Mod doesn't work when i quickstep kiryu becomes stuck in the idle stance soft locked, and any combo is the normal dragon engine moveset funnily enough the extreme mode activation animation is the yakuza 5 dragon spirit one
I just realized that when I do the Ono Michio substory, in that fight I was using the dragon engine moveset for some reaon, when the substory is over I got back to the classic DoD moveset, is this a bug or does that have to do with the outfit itself
The creator of the Classic Dragon of Dojima for Kiwami 2 has given me access to the mod. I will be porting over what I have here over to that mod. It will actually have some more functionality not present in this mod (like Kiryu's ground grabs) since Kiwami 2 has some properties not present in 6 that make it possible. I hope it's something to look forward to!
The mod works great, but I've noticed a few a rough edges that could be polished.
Enemies recover from the Komaki parry quickly, and the hitbox of the finishing blow performed after the 3 rush combos is pretty small. Also(it's just a personal preference really.), the Dharma tumbler doesn't have much impact and lacks the vibration of the controller when it's done so it takes alot of the impact away.I also think there should've been a sound that plays when it's performed? Finally, those grabs after a finishing blow can get glitchy at times, ending sooner than they should've. These issues aren't so important, but you can always look into them if you want to. By the way, it seems to be compatible with the Kiryu Must Die mod and no glitches occured, though some features might've been removed.
I appreciate the feedback. All of these things are very rough at the moment and any suggestions to polishing them help a lot. To answer each of your points:
1. I wanted to give Komaki parry the stun effect but I don't think there's a way to do it with sync moves in this game. The developers used a certain value in the sync move itself that doesn't work in Dragon Engine games unfortunately. I'm still looking around for ways to keep a type of stun without making it look janky. 2. I am going to replace the third finishing blow animation with his Dragon Engine uppercut since the hitbox is very inconsistent. I wish there was a way to keep the base animation and just fix the hitbox but that doesn't seem to be an option. 3. You mean Komaki Knockback (Triangle when blocking an enemy attack)? I honestly just used the Kiwami 2 version of the move. I am going to improve it a bit since it is pretty janky. 4. Finishing throws have been improved courtesy of 8Ball. Next update will see those feel a lot more natural hopefully.
Thanks again for the feedback and I hope the next update addresses these concerns.
I want to ask, is there an easy way to only get the dharma tumbler part of the mod? I haven't found any other mod yet that brings dharma tumbler by itself.
Kinda, there's two ways to achieve the Dharma Tumbler and the way I used keeps upgrades but implements the Tumbler into the moveset itself which would make it incompatible with other moveset mods. I can include it as a separate download once I update the mod for RMM.
I see that the komaki parry is binded with R2 + O, but I changed my control settings in-game and I want to do L1 + O instead. How can I edit this in the file?
Yeah i have no backup, but revalidating the files doesnt really work because steam does this weird thing where it tries to keep any modifications you have to your game so it doesnt actually change it back. Ill have to find them somewhere online.
I think this mod causes some issues with Clan Creator. Certain characters' abilities/skills become unusable (e.g. Majima, Kiryu). Additionally, Daigo (and some other characters) just stand still when spawned. After I put back the original files the issues had been resolved. So it must have been the mod creating conflicts.
This is very interesting. The files I edited shouldn't conflict with Clan Creator but I'm not sure how it interacts with the main game. I'm actually right up to the first time you use Clan Creator in the game so I should be able to test this pretty soon. Thank you for reporting.
Were you also able to port some of Kiryu's heat actions from Yakuza 5 into this game? (ex.: Essence of Face Grating, Essence of Finishing, Dragon King Essence, etc.)
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when i quickstep kiryu becomes stuck in the idle stance soft locked, and any combo is the normal dragon engine moveset
funnily enough the extreme mode activation animation is the yakuza 5 dragon spirit one
tried installing with and without RMM
I mean, someone already told me there's a mod like this, but I find out that mod is outdated and seem to no longer have any update, so.
Enemies recover from the Komaki parry quickly, and the hitbox of the finishing blow performed after the 3 rush combos is pretty small.
Also(it's just a personal preference really.), the Dharma tumbler doesn't have much impact and lacks the vibration of the controller when it's done so it takes alot of the impact away.I also think there should've been a sound that plays when it's performed? Finally, those grabs after a finishing blow can get glitchy at times, ending sooner than they should've.
These issues aren't so important, but you can always look into them if you want to. By the way, it seems to be compatible with the Kiryu Must Die mod and no glitches occured, though some features might've been removed.
1. I wanted to give Komaki parry the stun effect but I don't think there's a way to do it with sync moves in this game. The developers used a certain value in the sync move itself that doesn't work in Dragon Engine games unfortunately. I'm still looking around for ways to keep a type of stun without making it look janky.
2. I am going to replace the third finishing blow animation with his Dragon Engine uppercut since the hitbox is very inconsistent. I wish there was a way to keep the base animation and just fix the hitbox but that doesn't seem to be an option.
3. You mean Komaki Knockback (Triangle when blocking an enemy attack)? I honestly just used the Kiwami 2 version of the move. I am going to improve it a bit since it is pretty janky.
4. Finishing throws have been improved courtesy of 8Ball. Next update will see those feel a lot more natural hopefully.
Thanks again for the feedback and I hope the next update addresses these concerns.
Technology to press L1 just before the opponent attacks
If you use this mode, you can't use that technique.
Please understand my poor English because I am Korean.
After I put back the original files the issues had been resolved. So it must have been the mod creating conflicts.