CreatorsOk
isADRI

isADRI

patreon


isADRI posts

Progress Update on Underwater Combat

so here's a bit of news for the underwater mod i've been doing, it's been a while since i talked about it.

I've managed to make a different system compared to CBE, so this underwater combat will be standalone, meaning, there will be no need to fear of incompatibility or breaking saves or relying on another major mod.


currently though my issues are I can't do regular attacks, some of the limitations set by the game's main esm, so it's something i still have to look at, a...

View Post

Inquisitor 3.7(Dedicated) Telegrahped Concentration for Mages & Impactful Blocking update

Impactful Blocking slow movement issue is removed, but NPCs walk while blocking

Fixed stuttery movement too, with better blending of walking + block idles

Also, added unarmed block animation + block reactions


For inquisitor:

I'll probably just do mostly dedicated behaviors, with self concentration spells having free movement, and the rest with fully animated chain behaviors.

Also based on the vid, I'm trying to implement magic Unlock Grip, as for staf...

View Post

Quick Draw - Behavior Based Fast Weapon Drawing and Faster Aim with Arrows

  So here's another small behavior mod that may come in handy,  I never really liked skyrim's vanilla weapon unsheathe speed, everyone is firing their arrows and spells at you and there's no sense of urgency

 Same with Bow Nock speeds. This mod speeds up both those actions for the player, NPCs get regular speeds, So at least this gives you time to run towards the annoying archer shooting cheapshots towards you, also, while they nock, their movement speeds are slowe...

View Post

Impactful Blocking Reactions

A simple mod I really wanted to make and felt very necessary to modernize combat.

This works for both PC and NPC, vanilla skyrim's block behavior just felt very non reactive, the only way to identify block was committed was install a floating damage mod to tell you you've blocked the attack, that or check your hp was depleted. 


This basically adds actual, more noticeable and impactful reactions, and looks like you are trying to parry/deflect the attacks instead of ...

View Post

Telegraphed Sabrecat and Bear Attacks

While I'm waiting for help and trying to find solutions on some of my other mods, I did something simple and different for now, not involving NPC humanoids. This time I decided to give creature behaviors a go,

In the game, i absolutely hated facing bears and sabrecats because they were just straight out unfair, with this simple mod, it makes their attacks dodgeable with a bit of telegraph,


installation is simple, just install using a mod manager and you're good to go,...

View Post

Project Impact Auto Attack Fix; Recoil Mod and ABR 5.7.9 Demo

So Project impact from 1.2.6 had auto attack bug issues, this is now fixed with 1.2.91, light player hits are also smoothened out, the first hit animation is now lightly blended so movement and transitions is more fluid, this also prevents unnecessary stun lock just because of little hits

also I made a little recoil mod for those that just want better feeling recoil, unblockable while cool for combos does suck against aggressive enemies, it feels frustrating to already have blocked but...

View Post

ABR 5.7.9 New Directional Charged Attack System(Stances)

So before everyone of us enjoys a nice weekend, I decided to create something yesterday, I noticed a lot in the discord are mostly talking about custom animations, I do enjoy the stances mod too, it's really in depth especially along with the addon

tho for those that want stances differently, similar to for honor, here's an updated version of ABR, I didn't make any knew animations yet, but with this behavior framework, especially if you love to grab loads of animations you can organize...

View Post

ABR 5.7.8 - Inquisitor 3.6 - Project Impact 1.2.9

Hi Everyone, so apologies if this is different from how I usually post, but I haven't been well lately,   So i just finished and published all 3 projects in this post and will try my best to explain the new features as best as i can here, I'll try my best to make a pdf guide/video soon though

anyways so 3 updates,

>Inquisitor 3.5<
-I've managed to separate behaviors for each of the main magic types, so self concentration spells no longer lock, initially i pla...

View Post

Project Impact 1.2.7: Sitting Through Tables fix....

Yup, out of all the bugs i could get, I could have accepted Crashing, skipping hit behaviors, behaviors not working but...... it had to be sitting through tables.

If you ask me why this happened, I honestly have no explanation, I don't have a  clue why hit events or behaviors would affect fucking sitting on  a table,

zbt may be but that would make it a first, and yeah, I had to remake the whole project from a clean behavior file because of skyrim's sitting mechanics<...

