Question: Is that safe to install when I already used original TK Dodge SE in my gamesave? Answer: Yes. As long as you ensure that all the files from the original TK Dodge SE is removed except files inside the meshes folder.
Question: Where is the MCM? Answer: There is not god-damn MCM in TK Dodge RE! Go to "Data\SKSE\Plugins\TK Dodge RE.ini" to configure.
Question: Dose this mod support Gamepad? Answer: Yes, of course! Why the hell you think gamepad is not supported?
Question: I meet compability issues when using with TDM! Answer: TK Dodge RE should not have conflict with TDM anymore in the newest edition, make sure that both mods had update to the newest version.
Question: Is Nemesis necessary? Answer: If you are not using any mods requiring FNIS and Nemesis, and not installed any other mods that contain the 1hm_behavior.hkx" and "magicbehavior.hkx"(except Ultimate Combat), then Nemesis is not mandatory.
Question: Cannot perform step dodge even I generated Nemesis patch successfully! Answer: Check how much animations you had generated after launched Nemesis.If the animations amount is more than hundred, than the game engine may take some times to precache the step dodge animations. Waiting for minutes after start the game and see if that could fixed by itself.
Question: Does TK Dodge RE have double tap dodge feature? Answer: No for now.
This is in the instructions but I missed it and ended up with issues. I've always put my Nemesis and Nemesis Output folder below each other at the bottom of my load order. For this to work TK Dodge Re must be BELOW THE NEMISIS FOLDER So the load order needs to be
TK Dodge (meshes only folder delete everything else) Nemesis TK Dodge RE TKDodge Forward and Back Animations (If Using) Nemesis Output
I would recommend, especially with these "big" mods, to just nuke your Nemesis Output folder and start from scratch, a lot of weird cases arise when the Output overwrite itself.
So the correct patch name is showing up in Nemesis, but Nemesis refuses to process it. Flashes up an error saying the engine is out of date, when I've been using it fine all week until now. And of course, running the "update engine" button also flashes up an error, because why on earth would the solution be as simple as that?
The error I get there reads: ERROR(2003): Invalid file name. File name must only be #<modcode>$<id> or #<id>. Please contact the mod author File: mod\tkuc\_1stperson\1hm_behavior\#tkuc$21.txt.vortex_backup
Now I literally installed Ultimate Combat yesterday and ran it through Nemesis without issue. So I can only guess that somehow it's this dodge mod that has changed something? Is it incompatible with Ultimate Combat somehow? Or have I done something stupid with install process?
"File: mod\tkuc\_1stperson\1hm_behavior\#tkuc$21.txt.vortex_backup" That seems a conflict between Vortex and Nemesis. Delete those ".vortex_backup" files may fix it.
That was the trick! Classic Vortex! Thanks for the quick help
EDIT: Since this is stickied now, another tip for anyone with same issue - when deleting the Vortex backup files, sort your folders to list files by date modified rather than alphabetically, and it will group all the backup files together for you to make shift-clicking them all nice and easy
Only dodge version Outdate now, please use version 0.55-rc2
As the original author is no time and no longer maintaining it, the file has been archived to prevent confusion among the community. I apologize for any confusion caused by the previous mix-up.
Spoiler:
Show
Only Dodge version for precision and new staff school mod (link) if you have any issue after download Only Dodge version pls let me know and pls dont bother Maxsu thank you a lot
only dodge version:
For precision now you need to re install and re-select the option again if you dont install Ultimate combat for precision option step you can just select "None"
If you have Ultimate Combat When you install precision ,During the compatible installation step of Fomod, You Need To Select" Ultimate Combat"
For modder :
Now in order to use AMR more accurately and solve compatibility problems you need to add AMR's motion annotation to your dodge animation (So now you dont need to edit animationdatasinglefile) so the motion data fully control by AMR, so that different animation can have different motion (displacement)
Also change animation files to the TKDodge folder path
And added a new animation DodgeForward So for those mods want use Only Dodge version need to adjust the path and dodge forward name
If you use DAR just need to add a TKDodge folder under the DAR and change the dodge forward name so now all the dodge animation will under TKDodge file
Not dodging at all? GOT YOU! Not dodging at the right direciton? GOT YOU! Load Order? GOT YOU! (this was actualy just to ppl who search with ctrl+f to find this comment)
I just made the mod work properly and will give out the instructions 1. Install At (https://www.nexusmods.com/skyrimspecialedition/mods/15309), install ONLY the optional file "TK Dodge For RE" 2. Install Tk Dodge RE(this mod) https://www.nexusmods.com/skyrimspecialedition/mods/56956 's main file, in the FOMOD DON'T select the standalone version, that does not work on Nemesis. 3. Install Tk Dodge NG(https://www.nexusmods.com/skyrimspecialedition/mods/115408) 4. Make sure you have Nemesis installed(duuh)
Load Order: - TK Dodge For RE - Nemesis - TK Dodge RE(this mod) - TK Dodge NG
After getting everything in the right order BEFORE running nemesis: - go into MO2 - Open the Overwrite Folder(double click at the end of your modlist) - Open Nemesis_Engine - DELETE the temp_begaviors folder, this is to clean your Nemesis cache so nothing weird happens(this should be automaticly done by nemesis, but you never know) - Click on TK Dodge NG > Open in file explorer Go into TK Dodge NG > SKSE > Plugins - THIS IS VERY IMPORTANT!!! EDIT "TK Dodge RE.ini" set EnableSprintKeyDodge to true, If you don't make this step the Tap on sprint key will still dodge you, but with the standard behavior of this Mod, and not the NG, which means you'll only dodge in 1 direction. - Save the file - Open Nemesis - Tick "TK Dodge RE / Ultimate Combat" - Update Engine / Run Nemesis Thats It!! Also make sure you have https://www.nexusmods.com/skyrimspecialedition/mods/20166 to be abble to use the sprint dodge, but you probably have it already.
