This page was last updated on 10 June 2025, 6:30PM
Changelogs
Version 2.9
adjusted condition wear for short blades so daggers and tantos don't wear out as fast
Version 2.8
New poison setting - chance of poisoning based on backstabbing and weapon. notification of successful poison strike for player. blunt weapons now defeats 75% of armor threshold. short blades wear durability at half rate. weapon wear no longer includes critical strike or backstab multipliers
Improved Shields updated to 1.3, fixed new character start detection
Short Bows updated to 1.1 - setting to use Roleplay & Realism : Items' weapon balancing
Version 2.7
Primary/Major/Minor skills confer a greater bonus to combat and actions, Endurance can shirk damage, forbidden shields increase critical chance, setting to reduce Endurance effect on total health, armor can reduce overall damage by a %
Version 2.6
paralyzed target does not roll dodge or stat evasion chance, making them easier to hit. Backstabbing changed, short blades do more damage than other weapons for backstab.
Version 2.5
fixed issue of shoes being treated like plate armor, added setting for weapon materials, armor is half effective vs blunt weapons, blunt weapons do less critical damage. bows only lose 1 durability per attack rather than based on damage.
Improved Shields updated to 1.1 to update shields on newly created characters.
Improved Shields updated to 1.2 - now should account for multiple restarts of new characters to update shields on new character creation
Version 2.4
now fully compatible with Daggerfall Enemy Expansion, and Roleplay & Realism: Items' Armors. Modified armor calculation so absorbed hits don't increase/decrease with damage scaling.
Version 2.3
new setting for always hit on attack, and to toggle critical hit always max damage. Armor and weapon durability affected more by damage absorption, non-weapon attacks wear down armor
Version 2.2
Gameplay settings added - can scale player damage, enemy damage, enemy skills, and class enemy health cap. Toggle for monster critical hits.
Version 2.1
revamped armor mechanics-Class enemies and monsters will wear and benefit from armor. armor absorbs more damage, but evades less. Shields now provide protection based on its material. Optional file for tweaking shields for better body protection and matching material to displayed AR.
Version 2.0
New armor mechanics - armor can absorb damage, and equipped armor effects dodge chance. Forbidden-type disadvantages have small bonus to boost classes. Silver armor now twice as effective vs undead and werebeasts. NPCs take advantage of new mechanics.
Version 1.6
cleaned up debug messages left in the player log under specific circumstances, now supports optional file changing short bow to fire faster by reducing the damage range to 2-14
Version 1.5
Lower weapon materials can still damage monsters at less effectiveness, combat prowess added, new critical strike handling, messages removed (now handled through VCEH), new weapon stats handling, minor updates
Version 1.4
Short Blades are twice as effective in Critical Strike chance, Magically concealed enemies are harder to hit - with Acute Hearing increasing chance to hit concealed targets, Weapon damage and Shield type effects attack speed, Governing attributes for attack skills increase minimum damage
Version 1.3
Now supports Vanilla Combat Event Handler when loaded after. Will default to embedded messages if not active.
Version 1.2
removed debug comments from spamming player log, added combat log comments to show attack effectiveness and evasion.
Version 1.1
weapon skill now increases minimum damage of a weapon's attack, phobias are now based on target's level rather than player, swing modifiers that increase accuracy lowers max damage rather than total damage, swing speed range is tightened with two hand weapons slightly slower