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About this mod

The new version of Vigor - Combat Enhanced, but more streamlined, balanced and with a whole new injuries system.

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Vigor - Combat and Injuries


A light weight combat mod that focus on stamina, injuries and more reactive combat. Highly compatible and customizable.



Thnx for the reviews!

By Brodual,




by JuiceHead,




and by Eki_nox (in French).




Fatigue & Stamina

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 Fatigue apply debuffs to the player and other actors when stamina is low and buffs when high.

Stamina > 75%: +50% stamina regeneration.
Stamina > 50%: +25% stamina regeneration.
Stamina < 50%: -10% movement speed and damage. Power attacks deal -25% damage.
Stamina < 25%: -20% movement speed and damage. Cannot stagger the target.
Stamina < 1%: -30% movement speed and damage. Receive +20% physical damage.


Also, many of the player (and NPCs) actions will reduce stamina regeneration or have it drained by a certain amount. The strengh of the stamina drain for melee or bow attacks can be customized in the MCM menu or even turned off, in case you have another mod that handle this.


Melee Attacks 

Normal Attacks: Cost 1  + (weapon weight / 2) stamina.
Off-Hand and dual wield attacks: Cost
1 + ((left hand weapon weight + right hand weapon weight) / 2) stamina.


Ranged Attacks

Bow: Cost 1 + bow weight stamina when draw + 0.5 stamina per second while aimming.
Crossbows: Cost
1 + (crossbow weight / 2) stamina when reloading and reduce stamina regeneration by 50% while aiming.


Blocking

Blocking stance with a shield: Reduce stamina regeneration by 75%.
Blocking stance with a weapon: Reduce stamina regeneration by
50%.


Moving

Running: Reduce stamina regeneration by 100%.
Swimming: Cost 
5 + (total worn equipment weight / 4) stamina per second.


Casting

Reduce stamina regeneration by 50%.


Jumping

Cost 5 + (total worn equipment weight / 5) stamina per jump.
 



Mass

Your total armor weight will apply a stamina and magicka regeneration rate debuff to the player.

Mass = Cuirass weight + Gauntlet weight + Helmet weight + Boot weight) * 0.75 





Injury

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 The player passive health regeneration is disabled when bellow 90% health (customizable in MCM). Now you actually need healing potions even out of combat, health regeneration enchantments or make one of the poultices added by Vigor (those can reenable health regeneration for 10min).

Also, when your health drops 20% of your total health pool within 2 seconds (customizable in MCM), you have a chance to get a limb, torso or elemental based injury, these have a immediate very harmfull effect and physical based injuries also apply a lasting trauma effect (lenghy can be customized in MCM or disabled) and chance to cause bleeding (also customizable).

Torso Injury

Immediate Effect (1min): +75% incoming damage and -75% stamina regeneration.
Trauma Effect (2h): +25% incoming damage and -25% stamina regeneration.
Bleeding (5min): Loose 0.5 health per second.
Open Wounds: Receiving a second torso injury damage health by 20 points.

Head Injury

Immediate Effect (1min): -75% Shout recovery, magicka regeneration and blurry vision.
Trauma Effect (2h):
-25% shout recovery and magicka regeneration.
Bleeding (5min): Loose
1 health per second.
Open Wounds: Receiving a second head injury damage health by
30 points.


Arm Injury

Immediate Effect (1min): -60% damage, block and +60% spell cost.
Trauma Effect (2h):
-20% damage and block and +20% spell cost.
Bleeding (5min): Loose
0.25 health per second.
Open Wounds: Receiving a second arm injury damage health by
10 points.

Leg Injury

Immediate Effect (1min): Move 30% slower and power attacks cost +45% stamina.
Trauma Effect (2h): Move 10% slower and power attacks cost +15% stamina.
Bleeding (5min): Loose 0.25 health per second.
Open Wounds: Receiving a second leg injury damage health by 10 points.

Burn

Immediate Effect (1min): Reduce maximum health by 50 points.
Open Wounds: Been burned a second time will damage health by 30 points.

Frozen

Immediate Effect (1min): Reduce maximum stamina by 100 points.
Open Wounds: Been frozen a second time will damage stamina by 60 points.

Electrified

Immediate Effect (1min): Reduce maximum magicka by 100 points.
Open Wounds: Been Electrified a second time will damage magicka by 60 points.


Note: Vampires are immune to bleeding.

Trauma effects will be healed at full health (you need to keep your health bar full for 20 secs). Since Vigor also disable passive health regeneration and if you have trouble to fill your health bar, you have a few alternatives:


Bandages

Bandages for head, arms, feet or torso are used to stop any bleeding as long as they`re equiped.

How to craft bandages:

First, you need linen wraps, find one in the world or turn vanilla clothings into 4 linen wraps each in a tanning rack. (If you use Campfire it also add this option in the campfire survival crafting menu) now you have a few options:

1. Turn 1 linen wrap into 1 bandage in a tanning rack.
2. Just left click any linen wrap in your inventory and you`ll be asked if you want to make a bandage.
3. After removing a bandage it can become ruined (automatically removed) or turned into a dirty bandage (50% chance). You can clean any dirty bandage with an ALE or NORD MEAD just by left clicking on it and have a fresh bandage again.



Poultices

Poultices will cure trauma effects when applyed in the injured location or can be used to increase/ enable passive health regeneration for 10min. Note that poultices may be used midde-combat to cure trauma effects but the effect is not instant, as it will take 20 secs to heal given injury.

