dTRY posts
I'm getting a job...
Hello my sponsors! First off, apologies for not posting anything for the last couple of months. Most of my effort went into job hunting in this scary market. Often in my free time I got often depleted of energy and just doom-scroll in my bed. For those who expect some "premium" modding access after subscription...
Wheeler Released | What's Next
Hello my patreons! I've finally managed to release Wheeler on time. I'd like to thank you for the incredible help and support you've provided, whether by providing suggestions, bug reports, feed backs, or just by simply being a subscriber.So what's next? I'd like to share with you a (temporary) list...
Wheeler pre-release
Hi people, this should be the final build of Wheeler before I release it on nexus, hopefully by mid-auguest if this testing doesn't lead to more bug reports.Change logs:- add support for ammo(arrow and bolts)- add support for potion- for gamepad, add support for separate keybinds that toggles the wheel while inside...
Wheeler Dev Log And July Update
Hi my patreons,Wheeler now supports arrows and potions(which is long overdue imo). I've managed to fix most bugs that have been reported, and in addition, added a damage number widget to the center of the wheel. I wish I can make a public release on Aug 01 and move on to the next project; it depends on the number o...
Wheel Menu Alpha 0.0.5: Armor Support, Custom Icons
Hello! Here's an updated version of wheeler after a weekend of hacking.Changelogs:- Add support for armor and torches. Now you can equip armor, clothing, jewelry, etc... through the wheel directly.- Add custom icon support. I'll soon write documentation for this feature. In short, mod authors can add custom ico...
Wheel Menu Alpha 0.0.4 - Custom keybinds
Here's the 0.0.4 build of wheel menu. Please download the latest dmenu in the dmenu post to be able to bind keys.Changelogs:- add support for custom keybinds. Keybinds are done separately for MKB and controller, meaning you can have 2 sets of keybinds simultaneously. To change keybind, press 'home' button t...
Wheel Menu Alpha 0.0.2
Hello people! Here it is, there alpha version of the wheel menu.Currently the menu only supports weapons, spells, and powers. I'll add potion , poison, and ammo support soon.Controls: Current controls are hardcoded and I will make a new control module soon after taking a short break from skyrim modding.While in gam...
Wheel menu devlog: more animation, item details
I managed to get item description into the center of the wheel(this took longer than I expected); also now when you click the wheel does a subtle feedback :)
Dmenu Download
Hello people! Here' the pre-release build of dMenu, a hub for my SKSE mods settings, plus a minimalistic AIM. I'm still testing a few features of the wheel menu, expect its release soon.0.3:- add support for keybind- properly block inputs into game so your inputs in menu doesn't interfere with game whatsoev...
Wheel menu dev log: more polishing
The vid explains it allExpect an alpha(probably extremely unstable) release soon
Wheeler dev log: styling
Nothing much, just some progress on the overall styling of the wheel:The wheel now uses Skyrim’s vanilla font with proper shadowing. Meaning you can see the text more easily.There’s a subtle fade effect on entry and exitCursor indicatorBetter coloringI’m taking a break from this because my actual work is starting...
Wheel menu devlog: In-game editing
Hi people! I've been working on this stupid wheel non-stop. Today I present you the in-game editing feature of the wheel menu: basically, when you open the menu in inventory/magic inventory, you enter an "edit mode", where left/right click becomes adding/deleting items from wheel, respectively. You can addi...
Progress on Wheel menu: Multi-item and styling
Hi folks! I've been working on the styling of the menu, and now the selected/hovered item each have a nice gradient coloring on it(ofc the color itself is tweakable, and I'm not done fine-tuning the vanilla color).In addition, I've implemented GTA/RDR style multi-item feature where you can have multiple ite...
I'm alive! and I'm working on the wheel menu
I got busy again for the past month but now I've got some free time to work on things I wanted to(for almost a year lol). I managed to get a basic wheel menu to work in-game as MVP and have finished designing the project(it's rather over-arching) through a solid weekend of hacking.The screen shot is by no means...
Extended the settings framework
The settings framework now supports in-game editing of configurations(meaning authors don't have to look at .json files for hours to hack out a config menu); p1: edit mode p2: user modeI have some more plans for this...
