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isADRI
isADRI

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Attack Behavior Revamp 5.7.2 -Reworked NPC attacks and many more!

Hi everyone! So first of all, sorry if you hated the previous NPC attack animations, They were not as balanced as I thought it to be, and I decided to make this update to improve on that and much more 

The new features include

- More love and recognition for us Lefties! 

          *Left hand/southpaw unlock grip, so you now can Unlock Grip with Both Right and Left
           hands

          *Left hand Bannerlord Style Directional Charge Attacks similar to the right hand,
           Ambidexterity is now rewarded, and Combo creativity is limitless  

- Stance Based Hand to Hand Combat behaviors

          * This fleshes out the hand to hand mechanic we already have, Hand to hand comes
            with lead hand and cross combos and changes if stances mod is installed

          * Attacks aren't mirrored, rather there is a different behavior when you switch which
            hand you strike, So it tries to be a bit more akin to real life where you decide which
            hand you strike with rather than mindlessly mash 1 button

- Improved NPC exclusive combat behaviors

         * Better balance with attacks, not too fast to be untelegraphed and not to slow, NPCs
          flurry as well if their level is High Enough

         * The higher the level, the more Enemies flurry out their moves, this allows 1v many
           combat to be more balanced and less cheesed

         * Previously, NPCs used 1h attacks with 2h weapons, but I've made about 30 New
          Animations so to avoid this error,  the distinction for 2h and 1h weapons for NPCs now
          appear accordingly

         * This is AMR based so Expect me to make Specific NPC attack Movesets and Yes I will
           work on boss battles in the future 


*NOTES*

-Skysa AMR movesets should work by now, although the trade off is that the transitions may seem faster, it's due to some necessary annotations previously not included in SkySA AMR animations, so I had to choose the closest one left which is the "hitframe" as a queue

-So far only two handed power animations are AMR based from the Power attacks, I'll still be making the one handed stuff

-there's a weird bug sometimes that releasing left hand backward charged attacks increase your speed to 10000x, it's something to do with the speedmults so I don't quite know the fix yet, though I will give my best shot and finding out the root cause, and if it's in the CK, just give me a bit of time on that as I am no expert in CK stuff as I mainly focus on behaviors which is outside of the CK

- Will do my best to provide support as long as I have the time


Requirements:

Dynamic Animation Replacer  https://www.nexusmods.com/skyrimspecialedition/mods/33746

Animation Motion Revolution 

https://www.nexusmods.com/skyrimspecialedition/mods/50258

Better Power Attack Control(for directional Attacks and directional Charged Attacks)

https://www.nexusmods.com/skyrimspecialedition/mods/49648

Nemesis Engine 

https://github.com/ShikyoKira/Project-New-Reign---Nemesis-Main/releases


Instructions thesame as previous installation, refer to the images, 

Thanks for your support guys! 

Attack Behavior Revamp 5.7.2 -Reworked NPC attacks and many more! Attack Behavior Revamp 5.7.2 -Reworked NPC attacks and many more! Attack Behavior Revamp 5.7.2 -Reworked NPC attacks and many more! Attack Behavior Revamp 5.7.2 -Reworked NPC attacks and many more! Attack Behavior Revamp 5.7.2 -Reworked NPC attacks and many more!

Comments

You can change them through the MCM

ah got it how do i change the toggle key? bc i also have your vanguard mod and when i toggle that it will conflict Edit: scratch that im trippn the toggle for the other one is right shift. But anyway to change these keybind?

AvatarV

no, right alt is the toggle key, you can toggle between vanilla and charged behaviors at thesame time

ADRI

Just installed this and I’m using non CGO but is the ability to hold and release your power attack only for CGO version?

