How can i disable the stagger system from elden rim but keep the special impact animations? I hate the fact that ANY attack staggers me or the enemy and we can easily be stun locked to death, it is really broken, but on the other side i love sending enemies flying with a heavy attack or smashing them into the ground with a great mace. Honestly this is the reason i downloaded elden rim in the first place. Is there any way to disable just the stagger from attacks? I'd prefer to keep loki's poise to handle this part of the game, i can still get stun locked, but it is much harder to happen and it's easier to recover.
I have a question, what does the stagger effect $ES_HeavyStrikefly do? I replaced the $ES_Strikefly from an animation for $ES_HeavyStrikefly but nothing happened when i hit the foe. I thought it would make the enemy fly higher/farther
Edit: My mistake, i accidentally put two $ before the variable name in the annotation, now it worked, but it didn't work the way i thought. I will put $ES_Strikefly back
Approximate PIE$ The special impact of ES-HeavyStrikefly does not actually attach special effects to your attack trajectory, but rather to your forward collision.This annotation applies to collision skills
You can use PIE.$ ES_HeavyParalysis_Mark, This will attach special effects to your attack trajectory, suitable for some long blade weapon skills
But this annotation takes 0.2 seconds to take effect, please try to make it 0.2 seconds before the HitFrame timeline
Thanks Achang! The heavy paralysis mark tip was really useful, now the special staggers are registered with the weapon swing as they should, but what i'm trying to achieve is actually giving me a headache. I have Modern Stagger Lock, i disabled RimImpactOfPlayer.esp and RimImpactOfMob.esp, and i can't seem to trigger the special staggers consistently. if i disable enemy ai with tcai command before he starts attacking me, i can make the special staggers like ES_Strikefly and ES_HeavyStrikefly work most of the times, but i want them to always work when i perform specific attacks (for example, the upward swing from Lothric Knight Greatsword always makes enemies fly in Dark Souls 3, but here in Skyrim it doesn't). When i enable enemy ai, though, i can almost never make the special staggers work on them, and vice versa. I'm not sure if it is a mechanic from Elden Rim, but for my game i would want them to always work, because the attacks are so heavy that for me it doesn't make sense that the enemy wouldn't fly with the impact. Thanks again for your help, and amazing work!
I'm using ER Weapon Arts and Maxsu's stagger lock without any problems, and I can set up and play all the stagger effects from those mods. Maybe you're referring to MaxsuPoise? There is a stagger effect cooldown and immunity after the first stagger if you're using the default MaxsuPoise. Check the documentation and settings; it's easy to tweak or turn off. Once that's resolved, all stagger effects from those mod will always be played, if set up correctly, of course.
If it's not this mod and/or MaxsuPoise, you might have another poise mod installed or simply mod incompatibility. If that's the case, sorry I couldn't help you further.
You are right, Loki's Poise was indeed interfering with the staggers from Elden Rim. I guess i can't really combine both mods, but that's okay, Elden Rim has a lot more features i like over Loki's Poise, so i'm staying with Elden Rim.
When testing enemies, you need to pay attention to their status, because under the mechanism of Elden rim, when the health of a human enemy exceeds 80%, its weight will be tested for 2, so your special impact force is difficult to immediately take effect
If the enemy attempts to use skills, their mass may exceed 2
For this type of situation, you can use the special stagger skills again. Whenever the enemy's weight is greater than 1, you can use the skills again to make them shake
The cumulative upper limit is 3, which means that enemies weighing 3 or more need three skills to shake, which is very effective for larger enemies
This interleaving effect is currently limited to War Ash skills, as most of them use Mark Class Comments
These skills that require cumulative effectiveness will skip the maxsupose algorithm and resilience armor
Is it possible to find a tutorial somewhere? Because I have no idea which item is for what. And there is absolutely nothing explained in the descriptions.
Hey, did one of your mods have the animations where the player gets thrown back when blocking with no stamina? I used to have that in my game, but I changed some things and now it's gone, so I'm trying to find it, again!
