Highly configurable combat overhaul inspired by Skyrim combat mods and other action games. The majority of features can also be used separately. Frequently updated with new features. Includes Gamepad support for Northern UI.
Require for the lock-on and combat. (Not a must, but strongly recommended)
Permissions and credits
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Author notes
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File credits
The OBSE Team mitzi for Unidirectional Attack and Stagger Recoil & Hitstop documn for Double-tap Dodge
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- Clash: Removed RNG/individual cooldowns, added global cooldown to the ini
- Attack Chains: Removed cooldown spell, added configurable cooldown to the ini
- Dodge: Reduced cooldown time between dodges in first person
- Finishers: Added option to fully restore Fatigue on successful Finishers
- Finishers: Added option to remove player yells/grunts when performing Finishers
- Finishers: Various fixes (...dead enemies can now no longer be executed, lol)
- Lock-On: Slowed down quest script (bit less responsive but shouldn't cause crashes anymore)
- Bashing: Added optional Strength requirement
- Cleaving: Added optional minimum weapon skill level needed to enable (set to 1 by default)
- Enemy AI: Slightly reduced attack spam from certain combat styles
- Enemy AI: Added option to disable enemy Bashing (might help if crashing while fighting NPC's)
- Creature AI: Removed AI from some creatures with weird combat styles (they were missing attacks)
- Marksman: Toggling between modes no longer requires you to sheathe your bow
- Powerattacks: Bleed DoT from Blade weapons no longer affects undead creatures by default
- Attack Commitment: Added NPC Momentum (it's strict attack commitment, works well with increased spawns)
- Consumables: Heal amount now scales with Alchemy skill by default (up to 2x)
- Dark Souls Stamina: Fatigue costs, regen amount, and more can now be configured in the ini
- Dark Souls Stamina: Removed Hardcore Mode option since the costs are now configurable
- Misc: Mod error messages now start with 'You...' instead of 'I...', unless OOO is loaded
- Misc: Added messages if a chosen skill level for Dodging/Parrying/etc is reached (if not set to 1)
- Misc: Removed old Executions feature (it was really old and buggy, please use finishers instead)
- Misc: Fixed spelling of the word 'successful' in the ini/manual (me spell bad england no talk good)
- NUI Version: Has been updated, added missing Crit Debuff Chance ini option
Version 2.3.1
- Added a timeout to Finishers (cancels finisher sequence after 2.5 seconds in case something goes wrong)
- Replaced scripted timers with sound triggers for Consumables (please replace animations if updating)
- Enemy Crit debuffs can now stack and are applied directly (make sure you don't have any of the previous debuffs on you while updating)
- Added some other minor QoL changes to various features
- Added a separate file that grants a burst of Fatigue if it reaches zero (amount and cooldown can be specified in the included ini)
- Ini does not need to be replaced if updating from v2.3
Version 2.3
- Added Guard Counters (attack while blocking shortly after getting hit, melee weapons only for now)
- You can no longer lock-on while blocking (might stop it from breaking for some people)
- Enemy Critical Strikes can now randomly damage an Attribute (disabled by default)
- Added option to use separate keys for dashing and rolling (standard version only, look for the dodge behavior option)
- Added option to disable Cleaving visual effect
- Replaced a bunch of scripted timers with animation sound triggers (make sure to overwrite all animations if updating)
- Replaced 'Bashing is currently unavailable' message with a short sound effect (more options available in the ini)
- Added ini option that allows enemies to dash instead of rolling (or both, can be found in the Enemy AI section)
- Enemy/Creature AI now fully restores enemy Fatigue at the start of combat (the game doesn't seem to do this, can be toggled in the ini)
- Increased Enemy AI combat style idle timers by a small amount (just a tiny bit, to slightly reduce attack spam)
- NUI Bashing is now disabled for a second after Parrying (to prevent conflicting controls)
- Skyrim/NUI Bashing is now disabled after getting hit while blocking to allow Guard Counters (re-enabled after 2 sec/once the block key is released)
- Changed Lock-on controls in the NUI version (press RS to lock-on, move RS to change targets)
- Fixed Lock-on not turning off even if disabled in the NUI version
- Dodging is now disabled for 0.33 sec after exiting the menu in the NUI version (should help with random dodging after closing the menu)
- Reuploaded the files because I left the Guard Counter Fatigue cost a bit too high in the ini
Version 2.2.1
- Fixed Parry-related crash (parrying while near death will now slightly heal you)
- Fixed AI bashing-related crash (could happen if an enemy died while bashing, the script was really old and unoptimized)
- Merged AI Bash cooldown script into main Bash script (one less script)
- Fixed Poise bug that would sometimes cancel your roll-dodge animation (I think!)
