#Roll

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fast rapids
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completely rock solid

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not on fedora though

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:P

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Half joking, but fedora and debian have been having the most issues recently

azure mortar
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Yeah, well, anything Debian based gives me heartburn 😛

fast rapids
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arch and derivatives, are cuttign edge and rock solid

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and surprising ubuntu and mint, but fuck canonical

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so mint in my case. I've wiped my old work laptop to play around with cachy

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and that may get promoted to main box

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mint is not cutting edge though - drivers are slightly behind, but I haven't been having issues

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I'll give the opposite of the usual newcomer advice though - if you're new and not entirely comfortable with linux - go cachy, not one of the "stable" distros

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if you are though - just do your thing

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drivers are mostly fine all around

azure mortar
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Yeah, very much not a newcomer. Between work and my homelab I get plenty of use out of Linux

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Though 99% of the time it's on headless servers, not in desktop environments

fast rapids
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Sorry for the canned spiel then :P

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Same, before switching personal machinces 99% of my time was on headless rhel at work

fast rapids
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@chrome hound, Sorry for the ping, I was wondering if you ever got a chance to play around with the controller rolling?

fast rapids
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No worries

atomic marsh
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Is there a latest release I can try?

hardy cloak
swift heathBOT
hardy cloak
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i think thats the latest

atomic marsh
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Thanks

fast rapids
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Yeah, I didn't do anything else - it works, it's fine

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I hear that Fallchildren may re-emerge soon, so I'm not messign with balance or anything

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I'd probably change fatigue formula, but eh, that's an if for later

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Still have that MR open on gitlab, but it quickly overgrown what is polite, so changed it to draft, and really - waiting on Fallchidren's return, not taking overe here :P My goal was double-tap, and I've achieved it

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||and if someone does a sidestep animation - we can add that as a setting and make a bloodbourne like sidestep with "i frames"||

atomic marsh
fast rapids
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I use both

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dash on C, roll on doubletap

atomic marsh
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Been using steam input to configure double tap

fast rapids
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Check out the settings, if you use "player movement ignores animation" or "move360" I recommend disabling those, but if not - flip on "roll only in combat" and "roll exits sneak"

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otherwise sneak roll will be stupid slow and short, and there will be weirdness in out of combat rolls

fast rapids
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It should be decent "stick double-tap" on controller

atomic marsh
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Pc/laptop

fast rapids
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ah, nvm then

fast rapids
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if you don't use them - rolling out of combat and while sneaking is fine

atomic marsh
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They be disabled by default

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Ohh what about combat360

fast rapids
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Some people like move360 and the ignore animation one

fast rapids
hardy cloak
fast rapids
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I think it's fine

atomic marsh
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Yea

fast rapids
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or disabled while playing on controller?

hardy cloak
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uhh

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where is that setting? in roll?

fast rapids
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yeah

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Mod's own controller mode

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and see what your "minimum delay" is set to, it's there specifically to prevent that from happening

atomic marsh
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Thought came up- what if I double bind dash dodge and roll?

hardy cloak
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yeah it was off, and i had the delay at .1

fast rapids
fast rapids
hardy cloak
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yep

fast rapids
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weird

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...

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I can take a closer look a bit later, maybe give you a version with more logs

hardy cloak
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hm i cant edit the delay setting 🤔 it just snaps back to .1, i like it that way but weird..

hardy cloak
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just to be clear, its doing a full 360 spin every time i roll any direction but forwards

fast rapids
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hmmm

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ah no

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hold on

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I misunderstood your issue

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that "spin" is expected

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pretty sure original version did that too

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however - I've screwed up the "minimum" value for "min-double-tap-delay"

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so try this

hardy cloak
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expected, like its supposed to look like that? its just super disorienting. moreso than i would expect from going head over heels in combat anyway

fast rapids
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oh yeah, it's disorienting as fuck

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But pretty sure that's just how it is with the animation

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not sure what I can do there

hardy cloak
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fair enough

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lol i would have thought more people would have mentioned it by now is all so i figured it must be unique issue but yeah now that you mention it i havent seen any showcase of it in 1stp haha

fast rapids
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yup, it's very 3rd person centric

