Dodge Rework - iFrames
🟡 Updated this yearPreview

🔍 Analysis
- 🏆 #601 of 624 Gameplay mods in this game by downloads
📋 About This Mod
Adds invincibility frames during dodge rolls using UE4SS. Hooks directly into the dodge state machine. Works against all damage sources including projectiles and creature attacks. Blood impact VFX are suppressed during iframes. Requires
Dodge Rework
Adds invincibility frames to the dodge roll. When you dodge, you are completely invulnerable for the duration of the animation. Works against melee, projectiles, and creature attacks. Blood impact effects are suppressed while the iframes are active so you do not see hit visuals on a hit that did not actually land.
Two versions available on this page:
-
[]Main file - full iframes for the entire dodge animation, every dodge, no conditions. Simple and works.[/]
[]Optional file (Acrobatics Scaling) - the iframe window grows with your Acrobatics skill. At the unlock threshold (Acrobatics 25), almost the entire dodge is vulnerable; at Acrobatics 100, the dodge is fully invulnerable from frame one. Pick this one if you want dodge to reward skill investment rather than being a free defensive button. Pairs especially well with Ultra Combat V2 - Fixed Edition.
Install one or the other, not both. They flip the same global flag and would fight each other. [/]
Built using UE4SS Lua!
How it works :
The script hooks directly into the dodge state machine using two events: OnEntered and OnExited. When the dodge animation starts, god mode turns on. When it ends, god mode turns off. That's the whole thing.
There is also a 1. 5 second failsafe running in the background. If OnExited somehow never fires, the script catches it and turns god mode off anyway. In practice this should never trigger, but it is there.
Blood suppression works by intercepting blood impact actors at spawn and hiding them while god mode is active. The script itself is around 100 lines including comments. No per-frame loops touching actors, no memory scanning, no external dependencies beyond UE4SS itself.
The scaling version :
Same hook setup. The difference is that OnEntered no longer flips god mode immediately. It reads your current Acrobatics skill, computes a delay on a linear curve anchored between the unlock threshold (Acrobatics 25, max delay) and Acrobatics 100 (zero delay), then schedules god mode to turn on later in the animation. OnExited still ends the window the same way it always did, so total iframe duration is (animation length minus delay).
The unlock anchor exists because dodge requires Acrobatics 25 in the base game. Without anchoring there, the bottom 25% of the curve would be dead range nobody cou
📊 Mod Details
- Game
- Oblivionremastered Mods
- Author
- pikkucara
- Version
- 1
- Downloads
- 374
- Endorsements
- 18
- Category
- Gameplay
- Created
- 4/20/2026
- Updated
- 5/10/2026
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