- Fixed Creature AI timers (now correctly affected by the ini settings)
- Consumables are now only consumed if the heal goes through (instead of during the initial keypress)
- Added more NonAccum node keys to healing animation (prevents some rare bugs)
- Changed a couple of cooldowns from spell scripts to object scripts (more performance-friendly)
- You can no longer bash cancel out of the grass healing animation (was not intended)
- Fixed Parry loop bug in the NUI version again (along with more parry related fixes)
- Esp only (and one mesh)
Version 2.2
- Updated NPC Dodging (it's now part of Enemy AI)
- Updated Parry script (it has it's own quest again, should be more responsive)
- Updated Poise scripts (removed all unnecessary cleanup code, should increase performance)
- Changed Poise OnDeath cleanup to general cleanup (should also improve performance)
- Added presets for Enemy AI/Creature AI timers to the ini
- Added option to map Consumables to a button in the NUI version (set to nothing by default)
- Added option to map Parrying to a button in the NUI version (also set to nothing by default)
- Removed Attack Commitment from enemies aiming with Bows (it doesn't work as intended anyway)
- Reverted Dodge menu check in the NUI version, added different check (works on my end, let me know if it works for you)
- Added mod version check (shows a message if there is a mismatch between esp/ini versions)
- Cleaned up unused scripts and reuploaded everything (it's harmless but TES4Edit sees them as errors)
Version 2.1.2
- Fixed Enemy Attack Commitment (sorry about that, it should now work as intended)
- Attack Chains now restore Fatigue between hits (otherwise it's useless because of attack cancelling)
- Changed Creature AI randomization values (so they can counter stagger with Powerattacks once in a while)
- Updated PCB code
- Fixed Backstep issue after pressing B to close the inventory in the NUI version for people that were having it
- Esp only
- Added smaller Healthbar texture for enemies to Misc. files
Version 2.1.1
- Fixed/reduced potential stutter when locking on (should now be gone or minimal)
- Fixed some other minor Lock-on related stuff
- NUI Modifier Fix is included in the NorthernUI version
- Esp only if updating from previous version, ini is not changed
- Fixed a couple of incorrect ini settings and reuploaded everything (Lock-on speed is set to normal by default)
Version 2.1
- Updated Lock-on (it does not suck anymore! check manual/sticky post for info)
- Tweaked a few of the Finishing moves (make sure to overwrite all animations if updating)
- Updated Enemy Attack Commitment (should now be more responsive, removed some ini options that no longer apply)
- Cleave kills now knock the target back a bit to add some impact
- Added Cleave damage/distance/angle configuration to the ini
- Creature AI timers are now randomized on each AI tick (makes them a bit less predictable)
- Added OnDeath cleanup to Poise (to reduce performance impact)
- Added delay to PCB feature (should fix enemies not following the player through some doors)
- Updated one of the mod's 1H attack animations to add some more weight
- Added optional faster Equip animations (third person only for now)
- Removed non-existent sound cue on forward dash animation (harmless, but caused some message spam in MessageLogger)
- Fixed Parry loop bug in the NUI version (sorry for noticing so late, someone should really tell me about this stuff sooner)
- Added a hotfix for the Dodge Modifier ini option in the NorthernUI version (only needed if you're using the NUI version and want to enable the modifier option)
Version 2.03
- Slightly reworked Creature AI (creatures will keep their own combat style to avoid non-animated attacks, thanks to AgentOrange for the info)
- Cleave will now also trigger Hitstop if enabled (OnRelease version only)
- Fixed a (minor) issue with Cleave scripts (your current target is now always excluded from cleaving)
- Fixed a bunch of issues with the Powerattacks feature (it's an old feature, and needed some love)
- Fixed Poise reset shader not showing up anymore
- Esp only
Version 2.02
- Optimized Enemy AI/Creature AI (performance should be improved by a lot)
- Attack Cleaving now works (it just works! removed enemy limit as well)
- Other (minor) fixes to a couple of features
- Esp only
- Fixed a bug with Powerattacks caused by a stupid typo and reuploaded the v2.02 update (twice even, still esp only)
Version 2.01
v2.01 (optimization):
- Removed GetFPS command from Enemy/Creature AI scripts to fix stuttering (it's still there, but only gets called once at the start of combat)
- Changed Chase Idles script from a spell to an item (seems to be more responsive)
- Changed Poise timeout from a spell to an item (same as above)
- Attack cleaving will no longer affect ghosts (my bad)
- Reduced Creature AI attack frequency
- Fixed crash that occurs when using Finishing Moves after Parrying
- Added Dashing/Step Dodge (you can now roll by dodging again while dashing, by default)
- Added Finishers (now enabled instead of executions, works on any enemy)
- Added Cleaving (weapon attacks can now hit multiple enemies, two versions available, no friendly fire)
- Added Creature AI (only enabled on higher level creatures by default)
- Added Perfect Dodge (dash -> roll only)
- Added Dodge Fade option (fades the player during dash/dodge i-frames, enabled in first person by default)
- Added options to mix/match dodge animations and i-frames durations
- Reworked Attack Commitment to use animation length instead of timers (also compatible with attack cancelling)
- Fixed/improved Poise compatibility with other mods (added extra timers to reduce script load which can lead to crashes, added similar timers to other features)
- Poise now also removes all forms of vanilla stagger (or attempts to)
- Added option to lock enemy facing direction while they're casting/aiming
- Dodge initialization script will only execute while in first person (prevents unwanted dodging on game load in third person)
- Added option to remove Consumables from chests (should help with Nehrim conversion)
- Added option to restrain enemies during Powerattacks (that means they cannot turn at all)
- Added option to disable AI on lower level enemies (along with some more options)
- Enemy AI/Creature AI now disables itself if FPS falls below a configurable amount (set to 40 FPS by default)
- Clash now plays the appropriate weapontype sound effect (why didn't it until now? because I'm an idiot, that's why)
- Fixed a couple of other issues with Enemy AI/added extra distance checks
- Combat Rating now resets to 0 on any hit (just don't get hit lol)
- Other minor/not so minor updates to scripts, especially the older ones
- Added Dynamic Quests option to Misc. (stops most mod quests when out of combat, might improve performance)
- Updated Dark Souls Stamina with Dashing support and some minor fixes
- I recommend reading the manual if updating from a previous version, lots of new info
- It's called v2.0 because I ran out of dumb version names (I'm not done with this mod yet though)
- Removed 'Melee' from the mod's name because... reasons!
- NUI version has been updated, Attack Commitment can now be used
Version 1.9Plus
- Added Counter Hits to the Misc. Attacks section in the ini
- Added Enhanced Camera compatibility option for Dodging to the ini (it's temporary until I can fix it)
- Added option to enable Healing Grass for NPC's to Consumables
- Healing Grass drop rate can now be configured in the ini
- Added option to change determining Attribute for Poise values
- Added individual Poise options for the player/NPC's/Creatures
- Fixed Parry Effect option in the ini not doing anything
- Fixed an issue with first person/Skyrim style Bashing
- Removed Clash impact sound from enemies (any ear users? it was really loud)
- Reverted Out of Stamina feature changes (now interrupts attack animations instead of disabling the attack key)
- Added option to change the minimum Dodge Fatigue cost to the Stamina section in the ini
- Grouped a bunch of OnHit features into a single script (let me know if anything weird happens, seems to be fine though)
- Updated the mod's attack animations (re-timed some hitframes to make hit timing consistent)
- Slightly reduced Backstep range so it looks a bit more smooth
- Ignore everything about 'Dashing' in the manual for now (it's coming soon though, more info in the sticky post)
- Reuploaded files because I forgot to remove a couple of debug messages
- NUI version has been updated
- Reuploaded standard versions of the mod again (fixed a bug with Bashing controls)
- Reuploaded NUI version with missing (keyboard only) features from standard version, Skyrim bashing controls are now on by default (LT+RT)
- Added beta version of v2.0 to Miscellaneous files (never mind, full version will be up soon)
Version 1.9.99999
v1.9.9999 (couple of bugfixes):
- Fixed a bug that occurs if the Parry cooldown is set to 0 (added tiny minimum cooldown to keep it stable)
- Fixed Enemy AI LOS-related visual jitter (or greatly reduced it atleast)
- Improved Lock-on responsiveness in the standard version (a little bit)
- Slightly improved performance (Steady Hand script is now only active when needed)
- Slightly changed Timed Dodge conditions (no longer triggers from out-of-screen enemies)
- Timed Dodge can no longer be performed on rats (because all they do is Powerattack)
- Fixed Combat Rating still rewarding gold instead of tokens in the NUI version
- Added another 9 to the version number! (last one hopefully)
- Added option for Bashing to have no effect on higher level enemies (disabled by default)
- Added option for Parry to cause short-stagger on higher level enemies (also disabled by default)
- Added high level enemy warning on combat start (guess what? it's disabled by default!)
