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About this mod
Heavy adjustments to melee combat, including timed blocking, a new armor formula, relevance of stamina, and extended perk trees. Also includes modules for archery, magic and more.
- Requirements
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Nexus requirements
Mod name Notes Merged Thievery Skill - a merge of Lockpick into Pickpocket - Permissions and credits
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Credits and distribution permission
- Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
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- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You must get permission to earn Donation Points for your mods if they use my assets
Author notes
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File credits
Aertyr for his Artifact Balance Overhaul mod. The vanila 2H to 1H module includes some changes from his mod to Volendrung, Wuuthrad and the Ebony Blade.
PrivateEye for Heavy Armory.
Lrsamways for Extended Vanilla Weapons.
MasterofShadows and 747823 for Weapons of the 3rd Era, MoS edition.Donation Points system
Please log in to find out whether this mod is receiving Donation Points
- Changelogs
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Version 1.47d
- Fixed some stability issues with unarmed enemies.
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Version 1.47c
- Main module: armor skills now gradually level while moving around with the appropriate armor equipped. Togglable in the MCM menu.
- Main module: fixed fist enchantments being reset by shapeshifting (werewolf, vamp lord, etc.)
- Creature Abilities module: added some fixes from the upcoming unofficial skyrim/dlc patches.
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Version 1.47a
- Fixed unintentional scaling of Armored Brawling and enchantment unarmed damage bonus.
- Reworded some perks descriptions to be clearer.
- Fixed some issues with equipping/unequipping the unarmed 'weapons' not applying/removing perks correctly.
- Mystic Fist now requires Enchanter's Fist instead of Flowing Strikes. Mystic Fist skill requirement up to 90, Enchanter's Fist requirement down to 70.
- Updated Flowing Strikes description to note that it only affects normal attacks (attack speed has no effect on unarmed power attacks) and buffed its speed bonus to 25% to compensate.
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Version 1.47
- You are now given a pair of unarmed 'weapons' that allow unarmed attacks to be strengthened by and level your One-Handed skill. Some unarmed perks only work with these 'weapons' equipped. Equipping them indicates lethal intent and will break brawls.
- Armsman, Fighting Stance and Elemental Burst made to work with unarmed attacks. Their descriptions have been updated appropriately.
- Reworded description of Duelist's Stance to make it clearer it does not work with unarmed.
- Added One-Handed perk: Enchanter's Fist. See readme for full description (too long to post here).
- Elemental Burst also reduces enchantment charge costs by 30% during the multi-hit dual wield power attack (the multi-hit unarmed power attack gets a 50% magnitude boost but no cost reduction).
- Concussive Strikes armor penetration changed to 30%.
- Flowing Strikes reworked: Your attacks are 20% faster and cost 25% less stamina as long as you are not wielding spells or weapons and have at least half your maximum stamina.
- Martial Fist base damage bonus reduced to 0.25 per point of One-Handed, but now also boosts unarmed crit damage and causes Fortify One-Handed enchantments to affect unarmed damage.
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Version 1.46b2
- Script update for wards not being affected by unarmed attacks. If updating from 1.46b, just replace your script files and you're good to go, no in-game proceedure necessary.
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Version 1.46b
- Reverted the attempted optimisations to enemy attack stamina usage; I misunderstood the functions involved and enemies were losing stamina when ANYONE ELSE attacked.
- Added an overdue fix for the vanilla Invisibility googly-eye bug. The idea was suggested by someone, but unfortunately I've lost your name. D: I'll add you to the credits if you feel like stepping forward.
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Version 1.46a
- Added PC-only tags to certain player-centric perks so that ASIS won't use them for NPCs if automatic perks is enabled.
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Version 1.46
- You can now cancel melee attacks by tapping the Sneak button during windup.
- Enemies can also cancel their attacks. They are more likely to do so when using heavy weapons at low stamina.
- Enemies will now block while retreating to regain stamina.
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Version 1.45
- Some attack script optimisations using new SKSE functions.
- Added new perks that trigger if you press Jump while attacking/casting: Burst of Strength, Burst of Speed and Spell Stride.
- Tweaked counterhit stamina damage. It now considers the attackers heal/stamina/magicka ratio, meaning that warrior classes (i.e. more health than stamina/magicka) will deal more stamina damage than other classes of the same level.
- Wearing armor now reduces counterhit stamina damage received. The amount reduced depends on the total weight of your armor, your armor skill, and the total weight of the attacker's weapon. To balance this, base stamina damage has been increased.
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Version 1.44
- Added Light Armor perk: Safe Landing - You can fall further without taking damage if you are not wearing Heavy Armor. Distance scales with your Light Armor skill.
- Corrected vanilla magic .esp still requiring Dawnguard.
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Version 1.43
- Added an MCM menu with various player/NPC stamina options.
- Fixed Ballista Construction (now Exotic Automata) not being respeccable.
- Constructed automata now return most of their resources (as if deactivated) if you replace them with a new one while still active.
- Dwarven construction perks renamed and each now allows construction of a second creature, models courtesy of Vicn Creature Resources.
- Reduced global AI power attack chance slightly.
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Version 1.42
- Now requires SKSE 1.6.15+ (download at http://skse.silverlock.org/).
- New Alteration perk: Residual Barrier (2 levels) - You take 15/25% less physical and magical damage if you have cast a spell in the last 2 seconds.
- New Conjuration perk: Daedric Channeling - You can summon one extra creature while equipping a Daedric artifact.
- New Conjuration perk: Essence Bloom (2 levels) - When one of your summons is defeated it restores the health, magicka and stamina of nearby allies by 15/30% of its health, magicka and stamina respectively.
- New Conjuration perk: Protective Flux - Summoned creatures are immune to health damage for 5 seconds after they are summoned.
- New Illusion perk: Hypnotic Casting (2 levels) - Enemies attacking you that see you casting a spell have their magic and damage resistance reduced by 15/30% for 3 seconds. This effect does not stack, but its duration can be refreshed.
- New Illusion perk: Deep Hypnosis - The effect of Hypnotic Casting lasts for 6/10 seconds.
- New Illusion perk: Concealed Casting - You are 30% more difficult to detect when casting spells.
- Bonebreaker and Hack and Slash add 50% critical damage.
- Corrected conditions on Dragon Eye that prevented it from working without Master of the Mind.
- Corrected Deadly Serenity and Spell Evasion not being respeccable via Dragonborn.
- Bonebreaker and Skullcrusher now only ignore armor if the target's armor is positive.
- Many small conditional optimisations.
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Version 1.41
- Various script optimizations.
- New Light Armor perk: Spell Evasion - You take 50% less damage from hostile spells if you perform a running jump just before they hit. Only works if not wearing Heavy Armor.
- New Sneak Perk: Low Profile - You take half damage from ranged attacks while sneaking.
- New Sneak Perk: Covert Poison (2 levels) - Poisons are 50/100% more effective against targets that have not detected you.
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Version 1.40
- New Inventing perk (Dragonborn only): Ballista Construction.
- Using invented traps on neutral targets counts as an assault and turns them hostile, if they can detect you.
- New One-Handed perk: Deadly Serenity - Drawing your weapon just before an enemy strikes briefly slows time. You can only attempt this 5 or more seconds after sheathing your weapon.
- New Two-Handed perk: Break Resistance - Your melee attacks temporarily reduce your target's magic resistance. The amount reduced is equal to half your weapon's weight, while the duration ranges from 5 to 8 seconds depending on your weapon's na
- New Sneak module with 10 new perks, see readme for details. Recommended for use beside Path of Shadows (Sneak Settings) by Shadow_Dragyn (http://skyrim.nexusmods.com/mods/10456).
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Version 1.36
- Fixed Blessings of Arkay/Julianos/Kynareth spamming active effects display if using SkyUI 3.4.
- Base melee range up to 130 from 120.
- Minimum arrow velocity x2, maximum velocity x1.5. Note that damage is unchanged. Ini tweaks recommended to make arrows follow crosshair (see readme).
- Bow draw speed penalty at low stamina reduced by 25% (still more than melee speed penalties).
- Enemies now only retreat for stamina if at less than 90% health (failsafe due to reports of ongoing strangeness).
- Rescaled attack stamina costs for base stamina values less than 100.
- Sweep also improves backwards power attacks.
- Changed Unhindered: Light Armor weight reduction down to 50%, but now adds 15% running speed while active.
- Counter Bash now works for both normal and power bashes.
- Armored Charge now adds 15% bonus melee damage while active.
- Martial Casting: Increased magnitude bonus to 25%.
- New One-Handed perk, Killing Stroke: You deal 50% more damage with swords and daggers if you have greater than 75% of your stamina while your target has less than 25% of their stamina.
- New One-Handed perk, Rend: Unblocked power attacks with war axes increase all physical damage you deal to the target by 30% for 10 seconds. This effect can only be reapplied once its duration has expired.