AvatarV

Slow blocking issue is an interaction between the block behavior here and headtracking in other mods (e.g. meh321's Gameplay Tweaks, True Directional Movement, etc). Turn off the head tracking and swing your sword once. Here's an example of the issue: https://www.youtube.com/watch?v=HyHqyYwgnPM Turning off head tracking fixes the issue

Xgatt

Slow blocking issue is an interaction between the block behavior here and headtracking in other mods (e.g. meh321's Gameplay Tweaks, True Directional Movement, etc). Turn off the head tracking and swing your sword once. Here's an example of the issue: https://www.youtube.com/watch?v=HyHqyYwgnPM Turning off head tracking fixes the issue

Xgatt

Hi! I don't know if there's been a fix made or not, but my blocking, and left hand power attack speeds, are really slow and I'm not sure why. (I'm not using speed control mod, so I'm not sure if I need that or not)

Sorry Adri one more question, might be a dumb one lol, but how exactly would I rename them to match ABR files? I have to rename each file?

Edgardo Morin Jr

Thank you so much Adri!!! Youre awesome! The functionality and compatability of your mods are \gamebreaking for skyrim!

Edgardo Morin Jr

Hello, I have a question. I use stances mod but when changing the stances the animations do not change. What can I do ?

Hi, I'm getting a weird right leg movement with weapons drawn moving forward when I installed this update. I'm using JBO, MBO, 360Movement, Turning Animation wont affect Upper body, TUDM. Any idea how I can fix it?

yup they would work, I don't really recommend CGO's 360 combat and sorry for teasing a bit, there is something big coming soon that does everything better, it doesn't work because it uses different event in 360 mod rather than the default for AMR animations, just rename them to match ABR file names

ADRI

Something that I would like you to add is that you can do attack combos with the left hand when you have a spell in the right hand, that would be very cool because when you equip a spell in the right hand you can no longer make the attacks that you used to do. when I have 2 weapons equipped

Gaen El olvidado

Hey adri! I have a couple of questions. 1. When using 360 combat from cgo my right hand attack dont work but left hand attacks do, would you know why? 2. If an animation set by another modder is already converted to AMR but was meant for sky sa would they still work?

Edgardo Morin Jr

Thanks for the reply, and thanks for the awesome mods.

it's not dumb no worries, the standalone unarmed is no longer needed, all the attack behaviors are in this mod already

ADRI

Dumb ass question but I assume I do not need the standalone version of unarmed combat with this?

leave "combat behavior improved" on the nemesis patcher checked

ADRI

I dunno about SkySA, it does not have the features ABR has, but my advice would be to use ABR and just convert SkySA movesets to AMR , afterwards rename them accordingly and put them in the DAR folder you want

ADRI

they're all ABR, so the weapons I use are animated armoury, scimitars and heavy armory, and yeah they have animations built when you use the weapons

ADRI

Are the animations on display in the video included or are you using a custom setup?

ADRI, is it possible to get the Unlocked Grip function (like in CGO) for SkySA? well, or, like you, if I understood correctly video xD

Is it the expected behavior that with this mod installed my one-handed (right) block is slower than without this mod installed?

CW

May I swap a weapon swapping feature to add more complexities;]

no worries there, I was able to just apply speedmults without glitches recently, just need more testing for NPCs and I can post the update soon!

ADRI

The zxlice hitStop SSE that worked in ABR5.2 does not work in this version. Is there a plan to support it?

bug reporting my man, when grip changing a 1h weapon and then trying to the forward power attack, the animation is borked. wielding a normal 2h weapon works as normal. tested on both CGO grip and ABR grip.

i can provide video if needed?

also hoping to get an update to integrate speed settings. Rn everything is a bit too flashy.

Just gotta say I had a blast using it with CGO and custom AMR movesets, with grip changing and everything. Took me a while to set it up but it's totally worth it! It'd be really helpful if you keep the naming pattern for animations so that for every update our custom AMR movesets seamlessly work. [edit]I can share my custom replacer which includes elder souls, JH, and black hounds set with you if you're a patreon of m1ke because I'm using some of the unreleased animations.

It's because it's kind of required to make this and inquisitor compatible, the solution is just to use/grab your preferred idles and movement anims, put them in a DAR folder, rename them to the proper magic idle and movement animation files and add conditions IsEquippedrightype(1) OR IsEquippedrightype(2) OR IsEquippedrightype(3) OR IsEquippedrightype(4)

ADRI

I have this strange issue that happens when I have magic on my left hand and a sword on my right hand which causes my right hand to have the same idle animation as if I had magic on both hands.