Did you run into the error message below? I followed your process but am getting thrown the following :/
ERROR(1210): Vital behavior file cannot be found. This will cause T-pose in game. To fix this, either reinstall the mod or manually restore this behavior file File: c:\steam\steamapps\common\skyrim special edition\data\meshes\actors\character\behaviors\0_master.hkx
Vortex users: Highly recommend editing TK Dodge Re.ini file before enabling in Vortex. You can do it after the fact but you'll have to find the ini file in the game data folder and make the same change there.
Thank you for posting this. I managed to make it work following the instructions. Game ver. 1.6.1170.
Though I like DMCO more aesthetically, shame it didn't work in the first person perspective. Will decide which to keep, but leaning towards DMCO for now.
And I just found out about this mod, Infinity Dodge (TK dodge RE version), looks cool and working (tested) for TKD but there's this pause after dodging the porter (it is a port of the DMCO ver.) seemingly can't fix. Well, I can just edit iFrameDuration to account for it, but it breaks the tempo during combat.
I'm using it on 1.6.1170 If you follow these steps correctly you should be abble to make it work, if it does't maybe theres another mod conflicting with it You didn't specify the error youre getting so i assume you just dont dodge, i recommend getting the more informative console mod, doing what would be the dodge animation start and then opening the console to see if theres another animation blocking it.
I can not switch to roll dodge anymore lol i think im going crazy. I switched to step dodge, but after changing back its stuck in step dodge. I tried deleting the output and generate new files, but still. -_- even reinstalling the tk dodge meshes didnt do it lol wth? Tried the ini file use step dodge false/true also didnt do it
Anyone know the code to set up the key binds? the link to the website showing it is broken, not sure why the author didn't just write it in the description. I'll prob just use the old tk dodge, all the custom dodge animations point to this mod but ofc these old mods are always missing a piece of info in a broken link.
What if I want to use sprint dodge, but I don't want to hold button to sprint? We already need to hold sprint button a bit to activate sprint, it would be possible (I think) to trigger dodge during this time, to simulate how it's working in Elden Ring
2058 comments
Question: Is that safe to install when I already used original TK Dodge SE in my gamesave?
Answer: Yes. As long as you ensure that all the files from the original TK Dodge SE is removed except files inside the meshes folder.
Question: Where is the MCM?
Answer: There is not god-damn MCM in TK Dodge RE! Go to "Data\SKSE\Plugins\TK Dodge RE.ini" to configure.
Question: Dose this mod support Gamepad?
Answer: Yes, of course! Why the hell you think gamepad is not supported?
Question: I meet compability issues when using with TDM!
Answer: TK Dodge RE should not have conflict with TDM anymore in the newest edition, make sure that both mods had update to the newest version.
Question: Is Nemesis necessary?
Answer: If you are not using any mods requiring FNIS and Nemesis, and not installed any other mods that contain the 1hm_behavior.hkx" and "magicbehavior.hkx"(except Ultimate Combat), then Nemesis is not mandatory.
Question: Cannot perform step dodge even I generated Nemesis patch successfully!
Answer: Check how much animations you had generated after launched Nemesis.If the animations amount is more than hundred, than the game engine may take some times to precache the step dodge animations. Waiting for minutes after start the game and see if that could fixed by itself.
Question: Does TK Dodge RE have double tap dodge feature?
Answer: No for now.
