Conan Exiles

Conan Exiles

Old Roll - Classic Dodge
122 Comments
necro 14 Feb, 2024 @ 2:26pm 
@Ozel

I sent you a friend request. I'd love to see the base code since you're offering. Then I can make an educated decision. Thank you so much! ^-^
Ozel  [author] 4 Feb, 2024 @ 6:58am 
@necro. Of course, do as you like.

That said, it may be easier for you to adopt in the blueprints. I take no offense if you do. Give credit and link to my mod so folks know, but ultimately I don't care. Let me know if you prefer this (using the files rather than having the mod as a requirement). Feel free at add and pm me and we can sort it out.

It may also be helpful for you to see how my mod was made. - I tried to make it very robust and am happy to say I have not had to update it in 3 years. :urist:
necro 2 Feb, 2024 @ 3:43pm 
Hi. I'm working on a combat overhaul and I was wondering if I could incorporate your mod. It won't require me to see your code or anything, as my plan is just to have command 5 called by a feature in my mod to integrate the mod. As such, my mod would soft-require this one. I wanted to ask you for your blessing before I go and say that my mod "requires" yours.

Basically, I have plans to incorporate changes to the dodge function, similar to how in God of War, you have a short dodge that turns into a roll with a double tap. I'm hoping to do this via a notify on another dodge animation so that I am not editing any major blueprints. I don't think I can do better than you in the dodge category, and I don't want to replace your mod or make people choose between mine and yours.

SO, I want to soft-incorporate this mod if possible. Thoughts?
Ozel  [author] 8 Jan, 2024 @ 5:08am 
Yes. To keep the mod from breaking on updates and preserve the old dodge I have it introduce the dodge as a new thing entirely.
As for your server, binding command 5 to the current dodge key and only takes a few seconds.I don't know if I could have made it any more low effort. :meadowgoat: That said, not sure why everyone would have to be on the same dodge. They are not mutually exclusive. (i.e. You can have both if you want) :welpface:
NorscanWarlord 7 Jan, 2024 @ 6:01am 
Does it only work if you set the keybind? i want everyone to have the old dodge, but they don't want to setup the keybind so i had to take it off
Ozel  [author] 6 Dec, 2023 @ 7:39pm 
That is not possible. The distance is directly tied to the animation since it was implemented with 'root motion'. Google the term for fun nerdy trivia. :D:
Satan 6 Dec, 2023 @ 6:50pm 
I like this mod a lot but is it possible to configure the distance of the dodges?
Ozel  [author] 25 Sep, 2023 @ 5:53am 
Always happy to see this mod survive another update without needing to be rebuilt or updated. /flex /strong :urist: !

This mod has not needed any updates or changes since the last major build in February 2021! :cat_stars:
Ozel  [author] 15 Mar, 2023 @ 8:05pm 
You can always load the mod and you have the option for either dodge. It can be added and removed without causing issues. This one was a labor of love. You just bind Command 5 to what you want for this dodge. :meadowrabbit:
Ozel  [author] 15 Mar, 2023 @ 8:04pm 
:) It is the dodge like in Conan before they messed it up. :meadowfox: TBH, I never played Dark Souls so I can't say.
Kriegsfürst Roy Tykai 15 Mar, 2023 @ 7:34pm 
Is this like the Dodge in Dark Souls?
Ozel  [author] 7 Feb, 2023 @ 4:06pm 
This mod still works just fine. :cat_cool:
Ozel  [author] 19 Oct, 2022 @ 9:29am 
Since Funcom did an update today, I thought I would re-build the mod so it is stamped as compatible (even though it was anyway).

This mod has not needed any updates or changes since the last major build in February 2021! :cat_stars:
Ozel  [author] 1 Sep, 2022 @ 3:17pm 
Oh sweet love of foresight in mod making, this mod works and remains unbroken! (I didn't expect it to break, but of all my mods... this is my favorite) :stella_hearts:

Don't forget to rebind to command 5!

