Valhalla Combat Final pre-release
Added 2022-08-14 01:45:34 +0000 UTCChanges:
Now using Commonlib-NG. This means the mod works out of box for both AE and SSE.
Greatly reduced the chance of execution not triggering(where you have to press the execution key multiple times to actually execute an enemy).
Enemy light attack stamina consumption is now optional, since it drains their stamina too quickly.
Added back "blocked hit regen stamina" option.
Sry to keep you guys waiting! I've been fumbling with the NG commonlib so that the final release doesn't have to be in 2 (AE&SE) versions. It'll also make it a lot easier for me to update the mod in the future. This should be the same file I'll soon drop on Nexus.
Please lmk if there's any issue with this version. I expect it to work flawlessly for both AE and SE version but who knows : \ If this is stable I'll make a public release, and continue to work on the missing features!
Cheers
Comments
Thanks again... I'm getting stuff ready to run those anyway, so I should be good once I get my new combat system figured out.
Bruce
2022-08-19 18:45:53 +0000 UTCThe patreon version of hellblade is a timed block with slow motion. The nexus version does not slow down. It would be another mod to slow just before the attack. I actually still have hellblade for some reason, but I will remove it in the next game. valhalla+poise is the best timed block.
willow
2022-08-19 18:43:19 +0000 UTCCould someone tell me how can I change the stamina consumption of heavy attacks in the latest version? Seems like the options of that are hidden somehow. It should be just under the option of light attacks stamina consumption.
Geoge OMG
2022-08-19 17:18:03 +0000 UTCThanks willow. I've had Hellblade in my "to be loaded" box for so long its getting annoying. Is Hellblade the one that adds the slow-mo right before the strike? I like that, but I'm just ass-u-meing that it came from there.
Bruce
2022-08-19 16:30:30 +0000 UTCI use the Inquisitor together and it works fine. Hellblade partially works. Timed blocks don't work, but the Hellblade animation only plays when played in bash. By the way, only in the 0.10 version, valhalla worked fine in perfect timed blocks, and hellblade worked fine in normal timed blocks.
willow
2022-08-19 05:19:32 +0000 UTCThe crashing from Skyrim Platform is due to a bug with Spriggans. There is a fix on Nexus for that. After you install that patch, all crashes should go away
Daniel Brown
2022-08-19 00:34:22 +0000 UTCHmm, does this change combat animations? Using another mod and after installing this animations no longer work.
Arthellion DM
2022-08-17 23:34:18 +0000 UTC@Vince McGurik Thanks for the advice. I may have to look at Combat AI again. I'm staying with TK Dodge until DMCO gets upgraded for it, but I thought the dodge was completely his own. I don't know that I cared for the "constant" rolling, though. I figure you don't have any stamina you're certainly not going to roll. Especially in heavy armor... Right now I'm dealing with a Mator Smash over 254 masters issue, though. Last time it ran fully was the other day. So I disabled whatever I may have added in those two days and I'm still getting it. Maybe it is because I split my Synthesis file up too...
Bruce
2022-08-17 18:34:31 +0000 UTCCurrent versions of ABR are more like alternatives to MCO really
someusernameiguess
2022-08-17 18:15:38 +0000 UTCQuestion, is the parry mechanic supposed to work while you are mid swing? I am able to trigger a parry while in the middle of an attack animation. I'm wondering if this is unintended considering this seems to step on the idea of your new "tackle" feature which essentially does the same thing.
Brian McDaniels
2022-08-17 13:20:21 +0000 UTCMCO is framework for animations/combo system. People say it is the NEW ABR (Ardi's system) and ABR is the replacement to CGO/SkySA etc. So you would still be running one of those frameworks/systems with Valhalla. One my one setup as mentioned I'm running Duff's/Ardis Mods (Impact/IB/DBC) and my other setup I'm going to be setting up MCO/SCAR/POIOSE. I also made a mistake. I'm using Fenix's Combat AI right now. Not Enemy AI. I've tried Enhanced Enemy AI and Realistic Combat AI. I feel like the advantage with Fenix is that he has incorporated dodging (based on TK Dodge RE) into his mod. As well as the AI being able to use Dodge Attacks (Assuming you have Dodge Attacks combined with your TK Dodge RE) whereas there is no such implementation with the other two AI mods.
Vince McGurik
2022-08-17 01:09:18 +0000 UTC@Tilt - I have had no issues with Skyrim Platform and have been using it as its a base requirement for Duffs mods since the beginning. (year plus) Although, I have heard of CTD issues etc. None in my experience as a result of using SP overall. My suggestion is to try Duffs mods with Valhalla first. Combine it with a combat AI overhaul to see how your combat/gameplay is. Then switch over to SCAR assuming you are going to also run MCO and see how that setup plays out. Typically what I do is I have 2 Wabbajack copies of the ModList I'm running. And both of them are running different combat mods/animation setups so I easily compare the differences on the fly when new releases or major overhauls come out (Like MCO/Valhalla/SCAR/Duff etc
Vince McGurik
2022-08-17 00:57:01 +0000 UTCWill Inquisitor work well with this? I'm assuming Hellblade's timed block does not.
