SKYRIM
Combat Drama Overhaul by ApolloDown
Skyrim » Animation
Added: 28/03/2014 - 11:46PM
Updated: 10/05/2014 - 04:31AM

836 Endorsements

2 Latest version

9,986 Unique D/Ls

11,804 Total D/Ls

87,584 Total Views

Uploaded by Apollodown

Description

Last updated at 4:31, 10 May 2014 Uploaded at 23:46, 28 Mar 2014

COMBAT DRAMA OVERHAUL










THIS MOD REQUIRES SKSE AND THE LATEST SKYRIM UPDATE.








INSTALLATION NOTES

DO NOTHING OTHER THAN THIS.

Install with or without mod manager. Profit.

IF YOU ARE UNINSTALLING

It's all good. I think.




TABLE OF CONTENTS

I. Features
II. I still don't understand. What is this and what does it do?
III. Known issues and Incompatibilities
IV. Frequently Asked Questions
V. Reviews
VI. Recommended Mods
VII. Glowing Testimonials
VIII. Shameless Advertising for My Buddies




DRAMA QUEEN: "Someone who turns something unimportant into a major deal. Someone who blows things way out of proportion when ever the chance is given."

~ Urban Dictionary


TL;DR


OG LIKE PRETTY CAMERA ANGLES



DRAMA MAMA
Ranged killmoves no longer have to require a kill, the epic "Bow killmoves" can now occur when the target is at full health(if you want them to).



THIS IS PRETTY AWESOME
I have tripled the number of camera paths available to non-ranged killmoves. What does this mean? It means that your killmoves will feel more fresh and varied as they will have new camera shots and timing added to them. The animations won't change, just how I show them off. IT. IS. AWESOME.


I'M READY FOR MY CLOSE-UP, MR. DEVILLE
I now have somewhat-total control of all camera angles, so that means I can now create new killcam shots for regular and ranged killmoves. I have created a variety of entirely new killcams for you to enjoy, and I've also expanded vanilla ranged killmoves for greater variety. I also opened up normal camera angles for sabrecat and bear non-ranged killmoves(because they annoyed me). I have also restored killcams for firestorm and other cast on player area of effect spells.

MAKE IT STOP
Vanilla camera pathing can leave you staring inexplicably at your leg or a patch of dirt for a long time. CDO adds new parameters in so that a) you're less likely to stare at dirt and b) all camera paths have been dramatically reduced in length. Non-kill ranged killmoves(the terminology is stupid, I know, but DANGIT ONE THING AT A TIME) are significantly faster than their "kill" killmove counterparts(see? confusing? I HATE MY LIFE. MAKE IT STOP. MAKE DANE COOK STOP)



VARIETY IS THE SPICE OF LIFE. SO ARE DRUGS.
As always, the main goal of my mods is to make it so no two things are ever alike. While this is not achieved yet, camera shots for ranged killmoves, especially for dragons, have been dramatically increased in variability. New versions will expand this even further.

MCMS EVERYWHERE
Like every mod in my EGO series, this mod comes equipped with a MCM menu that you can tweak and adjust to your heart's desire. Don't like ranged killmoves? Turn 'em off. LOVE THEM?!?!?!? ONE HUNDRED PERCENT, BABY!!!!!!!!!!!!!!!!!!!!!! Whew, I wore myself out there. The MCM does other cool stuff too.


I STILL DON'T UNDERSTAND - WHAT IS THIS AND WHAT DOES IT DO?

This mod does 4 things:
#1 It unlocks the ability to do ranged killmoves without actually killing the target
#2 It gives you control over how often ranged killmoves play
#3 It adds new ranged killmoves and makes vanilla ranged killmoves more fluid
#4 It expands camera angle variation for non-ranged killmoves.

Think of it this way - a non-ranged killmove in Skyrim is simply an animation, the actual killmove you see is an animation PLUS camera angles to show off the effect. A ranged killmove on the other hand has no new animation, it simply adds new camera angles to the normal animation. What CDO does is play with those camera angles and expands their variety greatly while making the entire killmove process feel more fluid and more conditionalized so you get the best dramatic experience. For example, all vanilla camera angles simply take a camera shot from a single perspective for the entire duration of the killmove. My new camera paths combine multiple perspectives, for example, one added killmove pans around the player as the player fires, then follows the projectile to its target, stops in mid air and spins around the target just prior to landing, and then following the target once it has been hit. CDO allows me to make killmoves feel fresh and varied without having to go through the process of creating new animations - instead I use vanilla animations and repurpose them to fully utilize all the cool tricks bethesda gave themselves but didn't use. *le sigh* so much power....wasted.

I hope that kind of explained it to you. As I said before, the only way to really understand what it does is to just sit down and use it and get a feel for it. The default values should be good enough to make your combat feel overall more dramatic.


KNOWN ISSUES AND INCOMPATIBILITIES

Please visit the EGO bug tracker for a list of all known issues and incompatibilities associated with this mod.




FREQUENTLY ASKED QUESTIONS

"Your description sucks."
Write your own mods and you can make whatever descriptions you want.

"Seriously, your description sucks."




"I don't understand, why would anybody want this?"
I don't understand why anybody would NOT want this. This makes non-ranged killmoves better. With ranged killmoves, if you like killcams, this lets you have as many of them as you want, lets you control when and how they play, and they're better than vanilla. If you don't like killcams, you can use this mod to reduce how often they play or turn them off entirely. This mod entails almost no CPU usage/script lag, is compatible with everything, and won't break your game(as far as I know).

"So wait, you're saying that Dance of Death and CDO are similar, why not just have DoD and are they compatible?"
Think of it this way, DoD and CDO operate on opposite sides of the same coin. DoD concerns itself with mainly the animations that you can use, and how often the non-ranged killmoves play. CDO affects camera paths and ranged killmoves - this means that I can still edit the other half of killmoves(the camera paths) without running afoul of DoD. On that note, compatibility should not be an issue. I do vaguely remember that DoD edits one or two camera paths, but from initial testing it doesn't look like a problem. Regardless, let CDO overwrite DoD if you're having problems.



REVIEWS





HIGHLY RECOMMENDED MODS

These mods carry my highest recommendation. They have been thoroughly tested in my game, and I guarantee they will work with all of my mods.

Anything by Arthmoor
Anything by LifesToRock
Anything by EnaiSiaion
Anything by Isoku
Anything by 3jiou
Anything by tktk1
Anything by Erkeil
ApachiiHair
Climates of Tamriel
Jaysus Swords
Lanterns of Skyrim
SPERG
Any of Immersive Sounds
Dead Body Collision
Immersive Patrols
Radiant Potions and Poisons
Destructible Bottles
Footprints
MinimalHUD
Immersive Weapons
Silverlight Armor
Stormlord Armor
TERA Armor
Unique Uniques
Revenge of the Enemies
Fortified Dawnstar
Skyrim Bigger Trees
Follower Commentary Overhaul
Immersive First Person
ELFX
DVA
Better Vampires
Improved Dragon Shouts
Dance of Death
AFT
WATER
Bloody Facials
Enhanced Blood
No Spinning Death Animation

We will always remember our fallen brother, Cabbage in a Pot. Rest well, sweet prince.



GLOWING TESTIMONIALS

"Skyrim as directed by Uwe Boll" - ebutouY skcuS (I see what you did there)

"Will this help me see up my character's skirt?" - BAD INTERNET NO DONUT



SHAMELESS ADVERTISING FOR MY FRIENDS

Millions of pageviews, guys; I gotta do something with it. Help me make these guys famous.


Driver Friendly!
(Screaming and taking off your bra is optional, but recommended)