Skyrim Special Edition
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Arno

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Arno1789

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A workaround using Dynamic Animation Casting to enable bloodskal horizontal strikes for MCO and SkySA users who use the Bloodskal Blade Tweaks mod.

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Hi Guys, English is not my native language. I'll try my best to explain things and please feel free to post a comment if I didn't state something clear. Acutally there isn't much to explain though :)


BACKGROUND
So I was exploring Nexus the other day and found Bloodskal Blade - Tweaks and Enhancements, which in my opinion is the best Bloodskal Blade overhaul that fixes several bugs, enabling NPCs to use the strike effect and so much more, while staying lore-friendly and not making the weapon overpowered.

However, like in vanilla, in order to perform the horizontal strike, the player must wield the weapon side-ways. As far as I know, MCO and SKYSA users can only perform front-facing power-attacks, so they are not able to perform an horizontal strike and thus unable to open a door that needs this action.

And another day I came across another bloodskal mod called Dynamic Bloodskal Blade - Lag Fix that uses the genius framework of Dynamic Animation Casting to perform Bloodskal strikes without scripts and also enabling NPCs to wield the weapon. Although it also uses vanilla animations to work so MCO and SKYSA users still cannot perform horizontal strikes, it enlightened me of how I can use the framework to make it possible for MCO and SKYSA. (Seriously you should try this framework, it just has countless posibilities)


HOW DOES THIS MOD WORK
It's very simple. Just hold the moving-left/right key (A or D for keyboard) and click normal attack and the horizontal strike will perform. I did not touch vertical strikes: powerattacks will trigger them the same way as in the Bloodskal Tweaks mod. In order to make it consistent with that mod, I make the horizontal strikes cosume 50 points of magicka as well. If you don't want the magicka cost, just open the .toml file in my mod, go to the last line of each [event], and change the "MagickaCost = 50.00" to zero. Unfortunately I lack the knowledge to recreate the cooldown effect like that mod has.  Thanks to Erthanese's improvements made in Dynamic Animation Casting NG, I can reproduce the cooldown now. The default cooldown time is 3 seconds, and you can easily adjust it like what you do with the magicka cost.


INSTALLATION
1. Install Bloodskal Blade - Tweaks and Enhancements
2. Install dTry's Key Utils - This is an esl plugin that tracks your player's movement. It's required so the game knows if you are attacking while moving side-ways or not. There's another mod that uses dTry's plugin to enable 8-direction dodge for TK dodge. I highly recommend you try this mod, too: Smooth Slip Dodge Animation, or its successor Dynamic Dodge Animation (not required by this mod)
3. Install Dynamic Animation Casting NG (it works for both SE and AE)
4. Install this mod.

It's save to uninstall anytime since it's only an .toml file.


CREDITS
AndrealphusVIII - who created the wonderful Bloodskal Blade - Tweaks and Enhancements, whithout which I wouldn't have thought of making this mod
igotnousername - who showed me a good example of using the Dynamic Animation Casting framework and inspired me to write my own .toml
Loki - the creator of the genius Dynamic Animation Casting, without which this mod will not be possible.
Erthanese - the creator of DAC NG that brings more functions and improvements to DAC, without which I will not be able to solve the problems.
dTry - for dTry's Key Utils, without which this mod will not be possible.
NickNak - the creator of Jumping Attack that allows you to attack mid-air. I used this function in my second screen-shot.