SakeTami
flyingparticle
flyingparticle

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Update

Hi everyone, I just want to share an update on the current state of things.

A few weeks ago I released the last update to planck which included most of the short-term stuff that I mentioned in the first post.
NPC reactions took longer than I had imagined to get right and took a few iterations to wrap my head around how to make a decent aggression system. The final version is actually pretty simple relative to other things I tried, and is just based on the amount of time they are grabbed/touched, with looping dialogue and bumping that's slightly different depending on how long they've been interacted with.
I'm not entirely happy with the shoving mechanic I made, but I wanted to have some way to actually push people around without ragdolling them.
I still need to improve how animals move with you when you have them grabbed to take the size of the animal into account, but I did at least get to incorporating rotation into it so if you twist someone too much they will now rotate to un-twist themselves.

Unfortunately a lot of my time is spent looking into issues like NPCs getting scrunched up in a certain sitting animation or things like the frost atronach floating off the ground, neither of which I've gotten to the bottom of yet. These issues are somewhere deep and it's quite depressing trying to figure them out so I try and balance that kind of debugging and working on stuff I want to be doing.

Right now, I'm working on adding a mod API for both skse plugins and papyrus that will let mods tweak certain things about planck, as well as enhancing the game's hit events to include things like the node that was hit and where the hit occurred, to allow other mods to do locational damage or degradation.

While working on enhancing the hit events, I've run into the old issue of power attacks in VR. When you hit someone with a power attack, it also triggers a power attack animation to play which will result in a secondary hit after a little while. This secondary hit is a problem, because there will be no locational information for planck to add to this hit as it's not a result of a collision between your weapon and the enemy, instead the hit occurs the normal way that skyrim handles hits between any two NPCs.
I could leave this as-is and that secondary hit will just not have the enhanced hit information, but really power attacks have been a nuisance since the game came out and I feel like it might be time to improve them. I'm somewhat familiar with what's going on with them so if all goes well I can figure something out.

Again, thank you so much for all the support!

Comments

Even if you are a bit unhappy with the shove mechanic, I personally really like it! Attention towards making an actually decent solution for power attacks would be much appreciated!

MerfMerf

If the power attacks were a stupid mechanic, imo, in Skyrim they are even worse in SkyrimVR... Aside from the immersion breaking second grunt after you do them (especially while sneaking) related to this second hit you talk about, there is also no way of doing directional power attacks, making modded perks totally useless (there actually is a way but it's very convoluted, not consistent and not feasible for real combat). About everything else thanks for the effort :) keep up the good work :)

Claudio Paris


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