Precision 0.5.2 (Patreon)
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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)