This page was last updated on 27 March 2021, 6:18AM
Changelogs
Version Version V2.10
Added ini settings to enable/disable acrobatic dodge and bob-and-weave dodge.
Added a hybrid dodge input control method. Now can double-tap direction keys for only bob-and-weave, and use dodge key + direction keys for roll dodge.
Added ini setting to enable/disable timed-block damage reduction.
Modified behavior of opponent AI in Arena combat to prevent loss of Player's weapon. Opponent will no longer disarm Player and pick up weapon, but will attempt to break instead.
Version V2.02
Fixed an issue with Ghosts, Wraiths, and Wisps sometimes not completing death animation and remaining floating after killed.
Version V2.01
Fixed issue whith NPC bashing player. Bashing animation now plays correctly when NPC bashes player.
Version 2.00
Added location based head shots, power head shots, and wrap shots with variable stun/knockdown effects.
Added "Power Bashing" method with longer pushback/stagger effects, more fatigue drain on target, and locational effects.
Modified stagger when hit by spells by adding "Power Casting" method with stagger based on proximity.
Added "Flanking" ability to NPCs.
Added Momentum Damage multiplier.
New NPC augmented evade and recover AI code. New abilities including "Evade" in addition to acrobatic dodge.
Added "Bestow/Banish Abilities" lesser or greater powers allowing player to add/remove evade and recover abilities from NPCs.
Removed stagger animation files from package. Stagger length now completely controlled by script/formula.
Reduced number of short recoil animation files. Recoil length more dependent on formula.
Added ini setting time cap for stagger and recoil length. Several other new and changed ini settings for stagger/recoil.
Removed endurance and added target's Agility stat to stagger/recoil formula. Higher agility = less stagger/recoil.
Removed strength from block fatigue formula. Blocking consumes less fatigue (ini adj).
Bob and weave dodge no longer causes self-knockdown if low fatigue.
PC can't dodge if "getup" animation is still playing.
Leg shots easier to land. Don't have to be very close if target is attacking, power att, staggering, or recoiling.
Changed 2Handed/blunt weapon fatigue drain on target formula to prevent chain knockdowns/unable to get up.
NPC agility must be > 29 to be able to bob and weave. NPC strength must be > 29 to use bash.
Location based effects has it's own predictability function. NPCs can "learn" to protect from excessive leg or head shots.
Bashing drains fatigue from target proportional to fatigue consumed by attacker bashing (based on weight of item used to bash).
Summons can't get augmented evade and recover AI abilities automatically.
Added code and ini setting to lower chance of a KO if player is hit from behind while moving fast (running).
Replaced ModAv with ModAvMod for better compatability with other mods.
Added ini setting to completely disable stagger/recoil functions for compatability with other mods if needed.
Many new ini settings
Many other changes and (hopefully!) improvements to code, balance, and playability.
Version 1.10
Bob-and-weave player dodge works normally even if Oblivion's default left, right, and run controls are reassigned by user.
Bash will not interfere with Journeyman marksman zoom perk when bow is equipped.
Improved lunge attack animations.
Double-tap dodge control is now disabled by default. Edit the ini to enable it if needed. Dodge still works as normal with the H key.