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A quick update about Precision rework

🕑 Added 2022-04-16 20:13:43 +0000 UTC

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Hopefully I'll have it ready this weekend.

Vladimirs

wow, when can we test this version? :D

πŸ‘

chaoticzocker

That is insane.

Sirgilly1

very cool, saw the other guys mod and thought that you and he should work together, good to see that is happening.

That's a whole other can of worms. AFAIK MGR's dynamic cutting was really dynamic, and that sort of thing would need to be supported by the engine (or someone really galaxy brained would have to add it), and I'm pretty sure Skyrim has nothing like that. Witcher 3 probably does dismemberment similarly to what most games do - premade sliced meshes, and a way to hide parts of the body mesh, while adding "gore caps". That sort of thing is certainly possible - after all, decapitation is already in Skyrim, and Fallout 3 also had dismemberment. Adding something like that to Skyrim would still require a lot of effort and reverse engineering. It's one of potential things I'd like to try out, but I'm not confident I'd get anywhere. I do fully intend on leveraging the accurate impacts by adding a locational damage framework to Precision, though.

It is, but a lot of it could be ported to SE. I'm not going to port things that only work in VR, like the grabbing, but I've ported the active ragdoll. The body-body collisions are going to be disabled by default, but I'll include an option to enable them. Very silly stuff can happen when your character collides with another. Thanks to PLANCK's source code (and the help of its author who has been incredibly helpful and answered any questions I had) I've learned a lot about manipulating Skyrim's Havok and managed to utilize it fully for collision detection, instead of the, frankly, janky hacks that are in the current Precision dll.

I'm following this mod very closely, real excited about this! I'm curious. If this mod enables accurate impacts, would something like "dynamic mesh splitting" be possible (Similar to finishes and gore in The Witcher 3 or dynamic cutting in Metal Gear:Rising)? If Precision would enable something like that, it would make a great succesor to Maximum Carnage.

Killa

wait is PLANCK not just for skyrim VR ???

Ylikollikas

Very excited for this!

Nah, that was the plan before but it's gonna be different now, it's also going to use payloads where you define the parent bone name, optional offsets/rotation etc. I haven't finalized the syntax yet, but something like Collision_Add."WEAPON"|scale(1.5)|rotation(0, 90, 0) etc.

Rico

What's the custom annotation ? Is it gonna be meleeTrace_Right/Left_Start/Stop ? iirc Distar have talked about it last year with the AMR raytrace animation rig.

KMHTech

WOO!


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