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.
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.
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.
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A 50MB pdb for a .9MB dll seems massive, am I mistaken?
Edit: made it like half the size
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: 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 ?
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.