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Creature Behavior Edits - Less annoying attack time and Impact

   This mod supersedes telegraphed creatures 1 or 1.1, since the previous mod wasn't a nemesis patch, therefore has a lot of incompatibilities and sometimes do weird behaviors to some creatures like bears or wolves.

 This mod has none of that since it's now converted to a nemesis patch, and all you need is Nicknack's Ultimate Combat & Creature Compatibility patch for this: https://www.nexusmods.com/skyrimspecialedition/mods/45966

This mod's Name in the behavior is "Creature Impact" the mod code is "toss"

  So this mod changes the speed of creatures so that they're not unplayable and adds a stagger set for each, I know what some of the ideas are.. "we need custom animations" and whatnot. It's not like I spend time editing behaviors and animating and am too bonehead to be aware of what's good for the game, But right now, that's not really doable at this point.

 So why does nemesis "not have creature support"?? We must remember that nemesis patches or the mods that behavior modders make are automatically detected by the patcher, the updater updates all animation, events to register before each patch's edits are analyzed. This means before we can get to patching, Each behavior instance of every actor type in the game must have the complete original behavior instance converted so nemesis can use them as the reference for when registering the edits. Meaning Shiki, the nemesis dev  has to make all those patches for creatures, it's so easy to say "patch for creatures" like it's one thing, but literally every creature in the game have their own behavior, so we're talking 30+

This goes for custom animations as well, also, with custom animations, Creature rigs are still to be available, and also, even as we have rigs, we can't really change or add our own naming system for their attacks, or make our own attack system a la skysa/abr; why? because Creatures call on separate events/specific events to use different attack types,

For example, NPCs have 3 basic attack types, regular, power, dual attacks, power only gets more events since there are 4 directions + static, we only need to call 3 types of behaviors,

for creatures, like bear for example, in order to do attack 2, there is a specific event it calls so it can do it, unlike humans, that can transition the regular attack event to a 2nd state, that bear calls regular attack event 1 and then regular attack event 2 event 


so what does this mean? If anyone tries to create a system in the behavior like with abr or skysa, the base code for these creatures, their frequency to call events is built for a very limited system, that when we omit certain events, they don't do anything at all, meaning, they will attack less and they might T-pose because their AI that determines which events to use at what point is called but it's not processed in their graph instance,

This means, for use to make creature animations, we can take advantage of AMR stuff, but we need to follow the same system bethesda has made so for example werewolves, if we want their combat/attack types to change, we have to edits ALL their 49 basic attack animations.

Anyways, that's that for discussing the creature behavior and animation limitations, tho this isn't to say that no progress will be made for them, like I keep saying, creature rigs are being made and some awesome animators are even making them for blender. So this behavior edit will definitely adapt to those improvements, 

the creatures this New edits touches are
-bear
-chaurus

-draugr

-sabrecat

-dwarven sphere

-spriggan

-steam centurion

-troll

-werewolf

This does overwrite flinching, so that mod is no longer required for this, again 

you'll need:

OHAF: https://www.nexusmods.com/skyrimspecialedition/mods/42574?tab=files

creature nemesis support: https://www.nexusmods.com/skyrimspecialedition/mods/45966

Again this doesn't need flinching, you can use this as a substitute, they will conflict and the reactions might not show if you use them together

however you can try to combine these two, as long as you delete the behavior types you don't need, for example you want to use this mod's reactions for spriggan's instead of flinching's edits, so you go to flinching/nemesis_engine/mod/flinch/..... then delete "sprigganbehavior" so Nemesis will use mine instead of that mod's edits. Same goes if you want flinch edits over mine,

Again, This mod's Name in the behavior is "Creature Impact" the mod code is "toss" so go to Creature Behavior Edits/Nemesis_engine/mod/toss if you want changes or if you want to delete certain files

That's that for creatures. This does support custom creatures that use vanilla creature rigs as well, Happy Modding!


 

Creature Behavior Edits - Less annoying attack time and Impact

Comments

I really like the concept of CBE, but unfortunately in its current state it completely trivializes combat against those creatures for me. I can stagger lock all of them, and it blocks the creatures from even being able to attack. Also, some creatures attacks are too slow now and I can just easily walk away from them during the animation. However, some creatures new behavior attacks are really great. I liked the new troll attack behaviors a lot. Ill be interested to see where this concept goes as vanilla creature attacks are pretty hard to time blocks/dodges to.

Kenbo69

I found the draugr's stagger animation looks strange...

Nikou101

Hello, It started since I installed "telegraphed" but I have a problem when I fight wolves and sabrecats. They don't die and my character does infinite killmove on them! it's not annoying but it messes up my immersion :(

RavenBlack

EDIT: NVM, got a tip from the Discord that worked. Just deleted the "cached" (not "cached_behavior") and "temp_behavior" folders before running Nemesis, seems to have solved my issue. Leaving this up just in case someone asks again. ###How do I fix the blank behavior bug? As in, when I run Nemesis, for several of your mods, the log says something like "Mod checked 4: ", no matter how many times I run the Nemesis patcher. I saw that you mentioned creating a new patch to fix this issue previously. Is there some special steps I must perform?###

SuzanoSho

so.. new setup would look like: OHAF, Project Impact and Creature behavior Edits?

Rarufu

but Fr, thank you, homie!

Austio

Fuck them creatures

Austio

preciate it folk

Thanks! I Love you!

Sir

nope, this doesn't touch NPCs. Reactions mod for actors are in project Impact, that does conflict with Flinching

ADRI

Does it overwrite flinching for actors too? Since you’re saying it’s no longer needed

Braaf


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