Skyrim

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Created by

Paulicus

Uploaded by

Paulicus1

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About this mod

Blocking attacks prevents poison effects.

Requirements
Permissions and credits
Changelogs
  • Version 1.6: Added conditions to both Full and Light versions to allow wards to block poison and disease effects as well.
  • Version 1.5 Update
Set Angle conditions so that they properly evaluate in all conditions, including NPC vs NPC combat. There shouldn't be any unexpected behaviors due to player facing vs NPC any longer.

***READ THE FULL DESCRIPTION!!!***


Description

I didn't like that poison effect would still work against a blocking opponent, so I made this tiny mod to fix it. Despite the title, it works both with and without shields.

I made a new version of this mod in April 2018, because the original design was causing occasional crashes around spiders for some players (Note: crashing issue should be fixed as of version 1.3). Each version has advantages and disadvantages, so please read the descriptions below and choose whichever version better suits your needs.

  • Full version (Recommended):

This mod is just a few simple edits to magic effect (MGEF) records in TES5Edit to check if the target is blocking when a poison effect is applied. Despite the title, it works both with and without shields (though you'll need a shield to block spit attacks). It also affects NPCs in addition to the player.

Unfortunately, because the mod is so simple, it can't distinguish between melee attacks and arrows, nor can it tell the difference between a successfully blocked attack, and one that connects despite your attempt to block (a sword in the back, for example). This means that holding the block button will prevent all poisons from being applied, regardless of where or how you are hit. Fixing that would require at least some scripting knowledge and probably a different approach, which is sadly beyond my current abilities. New in v1.5: I added "GetRelativeAngle" conditions to poison effects to match the blocking area in front of the player. This means that you will no longer be negating poisons unless you actually block the hit! :D  Activating block will not remove or affect ongoing poisons, the conditions are only checked when the poison is initially applied.

I made this by editing the magic effect records (MGEF) in TES5Edit to add a few conditions to all poison effects. Very simple. This does mean that any mod that also edits those records will be incompatible, and need a patch. The only mod in my list of 100+ that edits those records is Requiem, though there could be others. Also, some mods may also create new MGEF records of their own. In that case, this mod would not affect those poisons, though they wouldn't directly conflict. Hunterborn is the only mod I use that does this, but other creature mods might as well.

I believe that I found all the relevant MGEF records, but it's possible that I've missed some. Let me know in the comments if you find any and I will add it.

NOTE: Some users have reported occasional crashes around spiders when using this mod. I believe it's related to the spit attacks and some kind of oddity with Skyrim's engine. I've previously avoided this by temporarily uninstalling the mod around problem creatures. If you experience this issue, also consider using Version 2. (Fixed in v1.3)

If you want to tweak this mod or make your own patch, it's extremely simple to do in TES5Edit.

As of version 1.5, I've learned how to set the conditions so that they are evaluated dynamically between subject and target. This means that previous disclaimers about unexpected behaviors in NPC vs NPC combat are void. The mod now properly evaluates blocking and facing conditions in all cases.

Please let me know of any bugs.

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  • Light Version:
(under Optional Files)

Version 2 works by editing Perk records. You must take the first perk in the block tree for it to work (second perk improves effectiveness, see updates above). This version simply modifies your poison/disease resistance while blocking, adding 75% poison and disease resistance when blocking (100% if holding a shield). Anything that edits the relevant perk will require a patch (Requiem version is available - ONLY USE ONE!)

I made this because some users were experiencing occasional crashes around spiders while using the original version. This version should solve that issue. The disadvantage of this implementation is that it loses some complexity - primarily that there is no way to distinguish spit attacks from melee, so spit projectiles can be blocked just as easily without a shield as with one. Since the crashing issue is fixed in v1.3, I recommend using the other version unless you have a specific need.

This version also does not benefit from the addition of RelativeAngle conditions in the 1.4 and 1.5 updates.

Optional patches are obsolete when using this version.

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Features:
* Works for both player and NPCs
* Works with or without a shield
* Doesn't affect ongoing poison effects
* No change to the amount of physical damage blocked
* Works with animal claw/bite/spit attacks


Requires USLEEP.

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Compatibility

CACO patch available here (under Misc Files).

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Feel free to reuse this mod however you like. Make patches, translations, include it in your mod, all okay. Just be sure you credit me. You may not use this mod in any for-profit, commercial, or paid-mod-related service.

Thanks to user MadCat221 on Reddit for suggesting the method I used.


Future Plans
  • Add support for blocking enchantments? (The fact that they can be used in melee or ranged makes it slightly trickier to implement)
  • Maybe add a stamina check for the Requiem version, so you can't block poisons when your stamina is very low (consistent with Requiem mechanics)


Some of my other mods you may appreciate:
Paulicus Requiem Tweaks

Walk Faster
Shields Block Poisons (works with more than just shields, despite the name)
Requiem Smithing Rebalanced
Bandolier Expanded
Requiem-Enchanting Awakened Fixes
Holy Places Effects patch for Vampiric Thirst and Requiem
No Slow Walking with 2H Weapons