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dunkd00d

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  1. dunkd00d
    dunkd00d
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    Thank you for downloading! Please share your feedback below.
  2. dunkd00d
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    Please ensure you have all requirements installed. Assuming you have done so, here are answers to some common questions.

    FAQs:


    Q1: Why can I multi-jump, but I don't see animations, effects or sounds?
    A1: You are most likely using a mod that modifies vanilla jump behaviors in a disruptive way. Examples include Jumping Attack and Combat Gameplay Overhaul (any version that adds jump attacks). If you use CGO, try Distar's CGO Lite instead. Other than that, there is currently no solution besides disabling those mods. The author of Jumping Attack is remaking that mod and will hopefully find an implementation that doesn't disrupt vanilla jump mechanics.

    Also, you may have a perk overhaul installed and you have your character has the alterationnovice00 perk, which is the first perk from the vanilla alteration tree. See the next sticky post for held with perk overhauls.

    Q3: Why can I see animations, effects and sounds, but I can't multi-jump?
    A3:  It sounds like you might not have Better Jumping installed, or that you are somehow overwriting my better jumping config file. Make sure BetterJumpingSE.txt from this mod is loaded last.

    Q4: I don't like the audio/visuals, can I disable them?
    A4:  From v.2.3 onwards, pretty much all audio and visual effects may be toggled.

    Q5: Can you provide different colors?
    A5:  I will consider adding additional themes in the future. Or I will ensure that all visual effect NIFs are exposed so users can change them.

    Q6: For some reason I'm still able to multi-jump after the effects have worn off, what gives?
    A6:  Some of this mod's features rely on Papyrus scripting. It's possible things may get out of sync. Enter the MCM and toggle lore-friendly mode off and then on again. Close the MCM. The effect should be quickly applied and removed, resetting your character's state. If you experience this problem, please create a bug report detailing what you were doing in game (e.g., going to sleep, resting, opening/closing containers, triggering an activator, opening a menu, loading the game, etc.) so I can try and recreate the situation and create an error check to prevent desync.

    Q7: I installed the Jumping Attack Addon, but the MCM doesn't see it?
    A7:  That does happen for some people. It probably depends on how you installed. If you upgraded without a clean save, the problem is more likely. Until I can track down the issue, try these things:

    1.) In your old save, make a new save game, quit Skyrim, start the game again and reload your new save game. That should bootstrap the MCM and perform a check to make sure the jumping attack plugin is loaded.

    2.) If number 1 doesn't work, launch the game and start a new game. See if the MJ - Jumping Attack Addon plugin is detected by the MCM. If it is, then you'll probably need to clean your old save (e.g., remove MJ, make a new save, clean it, reinstall MJ--check main MJ page for more info).

    3.) If you can't get the troubleshooting to work, open the console (e.g., '~') and type the following without quotes: "set MJ_MCM_JumpingAttackInstalled to 1". That will force the variable to the on state so you can set your hotkeys through the MCM. It's okay if the variable reverts later because it doesn't control anything else except the visibility of the jumping attack controls in the MCM.

    Q8: I have an awesome idea for your mod, would you like to hear it?
    A8:  Absolutely! I will consider all good faith suggestions. I can't promise that I can make them work, but I like the challenge.
  3. DilatoryGrayson
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    If I use BFCO - Attack Behavior Framework, do I still need this?Because BFCO comes with native jump attacks, I don't know if this will repeat
    1. dunkd00d
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      I have no idea. Try them both individually and together to see what happens.
    2. LittlePooh
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      from my testing, you need this too. Unless you want to keep BFCO's restricted form of jump attacking.

      Basically - BFCO lets you jump attack, but it's really restricted. I forgot how exactly, cause it's been a hot second since I tested, but at least compared to the jumping attack mod, BFCO is just heavily restricted.

