Dodge - MCO|DXP

 

Snappy and elegant

Dodge MCO|DXP is the most reactive dodge mod. Thanks to the power of the Dodge Framework by Ersh, it handles movement without delay


Development has started again to finally bring the features it was supposed to have. Dodge attacks, power attacks and transitions to MCO. Dodge bow and magic integrations are planed later down the line

A better dodge cost system

Dodge MCO-DXP leverages the best functionnalities of the modding ecosystem to bring a simple, flexible and customizable dodge cost system. The base dodge cost is configurable with MCM helper and Payload Interpreter determine the weight and nature of the dodge cost on a per animation basis

Some animations consume more, some animations consume less. Some animations consume stamina, some animations consume magicka. You’re in control of your game

Seamlessly integrated animations

Easy to modify and create

If it’s simple users to work with, it is simple for authors to work with. You can check the documentation here

If you know how to work with Attack MCO-DXP, you know how to work with Dodge MCO-DXP. By keeping a simple, efficient and powerful standard, the mod ensures the continuity across the entire modlist

The power to the animator

Dodge MCO-DXP focuses on aesthetics while keeping the gameplay in mind. The new dodge attacks have the option to transition directly to the Attack MCO-DXP. They can also use in-between transition animations to maintain a perfect look

 
 
    • Enable the Dodge Framework and DMCO esp

    • Enable the DMCO patch in Pandora/Nemesis

    • Launch

    • Dodge Key is configurable in the Dodge Framework MCM

    • Dodge stamina/magicka consumption is configurable in the DMCO MCM

    • 0.1

      • Input detection (dodge button is hardcoded on the "V" button of the keyboard)

      • Animation framework

      • Animation speed manipulation

      • Basic Horizon Zero Dawn 8 direction dodge

    • 0.2

      • Invincibility frames and sound effects

      • Teleport 8 direction dodge (equip a spell in right hand to test)

    • 0.3

      • setup DAR spells and variable detection system

      • New 1 direction fatroll

        • requires overencumbrance

      • weight and overencumbrance system

    • 0.4

      • setup transitions

      • corrected motion transition issue

      • Dynamic stamina and magicka consumption system

        • stamina and magicka requirements are DAR conditions

      • footstep sound

      • slowed down the light dodge

        • you have a MCM to configure the base stamina or magicka consumption. The total consumption is calculated using a multiplier contained in the animation itself -> the consumption and requirements are now on a per moveset basis instead of being written in the marble like with the other dodge mods

      • you cannot cancel a dodge with another dodge anymore.

      • transitions setup for the 2 dodges states but also the attacks, power attacks and animated transitions

    • 0.5

      • dodge key config

      • fixed stamina/magicka consumption not working after loading a save

      • accelerated fatroll and added sound

      • fixed transitions not working properly

        • the same animation would always repeat

      • fixed invincibility frames not ending

    • 0.5.1

      • hotfix for the Nemesis patch

      • cleaned behavior

    • 0.6.1

      • reworked the 4 direction dodges

      • added sound

      • fixed forward left roll

      • extended invincibility frames to 0.4s for all dodges

      • reworked invincibility frames system to also take stagger into account

      • The forward dodge should look a bit less good but be much snappier now

    • v0.6.2

      • added the sound file I forgot to add

    • 0.7

      • added Ersh's dodge framework implementation with native controller support (thanks to him)

      • Added MCM Helper requirement

    • 0.7.1

      • Added missing framework 😵‍💫

    • 0.9

      • New animations for left/right

      • normal press will now make you dodge backward by default

      • improved forward dodge

      • fixed the V button still making you dodge

      • added back the sound that I forgot in the last update

    • 0.8.1

      • added the dodge framework MCM that I forgot again😵‍💫

    • 0.9

    • 0.9.1

      • made the dodge more spammable

      • added true IFrames

      • iFrame Generator added as requirement

    • 0.9.2

      • added Skyrim Platform as a requirement

      • added stamina check

      • added furniture check

      • added backward diagonal sidesteps

      • reworked left sidestep, forward roll and forward sidestep

    • 0.9.3

      • Added sitting check

      • cleaned SP plugin code

      • reworked left, back and right roll

      • reworked forward sidestep

      • tweaked left sidestep

      • removed "Dodge" debug line

    • 0.9.4

      • transferred stamina, furniture and sitting check from Skyrim Platform to SKSE

      • added SKSE dialogue check

      • internal behavior rework

      • reduced pause after the animation

      • added FOMOD

      • total removal of the pause after the animation added in Skyrim Platform

        • I'll work on transferring it to SKSE and totally remove the Skyrim Platform dependancy, I'm very bad at SKSE atm) - total

