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Project Impact 1.2.6 animation overhaul

Hi Guys! So here's a small behavior change and a full animation revamp for Project Impact.

There are now 2 types of Reactions,

    - Decisive Hits: Reactions after a stagger, crit, poise break

    - Flinch Hits: Reactions from basic hits

Both Flinch and decisive Hits are fully committed, but flinch hits are way more subtle. 

Decisive hits still makes attacks feel devastating, but after looking at a few observations, the down time was decreased, the longest stagger from 4 seconds is now reduced to 1.8 seconds,

Apart from enemies with lower levels of health and against enemies with weak fighting skills, the usual encounters have enemies dodging more often after a hit, animations were also revamped to make it a little bit more natural.

Anyways that's that. Oh yeah if you guys hadn't seen, Project Impact now works with killmoves, Maxsu updated OHAF: https://www.nexusmods.com/skyrimspecialedition/mods/42574

so huge thanks to him!

That's it for the mod, As for the stuff I'm working on right now, Still working on the stance part of Impact, 

the FP KCD mod right now is almost done, I just received a report from one of our guys that he crashed when launching the game with it installed, so I'm trying to check if that is an isolated case, but even then, I'd like to make it work on his end so when I encounter the same situation in the future I know the fix,

 I'll be working on inquisitor v4 after I finish helping Loki with his poise mod and the stances feature of project impact

Anyways guys, like I keep mentioning, I can't thank you all enough, I know I've been busy and hadn't really been active on the responses for quite a bit, but I try to go through every report/issue/suggestion when I can,  

I really hope when everyone gets a chance they can join the discord as well. testing out a few stuff, messaging and tutorials are just way more convenient on that platform, and the community right now, I feel is really amazing! hope everyone can be part of it when they get the chance!  Anyways looking forward to seeing everyone there!

My Discord Link: https://discord.gg/YPbUhNQdDm

Project Impact 1.2.6 animation overhaul

Comments

ahh t-pose in the middle of combat :(

Serados

love the mod but with this version I keep getting t pose when I get hit

I can confirm that this mod causes some visual hiccups. Player character sitting halfway through chairs, and despite getting rid of flinch mod entirely PC and NPC's go into a T-Pose position that gets stuck. Any way to fix or clue of incompatible mods?

same problem with the NPC's sitting, sometimes also sitting halfway out of the chair.

Having problem with guards facing the wrong way. like standing face to the wall rather than out from the wall. and NPC's sitting the wrong way on chairs and thrones.

Kent Are Hovland

I dont know about stagger on hit, but you can use flinchingsse alongside project impact if you delete de 0_master folder in the flinchingsse mod

Seeing this issue when sitting at the tables in Sleeping Giant Inn in Riverwood, the PC sits halfway into the table. Seems to not be an issue when using 1.2.

Shackleberry

BUG!!!!我坐到桌子里面去了!!!!!

Last one was 1.2, it was just a 7z file so it looked like 1.2.7z in the file name.

Shackleberry

Hey, if you're making more fpv combat mods, maybe you consider making first person version of Inquisitor mod?

Yes!

"Oh yeah if you guys hadn't seen, Project Impact now works with killmoves, Maxsu updated OHAF: https://www.nexusmods.com/skyrimspecialedition/mods/42574" Does this mean I can now turn ON kill moves in VioLens - A Killmove Mod SE?

Thanks!!

Why 1.2.6? Last version was 1.2.7 are you going backwards?

Modslave

Thank you!! So To clarify, this works with violens now?

Do you also use DMCO?

Hi, I just played a little and it seems that there are some animations missing. After running some tests I realized that my character when taking a hit is t-posing. It happens once every 2 or 3 hits. I tried with and without the other flinching mod(because I thought it could be a conflict) but it's the same. I deleted the nemesis patched and installed all from zero as usual.

Gil Correa

Amazing!! What are you planning for Inquisitor 4.0 if you can tell? Thank you for making so many unique things <3

Does this mean that we should remove FlinchingSSE and Stagger On hit or any other Mod related to on hit reactions?

Amazing! Thanks for your hard work!

K Z

is it safe to make esl?

Same question & what to delete actually :D

Awesome!

Kent Are Hovland

Awesome! Do I still need to delete the folder from the Flinching mod to get Impact to work?

Can't play without project impact, thanks for the update

chad

dope thx for this botuser


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