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Hey guys,

I've been crunching these last few days and I'll keep doing so to deliver the dodge mod. The main structure is done. Now it's about piling up. One of the main feature of it, is that instead of using behavior direction, it uses SKSE input detection. Try dodging with TUDM and try to dodge in another direction directly, you won't be able to because you will be stuck in the first dodge direction. Try to use the TUDM attack cancel mod with SkySA, you will always dodge forward. Not anymore. This method will not induce a lag before the movement starts, it will also actually butcher the animations you will give to it, which is not the case of my dodge framework. This is the reason why Miken1ke couldn't really release his Gryphon dodge https://youtu.be/z6HAkrhOp5A
It is basically the SkySA of dodges. Thanks to Ersh for the SKSE plugin.

You NEED to use SSE. If you don't own it, find a way to get it, because our SKSE team only develops for SE. This means no AMR, no input detection for SE and no [2 more incredible plugins curently developped, one being beta tested by the slaves]. Trust me, AMR, even tho it's the most important one, is only the beginning

In the next few days, more and more features will come. v0.1 is a preview, but it's already usable in game. The more updates the more features and the more complex movesets. I'm probably gonna update it several times per day. You can come back the 29-30 june if you don't want the notifications

Testing instructions : You can quicktest all the versions by just letting the zip overwrite everything, no need to run Nemesis. Run Nemesis only if you want to use it in your game. 

v0.1 : Input detection (dodge button is hardcoded on the "V" button of the keyboard) - Animation framework - Animation speed manipulation - Basic Horizon Zero Dawn 8 direction dodge 

v0.2 : Added invincibility frames and sound effects - New Teleport 8 direction dodge (equip a spell in right hand to test)

v0.3 : setup DAR spells and variable detection system - New 1 direction fatroll (requires overencumbrance) - weight and overencumbrance system [the fatroll design is incredibly complicated and long to animate, it took me 6 hours for one animation. I might add the other directions when I have the time. I also had to fight with the CK to setup the DAR system. Hopefully it goes faster now]
Showcase : https://youtu.be/oKN8Vit6OU8

v0.4 : setup transitions - corrected motion transition issue - Dynamic stamina and magicka consumption system (stamina and magicka requirements are DAR conditions) - footstep sound - slowed down the light dodge
[you have a MCM to configure the base stamina or magicka consumption. The total consumption is calculated using a multiplier contained in the animation itself -> the consumption and requirements are now on a per moveset basis instead of being written in the marble like with the other dodge mods
you cannot cancel a dodge with another dodge anymore. The transitions are setup for the 2 dodges states but also the attacks, power attacks and animated transitions]

v0.5 : added dodge key config - fixed stamina/magicka consumption not working after loading a save - accelerated fatroll and added sound - fixed transitions not working properly (the same animation would always repeat) - fixed invincibility frames not ending

v0.5.1 : hotfix for the Nemesis patch - cleaned behavior 

v0.5.2 : fix for JBO - reworked roll animations recover : I'll now get on the sidestep and attack animations. I also have a new ENB manager that works but I still want to polish stuff. The idea being that, ENB should be something that you can enable, disable, swap and manage like any other mods with MO2 ^^

v0.6 : added 4 directions sidestep - double tap to roll - temporarily removed the stamina restriction, will add it back soon with an actual animation - removed the magic dodge teleport
I know that you can't roll twice in a row. I'll try and see how to solve it :S

v0.6.1 : reworked the 4 direction dodges - added sound - fixed forward left roll - extended invincibility frames to 0.4s for all dodges - reworked invincibility frames system to also take stagger into account
The animations are higher quality. It's possible that you won't notice it in game but I try to not give you crap and pay attention to the details ^^
The forward dodge should look a bit less good but be much snappier now
I wanted to restore the stamina restriction but we just lack simple modders tools. I'm gonna give SKSE another shot and hopefully, make a framework that will make everybody's life easier. Maybe I will totally fail too. Who knows :D

v0.6.2 : added the sound file I forgot to add lol

v0.7 : added Ersh's dodge framework implementation with native controller support (thanks to him) - REQUIRES MCM HELPER - set your key in the "Dodge Framework MCM"

v0.7 : hotfix : forgot to add the framework lol

v0.8 : New animations for left/right - normal press will now make you dodge backward by default - improved forward dodge - fixed the V button still making you dodge - added back the sound that I forgot in the last update ^^'

v0.8 hotfix : added the dodge framework MCM that I forgot é_é

v0.9 : reworked left and back dodge - added front diagonal dodges - fixed the in place roll making you move forward (it now makes you move backward). Couldn't get much done in september, should be better now. I'll make a vid on my YT channel to explain why and all and all. Subscribe if you ain't yet as you'll get more news then than on Patreon, as I try to not bother too much the patrons. There's also a showcase for the new animations https://youtu.be/b-b-UjeJ3kU

v0.9.1 : made the dodge more spammable - added true IFrames (check the requirements) - tried to add a stamina check but I couldn't get it to work atm. Maybe it'll actually on new saves. Overall it uses CK and papyrus so I'm not sure of how reactive it'd be anyway. Hit me up if it worked for you and it's too slow

v0.9.2 : added Skyrim Platform as a requirement - added stamina check - added furniture check - added backward diagonal sidesteps - reworked left sidestep, forward roll and forward sidestep

v0.9.3 : added sitting check - cleaned SP plugin code - reworked left, back and right roll - reworked forward sidestep - tweaked left sidestep - removed "Dodge" debug line

v0.9.4 : transferred stamina, furniture and sitting check from Skyrim Platform to SKSE -added SKSE dialogue check - internal behavior rework - reduced pause after the animation - added FOMOD - total removal of the pause after the animation added in Skyrim Platform (I'll work on transferring it to SKSE and totally remove the Skyrim Platform dependancy, I'm very bad at SKSE atm) - total rework of the 7 remaining rolls - total rework of the left, right and backward left dodge. 

v0.9.5 : Now compatible with absolutely everything (including JBO and CGO stripped) - smoothed transitions when letting the animation play until the end


Requirements :
AMR : https://www.nexusmods.com/skyrimspecialedition/mods/50258
DAR : https://www.nexusmods.com/skyrimspecialedition/mods/33746
SkyUI : https://www.nexusmods.com/skyrimspecialedition/mods/12604
Nemesis : https://github.com/ShikyoKira/Project-New-Reign---Nemesis-Main/releases/download/v0.84-beta/Nemesis.Unlimited.Behavior.Engine.v0.84-beta.rar
MCM Helper : https://www.nexusmods.com/skyrimspecialedition/mods/53000
IFrame Generator : https://www.nexusmods.com/skyrimspecialedition/mods/56965

Optionnal:
Skyrim Platform : https://www.nexusmods.com/skyrimspecialedition/mods/54909

Comments

Anonymous

This mod isn't currently working on AE version. The dodge key does nothing. Will this get fixed?

Distar

Hello ! This post is very old. The mod is available on the SkyrimGuild website https://www.skyrim-guild.com/mods/dodge It is still being worked on. I just did the new MCM 2 hours ago

Anonymous

Hey Distar. I hope there isn't an obvious solution to this, but with the new update (2.0.3 and higher), the MCM to configure stamina costs doesn't show up. Is there a way configure stamina costs?

Distar

Hello ! I removed it from the latest versions as I have to update the mod itself. I'll get back on it right after the armored trolls

Anonymous

Hey I know you're a busy fellow, but I was wondering if theres any word about the issues with using this and Skyrim Souls unpaused menus? I noticed some older comments about it but Im still personally experiencing the issue

Distar

Yeah, unfortunately it's out of my scope. It's using the dodge framework from Ersh and the issue comes from here. I have to admit to being incapable of solving it at the moment

Anonymous

Hey Distar, I'm struggling to find a DMCO version that works for SE 1.5.97. I'm not comfortable migrating to AE just yet, any help would be appreciated!

