Dec update, Valgrind DMCO support
🕑 Added 2022-12-06 01:36:22 +0000 UTCHey guys; I've been busy with school as the semester comes to an end with academic stuff piling up. I use a huge chunk of my spare time hunting jobs and doing interviews, which hopefully will bring an end to this patreon "business model" as I get a software intership and can focus on the fun part of modding.
Rest assured I'm not dead; so here's an updated version of Valgrind that supports DMCO; it doesn't support AE yet but will soon.
I also have a lightweight archery overhaul in mind(after playing horizon forbidden west for a bit).
Here's a roadmap for december:
Valgrind:
Thinking about renaming it to Valor, for those who don't know, Valgrind's name was taken from a debugging tool for the C language; I love its name but it might lead to some confusion.
Add 2 different types of perilous attacks similar to GOW:Ragnorok, with special VFX indication made by Anchor.
Finalize NPC dodge AI
Add NPC perfect blocking AI
Hopefully publish it by mid Jan next year; feel like it's one of the more needed functionalities of combat mod.
Valence:
Kind of stuck due to my lack of inspiration; still trying to figure out a proper way to balance it.
KARS(yes it's still a thing)
Coerce Black to animate a bunch of reactions and publish the framework ASAP, once the reactions are done
Currently KARS has 4 reactions for light attacks animated by Slim, but it still needs at least 12 to function.
Setup reaction API and annotations so it can be used by all other stagger mods as well as animators(more details soon)
Wheelmenu:
TBD
Lightweight Archery Overhaul:
Played forbidden west and absolutely enjoyed it. I'm thinking about a lightweight bow charge system on top of bullet time, maybe with perk integration(likely to take significantly more effort to do)
That's it folks. I'll still be busy for the coming 2 weeks, but as Christmas comes I'll have time to work on the stuff on the road map. Stay frosty!
Comments
minbari
On the topic of Valence: right now spellsword gameplay is either swap/dodge constantly or use parry reimplementation. Both aren't too fun. I remember there used to a magic spell block feature in Ultimate Combat called "infighting shield", that was probably the closest to a true spellsword experience in Skyrim. Too hard to implement that kind of thing with Valhalla's amazing timed block features I assume?
dTRY
I'm afraid this will require some behavior edit but this is such a brilliant idea. When I work on this I'll for sure see if anything like this could be done through codes alone.
minbari
Can also confirm. I reverted BTPS a couple of versions and no crashes now
Keithy
In the Horizon inspired mod, how about being able to hotswap into bows just like in Ghost of Tsushima? The idea being that we don’t actually have to go into the menu and manually equip a bow when we want it out.
Grey Knight
Alas. any compatibility issues you can think of? I'm on 1.5.97
Kissshot7
Can confirm this, enabling both can cause random freeze.
YeJian Blancyan
"Better third person selection" seem to conflit with this mod, cause game stuck
dTRY
Are you on AE version? AE isn't supported currently but will be soon
dTRY
Are you on AE version? AE isn't yet supported but will be soon
Grey Knight
Hey man, not be a bother, but I'm getting CTDs when I get into combat?
Khairul Hailmie
same happen to me
Khairul Hailmie
same happen to me
SpunknNE
Ah thank you!
T
Open the ini file and set the debug option to false.
Mero The Rebel
Same
Mero The Rebel
Same
DJLegends
if ya want to talk to em here's the server they're hosting https://discord.gg/skyrimtogether
DJLegends
dam i wish you can look at the code of str or at the min talk to str devs since they are very friendly with coders like you
DJLegends
kindof like a player joining another players world
DJLegends
str basically has in which online players are basically a cheap copy of the main player
Mero The Rebel
Okay there's a debug draw setting in the ini file that is set true. make it false.
Mero The Rebel
Yea I'm trying to figure out how to get rid of it myself.
SpunknNE
I am getting some green / red lines on certain monsters / enemies every now and then with Valgrind enabled. Has anyone else experienced this? Or maybe it is a mod conflict
dTRY
Nice to hear it working for MP! I’m not sure how the animations are synced online, but if Skyrim together works as I imagined it would, dodging and timed blocking should at least work locally and there should be a way to have them synced, depending on the online implementation
DJLegends
also also just want to say your tackle feature syncs with other online players
DJLegends
dammit i need ae support just imagine if this works on skyrim together since elden counter was player only but somehow that worked on str
DJLegends
holy shit i love ya where the hell i can donate more money to you?!?!?!
dTRY
Yes it does
dTRY
hmm wdym by npc controlled by player?
reezy
definitely looking forward to it. i appreciate your work .you're the goat
DJLegends
also does the dodge and perfect block ai work on npc vs npc?
DJLegends
oi dtry how would an npc controlled by a player utilize dodge ai and perfect block ai?
YeJian Blancyan
Jason Jordaan
This is going to really be a big combat game changer, sadly I'm AE so I will have to wait. Keep up the great work!
Niko
For some reason this mod is causing my game to freeze everytime I get into combat with an enemy.
hirofumi asai
Thank you for the great mod! I look forward to your future activities.
dTRY
i believe it works with both versions
tridbee
Hi, does this support DMCO Experimental 2.0.1 or is it only 0.9.6?