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Attack Behavior Revamp 5.7.7 and Project Impact 1.0 DAR Based Reaction System

*CHECK THE GUIDES FOR INSTALLATION INSTRUCTIONS, THERE IS ALSO A FAQ DOCUMENT SHOULD YOU ENCOUNTER ISSUES, I HIGHLY RECOMMEND READING AND DOING EVERYTHING STATED FIRST BEFORE ESCALATING THE ISSUE*  THANKS!


Hi everyone! 

So finally i can say it's in a direction where i am pleased with it and share it to Everyone! 

i know there were requests of a suicide version but it isn't stable just yet, though  what 5.7.7 has right now is that aggression system is more structured and better, there are currently 3 phases of NPC agression with the last phase where hp is low has enemies getting more aggressive with faster barrages and more direct combos

the aggression system is also different per enemy, what this means is that high level enemy has triggers a higher aggression on higher hp rather than low level scrubs who get easily complacent!

also i haven't ignored the reports, i just didn't have the time to respond with all these features i really wanted to make but i worked on some of them, especially for non CGO users and the left hand bugging out on 2h weapons, they're now fixed as confirmed by testers! There will be no need for  nemesis PCEA anymore for this

and here's what many have been waiting for, which is the DAR based reaction system! it's finally here, so what i wanted to focus on for now was good game design and combat design, i didn't want to make it too op but also, i didn't want it to not have any impact in game. the reaction system as promised will vary per enemy level. And depending on their levels, the gravity of the impact will depend on how much HP they have, 

may be I'm getting old, or may be my imagination is dying, but i'm tired with combat being monotonous for the whole fight, I love combat sports, I love pro-wrestling too, i love it when a fight tells a story and not just a means to an end

you can steamroll your way through scrubs or those not skilled enough in either 1 or 2 handed skills, i tied it to the 1/2h skill instead of the armor because it was easier to balance other enemies  such as mages and archers, now they wont persist to cast or shoot when you close them down,

but this changes once you fight some bandit chief with a warhammer, now the guy doesnt flinch easily so you need to poke him first with charged attacks, arrows or anything before you get to maul him like you did the rest

Anyways that's all for 1.0 but I can say that i don't have plans to stop there, there's still many features I want to implement,  there's huge potential with stances, magic, specific enemies and whatnot, though the resources we have right now don't have certain features to support what i want to implement, It may take me a bit to find some solutions

Anyways thanks again! And happy modding!

Attack Behavior Revamp 5.7.7 and Project Impact 1.0 DAR Based Reaction System

Comments

Imm having an issue with the animation. I’ve properly replaced the animations in the sword folder, but when I attack, the character will swing but not move forward. Can some one help me out or explain to me why its happening? I’ve tried JH animation pack and Eskyrims normal sword combo and I still swing in place.

Ever find a solution to this? It's driving me crazy , it still happens with nothing but absolutely required mods.

Bro...what if the player characters got staggered when hit too ..idk if thats the correct term...but some form of interuption..also is flinch compatible..looks like u got ur own system goin on...but yea lookin gud bro

Ryan Pennington

Please help I got a weird slow attacking animation while moving forward or side move but if I stand still and attack the animation are working as it should be.

I'm order for this mod to work, you must disable killmoves. Best way to do it is using a mod.

SuzanoSho

adri, hello! Purely a matter of curiosity: Do you have behavior data for the Left hand, which is compatible with skysa?)

This is an amazing and fun mod for Skyrim! My only concern is some of the weapons attack speed, for example; Pikes, are very fast and the moveset launches me from a distance. Is there a possible tool for me to use in as to where I can adjust this issue? Thanks.