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I'll poke at camera mode a bit

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but can't promise much

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cause when I just set mode to 3rd person preview from 1st person it cancelled the roll

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not sure why

hardy cloak
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haha its all good, no hassle. mi'd like to see about making new animations at some point, a good dodge seems like it would be tricky to get right though

fast rapids
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yeah

atomic marsh
fast rapids
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3rd or 1st person?

atomic marsh
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3rd

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Haven’t tried first yet

fast rapids
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can you check out my videos in the thread and see if it looks similar?

atomic marsh
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I can expect jank tho Todd’s fault

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1 sec

fast rapids
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#1377450837651099738 message

swift heathBOT
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Attachment(s)
fast rapids
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e.g.

atomic marsh
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Looks the same tbh

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Amazing work

fast rapids
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Nah, most credit to Fallchildren for animation and the original mod

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I did quite a bit, but not that much

fast rapids
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I mean

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well, maybe I did more than a little bit, but still

atomic marsh
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Seems sneak rolling doesn’t have the same crosshair jank as regular standing rolling

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Min/max double tap delay is still locked for me at .2 and .1

fast rapids
atomic marsh
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Ok

fast rapids
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They accept quite narrow range of values though:

atomic marsh
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Would I need to close the game out to update this? I could just overwrite the files and reload lua right?

fast rapids
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min is 0.1 to 0.2 and max is 0.2 to 0.4

atomic marsh
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Thanks

quartz crag
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sneak rolling has been a blessing

atomic marsh
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Most definitely

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Small interlope - sneak is now good: you get a short either chameleon or invis during the sneak roll, and enemies are unable to detected you when and shortly after rolling and disarm them all: after being disarmed the player can roll to quickly reequip their disarmed weapon

fast rapids
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I'm honestly very pleased that SaintJ mentioned this mod, and we got it a little resurgence :P

quartz crag
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also i like to use it to roll into bushes with the hide in bushes addon

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and obviously hide behind objects faster

fast rapids
mental spoke
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Prob not what they meant, but if it works by adding invis/chameleon it should work anyway, sneak is good now supports all regular stat/buff-based methods to affect sneak efficiency

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.. also sneak roll be a perfect fit for a perk hahaha

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That actually genuinely sounds like a great non-OP non-intrusive sneak skill, assuming its on a cooldown or theres something preventing you from sneak rolling nonstop. Although prob maybe even better done by megaboosting sneak skill during roll, to avoid seeing the magic effect of invis... unless rolling requires getting out of sneak stance.
Can also do something like a perk that once in few ingame hours slows down time and pauses detection progress when you are about to be spotted, just for a few seconds, so you have a chance to roll away

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Like a thief's sense 🙂

atomic marsh
quartz crag
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how do you disarm with disarm mow while sneaking? wasn't that just for knocking their weapons out during combat? or can you pickpocket their weapons off with this mod?

atomic marsh
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No I was suggesting rolling after you get disarmed to quickly pick up your weapon you go disarmed

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Also rolling with sneak is good now provides like a slight “non detectable” moment when going in between objects

hardy cloak
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the idea of rolling making you non-detectable is hilarious to me. surely it would be massively the other way around

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i get that its fun, i just find it amusing

mental spoke
hybrid walrus
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creatures of morrowind never saw a rolling Nerevarine. Their brain simply does not register the sight

fast rapids
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I mean - could be added here without too much trouble, I think

fast rapids
hybrid walrus
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also true

hardy cloak
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"These outlanders won't be happy until rolling is outlawed. It's our right to have sneaky combat rolls, by law and custom, and it's none of their damn business."

hardy cloak
fast rapids
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nice!

