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BrotherBob

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BrotherBob

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About this mod

Adds a more realistic poise system to the game.

Requirements
Permissions and credits
Introduction
You hit an enemy and they don't even flinch. They might as well be incorporeal. This mod fixes that.

Explanation
Poise is a concept that I first heard of in Dark Souls. The idea is that, the heavier the armor, the more easy it is for someone to not get stunned by a hit. But, on the second hit, they might not be so lucky. If a hit managed to deplete someone's poise to 0, then they got stunned. Over time, provided that the person wasn't getting hit, their poise would recover.

This mod adds a new poise system to affect the player and most enemies in the game. Here's how it works:
- Poise is calculated as the total weight of equipped items (except for weapons and shields).
- Someone's poise is damaged when they are hit by an unblocked weapon hit. The poise damage is equal to the weight of the weapon during normal attacks. During power attacks, the damage is 1.5 times the weight of the weapon.
- If a hit causes their poise to reach 0 or below, the victim is staggered.
- Every 3 seconds that someone isn't hit, their poise recovers by 20, up to their maximum poise, calculated as described above.
- To prevent the player from infinitely stun-locking enemies, v1.4 introduces a new feature: once a target has been hit a certain number of times in a row without their poise being able to recover, they are granted 3 seconds of immunity from suffering poise damage. The number of hits can be configured in the MCM; the default number is 3.

Because this mod uses a cloak effect to add the ability to NPCs, it is suggested that the Brawl Bugs Patch be used. Note that some mods, such as SkyRe come with it already included.

With the new MCM in v1.1, SkyUI is suggested to allow tweaking, though not strictly required.

Compatibility
First and foremost, this mod is very script-intensive. If you run other script-intensive mods, it is probably best not to use this mod alongside them to prevent game instability due to stress on the scripting engine.

Aside from having the potential to cause issues during brawling when used without the aforementioned patch, this mod does not edit any Vanilla forms, and so has the expected compatibility that such an approach affords.

Of course, there can be stylistic conflicts. For example, SkyRe has a staggering system based on the weapon type used and random chance. When used together, this can cause more staggering than my mod, or SkyRe, would intend. If you know your way around the Creation Kit, it is usually possible to remove the staggering mechanics from other mods, while leaving the rest of the features of those mods intact.

Bugs
Depending on the strength of your computer and on the number of resource-intensive mods you run, there can be a delay in the staggering (i.e. it may not occur immediately as you hit an enemy). To provide some perspective, I play Skyrim on a laptop (not even one specifically designed for gaming) with quite a few script-intensive mods installed and almost 150 .esp plugins (running at an average of 30 FPS), and the delay is very minimal as to be barely noticeable. However, if the delay is significant, then a variety of issues can arise. Most notably, enemies may die but still appear to be in their idle animation, and killmoves may not trigger properly. However, with v1.7d, the occurrence of these issues has been significantly decreased.

The spell Blizzard will cause staggers despite the fact that it is not a weapon. There is nothing that I know to do about this unfortunately. This has been resolved by v1.8c.

Installation and Updating
Install by copying files inside the archive into the game installation's Data folder, or use a mod manager to accomplish the same.

Generally, if updating from a previous update, a clean save is not necessary; simply overwrite and continue playing. However, there are currently two exceptions: updating to v1.7c and v3.0 (RE: changelog). You will need to do a clean save:
- Use the Uninstall option in the MCM
- Wait a few seconds, then create a new save in a new slot.
- Uninstall the previous version's files from your Data folder.
- Reload your save, then create a new save in a new slot.
- Install the new version, and play.

Requirements
SKSE

Credits
egocarib, whose script here was modified and used as an important component of the main script in this mod.
WorshipTheSatan, for tremendous help in testing the mod and helping me fix bugs.
Gods-and-Kings, for the image of Havel the Rock, labelled for non-commercial use.

