Turns out the custom collisions I've been telling everyone to add don't actually work with MCO.
Blame Distar.
MCO adds its own behavior graph (or something along those lines, I'm not too knowledgeable there) and that one won't include any events added by mods. So the Precision ones are missing and so they don't get called even if the...
2022-06-22 20:54:31 +0000 UTC
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Hey everyone! A new version with quite a few new things is finally here.
Highlights include:
- Static hit recoils are implemented again. They happen when you stand too close to an object and hit it. Whether the recoil happens or not depends on the material of the object, the Precision.esp contains a list of materials that will ca...
2022-06-19 19:23:18 +0000 UTC
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Hey! Some nice things in this update:
- New setting (enabled by default) that uses the actual weapon mesh's length for the collision length. This means the weapon reach stat doesn't do anything, which is why the option can be disabled to revert to the previous behavior.
- The attack trail now uses the weapon mesh's length for it...
2022-05-20 19:17:33 +0000 UTC
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Hey! Last version had a memory leak that would cause your game to fall apart after a while. Apologies!
Also includes a fix for the trail as it had the wrong length at the trail head (at the weapon), and a partial fix for the hit impulses being weaker at high framerates.
2022-05-18 17:30:35 +0000 UTC
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Hey! The attack trail is now implemented and more or less finished. Feedback welcome!
I have also compiled an AE version of the plugin. Be warned though, it's barely tested.
Please remember to send crash logs if you encounter any crashes. They're incredibly helpful. Attempts to solve all the reported crashes are also...
2022-05-17 04:27:06 +0000 UTC
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An update that should (hopefully) fix many of the reported crashes and freezes, while I'm still working on getting the weapon trails right.
No other features or tweaks in this update.
Let me know about any remaining/new crashes and issues!
UPDATE: Changed the new hook to something else, should work n...
2022-05-06 19:20:39 +0000 UTC
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Hey folks, I need some mod compatibility testing for this simple quality of life plugin before I upload it on the Nexus.
It's a SKSE plugin that removes the stamina costs of sprinting while out of combat (affects your mount too), and stamina damage applied while attacking out of combat.
It should theoretically handle any mods that ad...
2022-04-29 19:10:13 +0000 UTC
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Fixed the active ragdoll messing up your animations! Now it's just active for a while during the hit impulses, otherwise it's just keyframed animation like usual.
Fixed some reported crashes hopefully.
Added a FOMOD for TK compatibility patches.
2022-04-25 01:42:41 +0000 UTC
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Hey there! I think the core of the plugin is now ready for testing. It has been almost entirely rewritten.
The plugin now adds an active ragdoll to actors for two purposes:
- Precise collision detection, this time done properly, entirely within Havok
- Procedural hit impacts - Similar to the bEnableHavokHit .ini setting, e...
2022-04-23 00:32:07 +0000 UTC
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Hey folks! I The almost complete rework of Precision is progressing nicely, it shouldn't be too long until I have a test version ready. I've incorporated quite a bit of code from PLANCK - Physical Animation and Character Kinetics (Incredible...
2022-04-16 20:13:43 +0000 UTC
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Hello everyone who joined! Thank you for your support!
I know many of you are interested in Precision. I wasn't planning on any Patreon benefits like that - it was just another place to show your support, and a place for me to share some sneak peeks - but it's becoming increasingly clear that I need some outside testing for my m...
2022-03-27 21:32:49 +0000 UTC
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With Better Third Person Selection out now, I felt that a recent loot log (similar to what we can see in games like Elden Ring or Assassin's Creed: Valhalla) would fit right in. I've started working on it yesterday, here's a sneak peek. Planning to load and display SkyUI's item icons there.
2022-03-16 20:15:45 +0000 UTC
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A short preview of the mounted archery which is soon going to be included in True Directional Movement. A collaboration with NickNak who made the animations and behavior.
I'm overriding the arrow's original weird offset direction to direct it straight to the hit positi...
2022-02-23 20:08:50 +0000 UTC
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The target lock logic in True Directional Movement isn't great. It often selects a different target than the one you had in mind, and the target switching acts weird as well.
It wasn't my code, too - it was reused (with permission) from the older Simple Lock-On mod. Which meant I didn't truly understand what was going on inside. I've tried...
2022-02-13 05:53:41 +0000 UTC
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Hey!
Thank you for joining!
I have a lot of stuff that I'd like to tackle. Some of it is already in progress.
In a priority/chronological order:
- Dodge Framework, used by Distar's new dodge mod. It's a very light, simple plugin that needs updating to the new SE/AE workflow and a few more features. It's been on GitHub for...
2022-02-02 00:53:46 +0000 UTC
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