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2 Attack Behavior Revamp Versions : 5.7.5 NPC freezing Fix & Same Player and NPC Attack Behaviors

Hi everyone! so as the title mentions, and after receiving help on testing on several mod load orders, NPC freezing has been prevented with this latest version, the solution was to create a separate attack file for power attacks because the game required certain annotations that needed to be distinct from regular attacks to have a successful return to the ready phase

Also another thing, there was an issue of the forward charged attack for 1h weapons that did not have annotations, they are also fixed in this update


lastly, there are requests for a version to make NPCs have similar behaviors to the player, this is good for hardcore playthroughs and everything the player can do(except charged attacks because AI isn't too smart for that) the NPC can

Installation is similar to the previous versions, fully replace the previous versions, don't overlap.
use the "attack Behavior Revamp 5.7.5.7z" for the version with custom NPC behaviors
use the "ABR57C_SUICIDE.7z" for the same NPC and PC behaviors

currently custom NPC behaviors have no new animations yet but I will add animations for the NPCs soon.

2 Attack Behavior Revamp Versions : 5.7.5 NPC freezing Fix & Same Player and NPC Attack Behaviors 2 Attack Behavior Revamp Versions : 5.7.5 NPC freezing Fix & Same Player and NPC Attack Behaviors 2 Attack Behavior Revamp Versions : 5.7.5 NPC freezing Fix & Same Player and NPC Attack Behaviors 2 Attack Behavior Revamp Versions : 5.7.5 NPC freezing Fix & Same Player and NPC Attack Behaviors 2 Attack Behavior Revamp Versions : 5.7.5 NPC freezing Fix & Same Player and NPC Attack Behaviors

Comments

right alt is the toggle key between charged and vanilla power attack

ADRI

isn't it possible to hold power attack? i don't know why but it doesn't work for me, yes i'm using CGO

Quick question, what should i deleted in Nemesis Engine folder if i'm using Vortex?

Yo hows it goin bro! I actually didn't read far down enough but to fix the stationary issues you need to get this mod "https://www.nexusmods.com/skyrimspecialedition/mods/50258" to fix the issue. Make sure to get this mod too "https://www.nexusmods.com/skyrimspecialedition/mods/49648" if you want to be able to hold your power attacks. Unfortunately, I don't use CGO so I cant help you there haha

I'm actually having the same issues as CJ, as well as issues with CGO's hilt swaps - 2h weapons seem to not use only one hand when swapped, and 1h weapons when swapped continue to use 1h animations. Any advice?

Hello, i'm new to this mod and just wanted to make sure it was working as intended... the animations are playing (and look great!) but my attacks barely move my character, it's pretty much stationary when attacking (specifically with 2 handed weapons, haven't tried any others yet). Just wanted to make sure that it's the intended behavior that you stay stationary when attacking and doing combos as opposed to moving a little forward after every attack

Yeah I got the same issue when holding any two handed weapon

Nyan Knight

Is there incompatibility with smooth non combat idle? I have notice a bug thats cause my left arm to be wonky. I can share pic but idk how to share it in here. When I disable this mod the idle is fine but when I turn it on it gets all weird.

AvatarV

hold a direction and hold the attack at the same time. let go and it will power attack

AvatarV

how do i do the charged attacks with a controller?

Is he doing it on his own?

PedalPen

yeah it does, all you need to do is plug and run nemesis and play

ADRI

Hello does this latest file work without CGO? Edit: it does, I just have to reinstall nemesis lol thankyou so much!

My character won‘t do normal attack but only power attack. Can somebody help?

At the start of the game, DAR caches everything, it takes a few seconds to finish but before completion it really does that.

ADRI

I hope someone can help. My character is just standing at place while attacking. I deleted my Overwrite folder in MO2, installed CGO, removed the 3 folders in CGO, installed ABR Suicide, Vanguard, Inquistor, run Nemesis, ticked ABR, BashbehaviorOverhaul, Inquisitor and CGO.

chaoticzocker

it's a weird thing really because i suspect the motion or custom movement might be fast enough which skyrim's momentum/physics system detects it is in sprint state so it forces a little burst of sprint in the end, the thing is, a highly probably fix could be just making sure the animations would not have fast movements but then that would be discouraging because it limits variety, though i am trying to come up with other ideas in the behavior like force a sprint stop just until it reverts back to the ready state, still have to figure this out though and make sure it properly transitions, anyways this is noted and it's one of the things i'm trying to solve :)

ADRI

I just use deflection for the blocks, as for graphics, I just use toxic gaming's TKv6 enb, which only requires nat weathers

ADRI

Hey mate, thanks for the hard work creating such a great mod. I'm having an issue getting it to work with the newer versions properly. I'm encountering a bug where my character will take an extra step forward after just swinging just once with a weapon, I followed the installation instructions and it seems the issue is with the newer versions designed around the animation motion revolution mod, I'm not sure why but it doesn't seem to work properly on my end. Any advice? I did not encounter this problem with the older version.