- Added Mod Balance section to the ini where you can enable the 3 options above
- Reduced brightness/opacity of common MCA shaders
- Added Recoil awareness to Enemy AI (for use with the new animations, will also work without them)
- Out of Stamina feature now disables the Attack key (instead of playing a blockhit animation)
- Changed Combat Rating gold rewards to something a bit more immersive
- Re-added LOS check to Unidirectional Attack (should make consecutive backstabs a bit harder to pull off)
- Improved overall performance (hopefully without breaking anything)
- Improved Dark Souls Stamina performance
- Dark Souls Stamina is now included in the main mod as an optional file
- Removed Group AI feature (caused enemy jitter, conflicts with executions)
- Removed enemy backstabs (helps with performance, shouldn't matter too much anyway)
- Added OBSE version check (a message will pop up if your OBSE version is out of date)
- Fatigue costs are now the lowest possible in the default ini (moved high Fatigue costs to the alternate DSS ini)
- Going to work on the NorthernUI version next (might take a while because I need to figure out how to handle Executions with a gamepad, also need to fix Lock-on)
- Fixed Arrow Cancelling related CTD and reuploaded the files
Marksman:
- Added Power Shots (you can now toggle between charged shots/power shots)
- Added Arrow Cancelling/Denock feature
Version 1.9.8
General:
- Added Momentum (new version, uses walk/run toggle)
- Added Marksman section to the ini
- Added new Parry sound effect
- Added optional sound effect to Attack Indicators
- Added option to re-add the MCA Manuals (it's under Misc in the ini, use it to get the Marksman manual if updating from a previous version)
- Added alternate ini's (Souls-like, No DSS and Minimal configurations)
- Replaced backstep dodge animation with a backward roll (should look a bit better)
- Fixed Poise Cooldown options in the ini not doing anything (my bad)
- Removed Attack Cancelling with Bows (conflicts with the features below)
- Fixed Dodge-Cancelling not working on Powerattacks in the NUI version
Marksman:
- Added Charged Shots (bow attacks gain extra effects the longer they are charged)
- Added Steady Hand (slow-mo perk from Skyrim, both ranks available)
- Added option to auto-switch POV while aiming with a Bow
Version 1.9.7
- Lock-on is now enabled in the standard version (not 100% finished yet, but it can be used)
- Lock-on is still disabled in the NorthernUI version however (can cause crashes in certain situations, use at your own risk! more info in the ini)
- Added Out of Range feature to Enemy AI (rework of my old distant blocking feature, unfinished/disabled by default but you can try it out)
- Added optional cooldown to Dodging
- Added option to enable Counterattacks after succesful Timed Dodges
- Added option for Two-handed weapons to deal double Poise damage (I recommend using my attack animations with this, they make 2H attacks slower)
- Added some more Fatigue checks to Bashing (to prevent knockdown)
- Succesful Parries should never stagger you again (I don't even know where the stagger came from but it's gone now)
- Enemies should now be a bit more aggressive with Enemy AI enabled
- Reverted Attack Commitment script to an earlier version
- Equipment Remover will now no longer remove scripted gear (just in case)
Version 1.9.6.1
- Added some requested changes to Attack Cancelling (the block key can now be held pre-emptively, does not apply to dodging)
- Added option to cancel the Bashing animation on a succesful stagger (looks a bit weird but seems to work)
- Changed Purge Cell Buffers to only trigger on interior > exterior transitions (thanks to Wiepman for the info on this!)
- Added Wrye Bash compatible download for both NorthernUI and non-NorthernUI versions (hope this works)
- NorthernUI version has been updated (now also includes it's own DSS file inside)
Version 1.9.6
- Added Attack/Dodge/Block Cancelling (enabled by default, found under Misc. Attacks in the ini)
- Fixed Poise-related crash (this crash could occur on death, and could happen ever since I reworked the Poise scripts. My mistake!)
- Normal attacks will now slightly increase your Combat Rating
- Bashing creatures will contribute less to Combat Rating (some creatures can only powerattack and it's easy to keep bashing them)
- Added Attack Cancelling information to the Manual
- Going to work on NorthernUI version next.
Version 1.9.5
- Removed Reflect Damage from Parry, added Counterattacks (your next attack against a parried target will deal 20% more damage and briefly stagger them. Can be any attack or spell!)
- Added short stagger to Poise stagger (Staggered enemies will briefly stagger again when hit so you can properly punish poise stagger. Only applies to humanoid enemies)
- Bash-stagger now has sparks! (can be turned off)
- Bashing enemies will now make them angry (if Enemy AI is enabled)
- Added Purge Cell Buffers toggle to the ini's Misc. section (disabled by default but you should use it!)
- Updated DS Stamina (improved overall responsiveness, rebalanced regen level scaling, added bashing to the no-regen list, added blocking changes toggle to the ini, and more)
- NorthernUI version will be updated soon, please be patient. DSS now requires the main mod as a master so a separate version for NorthernUI will be uploaded as well.
Version 1.9.4.1
- (small update because I love this mod and can't stop working on it)
- Added lore-friendly ranks option to Combat Rating (Novice to Champion)
- Improved Bashing accuracy
- Bashing will now be unavailable at low/zero stamina (to prevent knockdown)
- Added more configuration to Dodge stamina costs
- Added some more Hitstop timer options (shorter than 0.03 sec)
- Added Combat Rating information to the Manual
Version 1.9.4
- Added Combat Rating
- Fixed non-Enemy AI NPC dodge not working anymore for some reason
- Reworked Poise scripts (it's the reason this update took longer than usual)
- Added the removal of vanilla knockback to the ini (enabled by default)
- Added a little bit of extra variation to Enemy AI
- Fixed enemies not entering combat sometimes if Group AI is enabled
- Increased player Bash range by 10
- NorthernUI version has been updated to v1.9.4
- Currently in the process of reworking the whole lock-on system. I wanted to keep the script simple but the damn thing keeps breaking. Thanks Todd.
- Reuploaded NorthernUI version because I forgot to include configuration for Bashing/Dodging stamina costs.
