updated description to address an issue with animations not playing, near the bottom of the description page
seeing a few comments about the slow dodge, i did not make these animations and do not know how to animate, all i did was convert these animations over to tk dodge. I can’t help with that.
....no? why would it? please make sure you have any and all requirements for this mod and the mod it requires along with following instructions in said mods descriptions if you're having issues getting this to work.
The pause is a cooldown animation, it's there to prevent you from spamming dodge roll. I personally don't mind it because it gives me a reason not to just roll my way to victory instead of blocking, but we'll see how I feel in 10 or 20 hours lol
To be fair, I only know that because I know a guy that works as a game dev. Turns out there's a lot of things players find irritating that are only there to keep us from breaking the game lol
I would love to cut the cooldown animation timer in half since it's annoying after a couple of hours playing with this animation. Otherwise, it's perfect
Thats unfortunate. This animation also has a very long recovery after dodging with dmco 2.x version but with dmco 0.9.6 you can interrupt the recovery by moving so I thought it would be the same with tk dodge.
it is not. the dodge pause i speak of is specifically caused by the animations relatively odd transition from dmco to tk dodge in general, tk dodge re's "pause" Is caused if you use the option in the fomod made for dynamic dodge that stops any odd sliding when using dynamic dodge. if you're referring to anything else... idk, maybe you installed it wrong because I've NEVER had such an issue.
to change the sound, you need to replace the payload with the right sound record because if you look in the annotations of the animations, it still points to "Soundplay.MCO_DodgeSound". Or you can just download the dmco esp, and that should work to. If you want to use the plugin in "sound for tkdodge se", you'd have to replace the annotation with "Soundplay.djaskldjksajcdw" because for some reason they named it to that. lol
the requirement for this tool can assist with this issue (I think) knowing the new info. you can dump the annotations and update them afterward when you set up the sound. i won't be doing it myself because... i don't want to. also I'm not using this mod rn.
edit: i meant this one specifically https://www.nexusmods.com/skyrimspecialedition/mods/54244
Yeah the animation looks great, and the distance isn't ridiculous like other dodge animations, but the pause before you can even move again is simply too long; the foe that you were dodging from can just step up and hit you while you're locked from doing anything, or if you're fighting multiple foes, someone else will whack you while you're frozen. I gave it a try to see if I could get used to it, I get that it's to stop you from spam dodging, but it's just too long, and you should at least be able to move.
Thanks to the author for converting the animations, I know he said he can't fix the pause, I'm just posting this for prospective users.
I'm guessing this is called infinity dodge because of how slow, and long it takes to complete the maneuver. I get that your trying to have some kind of "cooldown" effect as you like to call it, but.....nah.
Dodge MCO works... for the most part. You'll need to grab Hellblade's dodge framework to make it work. By default it has a two-stage scamper into roll (like God of War or Tomb Raider), but I often find myself t-posing with that two-stage roll, so using Infinity Dodge with just the roll works out nicely. If you just want a nice, clean, responsive dodge, DMCO with Infinity is a good pairing. DMCO also has a very underutilized dodge-attack system that basically never works, even with this Dodge Attack Generator that patches in missing dodge attacks. It was kind of a fluke, but I've only been able to use it with Elden Rim's Bloodhound dash, and I have no idea why.
TK Dodge can also work with 1170, but it requires three separate iterations (SE, RE, and NG), a bit of manual file manipulation, and may also require some specific steps that aren't immediately intuitive (a sticky by Queli on the NG comment board covers it). All that said, that's what I'm using now, mostly because TK Dodge allows you to cancel attacks with dodging, something that DMCO SHOULD be able to do, but I was never able to accomplish no matter how many mods I threw at it. TK Dodge also works seamlessly with Dynamic Dodge Animation (which doesn't appear to support the latest version of DMCO)
The Ultimate Dodge Mod also worked for me, though it seems like other folks have had a hard time with it. I stopped using it when I started using MCO. I don't remember the details anymore.
49 comments
seeing a few comments about the slow dodge, i did not make these animations and do not know how to animate, all i did was convert these animations over to tk dodge. I can’t help with that.
the requirement for this tool can assist with this issue (I think) knowing the new info. you can dump the annotations and update them afterward when you set up the sound. i won't be doing it myself because... i don't want to. also I'm not using this mod rn.
edit: i meant this one specifically https://www.nexusmods.com/skyrimspecialedition/mods/54244
just use that link
Thanks to the author for converting the animations, I know he said he can't fix the pause, I'm just posting this for prospective users.
TK Dodge can also work with 1170, but it requires three separate iterations (SE, RE, and NG), a bit of manual file manipulation, and may also require some specific steps that aren't immediately intuitive (a sticky by Queli on the NG comment board covers it). All that said, that's what I'm using now, mostly because TK Dodge allows you to cancel attacks with dodging, something that DMCO SHOULD be able to do, but I was never able to accomplish no matter how many mods I threw at it. TK Dodge also works seamlessly with Dynamic Dodge Animation (which doesn't appear to support the latest version of DMCO)
The Ultimate Dodge Mod also worked for me, though it seems like other folks have had a hard time with it. I stopped using it when I started using MCO. I don't remember the details anymore.