I was having animation crashes because I needed to update SKSE for AMR

and one more question xD, what mods are you using in your videos? (parry and graphics for example)

oh so if the images that mentioned the instructions were unclear you have to make sure what prerequisites you have if you have CGO or not, if you do, then you have to delete the 1hm_behavior folder in CGO, it's shown on the images, if not you don't have to delete anything as for compatibility, you have to make sure, you did not tick CBE, only Attack behavior revamp(and CGO if you have it installed) or else the edits of CBE wins, CBE compatibility will come soon but I'll have to finish the features i mentioned for 5.7.7 first

ADRI

how do i make this mod work? I didn't understand anything, I downloaded and installed the mod, I used the nemesis, I opened the game and the animations are the same, nothing has changed

eee

Gaen El olvidado

I am *not* using the suicide variant, just the regular, and I am still experiencing animation-based crashes. They happen randomly and always point to an NPC (be it my character or a skeever). Now, I cannot be certain it is this mod, but I have tried basically everything else to no avail, and this is the only "experimental" mod I use, so I am reporting it just in case, if you need my logs lmk.

my worst fear is that it's an issue with AMR not being able to handle NPCs using so many per animation motion data movesets :( but i really hope i'm wrong, trying my best to get this fixed soon!

ADRI

The suicide version is definitely my favorite, although it has a ctd problem. Patiently waiting for a fix. Keep up the good work ADRI

what is the armor mod in the photo?

Gaen El olvidado

Thank you :) i was actually trying to revert just the 2h animations for great swords to your other version do the arm spinning after i finish a combo on the current abr version

it'd be folder 6800, just add both R1hm and 2hm_atk files there and download https://www.nexusmods.com/skyrimspecialedition/mods/33985 for keywords

ADRI

out of curiosity what folder would be for katanas or greatsword combos?

I think that I have found a ctd caused by the suicide version, its a SkyrimSE.exe+A0D789 crash, and by going on what the crash logs say in the netscript common fixes nexus page, this crash is caused by animation mod or ai mods. I managed to find this because immersive patrols have big battles between imperials and stormcloaks. I disabled abr and the ctd is no longer present. Maybe this ctd is specific to big battles, who knows.

Agreed. Getting locked into animations are getting me killed lol

Mero The Rebel

I really enjoyed the "fast ending" to attacks from last update, made the game more fast-paced and responsive, hope you include it next update. I hope you will make the endings to attacks faster going forward, just my opinion :-) Thanks for great mod again!

No, that's not required. The version of ABR on the Nexus is outdated. If you have the T-poses, it means that there's a conflict somewhere or the installation was incorrect. If you only mean that you have T-poses once you load your game and then immediately try to attack to test out the animations, that's perfectly normal - just give it like 15 seconds and the animations will work.

Brosky B

I have this glitch w/o ABR. No idea what causes it.

How do I disable the combos

Don't suppose anyone knows a fix for the CGO+ABR 2H block glitch where you punch instead of block?

Thermalpulse

Do I need to merge this with the ABR from the nexus? I tried to do it standalone but the combos were T-poses.

Robo

Hello adri, ever had any problems on each version for my part. I just want to know what mod you use for the armors worn by the enemies? (the ones you fight in your videos)

RavenBlack

My only idea is to delete the animation of ABR but I don't know where to find it. I am not that much into modding so it is just an idea.

Alexander Jackzentis

Stances are recommended still, yes, although there are no animations included in any of ADRI's packs for them, so you'd have to look for them yourself and install them. As for a place where all the mods are centralized, there's none. You can, however, sort the posts you can see by clicking on the categories at the top of the page. Each one is for the following mods: 1. Attack Behavior Revamped - as the name suggests; use this for the updated mods, you won't find updated versions of ABR in any other Patreon category. 2. Skyrim - obsolete, do not download any mods from here, they're all old versions. 3. Magic - as the name suggests, magic mods. Inquisitor is included here. 4. Combat (not the one named combat with a small C, because that includes older versions) - you can find bash behaviors here and also the Thu'um mod. Hope this helps.

Brosky B

I have exactly the same issue

I'm having issues with spellsword and spellhammer animations, My character stands as if he were not wielding any weapon, just magic. Is there a way to fix this ? Im only using cgo + abr

When I equip a spell in the left hand and a sword in the right hand the idle of CGO is not working. When I only have a sword in the right hand the idle of CGO works fine. Is that a bug?

Alexander Jackzentis

Re-install nemesis completly. Or delete "overwrite" folder for nemesis. Re-deploying mods also helps if u use vortex

Patience my friend

I am having issues with the grip change animation. It all works fine and I get the message that the grip is changed but he doesn't do the animation. Both grips are the same. Do you have any idea how to fix this?

Alexander Jackzentis

Thanks!! small bugreport, see incompatibility with Eating Animations, specifically 12200 you could rename folder to 12199 for nexus release

Thanks for the update. Does anyone know how I can disable the "sprint" attack that happens after I combo? I think it happens sometimes after I finish a combo too quickly (for example, 2 normal Left Clicks, then Hold Left Click for Power Attack, then normal Left Click again which makes my character dash forward in a sprint attack).