Version 1.9.3
- Added OnRelease option for Unidirectional Attack (is now the default option, activates at the end of enemy attacks instead and makes timed dodges look cool)
- Clash will now only trigger during the start of attacks, added short cooldown (I feel like it happened far too often)
- Player Bashing now staggers a little sooner (0.1 sec)
- Enemy Bashing now staggers a little later (0.1 sec, it's the same as player Bash now)
- Reduced enemy Bash range a bit more (should now match the animation range)
- Added configuration for Bashing stamina costs
- Fixed Dodging still costing stamina even if the stamina cost was disabled
- Increased Powerattack effect chance in the ini so they occur a bit more often (from 10%/25%/33% to 25%/33%/50%)
- Increased Blade Powerattack bleed damage by 1 for all levels
- Player Poise can no longer break on a succesful Parry
- Fixed Poise stagger happening more often than intended
- Adjusted Poise cooldown (added 1.5 sec for each option because the timer starts at the beginning of the stagger animation)
- Lock-on still doesn't work reliably, but breaks less often. Going to keep trying to fix it.
- NorthernUI version will be updated soon
Version 1.9.2
- Reverted Hitstop changes since the spell variant could cause crashes, added option to increase the timer to 0.05 sec (the effect isn't that noticeable in modded games but increasing the time by a small amount seems to help)
- Disabled lock-on for now while I figure out a fix (it's simply disabled in the ini)
- Added/Fixed compatibility between enemy AI and Interact Animations (enemies are no longer able to move when drinking potions)
- NorthernUI Version has also been updated
- Added updated Fix for Lock-on (nope, still keeps breaking for some reason. I'll keep looking into it)
Version 1.9.1
- Added Simple Lock-On
- Fixed Attack Chains effect being displayed when attacking with a Bow/Staff
- Added more strict conditions for enemy dodging and enemy bashing
- Hitstop is now spell-based (should improve compatibility, please let me know if it doesn't change anything)
- Minor improvements to Unidirectional Attack
- Added Lock-On fix to Updates (shouldn't randomly stop working anymore)
- NorthernUI version has been updated to the latest version
Version 1.9
- Fixed and added enemy Bashing back (enemies will use my custom animation)
- Fixed random enemy dodging on combat start (for real this time)
- Bashing can now interrupt Bow-wielding enemies while they are aiming
- Added option to only display Attack Indicators on enemy Powerattacks (is now the default option because it shows which attacks cannot be parried)
- Improved enemy Dodge behavior (added same restrictions as player dodge)
- Improved/Fixed Slower Dodge Animations (animations are no longer cut off at the end)
- Added Stagger animation for Gnarls
- NorthernUI version has been updated to 1.9
- Removed Momentum from Stamina and Momentum (Old feature, too many conflicts), added Hardcore mode to DSS ini
Version 1.8.4
- Added option to simply deal 20% more damage on Backstabs (is now the default option)
- Added short visual effect to Attack Chains
- Added optional 2 second cooldown to Attack Chains (on by default)
- Fixed enemy Backstabs dealing less damage than intended
- Fixed enemies dodging randomly when entering combat
- Bashing can now be used while moving
- Parry visuals will now only display when you are in combat
- NorthernUI version has also been updated to 1.8.4
Version 1.8.3
- Removed Bashing from enemies for now (they get stuck for some reason)
- Added Updated Attack Animations and Backstep to main file
(the ini is unchanged from v1.8)
Version 1.8.2
- Updated attack animations
- Re-Added NorthernUI support
- Removed some accidental console spam
- Updated Stamina and Momentum (noticed some strange bugs with it that I think I managed to fix)
Version 1.8.1
General:
- Added shieldless Bashing animation
- Added new optional attack animations (recommended)
- Fixed broken formatting in the Manual
- Fixed a couple of issues with Bashing
- Changed a few more features to only function if the player is involved
AI:
- Added (simple) Enemy AI to Skeletons
- Reduced enemy AI Bash range
- Removed distant Blocking from enemy AI (they don't always stop blocking at melee range which causes their attacks to look weird)
(Replacing the ini is not needed if updating from v1.8)
Version 1.8
General:
- Updated the Manual with information on Bashing
- Changed a few features to only function if the player is involved
- Hopefully fixed Backstabs, Powerattack effects, and Parry damage not counting as player damage
New:
- Added Skyrim-style Bashing for the player
AI:
- Added Bashing to enemy AI
Powerattacks:
- Removed extra sounds from Powerattack effects for now
Parry:
- Powerattacks cannot be parried anymore by default (This is done to give Bashing a purpose. This change can be reverted in the ini.)
Version 1.7.1
General:
- Added optional damage settings to the ini
- Added NorthernUI controller support (separate file)
- Removed Rally (old feature, will be replaced with something better in the future)
AI:
- Added some new enemy combat styles and conditions to use them in
- Enemies will sometimes taunt you when they kill you
Dodge:
- Added option to only enable dodging if Agility is high enough
Version 1.7
New:
- Added Enemy AI feature
- Added Group AI feature to enemy AI
Dodge:
- Simplified NPC dodge configuration, added 3 second cooldown
Backstab:
- Changed Backstabs from Angle-based to LOS-based (easier to perform)
Parry:
- Added option to refund Stamina/Fatigue on a succesful parry
Version 1.6.2
Dodge:
- Added option to lock player direction during dodges
- Added directional lock to NPC dodge
- Improved Player dodge
- Reduced dodge i-frames from 0.5 to 0.35 sec
- Wearing Heavy armor will increase dodge stamina cost
Poise:
- Spells no longer deal Poise damage (conflicts with MOO's healing)
- Increased Poise timeout from 2 to 3 seconds
Attacks:
- Added option to disable attacks at low stamina
- Added option for Attack Commitment lock to start during wind-ups
- Added Player Attack Commitment timer variation depending on weapontype
Parry:
- Parry healing is now off by default (defensive buff should be enough)
Clash:
- Added advanced Clash option
Version 1.6.1
- Added an in-game book about the mod's features (will be auto-added)
- Added dedicated Parry key so Attack Cancelling can still be performed
- Increased Dodge stamina usage from 30 to 40
- Timed Dodges will refund half of the stamina cost from dodging
- Removed Strength buff from Timed Dodges (was kinda overpowered)
- Changed Parry defense buff to be stronger
- Parrying will now reflect 50% of the damage received
- Poise now only applies to enemies targeting the player
- Fixed a couple of other issues with Poise
- Added configuration for Unidirectional Attack
Version 1.6
- Added simple Attack Commitment for enemies (based off Unidirectional Attack)
- Added Attack Indicators (enemies will glow when starting an attack)
- Added option to give a short buff to the player after a Timed Dodge
- Added option to only enable Timed Dodge if the player has enough Agility
- Dodging should now work in first person (POV switch)
- Attempting a Parry will now greatly increase defense for a split second
- Added option to parry by pressing the attack cancel key instead of blocking
- Changed Player Attack Commitment to only kick in after the attack's wind-up
- Improved conditions for Timed Dodges
Version 1.5
- Added Attack Commitment
- Added Attack Chaining
- Added Timed Dodge
Version 1.4
- Added player dodge with i-frames
- Removed Executions
- Removed Interact Animations
- Added Attack Stop feature to Stamina and Momentum
- Bunch of minor bug fixes
Version 1.3
- Added Executions feature
- Animated Potions can be used in first person (Auto POV switch)
- Improved NPC Dodge feature
Version 1.2
v 1.2:
- Added Animated Potions for player and NPC's (3rd person only for now)
- Added Powerattack Effects feature for the player
- Added Additional Powerattack Effects feature for player and NPC's
- Added faster Fatigue regen while crouching (it's under Misc.)
