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Project Impact 1.2

🕑 Added 2021-08-28 02:07:23 +0000 UTC
Project Impact 1.2

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!


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