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isADRI
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5.7.4b Alternate version - faster attack animation exit

Bad News Guys....

        i dunno when I dunno where but after working on an alternate version of ABR where attacks transition to exit quicker, my behavior project somehow got corrupted, 


super bummed about this, I have a back up of 5.7 but will need alot of restoring and readding the current features/elements,


 I don't wanna blame the WIP tool because it has done wonders for me, This is all on me, I'll still try my best to address the issues people are having the soonest!

For now, apologies as well as there is only one thing I could address which is the faster exit after the animations, both SkySA and previous ABR had to finish the animations for you to walk again but this version allows us to yeet out of the situation faster hope this makes combat snappier!

anyways thanks for the support everyone!

5.7.4b Alternate version - faster attack animation exit 5.7.4b Alternate version - faster attack animation exit 5.7.4b Alternate version - faster attack animation exit 5.7.4b Alternate version - faster attack animation exit 5.7.4b Alternate version - faster attack animation exit 5.7.4b Alternate version - faster attack animation exit 5.7.4b Alternate version - faster attack animation exit

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im also having issues with inquisitor and ABR, seems to break the animations when using 1 handed sword in some ways, though it may be my own mod conflicts tbh

there's bound to be 2, while i've been really busy working on the projects, i've also set up a personal server for support so it's easier to communicate and interact with others while I might not have the time to reply, simultaneously We have collaborated with other creators such as mikenike and distar on a joint community server so we can have more synced support to those that want a mashup between those mods, right now i've been slow regarding setting it up, as i'm doing this along with the projects, but it's going to be done soon and everyone can eventually come over :)

ADRI

I have managed to Use some stances but while spellsword it stops working, I guess is because of inquisitor, Is there a way to repair this ?

So recently there's this new mod that's out: True Directional Movement - Modernized Third Person Gameplay (TDM). Is Attack Behavior Revamp fully compatible with it? Was reading earlier comments that you might need to disable certain functions in TDM, such as head tracking. TDM's nexus description mentioned "Paired with a combat behavior overhaul like SkySA or ABR that locks movement during attacks, and some good attack animation pack, it makes the game feel almost like a modern action RPG."

I can confirm the bit about the 1-handed sword forward charge attacks. It slashes twice in the air with no sound, and it also does not use any stamina whatsoever. This also happens for daggers, not sure about 1-handed maces and axes, haven't tested. As for the 70 degrees to the left with greatswords, the forward charge attack is working fine for me ONLY if I use an actual greatsword. The 70 degrees to the left thing only happens when I use a 1-handed sword with Unlocked Grip (I use CGO) - not sure what the cause is. Aside from CGO, I use DAR, AMR, Better Directional Power Attacks, Ultimate Combat, Wildcat (which don't change animations as far as I'm aware, so they wouldn't conflict) and the Stances mods (with the Add-On). Generated everything through Nemesis correctly and made sure to re-do it several times over, just so this is clear.

Brosky B

Does anyone else have a problem with the forwards power attacks for swords and greatswords bugging out on charged attacks? For swords, the attack does two slow swings that don’t have a sound and don’t do damage. For greatswords, my character rotates like 70 degrees to the left. Heavier weapons like axes and maces seem to work fine. I’ve tried reinstalling and rerunning nemesis along with trying the normal ABR 5.7.4. I’m not using CGO, CBE or Stances. I do have DAR, AMR, and better directional power attacks. I tried swapping the animation files around to try and replace the animation with a different working one, but I replaced the original file every time I tried it and nothing changed. Does anyone have an idea of where to go next or a fix? I was thinking that installing stances and trying to replace the animations might work through it, but idk. I can try and post my load order later if that helps. Really good mod outside of this one problem though, which is probably more on my end.

Very nice stuff. Works very well. Is there a way to make the one-handed sword use the 2-handed sword power attacks when using CGO's unlocked grip? If yes, how? I can't really figure that out, and it'd be really nice because I love the 2-handed power attacks and they'd play out very well with the stance mod I found.

Brosky B

so stance folders are 11000-19000, animations need to be AMR so some of the Elder Souls Collection can be used

ADRI

Hey adri i have a question, i'm new here is there a compilled guide of anything i need for the mod for example i now that for abr theres no mcm and stuff so i feel kinda lost because the mod works and its amazing but i feel i'm missing stuff, also NPCs in my game are attacking very slowly, and i'm using cuztomize weapon speed to lower my own Attack Speed because it was off the charts fast and also when i attack while crouching for stealth its still very very fast

Is there a Discord to discuss Adri's mods? maybe to ask for community help and so on ?

Hello, I need help with stances, how can I add animations, dunno what folders I have to use

Adri, you again disappeared from Discord...I need your help with the issue of converting ABR animation to SkySA)

thanks a lot, maybe do you know what animations should I change for staff attacks while using cgo ?

Inquisitor has a DAR condition folder (folder 98000) with custom Spell sword movement animations and idles. You can change the name of the "_conditions.txt" text file to "conditions.txt" to effectively disable those animations. Or you can leave the _conditions.txt as is and, add in your own 1hm animations and change the names of the animations to mag. Ex: add in a 1hm_runforward animation of your choosing .then change the "1hm" to "mag" so its now mag_runforward. So now when the run forward action is performed in game (with melee and magic equpped) DAR will call for the animation you added.

