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isADRI
isADRI

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Attack Behavior Revamp 5.5 is here!!!

the new 5.5 version is now available!
all features described in this post: https://www.patreon.com/posts/preview-for-5-5-51436065

what's next for ABR? 

 after this update, the next plans for this mod(6.0) will be fully integrateing the Animation Motion Revolution plugin, as well as synergy with both Combat Gameplay Overhaul and Character Behaviors Enhanced. So we can have mounted Casting and underwater combat, apart from this, more features including fleshed out counter combos and sprint attacks will also be considered. We will only continue to make this better and better

installation instructions similar to previous versions

1. Install Nemesis

2. Install Dynamic animation replacer

3.Install this mod

4. Patch in Nemesis

steps for CGO users

1. Install Nemesis

2. Install Dynamic animation replacer

3.Install CGO

4.Inside CGO's Nemes_engine - mod - dscgo; delete 1hm_behavior

3.Install this mod

4. Patch in Nemesis

This version works with or without CGO, and whichever modlist you set up, tick the attackbehavior revamp patch in Nemesis. Enjoy

Attack Behavior Revamp 5.5 is here!!!

Comments

oh god, i only saw this comment

The issue doesn't happen because it's 60 frames but because there is supposed to be a hard transition that i have to add which I failed to do, but transitions are tricky, i have to make 3 for example if i want it to proceed to idle, another attack or a block, also with those 3.i have to make another if i want it when I'm done, in the middle or cancel the process, So right now the issue is because i left a transition out, but i will try to solve this issue the soonest, thanks for the patience

ADRI

Hi, joined today and love the mod so far. I also encountered problems that Grundlage talked about. My character also freezes occasionally. Forcing character to play other animation (like sheathing weapon, doing dodge roll) unstucks the character. Now, I am using this mod with Enderal, but I am not sure that this might be the issue. Maybe there is some problems with animations when framerate goes above 60? I remember MGO had that issue where character will be stuck in tpose when framerate went to high. Edit: Well, I can confirm that this occurs with every weapon. I don't have other animation mods except CGO and TK Hitstop. Also made sure that I followed your install instructions to the letter. Seems like this issue also occurred with 5.2 as I saw some comments over at nexus about that problem, but the author of that comment was able to produce it reliably, while I cannot. Edit 2: I can confirm that characters (PC and NPCs) get stuck after power attacks.

this is useful bits of info, definitely it wont freeze based on just ABR alone, but also, since with the new 5.5, NPC behaviors are separate from the PC, so they have their own unique patterns. without anything else conflicting that definitely wont have problems. Though, NPCs training is quite a scripted event, similar to quest stages/cutscenes . Right now I don't know what quest or script triggers NPCs to use certain attacks when training but it's definitely something to look at.

ADRI

Using the standalone 5.5 ABR is making NPCs freeze in combat and when "fighting" target dummies, at least in my install. I added several mods to my install yesterday, and after doing so every combat situation I ran across had at least one frozen NPC. Durak and Agmaer at Ft Dawnguard also freeze in the middle of crossbow target practice. I tried disabling each new modded I added one by one, and disabling ABR was the only thing that made the freezing NPCs unfreeze. I suspect it's not necessarily ABR itself doing this, but ABR in conjunction with other stuff I was running. Here's my modwatch if anyone is curious to try to figure it out: https://modwat.ch/u/Grundlage

Im good i think it was another mod

Lusir30

I liked the update so far but there's some issues for one handed animation. After player or NPC used power attack for 1h animation the character freezes not T pose but freeze and legit cannot move.

Hao Yang Cheong

Emptying deleting the nemesis engine output? You mean update and launch?

Lusir30

Did you update directly without emptying deleting the Nemesis_engine output? Or use it without cgo and did not switch to non cgo jump behavior and movement behavior overhaul?

ADRI

5.5 is crashing my game!

Lusir30

all the features in CBE that wasn't adapted yet is my goal, For the implementation, it may go either full compatibility for full on feature integration, I'm checking at what is better to do and has less issues overall and going for it once it becomes fully stable and compatible

ADRI

Joined your Patreon to access this update, really love your mod!

Ashles

Looks terrific! So can we use 5.5 with CBE as well like we could with previous versions or is that a future integration?

there are certain events that do thesame thing as well regarding, the stuck in place scenario, right now I don't know if its on how I made the events in each animation or a compatibility but it's something I'm trying to identify through trial and error, regarding animation quality, to be honest that hasn't been my focus for some time because the behavior manipulation to change input and attack features have been my focus and since the AMR plugin was released, BUT it is only a matter of time until those publishers who solely focus on animations, will convert there animations to adapt to the plugin. meaning use any animation you want in the future; though this doesn't mean I will ignore animation quality, Will definitely improve on that once I successfully implement my other behavior projects, though, even then you can swap any animation you want once animations based on the AMR plugin are being published. A lot of things to look forward to with all these new tools!

ADRI

Keep up the good work my friend. Couple of things i would like to recommend if you dont mind After power attack my character sometimes get stuck in place until i move (might be a incompatibility issue somewhere on my end) Tried with both cgo and non-cgo. Also i wish you focused more on weapon animations. Sword and Greatsword animations looks good but Warhammer, Mace or dagger animations still doesnt look smooth like JH Combat Animations for example.

I think there are alternatives to MCM, in which you could rebind the key via ini files. I know a mod that does this. Its a recent mini-map mod; in which, lets you rebind the toggle-able hotkey for the mini-map to preview, and you can change the scan key code via ini file.

Mtaddict

Right now i don't actually know how to script an mcm, I've been self studying for along time but it's definitely one of my weaknesses, an mcm with bindable keys is my goal though, and im studying it while making the projects as well

ADRI

It's toggleable with the right alt key 🙂, you can toggle between that and vanilla attacks any time

ADRI

Hey ADRI thanks for the update, I can't do the bannerlord precisions/charged attacks anymore, I have maxsu's plugin, am I not doing something right?

Mtaddict

Just a little tip, for the feint to block enable "combat behavior improved" in nemesis if feints doesn't work

ADRI

The new staff behavior combat is standalone and is independent of this mod, It's not with ABR 5.5, and is still in the works which is almost done though

ADRI

how can I use alter staff attack behavior?


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