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would need to see it ingame tho.
And we'd probably want forward and back too, but can start with left-right

hardy cloak
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for sure, just first iteration. ill work on fwd/back next

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did you say you dont need the root motion to move the player now or some such witchcraft?

fast rapids
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I don't think I did

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I do do some witchcraft with controls.sideMovement and controls.movement to match roll length in first and 3rd person

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but

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in 3rd person pretty sure it still uses root movement

hardy cloak
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ok no worries

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i was dreaming that we could overcome the Player movement ignores animation debacle

fast rapids
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we could

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sort of

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let me record a demo

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check this out -this is with that setting on. It still rolls, kinda, but only because I tell it that it is running at full speed in that direction

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I strongly prefer this setting off

hardy cloak
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yeah, very interesting though

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i guess it needs some kind of lockon system to for a good useable dodge mechanic but it might still be handy for making some distance in a pinch.

fast rapids
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and actually, with it installed and locked on - the camera during roll in FP is much better

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I think Fallchildren intended it to be used alongside - I see hooks in code

hardy cloak
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ah right, that makes sense. s3ctor has one aswell i havent payed much attention to them but it seems like the way to bridge that gap, i wonder if it messes with the animations like the look 360 setting does

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as in the glider glitch with the extra bone dissapearing that we discovered, idk if you were following that closely

hardy cloak
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nice

fast rapids
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S3ctor has lock on in CHIM, I've read his code when making doubletap for here, took some inspiration, although the final implementation is very different

hardy cloak
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ah, i thought it was a seperate mod, misremembered

fast rapids
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I may be wrong too

hardy cloak
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sláinte

fast rapids
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there were references to lock on I think

hardy cloak
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it was at least made ad the same time, think i had the 1st person body mod at the timeand there were some crazy camera issues

fast rapids
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yeah, that one is problematic unfortunately

hardy cloak
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its a shame, im not sure how it was done but yeah a bit messy. i do like to have legs in games

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then we can do kung fu animations

fast rapids
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oh yeah

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kick would've been great

hardy cloak
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lmao i tried to make a kick by exporting the leg with the animation, obviously didnt work but i think it might be hilarious to just spawn a leg in front of you that kicks, always wearing the same big boot

fast rapids
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lmao

hard nova
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And about the lock on camera mods. It's great to have those, but I think they could need some adjustment, with the camera angle being raised while being locked on to a target, because the player's head is often in the way when playing in third person.

Fun fact: For this reason, enemies in Fromsoft games are often taller than the player. This way you won't have the problem of the player blocking the view most of the time.

hardy cloak
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iteresting point. it makes sense why the pc is so small compared to everyone. i assume part of it is just the style language that they developed aswell but i can see how they would get there. iirc the Elden Ring lock on camera is pretty high up, though that game had a lot of issues with camera control with outsized enemies, often better to go without it when facing those bastard blighted trees spirits

hard nova
atomic marsh
atomic marsh
fast rapids
fast rapids
atomic marsh
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How would I install this? 💀 sorry

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The shader

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My bad found the openmw version

fast rapids
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Yah, sorry. Forgot to post the right one

atomic marsh
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Suggestion: at a high enough athletic and acrobatic skill you can catch yourself from falling from great heights negating fall damage

fast rapids
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🧐

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I'm not sure there's an easy way to detect falling

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but

atomic marsh
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I’m using the glider mod and thought it could be purely aesthetic

fast rapids
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would be glorious, won't it- safety roll when falling from a height

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up to a limit

atomic marsh
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Yeaaa

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If it’s not possible then it’s cool just thought about it

fast rapids
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A bit of "Aim for the bushes" energy. But giving a tool to stealth/agility characters that usually only mages have can be cool

fast rapids
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And also with N'Garde beign my main focus for the moment

hardy cloak
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It would be hilarious to actually give a slow fall effect from landing in bushes, just in general

mental spoke
mental spoke
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or maybe... oh god, like make a custom leg, with custom bone names and attach it as vfx to character hip

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that be evil

chrome hound
hardy cloak
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😆 I'm so pleased this is legitimately being discussed

mental spoke
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Question is, is it possible to get equipped mesh nif from say armor record (not the on-the-ground mesh, but on-actoe equipped one) and what will happen if we addvfx it to an actor, will it just magically work and be properly skinned?

