Hello my sponsors! First off, apologies for not posting anything for the last couple of months. Most of my effort went into job hunting in this scary market. Often in my free time I got often depleted of energy and just doom-scroll in my bed. For those who expect some "premium" modding access after subscription, I am sorry.
I'm draft...
2023-12-08 01:33:19 +0000 UTC
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Hello my patreons! I've finally managed to release Wheeler on time. I'd like to thank you for the incredible help and support you've provided, whether by providing suggestions, bug reports, feed backs, or just by simply being a subscriber.
So what's next? I'd like to share with you a (temporary) list of things I've planned:
1. ...
2023-08-10 00:58:55 +0000 UTC
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Hi people, this should be the final build of Wheeler before I release it on nexus, hopefully by mid-auguest if this testing doesn't lead to more bug reports.
Change logs:
- add support for ammo(arrow and bolts)
- add support for potion
- for gamepad, add support for separate keybinds that toggles the whee...
2023-07-31 06:07:26 +0000 UTC
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Hi my patreons,
Wheeler now supports arrows and potions(which is long overdue imo). I've managed to fix most bugs that have been reported, and in addition, added a damage number widget to the center of the wheel. I wish I can make a public release on Aug 01 and move on to the next project; it depends on the number of bugs reported once I r...
2023-07-30 19:40:19 +0000 UTC
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Hello! Here's an updated version of wheeler after a weekend of hacking.
Changelogs:
- Add support for armor and torches. Now you can equip armor, clothing, jewelry, etc... through the wheel directly.
- Add custom icon support. I'll soon write documentation for this feature. In short, mod authors can add custom icons to items of...
2023-06-20 05:19:44 +0000 UTC
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2023-06-19 10:18:03 +0000 UTC
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Here's the 0.0.4 build of wheel menu. Please download the latest dmenu in the dmenu post to be able to bind keys.
Changelogs:
- add support for custom keybinds. Keybinds are done separately for MKB and controller, meaning you can have 2 sets of keybinds simultaneously. To change keybind, press 'home' button to open dMenu, navigate to...
2023-06-18 07:05:50 +0000 UTC
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Hello people! Here it is, there alpha version of the wheel menu.
Currently the menu only supports weapons, spells, and powers. I'll add potion , poison, and ammo support soon.
Controls: Current controls are hardcoded and I will make a new control module soon after taking a short break from skyrim modding.
While...
2023-06-03 19:19:40 +0000 UTC
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I managed to get item description into the center of the wheel(this took longer than I expected); also now when you click the wheel does a subtle feedback :)
2023-05-31 07:04:13 +0000 UTC
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Hello people! Here' the pre-release build of dMenu, a hub for my SKSE mods settings, plus a minimalistic AIM. I'm still testing a few features of the wheel menu, expect its release soon.
0.3:
- add support for keybind
- properly block inputs into game so your inputs in menu doesn't interfere with game whatsoever.
0.3.1:
2023-05-29 04:56:24 +0000 UTC
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The vid explains it all
Expect an alpha(probably extremely unstable) release soon
2023-05-27 09:46:55 +0000 UTC
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Nothing much, just some progress on the overall styling of the wheel:
- The wheel now uses Skyrim’s vanilla font with proper shadowing. Meaning you can see the text more easily.
- There’s a subtle fade effect on entry and exit
- Cursor indicator
- Better coloring
I’m taking a break from this because m...
2023-05-22 15:54:05 +0000 UTC
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Hi people! I've been working on this stupid wheel non-stop. Today I present you the in-game editing feature of the wheel menu: basically, when you open the menu in inventory/magic inventory, you enter an "edit mode", where left/right click becomes adding/deleting items from wheel, respectively. You can additionally add new wheels to the current ...
2023-05-20 08:13:56 +0000 UTC
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Hi folks! I've been working on the styling of the menu, and now the selected/hovered item each have a nice gradient coloring on it(ofc the color itself is tweakable, and I'm not done fine-tuning the vanilla color).
In addition, I've implemented GTA/RDR style multi-item feature where you can have multiple items in a single slot to all...
