If I'm reading this correctly, it requires you to actually hit a target before the game activates a power attack? Does that mean that this mod effectively makes it impossible to open the Bloodskal Blade door because you need to power attack the air?
That's what the game requires for directional power attacks, not the mod. I have never tried the Bloodskal Blade door in VR to be honest, not sure how it works. They may have put in special code specifically for that quest. I'll have to go test out that quest with this mod specifically, make sure it works.
bloodskal works fine - the wave orientation from the weapon is based on the direction you're swinging rather than the type of power attack. in fact, because of this, executing the moves to open the door in VR is easier than i found it in flatrim using a controller
I don't know how it works for you @anothersympathetic, but I've tried with mods, I've tried without mods and still nothing. I swing my arm around while holding the trigger like crazy, I see my stamina going down, but no red beam coming out of the sword.
It's annoying that some people get it and others don't. The only difference I could spot, was that people were using different VR sets. I'm using the Index Valve, but I doubt that the hardware is the issue.
So, I've now tested Bloodskal Blade door on my game with either this mod enabled, or with PowerAttackVR (I highly recommend this mod over mine, see description for link). For both of them, Bloodskal Blade is working as expected on my Valve Index system (and it was working on my old OG Rift, though that was before I made this mod).
If you are having issues, there are a few things to check: 1. Do you have any stamina? Power attacks (including for this quest) cannot be executed without stamina. 2. Are you swining the sword in the correct orientation (orientation matters for this quest), and at the right spot? I'd suggest watching a youtube video if you've never done this quest before and you're not sure if you're doing it correctly. 3. Do you have any other mod that may be overriding your power attack button (maybe Spell Wheel VR)? 4. Do you have a mod that alters the Bloodskal Blade itself? I'm not aware of any that do, but it may be something to look out for.
I thought I'd comment here for anyone who's trying to get power attacks to work.
Three factors must be present for a power attack to work:
Target must not be blocking
You must be moving forward / sideways when your weapon / fist makes contact with the target hitbox
Your weapon should be IN the target's hitbox at the same time the vanilla animation makes contact with the character
You must have stamina.
Yeah, it's a lot. I've tried it with both Vokrii and Ordinator's perks and can confirm they both trigger, but the best method for triggering it is up for debate. Since the perk activating seems to be tied to the vanilla animation, you have to be quite close.
This means doing it one of three ways:
1) "skating through" on the left side of your target. If you lose control for 1.5s or so and you were quite close, you might see indicators that the target was affected. This can be "You triggered a critical strike" on Ralof from the Warmaster perk ( Vokrii ).
2) Going directly towards your target and swing from 4 o'clock to 10 o'clock or even 12 o'clock, starting a forward power attack before your body's hitbox makes contact with theirs. Don't swing too quickly, "steer" the weapon into them and hold it there briefly. Again, this method might work only because my VR weapon is colliding with the hitbox at the same time a vanilla weapon would be ( due to it's animation ). I don't have a means of testing this theory. Also try to keep the weapon low. Maybe 4 o'clock to 9 o'clock works better for keeping the blade within the hitbox boundaries.
3) The last method is with punches. Both controllers work, but I have more success with my right. A lunging right fist or right uppercut traveling to the left works. Quickly retracting your punch is counter-productive for triggering it.
other things I've noticed:
The "melee power knockback" effect will knockback enemies on both swings of a power attack. I've seen this multiple times on 2 draugr. This is one of the things that leads me to believe that vanilla animation is at play here, even if we can't see it. ( i.e bashing happens even if we don't see it reflected in VRIK animation )
The "melee power knockback" effect is independent of Vokrii / Ordinator perks activating, meaning I can knock a target far away in slow-mo but they won't always be on fire/shocked/chilled. Both perk overhauls check for the attack type of the power attack, while melee power knockback checks for whether one is present at all. Just food for thought.
Lastly, I have video evidence that of Ki Strike ( a Vokrii perk that adds elemental damage to a strike ) can activate twice in succession. I punched Alvor with my right hand which triggered flames, but he was shocked .5s later when I punched him with my left hand. Again, this leads me to believe that a power attack event is tied to the vanilla animation, and in fact it can be triggered twice if you can hit the target again while the event is still occurring.
Dammit Bethesda throw us a bone and explain how this works!
You got me curious about something else. Can a power attack be done more easily while using the "Slow Time" shout?
I use that a lot when moving around giants and bandits and such to get a bow attack to the backs of their heads. I'm wondering if power attacks can be executed while the slow time shout is in effect, or if it nulls the chance of doing it.
