Project Impact 1.2
🕑 Added 2021-08-28 02:07:23 +0000 UTCSooooo... apologies if this took a while, I wanted to publish something everyone can use and have fun with from the start til the finish of their playthroughs, so lots of testing was done,
This is the fun but kinda crazy thing about modding or anything in regards to creation for that matter, first, you have to keep on doing trial and error until you get your concept right, and once you get that right, you have to keep on testing it until that system can't get wrong
of course this ain't infallible as someone will always have a setup so drastic from mine, anyways, putting that aside,
here's 2 variations of project impact, I wanted and tried my best to make just one really balance mod, but this just won't do, as there are some intense players out there that balance won't be enough so a hardcore option was super necessary
the first variation is the 1.2 standard option which is my preference, counter/dodge and a riposte system works out fine when it's surprising, but in my opinion if it's not a spectacle, it just steals the impact feature's spotlight. But of course we all have different taste on how the tempo/pace and flow of combat should feel which is where the second variation comes in
the second one is every NPC has a very likely and formidable chance to counter the attacks and dodge; and this can be quite frequent, this does feel like NPCs are played by someone. Though kind of drastically changes how combat feels from 1.0,
so far I also found on the test that some users mentioned Players would react like the NPCs too, I wanted a system like this, but not with what the NPCs have, using the NPC behaviors for the reaction system on the player will make combat too clunky, I blocked this in the behavior but the reaction events were just too damn stubborn, so this was fixed by simply forcing Players to use empty files for now, meaning they wont have reaction system, this is something i plan to flesh out soon though, and hook it to other skill trees rather than 1h/2h skill tree, anyways, that's all for now and I hope everyone enjoys!
Comments
Marco Cruz Andrade
Hi, so i notice all my normal attacks have an ice skating issue, but when is a charged attack, the issue is no longer there
J
that doesn't sound like a bad idea....having it affect only power attacks would definitely help with stun locking enemies.
Hi I'm so glad to be able to try this great mod out!! Thanks I got a few things I think could improve gameplay and balance, based on the High Frequency. I still die quite often on Adept, so it works well against groups, but 1-on-1 not so much. - The impact anims might be better suited to only affect power-attacks, not regular attacks, so you can no longer stunlock enemies for easy wins. That way the Flinch mod, and hitstop mod, could still work on regular attacks for meaty combat feel. - The animations, I feel are far too long. They are maybe too exaggerated, and the cooldown where they stand still afterwards too long. Instead of the 3-5 seconds as now, maybe it could be cut down to just 1 second. - Also, making it affect the PC could be cool, if you added like a 0.2 second window to press a key (block maybe) afterwards and then do the npc-dodge animation. Just my 2 cents. Still, its already a must have mod, so thanks so much!!!
So I have SkySA + Engarde installed, however in Nemesis I've set Project Impact to the highest priority and it's not working in game. Is Project Impact incompatible with Flinching at all? As I do have that active as well. Edit: Removing the Flinching for Player/NPC fixed it as suggested above by ADRI.
thats a cool suggestions!! thx. Have to use together with no killmoves tho I think
Kent Are Hovland
Use simple overwhelming Slaying - Cinematic kills, instead.
Yeah gotta use a No Killmove mod on nexus for now ^^
awesome, i've got only one issue, the enemies never seem to be finished off, they keep on the ''execution idle'' and never die :/
Thorrr
Hi Adri, the Inquisitor project has been descontinued?
Really cool!!! I do not like the "knocked down" animation tho, it looks silly when with the very next hit they get instantly standing upright with no anims inbetween. Hope you will consider improving that part :-) thanks again
Gil Correa
Project Knockdown would be a bit redundant now, right?
Mayakovsky
For reference this is with the version NOT labeled "high frequency".
Mayakovsky
Hmm... I seem to have encountered a situation in which enemies become stagger-locked, essentially removing the difficulty from combat. It may be my combat mods (Ultimate Combat, CGO, Smilodon, ABR, Inquisitor, Thuum, Project Impact, Violens).
So the player reaction was taken out. I actually like having to worry about being staggered.
Kent Are Hovland
Yes Melee ones.
Do I need to continue to disable Melee Killmove in Violens MCM?
Project Impact is really fun. Im playing with Apocalypse magic mod, and some spells work like DOTs. "Crackle" spell deal lightning damage per sec, and target just twitching in convulsion, it's look damn cool and realistic dude. :DDD
If you mean that some killmoves literally dont kill an opponent sometimes (they just invulnerable on 10%HP or lower), so yeah, I have this problem too.
Peter Smith
With this Mod the Kill Moves can't finish sometime, only me?
PedalPen
can we get pdf of all the combos for all ur mods?
So this is a really stupid question, but when Nemesis patches the mods. are there any blank spaces where a mod's abbreviation would be?
after the dodge animation the NPCs don't draw weapons ...
Hi,just wonder what ENB are you using?
I can't figure out why this mod isn't working for me. There's no effect in game like it's literally not installed. Here are my behavior mods during Nemesis generation https://imgur.com/a/5kGWLc3 The esp is activated as well, and I have also disabled stagger on hit mod to make sure it won't conflict. I have all requirements installed correctly, because ABR and Vanguard are working correctly, flinching from NickaNak aswell.
Anderson Guimarães Maia
Thanks, man! It's okay to update mid-game?
Cada día te luces más mi pana
ADRI
the impact mod yeah
is this compatible with skysa?
ADRI
oh so I use both, but i remove the behavior for humans on flinching but i keep the rest for the creatures
ADRI
naah you don't need to turn anything off apart from killmoves, but even that is temporary as the legendary ersh is creating a new framework for me to hook the behaviors on, Project impact is meant to work with most combat mods/setups
Dread XCII
I appreciate all the testing and work you put into these mods and the great quality reflects the effort you put in. I do have a question though, I use ultimate combat, should i turn off the dodge mechanic in the MCM so it wont conflict with project impact? also what about combat AI changes?
Is project Impact compatible with Flinching or would it be redundant?
Been waiting for this. The hardcore one seems fun, gonna try that out. Thanks for the update ADRI!