Question: Is that safe to install when I already used original TK Dodge SE in my gamesave? Answer: Yes. As long as you ensure that all the files from the original TK Dodge SE is removed except files inside the meshes folder.
Question: Where is the MCM? Answer: There is not god-damn MCM in TK Dodge RE! Go to "Data\SKSE\Plugins\TK Dodge RE.ini" to configure.
Question: Dose this mod support Gamepad? Answer: Yes, of course! Why the hell you think gamepad is not supported?
Question: I meet compability issues when using with TDM! Answer: TK Dodge RE should not have conflict with TDM anymore in the newest edition, make sure that both mods had update to the newest version.
Question: Is Nemesis necessary? Answer: If you are not using any mods requiring FNIS and Nemesis, and not installed any other mods that contain the 1hm_behavior.hkx" and "magicbehavior.hkx"(except Ultimate Combat), then Nemesis is not mandatory.
Question: Cannot perform step dodge even I generated Nemesis patch successfully! Answer: Check how much animations you had generated after launched Nemesis.If the animations amount is more than hundred, than the game engine may take some times to precache the step dodge animations. Waiting for minutes after start the game and see if that could fixed by itself.
Question: Does TK Dodge RE have double tap dodge feature? Answer: No for now.
This is in the instructions but I missed it and ended up with issues. I've always put my Nemesis and Nemesis Output folder below each other at the bottom of my load order. For this to work TK Dodge Re must be BELOW THE NEMISIS FOLDER So the load order needs to be
TK Dodge (meshes only folder delete everything else) Nemesis TK Dodge RE TKDodge Forward and Back Animations (If Using) Nemesis Output
I would recommend, especially with these "big" mods, to just nuke your Nemesis Output folder and start from scratch, a lot of weird cases arise when the Output overwrite itself.
So the correct patch name is showing up in Nemesis, but Nemesis refuses to process it. Flashes up an error saying the engine is out of date, when I've been using it fine all week until now. And of course, running the "update engine" button also flashes up an error, because why on earth would the solution be as simple as that?
The error I get there reads: ERROR(2003): Invalid file name. File name must only be #<modcode>$<id> or #<id>. Please contact the mod author File: mod\tkuc\_1stperson\1hm_behavior\#tkuc$21.txt.vortex_backup
Now I literally installed Ultimate Combat yesterday and ran it through Nemesis without issue. So I can only guess that somehow it's this dodge mod that has changed something? Is it incompatible with Ultimate Combat somehow? Or have I done something stupid with install process?
"File: mod\tkuc\_1stperson\1hm_behavior\#tkuc$21.txt.vortex_backup" That seems a conflict between Vortex and Nemesis. Delete those ".vortex_backup" files may fix it.
That was the trick! Classic Vortex! Thanks for the quick help
EDIT: Since this is stickied now, another tip for anyone with same issue - when deleting the Vortex backup files, sort your folders to list files by date modified rather than alphabetically, and it will group all the backup files together for you to make shift-clicking them all nice and easy
Only dodge version Outdate now, please use version 0.55-rc2
As the original author is no time and no longer maintaining it, the file has been archived to prevent confusion among the community. I apologize for any confusion caused by the previous mix-up.
Spoiler:
Show
Only Dodge version for precision and new staff school mod (link) if you have any issue after download Only Dodge version pls let me know and pls dont bother Maxsu thank you a lot
only dodge version:
For precision now you need to re install and re-select the option again if you dont install Ultimate combat for precision option step you can just select "None"
If you have Ultimate Combat When you install precision ,During the compatible installation step of Fomod, You Need To Select" Ultimate Combat"
For modder :
Now in order to use AMR more accurately and solve compatibility problems you need to add AMR's motion annotation to your dodge animation (So now you dont need to edit animationdatasinglefile) so the motion data fully control by AMR, so that different animation can have different motion (displacement)
Also change animation files to the TKDodge folder path
And added a new animation DodgeForward So for those mods want use Only Dodge version need to adjust the path and dodge forward name
If you use DAR just need to add a TKDodge folder under the DAR and change the dodge forward name so now all the dodge animation will under TKDodge file
Sup everyone? I followed Noctis' instrucitons back in the Acrobatic Dodge Replacer comments and solved the dodge in place problem. It's easy really.
