Oblivion
0 of 0

File information

Last updated

Original upload

Created by

Migck

Uploaded by

miguick

Virus scan

Safe to use

79 comments

  1. moormanazeem13
    moormanazeem13
    • member
    • 0 kudos
    This is a great mod. However, I'm having an issue installing it via Wrye Bash. For some reason, this mod's archive does not appear in the selection of mods under the 'installers' tab of Wrye Bash. Every other mod does. I've tried adding a different mod (just to make sure the application wasn't the problem or that I wasn't going crazy), I've tried refreshing the data (both normal and full refresh), I've even tried repackaging the archives. Nothing. This mod archive, for whatever reason, is just invisible to Wrye Bash. I'm baffled SMH. This is the first time I've ever seen something like this happen. I don't know if it's just the mod or if there's some sort of error. I had no choice but to use NMM; but I would prefer not to use NMM.

    The only reason I have NMM is for OCOv2 because it is specifically recommended in the installation instructions to use NMM for OCOv2.  
    Anyways, if anyone else had this issue and found a fix (rather than a workaround) please let me know..
  2. OblivionJunkie1337
    OblivionJunkie1337
    • member
    • 0 kudos
    possible to script a minor damage/drain fatigue into expert/master bashing? could the shield enchantment also be applied? i want to bash adoring fan with a restore health shield.
  3. RandomCrow
    RandomCrow
    • member
    • 2 kudos
    This mod seems to have a small bug in line 27 of script migBashingFnNPCattack:

    if MigBashingQ.fNPCknockChance > GetRandomPercent && GetAVC 15 > GetGS "iSkillMasterMin"

    ... should be...

    if MigBashingQ.fNPCknockChance > GetRandomPercent && GetAVC 15 >= GetGS "iSkillMasterMin"

    Otherwise, NPC's with master block will never trigger a knockdown on the player unless their block skill is fortified by a skill or something. This is based on the following statement by miguick in the INI file:

    fNPCknockChance is the chance that an NPC Block Master (unadjusted block skill >= 100 by default) will knock down their target in such a bash.

    Additionally, GetBaseAV3C should be used instead of GetAVC in order to use the NPC's base block value, thus ignoring fortify effects. This is again based on miguick's statement ("unadjusted block skill"), and also it better fits with other skill perks since most of them only unlock when the base skill reaches the needed threshold. For those interested in making these changes themselves, it can be easily done using the Construction Set.

    Thank you miguick for yet another timeless and essential mod.
    1. Freyr95
      Freyr95
      • premium
      • 74 kudos
      Thanks for the detailed comment on how to fix this, I've uploaded the script fix to save other people the time and effort of fixing it themselves.
      
      Credited you in the description.
  4. Hulgore
    Hulgore
    • member
    • 8 kudos
    Witch 'Enhanced Camera' this gives a Dark Messiah feeling to combats
  5. xenogearslucas
    xenogearslucas
    • member
    • 31 kudos
    Bashing works and staggers NPCs, but doing it to an innocent person does not count as a crime. They are completely unbothered.
    1. RandomCrow
      RandomCrow
      • member
      • 2 kudos
      I couldn't reproduce your problem. I tested this mod by itself in a vanilla setup and shield bashing random NPCs or guards both put a bounty on me, regardless of stagger, knockdown or bash without effect, so it's working as intended. It could be a mod conflict on your end.
  6. Freyr95
    Freyr95
    • premium
    • 74 kudos
    For anyone who wants to get this to work with NorthernUI you have to unassign block and attack from the controller, then use an external program like xpadder or joy2key to set the keyboard keys to your block and attack buttons, otherwise the mod will not function correctly.
  7. Mercer Meka
    Mercer Meka
    • premium
    • 61 kudos
    I can't get perform the bash. Can someone please explain how to do it?
    I thought I was just supposed to hold Block then press Attack (Left Mouse button) while keeping Block pressed.
    1. miguick
      miguick
      • premium
      • 469 kudos
      What happens when you try to bash?
      Do you hold up your shield/weapon/hand, and clicking Attack does nothing? Or does it release a normal attack instead of a bash? Or does blocking not even work?
      Do you have any other mods which could be involved in combat and/or controls?
    2. Mercer Meka
      Mercer Meka
      • premium
      • 61 kudos
      I just perform a normal attack and never bash even though I increased MigBashingQ.fBashChanceMinto55.
      I removed mods which might interfere: StaggerRecoil&HitStop and cancelattack.

      But it seems I'm doing it correctly though right?: Hold Block (Right mouse button) then press Attack (Left mouse button).
      And if I want to use normal attacks instead of a bash I should just refrain from holding down Block while attacking. Is this correct?
    3. miguick
      miguick
      • premium
      • 469 kudos
      Yes, that's how a bash should be performed.
      MigBashingQ.fBashChanceMin is just for the chance to make the enemy stagger/recoil/knockdown once you bash him, which you can always attempt regardless, so it's not related to the problem. It sounds like a mod conflict. To prevent your from performing normal attacks while blocking, I disable the attack control while the block control is pressed, but it looks like another of your mods is reenabling it when that happens.

      You could try using FileSeek to see which of your other mods is using "enablecontrol 4" in its scripts, or if you're not savvy with it, post your load order and I'll try to hunt down a culprit.

      Question though, seeing your download history, is this a problem that appeared recently? Were you able to bash fine in some previous version, or did you just try it out for the first time now?
    4. Mercer Meka
      Mercer Meka
      • premium
      • 61 kudos
      Heh, it works now. The reason for not working: Merging both esp's in the mod.
      Seems very odd, but I guess I must have done something wrong when merging them to save an esp slot.
      I'm off bashing people now.
    5. songlife
      songlife
      • member
      • 9 kudos
      Merging mods to save esp space is really risky. It can initially look like everything's working fine, items & spells or whatever the mods do might be there as you expect, but sometimes they don't work right or at all. It's really hit or miss. When merging mods you need to be aware of what each one specifically does, then go in game and check out every aspect of it. For that reason, if combining mods, it's best to do only 2 (though I've gotten 3 or 4 to merge successfully into 1 esp) at a time, and they should be uncomplex mods that might do only one or two simple things each.
    6. Freyr95
      Freyr95
      • premium
      • 74 kudos
      I merged the 2 esp's manually using tes4edit by just going into the records for the secondary esp and selecting everything and using copy as override, with overwriting, into the original esp. That worked fine for me
  8. Che111001
    Che111001
    • member
    • 0 kudos
    This file contains a virus!
    1. Freyr95
      Freyr95
      • premium
      • 74 kudos
      I didn't get any virus from this?
  9. Freyr95
    Freyr95
    • premium
    • 74 kudos
    TYSM for this. This feature was the only reason I was using Unnecessary Violence, which I had to remove because of too many conflicts. But this seems to be working fine with my other mods.(Other than NorthernUI which was easy enough to resolve by just demapping some buttons and using Xpadder) Endorsed.
  10. Cadances
    Cadances
    • member
    • 1 kudos
    This is one of the best combat mod! Simple and needed!