Valgrind-dodge alpha test (Patreon)
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Content
Requirements:
Skyrim 1.5.97(AE support will come soon)
TK dodge(TKRE or TKSE, doesn't matter) OR Ultimate Combat
DMCO support will come soon
TrueHUD
Here it is! the 1st module of Valgrind: dodging is complete. It supports 2 types of dodging behavior: passive and active. Passive dodging basically uses whatever vanilla AI would use and turn them into dodges, whereas active dodging makes NPC react real-time to incoming attacks. Currently, NPCs would try their best to dodge every single player attack, so i'd strongly suggest having it disabled for purposes other than testing. I'll provide some balancing mechanics in the future.
If you have "bEnableDebugDraw" enabled in the mod's .ini settings file, you can visually see the decision process made by the dodging AI: namely, they always make sure they can dodge to a safe position and there aren't any obstacles.
While I keep polishing the dodging module, I'll move onto perilous attacks soon. This combined with the former should make enemies feel much more intelligent and fun to fight against. Stay tuned!
Changelogs:
0.2:
Dead NPCs and NPCs not 3d loaded no longer dodge
NPCs only dodge from their enemies
NPCs can now dodge even when there's not enough space to finish the dodging motion, as long as the dodge travelling distance is long enough to evade the attack.
more configuration options
fixed debug draw showing up even when disabled