About this mod
In the command input mode, you can enter any command customized by yourself to trigger the actions and animations you have set. It is just like playing a fighting game. Also, if the command is a short key pattern, it can be used like a shortcut key.
- Requirements
- Permissions and credits
- Donations
For example, a powerful spell can be triggered after an attack animation, a potion can be used to heal after an idle motion, or a weapon can be switched before a Specific animation is triggered.
There are so many things that can be done, it is difficult to introduce them.
If you feel that the gamepad shortcut keys are not enough, you can use them as shortcut keys.
Update Notes
Ver 1.1
Left hand weapon equipment and spell equipment, and hands unequipment and equip ammo have been added to the item types.
When updating from a previous version, be sure to set the mod to Inactive before updating.
If you set it to Inactive, the custom command settings will be initialized, so please
Command activation was made easier to connect from a normal attack.
Added action type to switch back equipment after animation.
The item types supported for switch back are Weapons, Armors, Arrows, and Bolts.
For example, It is possible to activate the command to shoot a special arrow and then swtich back to the previous arrow after shooting.
When updating data with mods enabled or when switch back ammo, the equipped ammo is now cached. This cache will allow for smoother ammo switch back.
The update does not erase the save data storage for custom command settings.
The sound of key input on command input can now be turned off or set to Rumble only(I feel that the response increases slightly when only Rumble is used).
Fixed some bugs.
If a constant frame rate is maintained, triggering a command from a command input can now be done quite smoothly.
Added setting to complete command input by pressing the Activate key when in D-Pad mode.
Fixed some bugs.
All of the command input mode processing has been reviewed and redesigned.
This makes it much faster than the previous version and dramatically improves response in command input mode.
In particular, the change to a structure that maintains a queue of commands allows up to two processes to wait, improving responsiveness.
By entering commands ahead of time, even complex commands can be connected smoothly.
Ver2.0a Hotfix Patch
A bug was fixed in which the correct command was not invoked in command input mode and the duplicate check did not function properly in customization.
It can be changed from the Combo Mode slider on the second column of the General page of the MCM settings for this mod.
This is also the setting of the hold time required to stop the effect of the command input mode.
During the combo mode, the effects of the command input mode continue to apply even after the command is entered.
This allows for the sequential connection of attacks with sequentially numbered animations.
Pay attention to the juncture between effects.
If a key is pressed before the effect is fully activated, the input will fail.
Press the key at the appropriate time and carefully make the connection.
The method of setting up the selection of bows and crossbows in customization has been changed.
Normally, when setting up in Customize, set "Equipment Item Type" and "Animation Number" to "None".
The animation file name referenced when specifying an "animation number" has also been changed.
See POSTS for more information.
Fixed some bugs.
This allows for uninterrupted continuous input.
The number of queues that can be held has been increased by 3 processes.
Command Input Mode duration changed to a maximum of 60 sec.
Fixed some bugs.
Fixed combo mode not working properly and other issue.
Command input mode processing has been reviewed to faster.
Added MCM option to add or disable waiting time for precede input.
Fixed some bugs.
If you set it to Inactive, the custom command settings will be initialized, so please save or export and store in advance.
Ver. 2.0 or later has undergone significant system changes, so please provide feedback if you have any.
What you can do with this mod
Shortcut keys by command input
Spell cast
Change equipped spell
Change equipped weapon
Change equipped ammo
Change equipped armor
Use potions
Switch back to the previous equip
Uniquely add individual animations to these actions.
It supports keyboard and gamepad, and commands can be entered with WASD, D-pad, and others.
There is also a special input method where the player's orientation is the direction of the command.
Up to 6 key patterns can be registered for commands to be input.
These actions can be assigned to commands of up to 40 slots, each of which can be assigned a separate animation.
Some vanilla idle motion can also be selected from the settings.
DAR allows you to use your own animation files.
Try combining actions and animations to create unique commands.
About this Mod
Commands can be entered from the command input mode to trigger set actions and animations.
Settings are made through MCM.
In the general settings, you can enable mods, set hotkeys, and change the command input method.
Custom command settings are simple, so you can easily create your own presets.
There are 40 slots for custom commands, allowing up to 40 custom commands to be set.
When duplicating complex command settings, they can be easily copied from the command data list.
If I disable the mod, the custom command settings that I set will be lost, so I have a mechanism to save them to the Skyrim save data, and another mechanism to export them to external data as a Json file.
More information about the Animation file will be provided in POSTS.
how to use
After installing this mod, please activate the mod from the MCM.
When the game is loaded and first opened, it takes a little while to refresh the data.
Try setting a hotkey and entering command input mode. If you cannot set a hotkey, you can add Power.
If your input mode is keyboard, you don't need much, but if you use a D-Pad, it is a good idea to turn on the MenuGuard option.
If none of the custom command settings are present, nothing happens when the command is entered.
Let's set up a command from the customize page.
The item list data is updated only when you open the mod settings for the first time after the game loads. If you wish to update the data at any other time, please select "Reload All Items" from the TOP of the Customize page.
After some familiarity, you can copy the command list data to create many custom command Settings.
Once the animation files are prepared and placed in the DAR folder, they can be easily used by simply specifying a number.
Command Input Mode
Command input mode is supported by keyboard and gamepad, with the keyboard being used for movement keys (default is WASD) and the gamepad for additional input via D-Pad or analog sticks.
When you have finished entering a command, push the sprint button(Can also be changed to Activate button) to complete or wait for the input mode to expire.
When using 1st or 3rd person mode, after moving the analog stick, press the Activate button for a single input.
For types that use the Activate button, the Notification message is hidden in command input mode.
Papyrus Tweaks NG may dramatically improve command input response time.
Use Animation File
Dynamic Animation Replacer is required to use user animation.
This is a bit more complicated.
If you use animation files, use those you have prepared yourself.
Just installing this mod does not allow you to use special animations.
First, rename and place the animation(pose) files in the DAR folder provided with this mod.
Default folder name (9333101 to 9333110)
These folders are linked to the settings from No. 1 to No. 10, and the placed animations are used.
More information about the Animation file will be provided in POSTS.
Operating environment
Tested only with Skyrim AE. But it may work fine in SE as well.
The overall process load is light, but the response to command input is very severe.
In situations where the frame rate drops, the response to command input is significantly reduced, so the environment should be as close as possible to one where the frame rate does not drop below 30 FPS.
However, it will still work even if the response is poor, so please adjust graphics settings and other parameters within acceptable limits.
Uninstall
Please disable the mod in MCM and then uninstall the mod.
If you are using import/export, you must manually erase the "exCMDIM" folder in /Data/SKSE/plugins/.
What is "ex"?
This "ex" does not mean past, but future.
In short, I want it to mean extreme, expansion, exchange, etc.