Saint Zenith

I cant fix my dodge recovery, after a dodge there is at least a 1 second pause as the animation is finishing before I can use any other inputs. it feels like fat rolling in DS, I can't figure out what i'm doing wrong

MecaZillaFox

Hi, I have been unable to get this to work for steam AE version (1.6.1170). Basically DMCO and Dodge Framework appear in my MCM, but neither sprint dodge or custom keybinds make me dodge. However, the sprint delay works when sprint dodge is enabled. Am I doing something wrong (like using DXP instead of MCO) , missing a fix/AE patch, or is it just incompatible with the version I'm using?

Distar

Hello, apologies for the inconvenience. I am not myself in charge of the dodge framework and cannot update it. You can find a working AE update here https://www.nexusmods.com/skyrimspecialedition/mods/87645

Distar

Oh no worries. v0.1 is not really suitable for gameplay, even tho it'll look cool for sure. In the next few days, the real features will come

Anonymous

Awesome can’t wait to test this! Out of curiosity are you planning on making it bindable to the sneak key like TUDM? I like to use a gamepad for Skyrim.

Distar

I strive to not compromise : the thing with this method is that it requires to script another hotkey to the sneak key. Also you won't get as many features, or features as practical as with a SKSE hotkey like right now I will probably upload my custom controller config this month then. You will see how I can combine both

Sauce Sorcerer

Requirements are just the following, right?: DAR AMR Nemesis

Distar

DAR and AMR yeah. If you just wanna test you don't even need Nemesis. The next releases will make everything more game oriented

Anonymous

Any known incompatibilities besides other dodge mods?

Mathieu WALLET

are other dodge mods even incompatible ?

Distar

I don't even think they are actually incompatible. You can likely use them at the same time

Mathieu WALLET

just to make sure the most recent version is 0.2 so i only need to download that right ?

Distar

Yup. You won't need to download the one's below don't worry

Anonymous

I seem to have an issue. When I dodge in any direction besides forward, my character will do the animation but will just stay in the same position. Obviously I know this is just a beta or whatever but I was just curious if that's normal for now or if its just me having this issue. I have DAR and AMR installed correctly, I also ran it through nemesis, ticking the required box. Also, thanks for all your effort and hard work :)

Distar

Hello hello, that's indeed concerning since it shows that AMR doesn't work properly in this case, somehow. Does it happen for both dodges movesets? Ndoes the dodge overwrite everything? Do you have the latest AMR version and Address library?

Anonymous

Edit* I don’t have the latest versions of AMR and I see the address library plugin for skse you are talking about.

Anonymous

I'm glad you're making the end all be all of dodge mods now. A little issue I have is after doing the dodge, the character walks a few meters in the direction of the dodge. Wanted to know if it's from my side or an issue of the mod.

Distar

Yeah, an issue with the transition that makes no sense to me. It seems to keep a part of the motion of the previous animation which is logical, but I made the anims on purpose to have 0 motion at the end é_é. Will get on it soon

Anonymous

Thank you sounds great

Anonymous

incompatibilities with mods I've discovered so far: SmoothCam(when dodging camera would suddenly zoom in and out, instead of TUDM where FOV stays still). Movement Behavior Overhaul(the inertia of dodging is taken into account so when I finish rolling my character slides a few meters with MBO's animation). Also I strongly recommend God of War's sidestep animation, as well as its idea of integrating sidestep/rolling into one button, where pressing it once you have sidestep, but if you press it right after the first activation, the started dodging animation smoothly transit into rolling. That sounds like a lot of work tho. Here's a video showcasing it: https://www.youtube.com/watch?v=4iDsqdu_TxI (3:30)

Distar

The motion stuff has been solved, some Bethesda fuckery again that I had to use tricks I shouldn't have use to solve, I just didn't have enough features to publish v0.4 don't worry The dodge distance is on a per moveset basis. Depending on the used moveset it'll cover more or less distance. Of course, since everything is done with AMR, it's possible to change the distance in the annotations. For example, the same dodge animation can cover the same distance if you change its AMR datas and assign it a different DAR folder

Distar

Ha yes. Due to its design DMCO is uber compatible. I'm even considering letting TUDM handle the NPC dodge part, and just adding restrictions so they don't dodge as much ^^

Anonymous

v0.4.7 contains a virus apparently. Trojan:Script/Wacatac.B!ml. Windows defender says its a problem but other applications such as malwarebytes don't.

Anonymous

So I've tested v0.4 and I don't have any issues with MBO or SmoothCam. I suspect the SmoothCam "incompatibility" comes from the default binding for shoulder swap, which is 'V' by default. Edit: Well now that i watched the recording, I noticed the weird FOV change as well.. Also, my Windows Defender did not complain about it being a virus. But i noticed two issues: 1) the "end roll" animation rotation is wrong, e.g. always in the direction of the camera. 2) the teleport animation doesn't play nicely with HDT-SMP clothes. See: https://gfycat.com/respectfulsoulfulcornsnake

Distar

It's not a problem, it's just windows that doesn't like the DLL, which is basically the same SKSE plugin as installed in v0.1 to v0.3, it didn't change ^^

Distar

The FOV change is in the animation itself, I just liked it lol. I got several requests to have it removed so it shouuldn't be included in further versions. Tho, it might also happen anyway due to smoothcam and it's not an issue related to my mod. Smoothcam detects the stationnary and movement state ie -> if you dodge, you're gonna switch from one state to another and if you have different FOV, you'll have zoom in and out during the animation. It also happens during SkySA attacks for example The roll direction is intended, because you go back to idle facing your ennemy. It was just a way for me to push animations faster, otherwise I have to remake 8 times the end of the animation, something that I am gonna do anyway. It was just to fit the june time constraint (that I don't have anymore ^^) Yup, basically the animations yeet the character at -10 000 units below the ground. I might actually get away with 200 units and hopefully HDT won't have heart attacks anymore after. Otherwise, then it means that teleport can't be used at all, or at least, until we get a way to get proper VfX, sound, and frameworked spell casting (all of these require SKSE magic unfortunately, I'm gonna get on them at some point)

Lusir30

so this don't work for controllers?

Distar

You can use it for your controller outright, the dodge key is hard-coded on keyboard atm tho. Genuinely, I think it's better this way. I'll release my controller config and y'all will understand how. Anyway, you can use the mod already, tho, because it is possible that I'll add scripts and such I don't really recommend using it in your main playthrough outright. It's still a WIP

Lusir30

Ok thanks

Anonymous

Getting a trojan detection from the 0.4 zip in windows defender lol. "Trojan:Script/Wacatac.B!ml" Edit: Kaspersky doesn't detect any threats. What a surprise windows, giving me fake alerts :v

Anonymous

Hey, I just love this mod. Hands down, the best dodge mod I've ever tried! (I even like the change in the FOV when I dodge). Great job!! I understand this is a WIP at the moment, but I would love to use it right away. It's there a way to change the key for dodging? A know it is hard coded with the mod, so I guess it's not that easy to change it by myself... ( I'm not a modder, just a humble mod user...) Anyways, I love your mods and this one in particular is great!

Distar

Lucky you, I'm currently uploading v0.5 with that specific feature ^^

Nechigawara

0.5x is focusing on crouch dodging, Am I right?

Distar

0.5x is the key selection and mostly fixes. While you can add a crouch dodging (and by that I understand sneaking dodge, but maybe I misunderstood) I doubt I'll make a moveset for that tbh ^^

Anonymous

Hey all! I reinstalled JBO with these parameters: Animations only/Long Jump and 0.5.1 working perfectly. Short jump, however, preventing DMCO from working. Hope it helps someone. Many thanks to Distar for this amazing mod!

Anonymous

It's not working for me but what is JBO?

Distar

Thanks. I'll CP my comment I sent to Thardrim : So this is super super weird. If the code of the mod is mcod (Modern Combat Overhaul - Dodge) it works. If it is dmco (Dodge - Modern Combat Overhaul) then it doesn't. I don't get it, it doesn't make any sense. V0.4 had the codename mcod and V0.5.x had the codename dmco. You should get away with using V0.4 Nemesis patch but you will lose the transition fix from V0.5.x

Mathieu WALLET

Hey Distar! should I download 0.5.7 and overwrite it with the 0.5.1.7 hotfix or should I just download one of them ?