First download and install Havok Content Tools from his link, without this your computer will extract needed info from the animation files in a broken way (note that he wrote it could fail if installed to Program Files): https://www.softpedia.com/get/Programming/Other-Programming-Files/Havok-Content-Tools.shtml#download
Then download hkanno, some sort of over-simplified animation file editor: hkanno: https://mega.nz/file/ySIjwCaQ#cC0VVhzTYwm784zRVCKWpEBfraRGDEyWEz7ISEc2HxU
Second link has four hkx files with directional names, looks like some updated dodge animation files, or blank ones with updated info we need. Simply extract these info by dragging a file to Dump.bat and copy the info from anno.txt to whereever you like, note which direction they are. Repeat this for all four files.
Then do the same with whichever animation file you want to update. I tried the ones in the folder 991110 with sneakrun_forwardroll.hkx among them, after I installed Acrobatic Dodge Replacer with my mod manager. File names could probably be different by which options you selected while installing the mod. Copy those files or whatever you want to update to the folder that came with second link first, then do this one by one:
Drag one to Dump.bat, open anno.txt, replace that info with the previous info you copied with matching direction and save. Then drag the same file to Update.bat to update.
After doing this with all four directions, take the updated files to where you took them. Start the game and check, you shouldn't be dodging in place now.
I updated the ones without attack in case they break, because attacking ones' info looked a little weird than what I extracted from downloaded files. I'm guessing this method should work with whatever dodge animation mod that's not working, so feel free to experiment and if you know how to share files please share your files with a reply so everyone can enjoy. I'll copy this comment to a few other places so more people can see.
Did a little more digging. It seems like problem's cause is not having positional "annotations" on the hkx files. And it's solvable by using an animation editor like Blender with some Skyrim extensions to extract them by clicking an export button. There are some tutorials on the internet. I think I did enough for now. Anyone willing to do it please help yourself.
I don’t know if this has already been mentioned, but for those who are having the issue of only dodging forward, make sure that the key you're using to dodge (in my case, LCtrl) isn’t also assigned to something else, like auto-move. You need to leave the dodge key unassigned from other functions for it to work properly.
I just installed this together with 8 ways directional dodge, everything is working fine just now the setting with probably reset and i can cast spells while dodging. I don't want this, is there any way to change this in file settings? So my casting just cancels when i dodge? or i just can't dodge while casting
Guys if any of you are still struggling to get the mod work with Pandora try this: If you think you did all well but still rolling in same place when you press dodge button then try installing standalone option from "TK Dodge RE" fomod. And dont use the TK Dodge RE patch in pandora, instead use the "TK Dodge RE -Standalone Patch". I am writing this if i need it again.
i have the same problem, all my mods are correctly installed (instruction followed and load order checked) and nemesis generate everything correctly but nothing works, i still can't dodge
Hi, I'm having a weird problem with two-handed step dodges. Whenever I perform a step dodge with a 2 handed weapon out, the character has a weird stutter at the end of the animation, like their legs and body will scramble quickly. Anyone had this problem before + know what to do?
I've reinstalled TK dodge SE and RE, along with nemesis. Am having this problem on Skyrim SE
Anyone know the code to set up the key binds? the link to the website showing it is broken, not sure why the author didn't just write it in the description. I'll prob just use the old tk dodge, all the custom dodge animations point to this mod but ofc these old mods are always missing a piece of info in a broken link.
2094 comments
Question: Is that safe to install when I already used original TK Dodge SE in my gamesave?
Answer: Yes. As long as you ensure that all the files from the original TK Dodge SE is removed except files inside the meshes folder.
Question: Where is the MCM?
Answer: There is not god-damn MCM in TK Dodge RE! Go to "Data\SKSE\Plugins\TK Dodge RE.ini" to configure.
Question: Dose this mod support Gamepad?
Answer: Yes, of course! Why the hell you think gamepad is not supported?
Question: I meet compability issues when using with TDM!
Answer: TK Dodge RE should not have conflict with TDM anymore in the newest edition, make sure that both mods had update to the newest version.
Question: Is Nemesis necessary?
Answer: If you are not using any mods requiring FNIS and Nemesis, and not installed any other mods that contain the 1hm_behavior.hkx" and "magicbehavior.hkx"(except Ultimate Combat), then Nemesis is not mandatory.
Question: Cannot perform step dodge even I generated Nemesis patch successfully!
Answer: Check how much animations you had generated after launched Nemesis.If the animations amount is more than hundred, than the game engine may take some times to precache the step dodge animations. Waiting for minutes after start the game and see if that could fixed by itself.
Question: Does TK Dodge RE have double tap dodge feature?
