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NexusIsCool12345

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NexusIsCool12345

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18 comments

  1. ZachJamesGames
    ZachJamesGames
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    Thanks for the mod! Works perfectly and feels great!

    I was curious if you knew what it would take to try and change the code to have the stamina cost "DodgeStamina" variable to be an equation that is something like "x% of armor weight + y stamina" so that way it costs more to dodge in heavy armor and less in clothing/light armor.
    1. NexusIsCool12345
      NexusIsCool12345
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      I can link the value to the inventory weight. But actual equipped armor type - unless someone tells me how to access that in code using commonlibsse - no idea.
    2. NexusIsCool12345
      NexusIsCool12345
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       And I just learned how to access the weight of equipped items. Is it what you want? Or is it needed to substract the equipped weapon weight from that? Can you elaborate on that? I can make it with the formula you suggested I guess - it's no problem.
    3. ZachJamesGames
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      Oh wow! Nice! I think accessing the weight of equipped items, including the weapon(s), is fine! I think it'd be nice to have the equation potentially be a little flexible, allowing the user to define parts of the equation (if possible).

      So something like:
      (TotalEquippedWeight * x%) + y

      Where the user can define x and y in the ini. X is the percent of the total equip weight that will add to the cost of a dodge, and y is a base amount that a dodge will always cost.

      So if I had 100 total equip weight with all of my armor and weapons, I wanted a TK Dodge to cost 15% of my total equip weight, and I wanted a TK Dodge to always cost at least 10 stamina - the formula would look something like:
      (100 * 0.15) + 10
      Which means with 100 total equip weight it would cost 25 stamina to dodge.

      Hopefully that makes sense!
    4. NexusIsCool12345
      NexusIsCool12345
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      I see what you mean. I uploaded it as optional file. Thanks for your suggestion. Good luck!
    5. ZachJamesGames
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      Wow! That was so fast. Thanks for listening to my request! Really excited to try this out tonight.
    6. ZachJamesGames
      ZachJamesGames
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      Was finally able to test the weight version of the mod, and it works beautifully! Thank you so much. :D
    7. NexusIsCool12345
      NexusIsCool12345
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      Happy to help. You're welcome!
  2. scatteringMatrix
    scatteringMatrix
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    Hi there, this is really cool! My only request would be, if possible, to allow users to configure the amount of remaining stamina required to dodge, instead of having it be locked at 1.0 stamina. In any case, thanks a bunch for making this!
    1. NexusIsCool12345
      NexusIsCool12345
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      You're welcome! Thanks for the suggestion!
    2. NexusIsCool12345
      NexusIsCool12345
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      Well. I made the options into ini file. I hope you and other people who need this enjoy 😎
    3. scatteringMatrix
      scatteringMatrix
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      So fast, thanks :O amazing work!
    4. NexusIsCool12345
      NexusIsCool12345
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      It requires some testing. But it should work I guess
  3. Kobac
    Kobac
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    Hi! 

    The mod is working a little odd in my list. I can dodge when the stamina is low but it also reduces the stamina cost overall and it changes which the dodge key is to shift? Any ideas why or how can I fix it?
    1. NexusIsCool12345
      NexusIsCool12345
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      Hello. Does the issue go away if you uncheck my mod in the list?
  4. TheEndCobra
    TheEndCobra
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    I have downloaded all the requirements like AMR, TK Dodge SE (only meshes), TK dodge RE (tweaked the .ini file to 'step dodge: true'),
    tried to install with and without TK Dodge NG, TK dodge Pandora patch
    and installed Acrobatic Dodge Replacer as last. My load order is;

    1. Pandora
    2. TK Dodge SE 1.5.x special edition file (only meshes),
    3. TK dodge RE (tweaked .ini file) (when I installed NG I placed the patch below TK dodge SE, 3rd place)
    4. TK dodge pandora patch
    5. Acrobatic Dodge replacer

    I'm using Pandora and Open Animation Replacer, the funny thing is, when I
    open OAR in game (type 14 in ID) I can see the .hkx animation files
    under Legacy, I can even preview these animations, when I press preview
    these animations start playing, but I can only preview them. So my
    problem is, how do I activate them? I assigned hotkeys through patch in
    mcm menu, left shift, left alt or on controller the sprint button (LB)
    and several other buttons, but it doesn't do anything when I press the
    assigned dodge button. Even enabled the sprint button as the dodge
    hotkey, still nothing. I've even set the 'stepdodge= true' and experimented with different hotkeys in the RE and NG .ini files, still nothing. Even tried this whole process with Nemesis, still nothing.

    So the animations are there, but I can't use them with hotkey, so what is going on here? I am missing a step, but
    what? Not a single TK dodge related animation works. Am using the latest AE build btw. 
    1. NexusIsCool12345
      NexusIsCool12345
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      Hello. I don't see how your issue is related to my little adjustment to the original mod. Though I'll try my best.
      1. Try removing all TK dodge related stuff
      2. Install again by following the instructions on "TK Dodge NG" page CLOSELY (I don't know about stuff other than Nemesis so try Nemesis again - you should also press update and launch in nemesis as well after ticking the required thing on)
      3. See if TK Dodge NG work without replacers
      4. The default key for dodging in ini file is 56 (left alt)
      Good luck!
    2. TheEndCobra
      TheEndCobra
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      Thanks for your reply. Now that you mention it, I can try installing SE (meshes only) and NG without RE (since they have the same .ini file) or if that doesn't work I'll try to install NG only, I'm out of ideas anyway, it's just that both the default key for dodging or any other hotkey number doesn't seem to work. I'll do my best on my end, if you have any alternative solutions I would really appreciate it. Thank you.