Distar

Yo, just download the last version. It has an issue with jbo atm tho

Anonymous

i'm having problemes understanding a few things (hi all i'm a new patreon memeber by the way) so this is going to replace the TUDM ? or does it work along side it ? what about scripts , i mean how heavy on scripts whould it be ? (again i'm really sorry if some of the answer seems obvious by the way )

Distar

Yo. This is going to replace Tudm yeah, but you can actually use both at the same time if you want. Everything I do is either scriptless or ultra scriptlight. Scripts are not reactive enough for real time game. If I need something reactive but the only way is scripts, I won't do it and I'll find another way. If the other way doesn't exist, I won't do it at all. I would never do something like Inpa Sekiro for example). If you see scripts, it's usually because it's for things that can tolerate a slight delay (in this case the MCM or the stamina/Magicka consumption)

Anonymous

It works, sorta. It doesnt actually move me, like the animation plays in place, I dont actually move. I have no idea where to go from here, it overwrites everything. It conflicts with Skysa, JBO, Ultimate Combat, Ultimate Dragons and Gotobed. I listed these hoping this might narrow down the problem, doubtfully but hopefully.

Distar

Nemesis merges all the behavior don't worry, but some issues still remain. JBO currently has a weird issue where depending on the name of the DMCO patch it's compatible or not, which makes absolutely not sense Tho. Do you have AMR ?

Anonymous

hey first up great mod as always little question will it be compatible with jbo in the future again i really love both mods

Distar

Yeah yeah. It's just that the issue doesn't make any sense (if you scroll up in the comments you'll see how stupid the problem is) and I didn't get access to my main comp with my files the last few days. It'll come asap

Anonymous

This is the best roll module I've ever used! But I prefer side stepping to rolling. Do you plan to do side stepping module? Your mods have made me interested in Skyrim modding again. Thanks = )

Rico

Can i use SkySA Rig to make custom dodge animation ? or are you planning to release a special rig for this framework for animators to use ?

Anonymous

Sooo is this mod incompatible with controller? It stops working as soon as I bind a controller key to it.

Distar

Yo, you wanna bind to a keyboard key and map the keyboard key to one of your controller input :D

Distar

Yeah, it's actually a two state dodge. I wanted to make it so if you tap you get a sidestep and if you double tap you get a better dodge. But tbh I fokin hate animating and like, making the 32 animations for it is kinda discouraging :S

Anonymous

Arlight! got it thanks!

Anonymous

Just one more problem: the animation with no weapon ready is good; but when weapon is ready in hands, the animation with the direction of oblique front is short and strange, I mean its animation is right as same as normal but the moving distant is shorter than normal. I test without clothes or armors.

Anonymous

And another one more question, not a porblem, just about game playing: do your dodge animation have invincible time frame? I can't stay away from enemy's attck with dodging.

Distar

That is quite weird, because it's the same animation, I don't understand why you'd have two different :S

Distar

Yup. I've reduced it from 0.2 to 0.1s for this update. It's possible that it's too hard. Tbh, I didn't test in real gameplay because I barely play the game ^^

Anonymous

Great mod! Are you planning on adding sidestepping animations?

Distar

Spent an important part of the day animating them. I started over 2 times already because it wasn't good enough. I think this new design is good. I'm only really happy with 2 out of the 8 directions at the moment ^^

Anonymous

Hi, how involved do you think it would be to create a mod that allows chaining dodge into sprint? Given that TDM is a thing now, playing with a controller seems to make much more sense now and it would be nice if we could replicate modern action game controls in Skyrim. Also, where such feature should be implemented? I mean, whether it should be an addon to a dodge mod or controller mod? Maybe it is finally time for me to learn some moding and hack it up :) P.S. Thanks for awesome mods

Distar

Yo, what do you mean chaining dodge into sprint ? Is it something like the crouch sliding ?

hargas

wait okay, so if i understand this correctly, this is a input detection-script that is NOT susceptible to lag?

Distar

It's a SKSE plugin -> it directly interacts with the game code so no lag indeed :D

hargas

just to be sure. unlike tudm, I am supposed to be able to dodge again in any direction i want after dodging? atm when i dodge i am locked into the first dodge direction. is this an incompatibility in my game?

Distar

Hmmm....you indeed should be able to, that is concerning. Can you try playing without running the patch ? Just put DMCO at the bottom of your LO

Filipe

This is awesome! It works in first person too right?

Anonymous

For some odd reason the Teleport doesnt seem to work for me. My character just vanishes, reapears on the same spot a bit late with every physics enabled object going haywire. I am using true directional movement, could this impact it? I also observed that my rolls seem to be very slow compared to other dodge mods

Anonymous

I'm almost a 100% sure this is an error on my part, but I just can't seem to get this to work. I've tried version 0.4.7, 0.5.2.7 and 0.5.7. I press V and nothing happens. Literally nothing lol. I've tried remapping the button to other keys, even to mouse buttons, but it doesn't help. I do have all the requirements, I've been playing with ABR/CGO/TDM/Paraglide for a while now and this would be the perfect addition. I've tried disabling everything but DMCO in nemesis and running it, but even then it doesn't work :S I've also noticed that there is no abbreviation in nemesis when generating behavior. It says: Mod Checked 1: nemesis Mod Checked 2: Mod installed: ImmersiveAnimatedLooting Mod installed: XPMSE I don't know if you have done this yourself or if it's actually supposed to say 'Mod checked: DMCO'. If you need any more information please let me know! Besides my questions I just want to say that I love what you and your friends are doing for Skyrim modding! Truly revolutionizing Skyrim at the moment.

Anonymous

I'll also add that before I installed DCMO I uninstalled TUDM, as adviced in the TUDM MCM by going indoors without any npcs around me and uninstalling it in the MCM. Then I disabled it in MO2, updated engine in Nemesis and generated behaviours. I even went as far as to delete the Nemesis_Engine folder in my overwrite folder and updating and generating it again. This also doesn't help unfortunately. I also noticed CGO's dodge roll doesn't work anymore, with or without DCMO installed. I'll test it on a new game, I don't know if it's possible that I fucked my save up. EDIT: I fixed the CGO dodge not working, I had disabled Crouch Sliding in Nemesis but didn't disable the mod itself in MO2. So it was just me being dumb. Disabling Crouch Sliding didn't fix DMCO not working btw :(

Distar

Hmmmm the teleport not working is very weird. You do press a button when moving right? There are 2 dodges. One for the heavy and one for the light armors. The heavy (3 heavy armors equipment or more) is slower

chaoticzocker

For some really strange reason, if I use stamina cost for the dodge and if I reach zero stamina and if I shoot with a crossbow and press the dodge key to dodge while shooting, it will shoot infinite bolts without reloading :D. Without stamina cost everything works like intended :D. Still a better dodge mod as all other out there :D.

Distar

Ha that's odd but fun. The thing being, the dodge without Stamina actually contains no animation. Which means that the game just won't find an animation file. Supposedly, you'd want something animated for that but well, it's a hella work lol. I'll take care of it but I still haven't finished my sidestep yet lol

C

Hey how's it going? I saw the dodge mod clip on the Arena Nexus page at the bottom where the animations were zizagging for a forward dodge, etc. Is that apart of this mod or are there alternative animations that are being applied? Thanks.

Distar

Yo, the dash is indeed my anim and I'm uploading it today. I still have a to implement the double tap to roll for all directions as I just added it for the forward, for showcase purposes). I'd suggest, link your Patreon to Discord or subscribe to my YT channel to get all the news, as it's been announced there. You can actually see that the new animations (including the dash) have been reworked already and look better than the Nexus gif ^^

Skouzes

You star. 🤝🏾

Anonymous

Bro the animations are so smooth

C

Hey, appreciate the update. What's the difference between "IsFemale() OR NOT IsFemale()" (which will always be true) and having no condition at all? Does it force something in the framework?

