Combat Overhaul Alpha

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l3lessed
Posts: 547
Joined: Mon Aug 12, 2019 4:32 pm
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Re: Combat Overhaul Alpha

Post by l3lessed »

Thanks. Still slowly plugging away and inching towards an official compiled release. I may just skip redoing armor and hit mechanics and recommend users use physical combat overhaul mod with 100% hit chance. That way I could release once I get the parry mechanics setup, which is what I'm plugging away at now (with some distractions coming from creating my Spellbreaker shield expansion sub-mod). Will see how it the balance feels and go from there.
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Daggerfall Unity mods: Combat Overhaul Mod

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l3lessed
Posts: 547
Joined: Mon Aug 12, 2019 4:32 pm
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Re: Combat Overhaul Alpha

Post by l3lessed »

Small update. Pounded out a very simple parry code script. It checks if the player is in their hit frame and if the enemy is in their attack animation state for melee attacks. If so, it blocks all damage, knocks both you and the enemy away from each other a little, and plays a random parry sound. It's been fun playing around with it some. It makes combat feel more real and engaging. I think I will get a hit, just to have the enemy parry it, and vise versa. I found myself having to actually try to work around the enemies counter attacks to not constantly have them parry me.

The shield module is going to be expanded into a bigger module just called something like Ambidexterity mod. It will add shields and weapon parry options in a single mod. Be easier for development and for modders.

Now the hard part, making unique animations for a actual parry button/mechanic using the base loaded textures. I'll get their.
My Skyrim Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

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l3lessed
Posts: 547
Joined: Mon Aug 12, 2019 4:32 pm
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Re: Combat Overhaul Alpha

Post by l3lessed »

Was able to easily extend the parry system to NPCs too. Now NPCs will parry each other's melee attacks. It's cool to see.

I watched a bat and imp go at it. Every few hits, they would parry and fly back from one another, then go in for another attack.

Also, attack a attack grunt effect to help signal clearly a parry has been done. That combined with the small amount of player push back will make it clear.
My Skyrim Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

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Turalyon
Posts: 10
Joined: Thu Jul 09, 2020 6:44 pm

Re: Combat Overhaul Alpha

Post by Turalyon »

so I'm confused... Is this mod released and available for download/play right now or not? cuz it seems like it's currently hosted on a github page with just it's sourcecode available and no .dfmod file or whatever.

l3lessed
Posts: 547
Joined: Mon Aug 12, 2019 4:32 pm
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Re: Combat Overhaul Alpha

Post by l3lessed »

As explained in previous posts, this is not currently in mod form. I began this project 2 years ago as more of a proof of concept. In order to do the changes I wanted, when I created this, I modified the base script files. Meaning, this is a completely seperate branch of DFU.

You must download the github, load it into unity editor, and play it there or compile it yourself.

In the long run, I am almost certain the features/coding done for Combat Overhaul Alpha will transition over to a stand alone mod file, now that I rebuilt the whole FPS render system for my Ambidexterity mod. Once I release ambidexterity mod version 1, I will move the features created in this older branch into the newer ambidexterity mod.
My Skyrim 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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