I'm also having an issue getting the new animations added by this mod to play.
On 1.5.97 version also. Got a clean install of Maxu framework + this mod. Nemesis folder cache cleared out and rebuilt. Can't seem to trigger any variations of the block animations per weapon type as demonstrated in the showcase. Only getting very basic block animations, which I assume are stock ones provided by the Maxu framework directly.
Hello, I am on 1.6.1130 and I can't make this work. I have downloaded Dynamic Block Hit and Maxsu Block Overhaul and ran Nemesis with Maxsu block checked but it just doesn't display any of the animations while blocking.
I have tried both 1.6.s and 1.7 versions of DBH :'(
EDIT: I already checked the Nemesis cache, it's empty
EDIT2: I found the nemesis cache files, they were in my nemesis output folder and I was looking for it in regular nemesis folder. I deleted everything but language and mod settings like explained in the steps, then reran nemesis but still no animations...
I got it working on 1.6.1170. Deleting the cache didn't seem to do it for me (not sure if it's because I have Nemesis output to a blank mod) so I just deleted Nemesis and the output files, reinstalled it and ran it - bingo dynamic block hits are being triggered.
This is an amazing mod and I enjoyed it for the time that I used it, unfortunately though, I think this has a small confliction with timed blocking mechanics and enemies that use fast animations or have fast hit frames (I.E Twinblades) since it locks you into one of the animations, and as a result I guess it can't prepare itself fast enough. On slower hits though this thing works nicely and gives more dynamic real similar to Sekiro.
It doesn't seem like Maxsu Block Overhaul can distinguish between timed blocks and regular ones, but it's hard to say considering that I can't find much documentation anywhere. I'm trying Block Overhaul with this mod, Plus Combat, and Sekiro Combat S, and even with some really long stagger animations, you can't really capitalize on staggers from parries due to the block animations being so long. It's a shame, because otherwise I really like this setup.
You still get the benefits from timed blocks depending on your mod loadout, such as projectile reflection, stamina recovery, spell resistance, stagger, et cetera, but you have to sit through the block animation. So there's cases where you'll have to sit and (timed) block through multiple hits before you can do anything, and it's not uncommon for block recovery to be long enough that a Perfect Block stagger mostly just resets things to neutral rather than give you frame advantage. That's my experience with Valhalla Combat+Sekiro Combat S+Plus Combat, anyway.
I am using "strike obstruction suppression" currently. I'll see how that goes, is the issue specific to Dynamic Block Hit or Maxsu's block overhaul in general?
Basically (since the GitHub page is as vague as humanly possible), Maxsu's Block Overhaul makes it so that whenever you block a hit, you're locked into a block animation for a bit. This mod just adds more animations and a few contextual animations for low stamina and power attacks such. So it's a thing with Max's overhaul in general.
I suppose you could mitigate it by adding MCO_Recovery annotations on the block animations, though the low stamina and power attack block animations are intentionally punishing.
Anyone else getting this weird transition (zoom in/out effect) when blocking after installing this and Maxsu Block Overhaul? Any idea of what could be causing it?
i had that too, it was because of improved camera, i had specified in Improved Camera in-game menu, different fov for stagger then for walking, standing etc.. Thats what caused it
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On 1.5.97 version also. Got a clean install of Maxu framework + this mod. Nemesis folder cache cleared out and rebuilt. Can't seem to trigger any variations of the block animations per weapon type as demonstrated in the showcase. Only getting very basic block animations, which I assume are stock ones provided by the Maxu framework directly.
Anyone have any suggestions???
I have tried both 1.6.s and 1.7 versions of DBH :'(
EDIT: I already checked the Nemesis cache, it's empty
EDIT2: I found the nemesis cache files, they were in my nemesis output folder and I was looking for it in regular nemesis folder. I deleted everything but language and mod settings like explained in the steps, then reran nemesis but still no animations...
recovery, spell resistance, stagger, et cetera, but you have to sit through the block animation. So there's cases where you'll have to sit and (timed) block through multiple hits before you can do anything, and it's not uncommon for block recovery to be long enough that a Perfect Block stagger mostly just resets things to neutral rather than give you frame advantage. That's my experience with Valhalla Combat+Sekiro Combat S+Plus Combat, anyway.
I suppose you could mitigate it by adding MCO_Recovery annotations on the block animations, though the low stamina and power attack block animations are intentionally punishing.
Any idea of what could be causing it?