This release reworked the activation method of Engarde's added actions.
A bit of context, when Engarde was first made, it was meant to fill in the gaps of other combat mods, and thus I went for maximum compatibility, but as Engarde became its own mod, the focus changed to maximum performance in the v3.x rewrite, but compatibility suffers as a result.
This release walks back a bit of the changes, sacrificing responsiveness a tad to gain much more compatibility and customizability. I apologizes before hand that existing user will likely have to re-do there key binding. I'm sorry for that, but rest assure that this is probably the last time I'll be messing around with the controls... (hopefully :p)
Changes: - Key binding for various actions changed. - Power attack is no longer tied to the sheath key, it defaults to middle mouse button still - Dodges / defensive actions is no longer tied to the sneak key, it defaults to 'x' key, but please change it to something more accessible - The more controversial features of "Interact to sheathe" and "Sprint to sneak" is now off by default. (but they can be turned on in the MCM)
- For existing keyboard users: Please set your System->Control->Sheathe back to which ever key you wish Please remap the dodge key to something more accessible (I recommend switching it with the jump's spacebar)
- A new way to trigger actions is implemented, it follows suite other modern games where they use modifiers (or combo keys) to combat lack of buttons on the controller - In MCM, you can turn on option to trigger power attack by Modifier Key + Right hand attack key - In MCM, you can turn on option to trigger dodges by Modifier Key + Sneak key - In summary, for controller users: Modifier + RT = Power attack Modifier + LT = Spellsword casting Modifier + LStick = Dodges - To set this up, the controller set up guide has been updated: https://www.nexusmods.com/skyrim/articles/52225
Balance tweaks: - Power block blocks dragon fire almost completely now. This is more for simplifying future changes rather than balance though - Dagger and axes' reach slightly increased - Two handed warhammer and battleaxes' armor penetration no longer effects player. This is because player, relative to NPC, have much higher armor and much less HP. - Can dodge while sprinting now
Bug fixes: - Dragon's fire breath causing CTD fixed - NPC Spellsword can't cast left hand spells fixed - Patcher won't overwrite existing attack type keywords for better compatibilitty - Even with the mod "Moonlight tales" is in load order, werewolf dual attack should still trigger the blocking attack - Engarde's werewolf changes now compatible with the mod "Ultimate Combat and Creatures Behaviour compatibility for Nemesis" - Enderal's Qyranian Stance have abnormal high attack speed fixed - Requiem + Engarde resulting in abnormal arrow weight fixed
Update 4.2.1: Bug fixes: - Engarde MCM not starting on a new game - Synthesis patcher users can't sheathe
Update 4.2.2: Changes: - Engarde now starts automatically after installation if you have completed Unbound - Engarde now also starts automatically after exiting the character creator the first time
Overall experience is great. All mechanics work smoothly. Ain't seen any bugs. I guess it's intended due to weapon weight -> stamina cost but...
My bound sword weights 8 units now :< i'll try to implement carry weight bonus for bound weapons equal to their new weight in CK - as I understand, changing weight back will break balance. Was mightly surprised first time it overencumbered me on cast and foiled whole battle plan :D
Are there any other mods which add the feature of not attacking when out of stamina other than Engarde?
I aks because while I love this mod, I have 2 game breaking bugs. The Dodge does not work, and also my attack speed was mysteriosly tripled. I had to install Stances addon to nerf my attack speed...
Like I cant live without the mod because it is the only one I know that actually fixes stamina but it is buggy as hell.
@Nickademus84: I know this comment is more than a year late. But I found that Animated Wings Ultimate tripled my movement & attack speed even when not flying or even when wings were not equipped. So be careful of such mods that change the movement speed.
Really nice mod, started second playthrough and 1st as SE version, the melee combat seems so bland without it.
For people who have problems(bugs) with base mod only install also "Engarde Pre-generated patch for vanilla Enderal" as it fixes several errors I had with just base mod, like insane speed attack with 2h weapons, no stamina gate for attacks(could spam attacks even with no stamina), no ability to dodge roll and propably some others. It should be after main mod in load order.
Can you share video link of installing zEdit, some tutorial for Enderal with this type of mods, like "zEdit module"? I don't know how to do that. I need simple instruction step by step.
You probably haven't installed FNIS or Nemesis for the skeleton to work properly. Make sure you followed the instructions. You can check my message with the guide below. It's tricky, so be careful.
