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Kenny Leone

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  1. LeoneKingzz
    LeoneKingzz
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    v1.2.0 LDP && Dragon Breath VFX Edit by Kittytail && Majestic Dragons by Lucaouys && DCA - Dragon Combat Animations by CultCC && HoY && UND

                                                   



                                                  Serana - Lamae's Daughter

                                                  
  2. pocho12
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    Hey which dodge animation this mod uses? Thanks
    1. LeoneKingzz
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      (13/06/24) Version 1.8 update:  See Change-log for detailed list of changes.

      -
      Introduced a new, robust dodge formula, available in the ini file, used for deriving unique Protaganist_Reflex scores for NPCs. Tweak as you like.

      - Apart from the checks, the system generates a random floating number (i.e., decimal value) between 0.0 and 1.0. And if this number is not greater than the the NPC's protagonist_reflex score, they will dodge, given they pass the checks for the specific type of attack (e.g dodging a spell bolt requires the actor to have Line of sight to the
      attacker.

      - Generally, the higher the actor's score, the more chances for have of dodging but there is still some nuance. "A high dodge chance" doesn't necessarily correlate directly with more dodges.

      There are certain states that an actor gets in (e.g., in the middle of a blade swing; aka attack state = 2), where they can't perform a dodge because they've already committed fully to the attack.

      So actually, a more defensive combat style NPC with a "low dodge chance", actually has a more realistic chance of dodging than one with "God level dodge chance" but always attacks like a rabid dog
      .

      - You can see an NPCs protagist_Reflex score printed in the SKSE log "UND.log"when they successfully pass the score check. (found in this path on your PC "Documents\My Games\Skyrim Special Edition\SKSE")

      - Overall, NPCs can be seen dodging for sure.

      - PRECISION mod is recommended but not required.
    2. LeoneKingzz
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      (19/06/24) Version 1.9.0

      Introducing unique stamina costs for all protagonists which factors in their worn armour and skill level with the relevant armour. See "Stamina cost factors" section in the INI file.

      ################################################ Stamina Cost Factors ########################################
      #
      You can see NPC stamina cost printed in the SKSE log "UND.log"when they successfully evade and attack.
      ##########################################################################################################
      #
      Base Stamina Cost accounts for the type of evasion (Sidestep or Dodge Roll cost), the mass of equipped armour, and counter-balance by the protagonist skill
      #
      with the relevant armour (e.g., Heavy armour skill is used to counter-balance Heavy armour equipment).
      #
      At Maximum Skill proficiency, they protagonist is only charged (Evasion type base cost) + (the mass of equipped armour).
      ##########################################################################################################
      [
      Stamina]

      ################################################################################
      #
      Enable armour-based, stamina cost system.
      bStaminaCost_ArmourBasedSystem_enable = true

      ##########################################################################################################
      #
      This assess how much of the armour piece's mass is considered in the calculation.
      #
      (e.g., if chest piece's mass is 30. And the Stamina_Chest_weight is 0.6, then (30 x0.6) = 18) is considered.
      ##########################################################################################################
      ######
      For Each: Max value = 1.0, Min Value = 0.0 ##########
      Stamina_Helm_weight = 1.0
      Stamina_Gauntlet_weight = 1.0
      Stamina_Boots_weight = 1.0
      Stamina_Chest_weight = 1.0
      Stamina_Shield_weight = 1.0


      ##########################################################################################################
      #
      (E.g., if you have you a light (mass = 6), a and heavy (mass = 30) chest piece. if the Stamina_Chest_weight is 0.6,
      #
      but the Stamina_HeavyArmour_mult is 0.9, and the Stamina_LightArmour_mult = 2.0).
      #
      Light Chest stamina cost = (2.0 X 0.6) X 6 = 7.2   (it's 7.2 if the person had Lvl 100 light armour; if lvl 20, it's 7.2/(20/100) = 36)
      #
      Heavy Chest stamina cost = (0.9 X 0.6) X 30 = 16.2  (it's 16.2 if the person had Lvl 100 heavy armour; if lvl 20, it's 16.2/(20/100) = 81)
      #########################################################################
      ######
      For Each: Max value = As high as you want, Min Value = 0.0 #######
      Stamina_HeavyArmour_mult = 1.0
      Stamina_LightArmour_mult = 1.0
      Stamina_Clothing_mult = 1.0
  3. FNFAL113
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    How I made it work so far, might save others time due to confusion:

    1. Download dependencies and install if you don't have them (SPID, Papyrus Extender, etc...)
    2. Go to TK Dodge Original Mod (Non-RE), download the meshes only that is required by TK Dodge RE
    3. Install this mod (UND), copy the "meshes" folder from the 2nd step to the root folder of this mod (organized way of coupling the things needed else you store and install it as you want as long as its activated in your mod manager).
    4. Download and install TK Dodge RE, in the FOMOD installer, select/check the "Standalone" Option. The meshes and behavior files will be retrieved from this mod in later steps.
    5. Open TK Dodge RE mod folder, open "Nemesis_Engine" Folder > "mod" folder > delete "tkuc" if you don't have Ultimate Combat mod, the only folder left should be "tkds".
    7. (Optional) Now go back to the mod folder of TK Dodge RE then delete everything except "meshes" and "Nemesis_Engine" folder. Do this only if you don't use TK Dodge RE as your player dodge mod else you can skip step 7-8.
    8. (Optional) Copy the two folders from step 7 and paste them inside this mod folder (UND), it should override some mesh files from the 3rd step. After doing this you may delete/uninstall TK Dodge RE, again do this if you don't use it as your player dodge mod.
    9. (Optional) Install UND - Animation Pack, this adds conditional animations from various dodge anims unless you want the default TK Dodge animations.
    10. Open Pandora/Nemesis, tick the box for "TK Standalone" then patch. if the option doesn't show up then make sure Nemesis/Pandora is loaded at the bottom of your mod list so it can detect mods to patch.

