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Created by
Kenny LeoneUploaded by
LeoneKingzzVirus scan
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This page was last updated on 01 February 2025, 8:22AM
- Changelogs
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Version 2.4.2
- Great polish to distance based dodging based on real discernable time (milliseconds).
- In other words, if an NPC has the reflex_score to dodge an attack launched from distance, they wait for it to get closer before trying to evade it. So, the dodge is more useful.
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Version 2.3.0
- Hopefully fixed occassional crashes associated with calculating threat ratios. If you still have problems, please revert to v2.1.1
- For those using the SPID file keyword to exclude certain races from dodging, please ensure you are using the correct SPID syntax!
- And look at your SPID log (aka po3_SpellPerkItemDistributor.log) to ensure the keyword is actually being distributed.
- The SPID log usually warns you if distribution was unsuccesful.
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Version 2.2.2
- Fixed some floating point, rounding errors that were resulting in infinity and zeros values for reflex scores.
- The log now differentiates base_reflexscores and adjusted_reflexscores (adjusted by the speed of the attack).
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Version 2.2.0
- If a spell/shout/staff etc type attack is far back enough, and the NPC has the reflexes to dodge it, they will wait abit before attempting to dodge, to ensure they evade it.
- The wait time is dependant on their distance from the particular attack (and it's speed ofc)
- slightly improved dodge direction for these types of attacks. NPC are very unlikely to dodge backwards against spell projectiles, for example.
- Using a different method to check for melee weapons. Hopefully this is stable for everyone (works for me)
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Version 2.1.9
- v2.1.9 Using Skyrim's Threat ratio system, melee characters, out of acceptable melee range, only attempt to dodge ranged/spell/shout attacks if they deem it a considerable threat (i.e., less than their confidence level).
- This should help them focus more on closing the distance, if their ranged foe isn't firing deadly shots/abilities.
- Protagnist Reflex Scores (PRS) are now adjusted by the speed of the hostile attack; be it weapon speed, or spell-bolt projectile speed.
- So a protagonist will have a harder time reacting quickly enough against dagger attacks, VS a warhammer.
- Speed buffs are also considered. So it's even harder to dodge someone with elemental fury daggers.
- This is very varied since each weapon, or projectile, has it's unique speed, etc.
- This is a dodge-edged sword, however. Very slow projectiles are much easier to react to (.e.g, ice storm spell projectile).
- Tbh this makes sense since you can dodge it by just moving aside. Even Hilde (Sven's mother in riverwood) can dodge it lol. But it's balance is: it covers a massive area.
- So you need to cover more distance to completely evade it.
- Added 2 options in the log to enable/disable logging related to dodging in combat, and threat values.
- v2.1.5 Fine-tuning the magnitude (dividing by 2) to which to hostile attack speed can adjust the base PRS, since they can get quite high.
- v2.1.9 using different method to determine threat ratio, as the earlier method may have been causing crashes for some people. This should be more stable.
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Version 2.1.2
- Update for Serana - Lamae's Daughter mod. UND's Plugin can "talk" to SLD's plugin.
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Version 2.1.1
- Now analysing all types of Spell and Shouts through the game's OnSpellCast Event, instead of using animations.
- This should definitively resolve minor issues with some mods that use unconventional animations for Spells/Shouts.
- Also, this greatly increases the kinds of hostile effects that actors can react to (e.g., staff fireballs, Powers, Lesser Powers, etc.
- Fixed oversight where non-humanoid characters, or actors with the exclusion keyword, could still trigger tactical dodges.
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Version 2.1.0
- Looking up the Silent Roll Perk with it's FormID, rather than EDID, to prevent rare issues people were having.
- Using C++'s Try and Catch Keywords for error handling the GetEquippedShout function, since there are many mods that use the Shout architecture in unforeseen ways.
- Hopefully this should prevent some crashes people had.
- Added a Keyword in the SPID file (UND_ExcludeDodge) which you can use to distribute to Actors/Races/Factions, etc that you don't want dodging.
- As of 2.0.9, the code checks if the actor has the graph variable ("bUseAltAtk"); a variable used by one of Spell Hotbar(mod) requirements.
- If so, the spell is analyzed through the game's onspellcast event, instead to prevent CTDs hopefully.
- Please, I won't try to resolve future conflicts with other mods.
- If there mods that use shout anims for regular spells, tell the mod authors to give the actor this graph variable while they cast the spell.
- v2.1.0 - minor additions to the onspellcast event to ensure it only assess spells from actors.
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Version 2.0.2
- Additional filter, to filter out possible abilities (introduced by other mods) that use the shouts and spells architecture but are unconventional.
- This may help prevent crashes that can arise during analysis of those abilities.
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Version 2.0.1
- Minor oversight addition in the code. See Changelog 2.0.0 for the main changes.
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Version 2.0.0
- Still using my established method for judging attack reach and distance (it's much better).
- Massively improved spell and shout filter functions for dodging. NPCs will try to dodge if any of their magic effects have either a hostile flag, or these Keywords below.
- Keyword: MagicDamageFire or MagicDamageFrost or MagicDamageShock.
- Don't use this with the previous beta plugins. All valid updates are rolled in here. Enjoy
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Version 1.9.7.6
- Using more accurate code to determine the unqiue reach of individual weapons and creatures.
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Version 1.9.6
- Slight polishes to NPC dodge directions. Won't dodge into attacks unless it's a deliberate attempt to close the distance (i.e tactical dodge).
