Awesome mod!!!!! IDK if this was a consideration during development, but this mod made rolling usable again for someone like me who only plays in first person! Not just usable, but freaking cool! Thanks!
The moment I had a mod idea and later I had absolutely nothing in mind about first person perspective. It's great you find such an interesting way to use the mod. Main goal was knife usability. I felt movements with knife should be faster, more mobile and smooth. And I like Souls' dash, especially in BloodBourne. Less important was potentially less dodging animations in very hard combat mode where you can't use the block. With quickstep it's more risky but more rewarding and fast pace.
Can someone explain me what Dash and Quckstep is and how to perform it? :P Never got it in the Vanilla game and if I equip a knife its still dodge rolls as usual.
You can try to enable another weapon to test it. Knifes are just enabled by default. Basically mod's version of quickstep is worse version of Elden Ring and another souls games' quickstep.
Great mod! But doesn't work for me as of lates patch 0.217.22: [Error : Unity Log] MissingFieldException: Field 'FejdStartup.m_connectionFailedError' not found. Stack trace: (wrapper dynamic-method) FejdStartup.DMD<FejdStartup::ShowConnectError>(FejdStartup,ZNet/ConnectionStatus) (wrapper dynamic-method) FejdStartup.DMD<FejdStartup::Start>(FejdStartup)
Again, awesome mod! Just a feature request: would it be possible to change the dash force, time, cooldown, shield, stamina values on a per weapon type basis? Kinda like a default dash force, time, etc setting on top (just like it is now) and a possiblity to overwrite the default setting per weapon category. So for example I could make the unarmed weapons (aka flesh rippers) super mobile, but the daggers would also be more mobile than a sword, but not as mobile as the flesh rippers.
Made distinct options for dash time and force for each weapon type. I don't want to bloat the settings further. IMO cooldown, shield inv and stamina should not vary between weapons. You may build your own version of the mod if you want that much of variety.
It should be compatible with most mods as it only patches one method Player.UpdateDodge while saving the vanilla invincibility behavior. It basically replace the way of dodging using animation on using invisible "force push" to the player with some inner animation shenanigans to look better.
For anyone wondering the same, yes dash force = dash distance @shudnai you should maybe give a recommendet max as a commend in the settings (was flying through the map testing this ^^)
Default one is considered balance. It is already the result of trials and errors. Dash force is not exactly the distance. It is exactly the force applied to your body every 0.01s for dash time value. So the distance will increase by increasing either dash time or force.
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(the video is muted, btw)
The mod doesn't work anymore on my side since the bog witch update, anyone else encountered the problem?
Main goal was knife usability. I felt movements with knife should be faster, more mobile and smooth. And I like Souls' dash, especially in BloodBourne. Less important was potentially less dodging animations in very hard combat mode where you can't use the block. With quickstep it's more risky but more rewarding and fast pace.
Basically mod's version of quickstep is worse version of Elden Ring and another souls games' quickstep.
Could you explain me what a dash is? which button does perform it is it the middle mouse?
But doesn't work for me as of lates patch 0.217.22:
[Error : Unity Log] MissingFieldException: Field 'FejdStartup.m_connectionFailedError' not found.
Stack trace:
(wrapper dynamic-method) FejdStartup.DMD<FejdStartup::ShowConnectError>(FejdStartup,ZNet/ConnectionStatus)
(wrapper dynamic-method) FejdStartup.DMD<FejdStartup::Start>(FejdStartup)
I've updated from Thunderstore and missed that version there was 1.0.2 yet
1.0.3 works as intended. Thank you so much for the mod and update!
Just a feature request: would it be possible to change the dash force, time, cooldown, shield, stamina values on a per weapon type basis?
Kinda like a default dash force, time, etc setting on top (just like it is now) and a possiblity to overwrite the default setting per weapon category.
So for example I could make the unarmed weapons (aka flesh rippers) super mobile, but the daggers would also be more mobile than a sword, but not as mobile as the flesh rippers.
IMO cooldown, shield inv and stamina should not vary between weapons. You may build your own version of the mod if you want that much of variety.
Quick question is the Dash force setting the dash distance?
@shudnai you should maybe give a recommendet max as a commend in the settings (was flying through the map testing this ^^)