2026-03-13T00:08:13 Hide in bushes 2026-03-13T00:08:13 https://cdn.discordapp.com/attachments/1168860358623100958/1481806048690962442/hideinbushes.mp4?ex=69b4a6ec&is=69b3556c&hm=b962e5656bc2605a73cb63df7404fedc7460572b0a562d2d3f0c3b4308c0e89f& 2026-03-13T00:26:02 Oh yeah! 2026-03-13T01:05:53 sick! 2026-03-13T01:11:00 woah so how'd you end up doing it? raycasting to objects or did you get like collision sphere for everything 2026-03-13T01:13:22 Just raycasts, I was worried it was going to be a huge performance hit but it ended up not costing much. Def not as much as getting all the statics in a cell lol 2026-03-13T01:14:48 Nice is it the same idea for groundcover or is there a cheap way to determine if you're in groundcover. I imagine the code for that must exist since the groundcover moves under you but I doubt its lua exposed 2026-03-13T01:18:01 Might be possible but the original mod only does statics, ownlyme wants to add grass and terrain detection but that's a bit beyond me and I also don't want to figure out how to parse all those :yagrwut: there are already lists for every bush static so that was easy enough 2026-03-13T01:26:31 Yeah that makes sense. I think it's one of those things that like would be very feasible with cpp edits but would be too niche to beg for a merge request for lol 2026-03-13T01:28:23 You could probably hijack the terrain detection from the footsteps mod, i know in 0.50+ the touch grass mod allows you to identify landscape textures, but you'd have to assign modifier for literally everything in base game TD and OAAB 2026-03-13T01:29:09 Which like if the footsteps mod already does that assignment though you could probably just tie each set of footstep sounds to a modifier, like the clangy metal is -5 sneak and soft grass is like +2 or something simple 2026-03-13T01:29:30 This is me thinking aloud it's not an annoying feature request it's awesome that you got the bushes working and that's definitely substantial enough by itself 2026-03-13T14:08:49 I really need to make the swords "pool noodles" or this is going to be quite difficult 2026-03-13T14:20:36 <.arrean> Do you handle vanilla hitchance in any way? Or is that when you play dodge animation? 2026-03-13T14:21:29 yeah, hitchance is an existing event calculated before the swing starts 2026-03-13T14:21:56 So I just dip in, solve the math manually, and that's it 😄 2026-03-13T14:23:53 <.arrean> I'm on the fence, either override it and make all attacks successful, and replicate the damage calc if attack was originally going to be a miss. Or make a dodge animation. But that would mean making a dodge animation :D 2026-03-13T22:24:06 I updated Devilish Wabbajack in case you want to try the new features such as Knockback and weather mechanic 2026-03-13T22:24:23 It should perform better too 2026-03-13T22:24:44 https://www.youtube.com/watch?v=14e0k1kobN0&t=2s