Anonymous

Hi, Distar. Does this mod have any conflicts? I have it installed properly and with the patch on Nemesis as well. Nothing happens when I press the dodge Key. Tried on the keyboard and also the controller, everything seems to be installed properly. I do have Tk Dodge for the enemies and even mapped it with a different key so it doesn't have conflicts. Thank you in advance for the help.

Edgardo Morin Jr

Hey Distar! Im using controller but doesnt work, only on keyboard. im not sure why, but would you have an idea?

Distar

Yo, it's just because I didn't know if using an empty condition would actually work so I forced it to always apply lol

Distar

yo, when running Nemesis, do you see the code : mcod appearing in the list ? If you have something like "mod : " with a blank space and no mode code it means Nemesis bugged out and you need to delete its output and run it again

Distar

Aight I got you fam, use my controller config. It's not a good idea imo to use a controller hotkey, instead use a a keyboard hotkey that you map on your controller. I've already premade and packed such configs for you with also a separate button for normal and power attacks https://www.patreon.com/posts/distars-xbox-54642327

chaoticzocker

This man is a legend. Thank you for this great mod. The animations are sooo smooth.

Anonymous

This is what the future looks like)))

Distar

Lmao, this is just a glimpse of what it should have been from the start 😁

Nechigawara

Love that with no direction input, step dodge would go bacl first. Thanks, Distar.

Distar

thought I set it up to go forward lol, but well, glad you like this setup lol

Anonymous

Dear Distar, I found that the sidestep backswing is too long so that I can't dodge and attack the enemy immediately. Do you have any plans to decrease the dodge backswing? Thx! :S

Anonymous

hey awesome stuff, i just downloaded it and am having issues with the install....I downloaded it through nexus, added this file and am seeing no change in game besides for bow drawn movement speed. Anywhere I can be pointed to help with installation?

Distar

Nope, I'm not touching the designs of the present one. I'll maybe increase their quality but not change their design. DMCO has built-in attacks, that I'll implement after finishing thhe 8 directions. And not the tricky attacks like the DAR folders you see where you have to press the buttons at the same time which is annoying af, a real attack, Dark Souls style

Distar

What ? Are you talking about AMMCO perhaps ? Just put it at the very bottom of your LO if that's the case

Anonymous

I am lost. I downloaded it, installed it through nexus. Ran Nemesis and made sure i ticked the mod on the list. Updated and launch the nemesis engine and it does not work ingame. Controller or keyboard.. nothing.

Distar

Aight. When running Nemesis you must have "mod : modcode" It'll happen that the modcode will actually be empty, which means it's an issue with Nemesis. Delete your Nemesis output and run again

Anonymous

Awesome work bro, the step animations are witcher3-like smooth damn!. Just a little suggestion, maybe you can speed up the end part of the animation a little bit to make the after-dodge movements snappy / responsive? As of 0.6 there seems to be a half second lock into standing idle after dodging before we can move again... or is that just on my end?

Distar

Thanks, I don't know what's going on but theee won't be a lock in idle. The dodge state will end whenever the animation ends, as you can see in the showcase on my YT channel

Niels Germann

This looks great, the tudm attack cancel mod was a bit buggy, but this looks way cleaner, thanks. Should it overwrite SkySA in the left pane ? It's overwriting it in my modlist and seems to be working fine I will finally be able to dodge with a proper key, and not crouching when I want to dodge or vice-versa (like how it was with TUDM), well your change (in Arena or SkySA?) to the sprint key for crouching was already better than base tudm (even if I would crouch when trying to sprint without stamina), but this is on another level

Distar

Aight, glad you like it. It doesn't matter if it overwrites or not, Nemesis combines the changes. Neither SkySa nor Arena changed the sprint or crouch key tho lol

Anonymous

Yo @Distar got another question: How can I manually change the invincibility frames in SSEedit? I wanna increase it a little haha.

Distar

Yo, it's embed in the anims lol. I'll extend the I-frames from 0.2 to 0.4s in the next update. Like for DS. I just don't have access to my comp for a few dayq

Nechigawara

I accidenttaly press dodge key while smithing and now I can't move, and I have to alt + F4. WIll there be a check in next version?

Distar

In the next version nope. Especially since I don't know how to do it yet lol. Next version will be the 4 missing directions for the sidestep, then the next will be the attacks, and then finally I'll start working on a proper implementation (as of right now, it's just implemented for me to be able to make quick changes and tests)

Anonymous

Is there a way to use this with a controller? The "V" button works but I dont use keyboard often. I tried mapping to the gamepad but it doesnt work.

Distar

Yo. I do have a post with all these mapped and such and everything is pré mapped and you also get a different button for power attacks https://www.patreon.com/posts/distars-xbox-54642327. Just make sure to download the requirement

Anonymous

It's the best dodge mod I have used, only hope the interval time between double tap can become longer since it's easy to make wrong operation. And it's a little difficult to catch the invincibility frame, when the frame start working?

Anonymous

I agree with this, it's hard for me to force a double tap roll dodge - it works only some of the time. Otherwise, initiating a dodge is super responsive! Additionally, agree with the iframes, I was rolling and still getting hit - maybe an MCM option to adjust iframe length of time? Also, it would be neat to have in the MCM the option to choose to roll always, or step always, or have a hotkey to switch (like TUDM handles that). Additionally, one other suggestion (I hope this isn't too much) but it would be nice if there was a step dodge animation that was a little more simple and didn't travel as far as it's super difficult to utilize in tight spaces (i.e. nordic tomb hallways) I think a really simple duck, step and dodge type maneuver would be really slick. Thanks for the awesome work you've put into this!

Kingofall 92

no controller support? works on my keyboard but I play with a controller only.

Anonymous

Might be preemptive to say, but this is probably one of the best dodge mods I've used yet. It's especially a saving grace since CGO and TK Dodge don't seem to play well with TDM. Thank you for this! One suggestion I have if I can put it forward is that since I'm also using your Xbox Control Scheme where B is the dodge button, I've found myself step dodge mid-conversation since the back/tween menu is also tied to the dodge button. Would it be possible to have disable dodge during conversations, or to only allow dodges during weapon unsheathed similar to how TK Dodge functions?

Kingofall 92

Agreed, I do like this dodge mod however its not working with my controller like how TK dodge does it.

Distar

Oh no no, it's not in the text. You have a vid tutorial. But basically, you just need to click on one of the links I provided ^^

raziell74

I love how this is looking, can't wait to see what a game changer this becomes

Anonymous

You're so unbelievably awesome Distar. Thank you for all your work!

Distar

Thanks. As you know, it's WIP so shouldn't really be used for full playthrough. You can test already tho and it's imo the dodge mechanic you'd expect from an actual game (except there's actually more and I just didn't animate all the attacks yet lol)

Anonymous

Attack Behavior Revamp, Project Impact, True Directional Movement, Dodge Modern Combat Overhaul. Finally we have the combat system I always dreamed of for Skyrim.

Niels Germann

Just tested the 0.6.1 version. I prefer the faster forward dodge, really nice But I find it weird that when you dodge when not moving, you dodge forward instead of backward. Way harder to dodge backward with True Directional movement (when you don't lock the camera) Just my opinion tho Not a huge fan of camera lock (with lots of enemies especially), so I disable TDM when drawn.

Distar

Hmmm yeah I get you. By default in most games it'll dodge backward, I just find it more intuitive if it's forward but I forgot about TDM lol. Will prolly put it back as the backward whenever I update it again. Overall, you can simply replace the "Dodge_InPlaceX.hkx", X being 1 and 2, by the backward. Since rn, it's just the forward one

raziell74

I've been testing the latest 0.6.1 version, and I'm noticing some strange behavior. Every so often the AMR triggers movement from the forward Dodge animation on all animations. So far I've had it trigger for SkySA attacks and the bathing animation from Dirt and Blood. It stops when I dodge again and then try the other animations again. I'll keep testing because right now it seems really random, but I'll see if I can get you exact steps to reproduce.

Anonymous

yeah ive been noticing the same too. i thought it was the animaton pack but it seems to come from this mod.