*Edit: Ah, sorry! It was one of smooth's mods. Sorry for the mix up!
- Is there anyway that you can REMOVE the MAGICKA regen upon using Rebreathe???
+ I know it's only 20 Magicka, but it's still OP.... (Instead of needing to rest or take potions...not being a mage... I can SPAM rebreathe, raise magic and use heal OVER and OVER again...)
+ This is an exploit... Your Elden Weapon Arts handles MAINLY melee anyways, magicka regen ON REBREATHE should be off the table... 100%
* The previous animation bugs (random taunting animation playing when trying to use elden abilities) has disappeared...
* The previous rebreathe animation being replaced for unarmed combat... Simply amazing...
{!} I'm STILL having issues accessing the Time Crack though...
- I've been able to enchant via time crack ONCE... - But ever since, the visual will appear (warped space FX), but when I click E on the actual Time Crack, nothing happens... - Maybe an incompatibility on my end...
Any details for your next big update?
- Maybe some sort of medal/badge system for double kills/triple kills that provide XP and some sort of collection with small medals?
I'm currently working on a Combo Meter mod! PM me if you're interested in screen shots or details
Is it possible to make it so staggers have a condition that they only occur when taking damage? I use DMCO as my dodge mod and sometimes I get hit during Iframes so I don't take damage but I still get thrown in the air, which doesn't make sense at all.
I also noticed some AOE attacks from big enemies such as dragons and giants sometimes stagger me without even hitting me. I be standing outside of the attack range and then get thrown in the air without taking any damage.
Can you remove the effect from the rapid switch ring, that occurs when switching weapons mid combat? It's annoying as hell and I don't see the point in it. I don't want to make a "special move" after switching my weapon, the point is to have more control, why would it trigger a annoying sprint attack? I really don't get it.
The weapon switching ring is used to trigger the effect of releasing skills when switching weapons. If you don't want this effect, you just don't need to wear this ring. This ring is suitable for people who have mastered multiple builds.
3606 comments
Edit: My mistake, i accidentally put two $ before the variable name in the annotation, now it worked, but it didn't work the way i thought. I will put $ES_Strikefly back
You can use PIE.$ ES_HeavyParalysis_Mark, This will attach special effects to your attack trajectory, suitable for some long blade weapon skills
But this annotation takes 0.2 seconds to take effect, please try to make it 0.2 seconds before the HitFrame timeline
0.3 PIE.$ ES_HeavyParalysis_Mark(0.1-0.3)
0.5 HitFrame
If it's not this mod and/or MaxsuPoise, you might have another poise mod installed or simply mod incompatibility. If that's the case, sorry I couldn't help you further.
If the enemy attempts to use skills, their mass may exceed 2
For this type of situation, you can use the special stagger skills again. Whenever the enemy's weight is greater than 1, you can use the skills again to make them shake
The cumulative upper limit is 3, which means that enemies weighing 3 or more need three skills to shake, which is very effective for larger enemies
This interleaving effect is currently limited to War Ash skills, as most of them use Mark
Class Comments
These skills that require cumulative effectiveness will skip the maxsupose algorithm and resilience armor
EldenKey.ini
然后在键盘编码的地方修改你的按键,键码自己查,然后去掉键盘编码的双引号,让这行设置生效
鍵盤編碼;EldenCharge = ""|0X839|EldenSkyrim.esp[KeyTrace_EventID_Mouse]
然後在鍵盤編碼的地方修改你的按鍵
鍵盤編碼;EldenCharge = ""45|0X839|EldenSkyrim.esp[KeyTrace_EventID_Mouse]
然後去掉鍵盤編碼的雙引號,讓這行設定生效
鍵盤編碼;EldenCharge = 45|0X839|EldenSkyrim.esp[KeyTrace_EventID_Mouse]
是這樣改嗎?