Changelog
v1.0:
- Initial Release
v1.1:
- Added MCM to allow for fine tuning of Poise Damage Mults for Normal/Power Attacks, and for the Poise Recovery Update Time and Recovery Amount.
- Unarmed attacks are now supported. Poise damage is calculated off of the weight of worn gauntlets.
v1.2:
- Added a new MCM option to change the magnitude of the stagger. The new default stagger is noticeably lower in magnitude than the previous versions' staggers.
v1.3:
- The weapon swing speed debuff now works properly. It is only applied when the player has set the Stagger Amount in the MCM to Medium-Heavy or Heavy.
v1.3b:
- Fixed an error causing portion of the main script, thanks to JackalSky93.
v1.4:
- Added a new feature to prevent stun-locking, as suggested by ft2232240. Now, an Actor will receive a temporary immunity to poise damage if they have been hit an MCM-configurable number of times in a row.
v1.5:
- Gave non-humanoids (i.e. enemies who are generally unable to equip significant amounts of armor as humanoids can) and some humanoids specific amounts of poise by default. Trolls have 40 poise, ghosts have effectively unlimited poise, other undead have 30 poise, giants have 40 poise, Dwarven automatons have 75 poise, other animals have 15 poise. Thanks to SwagothUr for the suggestions.
v1.5b:
- Fixes a non-fatal error that would be reported in the Papyrus log during some instances, as noted by JackalSky93 and yexianyexian, using a script fix suggested by JackalSky93.
v1.6:
- Implements a different method to apply staggers, using a section of code by SugarSteak in Combat Master. Most notably, the player will be affected by the same inability to attack during staggers from this mod; as such, there is no longer any need for the weapon speed debuff from earlier versions. Also of note is that stun combo's will appear more fluid.
v1.7:
- Added some code to the main script that will help prevent some more benign errors about being unable to run a function on None objects
- Gave many creatures' melee attacks poise damage.
- Arrows and bolts will also inflict some poise damage.
v1.7b:
- Fixed an issue in the main script where creature damage to poise would not occur.
v1.7c:
- The previous fix ended up actually generating more errors. I have done my best now to minimize the number of errors, but some things can still slip through the cracks and there's nothing I think I can do about it.
- Also fixed an issue where some creatures, on death if they were staggered, would die in very odd animations.
v1.7d:
- Adds more conditions to the script to help prevent the occurrence of a stagger after the initiation of a killmove, which would cause it to bug out; to prevent the occurrence of a stagger after a target is paralyzed, which would again cause odd animations; and to prevent the player from being staggered during certain scenes where that could cause a scene/sequence to not be able to continue properly.
v1.8:
- Reworked the execution of the stagger animation to allow for much smoother stunlocks/combos/follow-ups (within the MCM-set limit, of course).
v1.8b:
- Generally increased poise for creatures: giants have 50 poise, animals have 20 poise, and dragons have 100 poise.
- Fixed a bug where non-weapon/unarmed hits (i.e. spells and enchantments) could cause staggers. Blizzard remains as an exception (RE: Bugs). This was not wholly fixed.
v1.8c:
- Added more checks to prevent the unintentional staggers caused by spells.
v1.8d:
- Fixed the packaging of the wrong script in v1.8c.
- Unarmed attacks from NPCs can damage poise again.
- Some script optimizing and removal of a part of the main script that was causing more harm than good.
v2.0:
- Power attacks now cause longer staggers than regular attacks.
- Added an extra check, without which the script could somehow get attached to None objects and cause script overload.
- Added a mechanism to help catch and prevent unintended staggering from enchantments. The duration of this can be controlled in the MCM.
- Added a Debugging option to write what the mod is doing in your Papyrus log.
- I have noticed some errors in the Papyrus log on old saves (I can't explain why). It should not cause any noticeable issues, but a clean save should get rid of them.
v2.1:
- Added a section of code that I should have had in from the beginning. It shuts down the script for Actors that remain in a cell that the player has just left. Without this, there were many many unattached script instances. If you've ever had immense script lag because of this mod, this is the reason. I'm really sorry about that.
- Added in a new feature to allow additional staggers past the "maximum stagger limit" that encourage stamina management. If the target's stamina is below 50% but greater than 30%, the target can be stunned for one more hit; between 10% and 30%, then two more; and below 10%, then three more.
v3.0:
- Changed the method of application to a temporary casted Spell instead of an added Ability. A clean install will be required because of this.
- Resolved most Papyrus log errors generated from this mod's main script.
v3.0a:
- Corrected an issue with one of the checks that would cause no effect if the user had Debug Tracing off.
v3.0b:
- Checked Disallow Spell Absorb/Reflect on all this mod's used spells to fix the blue aura bug for Requiem-users. Users who have no issues with v3.0a (i.e. do not use Requiem) should have no reason to update.