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Inquisitor Dedicated Optional File(no need for right alt), Add on AMR based Animations with Custom Motion Data and Next Project Plans

Inquisitor Dedicated Optional File(no need for right alt), Add on AMR based Animations with Custom Motion Data and Next Project Plans

So here is the optional dedicated version(mod without pressing right alt) for those that requested, If you plan to use this optional file, remove the main version, they have thesame features except with this one, you don't need to toggle between vanilla

also there are two additional animations which are built for AMR that I added, it's not just for the visual aesthetic but adds a new ...

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Inquisitor V3 Update here!

Inquisitor V3 Update here!

-new combined casting behaviors 

-new left magic + right weapon equipment

  -new running/charging cast behaviors for both aimed and concentration spells 

-potentially compatible with other/new fully animated magic animations for addons


this update is big because it now allows more spell casting mechanics such as running casting and behavior...

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Inquisitor v2 Optional version: No Magic Rapid fire

Inquisitor v2 Optional version: No Magic Rapid fire

I understand that some want staffs not to be thesame in behaviors with magic so there is incentive to use them, so apart from just not pressing the combo in magic, here is an actual optional version for V2 that don't have magic rapid fire and rapid fire becomes exclusive to staffs


installation is similar to the previous versions

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Inquisitor V2 is here!

Inquisitor V2 is here!

Left and Right Staff and Magic Behaviors now supported!

All magic/casts can be chained and can combo

Supports magic mods and staff mods


Just a few reminders and I'd appreciate if these are read

-remember, currently the left hand for vanilla is blended, this is Skyrim's vanilla design so if ABR 5.5.2 is not used, you won't have fully animated left hand behavior...

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ABR 5.5.2 Update and Inquisitor v2 Preview

ABR 5.5.2 Update and Inquisitor v2 Preview

JUST A REMINDER: 5.5.2 Update does not contain any new features, however I needed to make a compatibility patch for the upcoming v2 update of inquisitor which will add dual wielding and magic behaviors

I spent quite a while in frustration trying to identify why the left behaviors were always broken no matter how I structure the Left hand magic behaviors. Weirdly enough, the reason for the...

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v1 of inquisitor Here!

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 follow...

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Another Update of Project Impact, clear concept of the features and implementations

Another Update of Project Impact, clear concept of the features and implementations

here is a preview of what features will be included with the Impact mod, juggling isn't the only feature, I am planning to add various types of enemy reactions depending on the move, like for example, the bwd charged attacks which targets the enemy's body staggers him and drops him on the floor, attacks to the knee/leg will try the opponents, with these reactions, we can perfectly create the be...

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Let's Try to start this month Strong! : ABR 5.5.1 Hotfix

Let's Try to start this month Strong! : ABR 5.5.1 Hotfix

I managed to locate some of the states that wouldn't play well and freeze. Most of the player combos no longer freeze.

Additionally, after the last Charged attack combo, if an attack is pressed, immediately burst into a sprint power attack. 

This is kind of a trick to bypass the freeze by allowing the last combo of the charge attack to another combo


In theory, ...

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another sneak preview of project impact - enemy juggling feature

another sneak preview of project impact - enemy juggling feature

Again, sorry for animation quality, but right now, we are testing if the enemy responds as intended when hit. Right now we have the reaction we want to keep enemy juggled, so this is a huge win for us today! More will Come soon


Also, regarding the ABR bugs, I'm looking at where the issue is, the freezing is due to a conflict, It only happens on specific builds but the thing is,...

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Project Impact - New upcoming mod included to the Projects List

Project Impact - New upcoming mod included to the Projects List

Hi guys! We'll try to start this new month as strong as ever, currently, I thought about one of the ideas of one of our fellow patrons, who suggested creating an enemy reaction mod, the idea interested me because it is true that no matter how good your attack animations look, or even how bad, it is not fully as satisfying without the proper reaction.

I believe the quality of combat an...

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A complete Guide for all animation files used and when they are used for Animation Enthusiasts!

A complete Guide for all animation files used and when they are used  for Animation Enthusiasts!

