Precision rework test (Patreon)
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Hey,
It seems I'm done with the main rework, and my limited testing surprisingly resulted in no issues.
Active ragdoll is now only added for a short while on hit, any collisions are done on a duplicated skeleton that should not interfere with the game physics. It literally only collides with the Precision attack collision layer. Hopefully no more strange collisions during animations, no more load screen lockups, no more weirdness with frozen enemies etc.
I need some real gameplay testing done (because there's no way I didn't miss something) while I finish up other features and bugfixes.
I think the attack reach AI fix is included and functional, but has not been finalized yet. I haven't touched that part of the code for a while, I'm going to focus on it now while waiting for any bugs to surface.
Please report any weirdness and remaining issues. Bugs not related to the ragdoll, that have been reported on the Nexus, haven't been touched yet.
ACCURACY needs an update to be compatible, please remove Accuracy's dll while testing for now.
In other news, I'll be between jobs for a while, so I should have more energy to dedicate to modding!
Have a great day!
EDIT: New version, fixed some stuff. There are a few small new additions you might (not) notice, like a small cooldown per hit material; that should limit the annoying rapid hit sounds on walls etc. when there's a bunch of separate refs with the same material.
EDIT 2: Fixed creatures not hitting their attacks. Oops!
EDIT 3: Fixed a rare crash, fixed Dragonborn dragons not using the collisions from the .toml file (need to replace your current one. BTW that's apparently been a bug since forever), fixed the AI attack reach logic causing NPCs to prefer unarmed over short weapons. Also disabled the character bumper - this will let you get much closer to enemies. Let me know if you feel that it's a good change - I think it is.
EDIT 4: Fixed many things. Reworked recoil mechanics.
The current changelog:
- Significantly reworked the core of the mod. This should fix all the weird issues caused by active ragdoll at once, such as:
- Fixed load screen deadlocks
- Fixed frozen NPCs bugging out / not being hittable
- Fixed NPCs colliding with the player when they're not supposed to
- Fixed the player being frozen in race menu
- Fixed potential crashes
- Significantly reworked the weapon recoil mechanics. Now the recoil detection uses a completely separate collision which will make them more reliable than previously in some cases, and the collision is turned off shortly after the attack start (on the vanilla hitFrame) - so you won't get recoiled by hitting a wall at the end of your swing. Overall, they now make a lot more sense and are less annoying.
- Added a short cooldown per hit material so you don't get multiple hits when similar objects are close together. This significantly reduces situations like the tiresome rapid-hit sounds on wood/stone/metal. Movable and destructible objects are unaffected so you can still hit all the cabbages with one sweep.
- Added an option to disable character bumper. This lets you get closer to the enemy.
- Added an AI hook for the current weapon reach value. It will now use the calculated weapon length from this mod.
- The results of the weapon reach calculation are now cached instead of being recalculated every time
- Hitstops from NPC attacks are no longer applied to the player while in first person (caused bad camera locking). Hitstops from player attacks are unaffected by this change.
- Multiple received hitstops now have dimishing returns, as being hit by multiple actors at the same time could result in a stunlock of sorts which is not the purpose of this feature.
- Re-enabled attack water splashes that were mistakenly disabled at some point
- Fixed some rare cases where the weapon length calculation was returning incorrect results
- Fixed power bashes not being supported
- Fixed issues with the Slow Time shout
- Fixed the weird looking hit impulses on dragons
- Fixed DLC dragons not using attack definitions from the .toml config file
EDIT 5: Fixed a deadlock.
EDIT 6: Forwarded many changes from PLANCK's updates, added blending when adding and removing the active ragdoll and fixed multilple cosmetic issues. Impulses should look a lot better, especially when being bombarded by multiple attacks while attacking. Some tweaks to AI reach as well.
EDIT 7: Hopefully the last test version before release.
- Fixed incompatibility with plugins dynamically altering the skeleton
- Added weapon length overrides to the .toml file. You can use it to set a custom value for a weapon that is impossible to be calculated by the plugin (e.g. the mesh is just the handle, the rest is a dynamic VFX)
- The ragdoll is no longer added on impact to the player while in first person
- The AI hook now takes into account attack reach settings
- Hitstop/Hit reactions are no longer applied by hits skipped through the plugin API