- Added generic stagger to Parry & Powerattacks if Poise is disabled
- Added some minor improvements to Poise
Thanks to MercerMeka and LuxDivinity for the suggestions!
Version 1.1
v1.1:
- Spent days fixing/improving the mod, should now be 100% stable and cost zero to minimal FPS
- Mod does not modify speed/fatigue/stats anymore for compatibility
- The two features that DO modify them have been moved to a separate file
- Tested with popular combat overhauls (see description)
- All features are now off by default, since not everyone might want to enable everything
- Added some more options to certain features in the ini
Version 1.04
v1.04:
- Added the option to exclude the player from the Poise system
- No Recoil should disable all recoil now
- Removed console message spam. I always forget those. My bad!
- Removed Rally healing from spells as this wasn't intentional
- Added options for Rally duration and cooldown
- Fixed Clash so it only triggers on melee attacks
- Polished the NPC dodge script a bit
- Fixed speed bug on NPC's, Momentum is now player-only(Messing with NPC speeds is a bad idea)
- Drain Strength spell on low stamina will delete itself after 1 second
Version 1.03
v1.03:
- Added Bloodborne-style Rally feature
- Improved and extended Backstab angle
- Added flat damage option to Backstabs
- Changed the second Parry Heal option to 20% of base health
- Fixed poise on animals and added it back in
- Fixed poise-broken enemies being stuck in Block anim
- Improved poise stagger in general
- Added an option to hopefully remove all recoil
- Fixed the Momentum Speedup spell so it doesn't remain longer than needed
- Added the option to disable knockdown at low fatigue if using Stamina
Version 1.01
Fixed the quest script so that features can actually be turned off.
Version 1.0
Initial release.
Version 00000Old
v1.∞
- Added Critical Strikes to Backstabs (RNG-based global crit chance, disabled by default)
- Unidirectional Attack is now animation-based and accurate (removed config from the ini since it's no longer needed)
- Added Idle Stagger to Poise (actors no longer need to draw their weapons when hit)
- Added new visuals/sounds to critical hits from the mod (less intrusive, no more thunder sfx)
- Added level configuration to the Mod Balance section (you can now specify the enemy level at which certain features' effectiveness is reduced)
- Creatures will now also stagger twice on Poise break like Humanoids do (for consistency)
- Some features can no longer be used while riding a horse (I never use horses and I've never thought about it until now, sorry)
- The Manual should look a bit more fancy now
- Minor performance improvements
- Happy new year!
- Added option to NUI version to only enable Dodging if LT is pressed/the player is Blocking (reuploaded NUI version)
Version 0000Old
v1.OneMoreUpdate:
- Creatures will now actually stagger twice on Poise break (I only added this to my v2.0 version and not the current published one lol, my bad)
- Improved/Fixed Critical damage calculation (backstabs/counters/crits should deal more damage now)
- Fixed Poise Timeout duration (it was at 2 sec, should have been 3)
- Esp only, just drop into your data folder
Version 000Old
- Added Consumables/Healing Grass
- Fixed 0 Parry cooldown bug (for real this time)
- Added option to also enable Bashing by pressing Block + Attack
- Added a bunch of configuration to Critical Strikes in the ini (someone will like this)
- Replaced 1H Recoil animations with slightly longer Blockhit animations (they kinda sucked, the change is purely visual)
- Added POV switch option to Dodging (enable to perform timed dodges from first person view)
- Removed first person player idle stagger (conflicts with Enhanced Camera)
- NorthernUI version coming soon (I really need to take a short break from working on this mod lol)
Version 00Old
- Updated Dodge feature to the v2.0 version (vanilla animations available in case mine suck, which they probably do)
- Also added Backstep but it has no i-frames for now (it's fast though)
- Added Instakills to Misc. Attacks section (plus option to only enable on lower level enemies)
- Fixed Dodging no longer working in first person
- Added some variation to Block Sparks visuals size/duration (big spark good!)
- Changed Lightstone from an item to a spell (can be toggled with the J key, standard version only)
- Removed Critical Strikes triggering from Staff weapons (can be re-enabled with the spell criticals option)
- Changed Equipment Requirements so it lets you equip anything in TGM/god mode
- Changed Critical Strikes chance to percent-based
- Added option to disable player anti-stunlock to Poise
- Added some more conditions for enemies to break out of their chase idles
- Re-added ini option to enable Counterattacks after Timed Dodges (don't even know why it was missing in the first place lol)
- Reuploaded the files because I had saved the esp while OBME was installed (shouldn't make any difference but you never know)
- NUI version has been updated + fixed dodge behavior in NUI version
- Dodging in first person is currently kinda busted, but it does work. Dodge twice in the same direction if it doesn't work the first time. I'll attempt to fix this in the near future.
