- General: Added extra cleanup script to avoid stuff from breaking in between battles - General: Improved cleanup on game load so that everything gets removed properly - Poise: Reworked Poise scripts, replaced last few spell scripts - Guard Counters: Updated script (should hopefully no longer cause crashes) - Clash: Removed RNG/individual cooldowns, added global cooldown to the ini - Attack Chains: Removed cooldown spell, added configurable cooldown to the ini - Dodge: Reduced cooldown time between dodges in first person - Finishers: Added option to fully restore Fatigue on successful Finishers - Finishers: Added option to remove player yells/grunts when performing Finishers - Finishers: Various fixes (...dead enemies can now no longer be executed, lol) - Lock-On: Slowed down quest script (bit less responsive but shouldn't cause crashes anymore) - Bashing: Added optional Strength requirement - Cleaving: Added optional minimum weapon skill level needed to enable (set to 1 by default) - Enemy AI: Slightly reduced attack spam from certain combat styles - Enemy AI: Added option to disable enemy Bashing (might help if crashing while fighting NPC's) - Creature AI: Removed AI from some creatures with weird combat styles (they were missing attacks) - Marksman: Toggling between modes no longer requires you to sheathe your bow - Powerattacks: Bleed DoT from Blade weapons no longer affects undead creatures by default - Attack Commitment: Added NPC Momentum (it's strict attack commitment, works well with increased spawns) - Consumables: Heal amount now scales with Alchemy skill by default (up to 2x) - Dark Souls Stamina: Fatigue costs, regen amount, and more can now be configured in the ini - Dark Souls Stamina: Removed Hardcore Mode option since the costs are now configurable - Misc: Mod error messages now start with 'You...' instead of 'I...', unless OOO is loaded - Misc: Added messages if a chosen skill level for Dodging/Parrying/etc is reached (if not set to 1) - Misc: Removed old Executions feature (it was really old and buggy, please use finishers instead) - Misc: Fixed spelling of the word 'successful' in the ini/manual (me spell bad england no talk good) - NUI Version: Has been updated, added missing Crit Debuff Chance ini option
Slowly working towards the next update. It'll include a lot of optimization and fixes to existing features but I'll do my best to add some new stuff as well. There's a small dev blog in the spoiler below with some more info on what I'm working on. I also added new roll animations under Updates, please check them out and let me know if you like them. It should be an improvement over the current animations.
Spoiler:
Show
Roll attacks! Almost there, just need a 2H Blade animation (which is apparently really hard to get right as I still haven't been able to create a decent one) and the animations below will probably require some tweaking afterwards.
Planned features:
Spoiler:
Show
- Curse system for enemies similar to Nioh NG+ cycles - Hand to Hand overhaul - Creature AI - New attacks and moves for creatures - Creature Soul Cores - Sprinting + Running Attacks - Dash -> Dodge (press to dash, press again to dodge roll) - Dash/Dodge Attacks - Weapon Arts (or something like it, basically weapon-specific skills) - Confusion elemental status effect - Unique attack animations for Daggers/Swords/Axes etc. using Blockhead (will take a while, needs a bunch of animations)
I've tried putting it in but it doesn't quite load or work, I need this kind of change to power through all the vanilla crap they kept. Until it can be done or someone can make a similar mod I can't stand playing the remaster. This mod is amazing.
Would love for this mod to be made for the new Oblivion Remaster, The Souls Like Stamina and Lock On System ALONE would make the remaster soooo so much better. This mod is just too awesome to be left behind thank you for making it :)
Just here to +1 interest to port this for this remaster. It's criminal how lame the combat is in an official remaster when here you are doing better for free. lol
2094 comments
- General: Added extra cleanup script to avoid stuff from breaking in between battles
- General: Improved cleanup on game load so that everything gets removed properly
- Poise: Reworked Poise scripts, replaced last few spell scripts
- Guard Counters: Updated script (should hopefully no longer cause crashes)
- Clash: Removed RNG/individual cooldowns, added global cooldown to the ini
- Attack Chains: Removed cooldown spell, added configurable cooldown to the ini
- Dodge: Reduced cooldown time between dodges in first person
- Finishers: Added option to fully restore Fatigue on successful Finishers
- Finishers: Added option to remove player yells/grunts when performing Finishers
- Finishers: Various fixes (...dead enemies can now no longer be executed, lol)
- Lock-On: Slowed down quest script (bit less responsive but shouldn't cause crashes anymore)
- Bashing: Added optional Strength requirement
- Cleaving: Added optional minimum weapon skill level needed to enable (set to 1 by default)
- Enemy AI: Slightly reduced attack spam from certain combat styles
- Enemy AI: Added option to disable enemy Bashing (might help if crashing while fighting NPC's)
- Creature AI: Removed AI from some creatures with weird combat styles (they were missing attacks)
- Marksman: Toggling between modes no longer requires you to sheathe your bow
- Powerattacks: Bleed DoT from Blade weapons no longer affects undead creatures by default
- Attack Commitment: Added NPC Momentum (it's strict attack commitment, works well with increased spawns)
- Consumables: Heal amount now scales with Alchemy skill by default (up to 2x)
- Dark Souls Stamina: Fatigue costs, regen amount, and more can now be configured in the ini
- Dark Souls Stamina: Removed Hardcore Mode option since the costs are now configurable
- Misc: Mod error messages now start with 'You...' instead of 'I...', unless OOO is loaded
- Misc: Added messages if a chosen skill level for Dodging/Parrying/etc is reached (if not set to 1)
- Misc: Removed old Executions feature (it was really old and buggy, please use finishers instead)
- Misc: Fixed spelling of the word 'successful' in the ini/manual (me spell bad england no talk good)
- NUI Version: Has been updated, added missing Crit Debuff Chance ini option
Slowlyworking towards the next update. It'll include a lot of optimization and fixes to existing features but I'll do my best to add some new stuff as well. There's a small dev blog in the spoiler below with some more info on what I'm working on. I also added new roll animations under Updates, please check them out and let me know if you like them. It should be an improvement over the current animations.Roll attacks! Almost there, just need a 2H Blade animation (which is apparently really hard to get right as I still haven't been able to create a decent one) and the animations below will probably require some tweaking afterwards.
Planned features:
- Curse system for enemies similar to Nioh NG+ cycles
- Hand to Hand overhaul
- Creature AI
- New attacks and moves for creatures- Creature Soul Cores
- Sprinting + Running Attacks
- Dash -> Dodge (press to dash, press again to dodge roll)- Dash/Dodge Attacks
- Weapon Arts (or something like it, basically weapon-specific skills)
- Confusion elemental status effect
- Unique attack animations for Daggers/Swords/Axes etc. using Blockhead (will take a while, needs a bunch of animations)