Just a complete guide to all animation files used and when they're used, this is useful when you want to replace a certain animation. Since the AMR Plugin is out, we will see more animations take advantage of this. and all you will need to do is simply, Rename and put in your specified conditions folder, the full excel file is attached below! Enjoy!

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My thanks and Future Plans!

My thanks and Future Plans!

Firstly, I want to thank all of you guys for what is a very successful month! over 100 Pledges reached, over 500 YT subs, Lots of big youtubers showcasing the projects and your constant feedback, collaboration and support, and as for the projects, We have had a big leap in features with 5.5 of ABR, new mods in FP Revo, Thuum- Animated Shouts, Magelock, Telegraphed bashing and the Upcoming Inqui...

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Attack Behavior Revamp 5.5 is here!!!

Attack Behavior Revamp 5.5 is here!!!

the new 5.5 version is now available!
all features described in this post: https://www.patreon.com/posts/preview-for-5-5-51436065

what's next for ABR? 

 after this update, the next plans for this mod(6.0) will be fully integrateing the Animation Motion Revolution plugin, as we...

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Update on upcoming Staff Combat Overhaul

Update on upcoming Staff Combat Overhaul

-allows us to switch between the traditional Vanilla Staff combat and A more action oriented fast paced staff combat akin to games like dragons dogma and dragon age inquisition

-staff blocking, which also supports the dual wield parrying mod

-left hand weapon blocking with staves on the right hand. and 

-Blocking even with magic equipped.

-Staff Behaviors will funct...

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Animation Data Plugin Released - What's next???

Animation Data Plugin Released - What's next???

for those that follow the modding community thoroughly, some of you might have noticed the new plugin, which allows all animations to have all the Data inside the animations themselves instead of through behaviors, this plugin project only allows us to get better features in the future,


This will certainly affect all my projects as I plan to integrate the advantages of the plug...

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Preview For Attack Behavior Revamp 5.5

Preview For Attack Behavior Revamp 5.5

Upcoming Features for Version 5.5 of Attack Behavior Revamped

-New Staff Attack mode animations as well as  the Casted Attack Animation

-Smoother Transition to block and Cancellations, In regards to input mechanics, I'm a huge fan of Bannerlord, For Honour, Tekken and even FIFA when it comes to use of combos and skills, feinting is now smoother...

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Attack Behavior Revamp 5.4.5 new Sneak attack Behavior

Attack Behavior Revamp 5.4.5 new Sneak attack Behavior

I'm gonna post this small new feature for ABR, alternate sneak power attack behaviors. Similar to charged attacks, you can hold your power attack until you release it, and once released you can leap towards your opponent when equipped with daggers or swords and roll attack when equipped with greatswords/axes

this is quite a new concept that I want to flesh out in future updates, the next ...

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Attack Behavior Revamp Standalone 5.4.4 Now Ultimate Dodge Compatible

Attack Behavior Revamp Standalone 5.4.4 Now Ultimate Dodge Compatible

Gonna Post this Minor Update for Attack Behavior Revamp

-Ultimate Dodge now fully compatible, If you don't like CGO and want a dodge mod that isn't script triggered like TK Dodge, You can now use TUDM without worrying about The forcing of sneak attacks when you use left hand attacks or Dual Attakcs

-Left And Right Directional Power attacks no longer have the "unlocked motion " simil...

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Fully Animated Shouts V1.0 finally here

Fully Animated Shouts V1.0 finally here

Fully animated shouts v1 is finally here, it is a toggleable alternate shout behavior state that gives unique shout animations for all the shouts.

you can toggle it with the right alt like most of my mods for the consistency. The Shout behavior is a Standing animation so the shout locks you BUT allows you to chain a combo after the shout, you can still cancel like vanilla or even do a fas...

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Shout Mod Progress Update

Shout Mod Progress Update

Shout mod is nearing its completion, though there are certain issues I'm attempting to smoothen out, most of the Individual Shouts have their unique animations, and a combo can be done after the shout is performed, just a little more edits and it can be up for initial release, Hope you're excited guys! Thanks!

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Upcoming Shout Behavior Mod Little Preview

Upcoming Shout Behavior Mod Little Preview

Just wanted to share a preview of what I've been making recently, A fully animated shout mod.

right now the animations are mostly complete but I'm having trouble using DAR make them varied. I still don't know what's causing it yet but once I find the answer, we will get different animations for each shout,

also, there will be certain attack combos you can do after the shout. Once I ...

