I am not available on the 15th of this month so this post REPLACES said REGULAR post.
(And yes, I could've just scheduled this for the 15th but I thought it'd be better to put this out so peeps can test it sooner)
Requirements:
SKSE
Address Library for SKSE Plugins
Pandora/Nemesis
Install:
1. Install mod with mod manager.
2. Run behaviour engine, making sure patch is ticked.
3. Play the game.
How To Use:
Hidden blades can be crafted with 1 dwemer ingot and 1 dwemer cog at the forge. There are two variants, Zealot and Dwemer. Both are functionally the same (for now). They must be equipped to be used.
Air assassinations are triggered facing the back of the target while you are mid-air.
Sprint assassinations are triggered from either the back or the front of the target while you are sprinting.
Sneak assassinations are triggered from the back of the target while sneaking.
Triggering is done by attacking as you would while your hidden blades are out. Whether your hands are unsheathed or not it does not matter as long as the blades are equipped.
There is an input grace period of 1 second after acquiring a target within which a kill can be triggered regardless of whether the angle/conditions are fully met.
When an assassination is available, your character will visibly draw their hidden blades (e.g you will see their blades extend/retract physically).
Changes from last version:
Reworked to no longer need Scrambled Bugs or other dependancies, SKSE plugin now manually renders the blades on the player when they are equipped.
Added input grace period to make triggering killmoves less painful (1 second)
Minor optimizations regarding raycasting for targets.
Actually removed the papyrus script component (for real this time).
Added groundwork for possible single arm blades in the future (we'll see).
Note:
It seemed like you all liked me pushing that Book of Creed update from last month, so I decided to continue it in my spare time. With this update we should hopefully be well in the phase of usability and touching on the realm of polish.
By no means is it perfect. I kind of want to throttle my past self for writing such spaghetti code from a time when I was less experienced in SKSE. There is a lot of code I need to rewrite, and bugs that will pop up from said rewrites.
Some things I will be adding or changing in consequent updates:
Configuration for input grace period.
Configuration for esp records (I never like to hardcode these in case people want to ESL compact/flag on their own)
Some sort of world distribution (at the very least distributed to certain NPCs)
Re-implementing the hidden blades MCO moveset.
Fixing hidden blade sounds not playing for some reason.
Some things I want to add, but might not (time constraints, animator availability, etc):
Making NPCs actually use the blades (although I'm sure most of you are fine if it's player only)
Some kind of lore explanation for why hidden blades exist
Some kind of visual indicator for available targets (in AC there's a red outline, for example)
More assassination variety (depends on if slimTHEalien has time to work on animation, he's quite busy irl and semi-retired)
Note that not all of these features will be added before public release. The release timeframe for this project is ASAP because it's been held on for way way too long.
Report any bugs or crashes, as usual.
Thank you for your support!
Monitor144hz
2025-01-14 19:58:01 +0000 UTCArmin
2025-01-13 12:11:32 +0000 UTCGalacticTrashPandaa
2025-01-13 10:38:21 +0000 UTC