Vanilla melee "block" only stops 25% damage. Now, block amount scales with your Strength. Also frees up many Sync Attack animations from RNG Hell!
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Changelogs
Version 2.3
MAIN version 2.3 reduces the magnitude of block-counter knockback a great deal to less immersion-breaking values. Silly optional version is still just as silly.
Version 2.2 OPTIONAL
Use this OR the main file
A slight..... modification.... to the magnitude of the counterattack's knockback
and its own sound effect because why not
i've been up all night debugging stuff okay
Version 2.2 Moarstuff
Moved the bulk of the melee-tweaking instructions to their own article, for easy reference
Also unclutters the main page for the benefit of those with short attention spans...
Version 2.2
Hotfix - thanks to ImNotDexDex for noticing a record I left in the ESP which I shouldn't oughtta. Pruned record, reuploaded, no other changes.
2.1 and previous buffed Dogmeat's base damage from 10 (yes really ten) to 15. If you don't mind that, no need to update to 2.2
Version 2.1
Strength scaling is now per point, rather than range of points. So any change to Str will have an effect
Improved conditional so the weird fractions that creep into AVs sometimes won't throw the whole thing off (whole thing, gettit gettit.... uh... yeah i'm a nerd)
Added occasional knockback to your attacks, if you counter right after a block, sometimes, if it feels like it. Let me know if the amount of the knockback gets to be immersion-breaking (seriously)
Version 2.0
Completely reworked with much help (and patience) from Greslin
Block now stops more damage the higher your Strength is
Moved logging out of the main Papyrus log and into User where it belongs, and is much clearer
Version 1.0
Initial upload to Nexus.
‘I disapprove of what you say, but I will defend to the death your right to say it’
If you're reading this, then you probably want melee combat outside of VATS to be actually useful. Entertaining. Fun. Or at least.... survivable?
BREAKING NEWS AS OF OCTOBER 2024: THE HOLY GRAIL HAS BEEN FOUND! The Real Melee Combat Fix That mod adds HOLD TO BLOCK FUNCTIONALITY, use that one and this one!
I will be updating this mod to remove my "burst of invulnerability" workaround block thing in favor of the Fix linked above, while keeping all my other effects like Strength scaling, more frequent Sync events, the animation conditional cleanup, and the info about the Countermove and Killmove system.
Tired of "blocking" one Feral, only to be stagger-slapped to death by its 3 buddies hitting you at the same time? Wondering why you just lost half your health to an attack you BLOCKED? Did you know that in the base game, blocking only stops 25% of an attack? Step this way....
NEW: 2.0 completely reworked Blocking now stops more damage the higher your current Strength is! Also, a successful block gives a small, quick burst of damage immunity - meaning, if several things melee you at the same time, you will block all of them, instead of just "block the first guy while his friends are slapping me to death"OBSOLETE, see above
All things that modify block damage mitigation, like Cavalier's and Braced, are still effective (and now maybe actually useful!)
That's all you really NEED to know - but you'll get a lot more out of melee gameplay if you read the article on that tab over to the right -->
Main file in action:
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And now, for something completely different.... Silly optional file in action. THIS ONLY HAPPENS IF YOU USE THE "OPTIONAL" FILE DOWNLOAD. You can download BOTH versions, just make sure to only have ONE OF THEM active in your load order at a time! But that way, you can just switch back and forth between them as the mood strikes you :)