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Mordune

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mordune

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About this mod

This mod brings the combat style of the Dark Souls games into Requiem.

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Changelogs
State of the Mod
1.0 release status, most things are pretty polished and similar to dark souls. Global damage may be a bit high compared to DS, (but less than Requiem.)

Recent additions/changes: Estus Flask can be filled once a day with a Power. Gives Estus Flask charges(potions,) heal scales with base health, 3 potions at base and 1 every 5 lvls.

Archery damage taken mechanics, movement while attacking, and counterattacks staggering weak enemies all made more like DS.




Dark Souls Style Combat for Requiem







The goal of this mod is to bring the style of combat from the Dark Souls series into Requiem. It's for people who like that style of combat or want to try something new. In requiem you start out from the very beginning as a 90lb weakling who can barely swing a sword, while in dark souls you start out like a "beginner knight" etc - you have a past and some training/skill. You don't start out super strong, but you are capable of competence. In Requiem you eventually end as an unstoppable juggernaut wading through enemies without regard for their attacks. In this mod your armor cap is reduced from 90% to 60% and other changes to keep skill important at any level. Generally, it tunes the combat more a bit to skill than to character stats and roleplay, and doesn't make misplay any less punishing.

A couple block perks are added to the base perks where they make sense. Things you'd be able to do somewhat, like run with a shield raised or block some magical damage. Perks are added to replace the ones added to the base perk - an expert level which allows you to "parry" arrows/spells with weapon block, reducing their damage by 50%, as well as increasing the spell damage blocked with a shield, and a "Hunker Down" perk which blocks almost all incoming elemental damage and fusroda while crouched, stationary, and blocking with a shield. Besides a couple block perks, it doesn't make any changes to perks.

Specific Mechanics

holding block/running reduces stamina regen
attacking/blocking/bashing/sprinting costs stamina
stamina regen greatly increased, starts regen after not spending it for .5sec
max armor reduced from 90% to 60% (scaling reduced equivalently)
base blocking effectiveness is greatly increased, and costs more stamina
faster combat- base attack speed increased by 15%
blocking also blocks elemental weapon enchants
improvements to some combat styles - weak bandits focus on flanking, enemies are more aggresive when you're staggered, etc
blocking does very little at <10% stamina
"counter" attacks: flat 25 bonus dmg, target has 25% less armor, and staggers are 50% stronger when attacking an attacking enemy
"backstabs": damage when attacking an enemy from behind increased by 100% (may only work for the player atm)
"parrying": timing is a little different, its done by bashing while target is attacking to stagger and cause 25% bonus dmg to a staggered enemy - bash too late and you take full dmg
Attacking, blocking, and sprinting cost more stamina, but stamina regens much more quickly- I've tried to tune it to levels and rates similar to the dark souls games, however, attacking, etc, while wearing light armor may be somewhat cheaper due to the mass system in requiem... and it's probably more balanced this way, given the bonuses heavy armor gets to some things.
(no scripts are added by this mod)

Another thing... Damage done to targets above 300hp is increased by 50% to keep some realism - that you're actually chopping up a real target and not a giant sponge. The bonus is removed when the target's health drops below 300, and it doesn't affect huge types like giants, dwemer constructs or dragons. (It should help a bit with unrealistically spongy enemies or enemies added by other mods that have unreasonably high health for their actor type- 1000hp bandit bosses, etc.)

I Highly Recommend combining this mod with "Ultimate Combat" and/or "Ultimate Dragons" and "TKDodge," + "Rolling for TK Dodge."
Ultimate Combat makes great improvements to enemy AI, gives them special moves, (like a lunge attack and dodge roll) and adds "Timed Block." You'll have to make sure to disable some overlapping mechanics in the MCM menu - attack costs stamina, etc.
"Rolling for TK Dodge" allows the player the familiar Dark Souls combat roll. It works pretty well, and you can rebind it from double direction press to direction + middle mouse button or whatever. I think it costs about 15 stamina or so.

Installing/Compatibility

Load this after stuff, I know it works with Ultimate Combat if you disable some redundancies in the MCM menu, might work with other combat mods. It works with my other mod "Reimagined Magic for Requiem," which changes most aspects of the magic system, as well as a bunch of other things (feature creep) like troll/dragonpriest regeneration and racial resistances. Works without starting a new game, btw.


Also, a big thanks to the Requiem team for making something like this possible.