[MOD]Ambidexterity Module (Shield Module Branch)

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Midknightprince
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by Midknightprince »

It looks like it's not compatible with the post processing mod, which means no depth of field and no ambient occlusion which means I don't play with it.
If you can fix that stuff I will try it again
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Midknightprince
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by Midknightprince »

Midknightprince wrote: Sun Oct 04, 2020 5:22 pm It looks like it's not compatible with the post processing mod, which means no depth of field and no ambient occlusion which means I don't play with it.
If you can fix that stuff I will try it again
Okay so I think I'm going to go through the mods list and see what's compatible and what's not, I'll check it out tonight get it working and let you know, because apparently I really want to check it out
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Midknightprince
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by Midknightprince »

I don't think it's working in 10.26 I put two weapons on nothing happens, what am I supposed to do?
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imsobadatnicknames
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by imsobadatnicknames »

Midknightprince wrote: Sun Oct 04, 2020 7:48 pm I don't think it's working in 10.26 I put two weapons on nothing happens, what am I supposed to do?
I can second, neither this nor the original shield mod seem to do anything in 10.26
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

l3lessed
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by l3lessed »

I have not tried this on 10.26 yet. I need to update it to 10.26. I'll work in it. Guess I need to anyways, as the release version should be the most recent build.

Other news, hit arcs, hit object detection, and recoil/reverse object hit animations are in on my 10.24 build. Now walls and doing damage to enemies will feel more natural with a recoil animation.

Also, there is no install for dodge mod, as there is no compiled zip for it.

How are you installing the ambidexterity mod? Are you using the zip, and extracting in the right directory; You're not using any of my loose files are you? Should be using the precompiled mod file in the zip. If so, then yes, 10.26 is the issue, which wouldn't surprise me.
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imsobadatnicknames
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by imsobadatnicknames »

Yeah, I can't speak for Midknightprince but I installed it by putting the precompiled zip into my StreamingAssets folder.

It's weird, when I first installed 10.26 I copied all the files in my /Mods folder, and the 10.24 version of Dodge mod seems to work fine with 10.26, but Shield Mod stopped working.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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Midknightprince
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by Midknightprince »

imsobadatnicknames wrote: Sun Oct 04, 2020 11:58 pm Yeah, I can't speak for Midknightprince but I installed it by putting the precompiled zip into my StreamingAssets folder.

It's weird, when I first installed 10.26 I copied all the files in my /Mods folder, and the 10.24 version of Dodge mod seems to work fine with 10.26, but Shield Mod stopped working.
What mods if any do you have and what load order ?
I tried it was just plain vanilla nothing else and nothing seemed to happen..
What is supposed to happen, and how do I know if it's working or not is there a special key I have to press ?
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l3lessed
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by l3lessed »

Just confirmed, does not work with 10.25+.

I'm moving builder and editor to 10.26 now.
My Daggerfall Mods: l3lessed Nexus Page

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l3lessed
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by l3lessed »

I just fixed it.

Thankfully, it was one simple change in the formula helper that crashed the whole thing.

The zip file should work with 10.25+ now.
My Daggerfall Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

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l3lessed
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by l3lessed »

Updated repo.

Newest version added setting to enable and disable Physical weapons: this gives weapons a hit arc raycast and recoil when objects are hit in the arc.
My Daggerfall Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

Enjoy the free work I'm doing? Consider lending your support.

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