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Ersh
Ersh

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Precision release, and what's next

Hey!

Precision is now out on the Nexus!

Thank you all so much for the support and the bugs and crashes you've reported!

I'm gonna take a short break to catch my breath, solve any pressing issues that come up, and then...

...yeah, what then? Well, there's definitely quite a few mods to work on:


Dodge Framework - I've recently updated it to Commonlib-NG and added a few new features. Once Distar updates DMCO to work with the new stuff, it'll have a public release on the Nexus.

Sneaking Collision Adjustment - a feature that I started on Precision but it's complicated (and separate) enough to warrant being split off to a separate plugin. I might focus on it first because it needs the least work.

That projectile speed mod that I have lying around - I need to refactor it and make the incoming projectile widgets use the TrueHUD API. There's also something I didn't like about the projectile speed multipliers but I don't really remember what it was anymore, will probably come back to me once I return to the mod.


Grip Switch - I've flirted with the idea of a proper, non-fake grip switch mod that's compatible with anything, but I couldn't find an elegant way to do it. Recently I had an idea that does seem to work nicely, although it needs a lot of work and fixes yet.

However there are different ways to approach the whole idea.

 - You can have the weapons as they are now. Some are 1h, some are 2h. The grip switch would switch the grip to the other one. That is the less intrusive option, but it's a bit messy and inelegant. For example, two-handed weapons, even if you planned to dual wield them there's no real way to equip both as they're always two-handed in the inventory so the other one will just be unequipped.

 - Edit all weapons (at runtime, so no xEdit conflicts/patches) so they're 1h by default. It's an intrusive idea, but that elegantly solves the dual wielding issue. Everything is 1h, you equip it to either hand and decide if you want to grip switch to 2h outside of inventory. Think Dark Souls/Elden Ring, or even AC Valhalla with the 2h dual wield perk. Also allow NPCs to grip switch to 2h if their 2h skill is better, or something like that.

To me, the second option seems much more interesting and elegant, but it's definitely more intrusive and complicated. The first option seems to me like it's always going to be missing something to truly feel seamless. It's possible, though, that I'll encounter a roadblock with either one somewhere along the way.

What do you think? I've added a poll, not saying that it'll completely influence the decision, but I'd like to know the general opinion.


And afterwards, the next big thing on the horizon: Ability Framework

Think AC Valhalla/Elder Scrolls Online special abilities, with proper UI, clever button binds, custom animations, cooldowns, resource costs etc. A framework for other people to use for the abilities they create.


As usual I'll need people to test the work in progress versions, so stay tuned!

Thanks for being here!

Comments

Oh ok gotcha, yeah I love iequip because of the customization but the cycling is what kills me so for now im using souls quick menu

Edgardo Morin Jr

I think iEquip is excellent but needs to move some functions to SKSE so it's more responsive. I've offered to help dunc with it, and he was interested, but it's kinda on the backburner for now.

Thank you! One more thing ive been wanting to ask. I use TrueHUD and TDM, i love both of them! But have you ever thought about making a quick item mod like iequip?

Edgardo Morin Jr

https://www.nexusmods.com/skyrimspecialedition/mods/72347/?tab=forum&topic_id=11806993

Yeah I've responded to a question like that on Precision's forum tab

Hey ersh! I love using using all of your mods so far, but I’ve always wondered if there’s a way to tweak the texture of your weapon trails. It’s a bit too bright for me and wanted them to a little more transparent.

Edgardo Morin Jr

CGO gave you the option of having two-handed weapons contributing to either of the two skill trees, when grip switching, as you preferred. It also had configurable damage and speed buffs / debuffs.

someusernameiguess

The idea is that it would truly become the opposite weapon type, with all the perks working correctly etc.

I think balancing the two forms is probably the most important thing to consider IMO. CGO's grip switch seems cool at first, but two handing felt almost strictly better the vast majority of the time The other thing is in choosing how to divide up the skill lines. Would all 1H perks still work if grip switched to 2H, or are some of them rendered useless? I believe CGO ended up with the latter, which feels unintuitive, and oftentimes a waste of perk points

Ell

Yep that's exactly what I've done already, waiting for DMCO to get the rework :) Configurable iframes length through MCM.

Yeah animations and compatibility with other mods that deal with related stuff will be fun (not). I've gotta look at how Immersive Equipment Displays does its thing, maybe contact the author as well.

CGO's grip switch is, essentially, fake. It's definitely smooth and feels nice, but it just replaces the animations/edits the behavior. The weapon isn't truly changing its type. It's definitely a way to do it, but that's not how I want to approach things usually.

Also, WRT Dodge Framework, have you considered adding IFrame functionality directly to it so that it can be a one-stop-shop for Dodge Mods that would actually work on AE, unlike Maxsu IFrame Generator?

someusernameiguess

Thank you for all your hard work. And congratulations on the release! My question is do we know how Combat Gameplay Overhaul does grip switch and spell casting with 2h weapons? That always felt so smooth and I personally had little issues with it.

aDisgruntledGiraffe

Nah, no patches. I've tested editing the weapon records in runtime and it seems to work just fine. It's basically what SPID does, edits them once all plugins have loaded, "on top" of all the plugin changes.

Second way is better for the Grip Switch IMO. Pretty similar to what I get currently from CGO Lite + ABR. One thing that'd be nice to address though is equipping / unequipping animations properly accounting for dual wielded two-handed weapons, which currently isn't covered in a convenient way by any mod I'm aware of (XPMSSE Styles get confused, for example).

someusernameiguess

Before voting, I would like to ask a clarification question Re: grip switching methods. Would either, or both, of these methods require patches for mod-added weapons? What about mods like WACCF or mods that add additional weapon-types, like Animated Armory? My preference would be for the most compatible method.

metrocube

THIS IS BIG! Thanks for helping take skyrim combat to the next level

splshadeslk


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