Precision release, and what's next (Patreon)
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Hey!
Precision is now out on the Nexus!
Thank you all so much for the support and the bugs and crashes you've reported!
I'm gonna take a short break to catch my breath, solve any pressing issues that come up, and then...
...yeah, what then? Well, there's definitely quite a few mods to work on:
Dodge Framework - I've recently updated it to Commonlib-NG and added a few new features. Once Distar updates DMCO to work with the new stuff, it'll have a public release on the Nexus.
Sneaking Collision Adjustment - a feature that I started on Precision but it's complicated (and separate) enough to warrant being split off to a separate plugin. I might focus on it first because it needs the least work.
That projectile speed mod that I have lying around - I need to refactor it and make the incoming projectile widgets use the TrueHUD API. There's also something I didn't like about the projectile speed multipliers but I don't really remember what it was anymore, will probably come back to me once I return to the mod.
Grip Switch - I've flirted with the idea of a proper, non-fake grip switch mod that's compatible with anything, but I couldn't find an elegant way to do it. Recently I had an idea that does seem to work nicely, although it needs a lot of work and fixes yet.
However there are different ways to approach the whole idea.
- You can have the weapons as they are now. Some are 1h, some are 2h. The grip switch would switch the grip to the other one. That is the less intrusive option, but it's a bit messy and inelegant. For example, two-handed weapons, even if you planned to dual wield them there's no real way to equip both as they're always two-handed in the inventory so the other one will just be unequipped.
- Edit all weapons (at runtime, so no xEdit conflicts/patches) so they're 1h by default. It's an intrusive idea, but that elegantly solves the dual wielding issue. Everything is 1h, you equip it to either hand and decide if you want to grip switch to 2h outside of inventory. Think Dark Souls/Elden Ring, or even AC Valhalla with the 2h dual wield perk. Also allow NPCs to grip switch to 2h if their 2h skill is better, or something like that.
To me, the second option seems much more interesting and elegant, but it's definitely more intrusive and complicated. The first option seems to me like it's always going to be missing something to truly feel seamless. It's possible, though, that I'll encounter a roadblock with either one somewhere along the way.
What do you think? I've added a poll, not saying that it'll completely influence the decision, but I'd like to know the general opinion.
And afterwards, the next big thing on the horizon: Ability Framework
Think AC Valhalla/Elder Scrolls Online special abilities, with proper UI, clever button binds, custom animations, cooldowns, resource costs etc. A framework for other people to use for the abilities they create.
As usual I'll need people to test the work in progress versions, so stay tuned!
Thanks for being here!