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Hey! I'm currently working on a pretty major Precision rewrite that should fix most, if not all, of the remaining weird issues - they're all related to the active ragdoll being always "added" to the character. However, unlike PLANCK, I'm only really using the ragdoll for the physical hit reactions and collision detection.

The collision detection can instead be done by adding a duplicate skeleton for that sole purpose, and the real ragdoll will only be added for a second or so on hit - like the original unfinished Bethesda implementation (the bHavokHit ini setting).

It is a lot of work, and I've already hit (and fortunately solved) multiple roadblocks on the way, but it should stop the game from interfering and doing unexpected things because of the added ragdoll. It should also lessen the performance hit caused by the ragdoll driving, although that's already pretty minor.

As of today, in my development version, the duplicated skeleton works and collides with attacks correctly. I'll try to release a test version first, but there's still a bunch of work to do.


The update will also have a hook that should finally solve the incorrect attack reach judging for AI! I believe I've finally found the right place to fix it, thanks to some ideas from Maxsu.


After that I'll move back to the TrueHUD update that went on hold as the Precision issues are more pressing.


Thank you for your continued support!

Comments

mpgeist

You are S-Tier Ersh

Anonymous

Sounds awesome!