Addresses a lot of issues that have been reported in the last few days.
the Ward locomotion should be fixed now, I reverted the ward behaviors to allow full motion like with the self concentration behaviors.
added an MCM menu that allows you to toggle between vanilla and aimed movesets for the aimed and concentration spells. Should work with Gamepads as well
I also discovered the hold to tap limitation was because the hardcode dependency relied on the spell's charge time so in order to fix this I had to go through every spell in game and manually edit them, I didn't include this in the mod so it doesnt conflict with other magic mods and made a separate patch: https://www.skyrim-guild.com/adris-projects/nospellcasttime
Duffbeeer is making a code to automate spell charge time detection, so hopefully I dont have to manually edit soon since I gotta go through every spell like apocalypse as well.
Instructions: This will work with AE
requirements are:
Install like your regular mod and patch through nemesis.
If you're new and have no idea what the fuck I just said, here's a general guideline to a behavior mod and installing them: https://www.skyrim-guild.com/fundamentals
Here is a Guideline for animators and animating for inquisitor movesets:https://www.skyrim-guild.com/inquisitorguide
AGAIN PLEASE PLEASE PLEASE for issues let's settle this all on discord, I want to help anyone with issues as much as I can and Patreon messaging is too limited. And for everyone that provided feedback thanks! It's what improves the project and just me in general when it comes to learning all these things!
what I'm working on next is a full MMA overhaul for Unarmed Combat, it's not only a concept now and behaviors are set, still have a lot of work to do, here's a sneak peak of the general features of it: https://youtu.be/dy-HrqOUjeg
Anyways, this is it for now Guys! Happy Modding!
Queen Mileena
2023-01-18 20:39:11 +0000 UTCsomeusernameiguess
2023-01-07 01:06:47 +0000 UTC