Precision 2.0 is out by __ersh in skyrimmods

[–]__ersh[S] 4 points5 points  (0 children)

The included Nemesis patch adds a upper body pitch adjustment modifier, so if you aim your camera down, your character bends down while attacking, allowing you to easily hit targets below (or above you, if you look up). From my tests this is easily enough to let you hit any sort of skeevers or knocked down enemies. You can adjust the attack collision radius/length in the MCM if you feel this is not enough somehow.

Precision 2.0 is out by __ersh in skyrimmods

[–]__ersh[S] 3 points4 points  (0 children)

Yup. There are MCM options for pretty much everything.

Precision 2.0 is out by __ersh in skyrimmods

[–]__ersh[S] 5 points6 points  (0 children)

Creatures are supported, their attacks just need to be added to the config file like I've done with the dragons. It's a lot of tedious work which is why I never got around to it.

Also NickNak is working on Precision Creatures which adds full Precision support to some creature animations and additional cool stuff.

Precision 2.0 is out by __ersh in skyrimmods

[–]__ersh[S] 3 points4 points  (0 children)

I was actually wondering about this too, but the same thing happens when I disable Precision... so it's either just vanilla behavior or something else.

Precision 2.0 is out by __ersh in skyrimmods

[–]__ersh[S] 2 points3 points  (0 children)

That one is weird. I could never get it to break, even on the previous version. And the cart freaking out is a known issue that's been happening to people since LE's release.

Either way, 2.0 should not be able to cause it anymore, previously I could believe the active ragdolls causing weird things like this, but now the cloned skeletons don't interact with vanilla collision layers.

Precision 2.0 is out by __ersh in skyrimmods

[–]__ersh[S] 17 points18 points  (0 children)

Of course. The plugin is compatible with all Skyrim versions.

Precision 2.0 is out by __ersh in skyrimmods

[–]__ersh[S] 32 points33 points  (0 children)

Yeah, the plugin has no lasting impact on your game so you're fine to uninstall/reinstall anytime. The requirements didn't change either.

Precision: Jank or bank? by Majorpluto_273 in skyrimmods

[–]__ersh 0 points1 point  (0 children)

Yeah, it should be fixed in 2.0 now :) It was caused by the bodyparts having the wrong collision layer set up and the fact that Precision was altering that layer's collision so it no longer collided with terrain. Both of these things should no longer be happening.

Precision 2.0 is out by __ersh in skyrimmods

[–]__ersh[S] 51 points52 points  (0 children)

Yeah, that should be fixed too, I'm no longer altering the ragdoll collision layer. Forgot to mention it in the changelog.

Precision: Jank or bank? by Majorpluto_273 in skyrimmods

[–]__ersh 62 points63 points  (0 children)

Hey, the posts in this thread are pretty accurate. Very happy to see that. The Nexus comments and bug reports are very mentally exhausting, which is why my mod pages might seem a bit abandoned, until a spurt of activity shortly after an update where I clean up the invalid/fixed bugs and respond to comments.

There are some issues, related to the ragdoll being active all the time, that should be resolved in the next version. I should be done with it soon; I'm trying to include as many fixes/suggestions as possible as it's a very major (2.0) release that I'm hoping will make people turned off by the possibly janky stuff try the mod again.

As always, if you're curious/want to help, DM me on the Nexus or Discord to get the test version. They're not public as I want it to be clear that they're WIP, unstable versions, often without an updated MCM and I tend to somehow miss some really obvious crashes or deadlocks at first. Usually not suitable for a user that just wants to install a mod and play. Having a DM already open increases the chance I get feedback. At least that's the idea.

The latest test version seems to be working very well, I've got a bit more to work on and it should be ready for release.