I've always put my Nemesis and Nemesis Output folder below each other at the bottom of my load order. For this to work TK Dodge Re must be
BELOW THE NEMISIS FOLDER
So the load order needs to be
TK Dodge (meshes only folder delete everything else)
Nemesis
TK Dodge RE
TKDodge Forward and Back Animations (If Using)
Nemesis Output
The error I get there reads: ERROR(2003): Invalid file name. File name must only be #<modcode>$<id> or #<id>.
Please contact the mod author
File: mod\tkuc\_1stperson\1hm_behavior\#tkuc$21.txt.vortex_backup
Now I literally installed Ultimate Combat yesterday and ran it through Nemesis without issue. So I can only guess that somehow it's this dodge mod that has changed something? Is it incompatible with Ultimate Combat somehow? Or have I done something stupid with install process?
That seems a conflict between Vortex and Nemesis.
Delete those ".vortex_backup" files may fix it.
EDIT: Since this is stickied now, another tip for anyone with same issue - when deleting the Vortex backup files, sort your folders to list files by date modified rather than alphabetically, and it will group all the backup files together for you to make shift-clicking them all nice and easy
As the original author is no time and no longer maintaining it,
the file has been archived to prevent confusion among the community.
I apologize for any confusion caused by the previous mix-up.
Only Dodge version for precision and new staff school mod (link)
if you have any issue after download Only Dodge version pls let me know and pls dont bother Maxsu
thank you a lot
only dodge version:
For precision now you need to re install and re-select the option again
if you dont install Ultimate combat for precision option step you can just select "None"
If you have Ultimate Combat
When you install precision ,During the compatible installation step of Fomod, You Need To Select" Ultimate Combat"
For modder :
Now in order to use AMR more accurately and solve compatibility problems
you need to add AMR's motion annotation to your dodge animation (So now you dont need to edit animationdatasinglefile)
so the motion data fully control by AMR, so that different animation can have different motion (displacement)
Also change animation files to the TKDodge folder path
And added a new animation DodgeForward
So for those mods want use Only Dodge version need to adjust the path and dodge forward name
If you use DAR just need to add a TKDodge folder under the DAR and change the dodge forward name
so now all the dodge animation will under TKDodge file
For more detail you can check out the change logs
Not dodging at the right direciton? GOT YOU!
Load Order? GOT YOU!
(this was actualy just to ppl who search with ctrl+f to find this comment)
I just made the mod work properly and will give out the instructions
1. Install At (https://www.nexusmods.com/skyrimspecialedition/mods/15309), install ONLY the optional file "TK Dodge For RE"
2. Install Tk Dodge RE(this mod) https://www.nexusmods.com/skyrimspecialedition/mods/56956 's main file, in the FOMOD DON'T select the standalone version, that does not work on Nemesis.
3. Install Tk Dodge NG(https://www.nexusmods.com/skyrimspecialedition/mods/115408)
4. Make sure you have Nemesis installed(duuh)
Load Order:
- TK Dodge For RE
- Nemesis
- TK Dodge RE(this mod)
- TK Dodge NG
After getting everything in the right order
BEFORE running nemesis:
- go into MO2
- Open the Overwrite Folder(double click at the end of your modlist)
- Open Nemesis_Engine
- DELETE the temp_begaviors folder, this is to clean your Nemesis cache so nothing weird happens(this should be automaticly done by nemesis, but you never know)
- Click on TK Dodge NG > Open in file explorer
Go into TK Dodge NG > SKSE > Plugins
- THIS IS VERY IMPORTANT!!! EDIT "TK Dodge RE.ini" set EnableSprintKeyDodge to true, If you don't make this step the Tap on sprint key will still dodge you, but with the standard behavior of this Mod, and not the NG, which means you'll only dodge in 1 direction.
- Save the file
- Open Nemesis
- Tick "TK Dodge RE / Ultimate Combat"
- Update Engine / Run Nemesis
Thats It!!
Also make sure you have https://www.nexusmods.com/skyrimspecialedition/mods/20166 to be abble to use the sprint dodge, but you probably have it already.
ERROR(1210): Vital behavior file cannot be found. This will cause T-pose in game. To fix this, either reinstall the mod or manually restore this behavior file
File: c:\steam\steamapps\common\skyrim special edition\data\meshes\actors\character\behaviors\0_master.hkx
Just a print after the launch attempt should be enough
Vortex users:
Highly recommend editing TK Dodge Re.ini file before enabling in Vortex. You can do it after the fact but you'll have to find the ini file in the game data folder and make the same change there.
Though I like DMCO more aesthetically, shame it didn't work in the first person perspective. Will decide which to keep, but leaning towards DMCO for now.
