thank you for your amazing mod. could you please make the dodge distance further? unlike other dodge mods that move too far away, this feels a bit short. twice the current distance would be perfect for me
Hey there, I'm currently about to re-annotate the hkx files to do the same thing - was just curious, what distance values did you end up picking to keep the dodge looking organic? I was thinking of increasing the initial values (which are around 110-120) up to like 200 or so.
Cool, I'll give that a try and bump it up a bit for the forward dodges - maybe it has to do with the actual duration of the animation preventing the full motion forward, but that's just a wild guess tbh. Thanks so much!
Oh btw, you motivated me to try out hkxtool instead of hkanno, as it seems a lot more straightforward to avoid issues that way, and I was wondering if the xml code you wrote above can be used to replace every individual timestamp annotation with a single annotation corresponding to the final distance traveled at the end timestamp of the dodge (of course while making sure to account for negative signs). Also, for diagonal dodgesinvolving more than one directional components, did you still use 160 for both? I figure it would be best to make each component a bit smaller than 160 (could apply pythagorean theorem if you wanna be really careful), but I'm honestly not sure if that's how the annotations work.
Set a multiplier for all location info from the annotations. Multiply all values by 1.3 or 1.8 and see the difference. Multipliers make the movement smoother and more natural like the original. Also, you guys can release patches for this mod, "Longer Kratos Dodge patch" can be useful for everyone.
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.
Hey! I'm finally getting back around to playing more skyrim, the 8-way update for TK looks great!
I am however encountering one weird bug; when using True Directional Movement 360 mode (Directional) it wont allow me to diagonally dodge forwards (left or right) amusingly I can still dodge back-left and back-right just fine, when I swap to Vanilla mode on TDM (i use this when weapons are drawn) it works just fine.
Switching to a different dodge animation resolves the issue so I'm GUESSING its something to do with your conditions not firing properly or maybe just a bug in the anims themselves but I can not for the life of me figure it out.
Thanks for this update all the same tho dude, this issue is not a deal breaker for me as I dont use Directional movement in combat anyways, if anyone else is having this issue hopefully this post sheds some light!
Is there a way to increase the distance the animation travels? I like the animation better than the default DMCO step dodge, but it's just too short of a step to be an effective dodge.
you will get invincible frames if you install the iframe generator. actually step dodges are more effective than long-distance dodges, because you can stay close to your target for counter-attacking.
Any chance this mod can have Animation Motion Revolution added to it? I'm using Pandora Behavior Engine, and when side dodging my character doesn't move.
So DMCO has a 2 part dodge animation and the second wont stop triggering, Ive tried converting the DMCO base dodge files to OAR and then disabling the animations via OAR but this just causes T posing when you press the dodge button twice in a row. Ive noticed that slim the alien's infinity dodge seems to have disabled the second part of the dodge animation without any jank but im not sure how. This is more of a DMCO problem then anything but just wondering if you have any ideas on how to disable the second part of the dodge without t posing. Thanks!
T pose problems are generally happens by behavior problems. Skipping the roll animation can be problematic for you, it needs to be editing annotations, maybe copying and renaming the dodge animations can fix your problem, for example, copy the MCO_Dodge-F-1 then rename it as MCO_Dodge-F-2. Keep both of them. I suggest you to fix your behavior problems. Delete the output file and remove problematic and unsupported patches, then re-generate.
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?
I know it might be impossible for skyrim but for the love of god it would be so awesome if you could implement some type of weaving system based off of how heimdall was moving against kratos
actually I am thinking about this kind of evade system like the Sifu. I fell in love when I played it. This kind of evade system needs all in-game attack-type registration like swing attack, thrust attack, vertical attack, area attack, etc. The Skyrim has a ton of combat mods and moveset mods, so this is a very hard project. The Precision mod can help me to register all attacks as swing or thrust or vertical but still a hard job. Currently planning to make a chained Blade of Chaos system, but this project is on my mind for later. Leviathan axe system is almost done, time to start implementing Blade of Chaos into Skyrim. Take a look:
91 comments
it's working as i intended
I'm using 160 atm,
<hkobject>
<hkparam name="trackName"></hkparam>
<hkparam name="annotations" numelements="12">
<hkobject>
<hkparam name="time">0.600000</hkparam>
<hkparam name="text">animmotion 0.0 -160 0.0</hkparam>
</hkobject>
<hkobject>
<hkparam name="time">0.000000</hkparam>
<hkparam name="text">MCO_InputBuffer</hkparam>
it looks great but you probably need to increase it for forward dodge tho
for some reason forward dodge moves shorter with the same value as others
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.
I am however encountering one weird bug; when using True Directional Movement 360 mode (Directional) it wont allow me to diagonally dodge forwards (left or right) amusingly I can still dodge back-left and back-right just fine, when I swap to Vanilla mode on TDM (i use this when weapons are drawn) it works just fine.
Switching to a different dodge animation resolves the issue so I'm GUESSING its something to do with your conditions not firing properly or maybe just a bug in the anims themselves but I can not for the life of me figure it out.
Thanks for this update all the same tho dude, this issue is not a deal breaker for me as I dont use Directional movement in combat anyways, if anyone else is having this issue hopefully this post sheds some light!
To do this, use HkAnno
I suggest you to fix your behavior problems. Delete the output file and remove problematic and unsupported patches, then re-generate.
Take a look: