it looks great but i belive the reason this isn't in the base game and no ones made one yet is simply because without it being an obtainble skill that requires actual finesse it messes up the early game's difficutly balance, this feature is included in ordinator and you can obtain skills that passively make your attacks, specifically your sweeping two handed and one handed attacks hit all targets in front of you, and the arc of hitbox is more accurately portrayed for two handed and one handed weapons respectively, it makes no sense from a gameplay perspective that a lvl 1 char should be able to infintely hitstun 5 lvl 10 draugers sorrounding him to death with a one handed mace for example, only swords, glaives and bladed weapons with reach should be able to achieve this, it goes against the game's leveling system and faks the combat.
congrats on second mod though it may be scuffed on a design level but the execution is well achieved comrade.
You may be right, but i do not think this game will ever be balanced, or ever was. Yesterday I stared modding SE, and without any mods on Adept i took 3 bandits with my fists losing around 15% HP. I do not consider that balanced. On the other hand in my modded game taking one lvl 1 bandit in fair combat when we both have simlar armor and weapons is like 50/50, running on three of them is almost certain death, which seems fair. But much later, lvl 81, 550 armor, almost 1000hp, and sometimes i still die on 1 warhammer heavy attack from lvl 81 Dawnguard soldier, still on adept. So i abandoned hope for balancing this game.
thanks for the constructive feedback, I was talking to nicknack and I think he may have a way to add hitboxes to weapons that are somewhat more accurate. Currently, this mod just uses a vanilla perk altered. The weapon reach and hitbox is fixed, meaning that daggers have the same reach and arc as greatswords. Obviously, this is not ideal. But for the time being, I do believe this is still an improvement upon vanilla.
the Captain has a fair point there, melee friendly fire is going to be a nightmare and i can't think of any adaptation of code that would exclude such a thing from happening without making non aggresive npcs fully passive towards the player (meaning they wouldn't attack you even if you attacked them on purpose) but this issue already exists with AOE spells and can't be circumvented, but for melee to be affected would be an even bigger issue.
My idea of a balanced skyrim is setting my own damage output to really high and then maxing out the difficulty so enemies are all easy enough to kill but so am I. Works very well with TK dodge roll and this mod I think will enhance that further since the npcs just like bum rushing me together. and I don't mind hitting my team mates I got used to this type of gameplay in dark souls as a red spirit helping the host fight off the blue/purple covenant invaders, just gotta be careful. Hope this doesn't mean my followers will be hitting me tho or eachother
Combine this with Animated Armoury's Whipflail weapons or the Combat Cross mod.and two thing can happen depending on the scenario. Either you will accidentally hit a random npc during vampire attacks on settlements or you could easily ruin any bandits day due to how both weapons hit box.
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congrats on second mod though it may be scuffed on a design level but the execution is well achieved comrade.
Either you will accidentally hit a random npc during vampire attacks on settlements or you could easily ruin any bandits day due to how both weapons hit box.