Serginio Leveque

Project Impact is such a good mod once you turn off melee kill cams but sadly it would be better if the player can also get the staggers when npc's hit you

Encountering some issues. When I do a sprinting forward/power attack it does part of the animation and either during it or at the end it stops and does a default animation. After it does this my character also always takes one random step forward. Any assistance? I did delete the nemesis engine folder and rebuild and prioritise these mods. I am not using CGO but have MBO (not nemesis patched but instead folders deleted etc), Ult Combat, Wildcat, DAR, AMR, Inquisitor, Thu'um (dedicated) and TUDM. No project impact or Inpa. Actually, this random step forward often happens when I do one or two normal swings, is that intentional then because it's expecting another swing and it's part of the attack commitment feature? Also, my character swings are seriously quick, is it meant to be this way? Finding it hard to get used to.

They make a great combo :)

Hello! Great mod! One question please.. Is ABR plus project impact compatible with true directional movement? And with vigor? Thank you

Phil90

This mod update definitely turned Vigilant into the Souls-like experience it should have been from the very beginning! Thank you ADRI for giving me more challenging bosses! Praise the Sun and keep up the good work!

these are some great animation, definitely like the project hit animation. is it possible to remove the one handed animation as I am using the Yamato animation and would like to keep that animation? Another thing I notice, not sure which mod is triggering it but the NPC doesnt die, I can just keep spamming killmove lol

Kingofall 92

the pike animations are very fast how do you fix this

Does Project Impact conflicts with death animations provided in the Underdog Animations? I have Project Impact downloaded but I’m not seeing the death animations in Impact. Perhaps I have to increase the DAR folder number higher in Project Impact?

I am having the same issue. My guess is that this is a bug because I reinstalled it several times and its always the same. I am not sure if ADRI is aware of this issue or maybe it is not easy to fix. But we are definitely not alone. There are many comments about this issue.

Alexander Jackzentis

Hi I have small problem. I'm not sure if its because I installed the mod wrong, but for some reason when ever I have a weapon equipped in my right hand and spell in my left hand, my character grips the weapon in a weird position. Is their a fix for this?

Mysticeforce101

project impact is not compatible with killcam atm, use VIOLENS to disable melee killcam but bow and magic kill cam still works well with it :)

Serados

Hi, when I'm using Project Impact with ABR, attacking with the right hand to a low-health enemy will trigger a killcam, but then the enemy won't die. I can trigger the killcam over and over and they still won't die. I've installed DAR, Nemesis, Animation Motion Revolution, On Hit Framework, deleted all my Nemesis patch files, run the Nemesis tool, updated the engine, ticked DARReactions and AttackBehaviorRevamped checkboxes, and launched the tool. Do you know what could be wrong or anything I'm missing?

Adrilz

The mod loaded successfully, so installation worked! However, I can't trigger the animation where the enemy holds the arrow I shot into him. Since I have a highly modded setup, this may be a conflict. Could you please tell me when that animation should play, so that I can debug it better? Thanks :D For reference: I mean the animation at 0:15 in the following video: https://www.youtube.com/watch?v=0GiJlovmNWU

vai1lyn

if it shows a black entry, you have to erase everything inside the nemesis_engine folder EXCEPT the mod folder. Then download a new copy of nemesis engine and paste the content of the nemesis_engine folder (EXCEPT the mod folder to avoid overwriting) of the new copy to your game directory. Rerun the patch and you're good to go :)

Serados

I have the same issue with Inquisitor 3.0: it shows up in the checklist, but when generating the behavior files, it only shows a blank entry and nothing changes in the file.

vai1lyn

I can’t seem to install Project Impact with my mod manager, it throws a “There was a problem with your install” error. Tried removing the .pdfs and changing the folder structure so the first folder is labeled “Data”. Does anyone else have this issue?

I seem to have an issue with Nemesis and Project Impact (long playthrough): I moved all files to the correct folders, and I updated the Nemesis engine. Now, the mod shows up in the check box list. However, when I check it and other mods for a patch, it does not seem to work: generation completes, but the changes from your mod are not applied to the behaviour files. The Nemesis output of the generation says: Installed Mods: 1) Nemesis 2) CGO 3) AGO 4) TUDM 5) TUDM Patch 6) *blank, no text here* <-- this should mention this mod And the changes from the text files (like the new animation paths) are not in the Project XML files, or in the HKX files. What should I do?