Oh, and I can update the version number if anyone needs me to. Just let me know.
Garmata 12 Dec, 2021 @ 8:43am 
Thanks, Ozel :-)
Ozel  [author] 12 Dec, 2021 @ 7:55am 
@Garmata Not this mod. No issues here or when testing. Good luck!
Garmata 8 Dec, 2021 @ 9:04am 
Unfortunately, after the patch my game won't start. I think the mod needs updating.
Tyrannical_Elmo 27 Aug, 2021 @ 9:34pm 
*Touches Ozel* C'mere Ozel. Let daddy show ya how to dodge roll.
Ozel  [author] 27 Aug, 2021 @ 10:27am 
Yeah... they make a lot of tweaks to that stuff, so I didn't have my mod touch it. Too much risk of the mod getting broken without much reward.:meadowlynx:
ATYian 27 Aug, 2021 @ 12:28am 
Never mind. it works. I just didn't anticipate how pathetic the Artful Dodger perk is. It gave you pretty much one extra roll. FUNCOM LAME
ATYian 27 Aug, 2021 @ 12:19am 
Hello, I did a test and it appears that maxing out Grit doesn't make the old roll from your mod cost less stamina. would you consider making it so that the Artful Dodger perk actually affect your roll as well? Thank you.
Ozel  [author] 28 Apr, 2021 @ 2:27pm 
@Andy Yay! Glad I got it work. Roll on good sir. Roll on. :cat_cool:
💎 Andy 💎 28 Apr, 2021 @ 2:18pm 
@Ozel

It works like a dream. Thank you SO MUCH!
And I love your sense of humour, "Ill advised version." Lol. 😂

But.. *cough* the real name is "Rolling like a BOSS!" version.😁

Awesome Job Ozel!💎
Ozel  [author] 28 Apr, 2021 @ 12:57pm 
@Andy I think I got the bait and switch to work. It also looks like steam added a new mod status 'unlisted'. This may mean I can add the link to the alternate mod on this mod page, but keep it out of being a confusing pseudo-duplicate in searches.

Let me know if this works for you: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2470555141
💎 Andy 💎 28 Apr, 2021 @ 10:27am 
Hey.

Your right, it really limits the messages. I was all about "character counter, until... Another moment of thickness. :steamfacepalm: I just thought, "why not post as 2." Lol.. Im not usually that thick.. well, not very usually. 🤪

And great news that might have a work around.
Who would have thought the Workshop so picky.. Betting a lot of modders have had this issue over the years.

If its not possible, Ill head over to Nexus. "Cause I needs it." 😁

But for the mo, ill stick with trusty rags, and keep on rolling out of reach...

Thanks again Ozel. 💎
Awesome job!
Ozel  [author] 28 Apr, 2021 @ 9:29am 
@Andy No worries for the long posts. :) The comment length is very limiting.

Posting a second mod on steam is 'doable' if I can try to trick it into taking it as a separate mod. In practice, the mod itself makes it tricky. In nexus I can just re-name the mod file and be done. For steam there is some other business involved since it loads to steam from the DevKit. For this mod in particular I cannot make a copy of the mod the folder without re-creating the mod from scratch. (this is related to file references to the animations saved into the mod) - When I made the alternate version I made the changes, built the mod, and then undid all my changes.

I think I have a creative workaround that might work. Not sure if steam will accept it though since I do not know how much it tracks from the dev kit when it loads. I'll post here when I have given it a shot. It would not hurt for me to test this anyway for future mod stuff. :oxinablanket:
💎 Andy 💎 28 Apr, 2021 @ 7:25am 
And sorry Ozel.

After all that, I just read your post again, and saw that you said "Steam doesn't do well with Alternate versions."
Apologies for not grasping what you had said, I had a moment of "thickness" there.

But other mods have different versions. Litman (for example) among many other modders, seems to have many different versions of the same'ish mod.

Forgive me, I am not a modder. But wouldn't Steam, just see it as a second, completely different mod. If the title was slightly different.
💎 Andy 💎 28 Apr, 2021 @ 7:17am 
(Continued.)

But with CE, the modding is such a pain in the rear, when one does not "compute" with others.
If that happens, while using a NEEDED mod as this. It introduces the variable of Nexus, to the already frustrating "mod woes" of CE.

Just a question / suggestion.
Is there any way yo could make an alternate version of Old Roll - Classic Dodge.
Maybe and "All armours" Or "Heavy armour" version, on the Workshop?