      Edit: I think it was that you can't attack with bows, magic, etc. really the only thing you can do is normal and power attack with melee weapons.
  4. Grungehog
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    I've been searching for a mod that allows me to do a simple leap slam attack, the ones you see in games diablo 2 or poe, where you simply leap and upon landing you do a super hero landing and cause a massive aoe explosion around you knocking everyone to the ground, similar to the giants mega club slam.
    Either that or a power you simply toggle while falling from great height that does the same sort of thing.
    What do you think about that idea?
    I know it's possible in the creation engine and I know your mod is the closest thing to it I've seen so far.
    1. dunkd00d
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      You are in luck! Magical Jumping has that feature already. As long as your player casts a master-level MJ spell, wears the master-level ring or if you enable cheats in the MJ MCM, you can hold a user-designated hotkey to perform an air slam that creates a shockwave.
    2. Grungehog
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      Is your shockwave different from the fusrohdah projectile effect I've seen in your videos?
    3. dunkd00d
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      Yes and no. I use the fusrodah projectile as a base. But I have modified its range and cone of effect. You can trigger the projectile in the air or by slamming into the ground. The air attack produces a long range, narrow cone projectile. The slam attack produces a short ranger, wide cone projectile.

      Anyway, you are free to try the mod for yourself. If you have any feedback or suggestions, please share here.
    4. Grungehog
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      Ah OK, I'm simply looking for a mod that would allow when landing from a fall to simply do the crgiantslamexplosion spell and cause aoe damage.
      The fusrohdah cone projectile is not what I'm after I'm afraid.
      Your mod has a lot of requirements so I think I shall pass and think of how I can make my own mod to do what I would like.

      Thanks for clarifying some things about magical jumping, you've been quite helpful, keep up the good work dunkd00d
    5. dunkd00d
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      No problem. The simplest way to do what you want is to use Dynamic Animation Casting (DAC). First, use CK to create a new plugin with a spell with an associated magic effect that places the crgiantslamexplosion explosion effect at the player. Then configure DAC to trigger your spell on JumpLand with whatever conditions you like. Actually, that's not a bad idea. I might have to experiment with that and see if I can put something together quickly.
    6. Grungehog
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      Brilliant implementation idea.
      I can't believe I forgot about DAC I have all the requirements for it too!
  5. Diablo0609
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    my dash wont work can you help?
    1. dunkd00d
      dunkd00d
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      Sure. But I need more information. What exact problem are you having? What have you tried? Have you double checked that you have the proper version of all requirements for your game version? Did you make sure to set the hotkey? Are you testing on a new save file? Did you disable lore-friendly mode in the Magical Jumping MCM for testing purposes?
  6. hunlucansu
    hunlucansu
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    talos bless you my friend
    1. dunkd00d
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      Thank you!
  7. liuhui6
    liuhui6
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    Can dash and Slam attack, can't Air\Spell\Normal\Power\Ranged attack, help 
    1. dunkd00d
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      Assuming you installed everything correclty, you must set your keys in the MCM.
  8. rbau28
    rbau28
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    Just some suggestions:

    • add conditions for weapontypes. Currently 1h anim plays when wielding a bow.
    • directional movement impacts turn rate drawn bow which restrains aiming
    • add smoothcamera support for bow draw. lack of crosshair/projectile trajectory makes it hard to use. 
    • add draw bar support for bow attack. https://www.nexusmods.com/skyrimspecialedition/mods/80455
  9. hoangdai94
    hoangdai94
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    Noice, I just wish one day NPCs would be able to do this as well...
    1. ColossusX13
      ColossusX13
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      Bro I see you in all the comments lol
    2. hoangdai94
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      LOL you'll keep continuing... xD
  10. Veltiel
    Veltiel
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    Can you add some videos? I think this is fundamental for a mod like this... It's just an advice ^_^; 
  11. Myst42
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    I tried using Magical Jump 2.5 with Attack Addon 1.0 and OAR 2.2.2 and it still works for me
    But Magical Jump 2.6 with Attack Addon 1.2 was absolutely impossible to get it to work

