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
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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
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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
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
added front diagonal dodges
fixed the in place roll making you move forward (it now makes you move backward)
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
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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