[MOD]Ambidexterity Module (Shield Module Branch)

Show off your mod creations or just a work in progress.
Post Reply
imsobadatnicknames
Posts: 228
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

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

Post by imsobadatnicknames »

This isn't really a bug but maybe just a small detail I think you may have overlooked: This mod doesn't hide your weapons when you cast a spell, so when you cast a spell it looks like you have 4 hands.
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
Posts: 547
Joined: Mon Aug 12, 2019 4:32 pm
Contact:

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

Post by l3lessed »

Roger, that should be an easy fix. Thanks for the heads up.

Just dropped a new version. I believe this one should fix the werebeast load bug.

Heres a list of changes:
  • Werebeast bug fix, I believe. The mod should not allow you to be in beast form and have melee human hands out, ever. I put in a manual check and override.
  • Cleaned up some code and streamlined if then else ladders using returns.
  • Added back random attack grunt sound. However, right now it triggers on frame 1 instead of frame 2 like classic.
  • Added back weapon skill tallying so you get skill points for swinging/using weapons/fighting.
  • Physical weapons will now revert to raycasts from spherecasts for their arc calculations. This is to stop a bug where multiple spheres draw over one another and then cause multiple hits detected on the same object. With physical arcs in and enabled, the sphere cast bubble trick is not needed.
My Skyrim Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

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

l3lessed
Posts: 547
Joined: Mon Aug 12, 2019 4:32 pm
Contact:

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

Post by l3lessed »

Just pushed the cast hand render bug fix. Let me know if it is remedied.
My Skyrim Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

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

imsobadatnicknames
Posts: 228
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

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

Post by imsobadatnicknames »

l3lessed wrote: Sat Oct 10, 2020 1:31 am Just pushed the cast hand render bug fix. Let me know if it is remedied.
Almost!
Image

It succesfully hides weapons, but when I tested it out with a weapon and a shield it didn't hide the shield

The werebeast offhand bug is also almost fixed. Mechancially it's fixed but the left hand gets very stretched out horizontally and slightly squashed vertically for some reason.

Image
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
Posts: 547
Joined: Mon Aug 12, 2019 4:32 pm
Contact:

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

Post by l3lessed »

RGR, thanks for all the testing.
My Skyrim Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

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

imsobadatnicknames
Posts: 228
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

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

Post by imsobadatnicknames »

No worries!

Btw, just a heads up, if you push a new fix in the next few hours I probably won't be able to test out if it works until tomorrow night.
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
Posts: 547
Joined: Mon Aug 12, 2019 4:32 pm
Contact:

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

Post by l3lessed »

Shield bug is fixed for sure.

I'm trying to short the hand update code using a return in the routine. This is a method similar to classic to update werebeast hands. I'm hoping it fixes the stretch issue. The stretch issue is a sign that the wrong weapon rect is loaded for that sprite, so either it isn't in idle state or the wrong weapon type is being loaded after the sprite is injected via code.

Hopefully it fixes it.

no problem on waiting.
My Skyrim Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

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

User avatar
Midknightprince
Posts: 1242
Joined: Fri Aug 11, 2017 6:51 am
Location: San Antonio TX
Contact:

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

Post by Midknightprince »

imsobadatnicknames wrote: Fri Oct 09, 2020 4:59 pm Just downloaded the newest version of the mod, but I still have the same problem with the werebeast form.

Interestingly, it only seems to happen if I exit and restart the game imbetween the save and the reload, if I save in werebeast form and reload the save right away it doesn't break.
Are you using dream ?
The high-res textures from dream might mess it up.
It's what happened when they did NPC Sprites they were too pretty so it messed stuff up, if that's what it is then there's like a memory limit for the graphics for handheld stuff, and adding two high-def hands, from dream messes it up.
Just a thought
Check out my YouTube Channel!

imsobadatnicknames
Posts: 228
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

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

Post by imsobadatnicknames »

Midknightprince wrote: Sat Oct 10, 2020 5:19 pm
imsobadatnicknames wrote: Fri Oct 09, 2020 4:59 pm Just downloaded the newest version of the mod, but I still have the same problem with the werebeast form.

Interestingly, it only seems to happen if I exit and restart the game imbetween the save and the reload, if I save in werebeast form and reload the save right away it doesn't break.
Are you using dream ?
The high-res textures from dream might mess it up.
It's what happened when they did NPC Sprites they were too pretty so it messed stuff up, if that's what it is then there's like a memory limit for the graphics for handheld stuff, and adding two high-def hands, from dream messes it up.
Just a thought
Nah, I don't use DREAM anymore :p
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
Posts: 547
Joined: Mon Aug 12, 2019 4:32 pm
Contact:

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

Post by l3lessed »

Probably nothing to do with that. Good guess. I still need to see how dream textures render. I did try to keep the original import code chunks in place within the code in the hopes custom textures still work.

I need to load a werebeast save myself to track down the bug.
My Skyrim Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

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

Post Reply