View Post

Elder Scrolls Deliverance - FP Overhaul

Hi Everyone! So it's here! the 1st iteration of my KCD based FP combat.


So design wise, this isn't an update of FP Revo, this mod does very different things

- Removes Regular attack(Left Click) Spamming , thoughtless attacks is no longer apart of your set of options in game, you'll have to rely on the direction based mechanics

-4 direction based attacks, you will end up with different combos depending on the direction of your stance, so you don't need stances ...

View Post

Project Impact 1.2.6 animation overhaul

Hi Guys! So here's a small behavior change and a full animation revamp for Project Impact.

There are now 2 types of Reactions,

    - Decisive Hits: Reactions after a stagger, crit, poise break

    - Flinch Hits: Reactions from basic hits

Both Flinch and decisive Hits are fully committed, but flinch hits are way more subtle. 

Decisive hits still makes attacks feel devastating, but after looking at a few observations, ...

View Post

Vanguard Bash Behaviors Repost

Heyy guys! So I'm not sure if everyone has learned about the news but vanguard was taken down by a nexus moderator recently, so I posted it on my Discord and on the Skyrim Guild discord for now

The reason was because on my nexus page the patreon banner was too big, so I removed every link/image related to patreon and hopefully they see to the restoration soon! I have no ill will or do not hate them nor care to be honest, their site their rules, but a lot of you might want to grab vang...

View Post

Discord Community Server

   Hi Everyone, this community has really grown even more so than I expected, Really awesome guys and I can't thank you all enough; I haven't really been able to reply to everyone with only the patreon format,

  The discord hopefully helps with faster tech support; Suggestions and whatnot.

Currently there are two servers: for those who love the projects of Distar, Mern and Mikenike, We've made a community server to discuss modmaking, support and how each...

View Post

Project Impact 1.2

Sooooo... apologies if this took a while, I wanted to publish something everyone can use and have fun with from the start til the finish of their playthroughs, so lots of testing was done,

This is the fun but kinda crazy thing about modding or anything in regards to creation for that matter, first, you have to keep on doing trial and error until you get your concept right, and once you get that right, you have to keep on testing it until that system can't get wrong

of course thi...

View Post

mom can we have KCD at home?

just a little side project while waiting for some of the reviews on the play-tests of project impact,  I tried to make a new FP combat-behavior revamp that relies on directional attacking and precision rather than spamming, currently, most of the behaviors are set but i wanna make a way to make the directional attacks necessary, this will be a drastic change to feel of the gameplay.  

This is quite different from FP revo, this is also far from an FP version of ABR, the attack...

View Post

What I've been working on for Project Impact 1.2

So before I start, credits to everyone for the awesome suggestions! 


many felt the 1.0 version felt cheesed because the enemies would lay still all the time, for 1.2 however my goal was to find the right balance.  You can no longer be too greedy because there will be a chance for enemies to either step away, roll or even counter attack, again like the aggression and reaction system, this is tied to level and hp, currently i'm trying to create proper conditions so we...

View Post

Attack Behavior Revamp 5.7.7 - Similar NPC and Player Behaviors(SUICIDE VERSION)

Hi Everyone! So here is the optional suicide version for 5.7.7,  NPCs Attack thesame way as the player, though this was actually done by remaking a pre-5.7 version just for the NPCs on separate behavior states; I don't really want to make claims, but It might be due to the animations that were AMR based and with so many DAR folders which might cause the CTDs,

so instead of making them use the new files, NPCs use the "attackleft" and "attackright" animation like with 5.5 and below...

View Post

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 sys...

View Post

Just a little more and 5.7.7 is Ready

So this is what I've been doing lately, if anyone is curious to the current progress so far. tons of testing, so I eventually get the output I want.

I cant speak for each and everyone of the modding setups but with the mods listed on the vid, the behavior has been tested and no crashes so far.

as for the reactions system, its in a place where It satisfies my need for the said feature, but without  my own framework which is the SKSE events, its going to be quite limited com...