And I just found out about this mod, Infinity Dodge (TK dodge RE version), looks cool and working (tested) for TKD but there's this pause after dodging the porter (it is a port of the DMCO ver.) seemingly can't fix. Well, I can just edit iFrameDuration to account for it, but it breaks the tempo during combat.
Maybe someone else in the community can.
Any leads?
TK DOdge is so important to me :( no dodge mod seems to work with 1.6.1170 :(
Any leads?
TK DOdge is so important to me :( no dodge mod seems to work with 1.6.1170 :(
If you follow these steps correctly you should be abble to make it work, if it does't maybe theres another mod conflicting with it
You didn't specify the error youre getting so i assume you just dont dodge, i recommend getting the more informative console mod, doing what would be the dodge animation start and then opening the console to see if theres another animation blocking it.
- esc --> 1
- 1 --> 2
- 2 --> 3
- 3 --> 4
- 4 --> 5
- 5 --> 6
- 6 --> 7
- 7 --> 8
- 8 --> 9
- 9 --> 10
- 0 --> 11
- - --> 12
- = --> 13
- backspace --> 14
- tab --> 15
- q --> 16
- w --> 17
- e --> 18
- r --> 19
- t --> 20
- y --> 21
- u --> 22
- i --> 23
- o --> 24
- p --> 25
- [ --> 26
- ] --> 27
- enter --> 28
- ctrl --> 29
- control --> 29
- a --> 30
- s --> 31
- d --> 32
- f --> 33
- g --> 34
- h --> 35
- j --> 36
- k --> 37
- l --> 38
- ; --> 39
- ' --> 40
- ` --> 41
- shift --> 42
- \\ --> 43
- z --> 44
- x --> 45
- c --> 46
- v --> 47
- b --> 48
- n --> 49
- m --> 50
- , --> 51
- . --> 52
- / --> 53
- rshift --> 54
- rightshift --> 54
- num* --> 55
- alt --> 56
- space --> 57
- capslock --> 58
- f1 --> 59
- f2 --> 60
- f3 --> 61
- f4 --> 62
- f5 --> 63
- f6 --> 64
- f7 --> 65
- f8 --> 66
- f9 --> 67
- f10 --> 68
- numlock --> 69
- scrolllock --> 70
- num7 --> 71
- num8 --> 72
- num9 --> 73
- num- --> 74
- num4 --> 75
- num5 --> 76
- num6 --> 77
- num+ --> 78
- numplus --> 78 // num+ alias
- num1 --> 79
- num2 --> 80
- num3 --> 81
- num0 --> 82
- numdel --> 83
- sysreq --> 84
// - \\ --> 86 // this one is duplicated.
- f11 --> 87
- f12 --> 88
- f13 --> 124
- f14 --> 125
- f15 --> 126
- f16 --> 127
- f17 --> 128
- f18 --> 129
- f19 --> 130
- f20 --> 131
- f21 --> 132
- f22 --> 133
- f23 --> 134
- f24 --> 135
- numenter --> 156
- rctrl --> 157
- rightctrl --> 157
- rightcontrol --> 157
- rcontrol --> 157
- num/ --> 181
- printscreen --> 183
- printscrn --> 183
- ralt --> 184
- rightalt --> 184
- home --> 199
- up --> 200
- pageup --> 201
- left --> 203
- right --> 205
- end --> 207
- down --> 208
- pagedown --> 209
- insert --> 210
- ins --> 210
- del --> 211
- delete --> 211
taken from SKSE InputMap
- leftmousebutton --> 256
- lmb --> 256
- rightmousebutton --> 257
- rmb --> 257
- middlemousebutton --> 258
- mmb --> 258
- mouse3 --> 259
- mouse4 --> 260
- mouse5 --> 261
- mouse6 --> 262
- mouse7 --> 263
- mousewheelup --> 264
- scrollwheelup --> 264
- mousewheeldown --> 265
- scrollwheeldown --> 265
- dpadup --> 266
- dpaddown --> 267
- dpadleft --> 268
- dpadright --> 269
- start --> 270
- back --> 271
- lthumb --> 272
- rthumb --> 273
- lshoulder --> 274
- rshoulder --> 275
- lbumper --> 274
- rbumper --> 275
- gamepada --> 276
- gamepadb --> 277
- gamepadx --> 278
- gamepady --> 279
- ltrigger --> 280
- rtrigger --> 281
MB4, Mouse4, is 259
MB5, Mouse5, is 260
Edit: It is indeed a mess, but the need for TK Dodge SE is the only thing that is clear here.
this link from the ini files no longer works.
This does:
https://ck.uesp.net/wiki/Input_Script#DXScanCodes