Does this mod contain annotations or some other method to allow ignoring this fix? If not, I would like to request that addition. Some mods may use this bug as an intentional feature in their animations and having this could break that.
Awesome :) Sadly it didn't seem to help much with one of my dodge mods from the Vindictus Lann moveset. I wonder if it's an extreme example or it doesn't work since I'm using an older version of DMCO which uses different file names for dodge
If you can find an example that isn't paid, then I can update it. Older DMCO animations may use different animation event tags then the newest version I'm not sure.
It currently only listens for player attacks. I might be able to fix it for NPCs but I'm not sure as this is my first SKSE mod and I don't know what is available.
Edit: trying to adapt it for NPCs is a PIA so I might not.
Would you make a version like Elden Ring, when the player stands on the edge of a cliff and performs an attack, it will directly restrict the player's forward movement, as if adding an air wall, if the player's movement speed is reduced to 0, will the same effect be achieved?
If I was much more knowledgeable then, I'd love to. This is a simple check of your horizontal vector magnitude and whether or not you're mid air. Detecting a ledge is much more complicated and something I'm not at all familiar with.
Edit: I take it back, there is abundant references in existing SKSE mods I may be able to understand and apply, I'll look into it when I have time.
Edit2: I have more or less written it, just need to do some bug testing when I have time.
Does this also prevent the player from launching themselves across the map by walking/running off a ledge if they screw with their character's movement speed?
I can basically cross from the easternmost part of the map to the westernmost part of the map in mere seconds if I walk/run off of a ledge or slope due to me always setting my movement speed to 3000% as I find it easy to control (when I don't get sent flying across the map at 2000MP/H XD ).
Ah. I hadn't considered that. It MIGHT interfere with XP32, CBPC, and EVG Animated Traversal, (& possibly idle/sneaking/walking/running animation mods too, but I doubt it) if it did that as well.
It has been years since I checked any of those mods for a way that I could stop the "launch" from occurring, so I can't say for certain as I was never successful in finding a method to solve my issue.
I'm still gonna use this mod regardless of it not having the solution to my dilemma though!
I'm really glad this is an option now. But honestly, flinging yourself is kinda fun when you learn how to do it, I'm torn on whether or not I actually want to fix it lol. I tone my fall damage way back so it doesn't usually kill me.
No clue, it is one of the many animation mods packed into the 'Framework' required by Ascendent Stances Combat MCO. If you do download it, it's in the DAR folder 64900611.
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Edit: NVM, found DMCO AMR Butterfly Dodge which has this issue.
Sadly it didn't seem to help much with one of my dodge mods from the Vindictus Lann moveset. I wonder if it's an extreme example or it doesn't work since I'm using an older version of DMCO which uses different file names for dodge
I opened the dodge annotations and found the following. I cut down the number of animrotations/animmotion down to the first appearance so it's easier to see
0.016700 animmotion -0.736 0.0 0.0
0.016700 animrotation 0.0
0.016667 MCO_InputBuffer
0.416667 Soundplay.MCO_DodgeSound
0.666667 MCO_DodgeStaminaConsumption_0.6
0.666667 MCO_EndInvincibility
0.666667 MCO_NextDodgeIsFirstDodgeEvent
0.666667 MCO_InRecovery
Thanks for looking into this :)
Loving what you do for this game, man.
Is the game original ?
I'm having an issue with MCO/SCAR sometimes NPCs zip around really fast when they do a forward attack, like in the demonstration video.
Edit: trying to adapt it for NPCs is a PIA so I might not.
Edit: I take it back, there is abundant references in existing SKSE mods I may be able to understand and apply, I'll look into it when I have time.
Edit2: I have more or less written it, just need to do some bug testing when I have time.
Edit: Moved the optional file to its own mod.
I can basically cross from the easternmost part of the map to the westernmost part of the map in mere seconds if I walk/run off of a ledge or slope due to me always setting my movement speed to 3000% as I find it easy to control (when I don't get sent flying across the map at 2000MP/H XD ).
It MIGHT interfere with XP32, CBPC, and EVG Animated Traversal, (& possibly idle/sneaking/walking/running animation mods too, but I doubt it) if it did that as well.
It has been years since I checked any of those mods for a way that I could stop the "launch" from occurring, so I can't say for certain as I was never successful in finding a method to solve my issue.
I'm still gonna use this mod regardless of it not having the solution to my dilemma though!