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If so literally just having a fliating leg is a valid aproach, although it will be a tad glitchy when you move around since using teleports on it to follow char will have a frame or two of delay

chrome hound
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Same for boots that include leg and foot

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Best way might be an engine patch or rubicon

mental spoke
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I mean MAYBE when you do addvfx not to a bone but to whole char - thing will get propely skinned to bone, so big boots will work

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Robes be messed up prob since theres no body, only a leg

chrome hound
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Can only addvfx to individual bones right now 😔

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I think being able to do multi-bone vfx is a valid engine/api improvement though

mental spoke
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Cant we add vfx to an actor without specifying a bone?

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If we can and its the same bone hierarchy in the nif and actor (which it is sonce thats how equipment is rigged) it probably might just work

chrome hound
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#development-lua message

swift heathBOT
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Would it be super hard to add the ability to do multi-bone vfx? There's some missing information in the vfx mesh regarding which vertices attach to which bone, so I don't think it would be particularly easy

chrome hound
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Ah I see where you're getting at. Maybe at that point it would be easier to fix the bone name re-use in 1st person though

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I really don't know, I don't spend a lot of time in the engine

nova bluff
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I'm curious have there been updates to this mod? Is there anything I can do to test it out? Ty

fast rapids
# nova bluff I'm curious have there been updates to this mod? Is there anything I can do to t...

I mean this is the latest update I did.
#1377450837651099738 message
gives you a little chameleon based on (acrobatics+sneak)/2 when sneak rolling.

Otherwise - I'm not touching it for a bit, my changes quickly overgrown what is polite. And I don't know if it needs anything else with double-tap-to-roll now working. Maybe be test doubletap on the controller if you have one and play that way

swift heathBOT
nova bluff
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Thank you

hard nova
fast rapids
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so max 20% damage and no xp to the attacker

hard nova
hardy cloak
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still working on these Bloodborne dodges, id love to have them as part of this mod. every time i look at animation script it seems totally different 😅

fast rapids
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Lemmeknow when these are ready to play around with

hardy cloak
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ooh yeah nice, i guess their kinda good for testing now, detail obviously need work but timings are about right i think

hardy cloak
fast rapids
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hmmm. Not sure how we'd handle diagonals. but let me take a look

hardy cloak
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aye, if it works at all it will be a good step

fast rapids
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the latter one takes prio, so left dodge doesn't play

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but

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may need to be faster

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and I think for dodge we either need special animations or forget about diagonals

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but works

fast rapids
hardy cloak
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is that like half speed or less?

fast rapids
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1.65x speed

hardy cloak
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cool yeah, would look better if i account for that in the base anim, the distance is probably about half what it is in bloodborne, how does that feel? i dont use animation for movement so it wasnt my main focus

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the way i would want it to work personally is how it looks there, just small relocation footwork rather than big "jump out of the way" swings or for spamming across the countryside lol

fast rapids
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There's also a bit of thing - roll mod makes a speed calc that is then applied to animation speed, based on actual speed attribute

hardy cloak
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ah interesting

fast rapids
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Not 100% sure we can fit both roll and dodge into the same mod

hardy cloak
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yeah i see, branching pretty far from fc's mod at this point

fast rapids
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Oh, definitely

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And I've no idea what his plan for it was doitswit

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Kinda hoping he shows up one day soon, so we can chat about it

hardy cloak
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yeah for sure. most likely would be just as excited to see progress tbf but you never know 😅

nova bluff
fast rapids
hardy cloak
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Hmmm I like the animations, they turned out very close to bloodborne (which im a big fan of) but now I see them in game im not sure how appropriate they are for Morrowind... 🤔 They seem kinda goofy.. maybe I'm overthinking it, it'll be better when I clip them a bit anyway

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What's a good dodge animation? Not more "realistic" necessarily.... I always loved SoulReaver's dodge

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Maybe just too much staring at frames 😅

hardy cloak
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Me irl

nova bluff
hardy cloak
hardy cloak
fast rapids
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I'll take a look at plugging them in a bit later

hardy cloak
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yeah no worries lol rest now

fast rapids
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  1. Did you remove root motion?
  2. br and bl seem to be somehow connected
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ah, I see the issue with br and bl - the keynames

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but rootmotion is something I can't fix on my end I don't think

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Or is it sill rootmotion but each animation ends a couple frames too late? So it snaps back?