- New One-Handed perk, Smash Weapon: Mace power attacks that are blocked with weapons reduce the target's weapon damage by 25% for 10 seconds. This effect can only be reapplied once its duration has expired.
- New Block perk, Knockback: Power bashes knock down targets that are attempting power attacks. Does not work with weapons or shields that inflict magical effects when used to bash.
- New Destruction perk, Elemental Loop: While readying your own Destruction spell, being struck by a hostile Destruction projectile spell of the same element (or no element, if readying a non-elemental spell) increases the magnitude of your spells sharing t
- New Destruction perk, Blood Magic: Destruction spells are 25% stronger when your health is below 50%.
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Version 1.35b
- Corrected attack speed issues in Combat Remastered - Archery if the main module is not loaded.
- Corrected possible attack stamina issues with unarmed enemies.
- Corrected possible attack stamina issues with actors that have less than 100 base stamina.
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Version 1.35
- Core script optimisations.
- Rebalanced attack and power attack stamina costs and how they scale with your base stamina.
- Unarmed attacks drain stamina based on the attacker's base unarmed damage. Won't really affect player characters, but it means that big creatures like bears, mammoths and dragons can actually exhaust themselves in prolonged battle.
- The inventing kit manual can now be kept and read outside the inventing kit interface. Leave spare copies back in the inventing kit to dispose of them.
- 3 new blessing related Speech perks: Fervent Prayer, Chivalry of the Nine and Daedric Favor.
- New blessings module intended to work beside Combat Remastered - Speechcraft.esp.
- Combatants now take stamina damage if hit with a melee weapon while they are attacking or casting a spell. The stamina damage increases based on the attacker's weapon, skill and level, but decreases based on the attacker's current health.
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Version 1.34b
- The new hand to hand perks can be respecced now.
- New Speech perk: Tactical Coordination - While in combat the physical damage you deal to and receive from non-hostile targets is reduced to zero.
- Enemies should be a bit more responsive to attack when trying to regain stamina.
- Corrected Berserker and Bulwark affecting power attacks.
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Version 1.34
- Now requires SKSE 1.6.9, available at: http://skse.silverlock.org/
- Telekinesis may now affect living targets if they are exhausted, staggered or bleeding out when you start casting. (Note: this isn't 100% reliable at the moment, but it works well enough and I don't think it can be improved much further.)
- Hammer Blow now causes your unarmed power attacks to stagger opponents.
- Adjusted unarmed perk dependancies a bit and added new unarmed perks: Concussive Strikes, Cross Counter, Tiger Blow and Mystic Fist.
- Fixed hitstun not inflicting stagger like it should and instead causing a temporary attack speed slowdown.
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Version 1.33
- All perk trees are now properly handled by Dragonborn's respec function.
- Fixed a potential attack speed glitch on NPCs.
- Increased block stamina drain against unarmed attacks.
- Attack stamina drain is now applied after the swing, making stamina condition based perks more effective.
- Rescaled attack stamina drain. The difference between having low or high base stamina won't be as great, although having high stamina still makes it a lot easier to power attack and block.
- New Destruction perk: Distortion.
- New Restoration perk: Healer's Charity.
- New Alteration perks: Deadly Telekinesis, Borrowed Time.
- New Conjuration perks: Soul Pact, Thrall Master.
- New Illusion perks: Psychic Bypass, Dragon Eye.
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Version 1.32a
- Fixed sweeping attacks occasionally triggering timed block effects.
- Fixed Cleaving Gale triggering more often than described.
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Version 1.32
- Hopefully fixed issue with Automatic Variants skins reverting after death.
- New Light Armor Perk: Composite Armor - Perks that forbid Heavy Armor but allow Light Armor now permit you to wear one piece of Heavy Armor.
- Dwarven Servants can now be augmented with soul gems, weapons and armor. To compensate for this their stats now scale less with your Inventing skill.
- Magic, Archery and Creature Abilities modules updated for Dragonborn.
- Fixed mixed up conditions between Guard Dash, Second Wind and Breakthrough.
- New Alteration Perk: Integrated Armor - Protection spells like Stoneflesh continue to benefit from Mage Armor while wearing one piece of armor.
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Version 1.31b
- Fixed perk descriptions for Intense Flames and Supercharge.
- Cleaving Gale now triggers only if you kill with a power attack against an enemy who is swinging their weapon or has been repelled by a timed block. It also is dispelled upon your next attack.
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Version 1.31
- Included USKP fix for the Matching Set perks and light Imperial armor, Thieves Guild armor and Ebony armor.
- Tagged perks internally so that ASIS recognises which ones shouldn't be given to NPCs.
