POISE - Stagger Overhaul SKSE - Release 1.0
got the last animation we needed, alongside just random optimizations here and there
2022-07-12 19:40:44 +0000 UTC View Post
got the last animation we needed, alongside just random optimizations here and there
2022-07-12 19:40:44 +0000 UTC View PostThe transfer finally got sorted and succeeded. Surgery funds are in my account now. Next updates will probably be surgery dates, I'll be going to the dental office tomorrow.
2022-06-14 22:12:43 +0000 UTC View PostGFM said my bank was denying the transfers, but I've just got back from my bank, in person, and was told that this money wasn't even attempted to be transferred.
I have no fucking idea what's going on :D
I'm sending as much information as I physically am able to to both parties. We're arguing back and forth and I'm not being told any kind of useful information. I get little pieces...
we're currently waiting for patreon to verify me as the beneficiary. emails are sent and now we just have to kinda... wait. Hopefully the longest this will take is 2 days.
2022-06-05 21:34:38 +0000 UTC View PostMost of the info is in the gofundme. If you have any questions I can answer them here.
Please help.
First thing is first; The surgery did not, and cannot, happen during this time, because my loan was denied. Facing the fact that I was now waiting to die was too much for me to handle. Facing down a $25,000 surgery that I simply could not have was far too much.
I had a moment with severe mental health because of this. I was put in the hospital, evaluated, poked and interrogated. Isolated...
Health can start declining and make a turn for the worst (death), I have to get this done now or never. And it's mostly thanks to you that I can do this. I don't know how to properly thank you, and I don't think I even can. It is of direct result of your patronage that affording this surgery is *realistic.* You may have just saved my life.
Development on projects will be slower in the com...
2022-05-17 07:15:46 +0000 UTC View PostFixed: Bash attack flag not being detected
Fixed: Power Attack flag not being detected.
I should have maybe specified what the different tiers are;
tier0 = the first tier that staggering first occurs on
tier1 = the 2nd occurence of staggering, doesn't switch magnitude
tier2 = the 3rd tier of staggering, switched from small->medium staggers (if enemy is not giant)
ti...
Mostly customization updates;
Added: custom threshhold settings in the .ini to finetune the overall occurrence.
Added: Split PC and NPC poise systems, you can toggle each now
The threshholds work on multiplication. A value of 1.00 means you're going to stagger at 100% poise health. 0.5 means 50% poise health. And so on.
2022-04-15 01:01:06 +0000 UTC View PostThere isn't much I can do with this concept ngl.
TGM - No longer allowed a hit event
TIM - Automatically restores health, stamina, and magicka when they fall below 20%
TrueHUD and True Directional Movement APIs got updated in the latest version, so I had to update it on my end as well.
If your trueHUD bars broke recently, this is why. Download this patch to fix it.
Some crash fixes, code standardization, file structure fixes, please download c:
2022-03-22 18:06:18 +0000 UTC View PostSome crash fixes, code standardization, file structure fixes, please download c:
2022-03-22 18:05:37 +0000 UTC View PostIf you are not able to cast spells, delete the template.toml in the Ashes folder.
since the first Ash of War is done I decided to get this out and see potential new Ashes of War being made, since creating one is simple Creation Kit work.
If you want to create an Ash of War, the details for interacting with the framework are inside the mod, in the template.toml.
As far as th...
- Added more info to the SKSE log as the events happen, including Event Name and every spell name that is being casted.
2022-03-21 06:12:26 +0000 UTC View Post- Fixed crash when bashing, was part of the Ghost mechanic that I overlooked.
- Made the logger now actually print Hexadecimal IDs.
- Switched from FormEditorID to FormID to detect effects that boost or negate poise
Sorry this took so long, was focused on other things. :)
2022-03-21 05:41:22 +0000 UTC View PostAshes of War is a SKSE plugin that utilizes in-game mechanics (Enchantments) to give weapons special attacks. Ashes of War, as enchantments, can be learned and put on any weapon. The behaviours involved will automatically detect what weapon type you're holding, and play the appropriate animation. In order to specify which animations you want to play for which Ash of War, you create ...
2022-03-21 02:45:01 +0000 UTC View PostAdded a .esp name requirement to all conditionals, it had to be this way. The mod has been fully tested and these conditionals are all i can really think to add, as they work for Ashes of War.
2022-03-19 20:14:34 +0000 UTC View PostOut to the public
2022-03-15 22:58:47 +0000 UTC View Post- Added: Keyword Form ID (you also need to give the .esp name) conditional
- Added: Effect Form ID conditional
The framework should be able to get insanely specific now
2022-03-15 04:23:31 +0000 UTC View PostSpell casting framework, used to cast spells on Animation Events.
In order to use, go into SKSE -> Plugins -> DynamicAnimationCasting -> and look at the template.toml and example.toml. They explain everything you could want to know about this framework.
Essentially, you give the mod an animation event, a list of spells, and a few conditions and it will take ca...
2022-03-13 18:16:55 +0000 UTC View PostCHANGES:
1. TGM no longer allows a hit event. Attacks will simply pass right through you.
2. TIM does not keep you at low health. Instead, when health is low enough, it will restore health to full.
Fixed: Completely fixed sweep attacks bypassing the mod's feature.
Added: A check for player vs. guard.
2022-03-07 06:26:45 +0000 UTC View PostFixed: I was using the wrong offset when calculating poise health. It was using the damage number instead, it's fixed now.
Added: VERY experimental magic damage for Poise. Basically, Poise Damage from a spell is going to be the base cost of the spell itself. If it can't get the spell, then it's going to use 8.00 as a default damage number. This was very finnicky on my end...
2022-03-07 06:24:44 +0000 UTC View Postfixed: finally fixed that mystery crash, it was TrueHUD related. I updated all my map readings in the main code but forgot to do it for the functions I was giving to TrueHUD.
added: Some peeps from the discord wrote a bunch of .tomls add-ons for mods, so huge shoutout to them. So far I have only included SeveN085's pack, but there'll be more in a future update, just submit them to me on D...
2022-03-03 07:43:37 +0000 UTC View PostChanged: No longer multiplying weights for creatures, Instead they take a flat value and assign it as their maximum poise and poise damage. Power attack, bashing, etc. all still affect this value properly.
Essentially, it's going to attempt to find weapons and armour. If it can, it will use them.
If it can't, it will assign the value from the .toml as the poise variable for the c...
Fixed: If you were not using TrueHUD the mod would crash due to a hardcoded dependency. This has been fixed.
Fixed: POTENTIAL fixes for crashes related to race. If you are experiencing crashes, you are most likely using a mod that edits race records. try making a .toml entry for the modified race and see if that solves it. If not, please report the crash log to me.
- Potential Fix for crashing during / in combat. Didn't have much time to test it, but it should work. It's just checking to see if the map's race pointer is valid.
2022-02-26 22:07:22 +0000 UTC View PostYou. Me. Poise Race Multipliers. Right now.
- Added per race multipliers configurable via .toml files. "loki_POISE_RaceSettings.toml" is the base, I would use this for vanilla races. "loki_POISE_VIGILANTSettings.toml" is an example of adding race multipliers for modded content.
Poise will read *every* .toml file inside of Data/SKSE/Loki_POISE, so anyone can make patches...