Maybe it would make it easier since you have a still target. But I've never tested it as I don't have that shout unlocked.
Another note I should have included: sometimes it seems I have to be real close to do it. I tried activating the "Breach the Wall" perk from Ordinator and found that I had to be real close to activate it on humanoids, like I'm hitting them with my hands close. It's super obvious as the screen flashes red.
Try it out and let us know, would certainly be a nifty tool to use. Maybe there's a console command to freeze enemies but I don't know of one.
i cant seem to make power attacks work...At all. Im not saying its this mod, if anything this mod has helped, Im not sure if this is a dead mod or not because it seems nobody is talking about it. but on the off chance i do get a reply. Just exactly how do i get power attacks to work in general? I keep my head perfectly still, i swing my arm and have my character moving at a perfect angle, or i just dont move at all. But even standing power attacks seem impossible to do, i just get that double-swing. No prompt that i got a power attack from the notifier mod.. Has this mod gotten outdated or something? or is there a mod that has replaced it?
It can be tricky, but last I checked it was still working (though I haven't played in a while so maybe an update broke it). Standing power attacks are actually some of the most difficult ones to execute (especially if you've increased how hard you have to swing), because generally the act of swinging your arm is enough to move your headset, which registers as character movement and now you're not standing still so not a standing power attack (FUN!). I find forwards power attacks the easiest to execute by doing the following (I'm right handed btw): Run past an enemy, going just to the left of them instead of head on. Keep looking straight ahead in the direction you are moving as you are running (don't look towards the enemy). As you pass by the enemy, swing your right arm in a wide arc to your right side while holding the power attack button, as long as you hit the enemy while swinging and are looking straight ahead, you should execute a forwards power attack. This feels really janky the first few times, but once you get used to it it's actually kind of fun and it helps you get the feel for what you need to do.
The notifier mod makes the notification in the upper left hand corner of the screen, so as not to interrupt gameplay. It can be easy to miss if you don't look there deliberately.
Funny thing ... I removed your mod but keep your notification mod. Then I tried what you said with moving left of the enemy look straight and swing to the right ... the notification said it is a standing attack :-D . I dont understand how this works and I think it is stupid how it works. I just download the new HIGGS update to play two handed the right way and I download the maximum carnage mod. So I was happy to grap a two handed weapon with both hands and smash some heads but the game didnt recognize my power attacks and to trigger the gore effects you have to kill your enemy with a power attack. @Pritine if you find a way to fix this I will be fu**ing happy. So Master Pritine please do something ;-)
After I retrieved the Bloodskal Blade I needed to use it to initiate a power attack to open the gate to get out of the room where the gate is. But like you I tried and tried, but to no avail. So I ended up going back to a position before I found the Blade and leave this Quest for another time. I highly doubt though that there is going to be a mod for a power attack. Some people wrote that you have to pull the trigger while swinging the sword. Though there is a green indicator lighning up when I do that, still no power attack. It really would be nice if someone improved that swing.
There's a post below about the double power attack glitch and a possible fix, but this mod does not attempt to fix that. You can try the 'remove power attacks from the game' optional mod, but when I tested it, it didn't fix this either.
Unfortunately, changing those .ini settings had zero effect on the glitch in my game. It seems to happen for all weapons; I've tried numerous other changes as well... Not sure how to fix this.
I'm kind of wondering if this is just how they handle power attacks in VR. I know that an attack doesn't register as a power attack unless it hits something, so the double 'hit' may just be the game applying the extra damage of the power attack. In flatrim this wouldn't be necessary because the attack is registered as a power attack before it hits the target.
That's true, however if you look at the patch notes for update 1.4 on the Bethesda forums, they actually acknowledge this as a problem that was supposedly "fixed". So far, the only thing that's had any impact on double power attacks is adjusting weapon attack speed. When set to "0.1", it eliminates the second power attack but then renders the weapon inoperable due to the extremely slow attack speed. From this we can infer that the glitch is undeniably linked to weapon attack speed in some way or another, what good this does us, I don't know.
If I can offer some input as a VR player, double-hits seem to be a side-effect of how motion velocity is used to measure when a movement counts as an 'attack'. As far as I can tell, the cause of most double-hits it because a strike will operate as an attack on both the swing, and the recovery motion, since most people tend to retract their arm from an attack-like motion just as quickly as they toss it out.
As far as I can tell, Skyrim VR registers the change in direction, for example at the end of a 'jab' motion when the player retracts their arm, and then recalculates the velocity as a trigger to that change in direction, causing it to process the swift retracting motion as an attack.