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Not sure

chrome hound
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Animations are such a nightmare. Dubious is a hero for tackling it

fast rapids
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Absolutely

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Thoughts on sidestep btw. This is fallchildrens "roll" - my fork has overgrown with fun stuff, maybe it's time to make it coherent.

I'm tempted to keep both sidestep and roll in, but therein lies the problem - both are doubetap, how do we differentiate them?

Make one require modifier key? Make one require a bit less stamina?

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Also, @chrome hound I'm still curious about controller feedback :P

chrome hound
fast rapids
chrome hound
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What's the latest version link?

fast rapids
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#1377450837651099738 message this one. No sidestep, some settings and chameleon on sneak roll

swift heathBOT
chrome hound
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Make a perk that swaps from sidestep to roll 😜

fast rapids
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I love the perk framework, I don't like perks (in general). 😜

chrome hound
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And if perk framework is not installed, just swap it level 60 acrobatics

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Oooo

fast rapids
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old gripe - I like when "action" is possible to attempt without an arbitrary "now you can" point

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or making those points as blurred and soft as possible

chrome hound
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You could do heavy roll vs light roll. Base it on total worn armor weight and acrobatics

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Yeah that's totally fair. At least with a perk you explicitly opt in to the new behavior

fast rapids
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Yup, but then there's stuff like this - where we need either a convoluted control scheme or a perk

chrome hound
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Or maybe they could be blended with a .kf file

fast rapids
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🤔

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(has no idea how to do that)

hardy cloak
fast rapids
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what trips me up is that cardinal direction dodges also snap back now

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Ah, no I see what you did you've compressed them

hardy cloak
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yes i didn't esplain that well, they are all compressed down because i wanted to bring them closer to the timings to avoid weird shuffling

hardy cloak
fast rapids
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(or split them)

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dunno

fast rapids
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still snaps back

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and br and bl are connected again

hardy cloak
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hmm

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ah i got the kf switched around ffs sorry

fast rapids
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ye kfs I can even fix in nifskope, happens. Can't do anything abotu the snapping tho :/

hardy cloak
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weird, im not sure why its happening, unless the root motion button doesn't do what i think it does 🧐

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i just extended the space between the anims, thought maybe they were bunched up too tight

fast rapids
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Works nicely

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and doesn't need an artificial speed up anymore

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may need a slowdown if anything

hardy cloak
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thats awesome, looks nice

fast rapids
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Thanks to you. I've reused same direction choosing logic as for roll, except I'm not turning the PC to face the sidestep direction

nova bluff
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That looks great

fast rapids
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Now need to ponder how to integrate both

nova bluff
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Can't wait

hardy cloak
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yeah this is badass

fast rapids
chrome hound
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I can't get roll to reliably trigger with a controller or keyboard

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I really didn't expect to see a minimum delay

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I was hoping for something like:
if we have a falling-edge input at threshold .3,
followed by a raising-edge input at threshold .9,
within 0.3 seconds,
do a roll

fast rapids
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There's a switch in the settings - when off - keyboard works perfectly for me, when on controller works

fast rapids
fast rapids
chrome hound
fast rapids
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Well, not sure. Shouldn't be. The unfriendly settings usually cause weird animation glitches not just plain "won't roll"

fast rapids
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@chrome hound , expectation of controls wise. If e.g. you push a stick all the way forward, then briefly to neutral then all the way back - would you expect to roll back?

chrome hound
fast rapids
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hmmm

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Right, so that worked correctly and then I screwed up somewhere

fast rapids
chrome hound
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It's beautiful

fast rapids
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minimal delay is gone, and I've made sure to record my inputs so it's clear what and how I'm doing

chrome hound
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Thank you 😁

fast rapids
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I'm not detecting exactly as rising/falling though - couldn't make that work right. It detects one of 8 cardinal directions on tap (or while moving) and then if you do "direction"->neutral->(same or adjacent direction) with mag of 0.9 or higher it rolls

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neutral is 0.3 or lower

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a bit hacky, I think

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But I don't know how to make it more elegant

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I'll take a look at diagonals when I get off work, and should be good to go, at least 4 main directions don't misfire and are not getting missed

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Still needs a controller switch in the settings. Although - I wonder if I can detect "last input was controller" or "last input was keyboard" and get rid of the setting entirely

chrome hound
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If you take a look at my key track package in One Stick you'll see how to handle both inputs as if they were the same

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Might be useful? I haven't checked out the code in Roll

fast rapids
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I will take a look

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my current implementation wants special handling for controller cause actions values come in every frame

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for keyboard it comes in once on key press and then again on key release

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so it's easier to track them as distinct things

chrome hound
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GitHub

Morrowind accessibility mod. Contribute to ernmw/ErnOneStick development by creating an account on GitHub.

