This mod supersedes telegraphed creatures 1 or 1.1, since the previous mod wasn't a nemesis patch, therefore has a lot of incompatibilities and sometimes do weird behaviors to some creatures like bears or wolves.
This mod has none of that since it's now converted to a nemesis patch, and all you need is Nicknack's Ultimate Combat & Creature Compatibility patch for this: https://www.nexusmods.com/skyrimspecialedition/mods/45966
This mod's Name in the behavior is "Creature Impact" the mod code is "toss"
So this mod changes the speed of creatures so that they're not unplayable and adds a stagger set for each, I know what some of the ideas are.. "we need custom animations" and whatnot. It's not like I spend time editing behaviors and animating and am too bonehead to be aware of what's good for the game, But right now, that's not really doable at this point.
So why does nemesis "not have creature support"?? We must remember that nemesis patches or the mods that behavior modders make are automatically detected by the patcher, the updater updates all animation, events to register before each patch's edits are analyzed. This means before we can get to patching, Each behavior instance of every actor type in the game must have the complete original behavior instance converted so nemesis can use them as the reference for when registering the edits. Meaning Shiki, the nemesis dev has to make all those patches for creatures, it's so easy to say "patch for creatures" like it's one thing, but literally every creature in the game have their own behavior, so we're talking 30+
This goes for custom animations as well, also, with custom animations, Creature rigs are still to be available, and also, even as we have rigs, we can't really change or add our own naming system for their attacks, or make our own attack system a la skysa/abr; why? because Creatures call on separate events/specific events to use different attack types,
For example, NPCs have 3 basic attack types, regular, power, dual attacks, power only gets more events since there are 4 directions + static, we only need to call 3 types of behaviors,
for creatures, like bear for example, in order to do attack 2, there is a specific event it calls so it can do it, unlike humans, that can transition the regular attack event to a 2nd state, that bear calls regular attack event 1 and then regular attack event 2 event
so what does this mean? If anyone tries to create a system in the behavior like with abr or skysa, the base code for these creatures, their frequency to call events is built for a very limited system, that when we omit certain events, they don't do anything at all, meaning, they will attack less and they might T-pose because their AI that determines which events to use at what point is called but it's not processed in their graph instance,
This means, for use to make creature animations, we can take advantage of AMR stuff, but we need to follow the same system bethesda has made so for example werewolves, if we want their combat/attack types to change, we have to edits ALL their 49 basic attack animations.
Anyways, that's that for discussing the creature behavior and animation limitations, tho this isn't to say that no progress will be made for them, like I keep saying, creature rigs are being made and some awesome animators are even making them for blender. So this behavior edit will definitely adapt to those improvements,
the creatures this New edits touches are
-bear
-chaurus
-draugr
-sabrecat
-dwarven sphere
-spriggan
-steam centurion
-troll
-werewolf
This does overwrite flinching, so that mod is no longer required for this, again
you'll need:
OHAF: https://www.nexusmods.com/skyrimspecialedition/mods/42574?tab=files
creature nemesis support: https://www.nexusmods.com/skyrimspecialedition/mods/45966
Again this doesn't need flinching, you can use this as a substitute, they will conflict and the reactions might not show if you use them together
however you can try to combine these two, as long as you delete the behavior types you don't need, for example you want to use this mod's reactions for spriggan's instead of flinching's edits, so you go to flinching/nemesis_engine/mod/flinch/..... then delete "sprigganbehavior" so Nemesis will use mine instead of that mod's edits. Same goes if you want flinch edits over mine,
Again, This mod's Name in the behavior is "Creature Impact" the mod code is "toss" so go to Creature Behavior Edits/Nemesis_engine/mod/toss if you want changes or if you want to delete certain files
That's that for creatures. This does support custom creatures that use vanilla creature rigs as well, Happy Modding!
Kenbo69
2022-02-27 04:26:11 +0000 UTCNikou101
2021-12-03 04:20:56 +0000 UTCRavenBlack
2021-11-27 14:03:25 +0000 UTCSuzanoSho
2021-11-21 20:32:19 +0000 UTCRarufu
2021-11-21 06:08:15 +0000 UTCAustio
2021-11-19 23:31:10 +0000 UTCAustio
2021-11-19 23:31:00 +0000 UTCSir
2021-11-19 13:18:36 +0000 UTCADRI
2021-11-19 10:20:41 +0000 UTCBraaf
2021-11-19 10:10:15 +0000 UTC