Home Creators Posts Import Register Favorites Logout
haven't archived this post yet. have a subscription? use the importer!

Downloads

  • Valgrind_0_3.7z

Missing 1 file, as this post has not yet been imported.

Content

Changelog:

NPCs can do perilous attacks that comes with their own visual/sound indications. Perilous attacks cannot be blocked even by timed block. Currently, some of NPC's power attacks automatically turn into perilous attack based on their comabt AI setting(for details refer to the settings.ini file), which you can tweak on your own.

Dodging AI has been tweaked to be more balanced. Now NPC's dodging behavior also is based on their combat settings data, which you can edit through esp per NPC, making it possible to make weaker NPCs dodge less, and boss NPCs dodge all the time.

NPCs now have attack rotation commitment i.e. NPCs won't 360 no scope you; I found this to be a deal-breaker for perilous attacks since you have no way to dodge. Attack commitment is implemented similar to TDM, so whatever animation you're using will automatically have attack commitment. It walso works for all races without the need of a patch. Mortal enemies is no longer needed.


I'll be polishing perilous attacks more, since rn the VFX feels a bit cheap. Also I'll be adding variations of light and power perilous attacks. Stay tuned for more updates!

Comments

Kebab

nice work man, this version is still SE only right?

dTRY

SE only; I still have a few functions to RE after which I'll make an AE update

praisetheford

Very cool but feel like the warnings need to be a bit earlier to actually be reactible. Or maybe I just suck lol Edit: Actually after tweaking the ini a bit it works quite well

hirofumi asai

With tk dodge/ultmate combat invincibility frame, even if the enemy avoids the attack, he can't avoid it and takes damage. Is it possible to add an option to extend the duration of the invincibility frame?

Matteo Domenico Gatto

Is Mortal Enemies still needed for animals (at least those who were not yet patched by Distar's mod)?

Jason Jordaan

Hi there, I would really like to test this out but I'm on 1.6353 Any chance this will work on it?

DJLegends

atm no but could worked i noticed on his old version debugged work fine

Ian McCormack

What did you change the settings too? I'm having difficulty getting it just right!

Jason Jordaan

Ian, did you edit anything to get it working. For me the enemies dont do any of the perilous attacks sadly

reezy

For some reason im getting a ctd on main menu with this. btw I'm using version 1.6353

Ian McCormack

Nope, didn't edit anything and it works fine. It might that you've got another mod conflicting with it.

Vleurs

whenever i get into combat with someone my game crashes? Not sure why this is happening. Am using SCAR, Percision, Valhalla combat, ADXP MCO

hirofumi asai

I may have solved the invincible frame problem with Payload Interpreter.Thank you for the great mod.

Ian McCormack

Hey, I'd like time to slow down for 1.5 seconds when a periolous attack happens, to give me time to react. What do I need to change these setting to to get that result: bPerilous_chargeTime_enable = true fPerilous_chargeTime_multiplier = 1.0 fPerilous_chargeTime_duration = 2.0

hirofumi asai

Specifically, how does ”avoidThreatChance” affect ”Dodging AI”? Whether avoidThreatChance=0.5 or avoidThreatChance=1.0, the frequency of enemy dodging does not seem to change.

DJLegends

any way we could get time block to work on npcs some guy on nexus successfully did it with spid?