dTRY posts
Valhalla Combat Final pre-release
Changes:Now using Commonlib-NG. This means the mod works out of box for both AE and SSE.Greatly reduced the chance of execution not triggering(where you have to press the execution key multiple times to actually execute an enemy).Enemy light attack stamina consumption is now optional, since it drains their stamina too ...
Working on the description
it's taking more effort than I thought due to the sheer amount of documentation I have to do; but it's coming....
Valhalla Combat 0.12
Why is it 0.12 instead of 1.2? I like to keep my projects nicely organized so I won't be adding the 1 in the beginning until the official release.Changelog:1. heavy attack stamina cost is no longer proportional and customizable. It uses the vanilla formula. Fixing the stamina cost to a certain value is way too intr...
A new mechanic: Tackle
I've been playing monster hunter rise recently and here's what I've done to Valhalla Combat inspired by MHR:A new mechanic: tackle is here! It's fairly unnoticeable but can drastically affect your gameplay.To perform a tackle, simple do a powerattack, and during the power attack, press the block button,...
ValhallaCombat 0.10 PreRelease(AE&SE)
Changelog:a ton of stability improvements; all reported CTD causes should be fixed.tighter perfect block frame(0.1s), now it's much harder to trigger; It was fairly easy to do in the previous version and makes the player kind of OP.new, fancier spark effect on perfect block(stole from Sekiro Combat), if you prefer ...
Valhalla Combat - AE pre-pre release
Here's the long-anticipated AE pre-pre release of Valhalla Combat. Because of the scope of this project I cannot test every single aspect of the AE conversion; so please, if you're on AE, download and see if you can run it properly.It also contains some micro-optimizations that I'll update to the SE version...
Poll: Next Project
Hello people! I've decided to release Valhalla Combat as soon as it's ported to AE(which it will be soon); I'm going to finish its balance system after it's published(or probably even as a separate mod); this is because Valhalla Combat has been on my stack for a while and I'd like to get it over wit...
Preview - K.A.R.S. Framework
I've paused the development for Valhalla combat because it is nearly finished, with only one thing I want to implement: a proper stun system.Before making the system, I realize how unreliable and limited Skyrim's vanilla stagger behavior is: it only has 4 different magnitudes for 2 directions : front and back; ...
Elden Parry - Release
Here it is!https://www.nexusmods.com/skyrimspecialedition/mods/70240?tab=descriptionIn the mean time I'd like to thank all of you for supporting me. I spend most of my patreon income buying food(so I don't need to spend time cooking=>so I have more spare time saved from not cooking=>so I can spend those time on...
Elden Parry: pre-release
Currently the build only supports SE as I'm missing one hook address for AE port. Once I have that hook sorted out this will be uploaded onto Nexus
A very simple plugin I’ve been working on for the past 2 days
Will release it in a few days; taking a break from developing Valhalla combat but will get back to it soon alsoHave a nice day to those reading this post, except Kars and Distar
An emergency CTD fix
Hi people! I've finally set up my development environment(I've been trying to do this for the past few days and it's the main reason I didn't post anything). This means plugin development can continue!Here's an emergency CTD fix for Valhalla Combat's stun systm. I've reworked a lot of code s...
Recent update
Hi folks! Apologies for not getting back to some of your dms past few days. I decided to take a few weeks off of the internet, but now I'm back to modding and everything else again.I've fixed the notorious valhalla combat CTD bug once and for all, and the one thing left to do is the stagger system rework. Frank...
Valhalla Combat 0.9.9 SE
Finally finished writing the MCM. Fixed all of the CTD issues.Requirements:Skyrim SE(AE version won't work atm)latest version of TrueHUDChangelog:-reworked blocking. NPCs cannot do timed block ATM, which will be addressed in the upcoming AI update.-You can parry projectiles/deflect them back at your enemies-A new b...
2 new systems to be introduced
1: Sekiro-ish timed block/parry systemProjectile parry:blocking while facing a projectile will "parry" the projectile(regardless of the timing). Parrying the projectile damages magicka with a balanced formula; it does not damage stamina because stamina regenerates way too fast and doing so would render all proj...
True Deflection
Now you can legitimately deflect enemy projectiles back at them. There's 0 workaround; the spell you deflect back is the original spell that's flying.It looks super simple but took me longer than expected as the amount of havok stuff involved in it; thanks to Ersh it's now possible.Again, apologies for not ...
Magic parry
First off; apologies for not replying any message; I've been super busy recently with school work and think it's better to dedicate my remaining energy after a long day's work fully to developing. I know there are some bugs and some issues in the previous release and most of them will be fixed.here's a ...
Block dynamics
nothing much; just a short vid showing different types of timed blocks and how they affect the combat dynamicsI also redid all the block SFX; sourcing from original high-quality sound files from other games.
Perfect Block
Perfect block is a special form of timed block. Unlike timed block, it doesn’t have a specific frame. it can only be triggered when your block button is not pressed while you’re still blocking; in other words it triggers during the extremely short wind-up frame of block end transition.It also comes with a subtle sl...
Parrying rework in progress
The balance system is almost done. Meanwhile I'm working on a parry system rework.The new system takes more inspiration from Sekiro and AC:Odyssey. Regular parry no longer negates all stamina damage, it drains your stamina just as a regular blocking does. However unlike regular blocking, it won't break your gua...
Another showcase
Parry to break balance(with slow time effect) + Follow up counter to break stun(with custom SFX) + execution.I was like "damn" when i pulled this off; am actually enjoying my own mod :-)
Gameplay
I've found a way to balance the "balance" system nicely. Namely, you need to do about 1/2 of the enemy's health damage to break their balance i.e. being able to staggerlock them, for a few seconds. However, for enemies with grey stamina meter(happens as a debuff when their stamina depletes), you only ne...
Balance system: strong enemies
For strong enemies, the balance system acts more like a role regulator. Players are extremely careful when facing enemies that can one-shot you. However with the new balance system, doing parries as well as chip in normal attacks in beween enemy attacks will damage their balance, the accumulation of which temporarily l...
Valhalla's stagger system
How it looks like now:Actors no longer 100% stagger on every single heavy hit/bash.Now, every actor is given a hidden "balance" value("poise“ and "posture" are already taken)Every combat action: hit, perfect blocking, bash, will damage an actor's balance. Some actions does more balane damage t...
I guess I'm doing my own stagger system
for valhalla combat
Hotkey execution
when you aim at stunned NPCs, their health bar will start glowing, and you can press a hotkey to execute
Stop On Slash - AE Test
AE version of my hitstop mod. Test build so idk about its stability yet; should be fairly stable. Will release on nexus in a few days.
Valhalla Combat: Downed State
Now completely stunned humanoids will enter a downed state: kneeling on the ground and being defenseless, to be executed whenver you wish. Stun meter during downed state turns grey.NPCs will regenerate stun resistence during this state. i.e. if you don't execute/kill them, they will stand back up again.For other ty...
Valhalla Combat 0.9.4 Beta Test
Requirements: SSE. Newest version of TrueHud, Newest version of Elden Counter(toggle the damage patch), Movesets that are not Eskyrim's(Eskyrim's movesets lack certain annotation to trigger stamina cost, they can be fixed but it will require some Hkanno usage).The current build is relatively playable but far fr...
Valhalla Combat - NPC Counter AI
An attempt to combine Elden Counter with Valhalla Combat's perfect blocking. NPCs that manages to perfect block an attack can now perform a guard counter that forces player to reposition themselves, enhancing the dynamics of combat.
















