tiltedphoques / Mod-Compatibility

Contains information about mod compatibility with Tilted Online
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Precision - Accurate Melee Collisions #57

Open NoNutNed opened 2 years ago

NoNutNed commented 2 years ago

Mod information

Adds accurate hit boxes via weapon tracking, weapon trails, and more

Download link

https://www.nexusmods.com/skyrimspecialedition/mods/72347

Dependencies

Weapon Hit Boxes: Synced well

Weapon Trails: Synced, you can see other players trails and your own

Weapon Recoil: To summarize this feature, when hitting a wall of a certain material, your character will play the animation of hitting a shield. This is to simulate your weapon being unable to pass through the wall. It works client-side but the other player will see the attack animation play-out rather than being canceled.

Hitstop: I don't have good enough eyes to tell him both clients receive the hitstop effect. I would leave it off though, cause it they don't sync it could be bad.

Procedural hit impacts: To summarize this feature, when you hit a NPC they will flinch depending on where your hit them (Like the PLANCK mod for Skyrim VR). I'm happy to say that this part of the mod syncs. When Player 1 hits Player 2, they will both see the hit reaction.

Hit Impulse: To summarize, I think what this means is that, when hitting a corpse, it will move depending on when you hit it. Unaware if this syncs because i couldn't find a corpse to hit.

Additional Information

This testing was done via opening two Skyrim together exes on my own pc.

I crashed once while testing this mods compatibility, but to be fair, the crash occurred after spawning in a bandit and killing him so there could have been a lot more going on.

Overall, I would only keep the trails and hitboxes enabled. I would also recommend all players staying in either 1st or 3rd person mode while in combat due to how weapon attack angles can differ. Procedural hit impacts should be fine too.

NoNutNed commented 2 years ago

Demo Video: https://streamable.com/agdu3h

MhiaSummers commented 2 years ago

When you built nemesis did it had the issue as well that messes with the walk cycles? How were you able to get it to work without messing with it.

NoNutNed commented 2 years ago

I just didn't run nemesis, don't even have it installed

MhiaSummers commented 2 years ago

I just didn't run nemesis, don't even have it installed

thanks

Pingu-Pox commented 2 years ago

When you built nemesis did it had the issue as well that messes with the walk cycles? How were you able to get it to work without messing with it.

As you've probably seen, Nemesis isn't compatible with STR.

IceBrazuca commented 1 week ago

I recommend disabling Hit Impulse even if you don't use Skyrim Together.

There is a bug with the current version of the mod (2.0.4) that causes NPCs that are staggered or impacted in certain ways to begin holding their weapons incorrectly (especially Two Handed Weapons). This bugs causes animation issues and their weapon attacks to not hit.

IceBrazuca commented 1 week ago

Increasing the Active Actor Distance from 4,000 to 10,000 might be a good idea as well if the party ends up more spread out in an encounter. Although I do not know if this could cause script lag.