2023-05-17 07:12:38 +0000 UTC
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I got busy again for the past month but now I've got some free time to work on things I wanted to(for almost a year lol). I managed to get a basic wheel menu to work in-game as MVP and have finished designing the project(it's rather over-arching) throu...
2023-05-15 10:39:22 +0000 UTC
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The settings framework now supports in-game editing of configurations(meaning authors don't have to look at .json files for hours to hack out a config menu); p1: edit mode p2: user mode
I have some more plans for this...
2023-04-13 06:45:55 +0000 UTC
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All my future plugins will be using this interface. This allows you to easily tweak mod settings in game and serves as an alternative to MCM helper for SKSE plugins.
2023-04-11 17:06:06 +0000 UTC
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Hi all! thanks for your incredible patience. This is the cheat menu I talked about earlier. Currently it supports tweaking weathers, time and adding items. Interaction with the menu should feel much smoother compared to what you used to do to attain similar goals. You can press "home" to open the menu in-game.
The menu requires
2023-04-01 14:00:11 +0000 UTC
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Hi all, recently I've been working on a cheat-menu that's similar to GTA5's trainer. Currently it allows you to easily tweak time and weather in-game without looking up weathercodes, and it has a fast(probably the fastest up until today) AIM built-in. I'm still polishing the UI and will release a test build soon.
Imgui turns out to be easi...
2023-03-30 18:32:22 +0000 UTC
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Hi all, my sincerest thanks for staying with the unproductive me for months. My spring break has just begun which allows me to catch my breath and start modding again. I'm aware of a ton of bugs related to Valor crashing/freezing. For people experiencing this, please try update BTPS and see if freezing still happens. I'd love to debug this issue...
2023-03-25 13:48:06 +0000 UTC
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Hi folks! Here's an update of Valor(renamed from Valgrind)
Hard Requirements:
Behavior Data Injector
Soft Requirements:
Latest version of 2022-12-21 23:09:50 +0000 UTC
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Happy holidays! I decide to rename Valgrind into Valor to avoid some confusion, despite loving the former name, lol.
Anchor has been working on a new set of VFX similar to that of GOW:Ragnorok, which is playing pretty well together with the new perilous bash mechanic; perilous attack will also get its new VFX similar to this. This VFX stil...
2022-12-18 04:30:19 +0000 UTC
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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 h...
2022-12-06 01:36:22 +0000 UTC
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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.
...
2022-10-24 06:21:49 +0000 UTC
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I managed to port this to the newest update of AE but I don't have any ways to test it. So feel free to grab and test if you're on the latest AE build. I'll push it to Nexus ASAP if it's stable.
To install, simply download the latest nexus version and replace the .dll with this one. I'm too tired to zip it.
2022-10-15 11:48:18 +0000 UTC
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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 use...
2022-10-10 00:59:00 +0000 UTC
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Spent some time on this, but the result is quite nice; This AI mechanism implements a raycast and a navmesh check, which ensures that NPCs can actually dodge to that position without being blocked by a wall, or dodging off of a cliff.
At the vid's 0:03, the guard first checks its backward dodging route, which is flagged by a red dot(meanin...
2022-10-09 11:04:42 +0000 UTC
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Hi folks! I've been off grid for a while to deal with school&career stuff; school started last month and things came up one after another since then. I've finally got some time to sit down and enjoy modding as the midterm week ends; so here's a boiled-down roadmap of the things I have in mind:
Valence
magic add...
2022-10-07 08:59:16 +0000 UTC
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I always wanted to role-play as a spellsword, but the flow simply doesn't feel right. The recent publication of Inquisitor armor(https://www.nexusmods.com/skyrimspecialedition/mods/73980) made me want to do it again.
So here it is: Val-...
2022-08-30 00:09:57 +0000 UTC
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Thanks for y'all's support! Valhalla Combat is now published: https://www.nexusmods.com/skyrimspecialedition/mods/64741
It is far from feature-complete, but I do believe it's stable enough for the public to enjoy. That being said, I still have...
2022-08-19 23:04:24 +0000 UTC
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