    Also more related to Magical Jump than this addon, but using the dash key in mid jump, works, but my character dashes through half of Skyrim before stopping. Could be just my performance not being very good but still...
    1. dunkd00d
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      Sorry you are having trouble with updating. As always I recommend starting a new game for testing purposes. Otherwise you need to carefully follow a clean save procedure. Go to a quiet interior cell. Ensure that no magical jumping effects are active. Save the game. Disable the mods. Launch the game, load your save and verify that you do not have any magical jumping effects and that the MCM no longer appears. Make a new save for cleaning. Use resaver to clean your new save file. In resaver verify that there are no more instances of magical jumping by searching for doublejump.ESP. Can lean any lingering records you find. Install the updated mods. Launch the game and load your clean save.

      Regarding the dash, you can choose your dash length in the MCM. There is a known bug that can occur if you dash when landing or if you mash the dash button in midair which can cause multiple dash inputs to register which will hyper accelerate the player. The bug is likely related to how Animation Motion Revolution works. Version 2.6.1 alleviates most occurrences of the bug by adding a slight hold requirement to dashing.
    2. Myst42
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      I know how to test and clean a mod. All my testings of this were performed on new game, after also cleaning and reinstalling Nemesis animation output.
      New versions just dont work for me. I'm trying to ask a few more people if they can test it too, because I ran out of options. I was also testing on a nearly clean modlist with no other interfering mods, except what is strictly required.

      As for the dash, I wasnt mashing, but I find that holding the button does work better in "making it happen". Perhaps it's performance issue that even holding the button its registering more than 1 dash sometimes
      I did find the length options before, and I was using the "shorter one". When it works, disctance looks appropriate, either for short, medium or long configuration. When it bugs out there is the air dash and then continued acceleration even on running animation that just keeps going for about 5 to 30 times the intended distance
      On other occasions it gets "stuck" and every jump causes dash too. I can get out of the stuck by pressing dash again and normal jumps become normal again, but it's still weird.

      Either way, I reverted to older versions, and those are still working.
    3. dunkd00d
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      Okay. Double check you have all requirements since MJ 2.6.1 requirements changed slightly. If that doesn't help, you'll need to tell me more about your install problem. Like what exactly are you seeing in game. Does MJ 2.6.1 work? If not, what isn't working? Do any aspects of this addin work? Those types of things.

      I hope you can update because that should help with your dash problems. I can't really test on different hardware or every mod list, so performance issues, like script lag, are hard to account for. If it is a performance issue, you can try some script performance tweaks. I described some in the description for Magical Blink under the heading Improved Papyrus Responsiveness.
    4. Myst42
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      Did more than double check this time, the only thing I found slightly outdated was True D.M.So I updated that too
      It still wouldn't work on new game BUT... Found out it's working after reloading a save so, it's new game, config keys, save, exit game, launch game, reload save, and It's mostly working. It stops working after random changes though, including a hotkey change on the MCM, or sex change on RaceMenu, but reloading, "activates" the mod I guess.

      I think I found out why the dash was bugging. I tried setting it up to the same key I use for Sprint and Dodge. because it made sense to do it on air. Changed the key and it's behaving now.
      Then I set the magic attack key to one of the lateral mouse buttons and it didn't work, but other choices on keyboard are.

      Anyway, sorry for the inconveniences. You're doing great work, even if it has been a little troublesome to get it properly set. I wish I could tell you more information about why it's been so hard, but at least I'm getting there. At this point I think I'm getting the hang of how to make this work, and most of my remaining issues are related to my choice of key bindings. I wanted to keep it intuitive for "similar functions", like air and ground attack being the same since it ultimately depends on what one has equipped, but it is what it is...

      After many attempts, everything but the "super jump seems to be working after reloads. Final note: jumping forward and doing the air attack, looks weird. Doing magic air attack from standing is fine though.
    5. dunkd00d
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      I'm glad you are having success.

      A lot of your issues stem from my use of dTry Hotkeys. I'm not knocking it, but it has limitations. I really should experiment with a different hotkey system.
  12. MeowingFoot
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    Hi, is it possible to add Arrow/Spell Jump attacks?