VR so won't be making versions or patches for animation frameworks. The scripting here is light but it uses papyrus so can be sensitive to script lag if you have lots of other scripted mods running. If that's the case you might want to look into a DLL based dodge mod like TK that bypasses the scripting system. And correct NPCs generally won't dodge attacks by creatures including giants: it would be possible to patch it in on a per-creature basis using SPID, but I haven't prioritized it to keep the scripting light, and since lots of creatures' attack animations are too fast for NPCs to dodge responsively
This is just what I wanted: a simple sidestep dodge to use in combat. NPCs can also dodge, works in first person, and doesn't have a bunch of extra dependencies. Heartily endorsed, and thanks!
I’m not doing separate versions at the moment, there’s also not much reason to with this since the animation is from the base game (unused) and the mod doesn’t touch any vanilla forms, so it’s not load order dependent. Understand the desire for keybind changes and a few others have requested it, but detaching it from the sprint key would require adding some scripting that would affect the responsiveness of the control, so I’m not prioritizing though others are welcome to try and patch it
I also believe it only works in first person. In third person you do move faster, but your entire body turns to run in that direction - terrible if dodging back.
Correct on working in first person. Are you maybe using with a mod that affects the run animations or unlocks your camera from the direction your body is facing? When using with vanilla you should just run backwards which looks more normal even if using a mod like immersive camera that lets you see your body.
A workaround if people are willing to compromise on True directional movement DURING COMBAT, is to disable TDM when unsheathed in the TDM MCM, which seems to make the doge work.. it does look a little wonky tho
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I'll often go long periods without checking nexus, so if you find a bug the fastest way for me to check it is for you to:
- Make a save after you notice it, and activate papyrus logging using the instructions here
- Try to reproduce the bug with just this mod and any dependencies active to make sure it's not a conflict
- Open a bug report, and either send me a message with a copy of the papyrus log or paste the error messages you see in the log into the bug report
but in 3rd person u can hear the woosh dodge sound b4 u actually dodge
i cant use it on keyboard but it works on my controller for some reason :o