I could be off base, but that's just how it has seemed to me through having experienced the bug in play. If I'm right, adding something like a 0.2 second cooldown between power attacks might solve the issue, if such a thing is possible.
I actually did a lot more digging/investigating recently (in game and out of game) while paying very close attention and I'm pretty sure I've determined the root cause of the double attack. One thing I really tested was if it always happens during a power attack, and it does (you can easily get a single hit without the power attack button held, but you can't not get a double hit with a power attack), so it seems to be related to that. I'm pretty sure what happened is that, as they are lazy, Bethesda tried to change as little as possible in the game to make it VR compatible, so while they removed the power attack animation from the player, they did not remove the animation events. Thus, a specified number of milliseconds after a power attack event is triggered in game, the enemy takes damage because that's when they would have taken damage according to the original power attack animation from flatrim. Of course, they don't remove the damage from the original swing, so it shows as a double hit. This probably also means that you're doing more damage in VR, since I imagine they didn't change any of the damage modifiers either. I briefly looked for a way to edit the animation events to see if I could shorten the time to 0 ms, but I couldn't figure it out easily and honestly this seems like a ton of work as it would have to be done for each and every type of melee weapon, and with RL things right now I just don't think I have the energy.
Edit: There may also be some double normal hit registration caused by two motions triggering an attack twice in a single swing, but there is definitely a power attack specific second attack that always occurs.
Also, I like to rag on Bethesda, but honestly changing as little as possible was probably the smart move. More changes means more potential things to break, which means more development time and cost. While the double power attack is annoying and noticeable (especially if you like to RP and attack slow with a 2H weapon), the game does work even with it present, and difficulty can be increased to compensate for the extra damage being dealt.
So, I took a look at this, and can see no reason that it shouldn't be working for you. I'll try and look at it some more, but one thing that I didn't consider is that this mod will only remove power attacks from humans, not from animals, dragons, etc.
As to you being able to execute power attacks, how were you evaluating a power attack occurring? I used my notifier plugin and was unable to get a power attack notification. If you were using a different method I could try and replicate it.
When I launched the game, it did work for a while, but as soon as I entered combat I could use power attacks. I used notifier and it gave me messages, stamina was consumed and character was stopped from moving when holding triggers. Also human NPCs could also use them in combat.
Okay, so I spent a lot more time working on this. I think the mod I made removed the directional power attacks for the player (though it's so hard to tell since they're hard to initiate without the fix), but didn't remove base power attacks. I went back and tried to remove all power attacks by basically deleting everything in the creation kit that had "PowerAttack" in it, and absolutely none of it did anything, for either the player or NPC power attacks. Even trying to trace things back to a root object in the creation kit came to no avail. I'm going to remove that mod for now, and if I can ever find a way to remove them I'll upload a new version.
I wonder does Ordinator have limitations on when their perks work? I feel like despite having made a Sideways PA, the specific perk only triggers sometimes. Also I cannot make sidewaysPA all the time, does this mod somehow not work as intended?
The sideways PA should work if you meet all the conditions: 1. Have stamina to initiate PA 2. Actually hit an enemy during a power attack swing (doesn't work if it doesn't hit an enemy) 3. Are moving (not too slowly) at roughly 90 degrees relative to headset orientation: this can be the tricky one, just because you're holding the joystick to the left doesn't mean it will trigger the sideways PA if you have your head turned to look at an enemy; it gets confusing
This mod makes that 3rd condition easier, as without it you have to move EXACTLY 90 degrees relative to the headset, but it's still feels a little unnatural. You may feel as though you are moving left, because you are moving that way relative to your physical body (your out of game body); but your in-game character body orientation is based on your headset orientation.
Also, for the Ordinator part, can you tell me specifically what perks you're having issues with? I also work on the Ordinator VR perk patch, so I might be able to help out if there is an issue (or let you know if there is an internal cooldown on the perk).
I play with controller orientation, and I would assume that when using HMD orientation it would always make it work as long as you are pressing the joystick to the side, but I've never switched and tried it. The one time I tried HMD orientation I found it super disorienting.
Either way, the key is that your in-game movement must be 90 degrees relative to your in-game character body orientation. If you install VR body without VRIK it is very easy to figure out how your in-game body is oriented. (recent versions of VRIK change the apparent orientation of the body, but this doesn't reflect what the core game components register).
No, sorry didn't mean to be confusing, was talking specifically about a mod. The direction you are looking is the orientation of your in-game character.
Bro... this mod doesnt have even a baby hair of the recognition and praise it should.