GitHub

Morrowind accessibility mod. Contribute to ernmw/ErnOneStick development by creating an account on GitHub.

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I just do getRangeActionValue every frame

fast rapids
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I'll compare notes later though

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thank you

shadow spoke
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So if I understood correctly Roll will have a step dodge that can turn into a roll dodge? If so, we just need to have a sprint if button held and it will be perfect datchim

hardy cloak
shadow spoke
hardy cloak
fast rapids
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I have been busy, I'll get back to this at some point soon, still need to fix the controller diagonals and review the keyboard double-tap

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I'm not sure how to integrate the sidestep here seamlessly, so - that will either be a setting, or a separate thing

nova bluff
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Thank you

hardy cloak
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its tough to fit in a natural looking movement but i think i got them looking reasonably good

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@fast rapids you asked me to let you know 👍

fast rapids
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Nice, thank you

hardy cloak
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all good. let me know if you end up using them or if they need more work

fast rapids
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Seem to look good in blender

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I'll add them to the game later and see

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Battling the almalexia again, now for the vfx bones sadcat

hardy cloak
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oh i forgot to mess with the frame rate

hardy cloak
fast rapids
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Hmmm, You got them at 0.5 seconds per animation, may be too slow for a good feeling sidestep, but - I can fix that in lua, for this one framerate may not be necessary

hardy cloak
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it was at 30 anyway

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goddam still too slow..

fast rapids
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15 frames at 30 fps is half a second

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so 🤷‍♂️

hardy cloak
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i think if i made them any tighter it would start getting pretty tricky to make it natural

fast rapids
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may be fine, but I'll play around with the speed

hardy cloak
hardy cloak
fast rapids
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15 at 60 may be the sweet spot for short fluid animations

hardy cloak
fast rapids
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I got distracted

hardy cloak
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yeah actually smoother now even though its pretty snappy

fast rapids
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Was going to say that for this one - half a second may be fine, since we got two steps in each direction

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But I'll test both

hardy cloak
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yeah maybe slowing down the 60 version slightly would be good

fast rapids
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Fallchildren's code does a bit of that by default, and that's a part I haven't touched - the animation speed is determined by player speed to some extent

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so will see how it feels

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currently stuck on adding bloody vfx bones to alma

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hence, will check this properly a bit later

hardy cloak
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yeah good luck with that one 🫡

nova bluff
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This looks great

hardy cloak
quartz crag
# hardy cloak

so uh is this playable yet or do i wait for an "official" release?

hardy cloak
swift heathBOT
quartz crag
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thx

fast rapids
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Meaning - I'm not the original author, but original author is currently not active, but may be soon

quartz crag
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isn't his stuff gpl?

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i read what you said about being polite but consider that maybe making it gpl is a way to let anyone use it without having to worry about it and that waiting for him to come back, if he ever does may be counter productive

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just in case he ends up not showing up any time soon

fast rapids
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momw people told me he has been in contact with them. But yes, it's generally to be polite, as I'm new in the modding community and as a "some guy that just showed up" wouldn't want to do that yet. In any case - my fork still needs work

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And yes the original mod is indeed GPL

fast rapids
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Running into a weirdest thing. sidestep animations in 3rd person play in the wrong direction. While in 1st person work correctly

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O_o

fast rapids
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Animations are fine, if played individually, so my screwup somewhere

hardy cloak
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phew. bizarre though

fast rapids
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Yeah, it's odd. in kbm mode - if I hold fwd and double tape left or right - it plays the animation fine

