Oblivion

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documn

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documn

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About this mod

When somebody hits somebody else with a melee attack, this mod compares each actor\'s stats and actions to determine whether or not they should stagger or recoil, and for how long.

Permissions and credits

Short Description

When somebody hits somebody else with a melee attack, this mod compares each actor's stats and actions to determine whether or not they should stagger or recoil, and for how long.

Requirements

Latest version of Oblivion. Get a patch here: http://elderscrolls.com/downloads/updates_patches.htm
OBSE 19 or later. Download here: http://obse.silverlock.org/

History

1.1, Dec 17 2010 - Bug fix: Tokens are no longer playable.
1.0, Dec 04 2010 - Initial release.

Longer Description

This video shows off some combat with this mod. Stagger is extremely common, though it often lasts less than a second. Most recoil is very short too.


The goal for this mod is to spice up your fights without diverging too far from vanilla combat. When somebody hits somebody else with a melee attack, this mod compares each actor's stats and actions and calculates a "stagger score" which determines if the attacker should recoil or if the target should stagger as a result of the hit. The stagger score also controls how long the stagger or recoil should last. This works for both player vs. computer and computer vs. computer combat.

The stagger score is increased by:
- attacker's level,
- attacker's weapon skill,*
- attacker's strength,
- attacker's aim (the aim bonus decreases if you're aiming to the left or right of the target),
- attacker's luck,
- if the attacker is powerattacking, and
- if the attacker is using a 2-handed weapon.**

The stagger score is decreased by:
- target's level,
- target's endurance,
- target's aim (similar to the attacker's aim bonus), and
- target's luck.
If the target blocked the attack, the following factors also get counted:
- target's block skill,* and
- if the target performed a "timed block."*

* Creatures use their combat stat instead of block and weapon skill. Since many creatures can't block, creatures always get a blocking bonus if they are not attacking and are facing the attacker.
** For unarmed attackers, doing a powerattack also counts as using a two-handed weapon.

If the stagger score is greater than zero, the target will stagger. The higher the stagger score, the longer the stagger. A staggered opponent might not play a stagger animation and/or might continue their current animation, but any attack or spellcast that they were doing will have no effect, and they will be unable to do anything just like if they were really staggered. If the stagger score is less than zero, the target will not stagger and the attacker may recoil. The lower the stagger score, the longer the recoil. See the "timed blocks" section for more info.

This means that if you don't block an attack or you have low block skill, you are likely to be staggered and thereby vulnerable to more attacks. This mod favors attackers who are aggressive and/or attack from a flank. One-on-one battles should be easy (as they always have been), and you get a huge advantage if you attack somebody who doesn't have their weapon ready. This mod can make the game extremely easy if you play with companions or summoned creatures. This may also make the game harder if you like to fight large mobs of enemies who attack from many directions at the same time.

This readme assumes you're using the default settings. You can change many of this mod's settings by editing DocBlock.ini in the DocBlockDocs folder.

Timed Blocks
Blocking attacks can greatly reduce the chance of that you will stagger. Performing a "Timed Block" grants additional benefits - the stagger score is reduced and the attacker may recoil. To perform a Timed Block, block shortly before you get hit by an attack. It's easier to do a timed block with a shield than without one.

If the stagger score is low enough AND you perform a timed block AND your block skill is high enough, then your attacker will recoil. Your block skill must be at least 25 to cause recoil.

* Note that if a target blocks an attack, the attacker will always recoil like they do in the vanilla game. However, if the target did not fulfill the three requirements above (low stagger score, timed block, block skill > 25), then the attacker can immediately recover from the recoil. Creatures that can't block can't make you recoil.

Optional .esp
DocBlock-NoBlockPerks.esp disables the expert and master block perks. I use this esp because I find it jarring when I see my character do an attack that I didn't initiate. If you do not use this esp, targets will occasionally play the "blockattack" animation that comes with the perks, but the attacker may or may not stagger or be disarmed.

Other stuff
This mod overrides the vanilla stagger that is sometimes caused by a high-damage attack (and is resisted by having high agility). I never liked this stagger.

If you want to see the numbers that go into calculating the stagger score, type this in the console:
set dbconsole to 1
This will dump the some relevant information into the console after each hit. If you don't want my mod to spam your console anymore, set dbconsole to 0.

DocBlock.esp only uses new quests and scripts. It doesn't modify any game settings, meaning that your damage, fatigue, blocking, and other combat-related formulas will remain unchanged. I don't use any combat overhauls like Deadly Reflex, Unnecessary Violence, Adrenaline Fueled Combat, etc. and I definitely don't know how they work, so I don't know if this mod is compatible with them or not.

If you use this mod, I highly recommend using Doc Dodge also, which helps prevent your opponents from having perfect aim and forces you to aim your attacks and blocks better: http://tesnexus.com/downloads/file.php?id=28318

ALL CAPS SHOUT OUT TO DUKE PATRICK AND SKYCAPTAIN
I really liked their no recoil mod. I poked around inside a little bit and saw some really cool scripting and picked up a few tips. I was inspired to make my own melee combat mod and asked Duke Patrick for permission, and he said that I could as long as my mod is different enough from theirs and if I make it clear that Skycaptain made a key suggestion that was essential to making that mod work.
MAD PROPS TO DUKE PATRICK AND SKYCAPTAIN

Contact

Leave a comment on tesnexus, send me a private message, or email me at documn at the gmail. All feedback is welcome.

Credits and Thanks

God for saving my life.
Contributors of the TESCS wiki, Bethsoft forums, and thenexusforums for teaching me how to mod.
TESNexus.com for file hosting.
LHammonds for readme generator.
7-zip for cool file compression and archiving.
Duke Patrick and Skycaptain for the no recoil mod.
Fraps for Fraps!

Licensing/Legal

Do not upload this mod anywhere. You may adapt this work for use in another mod if it is different enough from the original no-recoil mod and if you give proper credit - that means Duke Patrick, Skycaptain, and me.