Brosky B

Hi, thank you again for the amazing release and constant stream of content. I know this might be a lot, but could we get a slightly more comprehensive writeup on what SkySA attacks to rename and in which ABR folders to drop them to use Elder Souls (or other AMR-based SkySA animations)? And if we should place files in the stances folders too? Is it normal that I am not asked to replace anything, but I can just drag and drop the renamed "2hm_atk1"? How would I go about renaming one handed animations, especially for the one-handed greatsword grip?

right now, there's no stances animations with the AMR versions yet, as I have to finish the 2nd batch of NPC animations first, but then, you can use any AMR animations and put them on stances and just rename them accordingly, R1hm_atk1-5 for right hand 1h weapons and 2hm_atk1-5 for 2h weapons

ADRI

Has someone managed to use stances properly? I need some help.

No idea how feasible this is, but have you considered an enemy skill/level progression where your "regular" version's attacks are used by low skill enemies, but higher skill enemies use the "suicide"/pc movesets? I think that would make full use your most and make enemies more interesting as the same type would vary by more than just weapon type and damage.

C

https://www.nexusmods.com/skyrimspecialedition/mods/22100 you can customize weapon speed with this.

Hi all, new here! Few quick questions - Is Stances still recommended? Also, is there somewhere here on patreon where all of ADRI’s amazing mods are grouped, rather than having to scroll through the feed? Cheers

Is there a way to speed up my attacks? Even when dual wielding my character feels really slow.

Kevin Collins

I love the mod, I also had a CTD using the Suicide Version of this mod. I'd love to see the 1 handed combos actually be integrated better as the animations appear to be vanilla ones.

Kenton Jackson

Hello, sorry If I bother you too much, but I dunno if it is because of ABR or Inquisitor but NPCs do not have an appropriate spell casting behavior, this is a little annoying since necromancer dungeons become too easy to clear. Does someone know a way to fix this ?

Awesome stuff ADRI, love the suicide option, and will be using it from now on! My only question is, is it possible to go back to the fast attack finish transition animations of 5.7.4b in the suicide version? That would be perfect!

jsr108

not 2hm_attackleft, 2hm_atk1, so the new files need to be 2hm_atk1-5

ADRI

I saw that AMR/SkySa animations can now be used with ABR making it "Super Skysa." To make sure, if I wanted to add Elder Souls animations to ABR I would need to rename skysa_2hm1.hkx to 2hm_attackleft.hkx, skysa_2hm2.hkx to 2hm_attackright.hkx? For more than 2 hit combos, e.g., eSkyrim 4 hit combos, what should we name attacks 3 & 4?

Aaron C Howe

Can confirm that this update fixed the forward power attack. So far no issues that appear to come from this update, thanks.

Which folder did you place them in? If you're replacing for greatswords you have to put it in DAR folder 6500

ADRI

Is there a way to change all animations between "2hm_atk1" and "2hm_atk5" with ABR 7.5.3? I tried to change all the animation files but none of the animations changed.

I mean... you kinda answered your own question, but yes I've put in hours with the 2 paired and it's smooth as can be.

Niko

So recently there's this new mod that's out: True Directional Movement - Modernized Third Person Gameplay (TDM). Is Attack Behavior Revamp fully compatible with it? Was reading earlier comments that you might need to disable certain functions in TDM, such as head tracking. TDM's nexus description mentioned "Paired with a combat behavior overhaul like SkySA or ABR that locks movement during attacks, and some good attack animation pack, it makes the game feel almost like a modern action RPG."

Ctds for me too, using the suicide version

Hey what are all of your impressions on using ABR with True 3rd Person Movement? So far its been fine for me as long as you're locked on, but if you're not things get a bit wonky when you're using charged attacks.

C

Hello ADRI! With this newest update, my game consistently crashes after the game finishes loading new game or a save file. If I go back to 5.7.4 then the issue is gone. Could you have a look at this issue?

tridbee

Im running this animated armoury for dar, and Im having problmes with the quarterstaff animations, cant get them to work . They are using the warhammers animations. Any clue what might cause that?

I hope you can do the left hand version of attacks soon while you have a right hand spell equipped uwu

Gaen El olvidado

Awesome! Does this version allow you to swap out combo power attacks with both 1H and 2H weapons? On an older version, when I swapped out combo power attacks, the animation changed, but the hit frames did not.

Ted Hollingshead

he is referring to the folder located in the overwrite " which sounds like you turned in into a empty mod. you could of let the files that nememis made in the overwrite folder and what you would do when updating to his newest versions is that you delete said nemesis_engine folder located in the overwrite section and then re run nemesis for a fresh install

I'm sorry if this bothers you or has been asked before but I have smooth brain and don't quite understand the "delete previous patch step". I am new to MO2, ex Vortex user, and the first time I installed Nemesis it created an overwrite folder that I just put it in an empty mod as tutorials suggested. What exactly should I do? Again, sorry if this has been asked before


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