vai1lyn

You can still use Violens with Project Impact, just make sure to turn off Melee Killmove in the MCM. Projectile and Magic Killmove should be fine.

corvoassasin12

This does not appear to be compatible with the VIOLENS mod. When the kill move is activated, the stumbling enemies do not die and continue to move. :( I like both mods, but I decided to abandon VIOLENS. lol

Summer 2021 is really the time for Skyrim Third Person gameplay. Just played tested Project Impact on my Enderal playthrough, and it works like a charm, all except for kill moves. Damn, I don't think I can trade off kill moves just yet, but seeing that you've been on an absolute roll these couple of months I don't doubt you'll find a fix. I'll be checking back every day for an update. Thanks so much for this!

Maybe discord is good for this. But anyway, I can only recommend trying a clean install first, and build this as a base.

if i have bug issues or concerns is there a good place to have them addressed. new to this and having some serious troubleshooting issues

unassociated42

A BIG thank you! Your dedication is inspiring.

I have same issue, killmoves animation trigger but NPCs become immortal, so they can never die after a killmove.

How do I disable killmoves? I looked through the documentation but I'm not seeing the instructions, maybe I'm just blind... As it is, I'm decapitating enemies heads (without doing any actual damage) and they're fighting me back without a head lol...

SuzanoSho

Downloading rn. Thanks for all the hardwork ill be sure to tell you about any issues that pop up :)

PedalPen

Hi Adri, so i've been experiencing ctd when theres a certain number of npc fighting which I am not quite sure. I'm doing the civil war questline btw so u the human npc count is a lot more than average as u can tell. I got multiple combat behaviour mods installed. ABR, Inquisitor, CGO, thuum and some animation mods like JumpBehavior and recently paraglider. I wonder if you tried these combination of mods before or not. Anyways, I really enjoyed your mods and thanks for your hard work.

I have a question. Is it normal for the right wrist to be bending when not in combat and idling? it only happen when I have weapon on the right and a spell on the left. i downloaded all of your mods (vanguard, inquisitor, thu'um, abr and impact) and make sure to install all the latest files. can you help me?

thank you for recommending Simple Overwhelming Slaying

Dread XCII

UPD: I'm not talking about directional charged attacks, they work just fine. I'm talking about the attacks when you hold attack button without pointing any direction, they don't work. Odd thing is that if during the instalation I don't delete "1hm_behavior" folder, those attack work but instead directional charged attacks stop working. Can't figure out why. Also, if I delete "1hm_behavior", my regular power attack animation becomes less smoth and a little bit different from the one I get if I don't delete the folder. I can show the videos if needed. What should I do to prevent these minor issues?

So I've been loving this mod so far. I do have a problem that I think comes from this mod I just have no way of knowing yet. I've been testing the ALT key button for the alternative magic/combat changes. I found that NPC's stop using Magic with exceptions with oakflesh. I also have problems using spells on my right hand. I'll do some more play testing but I think it comes from this mod.

Kenton Jackson

no worries, to be honest I will always prefer the unique behaviors but options is always good, just give me a while to test for stability, i don't want it being the cause of ctds, but currently working on it

ADRI

I hope you can launch the suicide version soon, it is not fun to see the npcs attack nothing, with the suicide version they will attack you directly, with this version that you launched the enemies continue to attack nothing even if you are not in front of them

Gaen El olvidado

Yes! The 2h great sword bug is fixed!

AvatarV

Project impact works great, makes combat quite fun. It is a bit easy if you are 1 v1ing though, maybe some optional versions could be made that have lower stagger time as it is quite long atm. Amazing on big battles though, having a blast with Warzones just watching all the soldiers fight each other. Also for those worried about kill moves not working, you can use the mod Simple Overwhelming Slaying - Cinematic Kills without any problems. I use the SPID version and it works great with project impact. Makes a nice substitute for killmoves.

Everything looks awesome and works awesome! I have to ask though, what's the greatsword idle in the beginning from!?

