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New Discovery for features ft. unlocked grip

So you might probably wonder what this is about, here is the latest discovery while studying Different Behavior overhauls. 

after looking more into Combat Gameplay Overhaul I was able to see where and how the implementation of unlocked grip was done. 

If you are interested in how this was created here is the simplest explanation:

there is a node in the behavior which decides what attack state is performed, this node will decide depending on what variable is set, the "baltgrip" variable is a boolean where you may trigger the whole state including its child nodes when it is set to 1, after it is set to 1, the behavior will then use the custom states depending on the weapon equipped.


So after this discovery what does this mean? We may now potentially have a standalone unlocked grip feature for the next non CGO updates! more progress reports will come! Thanks for the support guys!

New Discovery for features ft. unlocked grip

Comments

The jump behavior state is a whole different thing which requires restriction removal in the esp, and mixing and blending the bones. The separation of unlock grip is just the first but making it standalone means we can make this compatible with all jump attack mods that will release even the smooth jump attack mod

ADRI

Good find! Do you think could be possible to do the same thing with the jump attack behavior?

Uuuh nice catch, truly I don't like how unlock grip work... Because if I am using a weapon with both hands... I can't have a shield in the other or cast a spell, but I can understand that make something like that it's pretty difficult


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