미도리 병장

I have tested Ur gorgeous mod. It's really good! Motion was perfect. But i have a earnest request. Could you make 'Disable attack cancel option'? Because I want hard game like Dark Soul.

Distar

Thanks, I'll add that when I get into the implementation at the mod. Right now it is just made for very quick tests

raziell74

Would it be possible to add a check for if a menu is open? I've noticed using the "Search" in SkyUI will trigger the dodge and break lock you in place when during crafting

Distar

Yo, the mod is in testing phase so it's implemented for me to be able to check fast, but I can see y'all are already using it in playthrough lol. Ok ok, I'm gonna push the true implementation lol

Nechigawara

Since now tab dodge key without direction key will go forward, will you put and option to allow dodge backward instead? Cause, like i said before, i love it.

Distar

Yo, just replace the dodge InPlace1 with the Backward one. I'm gonna put it back natively in the next update I think tho

Anonymous

Would you consider adding a little extra roll distance? As for now, when the character rolls and touches the ground, it looks a bit like they are rolling in place.

Distar

Yup. It has been removed because I was trying to solve the issue of the character moving forward after the dodge, so I altered the design. But it was not related and I don't have this limitation anymore. I'll rework all the recoveries for the roll since ngl they suck ^^

Anonymous

This is awesome, thanks Distar! So dodging has sound effects, like you can hear your character’s body rolling/hitting the floor? That was what I liked about TK Dodge - Sounds, made it seem like I wasn’t floating!

Anonymous

I play with an xbox controller and i use gamepad++ because of iequip and dmco does not recognize any controller input, any help?

Distar

Yo, do you happen to have contacted me on Discord too ? I think I answered you there. If not the case apologies

Distar

Hey thanks, hopefully more stuff to come. Currently struggling with a design for the directionnal dodges ^^

Anonymous

Hi Distar, for some reason I can only dodge to the front, no side or back dodge. I ran nemesis and have all of the requirements but I still can't get it to work

Distar

That's so odd o_O can we sort it out in the Discord as it'll be super complicated on Patreon

Anonymous

So Distar, is this compatible with gamepads?

Distar

Yup, you can check my config file to make it work with gamepad and steam input. The native support will be added in the next update

Anonymous

Does the mod have a ps4 controller config file? when I started Skyrim I tried to dodge and saw that it wasn't for ps controllers

Distar

Hmmmmmmm...I don't own a PS4 controller. I'll see if I can emulate one with the Xbox controller and publish the files for all

Nenuk07

Hi Distar, glad to be here! I have a question: Is there any way to make the "A" button of the xbox controller be used to dodge? I tried to assign it by using the MCM Menu but it does not seem to work.

Anonymous

Just going to point out that the forward dodge is a baller way to step out from behind a pillar or a tree. If that was the intent of this animation, then mission accomplished.

Distar

Yeah thanks, it was about having a forward dodge that didn't look awkward. Really never been a fan of the "headbutt" style

Remo Sato

So the dodge key in the mcm menu is gone. Where do I change it? I've got MCM helper installed but is there something I'm supposed to do with it?

Handsome Peasant

No idea what I'm doing wrong here. I installed v0.7, merged the hotfix, and have all the appropriate options in MCM, but no matter what settings I use in the Dodge Framework MCM I can't dodge.

Handsome Peasant

I've noticed that when I run Nemesis, during the behavior generation when it gives the list of "Mod Checked 1:" etc. it seems to list this mod as a blank name, and the number of animations doesn't change whether Dodge - Modern Combat Overhaul is checked or not.

Anonymous

Hm, is it just me, or you can't dodge or sidestep at all when in first person? Also FYI, when sidestepping backwards, your right hand weapon will clip through your torso.

Anonymous

Found something a mite annoying. If I use gamepad and bind sprint (which becomes dodge with the MCM option) to the same button that's used to exit menus (for me that's Circle/B) it will do a dodge when exiting the menu.

Anonymous

Was just coming here to report this. I don’t think I ever noticed the issue before with TUDM since L1 becomes sprint and it changes the button layout? Not sure, but it’s especially noticeable when using it with Skyrim Souls which doesn’t pause menus, so you end up dodging to get out of pickpocketing and stuff like that

Anonymous

I noticed this contains the DMCO.esp and DodgeFramework.esl is that intended?

Distar

Yup, it doesn't touch 1st person. I'd have to check for the right hand weapon. I don't really remember that ngl lol, will modify the animation if it indeed does

Distar

Yup, it's on SKSE end. Ersh said he'll correct it. Can't give an ETA tho

Distar

I'm sorry I didn't really understand what is happening ^^' You can bind the dodge button to whatever you want and the long press will become the normal button

Anonymous

No I use dunc's Gamepad++ which has it's own control map

Anonymous

I did have another question though. Loving the beautiful animations, you’re great at what you do! But coming from TUDM, I have noticed the Dodge seems to be less… repeatable or spammy? Still responsive, but there appears to be a delay between dodges. Is this intentional for balance?

Mark Fairchild

Is there a way to stop Dodge from registering the V key?

Anonymous

Dodge framework in the mcm allows you to change it to whatever you like

Distar

Hmmm...can you try adding Auto Switch Input ? It should hopefully work

Distar

As in, you dodge once and it takes more time to dodge once more?

Anonymous

Hi Distar. Just tested the new version: Is your controller configuration not working with this new update? I'm pressing the dodge button (which is my L1- also sprint) and the step dodge doesn't play. And for some reason, the MCM for dodge framework disappeared after this new version, but I do have the esl in my load order. The double-tap for the dodge roll works well... I deleted the nemesis patch as usual... Thank you for the help.

Anonymous

There's no option for me to set the dodge key in the MCM, but it does show up, it just has the stamina and mana cost, it's just not showing up. Using version .8 Uninstalled, deleted output, loaded, saved, Reinstalled, nemesis etc. I use the sprint key to set alternate hotkeys, dealbreaker dude. Is there a way to set it manually?

Anonymous

[Controls] bUseSprintButton = 1 fSprintHoldDuration = 0.25 uDodgeKey = -1

Anonymous

Ehh, enter just posts, sorry. I tried busesprintbutton=0 but it still registers the animation with it. Can I change the udodgekey=1 to but change it to v?

Anonymous

If I am not mistaken the .esl file on this mod have a “dodge framework” on MCM (separated from dodge mod MCM) which you can set your dodge key (version 7). I am using distar controller scheme from Steam which set L1 on my controller for dodging (v on keyboard) and long press L1 to sprint but in the latest version of the mod it stopped working (it requires a mod from nexus that allows you to use keyboard and controller together, on this Patreon you can find the guide at distar controller scheme post). I will go back to version 7, there must be a hortfix soon. Check Distar controller scheme here on Patreon. You need to have Skyrim through steam, tho.

Anonymous

Yeah, gonna have to go back to version 7 for now aswell. No way I can get used to sprint as dodge, 8 years of muscle memory lol...

William Bell

Latest update broke my ability to have this custom mapped to a key. Currently reverting back to 0.6.2.7 until a fix is made. I cant dodge at all with the latest update due to the key bindings being disabled. Also, a "Dodge Framework MCM" does not show up in the mcm menu.

Anonymous

For whatever reason Dodge Framework MCM doesn't show up on version 0.8, as another have reported. I just wanted to add I'm having the same issue.

Distar

Thanks for the report. I just uploaded a new version of the file and will maybe update the controller configs too

Distar

Which button would you like to use instead ? Btw with the new MCM you can set your key to anything with the steam input and set a keyboard key for it. My controller configs have these set for B and LS. You can also use the native Dodge Framework to do it and not have to change your Steam Input

Distar

Yup my bad, I forgot to add the MCM framework script é_é

Anonymous

The option to change the dodge key doesn't show up for me

Anonymous

Same. It's now always my sprint key, rather than the key I had it set on before, and the MCM option is gone.

Anonymous

Do i have to download all version or only the last updated version ?

raziell74

LOVE the new sprint binding. That works really well and it's already readily available on my pinky since that's roughly where it rests. This is shaping up to be absolutely amazing! You're one of my top favorite authors :) thank you for your hard work!