Made a general settings framework for my SKSE plugins
All my future plugins will be using this interface. This allows you to easily tweak mod settings in game and serves as an alternative to MCM helper for SKSE plugins.
dMenu Alpha release
Hi all! thanks for your incredible patience. This is the cheat menu I talked about earlier. Currently it supports tweaking weathers, time and adding items. Interaction with the menu should feel much smoother compared to what you used to do to attain similar goals. You can press "home" to open the menu in-game.T...
A simple cheat menu I worked on
Hi all, recently I've been working on a cheat-menu that's similar to GTA5's trainer. Currently it allows you to easily tweak time and weather in-game without looking up weathercodes, and it has a fast(probably the fastest up until today) AIM built-in. I'm still polishing the UI and will release a test b...
I'm still alive! and what to expect
Hi all, my sincerest thanks for staying with the unproductive me for months. My spring break has just begun which allows me to catch my breath and start modding again. I'm aware of a ton of bugs related to Valor crashing/freezing. For people experiencing this, please try update BTPS and see if freezing still happen...
Valor(Previously Valgrind) update - Better perilous attacks
Hi folks! Here's an update of Valor(renamed from Valgrind)Hard Requirements:Behavior Data InjectorSoft Requirements:Latest version of Valhalla Combat, which makes perilous attacks from Valor unblockable.TK Dodge OR DMCO(for dodging AI to work)Changelog:AE support(untested as I don't have the latest version of A...
Valor:Perilous Bashing and new SFX
Happy holidays! I decide to rename Valgrind into Valor to avoid some confusion, despite loving the former name, lol.Anchor has been working on a new set of VFX similar to that of GOW:Ragnorok, which is playing pretty well together with the new perilous bash mechanic; perilous attack will also get its new VFX similar to...
Dec update, Valgrind DMCO support
Hey 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...
Valgrind 0.3: Perilous attacks/Attack Commitment
Changelog:NPCs can do perilous attacks that comes with their own visual/sound indications. Perilous attacks cannot be blocked even by timed block. Currently, some of NPC's power attacks automatically turn into perilous attack based on their comabt AI setting(for details refer to the settings.ini file), which you ca...
Valhalla Combat - Newest AE build
I managed to port this to the newest update of AE but I don't have any ways to test it. So feel free to grab and test if you're on the latest AE build. I'll push it to Nexus ASAP if it's stable.To install, simply download the latest nexus version and replace the .dll with this one. I'm too tired to ...
Valgrind-dodge alpha test
Requirements:Skyrim 1.5.97(AE support will come soon)TK dodge(TKRE or TKSE, doesn't matter) OR Ultimate CombatDMCO support will come soonTrueHUDHere it is! the 1st module of Valgrind: dodging is complete. It supports 2 types of dodging behavior: passive and active. Passive dodging basically uses whatever vanilla AI...
Valgrind:Adaptive Dodging AI
Spent some time on this, but the result is quite nice; This AI mechanism implements a raycast and a navmesh check, which ensures that NPCs can actually dodge to that position without being blocked by a wall, or dodging off of a cliff.At the vid's 0:03, the guard first checks its backward dodging route, which is fla...
Brief update on the things I've been working on
Hi folks! I've been off grid for a while to deal with school&career stuff; school started last month and things came up one after another since then. I've finally got some time to sit down and enjoy modding as the midterm week ends; so here's a boiled-down roadmap of the things I have in mind:Valencemagic a...
Valence : a lightweight(for now) magic combat addon
I always wanted to role-play as a spellsword, but the flow simply doesn't feel right. The recent publication of Inquisitor armor(https://www.nexusmods.com/skyrimspecialedition/mods/73980) made me want to do it again.So here it is: Val-ence is my attempt to not fix, but to enhance Skyrim's magic combat flow to b...
Valhalla Combat published, and plans for the future
Thanks for y'all's support! Valhalla Combat is now published: https://www.nexusmods.com/skyrimspecialedition/mods/64741It is far from feature-complete, but I do believe it's stable enough for the public to enjoy. That being said, I still have a laundry list of things to implement, either into Valhalla Comba...




