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Hey there! I'm finally done with the next update. A LOT of fixes, and a few minor features.

  • Moved the plugin to CommonLib-NG - now a single .dll supports both SE and AE!
  • MikeNike's custom recoil animations are included (left handed recoil is still missing and the right handed one will play instead) NickNak also added a feature to the behavior so the recoil animation will be interrupted early when trying to move, but it won't work correctly until I update TDM.
  • Added collision support for bash attacks
  • Added i-frames to lower body while jumping, inspired entirely by Elden Ring
  • Added option to disable melee attack collision with non hostile actors while in combat
  • Added option to disable melee attack collision with teammates
  • Added some new payloads to the attack definitions/custom collision annotations (info below)
  • Refactored the .toml file structure a bit
  • Added werewolf and vampire lord attacks to the .toml file. Werewolves aren't great, the attacks could be improved quite a bit by custom collision annotations.
  • Refactored the attack collision system, now damage multipliers etc. are defined per collision instead of per attack (more flexibility)
  • Added option to disable recoils for power attacks
  • Added option to disable recoils when hitting ground
  • Added option to disable hitstop when hitting ground
  • Added option to disable camera shake when hitting ground
  • Tweaked some MCM defaults and reorganized the settings a bit
  • Disabled attack collision during killmoves. This fixes the NPC dropping dead early during a killmove.
  • Fixed the random ragdoll freakout on impulse!
  • Fixed (or at least massively improved) the impulses at high framerates!
  • Fixed the recoil camera shake playing for non-player recoils
  • Fixed the wrong weapon being used for damage in certain scenarios
  • Fixed stuff I forgot about

0.5.1: Some fixes in both the .dll and the Nemesis patch and I've cleaned up the .dll and recompiled it with proper settings so crash logs will be actually useful again. A release candidate, possibly.

0.5.2: Fixed the issue with biped collision causing ragdoll hit sounds while walking introduced in 0.5.1. Also fixed a crash.

FYI unarmed movesets that don't support Precision (kicks etc) can be fixed by manually adding collisions to other limbs for unarmed attacks in the .toml file. It should be pretty simple to do, let me know if you have issues.


At this point I feel like the plugin is almost ready for release. If no new major issues creep up I'll try to release in August.

Please let me know of any remaining issues and crashes!

After Precision is released I will probably first focus on finishing up a plugin that alters the collision height while sneaking - finally allowing you to crouch and move under things. I also have plans for a proper grip switch plugin, but I'll have a separate post about that one before I continue work because there's a few ways to approach this and I'm not sure which one is the best.


Important information for the animators:

Collision_Start got renamed to Collision_AttackStart to be clearer, although Collision_Start works as well to ensure backwards compatibility.

Collision_AttackStart is REQUIRED for Collision_Add to work at all. It wasn't required before, which was a bug. If your moveset is missing that event, it will stop working correctly after this update until it is fixed.

Collision_AttackEnd is a new event that should be added at the end of the attack (before it transitions into another attack). It also removes all collisions of the character, so it could be used instead of Collision_Remove. The hitstop durations will be messed up if the attack is using custom annotations and the event is missing.

Distar assured me that MCO will be updated shortly to include the new events.


New payloads:

WeaponTip - only works for WEAPON and SHIELD nodes - will spawn the capsule at the weapon tip instead of at the character's hand. Useful for damage sweet spot mechanics for rapiers/swords/scythes when paired with DamageMult.

NoRecoil - will disable recoils for this attack (remember that there's a new setting that disables recoils on ground hits or power attack hits so you might not need to use this payload)

NoTrail - will not spawn a trail for this capsule (useful if you're spawning an additional capsule for a damage sweet spot)


Comments

Anonymous

Hello. I have a question! First of all I love this mod so much! What combat mods would anyone recommend that would go well with precision whether they be patreon mods or nexus mods.

Anonymous

Any plans to update your old Projectiles mod for AE at any point?