Adri I love you. Now that that is out of the way: do you or anyone else know why my humanoid mages just back away from me and hold block (Inquisitor is installed)? I have been dealing with this issue for so long but I noticed that they have now taken to just holding block and staring at me from a distance. If it helps, I am using SkySA with all of your non-abr plugins. Side Note: are you able to share/export your UI setup at some point? It looks amazing!

Amrit Chana

Well, if it is compatible, I have that mod and it works for me

Gaen El olvidado

Agree it would be perfect

Kebab

I dont know if this is the right place to ask about this, but is ABR compatible with mods that add randomised conditions for example the "random blocking animation" mod, asking because while using an old version of ABR had a conflict with smooth magic casting, since its a DAR based mod is it possible to edit it so both dont conflict?

Burrito Mongler

This is awesome but IMO makes the player kind of op in 1v1 fights, as you can interrupt your opponent’s attack and cheese, even just with small staggers. I’d love to see a version where NPCs can’t get staggered during power attacking, or just normal attacks, so that player has to pay attention to what npc’s doing and their positions. Still great work!

Is 2hm_atkHVY3.hkx and higher not supported for AMR + Skysa Converted animations? I've tried several animations where 1 and 2 work fine, but HVY3 doesn't play.

C

is this useable with Elder souls animations? does this mod or do you have a mod that provides us with replacement animations to use? was wondering for compatibility sake

This is so awesome. I got it all working, thanks for making it! Is there any way to get this working in first person?

NicSib

I changed my 2hm walk with the ones from Elder souls. The only thing i did was place the files in the animations folder. I didn't have to overwrite anything.

I flagget it and everything works

I have found an easter egg inside 13210 DAR folder =) Also, what should I change to let 1handed weapons with grip change use the same charged forward attacks as 2handed weapons?

Sick. Have you considered working off an ESL flagged version for Impact as its just perks (SSEedit notes there is no issue with flagging).

C

I have been wondering about this too, I am in the midst of making my own modification to that, so I will let you know what I find out. EDIT: okay so, you can simply make a new folder and set the usual "isequippedrighttype(8)" condition, but it is still going to be interrupted by punches and kicks, I do not think this is intentional, but rather some kind of mishap in the conditions for boxing. I will thinker with them and update this.

So i've been using Immersive Impact? would i need that if im using project impact?

Christian Bliem

should i uninstall script-free flinching? it also uses the onhit framework. i figure project impact is basically the same idea but with way more functionality.

So I've been trying to change the 2hm walk animation. Which file would i replace?

Remo Sato

Yooo @ADRI I have a nitpick for your next update...maybe add a randomizer for the impact reactions and maybe speed them a little? Cuz when i hit a bunch of npcs at the same time they all stagger the same way and the length of the stagger is quite cheese-inducing lol. But its so awesome nevertheless and something i never thought to see in skyrim, so thank you so much for your dedication!

First of all, thanks for your unique efforts, your mods are always revolutionary. However, more aggressive enemies do not always mean more difficult or fun combat because most of the people use some time block mods and aggressive enemy become more easier to block and stagger. In addition to using this with "inpa sekiro" enemy posture can easily fill up which means easier fights or when enemy make faster combos, it hard to understand what is going on screen and while enemy is doing this fast combo, they cannot be staggered. Secondly, old version had sword flip animation playing at the end of combos how can I bring it back, it makes me feel like a real swordsman... Finally, How can I change 2hm staff animation(CGO) or at least how can I prevent this unarmed hits at the middle of the combo (here is a vid what I mean: https://www.youtube.com/watch?v=Si2gwYyUoiY ) in the former version of ABR there was a file named “6940” and I can add some animation thanks to it, but I can not see it anymore. I may seem grouchy... but I can say that I am completely satisfied with your work. I am just here to give some feedback and help you make it better. Thanks again for making Skyrim playable even in the 21st century, good luck with future work!!

Está arrechísimo mi llave

Awesome, I will try it as soon as possible :3

So as i mentioned in the vid, on the 1:39 mark, the long playthrough is for npcs getting thresholds at much higher levels and the short playthrough are for npcs getting thresholds at earlier levels

ADRI

What's the difference between the two Project Impact downloads?

skulexander

Lol I play this game now more than ever just to experience this whole new combat setup you've created. Thanks so much man!

