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Creature Behavior Edits - Less annoying attack time and Impact

🕑 Added 2021-11-19 09:48:57 +0000 UTC
Creature Behavior Edits - Less annoying attack time and Impact

Comments

Kenbo69

I really like the concept of CBE, but unfortunately in its current state it completely trivializes combat against those creatures for me. I can stagger lock all of them, and it blocks the creatures from even being able to attack. Also, some creatures attacks are too slow now and I can just easily walk away from them during the animation. However, some creatures new behavior attacks are really great. I liked the new troll attack behaviors a lot. Ill be interested to see where this concept goes as vanilla creature attacks are pretty hard to time blocks/dodges to.

Nikou101

I found the draugr's stagger animation looks strange...

RavenBlack

Hello, It started since I installed "telegraphed" but I have a problem when I fight wolves and sabrecats. They don't die and my character does infinite killmove on them! it's not annoying but it messes up my immersion :(

SuzanoSho

EDIT: NVM, got a tip from the Discord that worked. Just deleted the "cached" (not "cached_behavior") and "temp_behavior" folders before running Nemesis, seems to have solved my issue. Leaving this up just in case someone asks again. ###How do I fix the blank behavior bug? As in, when I run Nemesis, for several of your mods, the log says something like "Mod checked 4: ", no matter how many times I run the Nemesis patcher. I saw that you mentioned creating a new patch to fix this issue previously. Is there some special steps I must perform?###

Rarufu

so.. new setup would look like: OHAF, Project Impact and Creature behavior Edits?

Austio

but Fr, thank you, homie!

Austio

Fuck them creatures

preciate it folk

Sir

Thanks! I Love you!

ADRI

nope, this doesn't touch NPCs. Reactions mod for actors are in project Impact, that does conflict with Flinching

Braaf

Does it overwrite flinching for actors too? Since you’re saying it’s no longer needed


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