Ersh

I'm not really up to speed with actually playtesting other mods, I hope any mods go well with Precision :P If you're aiming for a modern, Elden Ring-ish feel then MCO with any movesets you like should be good. SCAR for the enemy AI and Valhalla Combat sound good but I haven't personally tested them. On the other hand vanilla first person, or CGO should work well too. Maybe check out Mern's videos about combat mods?

Ersh

Yeah, I'll hopefully focus on it soon-ish. Gotta port the incoming projectile indicators to TrueHUD, I feel like they turned out really nice and I've just left them lying around for like... 9 months now? :(

Anonymous

hellooooo! im trying to use this with Adris mods (abr, impactful blocking, project impact etc) but for some reason this mod is causing my game to crash and idk why? I dont feel like ive installed it wrong. Thanks!

Ersh

Check the readme, I'm working on better documentation atm. Collision_AttackStart should be at 0, Collision_Add needs a node(bone name) payload like Collision_Add.node(WEAPON)

Ersh

Do you have a crash log? First time I heard of a conflict with those mods

Anonymous

conflict with recoil on objects lol

Anonymous

This is the sickest mod I've played for Skyrim, it completely tranforms the combat, v5.2 is amazing, great work.

Anonymous

theres a bug with the recoil,if you hit a wall and sheath during the impact you lose control of player

Anonymous

Same, I'm using the vanilla combat and this mod is enought to completely renew it such an amazing mod! love your content btw <3

Anonymous

Ever since updating first to this version and then to version 1.0 on Nexus, I'm encountering an issue where basically my character will randomly cease to be able to take health damage from any source (while they can still damage enemies normally). Whenever this occurs, it seems to be persistent across saves (that is, reloading the game does not fix it) with going back to an earlier save being the only solution. I've ensured that god mod is NOT enabled, when this happens. Could this possibly have something to do with some kind of weird interaction as far as the follower / teammate attack collision settings, or the jump iframe settings, you think?

Ersh

Hmm I don't think so. If it's *any* source, then that pretty much confirms it can't be Precision. I don't do anything related to *all* damage, all I'm doing is skipping the vanilla attack functionality and adding my own. Persisting across saves is another red flag as there's nothing that I'm doing that can persist. The teammate ignore settings as well as the iframe ones just skip the Precision attack collisions, not *all* damage or anything like that.

Pyromen2

I am a little confused! When I install this mod, I get a CTD when I load my save game and the crash log shows me dyndolod and building problems. When I uninstall it everything works again

Ersh

I don't know either. Right now, aside from the crashes I've fixed in 1.0.2, the remaining ones seem to be caused by something else (bad meshes? idk) interacting badly with Precision.

Pyromen2

okay, thanks for the answer! I will go on a problem search

Anonymous

Love the mod so far but one thing that bother me is how AI is reacting to those changes. For example when I tested it fighting guards in riften they went with standard behaviour of group spamming attacks on me. This caused them to kill each other instead of me. Especially noticable with 2 handed wielders. They can take down 3 allies next to them in 2-3 swings. Do You have any knowledge of AI awarness about hitboxes of opponents and allies around them?

Ersh

Not sure why you're commenting on this post in particular, for an outdated version of the mod. You're using the most recent one from the Nexus I hope? There's a setting (enabled by default) that disables attack collision with non-hostile actors while in combat. But even without the setting, enemies don't deal damage when hitting their allies, the game filters NPC friendly fire out. What you're describing is way off the actual game behavior, you must have some mod that enables friendly fire for NPCs, as well as have the non-hostile attack collision filter disabled in Precision's MCM.

Anonymous

Yes I'm using the latest from nexus. Everything on precision mod settings is turned on. Yes I found the culprit. Another mod that had setting regarding two handed "hit range" for some reason it nulified settings from Your mod.

Ersh

It still sounds extremely weird, I suppose that mod somehow added additional AoE damage to two handed attacks? Anyway glad it's fine now.