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Attack Behavior Revamp 5.4.3

I'm Posting a little update of ABR which contains minor changes and is a setup for a new update with more in depth features

-Added new animations for base greatswords

-added a 4th attackstate that transitions from the 3rd attack(normal attack after basic combo 1:lmb+Held lmb) for smoother transition

-Sprint Attacks can now be done just as vanilla(sprint+lmb)


T...

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Enemy Magelock - The Prelude to My Magic Behavior Mod

Enemy Magelock - The Prelude to My Magic Behavior Mod

I just recently published a small mod that changes NPC magic Behavior wherein they are committed to their casting state. This is good especially for those who love 1 v many combat and install mods like OBIS or Spell Distributors or Sands of Time or any Spawn increase mods out there/ 

another thing is, with this edit, this is my prelude to my Magic Behavior Mod, as I have set laid out...

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Attack behavior Revamp 5.4.2 Early Access

Attack behavior Revamp 5.4.2 Early Access

Latest version with all features, standalone but can work with CGO

installation instructions is similar to the previous versions

1. Install Nemesis

2. Install Dynamic animation replacer

3.Install this mod

4. Patch in Nemesis

steps for CGO users

1. Install Nemesis

2. Install Dynamic animation replacer

3.Install CGO

4.Inside CGO's Nemes_...

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Attack Behavior Revamp 5.4.2 New NPC attack behaviors

Attack Behavior Revamp 5.4.2 New NPC attack behaviors

This Update Will have new NPC attack behaviors Compatible with all Combat Mods, Now, NPC have a total of 5 unique attack behavior patterns you can anticipate and base your decision making on. 

The first 2 NPC exclusive attacks had long build up and recovery periods but these new attacks have different patterns and they use it dynamically In game, So you will now have more improvisati...

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New NPC Bashing Behaviors Release v1.0

New NPC Bashing Behaviors Release v1.0

If you have played with the latest 5.4.0 version of ABR where attacks are telegraphed, this mod does the same to the NPC bash behaviors, This contains fully animated more telegraphed bashing for NPCs to rebalance gameplay and not make it feel stiff and clunky. 

Initial Release Contains fully animated bashing behaviors for when the npc has a shield, two handed weapons or wielding just...

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FP Revo Is Finally Here!

FP Revo Is Finally Here!

The First Person Attack Revamp is Finally Out Now

What this Adds:

Committed Regular Attacks

Attack Combos

Charged Attacks

Switchable to vanilla attack behaviors for those who depend on directional power attacks

The toggle button is thesame as Attack Behavior Revamp toggle(right alt) for consistency

Mod Available On nexus

2021-04-25 19:16:32 +0000 UTC View Post

Some Updates on the First Person Combo System

Some Updates on the First Person Combo System

Hi Everyone! Here is the progress on the upcoming first person Revo. 

-Combo Chain with transitions added.

-follow up 3 hit and 2 hit strikes added

-established the alternate states so we can switch between the locked behaviors and vanilla behaviors via toggle key(right Alt button)

-Works with all vanilla Weapon types


The Mod is almost complete, but...

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New Feature Demonstration for Attack Behavior Revamp 5.4

New Feature Demonstration for Attack Behavior Revamp 5.4

This is the Demonstration of All the features included in 5.4, a description is mentioned in the previous post! As well as the stable/working early access of the mod

Again here is a list of the features 

-Fixed Jumping(reported issue by several users)

-Fixed Left Hand Blocking for 2H weapons

-new unarmed combos

-Switchable Forward Power Attack Behaviors - Vani...

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Attack Behavior Revamp 5.4 - Showcased features added

Attack Behavior Revamp 5.4 - Showcased features added

-NPC New Attack Behaviors and Pattterns(telegraphed attacks and occasional 2 hit combos)

-Single file that works with or without CGO(no need for a specific CGO version)

-Toggle between Vanilla forward Power Attacks and the Charged Attacks using Right Alt key

-Unarmed Combos (lmb+held lmb),(rmb+held rmb) , mix between those 4 buttons


It's Here! The next Major U...

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