    I play on a setup with distar animations (DMCO, Attack - MCO, etc...) and it worked fine.
    If you experience crashes then send crash logs here or try disabling "bHasSilentRollperk_enable" (set it to 0) or NPC's don't dodge set this to false "bStaminaCost_ArmourBasedSystem_enable" inside "UltimatNPCDodging.ini". Huge thanks to the mod author.
  4. LeoneKingzz
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    People that open frivolous bug reports, in an attempt to corral a response from me, it won't work. I will simply ignore them.

    I only deal with serious issues in the bug section like CTDs, and when you post them, do so with a pdb log(Crash Logger SSE AE VR -PDB support), else I'll mark them as duplicate.

    This is how perfectly decent mods get filled up with ton of ridiculous reports and people think there's something seriously wrong with the mod, and when you download them, you find out there really isn't. Leading to some mod authors just choosing to shut down discourse on the page, entirely.

    I will never do that of-course because I don't believe in that, but I won't let people test my values. I don't like coming off in an unpleasant manner, but I had to write this for awareness.
  5. dooderek
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    If anyone has issues with hearing NPC's dodging sounds from far away using TK Dodge here is a fix.
  6. abelyo
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    Do NPCs absolutely need TK Dodge RE to dodge? I recently changed to DMCO cuz that one properly dodges circling enemies like I wanted but then I noticed NPCs never dodged again.
    1. bacimsengavurmusn
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      I wonder the same, did you try it?
  7. Woolwrath
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    [Deleted]
  8. krigos
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    Enemies often making sidesteps every few seconds in front of me, even when i am not attacking them, they just wasting stamina and often not even attack me. Are they trying to annoy me to death or it's  their proper behavior?
  9. 2x5
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    Is there a way to make it so npcs dodge in relation to their level difference with the player? so like if you're level 1, a level 10 enemy is gonna dodge most of your attacks
    1. LeoneKingzz
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      No, and quite frankly I don't really like make things level-based.

      It's too generic. I can be a level 20 because I have really high pickpocket and locking-picking skills. Has 0 to do with combat skills.

      I've tried to implement dodging abilities based on combat skills and factors. And you have to ability to customize the intensity of each factor, which will help distinguish unique NPCs.

      I think Level-based design for difficulty in games is very short sighted, and I'm a fervent advocate for it to disappear. 
    2. 2x5
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      The more I think, I agree. It's an issue with how skyrim handles levels in the first place. Well, no, more like there should be a whole different level calculated from actual combat ability and gear, similar to the combat level system in osrs.

      But for dodging, the system in this mod is still better. I'm digressing to how level should be displayed for enemies in general.
    3. LeoneKingzz
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      You play RS? Yes exactly what i mean. When you see a combat level, it's much more meaningful for combat situations than total level.
  10. zeluse
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    Iframe works but when it comes to giant follower's iframe dosent work they dodge and still get hit.
    1. zeluse
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      Yeah please look into it, the iframe dosent work.
  11. Tyler799
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    I'm a bit lost. I have TK Dodge RE installed and chose the Standalone option. I delete the ultimate combat option for Pandora, and only used the 'Standalone' option.

    However, when NPCs go to dodge, they just T-pose instead.
    I have all the requirements (papyrus extender, behavioral data injector + universal, SPID, and TK RE).
    What am I missing?

    EDIT: I followed the other comments. Some of them say you need TK Dodge SE (the old one), but only the meshes file. But the only single file not in conflict with TK Dodge RE or TK Dodge RE Pandora patch is AnimationCheckTKmodsWithFNIS.txt. Not sure what it does, if anything. If it's useless, then there is no reason to install TK Dodge SE. The Pandora patch and RE overwrites all its meshes anyways.

    In any case, that mod, the TK Dodge Animation Pandora Patch, and Animation Motion Revolution seems to be what I needed. Dodges are working now. It also seems to require a fresh save, even one already with UNPCD but not all requirements would not work. 
  12. LetsGetBannedToday
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    Great mod!. it's funny sometimes when I stagger an enemy. they dodge even if they are lying on the ground.
  13. Tyler799
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    Is this mod compatible with SkyTactics, Skibidi Combat, NPC Spell Variance and NPCs Take Cover?
  14. RobertOfFlanders
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    This looks fantastic! May I ask, what other combat mods do you use usually? Like Blade and Blunt?
    1. LeoneKingzz
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      Valhalla, Fenix stamina Overhaul, Choc poise plus. Essentially, the mods i release, I use all of them.
    2. Jilvane
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      Sorry if this is the wrong place to ask; when using Valhalla and Fenix Stamina Overhaul, does this mean you disable all of Valhalla Combats stamina features? I used to use Fenix Stamina Overhaul and I was wondering about going back to it.
    3. Jilvane
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      ~double posted....
  15. armygeneral
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    I use 2.4.0.
    Need clean save? Update to 2.4.1?
    1. LeoneKingzz
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      No