- Added some checks to reduce Papyrus error log spamming.
- Overload should now be more stable. If used with one hand, it now gives up to 20/40/60% more power in exchange for 15/20/25% of your stamina.
- Dead Thrall now allows you to cast other reanimation spells on it, temporarily granting it the stats of that reanimation spell without destroying it.
- Most spell magnitudes scale less with skill now, closer to how weapons scale. This should hopefully improve mid-late game balance.
- Weapon enchantments now behave more like vanilla with respect to Destruction skill, i.e. their costs are reduced but their magnitudes do not increase.
- Augmented Element perks now give 15/30% extra power plus 10/20% resistance to each element.
- Discharge buffed to 50% bonus magicka damage.
- Disintegrate triggers at 20% health, up from 15%.
- Intense Flames/Deep Freeze/Disintegrate bonus damage down to 5/15%.
- Recovery level 3 bonus regeneration down to 75%.
- New module: Combat Remastered - Enchantments.esp. Rings with magic school enchantments now boost magic power. These new magic power enchantments can be added to rings, necklaces, hand gear and foot gear.
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Version 1.30
- Blocking a normal attack slows down the attacker's wind up speed if they try to attack too soon after being blocked.
- Combatants suffer 30% more physical damage if struck while winding up for an attack. Does not stack with the flanking damage bonus.
- Hitstun now works on enemies who are recovering from an attack and lasts longer on enemies with low stamina.
- Reduced the player's light armor rating by 20% to compensate for its improved effectiveness at low levels.
- NPCs wearing heavy armor receive extra damage resistance to more closely mirror the player's defense progression.
- A number of script and condition optimisations.
- Imbue Weapon tweaked. You now pay the spell's cost once at the time of imbuing, and can cast it for free when you power attack.
- Imbue Weapon works with enchanted weapons now.
- New One-Handed perk: Spin Attack - Sideways power attacks with one-handed weapons deal 40% more damage to running opponents.
- New One-Handed perk: Advancing Smash - Forward power attacks deal 30% extra damage against a blocking opponent.
- Mighty Swing renamed to Mighty Stance.
- Guard Dash reduces your attack backswing time but lasts for a shorter duration.
- New Block perk: Breakthrough - You gain 40% damage resistance for up to 3 seconds if you keep running after a timed block.
- New Block perk: Tenacity - When at 20% health or lower, all blocks are considered timed blocks.
- Deflect Arrows now works with weapons.
- New Heavy Armor perk: Iron Will - You receive 30% less physical damage and gain 20% magic resistance when your health is below 1/3.
- New Light Armor (unarmored) perk: Unarmored Alacrity - 20% increase to movement speed and 10% increase to attack speed while not wearing body armor. Helms, gauntlets, boots and/or shields are permitted.
- New Light Armor (unarmored) perk: Unarmored Mastery - You gain the full bonus of being unarmored while not wearing body armor. Helms, gauntlets, boots and/or shields are permitted.
- Wall of Fire now causes lingering damage for 5 seconds.
- Wall of Frost now severely slows opponents standing in it.
- New Heavy Armor perk: Iron Will - You receive 30% less physical damage and gain 20% magic resistance when your health is below 1/3.
- New Light Armor (unarmored) perk: Unarmored Alacrity - 20% increase to movement speed and 10% increase to attack speed while not wearing body armor. Helms, gauntlets, boots and/or shields are permitted.
- New Light Armor (unarmored) perk: Unarmored Mastery - You gain the full bonus of being unarmored while not wearing body armor. Helms, gauntlets, boots and/or shields are permitted.
- Wall of Fire now causes lingering damage for 5 seconds.
- Wall of Frost now severely slows opponents standing in it.
- Fireball, Ice Storm, Chain Lightning and Arcane Burst have their magicka costs increased by 20%
- Incinerate, Icy Spear and Thunderbolt (but not Arcane Strike) have had their magicka costs decreased by 5% and their projectile speed/range increased by 50%.
- Thunderbolt's secondary damage has been increased from 20 to 25 and now triggers if the target attacks or casts a spell within 1 second of being struck.
- Fixed Impact on Incinerate, Icy Spear and Thunderbolt.
- Impact now requires fewer consecutive hits to trigger.
- Counter Spell now gives 30% increased magnitude when applicable.
- Martial Casting now gives 20% increased magnitude and requires you to be closer.
- Corrected frost enchants temporarily reducing max health.
- Some minor tweaks on Arcane hand fx.