      • rework of the 7 remaining rolls

      • total rework of the left, right and backward left dodge

    • 0.9.5

      • Now compatible with absolutely everything (including JBO and CGO stripped)

      • smoothed transitions when letting the animation play until the end

    • 0.9.6

      • AE 1.6.3 compatibility

        • Credits to Ersh

    • 0.9.7

      • AE 1.6.4+ compatibility

        • Credits to Doodlez

      • Updated to use I-Frame Generator RE

        • Credits to FL1NTZ

    • 0.9.8

      • Fixed CTD

        • Credits to Doodlez

    • 2.0

      • Complete rewrite of the external graph

      • Naming convention change

      • Annotation convention change

      • MCO integration

        • Dodge on recovery

        • Dodge during attack transitions windows

      • Vanilla integration

        • Dodge during attack transitions

      • Removed global implementation

        • Removed ability to jump during killmoves

        • Removed ability to jump during jumps

        • Removed ability to jump during equip/unequip (to fix)

        • Removed attack cancel at any stage. Now waits for recovery or transition window (to add back as an option later)

      • Magic implementation

        • Dodge interrupts casting

    • 2.0.1

      • Fixed TDM rotation

      • Fixed delayed motion datas on certain animations

      • Setup variable for non restricted transition during attack states

    • 2.0.2

      • Fix for freeze on initial dodge

      • Added Input buffer for transitions from MCO_attacks

    • 2.0.3

      • Fixed wrong packed DLL (AE 1.6.3 added back, not compatible yet with 1.6.6+)

      • Fixed i-frame annotations

      • ESLified

      • Removed unused perks, spells and global variables

    • 2.0.4

      • AE 1.6.4+ compatibility

        • Credits to Doodlez

    • 2.0.5

      • Fixed CTD

        • Credits to Doodlez

    • 2.1.11

      • Added stamina/magicka consumption

      • Added MCM Helper

      • Added dodge attacks/power attacks (see documentation)

      • Smoother recovery from sidestep dodge

    • 2.1.15

      • Added placeholder translation files for most languages

      • Changed base animations annotations

        • Transition to idle should be a lot smoother

        • Added stamina consumption to dodge roll

      • Reverted DLL to 0.9.8 version

        • The sprint button function was not working on AE 1.6.6+

        • User reports the old DLL version works. Added here as a test while waiting for more feedback

      • Added back footstep and dodge sound through Behavior Data Injector

      • Added transitions from dodge attacks to MCO_Attacks

      • Fixed jittering when leaving out of dodge

      • Fixed jittering when triggering new dodge at the end of another dodge

    • v2.1.18

      • AE 1.6.6 confirmed to not work properly with sprint button option

      • Fixed jittering when triggering new dodge at the end of another dodge with no weapon or with magic equipped

      • Fixed Dodge Framework MCM translation text issue

      • Fixed BDI file not working properly (no footstep nor dodge sound)

      • Fixed animation data single file patch missing transition animations

    • v2.1.19

      • Added Behavior Data Injector as requirement (will fix the dodge sounds not playing)

      • Fixed dodge backward left/right 2 not having motion datas

    • v2.1.21

      • Support for AE 1.6.640

    • My Patrons for giving me the time to train my animation skills and redo 50 times the same moves until I got a decent result

    • Ersh for the Dodge Framework

    • Maxsu for I-Frame generator and I-Frame generator RE

    • Doodlez for the Dodge Framework update

    • FL1NTZ for updating the 0.9.7 animations to use I-Frame Generator RE instead of I-Frame Generator

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