Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Newjoy - { Dev mode } (Dependency)
With the extender it's possible to make this work correctly for all skill types by instead polling fields on the SkillState to determine when its effects have fully played out; the Epip mod does it as seen here[github.com].
Summon skills also had some edge case that I can't remember the details of, possibly with skills that summon multiple characters at once.
This is what I am using:
IF SkillCast(_Caster,_Skill,_Type,_) AND FastForward_Cast(_Caster)
AND N0T_FastFoward_InvalidType(_Type)
AND N0T_FastFoward_InvalidSkill(_Skill)
THEN NC_TimerID("FastForward_Cast - ",_Caster,-100);
PROC NC_TimerID("FastForward_Cast - ",_Caster)
THEN PlayAnimation(_Caster,"","");
QRY N0T_FastFoward_InvalidType((STRING)_Type)
AND _Type != "Jump" AND _Type != "Rush"
AND _Type != "ProjectileStrike" AND _Type != "MultiStrike" THEN DB_N0T();
QRY N0T_FastFoward_InvalidSkill((STRING)_Skill)
AND _Skill != "Target_Flurry" AND _Skill != "Target_DaggersDrawn" AND _Skill != "Target_DualWieldingAttack"
AND _Skill != "Target_EnemyFlurry" AND _Skill != "Target_EnemyDaggersDrawn"
AND _Skill != "Projectile_ArrowSpray"
AND _Skill != "Shout_Quest_LureTheKraken" THEN DB_N0T();
Listening for changes in the SkillState fields is the only reliable (fast and mod-compatible) way of animation cancelling.
If you don't want to use the script extender though, here's a list of the (vanilla) skills that were blacklisted in another mod that did this pre-extender:
Cone-type skills are also not safe to cancel (it cancels the surface spreading iirc?), as well as all spells that use the player as the projectile (Flight)
I check what projectile have 'proyectile delay' in they property to include it in, jump and cone spell work fine but look strange, that's all.
I don't want for now use script extender and if a do i will remade this mod but as a separate mod.
Jumps will teleport, but they won't create surfaces on landing (ex. Phoenix Dive) if you cancel immediately - I think the slight delay should cover that though
I tested it in Ryker's Manor as you said you tested it, but I didn't notice any lag, even though I'm using several mods, including some heavy ones.
It's very weird that this mod now stuttering your game due to these changes. Perhaps it's the zone, in some combats, the game may act like this because it ends faster, and you may notice it now. Some of my friends with lower-spec PCs experience this effect when play solo because the turns ends much faster, not allowing it to cache the next move and causing a stutter, which you might be referring to.
Overall, my game runs pretty smoothly, except when an NPC has too many options in combat or during the loading of a new zone.
Try the following: reduce the movement speed or deactivate the mod using its menu. If that still lag you, it might be my fault. However, if when deactivated, it performs similarly with and without it installer, then the issue could be with your CPU or other mods, and there may not be much I can do to improve it.
The NPC's still like to sit and contemplate their decisions slowly before moving quickly, but otherwise everything is great. As for this contemplation problem, I couldn't find any mods online specifically targeting that. Could that be a separate project? I haven't tested it but it could be tested with summons: by giving them more options with infusions or taking options away with Enrager just to see if it really is an options thing or something else.
*Nevermind. Forgot to Toggle it :P