- You may convert 1 piece of armor or weapon into 5 lockpicks using the Inventing Kit.
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Version 1.27
- Slower and heavier weapons are now easier to trigger Heavy Smash with.
- Dawnbreaker staggers undead like silver weapons do. Also incorporated tweaks from Artifact Balance Overhaul.
- Tweaked Arcane spell visual effects.
- With the Offensive Parry perk, you are now briefly immune to frontal physical damage at the attack point of your swing (this is a backup in case script lag causes the stagger to be delayed).
- New Two-Handed perk - Imbue Weapon: Allows you to cast spells while power attacking.
- New Thievery perk - Dislodge Armor: Use a dagger to sabotage your opponent's armor.
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Version 1.25a
- Magic module: Attempted fix for wards sometimes giving massive skill increases.
- Magic module: Enemies under the effect of Intense Flames now visibly burn.
- Creature module: Enemies who suffer debuffs from fire (Dwarven machines, Frost Atronachs) now glow and steam slightly while affected.
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Version 1.25
- Enemies gain more armor at high levels.
- Undead enemies (except vampires) are now immune to flinching unless you hold a silver weapon.
- Timed blocking now negates normal attack damage by default, but does not stagger.
- The Deflect Attack perk now allows timed blocking to stagger like it used to.
- Ward Snap now only works if you release the ward soon after it absorbs a spell.
- Added Combat Remastered - Creature Abilities.esp. It contains adjustments to creature abilities, adding more unique resistances and weaknessus plus some special racial quirks. See ReadMe for full details.
- The default magic, archery and creature abilities files require Dawnguard. Seperate vanilla-only versions are available in the "Vanilla plugin files" subfolder of the archive.
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Version 1.23
- Thu'um Adept now improves Shout duration, but does not reduce Shout recovery as much.
- Flinching should finally be fixed, though some enemies (such as Dwarven automations) are currently immune to flinching.
- Flinching time now varies with your equipped weapons. Slower weapons stun for longer, and two-handed weapons gain a further boost.
- Improved updating script.
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Version 1.22d
- Restricted flinching to only NPCs due to bugginess on creatures.
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Version 1.22c
- Improved compatibility with Dual Wield Parry - Script Dragon.
- Reduced delay on regenerating stamina after attacks.
- Main and NPC script optimizations.
- Fixed Ranger's arrow recovery chance.
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Version 1.22b
- Hopefully fixed enemies appearing to bleed out when dying.
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Version 1.22
- New 2H perk: Bulwark - Two-handed normal attacks hit all targets in front of you while you are standing still.
- New 2H perk: Berserker - Two-handed normal attacks hit all targets in front of you while you are moving forwards.
- New 1H perk: Skirmisher - Stamina regenerates 50% faster when not attacking or blocking.
- Fixed a glitch that prevented enemies from backing off when exhausted.
- Enemies may flinch when struck by normal attacks. This depends on whether they are blocking/attacking/casting, whether they're using a bow or whether they're stamina is significantly higher than yours.
- Some script and condition optimizations.
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Version 1.21
- Combustion, Bone Chill & Discharge each increase non-elemental damage by 5%
- Intense Flames, Deep Freeze & Disintegrate check target health after damage is applied.
- Intense Flames, Deep Freeze & Disintegrate increase all spell damage against foes affected by fire/frost/shock damage respectively.
- Intense Flames, Deep Freeze & Disintegrate have 2 levels.
- Supercharge no longer requires Impact, only Dual Casting.
- With Apprentice Destruction, Rune spells now stagger opponents when either you or they are not engaged in immediate combat.
- Armor Aspect - Dragonhide's reduction of existing cooldown now accounts for other Shout recovery buffs.
- Wards now advance your skill based on damage blocked.
- Fixed Lingering Dreams affecting all spells.
- The Arcane Storm spell tome works correctly now.
- Some script optimizations.
- If you're quick, you can now raise corpses that are disintegrating to interrupt the disintegration effect.
- Deep Freeze now uses the Ice Form visual effect.
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Version 1.20b
- Uploaded the wrong archive. Doi. >_<
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Version 1.20
- Fixed typo in Ward spell descriptions. Turns out highlighting numbers hides decimal points. :P
- New Thievery perks added (to the Inventing module): Snatch Potion and Pilfer Ammo.
- New Destruction spells added to vendor leveled lists: Arcane Stream, Arcane Missile, Arcane Burst, Arcane Strike, Arcane Storm (requires Destruction Ritual quest to be completed). You may have to wait until vendors restock to purchase them.