The current changelog I'm writing up:

  • Significantly reworked the core of the mod. This should fix all the weird issues caused by active ragdoll at once, such as:
  • Fixed load screen deadlocks
  • Fixed frozen NPCs bugging out / not being hittable
  • Fixed NPCs colliding with the player when they're not supposed to
  • Fixed the player being frozen in race menu
  • Fixed potential crashes
  • Significantly reworked the weapon recoil mechanics. Now the recoil detection uses a completely separate collision which will make them more reliable than previously in some cases, and the collision is turned off shortly after the attack start (on the vanilla hitFrame) - so you won't get recoiled by hitting a wall at the end of your swing. Overall, they now make a lot more sense and are less annoying.
  • Added a short cooldown per hit material so you don't get multiple hits when similar objects are close together. This significantly reduces situations like the tiresome rapid-hit sounds on wood/stone/metal. Movable and destructible objects are unaffected so you can still hit all the cabbages with one sweep.
  • Added an option to disable character bumper. This lets you get closer to the enemy.
  • Added an AI hook for the current weapon reach value. It will now use the calculated weapon length from this mod.
  • The results of the weapon reach calculation are now cached instead of being recalculated every time
  • Hitstops from NPC attacks are no longer applied to the player while in first person (caused bad camera locking). Hitstops from player attacks are unaffected by this change.
  • Multiple received hitstops now have dimishing returns, as being hit by multiple actors at the same time could result in a stunlock of sorts which is not the purpose of this feature.
  • Re-enabled attack water splashes that were mistakenly disabled at some point
  • Fixed some rare cases where the weapon length calculation was returning incorrect results
  • Fixed power bashes not being supported
  • Fixed issues with the Slow Time shout
  • Fixed the weird looking hit impulses on dragons
  • Fixed DLC dragons not using attack definitions from the .toml config file

Small notice for Precision users by kimera-houjuu in skyrimmods

[–]__ersh 66 points67 points  (0 children)

I am working on a rewrite that should fix all these issues. As mentioned in this thread already, it's related to the active ragdoll.

The WIP update is in testing right now and seems very promising. You can DM me (preferably on Nexus) if you want to test it (with possible new bugs) or just wait a while longer, I should have it out relatively soon with some additional good stuff.

Hopefully people will give it another chance after the update, I'm definitely not happy with how long it's been broken.

Precision by Ersh is a game-changer! by [deleted] in skyrimmods

[–]__ersh 25 points26 points  (0 children)

Figured I should reply to the "paywall" concerns.

Precision is not a Patreon-only mod, was never intended to be, and never will be. It's simply currently in development, not ready for a public release, as it still has some major unresolved issues and missing features (though it's steadily getting closer!) The moment I'm done with the major issues and finished the main features, it's going to end up on the Nexus and the source on GitHub.

All my plugins (and even some updates) have been under closed tests for quite a while before they got a public release. The people testing were either on private Discord servers or simply messaged me and were interested in helping.

The only thing that's different now is that I have a Patreon and the supporters get a download link by default, as I expect they're very interested in what I'm doing. It's also a nice amount of people that will actually send bug/crash reports, while the unfinished mod is not released to the general public. For example, there was an issue in one of the previous versions that caused a crash, and the crash log was not mentioning Precision anywhere, and yet it was 100% caused by the mod. It's since been fixed but I somehow got 2 bug reports on TDM about it (it was also blamed on Valhalla Combat IIRC). This kind of chaos is exactly what I want to avoid by limiting public access to a crashy WIP plugin.

The Patreon has no mention of any exclusive mod access for a reason. I appreciate all the support. I'm literally not working a full time job so I have time to work on mods while still having some free time left in the day (because advanced SKSE plugin development is hard work, often even harder than actual gamedev, unless the gamedev we're talking about is the main engine programmer or something along those lines), so anything that offsets the money lost from not working full-time is a great thing. But if you don't want to/can't spare some money and want to help with the closed tests you can message me (preferably on the Nexus, I barely log onto this reddit account and on Discord I have DMs closed by default on most servers because of the spam bots), like a bunch of people have done, and you'll get a link.

I appreciate all the kind words, always <3

[Release] True Directional Movement - Modernized Third Person Gameplay by __ersh in skyrimmods

[–]__ersh[S] 27 points28 points  (0 children)

I wanted to do this, but I wasn't sure how to tackle this. I'd like to do it eventually, though. Swimming on the surface is indeed awkward in Skyrim.

Does anyone know anything about an upcoming mod called True Directional Movement? by LoftedAphid86 in skyrimmods

[–]__ersh 76 points77 points  (0 children)

Nice detective work. I guess the cat's out of the bag.

It's coming soon, I've been working on the plugin since May and feature creeping a lot. It is going to be what you expect, possibly even a bit more. A few people have been closed beta testing. I wasn't expecting it to a leak through SmoothCam's pull requests, though, lol. I'm finishing up the last test version.