This mod will be replaced (extended) by Gameplay UWU. I'll leave this as is, as it's a small compact package with just parries. And before people ask ... It's a script mod, it's compatible with pretty much everything! (yes, you can use it with Rebalance mods)
Yeah vengeful slash, you literally hold the stance the entire time you have stamina. It's the best parry by far. Tidal Wrath is the one that needs this bonus actually cuz you hold the stance as a warrior, but your time to parry is only active for like the first half of that window. So weird!
oh really? I must've been mistaken then, I thought there were extra perfect parry frames on the start of vengeful slash! Dont worry about it then, thanks for the great mod
Also regarding the warrior speed change, I think the normal attack might be too much but the heavy attack speed up is definitely a huge plus! Would you consider just having the heavy attack speed up without the normal attack?
I am absolutely loving this mod so far. Only using it for the warrior instant parry. I'm wondering if it's possible to tweak the parry angle. Right now I think it's 180 degrees, but 270 degrees would be sweet.
I really like the new Warrior attack speeds. Sorely needed IMO. And yes I think you should make it the main file. Also since you said you might make it configurable, then everyone gets their cake and to eat it too :). Curiously though, how possible would it be to reduce the idle state you're in after swings. You end up standing in place for quite a bit before you can finally move again. Any chance of that idle state being reduced? I know that this is taking away from the scope of the mod which was just meant to be parrying, lol, but was just wondering if it was even possible in the first place.
Alright sooo ... I tried for like 3-4h to force userinputs (specifically jump) to be able to cancel out of animations earlier but sadly to no avail. I could speed up the recovery animations, but I'd have to see how many different recovery animations there are. Currently working on Barge working as an animation cancel. So even tho I don't know how to increase it's distance for now, at least I can make it play a bit more fluently. WIP
I mean, already just from way you can string together more actions alrady seems like a MAJOR improvement. Can't wait :D
And yeah, I think speeding up recovery animations would be the way to go. Primarily after the main light attacks and the heavy attacks as well as jump attacks and running attacks. Not really necessary for the ability skills, I think.
For animation recovery cancel I was more looking in the direction of canceling it with a jump, as that was the way to go in DD1. Is also less OP than just flat out reducing recovery. Altho I will still add the optional Barge cancels, cuz I like it. The next release will have a UI where you can enable the features separately.
Honestly, jumping out of an attack is very lame and unrealistic. Currently with Lock on and Dodge mod you can break out with dodging which is more realistic. But sometimes you don't want to dodge you know? That's why I thought cutting the recovery time, even by something small like 20% would be nice.
unfortunately because of the games autosave system i can't test this any better than i have, but while doing the home is where the hearth is quest i was crashing after defeating the guards/soldiers and they were retreating. it would black screen like normal while they leave the area, but then crash to desktop. it's my second time doing the quest so i removed my more recent mod additions (this mod, and hide hud out of combat) and it didn't crash the next time i tried. so i can't tell you for sure if your mod is the cause. it would be awesome if someone else can try the quest with this enabled as it could have also been a fluke, and not the mods at all.
Ye, would be nice if you could keep an eye out for that. Since I started modding myself, I stopped playing, so I don't really have the time to test every change I made in all scenarios. Maaaybe I missed something that could influence that.
Love your work sorely needed attack speed for warrior. Would it also be possible to increase the speed of the execute when an enemy is down. Would it be possible to customize the animation so anyone can adjust them to their liking.
so the way I set it up in my code changing animation speeds is fairly easy. the annoying part will be to make them easily configurable to everyone without having to go into the code
Great mod!! Could you please tell me where/how did you find the movement file names like "Job07.Job07_SkillAttack.Job07_CS07.Job07_SkyDive", is there some sort of movement file list on Github or something? please, thank you very much!
if you look at my script you'll see the line which is commented out log.debug(node_name) comment it back in again and you can track the animation name love your DDDA GS mod btw, big fanboy here
thanks man! hahahahahaha, we are DD family here, helping each other! I will check the log.debug(node_name) after work, so I should be able to find out all vocation's animation names right?
Ye, as long as you do the animation you are looking for. But there's some annoying stuff going on there. If you look at how I had to solve extending the parry frames for the Uppy-Downy-Move. The whole parry + jump up animation has the name you posted, but it's 2 separate animations, so without registering it happening once already and preventing the second execution, it would reduce the frames once at the start and a second time at the spin transitioning into the dive. Pain.
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And before people ask ...
It's a script mod, it's compatible with pretty much everything! (yes, you can use it with Rebalance mods)
Also regarding the warrior speed change, I think the normal attack might be too much but the heavy attack speed up is definitely a huge plus! Would you consider just having the heavy attack speed up without the normal attack?
Очень бы хотелось изменить время окна для парирования
I'm wondering if it's possible to tweak the parry angle. Right now I think it's 180 degrees, but 270 degrees would be sweet.
I understand having chunky movement but yeah, that idle cooldown is nasty.
And yeah, I think speeding up recovery animations would be the way to go. Primarily after the main light attacks and the heavy attacks as well as jump attacks and running attacks. Not really necessary for the ability skills, I think.
Would it also be possible to increase the speed of the execute when an enemy is down.
Would it be possible to customize the animation so anyone can adjust them to their liking.
Job07.Job07_SkillAttack.Job07_CS07.Job07_SkyDive
", is there some sort of movement file list on Github or something? please, thank you very much!comment it back in again and you can track the animation name
love your DDDA GS mod btw, big fanboy here