[MOD] Dodge Module Released

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l3lessed
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[MOD] Dodge Module Released

Post by l3lessed »

Hey Everyone, I finished the dodge module for my combat overhaul project yesterday.

You can find it on nexus with a full description and all features. To save time and effort, I'm not going to repost all the information; head over to the nexus page for the details. Feedback is always appreciated.

https://www.nexusmods.com/daggerfallunity/mods/80
Last edited by l3lessed on Mon Jul 06, 2020 5:14 am, edited 2 times in total.
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Allerka
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Re: Dodge Mod Released

Post by Allerka »

Oh nice! Sounds pretty interesting, and this might be a good fit for the character I'm playing right now, who's a very athletic and agile type. Reading through the description, I feel like the fatigue cost might be a bit high, though. My character has an END of 72, for 144 fatigue, and a cost of 10-20 means I'm probably only going to get to use it a couple times per fight, unless I want to stop and rest after every other fight. My AGI is 65, so that should be about, what, 13.5 fatigue for the cost? Animals I wouldn't be too worried about, those are quick fights, but humanoids and high level undead are fights that can drag on for several minutes of already weaving in and out of attack range. So the fights where it might actually make a difference, I feel skeptical I could use it enough times for it to do just that.

Or maybe I'm wrong and I just need to see it in action first. :P

l3lessed
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Re: Dodge Mod Released

Post by l3lessed »

Good Point. I'll add an adjuster in the setting for cost.
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l3lessed
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Re: Dodge Mod Released

Post by l3lessed »

Spent 30 minutes adding the cost adjuster for players like you.

Now, all aspects of the dodge are completely player controllable.

Version 1.2 with this update is up on Nexus. :D
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l3lessed
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Re: Dodge Mod Released

Post by l3lessed »

One final update before I move on.

1.3 will be up any minute.

It adds smoothed out head ducking. Now it transitions both up and down using the lerp time calculator to insure smoothstep movement.

I've also added a mod setting to allow players to adjust this. You can either increase or decrease the duck camera effect.

Please play with all settings and provide any feedback for future releases.

Off to play some modded Fallout 4. :D
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jman0war
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Re: Dodge Mod Released

Post by jman0war »

Sounds interesting.
Would the inclusion of a video that shows Dodge in action help sell this?

You're description says: "Dodge is based on your movement and is dynamically altered by it. Not moving at all, and you're dodge will be small in distance because of a lack of momentum. If you're full sprinting, your dodge will go much further because of increased momentum."

But what about Sneaking characters?
They aren't necessarily sprinting, but should be able to make a good Dodge.

If you think about it, muscles used for Dodging are mostly engaged in another motion, when Sprinting.
But when Sneaking those same muscles are probably coiled and ready to spring.
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l3lessed
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Re: Dodge Mod Released

Post by l3lessed »

I'll put up a video.

You can dodge whenever and however you want. It is completely player controlled, and there is nothing, outside being mid-swing or backed up against a wall/object, that stops you from dodge.

Your dodge distance won't be as far, of course, because of a lack of momentum versus a dodge done from full walk or run.

I'll put up a video, so it helps explain/show how it works.
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brofin
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Re: Dodge Mod Released

Post by brofin »

What are you guys using as a button to assign for this? =p

l3lessed
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Re: Dodge Mod Released

Post by l3lessed »

I liked assigning to crouch or sneak myself. I like starting my crouches with my controlled dodge. I can either roll far into a crouch, and get ducked behind something and dodge that nasty lich/imp spell flying my way.

Or the ultimate, triple bind crouch, sneak, and dodge. Anytime you push the key, you will engage a dodge roll, that ends in being in sneak mode.
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l3lessed
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Re: Dodge Mod Released

Post by l3lessed »

Dodge mod 1.4 is out.

Updated to 10.24.

I added a unique dodge sound by combining two classic sounds and messing with their sound levels and 3d simulation setting.

I also updated the way keybinding works to use proper key code inputs. Still requires typing in the string value, but it now won't cause bugs between mouse and keyboard with certain bindings. Check the properties list on this unity page for key bind input names (https://docs.unity3d.com/ScriptReference/KeyCode.html).

I also did some code cleaning. I hope this update fixes reported issues of people falling through the floor.
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