- New Restoration perk: Ward Snap - Wards release a small shockwave if they are lowered after successfully absorbing at least one spell.
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Version 1.19b
- Fixed wards breaking prematurely if you don't have the Combat Warding perk.
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Version 1.19
- Fixed glitch that could cause enemies to perma-flee if you were using a ranged weapon/spell.
- Optimised AI retreating script a bit.
- Inventing: Added Frostbite Venom application to Basic Chemical Application perk.
- Inventing: Damage Health Jaw Trap properly labeled.
- Destruction Mastery perks are back to halving spell costs, but also provide secondary benefits to some spells.
- Augmented <element> perks are now back to giving 25/50% bonus damage, but also boost non-elemental damage for the sake of modded spells. I'll add non-elemental spells of my own in the next update.
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Version 1.18
- Stamina no longer effects attack swing speed. It still effects attack startup and recovery, and thus overall attack speed.
- Fixed Heavy/Light Armor Expertise inflating displayed weapon damage in the inventory menu.
- Magic runes now stagger enemies who are not yet in active combat, and inflict a 30% weakness to their given element for 15 seconds.
- Archery tree reworked, adding perks for Combat Bows (light materials), Battle Bows (heavy materials) and Crossbows.
- New Archery general perk - Target Tracking: You deal extra damage against moving targets. The bonus is around 20% against a person running at top speed, growing exponentially up to 400% against dragons flying at cruising speed.
- Eagle Eye: Is now the base perk for the Archery tree. Removed old Hunter's Discipline effect.
- Ranger: Nerfed movement speed by 30% while drawing and running, added old Hunter's Discipline effect (more arrows recovered)
- Critical Shot: Moved to take Eagle Eye's old place in the tree.
- Combat Bow perks: Combat Bow Training, Hit And Run, Balanced Draw, Pincushion.
- Battle Bow perks: Battle Bow Training (formerly Overdraw), Long Shot, Mighty Draw (formerly Heavy Shot), Piercing Arrow (formerly Piercing Shot).
- Crossbow perks: Crossbow Training, Point Blank, Heavy Impact, Snap Shot.
- See readme for further details on the new perks.
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Version 1.15
- Stamina regen no longer slows down in combat.
- Base stamina regen is 20% faster when stamina is less than 50%, and 50% faster when less than 25%.
- Increased stamina regen bonus when not running.
- Reduced the effect armor has on movement slowdown while exhausted.
- Increased base (unarmored) movement slowdown due to exhaustion.
- Reduced attack damage penalty at low stamina.
- Enemies may sometimes try to back off if they're low on stamina and you're not using a ranged weapon/spell.
- Against power attacks, timed blocks now cause extended recoil instead of stagger (mostly just a cosmetic change).
- Great critical charge now deals 50% bonus weapon damage, but only 1x critical damage.
- Heavy Smash now triggers on enemies that have less stamina than you at the moment of impact.
- Supercharge works with one-handed spells, but only if only 1 Destruction spell is equipped.
- Magic module: slow from frost spells should properly observe frost weakness/resistance now.
- New Alteration perk, Canopy Defense: Protection spells like Stoneflesh grant their base armor bonus to nearby non-hostile targets.
- New Conjuration perk, Tempered Casting: All spells cost 25% less magicka if you wait at least 5 seconds between castings.
- New Illusion perk, Shadow Weaver: Mental influence spells are 30% stronger against targets that cannot detect you.
- Increased max no. of placeable runes to 2.
- Increased max no. of wall hazards to 30.
- Dream Strider requirements reduced.
- Changed Dragon's Fury visual effect.
- New Speech perk, Unshakeable Charm: You take 25% less physical damage from characters of the opposite sex, as long as they have at least 50% health.
- New Speech perk, Trade Secrets: You can convince trainers to share secrets they would not otherwise provide, gaining 30% effectiveness in that skill. You may only maintain this bonus for one skill at a time.
- New Speech perk, Threatening Bravado: You take 30% less melee damage as long as you have more than half your health and stamina. Ineffective on constructs and the undead.
- New Speech perk, Battle Bond: Standing near a follower grants both of you 25% physical damage reduction and 50% faster stamina regeneration.
- When not using Combat Remastered - Magic.esp, slow from frost damage no longer stacks with unarmored slowdown from exhaustion. This was already the case if you are using Combat Remastered - Magic.esp.
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Version 1.10
- Combatants take 30% extra damage when being flanked while attacking/spellcasting or being staggered.
- New One Handed perks: Martial Fists, Hammer Blow, Flowing Strikes.