Look at these greedy selfish people, "1,111 Total DLs", but 27 endorsements... smfh you sir have just made my VR experience a game changer and I commend you and your work. Keep it up man
Lol, thanks. I think a lot of people are disappointed that it's not at the point of depending on the direction of swing rather than the direction of movement, but that requires using openVR and is simply at a whole other level. I do hope to get to that eventually, but RL has been busy (and exhausting) as of late. Glad you appreciate this simple change though. I know it made a big difference for my melee build.
So, this mod seems to break the controls for the Index controller. I've been tinkering, and I don't know how to fix it. It shuffles my crouch and several other controls and makes menus un-navegable as though the control stick is rubberbanding to the opposite direction as held upon release. I can only scroll `5 items up or down any list. When I remove the mod, this problem abates, so it is certainly tied to this mod.
Possible influencer: SkyUI VR edition. Beta 4 I believe (seems unlikely because it impacts control beyond menus)
That's very odd, this mod doesn't touch much of anything and runs no scripts. Would be helpful if you could test some things for me (especially as I have a Rift, not an Index):
Does this still occur on a new game? If you load the game without SKSE but with this mod does the problem still occur?
I have a feeling that this must be some weird interaction between my mod and another, but I can't imagine what other mod it would be interacting with.
Is a power attack when you swing a 2H weapon while holding the trigger and it registers an initial hit but then a split second later it registers a second more powerful hit? If so could you make a mod to disable this completely? Double hit is too powerful.
I have uploaded an optional file to effectively remove power attacks from the game. I tried to just remove them for the PC, but this wasn't really feasible. Also, if you take perks that modify power attacks, those may still have an effect as I couldn't fully take power attacks out of the game, but I just modified them so they do no additional damage and cost no stamina.
I did notice the double hit registration when testing this mod as I was using a 2H weapon (I normally play 1H or unarmed). I don't think this is related to power attacks, but to the weapon distance and the very low default velocity threshold for hit registration. If you still notice this I recommend modifying the SkyrimCustom.ini file with:
These should make it so you have to swing faster for a hit to register. I haven't tested these values myself, but it's the recommendation from the SkyrimVR subreddit.
52 comments
It's annoying that some people get it and others don't. The only difference I could spot, was that people were using different VR sets. I'm using the Index Valve, but I doubt that the hardware is the issue.
If you are having issues, there are a few things to check:
1. Do you have any stamina? Power attacks (including for this quest) cannot be executed without stamina.
2. Are you swining the sword in the correct orientation (orientation matters for this quest), and at the right spot? I'd suggest watching a youtube video if you've never done this quest before and you're not sure if you're doing it correctly.
3. Do you have any other mod that may be overriding your power attack button (maybe Spell Wheel VR)?
4. Do you have a mod that alters the Bloodskal Blade itself? I'm not aware of any that do, but it may be something to look out for.
Three factors must be present for a power attack to work:
Yeah, it's a lot. I've tried it with both Vokrii and Ordinator's perks and can confirm they both trigger, but the best method for triggering it is up for debate. Since the perk activating seems to be tied to the vanilla animation, you have to be quite close.
This means doing it one of three ways:
1) "skating through" on the left side of your target. If you lose control for 1.5s or so and you were quite close, you might see indicators that the target was affected. This can be "You triggered a critical strike" on Ralof from the Warmaster perk ( Vokrii ).
2) Going directly towards your target and swing from 4 o'clock to 10 o'clock or even 12 o'clock, starting a forward power attack before your body's hitbox makes contact with theirs. Don't swing too quickly, "steer" the weapon into them and hold it there briefly. Again, this method might work only because my VR weapon is colliding with the hitbox at the same time a vanilla weapon would be ( due to it's animation ). I don't have a means of testing this theory. Also try to keep the weapon low. Maybe 4 o'clock to 9 o'clock works better for keeping the blade within the hitbox boundaries.
3) The last method is with punches. Both controllers work, but I have more success with my right. A lunging right fist or right uppercut traveling to the left works. Quickly retracting your punch is counter-productive for triggering it.
other things I've noticed:
The "melee power knockback" effect will knockback enemies on both swings of a power attack. I've seen this multiple times on 2 draugr. This is one of the things that leads me to believe that vanilla animation is at play here, even if we can't see it. ( i.e bashing happens even if we don't see it reflected in VRIK animation )
The "melee power knockback" effect is independent of Vokrii / Ordinator perks activating, meaning I can knock a target far away in slow-mo but they won't always be on fire/shocked/chilled. Both perk overhauls check for the attack type of the power attack, while melee power knockback checks for whether one is present at all. Just food for thought.