Bruce
2022-08-16 18:31:15 +0000 UTCPossibility to make it so that NPCs won't block when they have the grey stamina penalty? What tends to happen is npcs run out of stamina and then keep blocking, allowing me to repeatedly guard break them. As a result of this they never recover their stamina out of the grey penalty mod thus never attack again until they're dead. I think the best solution is that NPCs try to evade when they have the stamina penalty, but I understand if its not feasible to implement considering the time investment for making such a feature.
Ylikollikas
2022-08-16 14:26:06 +0000 UTCOK, thank you Vince. I had already removed Wildcat and Ultimate Combat in preparation for this, I just wasn't sure which of my other focused combat mods I would need to replace. Do we not need MCO if using this? I had been considering SCAR and POISE or Chocolate Poise with this. I have TK Dodge (but considering DMCO) and Realistic Combat AI (but considering Fenix's Combat AI). The latter I believe is still not compatible with DMCO, so I will probably just stay where I am for now. Is Enemy AI "better" than Realistic Combat AI, ie does it cover more and blend in better with the other mods I've chosen?
Bruce
2022-08-16 13:24:20 +0000 UTCThat pretty much answered my question haha thank you :D 'Project Impact' requires Skyrim Platform though right? Im really hesitant on downloading that one since I kinda only hear about lots of crashing with it - whats your experience?
Tilt
2022-08-16 11:04:06 +0000 UTCWildcat could have purpose for the damage bonus on back hits and guaranteed stagger when hitting enemies drawing bow.
Ylikollikas
2022-08-16 10:41:34 +0000 UTC@Tilt @ Bruce. Valhalla seems to cover, TB/Blocking effects/mechanics, Stun/Execution and Stamina Management pretty well. Meaning you still need a Stagger/Poise Overall, Reactions/Flinching and AI system, and whatever combat animation/combo and Dodge system you want. I'm personally using this with Precision, Duffs DBC because SCAR is MCO dependent and Project Impact/IB. TK Dodge RE and Enemy AI. Covers everything and you no longer need Ult Combat, Sekiro, BladeBlunt, Wildcat etc.
Vince McGurik
2022-08-16 04:30:17 +0000 UTCim not sure if its me or not, but still unable to perform Execution ( on hit or hotkey )
Armen H
2022-08-16 03:42:09 +0000 UTCAlot of time ill get a perfect block or timed block with my sheild being up the whole time
Infinity
2022-08-15 04:53:47 +0000 UTCI'd like to expand upon Tilt's question some. What types of combat situations, like stagger, parrying, blocking, etc., are covered by Valhalla Combat? I guess I'm looking for which mods I can disable in it's place.
Bruce
2022-08-15 03:38:20 +0000 UTCIm new to Valhalla Combat and was wondering what the incompatibilities look like? What mods arent already covered by Valhalla Combat?
Tilt
2022-08-14 21:53:44 +0000 UTCdTRY out here making skrim better than elden ring. Keep it up
Mr Mooseman
2022-08-14 14:56:23 +0000 UTCThank you for adding the option. successfully displayed.:)
willow
2022-08-14 12:17:01 +0000 UTCYea I figured it out, it doesn't work with the timed block anymore, worse if you turn off the cooldown for timed block you almost will never get a chance to use Elden Counter
Darrudejameson
2022-08-14 08:11:13 +0000 UTCElden counter works on my end, but not on NPCs.
Kebab
2022-08-14 07:16:43 +0000 UTCOkay I actually worked out what the problem is Counter doesn't work if you get a timed block anymore as of Valhalla V0.12, and I genuinely have to ask if this is intentional or an oversight?
Darrudejameson
2022-08-14 07:04:13 +0000 UTCI'm willing to accept that but others have had the problem and why would it work on prior versions but not the latest seems strange
Darrudejameson
2022-08-14 06:49:11 +0000 UTCprobably something on your end, it worked for me on the previous version
Logan Hund
2022-08-14 06:40:40 +0000 UTCwell answered my own question still doesn't work, last version Elden Counter worked with was version 0.10, is there any intention to fix this?
Darrudejameson
2022-08-14 06:26:48 +0000 UTCDoes this fix the issues with Elden Counter no longer working or was disabling it intentional?
Darrudejameson
2022-08-14 05:16:11 +0000 UTCThanks for the Pre-release, Valhalla combat is the best combat mod now . Is "Perilous attack" be included in first public release?
dajin0929
2022-08-14 02:51:30 +0000 UTCThanks dTry. Will try it out
Khairul Hailmie
2022-08-14 02:20:44 +0000 UTC