Jake

Having a bit of an odd issue: I'm only getting a backwards dodge, and attacking now pushes me backwards for some odd reason.

Distar

What in tarnation. Could you contact me on the Discord, I've never seen that ever and absolutely can't explain

Erald Kolici

I love the animations, you're making skyrim a lot better. tho i think that the dodge desn't avoid the attacks all the time so is there a way to change the duration of the invincibilty frames?

Distar

Yo, the i-frames is already extended to 0.4s here. The method it uses is, to do it per animation. I'm thinking about another implementation for it but honestly, the anims are 40-50 frames and the i-frames already last for 32 frames :S

Anonymous

downloaded 0.8 and it wont let me dodge i see all prompts in mcm but no animations

Mark Fairchild

I've found that if I press the dodge key while I'm in the enchanting menu, the keyboard completely stops working in-game except for the console. 1) I have dodge mapped to left-shift 2) I create a magic item 3) I press F to rename it 4) I press left-shift to capitalize the first letter 5) The enchanting menu closes, and the keyboard no longer does anything except for opening the console and entering commands in it. The commands don't actually do anything though. Hopefully you can replicate this! Other than this bug, I am enjoying DMCO immensely. It feels as though it was always part of the game.

Distar

Hmmmm....does your Nemesis show that you have DMCO installed ?Like, when you run it, do you see the DMCO code in the list of the mods installed ?

Distar

Hey thanks the report, apologies it's on SKSE side for the implementations. This is ngl....very odd, I'll test whenever I can as I honestly can't explain it at all

Anonymous

Just an proposal for the dodge key: maybe you could implement an option to allow dodge on sneak key, when additional directional input is registered (and sneak without directional input). I think CBO has something like that. The default backwards dodge would not work this way anymore, but we would not need a special steam controller config for it to work on gamepads. EDIT: former sugestion was dumb. but i got a question. Can we get the source files for the dodge framework? I'd like to switch the controlls to sneak key. I am using combat gameplay overhaul and figuered, that the sprint key works pretty well as double tap for one hand - two hand switch. So would it be possible to make the dodge framework key changeable or something? would do it myself, if i'd have the sources =) (for personal use only ofc)

Anonymous

You don't need a steam controller config for gamepad anymore. In v7 innate Gamepad support was added with the Dodge Framework.

Anonymous

the dodge doesn't work, I map the key and nothing happens, I've already listed it on the nemesis engine

Distar

Yo, you've ticked it but is it listed in the output? Sometimes you'll have a "modcode : " It should be "modcode : dmco" or mcod I don't remember exactly If so, delete your Nemesis cache

Flame

I seem to be having an issue with this mod; dodge works, but it only dodges backward. After the first initial dodge, every time you jump and land, it forces a dodge back.

Anonymous

i had this issue too. deleting movement behavior overhaul and regenerating nemesis fixed it for me. idk if you use that mod

Anonymous

DMCO,It`s good!

Anonymous

Would be cool if the forward dive didn't end a couple feet early and have the player rolling in place. Now that I've noticed I can't unsee. Also would feel a little better to have a bit less of a pause at the end of each dodge so you can spam it a little if bad guys are all over you. Just subtle touches. Not bitching just attempting to be constructive.

Distar

Well, it's all related to the AMR bug ^^ Basically, AMR will make you move forward at the end of the animation regazrdless of the motion data. Didn't knew that at the time so I made the roll in place for the recovery. I solved it after by adding a special type of transition, but that also kinda locks your char for maybe 0.2 sec after the animation. Which means that while I can solve the roll (and will do once I'm done with the diagonal sidesteps) to allow for a more spammable dodge requires a fuckton of work and a whole new implementaton system

Anonymous

I'm having a weir issue. When I dodge the animation plays but the pc does not move in any direction.

Anonymous

Thanks for the update Distar! I do have a question tho, piggybacking on a post I made about a month or so ago. When switching from TUDM, I noticed that while there is no lag on the dodging, there is a delay or cooldown between dodges that makes it so that dodges can’t be done back to back as quickly. I assume this is intentional for balance? Is there anyway to speed up that delay or make it so that consecutive dodging is as snappy as TUDM/DS3?

Distar

Yo, it's due to the AMR bug. I had to use a special kind of transitions which I guess are slower. I'm still thinking about the final implementation, as I haven't reached that stage yet. But well, what I have in mind right now would look super good, but also require an almost ridiculous amount of work ^^'

Anonymous

I have an 2 issues. 1) Only one dodge animation plays. 2)Dodge animation happens after sprint jump (I use better Jump). Another Note: I also use ADRI Mods, (ABR & Project Impact) & I have an an Uninstalled Ultimate Dodge Mod but of course Distar dodge overwrite it everywhere & I have UnInstalled it from the MCM.

Distar

Yo. Do you have TDM and JBO ? TDM will cause it to only play the forward animation since your character just rotates. You will get the other direction back if you're locked on. Also the mod has an issue with JBO currently and I don't know how to explain it. Hopefully, it's fixed when I reach the implementation stage

jsr108

Hey there Deestar, this is great stuff. Would you be willing to add something similar to TUDM's stamina cost penalty for wearing heavy armor instead of light armor -preferably configurable, if possible? Would be awesome!

Distar

Yo thanks, the idea behind DMCO is to bring a boost in quality to the dodge animations, ie instead of having slowed down animations, having new animations instead. And the same thing goes for the stamina consumption, I want to let it to the hand of the animator. So basically, the animation consumes the stamina set up in the MCM multiplied by whatever value the animator has set up. I'm only making the placeholder animations so you have your base moveset and then when it'll go public the other animators will add whatever they want on top. It's also possible to just tweak the current animations tho so they could be slower and with higher consumption

Anonymous

Hey Distar, just joined your patreon! This mod looks great, unfortunately, I can't get it to work after rebuilding nemesis and even clearing the nemesis files for a clean rebuild. Are there any suggestions/incompatibilities you can list, thanks!

Distar

Hello there. I don't think there are any incompatibilities. Can you see DMCO in the list of the output ? You know Nemesis shows something like "modcode : mcod" If it's just "modcode : " it means it's fucked and you need to clear the Nemesis cache again. you've already done it it seems, so if it doesn't correct it contact me on Discord and we'll sort it out

Anonymous

Great mod! Found a bug btw, I found that I trigger a dodge while pressing "space" (my dodge key) while I'm renaming stuff I'm enchanting. Somehow this seems to softlock me. quicksave before enchanting for the meantime!

Distar

Yeah it's on SKSE side unfortunately :S It'll be solved but because I can't SKSE I can't give an ETA lol

Anonymous

Hey Distar, the mod doesn't seem to work, i tried setting the dodge key to SPACE in the Dodge framework, however, it isn't dodging. i have double checked my keybinds, load order and nemesis. The DMCO spell isn't working as well. using the latest version of all required mods as well. Please advise

Anonymous

I came here to request the version of iFrame and you've already done it! For the love of Talos thxomuch @w@

Anonymous

Ahhh, looks like you were able to address the delay! Looking forward to trying ‘er out! Thnx for working your magic homie!

raziell74

The latest changes in 0.9.1 work like a charm! With this update it feels like I can officially pull TUDM from my load order. I was running both in tandem for testing/comparison purposes and with the IFrame framework addition DMCO is officially superior to all other dodge mods out there. Thank you so much for your dedication and hardwork!

Anonymous

is there a way for me to bind mouse buttons to dmco cause i want to use mb5 to dodge but it wont let me in the mcm

Distar

Hmmm, I don't think SKSE can recognize these types of keybinds. It's not an issue with the mod I guess but with skse itself. You'd prolly want to map the button to another one you can use with an external software

Distar

Hmmmm, I think it's the classic Nemesis issue. If you generate Nemesis and check the output you should see "mod installed : mcod". If you see "mod installed : " it means Nemesis has an issue. Delete the Nemesis output and regenerate again. Apologies for the delay btw

Anonymous

had to disable Iframe Generator because it kept making my ai passive for some reason so i re-added CGO for the Iframe and made DMCO take priority so i can have that dodge mod

Distar

What in tarnation. I don't really see at all why it would do something like that hmmm...Probably better to report on the iFrame generator modpage

Anonymous

je t'aime

Anonymous

stupid question here, is there a way to configure this mod via a mcm menu? I ask because no new mcm menu gets registered for me

Distar

Hmmmm that's indeed very odd. There should be two, the Dodge Framework and the DMCO MCM actuallly. Maybe try to disable, enable and restart again. It's very odd that the two don't work at once. Also, are the esp and esl enabled ?