Lastly, I have video evidence that of Ki Strike ( a Vokrii perk that adds elemental damage to a strike ) can activate twice in succession. I punched Alvor with my right hand which triggered flames, but he was shocked .5s later when I punched him with my left hand. Again, this leads me to believe that a power attack event is tied to the vanilla animation, and in fact it can be triggered twice if you can hit the target again while the event is still occurring.
Dammit Bethesda throw us a bone and explain how this works!
I use that a lot when moving around giants and bandits and such to get a bow attack to the backs of their heads.
I'm wondering if power attacks can be executed while the slow time shout is in effect, or if it nulls the chance of doing it.
Another note I should have included: sometimes it seems I have to be real close to do it. I tried activating the "Breach the Wall" perk from Ordinator and found that I had to be real close to activate it on humanoids, like I'm hitting them with my hands close. It's super obvious as the screen flashes red.
Try it out and let us know, would certainly be a nifty tool to use. Maybe there's a console command to freeze enemies but I don't know of one.
The notifier mod makes the notification in the upper left hand corner of the screen, so as not to interrupt gameplay. It can be easy to miss if you don't look there deliberately.
@Pritine if you find a way to fix this I will be fu**ing happy. So Master Pritine please do something ;-)
Some people wrote that you have to pull the trigger while swinging the sword. Though there is a green indicator lighning up when I do that, still no power attack.
It really would be nice if someone improved that swing.
As far as I can tell, Skyrim VR registers the change in direction, for example at the end of a 'jab' motion when the player retracts their arm, and then recalculates the velocity as a trigger to that change in direction, causing it to process the swift retracting motion as an attack.
I could be off base, but that's just how it has seemed to me through having experienced the bug in play. If I'm right, adding something like a 0.2 second cooldown between power attacks might solve the issue, if such a thing is possible.
Edit: There may also be some double normal hit registration caused by two motions triggering an attack twice in a single swing, but there is definitely a power attack specific second attack that always occurs.
Also, I like to rag on Bethesda, but honestly changing as little as possible was probably the smart move. More changes means more potential things to break, which means more development time and cost. While the double power attack is annoying and noticeable (especially if you like to RP and attack slow with a 2H weapon), the game does work even with it present, and difficulty can be increased to compensate for the extra damage being dealt.
As to you being able to execute power attacks, how were you evaluating a power attack occurring? I used my notifier plugin and was unable to get a power attack notification. If you were using a different method I could try and replicate it.
Also I cannot make sidewaysPA all the time, does this mod somehow not work as intended?
1. Have stamina to initiate PA
2. Actually hit an enemy during a power attack swing (doesn't work if it doesn't hit an enemy)
3. Are moving (not too slowly) at roughly 90 degrees relative to headset orientation: this can be the tricky one, just because you're holding the joystick to the left doesn't mean it will trigger the sideways PA if you have your head turned to look at an enemy; it gets confusing
This mod makes that 3rd condition easier, as without it you have to move EXACTLY 90 degrees relative to the headset, but it's still feels a little unnatural. You may feel as though you are moving left, because you are moving that way relative to your physical body (your out of game body); but your in-game character body orientation is based on your headset orientation.
Also, for the Ordinator part, can you tell me specifically what perks you're having issues with? I also work on the Ordinator VR perk patch, so I might be able to help out if there is an issue (or let you know if there is an internal cooldown on the perk).
Either way, the key is that your in-game movement must be 90 degrees relative to your in-game character body orientation. If you install VR body without VRIK it is very easy to figure out how your in-game body is oriented. (recent versions of VRIK change the apparent orientation of the body, but this doesn't reflect what the core game components register).
Look at these greedy selfish people, "1,111 Total DLs", but 27 endorsements... smfh you sir have just made my VR experience a game changer and I commend you and your work. Keep it up man
Endorsed
Possible influencer: SkyUI VR edition. Beta 4 I believe (seems unlikely because it impacts control beyond menus)
Does this still occur on a new game?
If you load the game without SKSE but with this mod does the problem still occur?
I have a feeling that this must be some weird interaction between my mod and another, but I can't imagine what other mod it would be interacting with.
I did notice the double hit registration when testing this mod as I was using a 2H weapon (I normally play 1H or unarmed). I don't think this is related to power attacks, but to the weapon distance and the very low default velocity threshold for hit registration. If you still notice this I recommend modifying the SkyrimCustom.ini file with:
[VRInput]
fShieldLinearVelocityThreshold=4.5000
fMeleeLinearVelocityThreshold=6.0000
These should make it so you have to swing faster for a hit to register. I haven't tested these values myself, but it's the recommendation from the SkyrimVR subreddit.