Install nemesis pcea

im running into an issue where my right handed attacks aren't heading straight if that makes any sense? like my left attacks go straight like regular but when i try and right click he just awkwardly slashes in a weird direction

I've covered spears, scimitars and rapiers, but once I get through with some more things I'm planning to implement then yeah Animated armoury is a pretty essential feature for me especially the spears

ADRI

Yes it is, just toggle right alt

ADRI

Hi, ADRI. Will you be making animations for weapons from animated armoury or heavy armory that matches ABR? Thank you and amazing work!

Gil Correa

This is absolutely incredible man!!! I was wondering are those charged attacks you can hold in place still a feature?

holy shit, every update is leaps and bounds better! Are there any plans to allow CGO's skill change when you grip switch? Since a few versions ago I now only get 1h even if I'm using the sword in 2h, despite whatever changes I make in CGO MCM.

goobershite

Can you give away your combat mod list? I think mods which you use should be something worth consider. Last two updates was glorious btw. I think right now your mod far better than SkySA.

you don't need bash behaviors but it'd work well with the mod, also AMR is a requirement, as for SkySA, there's no need to install that, only if you want more animations than what's present in ABR

ADRI

Still getting that 2handed idle animation bug where the left hand is just hanging instead of holding the weapon. Weirdly enough, the animation is correct for the 1 handed weapon with the two hand grip. Tried with and without the smooth non-combat idles turn on.

C

do i need bash behaviors and AMR to use this? I use CGO so SKYsa is not compatible sadly

I'm very excited to try it out. Thanks for the update!

C

Not yet, i didn't add the variable for speedmult tho i may include that in soon once its not gonna be buggy

ADRI

Thanks for doing a great job! Is the current version affected by Perks that increase the attack speed of enemies? I felt the attacks were a bit slow so I doubled the weaponspeedmult but the attacks didn't change.

I kinda removed that one because it was too slow, it's the 2hm_atk1 in the 6500 folder as I recall

ADRI

for now, just the 2h combo animations, as I have yet to add 1h animations, also the regular moves transitions should be fixed as I adapted my transition settings so if you wanted skysa moves you could have some

ADRI

Looks sick! Have a question about this release. Last release, when I replaced the combo power attack animations, the hit frames did not replace properly, only the animation. I tried replacing each combo hit with single hit animations, but the hit timings and frames stayed as the originally were. Does this release fix that?

Ted Hollingshead

Nope the animations in the vid are already in ABR, but if you want skysa movesets, you just need the tool from distar to convert SkySA movesets to AMR or manual conversion, though I don't quite know how that is done to be honest, although some users have been able to do it, hopefully this ABR update provides the framework to allow the movesets to work

ADRI

Nope that won't be necessary, all the animations are already in ABR, but if you want some skysa animations, there is a method to convert them, I don't have the details in particular but some of the users have done so with distar's tool

ADRI

Is skysa mod required to use the skysa movesets?

MomsCreditCard

what a legend!

Sir

I have a bit of a question: do I still need to install SkySA to get the kind of gameplay in the video? Update is looking great!

There is an animation that I liked, when I pressed the attack key with a 2-handed sword 2 times the sword would rotate, did you remove that animation? Because it no longer appears to me

Gaen El olvidado

I've found that if you use the Gender Specific Animations patch in Nemesis then some of the animation in DAR won't play because the folder structure for GSA is not present in them. To fix this, I've made female and male folders in each DAR folders and copy the files into them. Though the process is quite tedious and take a lot of time to relocate them all so hopefully future versions ABR also support GSA patch for complete experience. Cheers!

tridbee

yup, each version for ABR i release is always standalone and supersedes the previous version

ADRI

I do have to uninstall the old version to install this version?

Gaen El olvidado

Fantastic!

tridbee

eyy definitely! You don't really need to ask when it comes to sharing my vids, feel free to do so :)

ADRI

Hi, can I reupload this vid to a Chinese site(bilibili) to promote the concept? I'll site ur patreon. This is super cool and I wish more ppl who don't speak english know abt it.

Wow, wasnt expecting another ABR so fast. You are amazing ! :)


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