This way, with it all still being in "Steam Workshop." Any issues with other mods, would be so much easier to sort.

Also, unlike You and I, and bazillion others. There are still some folks, who only use the Workshop, regardless of what game it is.

But in both instances, having it on the Workshop, would get maximum usage, and cover all the angles.

Sorry for the massive message. I hope you didnt mind the suggestion.
And Thank you so much.💎
💎 Andy 💎 28 Apr, 2021 @ 7:14am 
@Ozel.

This is AWESOME news.💎

Lets put it this way seeing as what you said about liking to see how much people love this fantastic mod. Which, (again) changes the whole dynamic of combat.

I have just started a new run, and am literally in rags.
I found a MUCH better looking cuirass, and legshich also has 50 times (literally) more armour.

But because I couldn't roll, I binned them, and have been rolling happily about wearing my rags.

If I might make one other suggestion. (And had to put it in 2 posts, as Im such a rambler. lol. 🤭

I am super pleased you have done this. And yes I 100% agree with "Others wanting it as well."
This mod is one of this that once tried, you cant be without.

But like a lot of folks, I tend to only use Steam Workshop mods on Conan. (Other games I love the Nexus, Witcher, Skyrim, NMS, Pathfinder, Valheim etc etc.

💎
Ozel  [author] 28 Apr, 2021 @ 6:13am 
@Andy Done and done. TBH what you asked for was as easy as moving two wires, and it seems like something others might like for solo play. Since Steam does not do well with alternate mod hosting I dropped the mod on nexus. I figure it is better there than in a dropbox, at bit less sketchy feeling in any case. I added the link above at the end of the mod description.

This mod has been my little labor of love. Seeing folks feedback just warms my heart. :stella_happy:

Have fun and take care! :oxinablanket:
💎 Andy 💎 27 Apr, 2021 @ 9:34pm 
Hey Ozel.
Absolutely love your mod.💎

But only just found out. (I the just read it on the description.) That heavy armour completely negates the brilliant feeling of being able to actually dodge attacks.

Is there any way (as unrealistic as it might be.) But remembering we are playing a game with monsters and magic.

To give the user the option of having it work with heavy armour? (and by this I mean admin, as I and so many play solo on single player server, so we have admin option.)

Because (as said in a previous post,)
this mod changes the whole combat feel, but not working with heavy. Just rules out that whole class of armour

Thanks for any reply, and help.💎
norril3 18 Apr, 2021 @ 2:55pm 
oh sweet! TY for that. I strip down mods a lot for testlive, but not all of them.
Ozel  [author] 18 Apr, 2021 @ 8:01am 
Heads up: For those wondering, I did test the mod on testlive with the new patch. Everything works just fine. :oxinablanket:
Rhouna 17 Apr, 2021 @ 5:47pm 
Many thx for this great and much needed mod! <3
norril3 27 Mar, 2021 @ 1:29pm 
ok, thank you!
Ozel  [author] 26 Mar, 2021 @ 5:19am 
@norril3 Great question. Doge is tied to a lot of other mechanics such as stamina drain. In the dev kit these are all tied to the player substate 'dodge'. This includes the damage immunity time, stamina drain, preventing dodging while climbing, etc. Due to the complexity of this, I chose not to rebuild the dodge substate. That is to say, it uses the current stamina and other dodge mechanics. I can say I drain my stamina pretty darn quick so I don't think that the stamina changes impact it too much.
norril3 25 Mar, 2021 @ 8:43pm 
how does the stam drain work on dodging with this mod? Does it go by current stam drain/dodge mechanics or more based ont he old? I feel like there is not enough stam to dodge much now, compared to what I used to do in the good old days of dodging.