- Added Dodge animations with slightly reduced rolling distance
Added First person Dodge hotfix which does the following:
- Fixed first person Dodge related issues
- Improved first person Dodge behavior in NUI version
- Updated Dark Souls Stamina so it recognizes first person Dodges
- esp only, both standard and NUI versions included
Version 0Old
- Added Double-Tap option to Dodge
- Added Equipment Requirements to the Misc. section (the reason this update took forever, description is in the FAQ)
- Added Chase Idles to Enemy AI (makes enemies stop running at you while swinging their weapons, enabled by default because why not)
- Added option enable early Attack Cancelling on Powerattacks
- Added option to disable Attack Cancelling on Powerattacks
- Added a more strict version to Unidirectional Attack (is now the default option)
- Added some optimization to Enemy AI
- Added option to disable Enemy AI in exteriors (set LDQuest.enemyAI to 2 in the ini)
- Removed Sorcerer's Grass drops from Chests (it dropped a bit too often, now only drops from enemies)
- Powerattack effects no longer trigger from Enchanted weapons (could cause crashes with some enchantments from OOO)
- Changed Steady Hand thresholds to 50/75 Marksman (makes a bit more sense in my opinion)
- Added Chase Idles animation replacement guide to the FAQ
- Added option to disable inventory while in combat to the Misc. section
- Other minor optimizations all around
- NUI version has been updated (no Consumables because of a lack of buttons, but fixed some controller-related bugs)
English version of Oblivion (Chinese version available here)
Freeing up a couple of keys/buttons, or changing controls in the ini
This mod will add numerous new mechanics to Oblivion's combat, most of which are inspired by games such as Dark Souls, Sekiro, Nioh, and various Skyrim combat mods. Works best if playing in third person, though it is not required. Highly configurable, every feature can be tweaked and/or disabled.
The current version of the mod includes:
( x = optional/disabled by default)
Dodging: with i-frames, first person dodging, timed dodges, perfect dodges, NPC dodging, etc.
Backstabs: attacks made against enemies that cannot see you deal bonus damage
Enemy AI Chase Idles: greatly reduces enemy weapon swinging while running at the player
Bashing: reaction-based, staggers enemies out of blocking animation and power attacks
Attack Chains: allows you to cancel your current attack and immediately attack again, if timed correctly
Attack Cancel: allows you to block/dodge-cancel out of your attacks
Attack Cleaving: allows you to hit multiple enemies with weapon attacks
Guard Counters: completely original feature, not stolen from a certain game
Weapon Clash: simulates the clashing of weapons if two fighters attack at the same time
Parry/Counter: staggers enemies, allows the next attack to deal more damage
Lock-on: now with an animated marker!
Finishers: allows executing low health enemies, works on any enemy
Power Attacks: adds extra effects depending on the weapon's type
Attack Commitment related options for the player x
Attack Commitment for enemies
Equipment Remover for killed NPC's x
Equipment Requirements x
Short Recoil Animations for faster paced combat
Attack Animations: adds more weight to weapon attacks and increases wind-up time x
Combat Rating: performing well in combat will award the player with tokens
Marksman additions: Charged Shots, Power Shots, the Steady Hand perk from Skyrim, Denock, and more
Consumables: two healing items are added to the world, used with a custom key, and animated
Other misc. additions such as Block Sparks, a stable Purge Cell Buffers feature, a toggleable light source, etc.
Some more cool stuff!
Dark Souls Stamina includes:
Stamina system similar to Dark Souls (Fatigue will regen a lot faster but actions such as attacking, blocking, dodging, etc. will drain more Fatigue. Fatigue regeneration is also disabled while performing these actions.)
An in-game book will automatically be added once the mod is initialized for the first time. This book will describe the mod's features and how to take advantage of them.
The default controls for various features can be found in the spoiler below, if you do not wish to read the manual. (but you should!)
Spoiler:
Show
Keyboard controls:
Dodge: Left Shift Parry: Timed Block (custom key available) Bashing: B (Block + Attack available) Guard Counter: LMB while blocking, after getting hit Lock-On: F to Lock-on, F while locked on to switch target, hold RMB and press F to stop locking on Finishers/Executions: Activate key while holding the Attack key Consumables: N/RMB + N Charged Shots/Power Shots toggle: H Arrow Cancel/Denock: Sheathe/Unsheathe key while aiming with a bow Light Toggle: J
Gamepad Controls:
Dodge: B Parry: Timed Block (can be assigned to a button in the ini) Bashing/Guard Counter: LT + RT (Guard Counters take priority) Lock-on: RS to Lock-on/stop locking on, move RS left/right to change targets Executions: Activate key while holding the Attack key (Defaults to RT + A) Consumables: Unmapped (can be assigned to a button in the ini) Charged Shots/Power Shots toggle: LT (hold while Blocking) + D-Pad Left Arrow Cancel/Denock: Sheathe/Unsheathe key while aiming with a bow (Defaults to RT + X)
Controls can be changed in the ini file.
I realize that some of these controls overlap with vanilla Oblivion's controls, this is because I've changed my own controls years ago and actually kind of... forgot what the default controls are. Here are my own controls for reference:
Activate: E Cast: Q Jump: Space Ready weapon: R Run: \ (unused) Always Run: Z Auto Run: X Change View: G/MMB
I honestly don't even know if there are any conflicting gamepad controls. B isn't mapped to anything for me, so I made that the Dodge key. LT+X also does nothing so I mapped it to Bashing. If I messed up big time then I apologize, it's probably my fault because I changed the controls at some point, forgot about it, and assumed that those were the default button mappings. You can either remap the buttons themselves or change the controls in the mod's ini so I hope it's not too big of an issue!
This mod is ideally used together with high damage multipliers to shift combat towards more of a reaction/counter-based experience. It basically gives you the tools to evade or counter every attack - but also punishes the player's mistakes through player Poise, a 3 second cooldown on failed Parries, stamina management from Dark Souls Stamina, etc.
The mod is highly configurable however, and you can increase/decrease combat difficulty by tweaking/enabling/disabling the various options in the ini.
This mod has been expanded a lot since it first released and will continue to grow in features, so I would recommend not using any other combat mods alongside this one if using the full mod with all of it's features enabled, though anything that simply increases damage done is compatible and recommended.
Individual features from the mod will most likely have no compatibility issues as long as there is no overlap with other mods.
Some of the mod's controls will overlap with vanilla Oblivion's controls, this is because I've changed my own controls years ago and actually kind of... forgot what the default controls are. Here are my own controls for reference:
Activate: E Cast: Q Jump: Space Ready weapon: R Run: \ (unused) Always Run: Z Auto Run: X Change View: G/MMB
I'd recommend changing the default controls to free up keys for the mod's features, but the controls for Dodging/Bashing/etc. can also be changed in the ini file.
Other than that, the (full) mod should be compatible with more popular mods such as OOO/MMM/MOO, etc, because I always test the mod with some of them active, usually OOO + Frans.