- New Light Armor perk: Unarmored Defense.
- New Block perk: Second WInd.
- Quick Reflexes links to Deflect Attack.
- Block Timing links to Block Runner.
- Cleaned with TES5Edit.
- 2nd level of Augmented Fire/Frost/Shock perks add elemental resistance to Cloak spells.
- Summoning Lord renamed to Dominus, Psychic Domination renamed to Psychic Suppression.
- New Destruction perk: Martial Casting.
- Dragonhide reduces current shout cooldown time (if any) by 25% on cast, if you have the Armor Aspect perk.
- Avoid Death healing effect scales with restoration now.
- Added a new module: Combat Remastered - Inventing.esp. See readme for important details.
- Added a new module: Combat Remastered - Speechcraft.esp. Adds new Speechcraft perks: Thu'um Meditation, Thu'um Adept (2 levels), Dragon's Fury.
- Block Runner description changed to reflect that you don't need a shield for it.
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Version 1.00
- Mostly fixed stamina drain when using 'Dual Wield Parrying_ScriptDragon.esp'. It will rarely cost double stamina to block using the parry key, but at least your stamina no longer continues to drain now.
- New Block perks: Counter Bash, Deflect Attack, Shield Sweep
- New Two Handed perk: Elemental Focus (2 ranks, raises elemental enchantment damage when holding a weapon with both hands, moreso if power attacking).
- New One Handed perk: Elemental Burst (raises elemental enchantment damage when power attacking with one hand, less so if dual wielding).
- Rapid Sprint bonus increased to 30%.
- Quick Reflexes now requires you to have at least 75% stamina.
- Jumping Tackle now reduces fall damage by half (like the old Cushioned perk).
- Wards now vary in strength depending on your % magicka, starting at 125% strength at max down to 25% when almost empty. Difficulty of timed warding also varies.
- Restoration mastery perks no longer improve ward conversion rates (too good in combination with Ward Training), but each perk now improves ward strength by 10% up to 50%.
- New Restoration perk: Combat Warding (allows you to attack/cast other spells while maintaining a ward).
- New Illusion Perk: Dream Strider (movement speed increases by 25% while affected by the Clairvoyance, Muffle or Invisibility spells).
- Candlelight now works as a toggle; cast to activate, cast again to dispel.
- Magelight no longer limits the number of light projectiles.
- Lightning Storm base damage increased from 75 to 80.
- Ritual Mastery perk buffed; there is no extra cost for ritual casting while moving, and ritual casting while standing still is 10% cheaper.
- Corrected Spell Tome names for altered spells.
- New Conjuration Perk: Summoning Lord (Your spells are 50% more effective on summoned or raised creatures). Looking for a better name for this one. :P
-
Version 0.99
- Overhauled Wards, see Restoration section of readme for details.
- Fixed Overload ceasing to work after shapechanging. See update section in readme if you're still having problems.
- Overload renamed to Supercharge.
- New Destruction perk: Ritual Mastery. You retain mobility during ritual spells at the cost of some magicka.
- Matching Set (both versions) now provides 10/15/20% Armor bonus if wearing 2/3/4 matching pieces of armor.
- Breach now works if wearing at least 3 pieces of Heavy Armor.
- Renamed "X Lore" perks to "X Expertise".
-
Version 0.98b
- Deft Movement is properly disabled when Heavy Armor is equipped.
- Magic Module: Alteration and Restoration scaling should no longer affect passive spell effects.
- Jumping Tackle also needed the fix for race/shapechanging.
- Corrected rapid stamina drain issue with the ScriptDragon version of Dual Wield Parrying.
-
Version 0.98
- New 2H Perk: Heavy Smash
- New Light Armor Perk: Hard Target
- New Heavy Armor Perks: Armored Charge, Battlemage
- Jumping Tackle now branches off Armored Brawling instead of Tower of Strength. Battlemage takes its old place.
- Tightened up Jumping Tackle. Should be more reliable and should no longer trigger when walking down stairs
- Fixed attack stamina cost issue with changing race/form.
- Added optional magic module, see readme for details.
- Finally added a readme, will be cleaning up description page soon.
-
Version 0.96
- New Perks: Mighty Swing (2H) and Offensive Parry (1H Dual Wield).
- Defender's stance changed. Higher power attack stamina bonus, but only after shield bashes.
- Duelist's Stance and Defender's Stance each have a second level.
- Fixed stuttering during crafting menus.
- New optional Archery perks .esp, see description for details.
- One-Handed variants will now be hidden from the crafting menu until you have the items needed to craft them.
