just tested a bit. it started adjusting not by WD, but SA...
anyway, I did some tracing and it seems patched that up. yet to add the aobscans for the updated scriptS. gotta go out now. will post the update later~
thanks for the report!
https://pcgamingwiki.com/wiki/Sekiro:_S ... _.28FOV.29
You can deflect ANY attack in this game with only 2 exceptions: A grab attempt or a sweep (which will trigger a red kanji mark). Sweeps are generally identifiable with a massive tell.Cielos wrote: ↑Sun Mar 24, 2019 3:04 pm@KS212
if I'm not mistaken, I can only do a successful deflect if the enemies poise is drained. that's why I can do a successful auto-deflect on a boss second chain attack but not the first one:
the first auto-deflect would drain the boss' poise, and when the second auto-deflect happens at the boss second chain attack, his poise is down already, and the deflect would break his guard, so a successful deflect would occur.
it's the same as the easy guard break script, 1st attack on a guarding enemy would drain his poise, second on a guarding enemy would break his guard.
Look in the box next to that dude you can practice fighting with in the beginning, I heard you can buy/get stuff from people that died there. (I haven't had this issue myself yet so I'm not sure this is the case for your situation)
seems to be working now w/ the newest trainer.. no idea what was causing itCielos wrote: ↑Sun Mar 24, 2019 5:16 amI just tested it again:sicwan wrote: ↑Sun Mar 24, 2019 3:15 amyeah, thats what they're called, I only enabled the "undead" and the inf consumables options and hums.. I had the same issue on the sugar things.. let me re-download the trainer file and verify my game files.
I did notice that if I did NOT have them on my quick bar, they seemed to increase like expected, but when I'd add them to my quick bar, they'd freeze at whatever # I had
activated ONLY undead and inf. consumables.
added sugar and pellet to quick consumables. use both of them until they reach 1.
pick up a sugar while pellet is the active quick item: sugar quantity increased to 2.
reset the q to 1, then pick up another sugar while sugar is the activate quick item: sugar quantity increased to 2.
anyway, I've just updated int inf. consumables to inf. items, see if you still have the same problems with this script.
if not, try to think of other factors in order for ne to re- create it.
also do anyone else having this same problem?