Mods that change stagger frequency/duration will conflict with Poise
Custom races/characters with extra limbs might be incompatible with the mod's animations, resulting in stretching of body parts
Sex mods with extra bones for visible genitals will probably only stretch if you do mod-related stuff while naked
Incompatible with Unidirectional Attack, updated/custom versions are included in this mod
This mod includes a PCB feature (Purge Cell Buffers) that will only run once in a while
Incompatible with Enhanced Camera for now, dodging in first person causes the camera to go crazy
Compatible with Vanilla Combat Enhanced - except for VCE's scripted changes, which probably won't interact well with this mod's Poise feature. If you're using VCE then you should either disable it's scripted changes in VCE's ini, or disable Poise from this mod.
The mod functions purely through scripts, so the load order should not matter. The only thing this mod changes is the default Light spell color (from green to torch-colored) and the change might get overwritten by other mods below this one. I have it loaded last personally, after the bashed patch/MOO. Dark Souls Stamina needs to be loaded below the main mod.
Most features in this mod are achieved through OBSE functions, invisible clothing, and a couple of silent spell effects. These will only last for a few seconds and will quickly get removed from the player/enemies when they are no longer needed. Combat between NPC's will also remain unchanged from vanilla, as everything in the mod will only function if the player is involved.
The most script-intensive features in this mod are Enemy AI/Creature AI (has been reworked to improve performance though), and to a lesser extent, Poise. Try to disable them if you experience slowdowns or if the mod's performance isn't to your liking.
Just drop the files in your Data folder or install with Wrye Bash, and either check the ini to customize the mod to your liking or simply read the in-game manual to get started if you wish to play with the default settings enabled.
The 'Main Files' folder includes the .esp file along with the necessary folders to get the mod to work, along with short Recoil animations, while the 'Optional' folder includes optional stuff such as slower dodge animations, even shorter recoil, and edited attack animations that add short wind-ups while also increasing delay between attacks.
How to install with Wrye Bash:
Spoiler:
Show
Drag the 7zip archive into the Installers tab in Wrye Bash, click on it and you'll see a list of sub-packages on the right side of your screen. Tick the '00 Core' box (this one is required), then also tick the boxes for whichever additional features you would like to install. After that right-click the 7z archive on the left side (called MCA_1.9.999_BAIN.7z, for example) then click on Install.
The mod includes a couple of tweaks/quality of life changes that are enabled by default, such as:
- The removal of vanilla knockback when actors get hit - Third person camera fix that forces it to always instantly rotate with the player - Purge Cell Buffers feature that helps with stability (activates on each interior -> exterior transition)
Other tweaks to game settings such as reduced hit cone angles and movement speed changes can be enabled in the mod's ini. The above tweaks can also be disabled there.
I wouldn't recommend uninstalling mid-game, but if you wish to do so, go into an empty cell with no NPC's around, save the game, then disable the mod. If that doesn't work, just disable all features in the ini and it'll be like the mod isn't even loaded.
- Something that increases all damage done (there are disabled damage settings in this mod's ini that can be used as well) - Attack animations from this mod if playing in third person, a couple of features are balanced around them - Ultimate Leveling (this mod is all about not getting hit, and Ultimate Leveling will allow you to increase your Armor skills by leveling up) - Combat Stance Reanimation (used in the mod's images/video) - OCSS and it's English Translation - WalkBlessed (Amazing mod for Third-Person gameplay) - Oblivion Subtle Sprint - Interact Animations (decent mod but the mod's author is kind of an idiot) - Symphony of Violence (goes well with the SFX from this mod) - Something that increases enemy numbers, to use with Attack Cleaving
Equipment Requirements is based on weapon/armor tiers, so every piece of a Daedric set for example will have the same Heavy Armor requirement.
This does not fully apply to weapons if there are multiple weapon types in the same category. The order for Blade weapons, for example, goes Dagger -> Shortsword -> Longsword/Claymore, with the latter being the most demanding.
The required Blade skill to equip a Daedric Longsword is 100, so a Daedric Shortsword will require 95 skill, and a Daedric Dagger will require 90 skill.
The same goes for all weapon types with multiple kinds of weapons within them.
The weakest armor set of it's type requires at least 10 skill to wear, to make things interesting for very low level characters so that they will need to train (or level, use Ultimate Leveling - it's great) their armor skills a couple of times, otherwise even Rusty Iron/Fur armor will be unequippable.
Bound items and Quest items are excluded and should be equippable regardless of your skills.
If used together with the Equipment Remover, you will actually have to scavenge for single armor pieces - half of which you will not even be able to equip. Sounds like fun, right? maybe not, but it should make things a bit more interesting.
It's also compatible with weapon/armor mods or mods that change weapon damage/armor rating. I've tested every weapon/armor set in the testing hall with OOO active, with and without MOBS, and all I can say is I T J U S T W O R K S
- Replacing AI Chase animations
Spoiler:
Show
(Requires NifSkope)
The included chase animations are vanilla walk/run animations. If these are too jarring or if they differ too much from the animations mods you're using, you can do the following.
1. Grab the following animations from your /data/meshes/characters/_male folder and copy them somewhere:
2. Open each one in NifSkope, double-click on the 'Value' field next to 0 NiControllerSequence, and rename it to something that has 'specialidle_' in front of it, for example:
(you can give them all the same name too, it doesn't matter as long as it has specialidle_ in front of it)
3. Click on 0 NiControllerSequence again, and find Cycle Type in the list above it. Change it from CYCLE_CLAMP to CYCLE_LOOP (double-click it then scroll your mouse wheel up a couple of times)
4. Save the files in NifSkope and close it. After that, rename the actual files you just edited:
After you've done that, paste the animations into your data/meshes/characters/_male/idleanims folder, and overwrite the existing files.
Note: you can also rename these files if you want enemies to only walk or run at you. Duplicating and renaming MCADistantIdleFast1H.kf to MCADistantIdle1H.kf for example will replace the walking animation with the run animation, which eliminates enemy walking behavior and causes them to only run at you without swinging their weapons.
5. Realize that you can do this with any idle animation and replace the Bashing animation with some sort of sexual thrust or something.
- Visible Healthbars above enemies' heads
Go to Documents/My Games/Oblivion and open Oblivion.ini, then find the following line: bHealthBarShowing=0 And change it to 1 so it reads: bHealthBarShowing=1
- An option in the ini is not working as expected
That can happen because the mod gets updated frequently and the code is constantly changing, which can sometimes break an option that depends on said code. I try to test all of the different settings as much as I can, but there's always a chance that an ini option no longer works once the mod gets updated. Just let me know about it and I'll have it fixed shortly.
