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Hey guys; I've been busy with school as the semester comes to an end with academic stuff piling up. I use a huge chunk of my spare time hunting jobs and doing interviews, which hopefully will bring an end to this patreon "business model" as I get a software intership and can focus on the fun part of modding.

Rest assured I'm not dead; so here's an updated version of Valgrind that supports DMCO; it doesn't support AE yet but will soon.

I also have a lightweight archery overhaul in mind(after playing horizon forbidden west for a bit).

Here's a roadmap for december:

Valgrind:

Thinking about renaming it to Valor, for those who don't know, Valgrind's name was taken from a debugging tool for the C language; I love its name but it might lead to some confusion.

Add 2 different types of perilous attacks similar to GOW:Ragnorok, with special VFX indication made by Anchor.

Finalize NPC dodge AI

Add NPC perfect blocking AI

Hopefully publish it by mid Jan next year; feel like it's one of the more needed functionalities of combat mod.

Valence:

Kind of stuck due to my lack of inspiration; still trying to figure out a proper way to balance it.

KARS(yes it's still a thing)

Coerce Black to animate a bunch of reactions and publish the framework ASAP, once the reactions are done

Currently KARS has 4 reactions for light attacks animated by Slim, but it still needs at least 12 to function.

Setup reaction API and annotations so it can be used by all other stagger mods as well as animators(more details soon)

Wheelmenu:

TBD

Lightweight Archery Overhaul:

Played forbidden west and absolutely enjoyed it. I'm thinking about a lightweight bow charge system on top of bullet time, maybe with perk integration(likely to take significantly more effort to do)

That's it folks. I'll still be busy for the coming 2 weeks, but as Christmas comes I'll have time to work on the stuff on the road map. Stay frosty!


Comments

tridbee

Hi, does this support DMCO Experimental 2.0.1 or is it only 0.9.6?

hirofumi asai

Thank you for the great mod! I look forward to your future activities.

Niko

For some reason this mod is causing my game to freeze everytime I get into combat with an enemy.

Jason Jordaan

This is going to really be a big combat game changer, sadly I'm AE so I will have to wait. Keep up the great work!

DJLegends

oi dtry how would an npc controlled by a player utilize dodge ai and perfect block ai?

DJLegends

also does the dodge and perfect block ai work on npc vs npc?

reezy

definitely looking forward to it. i appreciate your work .you're the goat

DJLegends

holy shit i love ya where the hell i can donate more money to you?!?!?!

DJLegends

dammit i need ae support just imagine if this works on skyrim together since elden counter was player only but somehow that worked on str

DJLegends

also also just want to say your tackle feature syncs with other online players

dTRY

Nice to hear it working for MP! I’m not sure how the animations are synced online, but if Skyrim together works as I imagined it would, dodging and timed blocking should at least work locally and there should be a way to have them synced, depending on the online implementation

SpunknNE

I am getting some green / red lines on certain monsters / enemies every now and then with Valgrind enabled. Has anyone else experienced this? Or maybe it is a mod conflict

DJLegends

str basically has in which online players are basically a cheap copy of the main player

DJLegends

dam i wish you can look at the code of str or at the min talk to str devs since they are very friendly with coders like you

T

Open the ini file and set the debug option to false.

SpunknNE

Ah thank you!

Grey Knight

Hey man, not be a bother, but I'm getting CTDs when I get into combat?

dTRY

Are you on AE version? AE isn't yet supported but will be soon

dTRY

Are you on AE version? AE isn't supported currently but will be soon

YeJian Blancyan

"Better third person selection" seem to conflit with this mod, cause game stuck

Keithy

In the Horizon inspired mod, how about being able to hotswap into bows just like in Ghost of Tsushima? The idea being that we don’t actually have to go into the menu and manually equip a bow when we want it out.

minbari

Can also confirm. I reverted BTPS a couple of versions and no crashes now

dTRY

I'm afraid this will require some behavior edit but this is such a brilliant idea. When I work on this I'll for sure see if anything like this could be done through codes alone.

minbari

On the topic of Valence: right now spellsword gameplay is either swap/dodge constantly or use parry reimplementation. Both aren't too fun. I remember there used to a magic spell block feature in Ultimate Combat called "infighting shield", that was probably the closest to a true spellsword experience in Skyrim. Too hard to implement that kind of thing with Valhalla's amazing timed block features I assume?