Any way to change blocking by pressing shift and right click? Trying a spellsword and i want to cast more freely, a bit annoying having to press shift to do it. Basically I want it reversed. I used the normal pre-patched for ego since i don't really use any mods other than some locations. EDIT: workaround since i don't want to screw around with zedit, just used a macro on my mouse, a thumb button for the modifier key and right click down at the same time, repeat. Works like a charm.
Also, any suggestions as to what difficulty i should play at with EGO on? On Adept atm, it seems a bit too easy. THen again, just started.
In any case, atm i like the mod, it feels quite good, plus no silly af roll dodge... just a bit confused about the invulnerability power.
213 comments
This release reworked the activation method of Engarde's added actions.
A bit of context, when Engarde was first made, it was meant to fill in the gaps of other combat mods, and thus I went for maximum compatibility, but as Engarde became its own mod, the focus changed to maximum performance in the v3.x rewrite, but compatibility suffers as a result.
This release walks back a bit of the changes, sacrificing responsiveness a tad to gain much more compatibility and customizability. I apologizes before hand that existing user will likely have to re-do there key binding. I'm sorry for that, but rest assure that this is probably the last time I'll be messing around with the controls... (hopefully :p)
Changes:
- Key binding for various actions changed.
- Power attack is no longer tied to the sheath key, it defaults to middle mouse button still
- Dodges / defensive actions is no longer tied to the sneak key, it defaults to 'x' key, but please change it to something more accessible
- The more controversial features of "Interact to sheathe" and "Sprint to sneak" is now off by default. (but they can be turned on in the MCM)
- For existing keyboard users:
Please set your System->Control->Sheathe back to which ever key you wish
Please remap the dodge key to something more accessible (I recommend switching it with the jump's spacebar)
- A new way to trigger actions is implemented, it follows suite other modern games where they use modifiers (or combo keys) to combat lack of buttons on the controller
- In MCM, you can turn on option to trigger power attack by Modifier Key + Right hand attack key
- In MCM, you can turn on option to trigger dodges by Modifier Key + Sneak key
- In summary, for controller users:
Modifier + RT = Power attack
Modifier + LT = Spellsword casting
Modifier + LStick = Dodges
- To set this up, the controller set up guide has been updated: https://www.nexusmods.com/skyrim/articles/52225
Balance tweaks:
- Power block blocks dragon fire almost completely now. This is more for simplifying future changes rather than balance though
- Dagger and axes' reach slightly increased
- Two handed warhammer and battleaxes' armor penetration no longer effects player. This is because player, relative to NPC, have much higher armor and much less HP.
- Can dodge while sprinting now
Bug fixes:
- Dragon's fire breath causing CTD fixed
- NPC Spellsword can't cast left hand spells fixed
- Patcher won't overwrite existing attack type keywords for better compatibilitty
- Even with the mod "Moonlight tales" is in load order, werewolf dual attack should still trigger the blocking attack
- Engarde's werewolf changes now compatible with the mod "Ultimate Combat and Creatures Behaviour compatibility for Nemesis"
- Enderal's Qyranian Stance have abnormal high attack speed fixed
- Requiem + Engarde resulting in abnormal arrow weight fixed
Update 4.2.1:
Bug fixes:
- Engarde MCM not starting on a new game
- Synthesis patcher users can't sheathe
Update 4.2.2:
Changes:
- Engarde now starts automatically after installation if you have completed Unbound
- Engarde now also starts automatically after exiting the character creator the first time
While I'm not expert on the patchers, I'll try to share what worked for me.
I guess it's intended due to weapon weight -> stamina cost but...
My bound sword weights 8 units now :< i'll try to implement carry weight bonus for bound weapons equal to their new weight in CK - as I understand, changing weight back will break balance.
Was mightly surprised first time it overencumbered me on cast and foiled whole battle plan :D
I aks because while I love this mod, I have 2 game breaking bugs. The Dodge does not work, and also my attack speed was mysteriosly tripled. I had to install Stances addon to nerf my attack speed...
Like I cant live without the mod because it is the only one I know that actually fixes stamina but it is buggy as hell.
For people who have problems(bugs) with base mod only install also "Engarde Pre-generated patch for vanilla Enderal" as it fixes several errors I had with just base mod, like insane speed attack with 2h weapons, no stamina gate for attacks(could spam attacks even with no stamina), no ability to dodge roll and propably some others. It should be after main mod in load order.
Also, any suggestions as to what difficulty i should play at with EGO on? On Adept atm, it seems a bit too easy. THen again, just started.
In any case, atm i like the mod, it feels quite good, plus no silly af roll dodge... just a bit confused about the invulnerability power.