Answer: No for now.
I've always put my Nemesis and Nemesis Output folder below each other at the bottom of my load order. For this to work TK Dodge Re must be
BELOW THE NEMISIS FOLDER
So the load order needs to be
TK Dodge (meshes only folder delete everything else)
Nemesis
TK Dodge RE
TKDodge Forward and Back Animations (If Using)
Nemesis Output
The error I get there reads: ERROR(2003): Invalid file name. File name must only be #<modcode>$<id> or #<id>.
Please contact the mod author
File: mod\tkuc\_1stperson\1hm_behavior\#tkuc$21.txt.vortex_backup
Now I literally installed Ultimate Combat yesterday and ran it through Nemesis without issue. So I can only guess that somehow it's this dodge mod that has changed something? Is it incompatible with Ultimate Combat somehow? Or have I done something stupid with install process?
That seems a conflict between Vortex and Nemesis.
Delete those ".vortex_backup" files may fix it.
EDIT: Since this is stickied now, another tip for anyone with same issue - when deleting the Vortex backup files, sort your folders to list files by date modified rather than alphabetically, and it will group all the backup files together for you to make shift-clicking them all nice and easy
As the original author is no time and no longer maintaining it,
the file has been archived to prevent confusion among the community.
I apologize for any confusion caused by the previous mix-up.
Only Dodge version for precision and new staff school mod (link)
if you have any issue after download Only Dodge version pls let me know and pls dont bother Maxsu
thank you a lot
only dodge version:
For precision now you need to re install and re-select the option again
if you dont install Ultimate combat for precision option step you can just select "None"
If you have Ultimate Combat
When you install precision ,During the compatible installation step of Fomod, You Need To Select" Ultimate Combat"
For modder :
Now in order to use AMR more accurately and solve compatibility problems
you need to add AMR's motion annotation to your dodge animation (So now you dont need to edit animationdatasinglefile)
so the motion data fully control by AMR, so that different animation can have different motion (displacement)
Also change animation files to the TKDodge folder path
And added a new animation DodgeForward
So for those mods want use Only Dodge version need to adjust the path and dodge forward name
If you use DAR just need to add a TKDodge folder under the DAR and change the dodge forward name
so now all the dodge animation will under TKDodge file
For more detail you can check out the change logs
First download and install Havok Content Tools from his link, without this your computer will extract needed info from the animation files in a broken way (note that he wrote it could fail if installed to Program Files):
https://www.softpedia.com/get/Programming/Other-Programming-Files/Havok-Content-Tools.shtml#download
Then download hkanno, some sort of over-simplified animation file editor:
hkanno: https://mega.nz/file/ySIjwCaQ#cC0VVhzTYwm784zRVCKWpEBfraRGDEyWEz7ISEc2HxU
Second link has four hkx files with directional names, looks like some updated dodge animation files, or blank ones with updated info we need. Simply extract these info by dragging a file to Dump.bat and copy the info from anno.txt to whereever you like, note which direction they are. Repeat this for all four files.
Then do the same with whichever animation file you want to update. I tried the ones in the folder 991110 with sneakrun_forwardroll.hkx among them, after I installed Acrobatic Dodge Replacer with my mod manager. File names could probably be different by which options you selected while installing the mod. Copy those files or whatever you want to update to the folder that came with second link first, then do this one by one:
Drag one to Dump.bat, open anno.txt, replace that info with the previous info you copied with matching direction and save. Then drag the same file to Update.bat to update.
After doing this with all four directions, take the updated files to where you took them. Start the game and check, you shouldn't be dodging in place now.
I updated the ones without attack in case they break, because attacking ones' info looked a little weird than what I extracted from downloaded files. I'm guessing this method should work with whatever dodge animation mod that's not working, so feel free to experiment and if you know how to share files please share your files with a reply so everyone can enjoy. I'll copy this comment to a few other places so more people can see.
Cheers!
I just installed this together with 8 ways directional dodge, everything is working fine just now the setting with probably reset and i can cast spells while dodging. I don't want this, is there any way to change this in file settings? So my casting just cancels when i dodge? or i just can't dodge while casting
If you think you did all well but still rolling in same place when you press dodge button then try installing standalone option from "TK Dodge RE" fomod. And dont use the TK Dodge RE patch in pandora, instead use the "TK Dodge RE -Standalone Patch". I am writing this if i need it again.
