I wonder if that works on LE with nemesis and the compatibility with other behaviour mods like UC, CGO, TUDM, Sprint Slide..can anyone shed some light?
If you guys want to use this for SE Convert meshes, animations, and esp and lastly generate FNIS.
(IMPORTANTLY) I actually followed with what denisgrad said just don't let the .dll replace TK Dodge's .dll and place the TKCombat.esp after TKDodge.esp in load order.
I only tested for 10mins and everything is fine. I use gamepad.
So you mean overwrite the TK combat's file with TK dodge's files, but put the TK combat.esp lower than TK dodge.esp? Shouldn't the TK dodge.esp also go lower than TK combat.esp? :0
I haven't tried that yet. Here's what I did: 1) Install Ultimate Combat 2) Then, Install TK Dodge 3) Lastly, Install TK Combat - (assuming you converted from LE to SE) let it overwrite TK Dodge except the .dll.
I will try your method in a few minutes.
I tried you're way of installing and there was no issue everything worked on my end. I use Nexus Mod Manager no issues here. As for the esp every time I installed the two mods one over the other and vice-versa, TKCombat.esp was always above TKDodge.esp. Weird it's like the mods know what comes first.
Hi my controls are not working on gamepad for tk combat..I tested that all moves and animations work with keyboard, but gamepad is only doing neutral move no matter what direction I press
For anyone who having issues with the mod,found the solution if you have Tk Dodge installed and youre a Mod Organizer user make sure delete tkplugin.dll tkpex script or owerwriten tk dodge plugin and scripts,then use MCM kicker or install any mcm menu mod and Tk combat menu will appear.Have fun,thank me later
I cannot be bothered maintaining a mod entry for the port, but here you go: http://www.mediafire.com/file/ghdko0s2nqcj72b/TK_Combat_SSE.zip/file I have not used the mod in Oldrim, but it seems to do everything it should.
Do not use that file. Yes it works but temporary attribute boost you get from Ruthless and Elementalist does not apply correctly. However what is a deal breaker is that the mod has a .dll file. You cannot port a mod yourself that has an skse .dll file. If you use this mod you can eventually break your game by having an infinite loading screen. I playtested for an hour and after an hour I had an infinite loading screen and couldn't load a save anymore. Tkk needs to recompile the .dll file for SSE's skse.
Edit: Perhaps the solution to this is to use the tkplugin.dll from SE TK Dodge and hide the tkplugin.dll in TK Combat.
So, i'm experiencing a minor (but annoying) glitch with this mod. Everytime i try to use the "Rend" ability, my character just slides foward while performing the spinning, then rapidly goes back to his original position. This glitchy slide kinda ruins the mod for me, since the Rend skill is the main reason i installed it in the first place. I've already tried to disable all possible conflictive animation mods used by me (Wolf's Skill, 1HM and Dual Wield animation overhaul and YYAnimReplacerMysticKnight), but the bug persists. I've sorted TK Combat at the lowest point of my load order, loading after TK Dodge and Ultimate Combat, so i don't think it's a conflict issue. Could someone give me a hand to solve this?
Btw, congratulations to the author for this great work. Despite the problem i just described, it's a really fun mod indeed.
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Edit: yes it does (:
Convert meshes, animations, and esp and lastly generate FNIS.
(IMPORTANTLY) I actually followed with what denisgrad said just don't let the .dll replace TK Dodge's .dll and place the TKCombat.esp after TKDodge.esp in load order.
I only tested for 10mins and everything is fine. I use gamepad.
Shouldn't the TK dodge.esp also go lower than TK combat.esp? :0
Here's what I did:
1) Install Ultimate Combat
2) Then, Install TK Dodge
3) Lastly, Install TK Combat - (assuming you converted from LE to SE) let it overwrite TK Dodge except the .dll.
I will try your method in a few minutes.
I tried you're way of installing and there was no issue everything worked on my end. I use Nexus Mod Manager no issues here.
As for the esp every time I installed the two mods one over the other and vice-versa, TKCombat.esp was always above TKDodge.esp. Weird it's like the mods know what comes first.
I have not used the mod in Oldrim, but it seems to do everything it should.
Edit: Perhaps the solution to this is to use the tkplugin.dll from SE TK Dodge and hide the tkplugin.dll in TK Combat.
Does doing what you proposed work? I assume not, since you haven't edited your comment.
Btw, congratulations to the author for this great work. Despite the problem i just described, it's a really fun mod indeed.