- Fixed issue where paraylsed actors would dodge, not physically but in the code, which gave them brief moments of Iframes.
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Version 1.9.4
- Using OnCombatStateChange event filter so protagonists only dodge when they detect their attacking enemy. This is mostly relevant to sneaking play-styles.
- Should 100% work now.
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Version 1.9.3
- Added condition so protagonists only dodge when they detect their attacking enemy (aka combat state = 1). This is mostly relevant to sneaking play-styles.
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Version 1.9.2
- Added a filter so Protaganists only try to dodge hostile spells, instead of any kind of spell which can make them look silly.
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Version 1.9.1
- Added an option to disable the armour-based, stamina cost system (Hereafter referred to as ABS)
- Slight tweak to how the calculation of ABS works to make it more straight-foward. See INI file or Sticky post for details.
- Approaching the mark where I consider this mod, feature-complete.
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Version 1.9.0
- Fixed issue where protaganist's worn armour wasn't being evaluated. This lead to inflated Protaganist_Reflex scores for everyone.
- Consequently, Reflex Scores are accurate and ALOT more varied. See the UND.log (as described in sticky posts) for details.
- Introducing unqiue stamina costs for all protagnists which factors in their worn armour and skill level with the relevant armour.
- This will make the stamina checks alot more meaningful for all stages/situtations in the game. See sticky posts for more details
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Version 1.8.8
- Fixed issue where the dll wasn't properly reading INI file values under the "Protagnist_Reflex Score Factors" section.
- Thanks to PhotonicCrystalwave for pointing this out!
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Version 1.8.7
- Added a check for the protagnist's combat target earlier in the code.
- This is to prevent a rare, random crash, possibly caused when checking conditions on the "combat target variable", if it doesn't point to an actor.
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Version 1.8.6
- Minor additional check for when the protaganist is shouting.
- Slight tweaks to the default heavy armour multiplier (0.25 -> 0.0); Light armour multiplier (0.75 -> 0.70).
- Slight adjustment of the weighting values (Sneak 0.2 -> 0.3); (Armour 0.3 -> 0.25); (Defensive 0.3 -> 0.25)
- The idea is to make heavy armour more punishing (a counter-balance to the inherent protection they offer), and give sneak skill more relevance (in line with the RPG theme of the mod).
- NPC can be seen dodging for sure but there is more variance. But if you don't like it, you can always re-adjust the values in the ini file.
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Version 1.8.5
- Minor change to a paralysis check, using the actor value instead of checking magic effect arrays with the paralysis archytype.
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Version 1.8.4
- Another attempt to fix issues people are reporting, especially with AE version 1170, using Hooks from Elden Parry.
- This is a work in progress so please bear with me. If there are further problems, please post with a pdb supported log. Thanks
- See change log for v 1.8 for all the main changes.
- The older stable versions are available in the "Old files section"
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Version 1.8.3
- Another attempt to fix issues people are reporting, especially with AE version 1170, using slighty different functions and more filters.
- This is a work in progress so please bear with me. If there are further problems, please post with a pdb supported log. Thanks
- See change log for v 1.8 for all the main changes.
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Version 1.8.2
- More attempted hot fixes. This is a work in progress so please bear with me. If there are further problems, please post with a pdb supported log. Thanks
- See change log for v 1.8 for all the main changes.
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Version 1.8.1
- Hot fixes for people on AE. If there are further problems, please post with a pdb supported log. Thanks
- See change log for v 1.8 for all the main changes.
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Version 1.8
- Everything is now handled in the SKSE plugin. Only record used in the Esp-Fe is for stamina costs (if you enable it in the ini file)
- As a result, everything is lightning fast and responsive.
- I initially wanted to handle reactive dodges with papyrus because the Dll plugin was too fast, and NPCs were doing way before you attacked. But I finally found a way to get around this good conditions and checks.
- New robust dodge formula, available in the ini file, used for deriving unique Protaganist_Reflex scores for NPCs. Tweak as you like.
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Version 1.7
- Alternate version where dodge chance is purely determined by the Protagonist_reflex score, with no global caps, per type of attack.
- Other checks are still present. See Sticky post for more details. Safe to swap between versions.
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Version 1.6
- Very minor update. Some werewolf and spider keywords were missing in one part of the code.
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Version 1.5
- Several fixes and tuning. Safe to update. Just follow instructions in the description.
- Everything is working as expected. Simplified installation process.
- Thanks for the love and patience. You keep my passion alive.
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Version 1.4
- Minor update to the Optional TKRE OAR config file so it has the right condition (aka isActorBase 0x000007). You can see video in the description for more details.
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Version 1.3
- Forgot to add the SPID config that enables Reactive dodging (happens when you have too little sleep). Updated now.
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Version 1.2
- Added option INI file for Ultimate Animated Potion NG (aka UAPNG). Default setting is false. Don't enable if you don't use UAPNG
- Minor but important updates relating to animations events for TK Dodge RE
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Version 1.1
- Added option in INI file to for ZUPA mod checks. Default setting is false. Don't enable if you don't use ZUPA
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Version 1.0
- Initial Release
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- Author's activity
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01 Feb 2025, 8:22AM | Action by: LeoneKingzz
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01 Feb 2025, 2:40AM | Action by: LeoneKingzz
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26 Dec 2024, 8:14AM | Action by: LeoneKingzz
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