Anonymous

Hi, new here so I'm sorry if this has been answered already. I saw in the notes you removed the teleportation? Is there any intention to bring that back or do you know of any alternative that would pair well?

Distar

Yo. Well, it didn't really look very good and had issues with HDT lol. If I can find a way to do it properly I'll likely make a moveset for it since it's actually quite easy lol

Anonymous

I think I did something wrong, Mod works but I only dodge in place.

Anonymous

This mod is great, but I wanted to do dodge in first person view as well, so I am using it with TK Dodge RE. I'll describe how to use TK Dodge RE in first person view while using this mod in third person view. 1) Install each mod until just before you use Nemesis. 2) Delete all files from the meshes folders of TK Dodge and TK Dodge RE except for the Meshes\Actors\Character\_1stperson folder. 3) Delete all but the Nemesis_Engine\mod\tkuc\_1stperson folder from the Nemesis_Engine folder in TK Dodge RE. 4) Use Nemesis. Now TK Dodge will only work in first person view and DMCO can be used with it. Distar may eventually start working on the first person view, but if you can't wait, give it a try.

Distar

Hey thanks for the instructions. NGL, I prolly won't ever do first person for anything ^^

Anonymous

Wait so I need to download Skyrim Platform myself and go through the process of installing it? Or is everything I need already packaged with 9.2.7?

Anonymous

Hey Distar, first want to say thanks for the great, responsive mod :) I noticed in the latest version that a debug message "Dodge" appears after dodging multiple times https://i.imgur.com/0MQIMb0.png

hargas

every time i see theres an update for this mod i read, "Doge - Modern Combat Overhaul" idk why

Nechigawara

From my test, I can use lastest version without Skyrim Platform. But ask here just in case. Will there be a problem without it? Skyrim Platform lag my current set up so much it's unplayable. And I don't use stamina/Magicka function anyway.

vai1lyn

@Nechigawara I've looked into the source code, and it looks like Skyrim Platform is also used to block the dodge from playing while crafting. So, if you don't use it, you'll still dodge when pressing the dodge key inside a crafting menu. All other things should work. The only other files different from v0.9.1 are the animation files themselves. Since the DLL and ESPs are the same, it shouldn't break anything that was previously working if you don't use Skyrim Platform.

Nechigawara

I found someone suggest to install Skyrim Platform directly, not in MO2. I decided to try that and somehow, aside from ECE longer loading on character creation, there is no lag in the real game play now. So I don't have a problem about it now. About furniture check, does that mean, preventing player from dodging while sitting, right? My character seem to still doing that even with Skyrim Platform.

Anonymous

Sorry if this had already been answered. After instaling this mod NPCs stopped dodging. I use ultimate combat. Is DMCO compitible with it or I should find some other way to make NPCs dodge? Thanks!

Sir

You are a mad lad pumping out updates to the animations like it was nothing. This is the best dodge mod out there, fantastic job!

Anonymous

Thanks for the update! Can v0.9.3 be used with Skyrim SE? Or is it for AE?

Anonymous

Hi - I'm pretty new to the whole modding community and i am afraid i don't know how to install your mod using Vortex? Hell I don't even know how to install Skyrim Platform, even less how to get your mod up and running. Is there any walkthrough or tutorial you've done in the past to get this going??

Anonymous

Thanks for the info on how to do it with Skyrim Platform. Where should the v.09.3 folder go? Into the skyrim platform folder or the same, SSE Data Folder?? Sorry for all the questions - just wanna make sure i am doing this right

Anonymous

The animations, especially the step dodges, are absolutely beautiful. A few thoughts: 1) Stamina check doesn't seem to work; I can dodge with zero stamina. 2) Stamina consumption doesn't happen for rolls, only for step dodges. 3) It would be great if rolls had a larger iframe window at the cost of higher stamina. 4) Do NPCs dodge? That will be one feature I miss from TUDM. 5) Thanks for all your incredible work!

Anonymous

Nemesis isnt detectin dmco, wont even give me an option to tick it

Ardell Manning

Hey can you please kinda break down to me step by step how to get this mod working. I've been trying for about 3 hours now lol I know that probably sounds pathetic but how you think I feel 😖 I use an Xbox one controller I'm useing TDM JBO SKYSA DAR AMR I downloaded Hanks gamepad fixes and enabled it in mod organizer 2 I downloaded iframe and enabled it in mod organizer 2 I downloaded Skyrim platform and extracted the three folders into my SSE data folder Then I download DMCO and enabled it in mod organizer 2 I watched the video on how to set up the controller but he kind of lost me because it doesn't tell you how to do the dodges he starts talking about blocks and attacks. 🤔 Sorry maybe I'm one of the few who are confused but all of my other mods in my loaded or working properly. It's just this one I'm having trouble with. Could you please walk me through this step by step. Thank you Like step 1 Step 2 Step 3 Etc.... I'd really appreciate it a lot. Thank you

Ardell Manning

When I go in game and click the sprint button to dodge he just Sprint. Even if I hold it or double tap it

Anonymous

Hey there, love the dodge animations so far. But for some reason I get stuck for a little bit after dodging. Any idea why this could happen?

Anonymous

Hi, Is there, or will there be, first person included? It’s the only thing preventing me from adding this to my load order full time rn

Ardell Manning

Sorry for the late response Distar Yes I do have the Dodge mod selected when I run Nemesis and in-game the MCM menu does up here. Both Dodge – MCO And Dodge framework

Ardell Manning

Okay so I'm not sure I'm understanding. When I ran nemesis I did tic/enabled your Dodge mod. I haven't checked the output folder after running nemesis, however the MCM menus do appear in game Should I check the output folder For modcode or mcod?

Ardell Manning

Also just to mention when they run Nemesis I leave the phone is in the overwrite folder. I was creating my own output folder and dragging and dropping her Nemesis files from the overwrite folder to the output folder after running nemesis. Cuz for some reason after running Nemesis about 3 times it stopped creating files in my overwrite folder even if i changed an animation mod. So I stopped creating an output motor and just started leaving it in the overwrite folder, also My animation seem to run better that way

Ardell Manning

I checked the Nemesis output booger and I do not see a modcode or mcod anywhere

Ardell Manning

Okay I did that and it does seem to be working fine now. Thanks Is there any way to change the animation? I don't think I really want to because I like the animations but just wondering if I could if I did want to

Anonymous

Hey Distar, everything is working great except for the iframes? i have iframe generator installed but it just isnt working. is there something else i have to do to enable it?

Anonymous

sorry for the late reply Distar, I tried with TK dodge and it seems to have the same problem, still taking damage while i roll

CKnight4

Hi Distar, I cannot get Skyrim Platform to work with MO2. It crashes the game before bethesda logo even if I drop it directly into the Skyrim game folder. Is it a hard requirement for using your dodge mod?

Tommy

hey awesome mod i have a question, if i want to dodge backward with a sidestep my character always do a 180 rotation to dodge backward is their a fix for it? and is it possible to dodge right and left? thx

Steven

You may have answered this earlier and I’m just being dumb but do you plan on implementing/allowing dodge variety based on skills like how jump behavior overhaul does? Thanks much love.

Raided

This doesn't work on AE yet, right?

Anonymous

Why isn't it possible to dodge during not large stagger? PC can run in that time but can't dodge.

Infinity

I have all the requirements and it shows in the mcm but doesnt dodge or do anything

Anonymous

Hello, i am trying every single version since the last one, and i cant get dodge framework to appear in MCM menu. I use MCM Helper, and have Nemesis checked with ur mod.