不是双引号
;EldenCharge = sprint|0X839|EldenSkyrim.esp
EldenCharge = 45|0X839|EldenSkyrim.esp
;EldenCharge = 45|0X839|EldenSkyrim.esp
中间这行会生效
The person who found this problem solved the situation by reducing the file hierarchy
;disable npc dodge
;Perk = 0xEB6~EldenSkyrim.esp|-PlayerKeyword|NONE
↓
;disable npc dodge
Perk = 0xEB6~EldenSkyrim.esp|-PlayerKeyword|NONE
*Edit: Ah, sorry! It was one of smooth's mods. Sorry for the mix up!
But...
- Is there anyway that you can REMOVE the MAGICKA regen upon using Rebreathe???
+ I know it's only 20 Magicka, but it's still OP....
(Instead of needing to rest or take potions...not being a mage... I can SPAM rebreathe, raise magic and use heal OVER and OVER again...)
+ This is an exploit... Your Elden Weapon Arts handles MAINLY melee anyways, magicka regen ON REBREATHE should be off the table... 100%
* The previous animation bugs (random taunting animation playing when trying to use elden abilities) has disappeared...
* The previous rebreathe animation being replaced for unarmed combat... Simply amazing...
{!} I'm STILL having issues accessing the Time Crack though...
- I've been able to enchant via time crack ONCE...
- But ever since, the visual will appear (warped space FX), but when I click E on the actual Time Crack, nothing happens...
- Maybe an incompatibility on my end...
Any details for your next big update?
- Maybe some sort of medal/badge system for double kills/triple kills that provide XP and some sort of collection with small medals?
I'm currently working on a Combo Meter mod! PM me if you're interested in screen shots or details
Is it possible to make it so staggers have a condition that they only occur when taking damage? I use DMCO as my dodge mod and sometimes I get hit during Iframes so I don't take damage but I still get thrown in the air, which doesn't make sense at all.
I also noticed some AOE attacks from big enemies such as dragons and giants sometimes stagger me without even hitting me. I be standing outside of the attack range and then get thrown in the air without taking any damage.
與Animated Wings Ultimate(或是其相關飛行Mod)有小部分不相容,主要會造成空中攻擊無法正確完成動作(空中攻擊打擊地面地面以後會卡在無限調墜落動作狀態,需要重新跳躍才能解除這個異常動作),不論是MCO還是BFCO都有一樣問題(BFCO已經有寫到飛行MOD相容問題)
元素斬擊和致命斬擊還有災厄殘光這些戰灰如果對於重度腳本壓力的地圖區域可能會引發技能發動延遲的問題
最近更換高階電腦以後發現仍然還是有引起這問題狀態(就算FPS順暢,這相關戰灰發動時候還是會造成延遲問題)
在遊玩Skyrim Extended Cut - Saints and Seducers發現這個狀況更嚴重(施放元素斬擊以及上述提到的一些戰灰可能10秒以後才才真正觸發爆炸),後來查詢那邊知道是OnMagicEffectApply腳本問題透過安裝相關補丁以後就施放就恢復正常沒有延遲,所以目前來看如果FPS正常確有這延遲相關問題可能都牽扯到腳本壓力太大干擾造成戰灰施放延遲問題
目前大致上發現的部分,單純告知一下~
有些动作会修改角色的跳跃闲置,这导致空中攻击使用有问题,但这不仅是我会遇到的,BFCO也会被此问题影响,目前的解决是二者取其一,如果你想用对应的mod,你只能把它排序在elden rim的后面,优先保证它正常运行
Can you remove the effect from the rapid switch ring, that occurs when switching weapons mid combat? It's annoying as hell and I don't see the point in it. I don't want to make a "special move" after switching my weapon, the point is to have more control, why would it trigger a annoying sprint attack? I really don't get it.
我在安装mod的时候遇到了一个问题,就是安装06文件,也就是汉化包,之后启动游戏的时候出现了ctd,我本身自己已经安装了烽火全家桶和您的环战技全家桶,但mo2的排查日志显示06文件中的scsi文件,即烽火技能树的汉化文件,存在问题,我尝试用禁用该esp的方式来解决但仍然不行,请问您是否有方法解决,或者是上传一个只针对您的环战技系列文件的汉化包呢