Dodge - Modern Combat Overhaul (Patreon)
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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