Infinity

I updated to ae then downgraded it all back to se

Infinity

Yea there bot activated i use them with other mods aswell

Infinity

Ill try a previous version and see if it worka

Infinity

Yea everything shows like the mcm dodge framework and dmco it even shows the "dodge" prompt on the screen but it doesnt dodge or do anything

Infinity

finally figured it out twas my bad, I guess my version of the USSEP was the problem, fantastic dodge mod btw

Anonymous

Do you have any plans to make the dodge mod work for first-person? This is amazing for melee builds but sometimes for magic/archer builds it's nice to go into the first person.

Anonymous

By far one of my favorite dodge mods, thank you for this. Some minor issues I've had on my end I hope can be looked at: - Accidental forward step dodge after roll dodge. Pressing the dodge key 3+ times rapidly may cause a misstep after rolling away. I panic tap the dodge button during combat sometimes and have lost a couple of encounters due to unexpected movement. - I'm not sure if this is just with my setup (I'm suspecting Jump Behavior Overhaul), but after taking fall damage from a non-lethal height, character may step dodge in any direction (in my case off the cliff).

Anonymous

Just switched from tk, great mod! any possibility of adding more MCM options, one feature i miss from tk is that when my weapons are sheathed i cant dodge, I use a controller and my dodge button is usually mapped to the activate button so would be helpful when looting or sleeping. also an option to remove the button you mapped the dodge key to would also be helpful as i switched from sprint button to a button and i cant switch back, unless im missing something.

Anonymous

How do i activate it? i have the two dodge tabs working on MCM, and all the requirements for the mod, skyrim SE version 1.5.97 and USSEP version 4.2.5b, but nothing happens when i try to dodge, i've asigned as the Dodge key the Alt key, and the controls of skyrim are all the default ones, what i am missing?

Anonymous

Hi Distar! Mod works great outside one scenario, I tried to pair it with CGO stripped (its just a baked version that only has the leaning and camera wobble) and all dodges turn into backward dodges, load order and patch changes dont seem to fix, im assuming its baked into how the mod detects direction and the CGO lean messing with that, is there any way to make these two play nice?

MayzyDayz

Just wondering, do you have any plans to implement first person dodging? I prefer playing in first person, but this is by far the best dodge mod.

Anonymous

What is the best skyrim version to run this mod? :)

Anonymous

Hey, awesome mod, thanks for the hard work. I have a quick question, I can't seem to get the stamina requirements to work in the latest release. I have the base cost set to 30 in MCM. Edit: The step dodge costs stamina but the rolls do not.

Anonymous

hi, i tried your mod, it's really great, but i found it seems like it's not compatible with the 360 ​​movement behavior, i can only enable one of the high priority mods, am i missing something?thank yours help

Ardell Manning

how do i get this mod to work with crouch sliding ? https://www.nexusmods.com/skyrimspecialedition/mods/39157 https://www.nexusmods.com/skyrimspecialedition/mods/46828

DIGIT4LB4TH

great mod man, really cool! I got the mcms (Dodge Framework and DCO) to show up, I can dodge in game but only with rolls unfortunately. How do I switch to stepdodges (the animations shown in your last YT showcase from version 0.9)?

DIGIT4LB4TH

Figured it out my bad, sorry. I had the latest version installed but set the dodge hotkey to shift without unticking "use sprint to dodge". Don't know why but that made the "roll only" animation. Working fine now and looks dope man!

Anonymous

Hey man! Fantastic mod. I am having a slight problem though: I can't seem to get any of the side and diagonal dodges/step dodges to work. I can only do the forward roll/step dodge. Not sure as to why, but maybe it's an issue with the input direction not being registered? Any help is appreciated. Thanks!

Katu Matson

Thank you for this awesome mod! I love the weight of the current dodge movements, you've done a really good job on them. However, on one of my characters I have a very dynamic/gymnastic moveset installed - is there any way for me to replace the dodge with an existing animation, or is that not possible at this time?

Anonymous

The best dodge mod

Distar

AMR isn't on AE. As long as it isn't there won't be any AE version of any of my mods. It's just too important. Even SkySa needs AMR

Anonymous

Hey question how do I bind my dodge key?

Firebeard

Is there a way to edit how long you are invincible during a dodge? Ive seen it in MCM's and .ini files for other dodge mods but I've searched in the CK and SSEedit and there was nothing I could find for ini files or anything in MCM either.

Distar

Yup, it's inside the animation atm. I'll make two branches and put the MCM for the MCO version. The DXP verson will keep using annos ^^

Anonymous

Hi, I'm having issues getting this to work - sorry I know you get a lot of questions. Is a seperate dodge mod required? Like TK or TUDM? I've loaded DMCO on its own, with TK and TUDM respectively and none of them seem to play your animations. I've loaded all of them through Nemesis each time, with each mod paired with yours, or just DMCO on its own. Yet nothing. Most recently I've tried TUDM with DMCO, and when I dodge I'm stuck in the dodge animation. I do not have Skyrim Platform installed, as I'm in 1.6 AE build. Any ideas? Thanks. Edit: Also, the only options in the MCM menu are for altering the stamina and magicka cost. Is there a certain load order these need to be in? Both are active.

Anonymous

I am having issues getting this to work. For some reason it doesn't work for me at all. I'm not on the AE version. I have all the requirements installed and still nothing. I even checked it on nemesis.

Distar

Hmmm does it appear in the Nemesis output. Do you see the "modcode : dmco"?

Flame

i also seem to be having issues, Ive got the mod all installed with nemesis, the mcms show up but when i press my dodge keybind nothing happens.

Anonymous

Could we get the teleport back?

Anonymous

same problemo

Distar

Not yet but it'll be much much better. There's a mod being made currently that'll totally change the game. Teleport will be back and in a proper way ^^

Anonymous

Hello. I am having the same problem some other people are having. Just to clarify in my case here. I am not on anniversary edition. I do not see mod installed: dmco in nemesis. I have a few mods and I only see two those being xpmse and immersiveanimatedlooting. I am not understanding what you mean by "output folder". can you tell me where the output folder should be? I am not sure what I should be clearing here. some other things to note. I installed nemesis with vortex. I do have all the other needed mods(dar, amr etc)

Distar

Yo. If you don't see the "modcode : DMCO" it's the same issue. YOu need to clear Nemesis and rerun again The output folder depends on your Mod Manager. I use MO2 and you can tell it to create the files in a specific folder so you can easily remove it. I have no experience with Vortex and how it works tho. If it creates directly in your game golder, go into your Data/Nemesis_Engine and delete the cache folder. Then run again

Anonymous

Is it possible to use a similar function as TUDM with Sneak button being the dodge key? For controller purposes of course.

Distar

Hmmmmm...there are ways to workaround that by using Steam Input instead of the DMCO built-in config

Anonymous

Hey Distar, love your work! Any idea or estimate when iFrame generator will be updated?

Anonymous

Just curious, there is no way its gonna work on LE i assume, is there any alternatives for the old version of the game?

Nicholas Frees

Love the mod, any plans for a patch for skyrim souls (using gamepad in menus dodges on close)? From their page (just in case it is helpful): Information for modders: This mod will change the papyrus function Utility.IsInMenuMode(). It will return true if an unpaused menu is open. However, Utility.wait() will no longer be usable to detect if a menu is open. If you used Utility.wait() for detecting menus, here is a recommended way to do it in order to be compatible with this mod: While (Utility.IsInMenuMode()) Utility.Wait(0.1) EndWhile

Nicholas Frees

Np. When using a gamepad and setting the dodge button to circle (playstation controller on pc), closing any menus causes a dodge when using skyrim souls. I saw the mod author for skyrim souls added a section about how to handle this. https://www.nexusmods.com/skyrimspecialedition/mods/27859 Was just wondering if it was a feasible update for dmco.

Nicholas Frees

Yeah, the mod author mentions that they had to do something with the way it tests for being in a menu. They mention a workaround in the description. Not sure if it would work with dmco

Nicholas Frees

Ahh, can't win em all. Thanks anyway.