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Precision release, and what's next

🕑 Added 2022-08-01 17:52:01 +0000 UTC

Comments

Edgardo Morin Jr

Oh ok gotcha, yeah I love iequip because of the customization but the cycling is what kills me so for now im using souls quick menu

I think iEquip is excellent but needs to move some functions to SKSE so it's more responsive. I've offered to help dunc with it, and he was interested, but it's kinda on the backburner for now.

Edgardo Morin Jr

Thank you! One more thing ive been wanting to ask. I use TrueHUD and TDM, i love both of them! But have you ever thought about making a quick item mod like iequip?

https://www.nexusmods.com/skyrimspecialedition/mods/72347/?tab=forum&topic_id=11806993

Yeah I've responded to a question like that on Precision's forum tab

Edgardo Morin Jr

Hey ersh! I love using using all of your mods so far, but I’ve always wondered if there’s a way to tweak the texture of your weapon trails. It’s a bit too bright for me and wanted them to a little more transparent.

someusernameiguess

CGO gave you the option of having two-handed weapons contributing to either of the two skill trees, when grip switching, as you preferred. It also had configurable damage and speed buffs / debuffs.

The idea is that it would truly become the opposite weapon type, with all the perks working correctly etc.

Ell

I think balancing the two forms is probably the most important thing to consider IMO. CGO's grip switch seems cool at first, but two handing felt almost strictly better the vast majority of the time The other thing is in choosing how to divide up the skill lines. Would all 1H perks still work if grip switched to 2H, or are some of them rendered useless? I believe CGO ended up with the latter, which feels unintuitive, and oftentimes a waste of perk points

Yep that's exactly what I've done already, waiting for DMCO to get the rework :) Configurable iframes length through MCM.

Yeah animations and compatibility with other mods that deal with related stuff will be fun (not). I've gotta look at how Immersive Equipment Displays does its thing, maybe contact the author as well.

CGO's grip switch is, essentially, fake. It's definitely smooth and feels nice, but it just replaces the animations/edits the behavior. The weapon isn't truly changing its type. It's definitely a way to do it, but that's not how I want to approach things usually.

someusernameiguess

Also, WRT Dodge Framework, have you considered adding IFrame functionality directly to it so that it can be a one-stop-shop for Dodge Mods that would actually work on AE, unlike Maxsu IFrame Generator?

aDisgruntledGiraffe

Thank you for all your hard work. And congratulations on the release! My question is do we know how Combat Gameplay Overhaul does grip switch and spell casting with 2h weapons? That always felt so smooth and I personally had little issues with it.

Nah, no patches. I've tested editing the weapon records in runtime and it seems to work just fine. It's basically what SPID does, edits them once all plugins have loaded, "on top" of all the plugin changes.

someusernameiguess

Second way is better for the Grip Switch IMO. Pretty similar to what I get currently from CGO Lite + ABR. One thing that'd be nice to address though is equipping / unequipping animations properly accounting for dual wielded two-handed weapons, which currently isn't covered in a convenient way by any mod I'm aware of (XPMSSE Styles get confused, for example).

metrocube

Before voting, I would like to ask a clarification question Re: grip switching methods. Would either, or both, of these methods require patches for mod-added weapons? What about mods like WACCF or mods that add additional weapon-types, like Animated Armory? My preference would be for the most compatible method.

splshadeslk

THIS IS BIG! Thanks for helping take skyrim combat to the next level


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