How to make poultices:

There are 6 recipes:

1 Ale and 5 Blue Mountain Flowers
1 Nord Mead and 5 Blue Mountain Flowers
2 Blisterwort and 2 Imp Stools
2 Garlics and 4 Wheats
2 Minor Healing Potions
1 Healing Potion

Now your options are:

1. Go to any cooking pot and make one.
2. Left click in any vanilla wooden bowl that is in your inventory and make one.
3. Make a Medicinal Bowl in any forge (it works the same as the vanilla wooden bowl).
 





Conditional Damage


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Your movement direction and posture in combat have influence in your dealt and incoming damage.  This feature works for the player and other actors.


- Moving forward increase dealt and incoming damage by 10%

- Moving backwards decrease dealt and incoming damage by
10%.


- When at full health 30% damage is negated.

- When power attacking, incoming damage will be increased by 40%.

- Ranged weapons damage scale based on the target distance from
+30% damage ( less then 250 units) up to -40% damage (greater then 5000 units).

- When in a higher ground then the target, damage will be increased by 20%.


- Attacks from behind deal +30% damage.

- NPCs that are sitting and unaware will take 100% more damage, while sleeping NPCs take 500% more damage (Don`t work with ranged weapons).
 



Poise System

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Whenever an actor loose health, poise will be damaged be the same value as the health lost. Once the hidden poise bar reach 0, the actor will be staggered and stamina will be drained based on how much the poise bar is bellow 0.

- The base poise an humanoid actor have is equal to the actor`s total armor weight plus 20% of the actor`s base stamina multiplyed by the poise factor* (Base Poise = (Armor Weight + (Base Stamina * 0.2)) * Poise Factor).

- For non-humanoid actors, such as animals, automatons, undeads and other creatures, the base poise is equal to 10% of the actor`s base health plus 20% of the actor`s base stamina multiplyed by the poise factor* (Base Poise = ((Base Health * 0.1) + (Base Stamina * 0.2)) * Poise Factor).

*Note: A Poise Factor slider has been added in the MCM menu where you can multiply the global poise value by X factor. This might be usefull for people that have a high letality setting and think that the poise bar is reducing too fast. (Default = 1)

- Poise is restored by 10% of the base poise per second.

- The poise bar is fully restored when at full health.


- While casting a magic ward, actors will be immune to poise stagger.

- The stagger is also customizable as you can define the stagger duration (default = 0.75 sec) and the cooldown between staggers (default = 2 seconds).

- Optional MCM toogle added where you can see the enemy poise as a Upper-left notification message whenever he is damaged by the first time. 




Improved NPC Combat

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Vigor feature simple enemy enchancements in combat by making then more agressive and more responsive to the player attacks.

- NPCs may try to dodge melee power attacks.
- NPCs are more agressive if you keep your shield raised.
- NPCs will often try to perform follow up attacks.

NOTE: This feature is not an edit to NPCs Combat Styles, it`s actually recommended to use a mod that improve those alongside Vigor. 



Enhanced Block

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Blocked attacks will now damage stamina instead of health as long as the actor have enough stamina to fully deflect the hit, otherwise health will be damaged normally. This work for both player and NPCs.

NOTE: Block perk, enchantments and potions will actually reduce the stamina drain when blocking as well. 



Parry

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Weapons will react to each other in close combat when both actors strike at the same time, interrupting the attack and damaging the attacker stamina.




Potions for NPCs

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NPCs (not followers) have a chance to have and use several potions when combat start or when the situation calls (you know, just like the player). They have access to potions of:

Fortify Armor (25% chance if wearing armor) - Used when combat start
Fortify Damage (25% chance if a weapon is equipped) - Used when combat start
Resist magic (25% chance) - Used when combat start
Invisibility Potion (10% chance) - Used when combat start or when in bleed-out state

Resist Fire, Frost or Shock (33% chance) - High chance to be used when hit by the corresponding element.
Healing (75% chance) - Moderate chance to be used when health drops bellow 50% and 25%
Stamina (75% chance) - Moderate chance to be used when stamina drops bellow 50%, 25% and 1%.

NOTE: Potions used by NPCs are "fake", you will never find then in their inventory but a corresponding effect will be automatically cast on then. This works way better then giving NPCs real potions because their AI only allow then to use health and stamina ones. Also, you can set the chance for NPCs to have each potion type in MCM.





Other Features

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 - Power attacks cost -50% stamina.

- Stamina cost for bash and power bashes have been reduced to 15/30.

- More realistic melee weapon range.

- Increase the penalty of armor weight over movement speed.

- Combat stamina and magicka regeneration is the same as out of combat.

- You need more armor rating to reach the damage reduction cap.

- Elemental and magic resistances cap at 80%.

- Damage and armor rating scale a bit better with the corresponding skills for the player.

- Increased armor rating for NPCs by improving their scaling with the corresponding skill.

- NPCs use more magicka when casting spells.

- Auto-aim for bows and crossbows are disabled.

- Enemy archers are a bit less accurate.

- MCM toogle to disable friendly fire.
 

- (Optional) Movement tweaks that restrict turning during attacks, decrease backwards movement speed and increase sprinting/ walking speed. 








Recommended Installation and Load Order


- Download and install Vigor with NMM or MO. Or manualy download and drop the content in Syrim Data folder.

- Placing "Vigor - Combat and Injuries.esp" after any other combat mod is recommended.

- Play

Before uninstalling or updating, disable the mod in MCM.






Credits

ApolloDown and taro8 whose mods (Movement and Stamina Overhaul and Attack Commitment) served as base for the Movement Tweaks (included in the optional file).

Enai Siaion for Modern Brawl Bug Fix (included)

EbrithilUmaroth for his time and support creating the MCM menu and sending me the source which i used as a base.










My other Mods


Weapons and Armors Attributes

Bring Your Silver

Dwarven Automatons Weapons

Armor Class