You hit right alt to toggle the behaviors between Vanilla and ABR

GIT is a VCS or Version Control System that's usually used in the IT world so you don't go having the whole company's handmade software in your pendrive, let me try my best to explain better. So when you have multiple people working on the same project you run into a logistic issue in which there are different copies of something and there are differences between those copies so to merge those changes consolidate them and avoid having "superduperfinalfinalversion.exe" in someone's compute that and the need of having a central repository that was the source of truth for everyone on the team VCSs were created . So GIT is a VCS its a tool that you can install run and use for any document/folder that you think needs it and you can go onedrive and send those files to another computer for safekeeping thats the basic, nowadays when you join a company as a developer for example they give you a laptop witih git installed and you use the credentials they give you to log into their VCS and get a copy of the code they're working on so you can make your changes and send them back to the repository to be merged to the main code usually as a request for change or pull request so people don't just merge whatever into it and it actually gets reviewed by someone else.

Also I'm having the problem of npc spell casting since I use inquisitor and ABR.

My characters walks a little weird while spellsword using this version, dunno what can be causing this

what is GIT ?

I assume you renamed them? R1hm_atk 1-5 for right one handed weapons and 2hm_atk 1-5 for 2 handed weapons? and they're AMR? can you check the conditons with the proper weapon types? stances support all animations as DAR does and use the either of 5.7.4 or 5.7.4b as the 5.7.3 and below, skysa animations dont transition because they lack some annotations

ADRI

What I did was, I took the animations directly from the Elder Souls folders and placed them in ABR's stances folder. So, it shouldn't be an issue of folder priority, right? Or maybe I just need to try creating another folder entirely and use that instead of dropping them in the folders provided with ABR?

jsr108

so regarding the slow blocking, you have to disable TDM headtracking, I haven't idenftified why yet but that's the cause, and with other mods that do have headtracking, you might want to try and disable that feature and see if the slow blocking is solved via disabling the headtracking, the issue with Tdm headtracking was confirmed by on of the testers as for elder souls AMR, i think it's probably your stance folder numbers, you can use my folders already from 110000-20000 but i know elder souls folders use higher numbers, make sure you are consitent with folder numbers, stances need to be higher , I've tested elder souls animations personally and they do work. remember, either no folder numbers above my 110000-200000 or just copy the format of my conditions in those folders and make your own with higher numbers

ADRI

Jared, I'm glad you mentioned this as well, it's been driving me nuts for days. Even with reinstalling everything and playing with just Nemesis, AMR, SKSE, DAR, SPID, ABR the block animations are unusably slow and I don't understand why. Adding True Directional Movement only made it worse.

CW

My friend you should try to use GIT it will save you this kind of headaches, and it's really simple to use and there's a lot of documentation on the internet too and stackoverflow

Has anyone been successful in getting non-ABR animations (like Elder Souls AMR version) working? I put animations in the stances folder for Mid Stance 1h Axe, and renamed them to R1hm_atk1 etc, and the attacks start but don't actually happen. Also, my blocking animations are very slow, does anyone know why? I already tried turning off headtracking in True Directional Movement.

jsr108

Hello ADRI! I finally got 5.7.4b working on a fresh Nemesis patch and I found that due to faster attack animation exit, the timing of both normal and chaining combo are way off, leading to normal and combo attacks becoming harder to pull off mid combat. Rolled back to 5.7.4 and the issue is no longer there.

tridbee

eeee

Gaen El olvidado

Hello, sorry if I bother you a lot with this and thanks for being attentive with us. I have 2 problems, the first is that my followers get paralyzed when they try to cast a spell and the second is that they also sometimes get paralyzed when they attack, here I attach a video so you can see what I mean: https://www.youtube.com/watch?v=NxgNWGFXcnk

Gaen El olvidado

Hmmmm i never had this issue, can you try to delete meshes-actors-character - behaviors? There should be two folders there and you just need to delete them, i personally am not sure as I've never gotten that error but if that doesn't work try reinstalling nemesis if the former i mentioned doesn't work

ADRI

Hello ADRI! For some reason, with this ABR version, I keep getting Bad Allocation error when trying to run Nemesis. Even after I uninstall and cleaned up the behavior files generated by Nemesis, I still get the same Bad Allocation error at different parts like 1hm_behavior.txt or magicbehavior. Is there a way to fix this issue?

tridbee

For a week sometimes the game was closing without explanation when I got into a fight, I uninstalled the mod and the game stopped closing, now I realized that the problem of the game closing is this mod, any idea why happens to me? When an npc makes an attack, the game closes without explanation, also the npcs get paralyzed sometimes

Gaen El olvidado

This is perfect! You continue to amaze, ADRI! EDIT: after testing in game, I found that I'm getting a bug where, when I try to attack, the player moves the weapon slightly, but doesn't actually attack, and then gets stuck in that state but can still move around. Only happening with 1h weapons, might be because I added custom animations to the Stances DAR folders in the mod. EDIT 2: Yup, the custom animations (Elder Souls, converted to ABR with the renaming method from the 5.7 update post) were the cause, all good now!

jsr108

I wonder if you noticed that NPCs seems to have trouble to cast magic since version 5.7, according to what i found, they won't use concentration spell to do damage in combat, help my info can help u.

Really awesome update! Thanks, Skyrim is so much better already

Faster animation exits, so previously you'd have to dodge or block out of your attack to quickly move out of it, i was able to create a smoother transition to immediately stop the animation after then swing, i was planning to do more until the project got corrupted but this was a request as well from some of the members who really hated the long animations after the swing

ADRI

What is the difference of this version with the previous one?

Gaen El olvidado

Really sucks, but i will try my best not to make this my prerogative, luckily it was the animations that was the bulk of my updates, in the behaviors it was only some transition edits, i don't want to cause delays to releases and i want to address everything the soonest. Thanks!

ADRI

Damn sorry to hear about the loss of data.

Niko


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