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isADRI
isADRI

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v1 of inquisitor Here!

was able to pull off the base concepts I want with a staff behavior mod,

and now its here!

features include

-staff/magic block: with mods like CGO or dual wield parrying, we can block with the assigned key if magic or staff is equipped on the right hand

-Staff combos: 5 slash style dragon age inquisition combos for all aimed staffs included modded aimed staffs followed by a continuous rapid fire inspired by dragon's dogma staffs until you fail to press/exit your combo

-animations are fully replaceable as well, currently not in DAR but in the animations folder, they use maganim1.hkx-maganim6.hkx


some things to note:

-casting activation is triggered by a power attack style method of  input, not by rapidly clicking for the first 5 animations, this is due to the limitations of CK input so we have to heavy press to trigger or fully cast the spells. the Rapid fire combo though can be rapidly pressed


-mod works with magelock, and for now is a requirement for the esp to toggle the ALT RIGHT KEY, again MOD IS TRIGGERED BY TOGGLING THE ALT RIGHT KEY, but after that if you wanna use a controller you may


-for now, only right hand staff behaviors are available, with AMR coming out it takes definitely longer to make animations for me because I now use custom animations instead of replacing vanilla ones, tho if you want to replace the animations yourself you can just rename the file to the new animations which is the "maganim(number).hkx, v1 has right staffs, magic behaviors are available but have only a static animation, animations for magic will be added in the future along with dual wield/left hand magic and sprint magic animations


-if only staff is equipped and off hand is empty, I can't seem to solve the stubborn blend which makes the left hand static, this is because it is somewhere in the convoluted master behavior which is webbed with other behaviors and will ruin everything else If i don't create these behaviors at thesame time with dual wield and left hand behaviors, so I'm holding on to that until i'm done with left hand animations and dual wield animations because they go together with the master behaviors,


-weirdly enough equipping weapons on the left fully animated the left hand but attack wth the left while a staff is equipped does not reflect abr style attacks, this is something to solve because like the previous statement, it is in masterbehavior and the problem with this one is whenever CGO is installed It will conflict and due to how nemesis manages edits, the mod with the more branched out edits wins and CGO does win in this regard. even with the conflict, I will still do my best to make the v2 update with left hand compatible with CGO because compatibility is always in my interests


installation: thesame procedure as magelock

Requirements
1. Nemesis Engine
2. DAR

Installation(Non CGO)
1. Install the requirements
2. Install this mod and Enable the patch in the Nemesis engine

Installation(CGO)
1. Install requirements
2. Install this mod
3. Before Patching in Nemesis, Make sure to delete magicbehavior, Go to CGO folder and then: Nemesis_Engine / mod / dscgo / magicbehavior / 
4. Patch in Nemesis

 

Will promise V2 the soonest! Currently trying my best to find a way to manage working on mods while off duty from engine watch duties. Thanks again for all your support! Enjoy and I will try my best to solve feedback and problems




v1 of inquisitor Here!

Comments

what's the patch called in nemesis?

ok guess I am not seeing how to enable the patch in the nemesis engine.

Happy to know there's no issues, always try my best to make each project standalone so you can mix and match for the modlist of your choice, more features wil be added while maintaining the same compatibility as well!

ADRI

Great mode and perfectly working for skysa)

Thanks for the feedback, nice ideas, the reasoning behind the timing of spell fires was actually because the spells are attached to the tip of the staff, the trajectories also change depending on the direction of the staff, had it been very precise it would miss a target. Though it doesn't mean improvements won't be made, will try to align the staff properly in the animation as well so i can adjust hitframe without worrying about the trajectory, the details will be focused once i finish the left hand and sprint casting as well, the gap between v2 release is a bit closer because all new animation registry is easy once it's all registered, focusing on directing these in the behavior and new animations would now be my only worries, thanks again for the feedback and this is duly noted!

ADRI

This looks amazing, once again! Just a little feedback based on the video, I know nothing about how the animation and stuff is supposed to work for these things, but I notice that the spells tend to fire at the very beginning of the animation, and from the tip of the staff. At times, this means it fires from above the player's head, because that's where the tip of the staff is at the very beginning of the animation. I wonder if it would be possible to either: 1) Delay the firing of the staff's spell about half a second, when the staff is out in front of the player, mid-swing OR 2) Have the spell fire from directly in front of the player no matter what, preferably when the tip of the staff crosses that point in front of the player (mid-swing) I feel like that would make the overall aesthetic a little cleaner, although it's fine as it is. This is just a suggestion from a guy that doesn't know anything about this stuff under-the-hood...

SuzanoSho

Thanks for the awesome work again!

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