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if i hold left or right and double-tap forward it just jitters in place

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then if I try to adjust movement and sideMovement - it dodges back when I doubletap either left or right

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while on frame reports "movement = 0" and sideMovement in the correct direction

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like wat

patent burrow
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I think what could be cool is if you press roll a few seconds before landing it takes away a chunk of the fall damage and rolls when you land, is that possible in OpenMW or out of scope?

fast rapids
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Possible to determine if actor has just landed. I'm not sure if it's reasonably possible to do anything about the damage

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or to determine the fall magnitude

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The slightly cursed way would be to briefly buff acrobatics, but then the problem is "when" - cause once we have landed we have already taken the damage, and before that I have no idea where on the jump arc the actor is, or how long the jump is going to be.

Maybe buff once we are off the ground, and remove the buff once we land, but that may lead to other weirdness ( the aerial control MW has being one)

patent burrow
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I have a faint idea

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could use some kind of animation that looks like an attempted roll in mid air or something else that lasts a set amount of time

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during that time frame acrobatics is buffed until you land

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if you land in this time frame play roll animation

fast rapids
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But when do we play that animation

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or do you suggest it to be active?

patent burrow
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when pressing roll button in mid air

fast rapids
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hmmmm

patent burrow
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like say its middle mouse press

fast rapids
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well, whatever the player has bound

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or the doubletap, once I get back around to fixing it

patent burrow
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you fall from a cliff, 3 seconds before impact you middle mouse press, acrobatics is buffed, animation plays for say 5 seconds max and cancels as soon as you land, and when you actually land remove the acro buff and roll

fast rapids
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Aim for the bushes energy, but I like it - solves the "when" problem, as we offload it to the player

patent burrow
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jsut I would mkae the actual time frame smaller

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to make it skill based

fast rapids
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5 seconds is a lot

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yeah

patent burrow
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yeah, 1 second is already generous I think

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but 1 seconds sounds good

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if you press it 1 second or less before impact, acrobatics is buffed and you roll on landing

fast rapids
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That actually fits with existing playstyle

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vanilla casting animation is 1 second

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people usually cast slowfall/levitate just before the impact

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this will be weaker alternative for martial characters

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but same pre-req - use it just before you hit the ground

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would need to be integrated with existing acrobactics skill level I think

patent burrow
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I'm wondering if it should be acrobatics or athletics

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probably acrobatics

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but having high acrobatics already removes most fall damage, if you scaled the time frame or the acro buff it might be too op

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maybe make the initial acrobatics buff very low

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like only 5% buff at 0 acrobatics

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and 50% at max acrobatics

patent burrow
fast rapids
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was about to say

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yeah, can do

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let's say 2% per level? so its' 25% == 12.5 at 50

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significant but not game breaking

patent burrow
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would 12.5 do much for you anyway?

fast rapids
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a bit

patent burrow
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but yeah thats the thing with tying it to acrobatics, if you're % scaling acrobatics then it sorta double scales the damage reduction

fast rapids
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I mean - I can probably make the scale non-lineaer

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this is just easier and makes my head ache less

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but what other skill will make sense? Athletics is "jogging"

patent burrow
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I think the best solution is non linear acrobatics

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with a higher curve at lower skill levels

fast rapids
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higher curve meaning it grows faster at low skill levels?

patent burrow
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yeah and then slower at higher skill levels

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I think that makes sense

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with 0 acrobatics trying to cancel fall damage would probably fail disastrously

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and then when you get a decent hang of it it doesnt make that much of a difference compared to a higher level or something idk

fast rapids
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So yeah, diminishing returns

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Makes sense

patent burrow
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yeah just to counteract the linear scaling of the actual acrobatics skill anyway

hardy cloak
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Yess I've been wanting this idea for a long time, doing it with Roll makes perfect sense

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Could literally do bushes too, I think the timing on that would be rough to get right though

patent burrow
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I play minecraft with the parcool mod sometimes and its an awesome feature there

brisk dock
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why not use same logic as perfect parry in ngarde?

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Same effect, but easier to succeed when higher skill level, Like, the duration/window is larger at higher skill level?

fast rapids
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That's a good call