- Default ini settings
The default settings have pretty much every notable feature enabled and are more of a demonstration of what the mod can do. This game can be modded in a lot of ways and the default settings might not be particularly balanced for your game, which mostly applies to overhauls that increase enemy spawn rates.
I'll include ini presets for them at some point in the future, but my advice for now, if using OOO/MMM/MOO or something similar, is to disable the Clash feature and increase player Poise to your liking in the ini file. This will allow you to cleave through hordes of enemies without recoiling from enemy weapons and getting staggered too much.
- Enemies not following outside when leaving dungeons
Disable the PCB feature of the mod, it's at the end of the ini. It should not happen anymore since there is a 7 second delay before the buffers get purged.
- Compatibility issues/Crashes/Bugs/Other issues
The lack of an audio codec/filter called 'AC3 Filter' can apparently be a reason for random crashes. Not just with this mod but in general. If random crashes occur either with or without this mod, try installing 'AC3 Filter' or 'K-Lite Codec Pack' which can easily be found with a Google search. (credits to gabrielrock19 for the information on this)
Please report mod-specific issues to me in the comments! There are so many mods out there that I've never used myself, so there's no way I would know whether they are or aren't compatible with this one. I check the Nexus every day so if you find any bugs or strange interactions with other mods and let me know about them, there's a good chance that I'll have it fixed in a couple of days max. So please report them!
- Dark Souls Stamina regen amount
The regen amount scales with both the equipped armor type (heavy or light/none) and the player's level. A high level character wearing light armor or no armor at all will have the highest stamina regen possible.
- Getting staggered a lot
Player Poise is enabled by default because I feel like it's balanced well enough for vanilla enemy spawn rates. It'll be easy for enemies to stagger you at low levels/low Endurance, but you'll be able to stagger them just as easily. All enemy attacks can be evaded or countered in duels/small encounters from my experience, but if you use a mod that adds an ungodly amount of enemies to dungeons (like OOO for example) then you're probably better off disabling/increasing player Poise in the mod's ini unless you think you can dodge or parry every attack.
Enemy AI Chase Idles should at least reduce the amount of time spent getting ganked because enemies will have a 50% chance to slowly walk towards you when chasing instead of running at you while swinging their weapons around.
Attack Cleaving should help out a bit as well, since you'll be able to hit (and stagger) multiple enemies with your attacks.
- Getting staggered for a split second
That's the Poise feature saying 'No!' to vanilla/random stagger. It won't even be noticeable if your framerate is stable, but if the engine is overloaded at that point then it might take a little while for the script to kick in, usually about a second.
- This mod has a bunch of features that can kill enemies
The kills are registered as player kills, so it won't break anything by not giving you credit for killing an enemy with backstabs, cleave damage, etc.
- No damage settings included/disabled by default
I'm not fully sure how damage is calculated in this game, because I've been simply using MOO/OOO/VCE/something else to increase all damage myself. The damage values in the ini SHOULD make fights more lethal in theory - but I can't guarantee that they're super balanced or anything. This mod is all about adding a lot of cool scripted combat-related features to the game, so that's what I focus on most of the time! If you're able to find or figure out damage multipliers that go well with this mod then feel free to let me know about them.
- No Unidirectional Attack timer configuration in the ini
The length of the directional lock is only as long as the enemy's attack animation length, so no timers needed.
- Chase Idles doesn't work on certain enemies
It only applies to melee enemies (or whatever the game considers a melee class) so that enemy archers and mages can keep doing their thing from a distance. If an enemy is displaying default chase behavior (running at you while swinging non-stop) then it's either an archer or a mage.
- Purpose of Creature AI
The current version cranks everything up to 11 which results in Creatures being much more active and chaining various attacks together. Creatures with weapons or shields will attempt to block player attack spam whenever possible.
- No first-person animations
Will try to create first person equivalents of the mod's attack animations soon. Update: nope, still can't create any because the camera just sinks into the ground whenever I attempt to add/modify first person animations. Will keep looking into it.
- Lock-on sucks
Not anymore it doesn't!
- Lock-on stutter
Not much I can do about that one unfortunately, the Lock-on script runs every frame and should be smooth in theory. The issue lies with Oblivion's frame pacing or something. You can fix it by installing Oblivion Display Tweaks with the Tick Fix enabled. Oblivion Stutter Remover should be able to fix it as well.
- Lock-on Angle Bug
Sometimes, when circling around an enemy while locked on, the game gets confused and doesn't know what to do anymore. Your compass will disappear and your attacks won't hit anything. Seems to be an engine bug that I can't do anything about script-wise, but is easily fixable by just... moving the mouse (or Right Stick) up and down.
- Animations bad
Y e s
- Colored Shaders on actors during combat
Those are basically there to let you know whenever a mod-added combat event is happening. Powerattacking enemies glow red for a second, Poise-broken actors emit an orange glow once their Poise has reset, your character will briefly glow on succesful Parries/Attack Chains, etc. I feel like they can help new users get familiar with the mod's features. You can of course disable all of them in the mod's ini.
- Consumables are named like [this]
It puts them at the top of the list when looking through a container, making them easier to find. Some mods add a lot of misc. items to NPC's and chests, and having to search through all of them every time just to find a healing item can get a bit annoying.
- Reason for all the optional stuff
It's because I don't really want to force anything on anyone with this mod - that's why pretty much everything can be configured or turned off.
- Gore/mutilation/other disgusting stuff
Besides having to add more requirements to the mod, I'm just not a fan of seeing people get decapitated or screaming in agony because their limbs have been torn off and just thinking about it makes me want to vomit so I'm gonna have to pass. Sorry!
- Only female characters in images/videos
I have this specialanims.esp that gives my character unique but feminine animations, and I'm too lazy to turn it off. That's it, that's the whole reason. This mod will work just fine with male characters.
- A couple of features don't work in the NorthernUI version
These are mainly the ones that use walk/run toggle to function - NorthernUI doesn't have this because it's replaced by joystick movement instead, so Momentum/Charged Shots slowdown are currently not functional in the NUI version.
If anything else is missing then it's because it requires free buttons on the controller of which there seems to be a lack of!
- The OBSE team - llde for xOBSE - DavidJCobb for NorthernUI - documn for Double-tap Dodge - mitzi for Unidirectional Attack and Stagger Recoil & Hitstop - Souldemon for Better Recoil and Stagger - Bethesda for the TES games, which are among my favorite games out there - People in the Comments section for giving me ideas for new features and helping me improve the mod! - Wiepman for info on the PCB command - TheKingdomSCH for taking the time to translate this mod into Chinese - My cat for being such a cute kitty - Coffee