Danovench Jean

High level enemies still react when they reach 40% and below, I'm assuming you deleted the overwrite stuff and patched in nemesis with this taking high priority based on the guides right?

ADRI

It looks like the impact isnt working. Ive downloaded the long playthrough version and got nothing. Is it because the enemy levels can be too high?

Mero The Rebel

you mean if ABR is incompatible with killmoves? naah just if you use project impact, until I find a stable way to disable the hit event when killmoves happen this will have to be disabled for now

ADRI

So the killmoves don't work in general or only in combination with Project Impact?

Alexander Jackzentis

Thats what I refer: https://www.youtube.com/watch?v=7sKCO-W2ya0 He does not let me cover myself with the sword, when pressing the cover button instead of doing it he throws a punch, I hope I have explained myself better

Gaen El olvidado

oh actually i still keep my stagger on hit(skse) as it has its uses for creatures but if you dont mind creature combat, the best experience is removing stagger on hit so it makes the high level NPC threshold more meaningful

ADRI

Incredible, really good work man! I guess i can uninstall Stagger on hit

Anderson Guimarães Maia

so suicide version just makes npc use thesame regular attacks as the player, but the regular version has phases and an aggression system revolving around how much hp the opponent has and with 5.7.7 the npcs use sprint attacks and directional attacks again

ADRI

what's the difference between the suicide version of ABR and the normal?

Awesome release! You keep on rocking :D

HOLY Sheet. It's Best mod for my game! and it looks great, both with ABR and SkySA

yeah like i mentioned on the vid and on the post, which is why i added execution behaviors as a substitute until i find a way to make them work together

ADRI

Awesome! I'm super excited to try it. Is it still incompatible with Violens killmoves?

Joel Fontana

awesome , ill make sure to be here next month too xD <3

I have cgo installed, I cannot use the 2h sword as a shield, when I press the button to dodge instead of dodge it throws a punch

Gaen El olvidado

Awww man this is something difficult to simplify but currently we only have 1 hit event, and it's not even in the base game , it's a mod which is why on hit animation framework is necessary. It's the main reason why i had to revamp abr to a 5 hit sequence too, because the attacks needed to complement the reactions I do want to the distinction per attack but right now we dont have that resource, it's mostly through DAR, the reactions are in sequence similar to attacks, we cannot have a per specific move yet but as i mentioned on my post, that's ultimately the plan

ADRI

Could you tell how project impact interacts with each attack? Like do you have to do certain attack types to knock the opponent down and do they get used to certain attacks? How does that all work?

YES!!!!!

William Bell

It's included in true directional movement by Ersh posted on the nexus, it has a behavior mod too so install and patch like the usual behavior mods

ADRI

Actually project impact makes me love hitstop more as it becomes more cinematic, but depending on your taste you can choose to just use project impact

ADRI

Hey what's the name ir the mod that shows the Hp of the enemy?

I assume that zxsice hitstop is unnecessary with project impact, right? Can’t wait to try it out :)

Gil Correa

So the long playthroughs are where enemies become stiffer at higher levels(talking about 1h/2h skill) they start to grow a spine at 30, they can endure you better around 43 and become harder to beat around 50 - 70 The short playthroughs are where you can encounter enemies who get stiffer more quick ,22 is when they get a bit stiff 30 is when you have to wear them down a bit and 40 is when you'll really need to adjust tactics I did it this way because some users just play with 2 or 3 quests, may be 2 quest mods and finish the playthrough others go for a reeally long playthrough If users just use the quick playthrough option, you'll no longer get reactions easily and you'll have to deal with too many tedious fights, if there was only the long play through option, then everyone becomes a fodder while you may have already wanted to end your character's story, there is no way to set a difference in level condition in dar so this had to be the solution

ADRI

YESSS!

MomsCreditCard

Oooh baby, ADRI is back! May I know what's the difference between short and long playthrough of project impact?


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