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Project Impact Auto Attack Fix; Recoil Mod and ABR 5.7.9 Demo

So Project impact from 1.2.6 had auto attack bug issues, this is now fixed with 1.2.91, light player hits are also smoothened out, the first hit animation is now lightly blended so movement and transitions is more fluid, this also prevents unnecessary stun lock just because of little hits

also I made a little recoil mod for those that just want better feeling recoil, unblockable while cool for combos does suck against aggressive enemies, it feels frustrating to already have blocked but the enemies still persist to their combos, feeling really unnatural and frustrating, this recoil is also fully animated and replaceable, the default ones especially for the player was made as seamless as I can to make sure it isn't too clunky and disrupts tempo, but with a few more stagger animations out there, you can add more and DAR it for opponents if you wish

also in the video showcase what 5.7.9 does, dynamic anims depending on charged attack stance, a more natural stance system and very controller friendly

This is it for now, currently I'm working on a new attack system to complement my fp deliverance mod or even for honor with enemies utilizing feints, also making the next ABR more balanced for this with NPCs being able to use directional attacks and stuff! Anyways, enjoy and happy modding!

Project Impact Auto Attack Fix; Recoil Mod and ABR 5.7.9 Demo

Comments

can you make your mods not require ABR? Because I'm getting an error 2003 in nemesis I can't even update the behavior files anymore

MookyMilk Sims

Hi guys, so i installed ABR5.7.8 and followed with inquisitor, Project impact 1.2.9.1, recoil then thum ... seems the reactions are T posed , any reasons for that?

hey how well does this play with melee power knockback and knockout and surrender mods?

With the latest version of project impact when fighting groups of mages (that kept spamming blizzard) my character got into a weird sort of stagger/twitching stun lock. For a while I was unable to attack and then my character sheathed their weapon. Figured i should mention it on here.

J

Getting some CTDs with the new version of project impact when there are lot of NPCs on screen. Did not have this issue with the previous version. Easily triggered with Mount Pain from Warzones, I crash within 30 seconds every time there. The Netscript Crashlogs reference hkbClipGenerator::unk_A0D770+19 and hkbGenerator::unk_A139A0+D5, hkbBehaviorGraph::unk_A4DFA0+21F and other behavior/animation callstacks. I can provide the crash logs if needed.

Great mods! Thanks a lot. Just a question, does Recoil conflict with Unblockable or can I use them both with no issues?

Can someone explain the difference between this Recoil mod and "Random stagger and recoil animation" by Anchor a(you can find it on YT). Anchor's uses only DAR while ADRI's has also changed behaviors, but idk what's the actual difference in game.

Dont know about disabling that animation, but a workaroud that I use for that is cancelling the animation by blocking (you need combat behavior improved for that)

My Character is twisting is greatsword after finishing a strike. Is this normal and can I disable it somehow?

Alexander Jackzentis

How do I replace your animations with elder souls animations (for example). Do I have to delete your files in the specific DAR folder and just put the other files in there?

Alexander Jackzentis

I think this is still the case as long as you don't add any animations to the charged attacks section? I also agree this probably isn't the best way to avoid the problem for controllers and stances, but for those who want it, it can be cool.

jsr108

What does this power attach stance switching mean? Do we forcefully switch stance each time we perform a power attack? That is not a good solution in my opinion. I want to be able to do power attacks without changing my moveset.

Askarus

Hey ADRI, this is super helpful, thanks so much! I just wanted to ask, how hard would it be to make it so that the charged attack movesets change the stance WITHOUT having to actually fire off the attack? Is that even possible? For those of us using mods that make stamina really important, having to attack to change stances puts the player at somewhat of a disadvantage. Either way, amazing stuff, keep it up! EDIT: nvm, just found out this feature is completely optional, and in the case that you want to use charged power attacks without changing animation sets (in which case you're going to want to fire off the attack anyway if you've charged it, or cancel it or whatever), you can just replace the relevant files with the same animations as your default set

jsr108


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