Regardless, this really looks great. Watched your video and it made me so happy.
Ozel  [author] 20 Mar, 2021 @ 2:48pm 
@Jaegerssen You should be able to bind it to whatever controller button you want. Just set that button to Command 5. - Let me know if this does not work and I'll do some testing.
Jaegerssen 20 Mar, 2021 @ 9:25am 
Hello, Amazing mod, just wanted to ask if there´s a way to make it work on a controller, thank you very much!
Alex 5 Mar, 2021 @ 1:30pm 
@Ozel Aaaah, I always had a hunch the distance must've been tied to the animation itself because I couldn't find a single value to edit it hahaha. Which is IMO weird that they chose to do it that way. Thanks for the tip, and it would be pretty cool to add you and bounce some ideas around maybe hahaha, I'm a rather newbie when it comes to modding but I usually deduce how stuff works. Thanks once again!
Ozel  [author] 5 Mar, 2021 @ 1:02pm 
@Darxel - The animations for the dodge are tied to 'root motion'. This means that the distance of the dodge is directly tied to the base animation (not the animation montage). For my mod, I simply restored the original dodge, which happened to have a longer distance. It is a different animation from the new dodge. For your purpose, that complicates modding for distance at the animation level. You wont be able to do it at that level without creating new animations. However, you might be able to edit or create a new animation montage that loops two dodges together. This way you take the root motion from more than one dodge. If you do not want a double distance, you would just truncate the animation for the second dodge to end at the distance you wanted. - Hope this helps, if you have more questions feel free to add me and I will see what I can do to help. :famishedox:
Alex 5 Mar, 2021 @ 11:27am 
@Ozel Nicely done! I'm glad you got your mod to work and managed to restore a semblance of the old roll back. I actually am planning on playing again with some friends and wanted to quickly redo my mod as a matter of fact, personal use this time because I'll be doing balance tweaks that suits our own playstyle. But I did want to ask if I may, how did you manage to increase the roll distance when it comes to the light roll? For long I played around with it but I just couldn't find whatever value controlled such thing. In any case, great mod and if I'm too lazy to remake my own I'll just end up using this one hahaha
Ozel  [author] 2 Mar, 2021 @ 7:10pm 
@eddie.zato No worries. Thanks for clarifying. I really wish I could add buttons and dials to the mod so folks could tweak it to their hearts content. :) This mod really has been a labor of love and the comments from folks have been a big encouragement for me. It's how I got the drive to make the dodge a separate animation in the game so it could be more mod compatible. You guys are the best! :lunar2019piginablanket:
eddie.zato 2 Mar, 2021 @ 6:56pm 
@Ozel, don't get me wrong, this is not a pressure or a demand. I'm just sharing some feelings about animations of this "old roll". I use it anyway because it helps a lot in solo single game. Thanks for you work! ;)
Ozel  [author] 2 Mar, 2021 @ 2:02pm 
@eddie.zato (had to split my post for Steam)
Here are some examples of the original gameplay with the old/'vanilla' dodge that this mod brings back.I hope this helps it make more sense, if nothing else. :oxinablanket:
Backwards and Sideways: https://youtu.be/WdoLr0bXeJo?t=454
Sideways: https://youtu.be/WdoLr0bXeJo?t=719
Forward: https://youtu.be/RrPD583BXv0?t=279
Multiple rolls: https://youtu.be/tMca8celgNs?t=368
Ozel  [author] 2 Mar, 2021 @ 2:02pm 
@eddie.zato This mod is the 'vanilla' dodge. :) The old roll is not my invention but was part of the original game. The new animation that the updated feels sluggish, especially when they dropped it on us suddenly. Personally, I don't find the new one to be any more realistic. It is like they replaced a expert martial artist roll with that of a 3rd grade gymnast. If I was nitpicky, I would say that yes, the original dodge lacked the 'stand up' time, but the speed and distance of the action were not outside of the scope of human action... well.. trained athlete human action.. I'd break myself. That said, this mod is about restoring the original game play. Not about inventing something new for that reason, I do not plan to make adjustments.
eddie.zato 2 Mar, 2021 @ 11:14am 
@Ozel, yeah. Vanilla dodge looks realistic, but extremely slow. On the other hand, OldRoll is so fast that it seems out of place compared to the rest of the character animations.
Ozel  [author] 2 Mar, 2021 @ 9:26am 
@eddie.zato Hmnmm... I did not change the animation speed or root on the original dodge. Or are you just suggesting that the original speed was too fast and it would be nice to have something in between?
eddie.zato 2 Mar, 2021 @ 2:59am 
Great job! But I think the "new" roll is way too fast. It makes me feel like I'm cheating.
melon🍈 17 Feb, 2021 @ 5:19am 
ilu :albino_trait: :albino_trait: