ABR 5.5.2 Update and Inquisitor v2 Preview
🕑 Added 2021-06-08 18:53:24 +0000 UTCJUST A REMINDER: 5.5.2 Update does not contain any new features, however I needed to make a compatibility patch for the upcoming v2 update of inquisitor which will add dual wielding and magic behaviors
I spent quite a while in frustration trying to identify why the left behaviors were always broken no matter how I structure the Left hand magic behaviors. Weirdly enough, the reason for the lack of change even with the constant edits was because if you equip the right hand with a weapon and the left with a spell, there is a behavior in the attack/melee graph that will override the magic graph. Fortunately, finding this solved all my issue and frustration. But this meant I had to update abr and make it compatible by making the structure of melee directly go to the magic graph without the unnecessary override.
*AGAIN no new features for 5.5.2 but it will offer full compatibility with v2 of Inquisitor*
I might take a little longer(a few days) on v2 because if I ship at its current build, dual casting will be broken, so i want to ship a non-broken version and may be do something cool with dual casting as well, but here are the new stuff so far that you will expect in v2 Hope it's exciting!
Comments
hey man you should check if you got headtracking mods. the culprit for mine was gameplay tweaks and i had mouse headtrack enabled.
C
Anyone know why the 1 hm behavior disregards any other Dynamic idle animations when a sword is in the right hand and magic in the left? Using this stand alone and was able to narrow the issue down to the nemesis engine 1hm folder of this mod. Seems to replace it with just the normal magic idle, so the sword is being held like its a spell.
Hey ADRI thanks for the great mod. I'm having this issue where my left hand bugged in two-handed idles using custom idles. I've tried disabling some mods that I thought was the problem, but I found installing ABR caused this. Still an awesome mod that will not leave my load order, thank you for your hardwork Here are images for insights: https://imgur.com/a/FodruJE EDIT : Tried installing CGO and it fixed this issue for me. Non CGO still bugged
Anathena
I'm having the same issue as Pierre. Is the slower blocking animation intentional?
hey man new guy here but it seems the new ABR update messed up the blocking animation? It is so slow, can't raise my sword to block an incoming attack
Aaron C Howe
Which armor is that in the video?
ADRI
oh it's not leftovers, they're there because in case anyone takes interest in stances, they will work out of the box. however the conditions of those folders are only if people use stances so it doesn't really affect anything if stances isn't set up, they're just animations after all that will be used when a specific mod is used
SuzanoSho
Quick question: it seems this download has a TON of files leftover from the mod "Stances" in it. Is this normal? I'd rather not clutter up my _Conditions folder, and I do not use the Stances mod at all...
ADRI
It's meant for all modlists , currently I'm not including CGO in my mod list right now for better mod testing, and the charge still works, do you toggle the the behavior via right alt key?
corvoassasin12
Hello. Just wondering is the Hold Power Attack feature only available for the CGO Version? I'm using ABR v5.5.2 and Inquisitor v2 without CGO and I just can't seem to make the holding feature works.
ADRI
the crashlog callstack, first mentions AI overhaul, that's your first hint. Also, if you're using CGO, jump behavior and movement behavior overhaul needs the CGO patched option,what you'll need to do is create a fresh patch first, do it by deleting nemesis_engine(not just the temp files but the whole nemesis_engine output) output in mod organizer 2 overwrite, once that is deleted reinstall JBO and MBO with the CGO compatible option I mentioned, then in nemesis tick abr and cgo patch, place abr above, in the patch tool just to make sure
I have crash on load with 5.5.X 5.5 works fine. But with everything past it - game crashes. As i can see there is something with animations. Can you help me figure it out? It is DAR related? https://docs.google.com/document/d/1CwGFMYeadwTbjYZBThXV0zbypUVNm8yyN-cQpffG53M/edit?usp=sharing
sorry to bad eng.
I think last motions need a cooldown limit. because lightning spell looks buggy. (dont showing vfx) anyway, amazing job!
BlazenMusic20
My word.... I can't wait :)
ADRI
inquisitor v2 will be standalone, not included in ABR. this patch was required for dual casting/left hand casting because equipping a weapon on the right hand makes the attack behavior override the magic behavior, I had to make sure for compatibility, ABR had the overrides completely removed
ADRI, Will Inquisitor v2 have a magic casting or is it only included in ABR? I would really like to see it in the Inquisitor module so that i can use it with me favorite mods)
ADRI
so this is an alternate state where when you trigger the toggle key(right alt) the method of controls change where in inside the behavior, it skips the charging phase by changing the behavior of the charge state to directly release, since mana reduction is detected upon the cast button(usually left lick) is pressed and receives confirmation when spell is fired, this does not break mana consumption balancing
DNM's AO Gaming
Since magic almost always has to charge before actually casting, how are you doing this? How is it casting like that?
ADRI
once I figure out how to not break the dual cast I can definitely come up with creative options for a spellsword build too!
ADRI
thanks for the support :) enjoy the projects as there's more to come!
MomsCreditCard
I can make my spellsword build now. Thanks!
Askarus
Looking great. Just joined your Patreon :) Your stuff is just to good to miss out.