Then edit the first line with the keys you want to use with your gamepads, i'm copy/pasting the corresponding keys here below:
Supported GamePad buttons:
0x10A 266 DPAD_UP
0x10B 267 DPAD_DOWN
0x10C 268 DPAD_LEFT
0x10D 269 DPAD_RIGHT
0x10E 270 START
0x10F 271 BACK
0x110 272 LEFT_THUMB
0x111 273 RIGHT_THUMB
0x112 274 LEFT_SHOULDER
0x113 275 RIGHT_SHOULDER
0x114 276 A
0x115 277 B
0x116 278 X
0x117 279 Y
0x118 280 LT
0x119 281 RT
So let's say that you want to use LB to dodge, edit the first line like this DodgeHotkey=274 and save.
I've reinstalled TK dodge SE and RE, along with nemesis. Am having this problem on Skyrim SE
- esc --> 1
- 1 --> 2
- 2 --> 3
- 3 --> 4
- 4 --> 5
- 5 --> 6
- 6 --> 7
- 7 --> 8
- 8 --> 9
- 9 --> 10
- 0 --> 11
- - --> 12
- = --> 13
- backspace --> 14
- tab --> 15
- q --> 16
- w --> 17
- e --> 18
- r --> 19
- t --> 20
- y --> 21
- u --> 22
- i --> 23
- o --> 24
- p --> 25
- [ --> 26
- ] --> 27
- enter --> 28
- ctrl --> 29
- control --> 29
- a --> 30
- s --> 31
- d --> 32
- f --> 33
- g --> 34
- h --> 35
- j --> 36
- k --> 37
- l --> 38
- ; --> 39
- ' --> 40
- ` --> 41
- shift --> 42
- \\ --> 43
- z --> 44
- x --> 45
- c --> 46
- v --> 47
- b --> 48
- n --> 49
- m --> 50
- , --> 51
- . --> 52
- / --> 53
- rshift --> 54
- rightshift --> 54
- num* --> 55
- alt --> 56
- space --> 57
- capslock --> 58
- f1 --> 59
- f2 --> 60
- f3 --> 61
- f4 --> 62
- f5 --> 63
- f6 --> 64
- f7 --> 65
- f8 --> 66
- f9 --> 67
- f10 --> 68
- numlock --> 69
- scrolllock --> 70
- num7 --> 71
- num8 --> 72
- num9 --> 73
- num- --> 74
- num4 --> 75
- num5 --> 76
- num6 --> 77
- num+ --> 78
- numplus --> 78 // num+ alias
- num1 --> 79
- num2 --> 80
- num3 --> 81
- num0 --> 82
- numdel --> 83
- sysreq --> 84
// - \\ --> 86 // this one is duplicated.
- f11 --> 87
- f12 --> 88
- f13 --> 124
- f14 --> 125
- f15 --> 126
- f16 --> 127
- f17 --> 128
- f18 --> 129
- f19 --> 130
- f20 --> 131
- f21 --> 132
- f22 --> 133
- f23 --> 134
- f24 --> 135
- numenter --> 156
- rctrl --> 157
- rightctrl --> 157
- rightcontrol --> 157
- rcontrol --> 157
- num/ --> 181
- printscreen --> 183
- printscrn --> 183
- ralt --> 184
- rightalt --> 184
- home --> 199
- up --> 200
- pageup --> 201
- left --> 203
- right --> 205
- end --> 207
- down --> 208
- pagedown --> 209
- insert --> 210
- ins --> 210
- del --> 211
- delete --> 211
taken from SKSE InputMap
- leftmousebutton --> 256
- lmb --> 256
- rightmousebutton --> 257
- rmb --> 257
- middlemousebutton --> 258
- mmb --> 258
- mouse3 --> 259
- mouse4 --> 260
- mouse5 --> 261
- mouse6 --> 262
- mouse7 --> 263
- mousewheelup --> 264
- scrollwheelup --> 264
- mousewheeldown --> 265
- scrollwheeldown --> 265
- dpadup --> 266
- dpaddown --> 267
- dpadleft --> 268
- dpadright --> 269
- start --> 270
- back --> 271
- lthumb --> 272
- rthumb --> 273
- lshoulder --> 274
- rshoulder --> 275
- lbumper --> 274
- rbumper --> 275
- gamepada --> 276
- gamepadb --> 277
- gamepadx --> 278
- gamepady --> 279
- ltrigger --> 280
- rtrigger --> 281
MB4, Mouse4, is 259
MB5, Mouse5, is 260