Friction-Special Edition
A small mod that allows players and NPCs to flinch when hit
Screenshots 3 screenshots
About this mod Machine translation
A small mod that allows players and NPCs to flinch when hit
Hem
Behavior editing to allow players and NPCs to flinch when hit
Pinch does not overwrite the state the actor is in, but instead applies a pseudo-addictive/pseudo-layered animation via a hybrid
JDM demo
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It's not a perfect system as it uses a script to find when the actor has been hit, it also uses a rebooted mission system (like in Animated Armory) to find NPCs around the player, so sometimes the NPCs can't flinch, but this is a short time
Currently only works on humanoids (0_master race), it is possible to make these animations work on other creatures, but it will take a lot of time (setting up the animation rig and setting up the animation, etc.)
Players and NPCs cannot flinch before flinching, and not all states allow you to flinch, such as equipped weapons/magic, equipped unequipped/magic jumping, swimming, and staggering do not allow flinching
There are two global variables you can edit in the console to change the weather that NPCs or players can retreat into, they both default to on
"Set NPCcanFlinch to 0"
"Set PlyrcanFlinch to 0"
Install/Uninstall
Installation steps
- Download and install this mod
- Download and install Nemesis (offline link)
- Tick "Flinching Animations" in the patch list
- Run Nemesis and click "Update Engine" and wait for it to complete, then click "Start Nemesis Behavior Engine" and wait for it to complete
- You can now play the game without re-saving
Uninstall steps
- Go into an interior cell, make sure no one is hit, type "set NPCcanFlinch to 0" then "set PlyrcanFlinch to 0" into the console, then wait a second
- Save and close the game
- Uninstall in your preferred Mod Manager
- Run Nemesis and click "Update Engine" and wait for it to complete, then click "Start Nemesis Behavior Engine" and wait for it to complete
- You have now uninstalled the mod
compatibility
Both CGO and 360 Mobile Behavior can work with this
Should be compatible with SkySA
Animated Armory now has built-in support for shrinkage, you need to tick the DAR option in AA's MCM menu, or use the pure DAR version of AA
Not compatible with FNIS
Known issues
If you smash a movement key really quickly while flinching, you can retrigger the flinch animation due to how idle and motion states work in this mod
Thanks
JDM tests the system for me
Support and information for Shikyokira for Nemesis, behavior extractor, and behavior files
social ties
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Flinching
A behaviour edit that allows the player and NPC's to flinch when they're hit by something
Flinching doesn't override a state that an actor is in, it applies a pseudo addictive/pseudo layered animation via blends
Demo by JDM
It's not a perfect system as it uses scripts to find when an actor gets hit, it also uses a restarting quest system(like in Animated Armoury) to find npcs around the player, so there are times when NPCs can't be flinched but this time is short
It currently only applies to humanoids(0_master races), it's possible to get these animations to work on other creatures but that would take a lot of time (setting up animation rigs and animating etc)
Player and NPCs can not re flinch until they finished flinching and not all states allow you to be flinched, equipping weapons/magic, unequipping weapons/magic jumping, swimming and staggering for example don't allow for flinching
You can edit two global variables in the console to change weather the NPCs or the Player can flinch, they're both defaulted to on
"set NPCcanFlinch to 0"
"set PlyrcanFlinch to 0"
Installing/Uninstalling
Steps for Installing
- Download and install this mod
- Download and install Nemesis(Off Site Link)
- Tick "Flinching Animations" in the list of patches
- Run Nemesis and click "Update Engine" wait for that to finish then click on "Launch Nemesis Behavior Engine" wait for that to finish
- You can now play the game …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.