View Post

what's releasing for 5.7.7 of ABR

Hey Everyone! So apologies if I hadn't been active with the replies lately, this new update is huge in the back end and it really does take a lot of my time with testing and adjustments,

I just want to share what I've been doing recently and what's gonna be added to 5.7.7

the 2 main features that are added are
   - enemy phases

    - the DAR version of the project impact reaction system


so for Enemy phases

&nbs...

View Post

2 Attack Behavior Revamp Versions : 5.7.5 NPC freezing Fix & Same Player and NPC Attack Behaviors

Hi everyone! so as the title mentions, and after receiving help on testing on several mod load orders, NPC freezing has been prevented with this latest version, the solution was to create a separate attack file for power attacks because the game required certain annotations that needed to be distinct from regular attacks to have a successful return to the ready phase

Also another thing, there was an issue of the forward charged attack for 1h weapons that did not have annotations, they ...

View Post

Thu'um 2.0 Dedicated Version

To my guy that requested, here's a "no need for right alt" always available version of Thu'um.

there's no esp because the esp was only needed for the toggle, fully replace the previous version with this.

All features are thesame but this version has the behavior always active, NPCs have thesame logic but I'm working on splitting that like the rest of my mods,

for the other issues reported, the one with inquisitor and ABR, no worries guys, currently getting testers to check...

View Post

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...

View Post

Attack Behavior Revamp Update 5.7.4 hotfix

I am an idiot...

Hi! Everyone, So I finally fixed the mistime of the1st right hand attack, turns out it was an unneeded edit to the animation clip properties that I carelessly did to hook the weaponspeeds

the zxlice hitstop should work now as well as issues that prevented chaining the right hand with 1 hand weapons are gone

Requirements and Installation is similar to the previous version

Thanks!

View Post

Thu'um 2.0 AMR based diverse shouts and more combo variations

Hi! Everyone, As I promised earlier this month, I have been working to adapt all my projects to use AMR, I started first with ABR's regular attacks, the bash behaviors, and now I adapted my Thu'um mod to be AMR based

Before anything else, I'd also like to address as well that I do read all the issues and concerns, and there are some issues that are harder to fix than others so they may take a while but rest assured, that I try to do what I can to work on them and complement well with th...

View Post

ABR 5.7.3 Animation Speed Control Fix

This now hooks the weapon speed variable to all attack behaviors, in other words, previously, regular attacks could not have a speed change and relied solely on the animation

I was able to re-implement the customizable animation speed of the attacks so it can easily be changed via weapon speeds mods as well as changing the weapon speed of NPCs to how you want them given mods like Customizable weapon speeds -2021-07-26 02:59:28 +0000 UTC View Post

Attack Behavior Revamp 5.7.2 -Reworked NPC attacks and many more!

Hi everyone! So first of all, sorry if you hated the previous NPC attack animations, They were not as balanced as I thought it to be, and I decided to make this update to improve on that and much more 

The new features include

- More love and recognition for us Lefties! 

          *Left hand/southpaw unlock grip, so you now can Unlock Grip with Both Right and Left
        &...

View Post

Update on my Bash Behaviors mod

Hi everyone! I just updated my bash behaviors mod as I am working on new NPC attacks with level progression and felt like the bashing also had to be improved, I decided to just upload this on nexus as well as it is a smaller scale mod so I am anticipating less negativity since there should be less issues in theory, I just hope this turns out well for everyone as we just all want to enjoy our game,

as the video states, it's compatible for CGO, Vanilla, ABR or SkySA so it's a mod made for...

View Post

Preview of Upcoming ABR features..

Just wanna show what I was able to do and what we can have in the future, I've been working non-stop on trying to implement what I wanted for quite a while which is to get CGOxCBExABR and making everything compatible with the new amr based animations for those animation enthusiasts  to work, in my recent testing, i've found success and just wanted to share with everyone!, 

I do acknowledge the reports of the users, right now getting AMR animations to work have not been that su...

View Post

First Step for Project Impact: ABR 5.7: Attack Combos Reboot

It's been quite a while since my previous post but I have been quite busy lately as I'm almost coming home! But I've been working as much as I can as well with my goal which is project impact

I'm starting one by one, ABR regular attack animations are now revamped, features include

- In sequence regular combos instead of random animations

- Left hand behaviors and regular combo support similar to the right hand

- AMR(2021-07-12 15:27:23 +0000 UTC View Post