I love this mod, the animations are great, but I mostly like how it reduces the dodge distance (feels more fair). There is one issue though, the first person dodge for TUDM does not use your values, meaning in third person you dodge a few feet, but in first person you dodge about 5 times further. Is this something you would be able to fix in an optional patch?
Report a "bug" that costed me a day to solve: the name of the folders containing the HKX files were too long that failed to be loaded by the system. So if others find their animations(part or all) not working, examine the file properties, if the path shows "//?/" in front of the directories, then you may need to rename the folders to shorten the path string. By defualt, a string can contain at most 256 characters including spaces, if the path string exceeds then it may cause troubles.
probably your modlist placement is caused this. I recommend to change your modlist directory to a shorter one like C:/Modlists/...Modlist/mods.... otherwise you will get more problems like that.
Hands down my favourite replacer for TK Dodge, you've got my endorsement <3
It would be super cool to see TK get 8 way directional support, its possible using dTry's Key Utils and OAR but all the same this is a super solid dodge, thank you for the hard work!
For sure! I dont know everything about OAR yet, I'm really just getting into it but essentially what I gathered from reverse engineering the Dynamic Dodge mod is that you can set a condition that reads the users input (with the help of dTry's Keyutils) as dx codes and then you can set an animation to play.
TK Dodge RE first person 8-way addon (found on their page as a optional file) does something similar. What really baffles me is why it seems like there are multiple animations in the same folder for each of those conditions. I tried to figure it out last night using your animations with their conditions but I admit messing with animations is over my head and I wasnt able to get it to work.
You may be able to glean some more insight from the authors of those other mods as it definitely seems a bit trickier to set up than with dmco/tudm but is possible with a bit of black magic
I took a look and it was done exactly the way I expected. If player has left and backward magic effect -> replace the left and backward doge as left-backward dodge. I can do it after the Blade of Olympus moveset.
aaaah huge thanks, that's delicious :) but I can't see you in my discord server. come and get incredible stuff. you must try the axe throw and call mechanic.
Absolutely beautiful mod, mate. Easily the best one I've tried so far. Just one question; I'm using TUDM and the animation feels kinda rough at the end, is it because TUDM is rough by itself or did I do something wrong?
@MXYZUISHUAI I usually release my moveset mods on Nexus approximately 3 months after they are fully completed. So, my Blade of Olympus animation mod is currently on my Patreon account.
you need to connect your discord account with patreon account. you can read this article for more info. I am releasing new updates and releases in the discord server.
Easily one of the best dodge mods. Do i need to use MCO with DMCO so that I could get the smooth blending to movement animations? I dont use MCO unfortunately, just DMCO.
from dodge to movement animation transitions triggering with MCO_Recovery annotation. this annotation needs MCO but maybe DMCO has this feature, try and see.
DMCO and instant crash before the animation even begins when I try to dodge right. I've even tried copying your animations into DMCO and not having anything else from your mod installed but its still the same result so the only problem is with specifically with the MCO_DodgeRight1. Funnily enough MCO_Dodge-R-1 works fine
- dmco 0.9.6 uses MCO_DodgeRight1 name - dmco 2.x.x uses MCO_Dodge-R-1 name. I added them into same the submod of OAR. what is your dmco version? this crash is weird.
Ooohh I see, yes I'm using DMCO 0.9.6 for some of Smooth's animations. I crash only when using your MCO_DodgeRight1. I even tried renaming your MCO_DodgeR-1 file to MCO_DodgeRight1 and it works but I cant double tap dodge in that instance. It is specifically just the original MCO_DodgeRight1 file itself that causes the crash, using MCO_DodgeR-1 renamed to be DMCO 0.9 compatible works fine
My bad then, now that I installed MCO universal support it works perfectly. This is much better than perhaps every other dodge animation, because most cover too much distance making fights look a bit awkward and clumsy especially in narrow places.
61 comments
By defualt, a string can contain at most 256 characters including spaces, if the path string exceeds then it may cause troubles.
otherwise you will get more problems like that.
It would be super cool to see TK get 8 way directional support, its possible using dTry's Key Utils and OAR but all the same this is a super solid dodge, thank you for the hard work!
8 way TK Dodge hmmm... I just heard about this. can you tell me more about that?
TK Dodge RE first person 8-way addon (found on their page as a optional file) does something similar. What really baffles me is why it seems like there are multiple animations in the same folder for each of those conditions. I tried to figure it out last night using your animations with their conditions but I admit messing with animations is over my head and I wasnt able to get it to work.
You may be able to glean some more insight from the authors of those other mods as it definitely seems a bit trickier to set up than with dmco/tudm but is possible with a bit of black magic
you have a patreon right? :)nvm i found it, enjoy dinner on me!but I can't see you in my discord server. come and get incredible stuff. you must try the axe throw and call mechanic.
and my discord server, releasing news and updates in here:
discord invite link
- crashing everytime or sometimes when you dodging to right?
- crashing while start or middle of the dodge animation?
- dmco 2.x.x uses MCO_Dodge-R-1 name.
I added them into same the submod of OAR. what is your dmco version? this crash is weird.