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ABR 5.9

🕑 Added 2021-11-30 10:30:13 +0000 UTC
ABR 5.9

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I have this same exact issue

so I spent an entire day (still not done) converting skysa animations manually renaming them. only to find there is a tool on the discord that makes life so much easier hahaha. no worries even by hand wasn't to bad. good stuff mate

Matheus Welter Rodrigues

for some reason this version of ABR makes the npcs have the drunk animation when they walk

My charged heavies dont work, they just play vanilla animation, any help?

Thermalpulse

Thanks Jay but that shouldn't be an issue - and for some reason is now present in older versions of ABR as well. I rolled back to 7.9.2 and suffer the very same problem all the same. It seems to be an issue with ABR conflicting with one of ADRI's other mods which then also conflicts with TDM to create the effect. Curious which

Thanks for the update! For anyone else having trouble with block speed, I've noticed disabling headtracking in True Directional Movement brings ABR's block speed back up.

why is blocking so slow

Thermalpulse

Using fists, can use full combos. Any other weapon can only swing once regardless of when holding right or left click first to power attack. Blocking has becoming painfully and impossibly slow as if in slow motion and even using a new save does not fix these issues (Nor a fresh install of Nemesis, which I do every time I re-run Nemesis). I've uninstalled nearly all of my behavior mods aside from the following: True Directional Movement Distar's Dodge Overhaul 0.93 Creature Impact Project Impact Gender Specific Animations

Yo. I've been trying for a while to figure this out but having no luck so far. When two handing magical staffs I only get the first 2 of ANY animations combos I install. the last three animations are the vanilla unarmed combo included in ABR. I'm using CGO (no melee staff without it), ABR, and Inquisitor. Adding "IsEquippedRightType(8)" (8 being Staff weapon type according to the DAR Nexus page) to the _conditions.txt of any folder will allow me to use the first 2hm animations there (with pretty interesting results in some cases) but the last three normal hits are always kick, right hook, jab. Gif here: https://makeagif.com/i/dyRY8C . Without ABR the staff attack combo enabled by CGO is just a 2hit loop that works just fine. DAR animation folders with high numbers (priority) produced the same result. Any help would be appreciated. I don't have any experience creating mods/scripting but willing to learn if pointed in the right direction.

ADRI, thank you for the new DAR folder structure; it is so much easier to work with. I see that pressing (or holding) both mouse buttons still executes dual-wield attacks (or power attacks). Do you plan to keep this behavior? There are already so many different ways to input that this feels extraneous to me.

AKMontoya

Can't wait to try this out! Thank you for your hard work, ADRI!

Specoptimism

I'm super excited to try this out! Thank you so much for your hard work on mods like this and project impact, they've added so much variety and entertainment to Skyrim.

ADRI

As far as I know, engarde only adds a separate key for power attacks, this changes transitions but nothing regarding on how input properties are assigned.

Serados

hello everyone im a newbie on this ABR thing and i want to use it out of curiosity. Just want to ask a couple of questions from you or other users here of ABR: 1. this one has bug-free grip switch? because i use that standalone one on nexus and it introduce tons of bugs. 2. can i replace all the movesets here aside from charged attack ones? if so how? is it just renaming my AMR animation to the name of the move set that i want to replace?

Excited to see the update! Thank you for your hard work and dedication. Quick question, where would I change the attack animations when two handing magical staffs?

Nick Blacc

And for a second here I thought I was finally ready to play the game. Onward and Upward! Great work my man.

jsr108

This is so exciting ADRI, thanks for your continued hard work! My only question is: would the power attack changes work well with something like Engarde, which by default assigns a new button for power attacks, or should we disable that feature of Engarde? It shouldn't be too much trouble either way for Engarde users, and this is, again, amazing stuff!

ADRI

For Tutorials, on installation, refer to the documents on the Installation instructions on the discord, that has everything from requirements, to how CGO can be synergized with this to how to trigger the Charged attacks which is Right alt, to why you use 2h anims for 1h swords because ABR's grip switch key is right shift. The Guides save lives so Feel free to come over to the sever and take a quick look at the installation instructions channel


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