- Added Two-Handed to One-Handed variant support for Heavy Armory by PrivateEye.
- Added Two-Handed to One-Handed variant support for Extended Vanilla Weapons by Lrsamways.
-
Version 0.95
- Bows do not lose damage at lower stamina levels. Instead, their draw speed slows down more than melee swing speed.
- Bows now drain stamina when fired. Amount depends on the bow's weight.
- Weapon swings now have a minimum stamina cost, mainly affecting Bound Weapons.
- Fixed the Quick Shot perk giving a huge speed boost.
- Added optional files that allow smithing of one-handed versions of some two-handed weapons. The vanilla file includes adjustments from the Artifact Balance Overhaul mod by Aertyr.
- Added 2 Heavy Armor perks, Insulated and Heavy Infantry Training.
- Modified Well Fitted and Custom Fit. They give 9/17/25% bonus armor if you're wearing 2/3/4+ items of Heavy/Light armor respectively.
- Added 1 Light Armor perk, Rapid Sprint.
- Added 2nd level of Wind Walker for 100% stamina regen.
- Jumping Tackle won't affect teammates anymore.
- Cleaving Gale conditions fixed; it would previously trigger too often.
-
Version 0.94
- One-handed crit perks should only affect one-handed weapons now.
- Tweaks to damage reduction formula when armor is less than 0.
- Included USKP fix to Tower of Strength perk.
- New update command: "setstage aaCRMMainquest 100"
- Added two new perks: Evasive Leap (Light Armor) and Jumping Tackle (Heavy Armor).
-
Version 0.93
- Minor changes to two-handed perk tree, adding some bonus attack damage to a few perks.
- Attacks now drain stamina every swing, instead of just on hit.
- The player and npcs now take up to 50% extra damage when fatigued.
- Fixed timed blocks staggering ranged attackers.
- Fixed some left-handed weapon speed issues.
- Heavy changes to the one-handed perk tree, making it more focused on critical hits. This is partly to maintain balance between one-handed and two-handed weapons at high tempering levels (two-handed weapons normally lose much of their damage advantage).
- Fixed an issue with level 4 Armsman and Barbarian perks not working for some.
- Weapon speed bonuses also reduce attack stamina costs.
-
Version 0.91
- Added 2 new Block perks: Block Timing and Guard Impact.
- Elemental Protection is stronger if you sneak and stand still/walk while blocking.
- Easier updating proceedure (see description for details)
-
Version 0.90c
- Removed Dawnguard dependancy.
- Dual Whirlwind actually works now. :P
- If updating from 0.9b, just overwrite the .esp, no clean save needed.
-
Version 0.90b
- If you raise your guard against a power attack for a timed block, Quick Reflexes will now extend the timed block window until the slowdown ends.
- Requires a clean save if updating from 0.
-
Version 0.90
- Initial release.
-
-==CURRENT VERSION==-
==================================================
The current version is v1.47d.
It is recommended that you reset your perks or start a new game before running this mod.
This mod requires the Skyrim Script Extender 1.6.16 or newer (download at http://skse.silverlock.org/).
A compatibility version for Staves of Skyrim by Kearsage is available in the optional files section. Install it over the main 1.47 file, and be sure to load StavesofSkyrim.esp before Combat Remastered.esp
==================================================
-==UPDATING==-
==================================================
Overwrite the old .esp and script files, and when you load an old save, open the console ('~' key) and enter the following command:
SetStage aaCRMMainquest 100
Close the console. In a moment, you should receive a message saying that the plugin is updating. You should then be ready to resume play.
See ReadMe for further details on updating.
==================================================
-==DESCRIPTION==-
==================================================
A combat adjustment package inspired by mods like SkyRe, ACE, and Deadly Combat. Credits to the authors of those mods for their excellent work.
To summarise:
-Stamina is now significantly more important and you need to raise it to keep up with higher level opponents and use stronger weapons, otherwise they will quickly exhaust you.
-Both you and enemies can cancel attacks (press the Sneak key during attack windup). Enemies will cancel attacks to conserve stamina and intimidate you.
-One-Handed and Two-Handed are given deeper weapon specialisation perks and new stance perks. Two-Handed now benefits more from tempering than One-Handed, keeping it viable even at high Smithing levels.
-New Armor formula. Every point of armor increases protection without limit, but you will never quite reach 100% protect (to those who played Warcraft III, the formula is similar). To capitalise on this, Heavy Armor now gains many bonuses to Armor Rating (again, to keep it viable at high Smithing levels), while Light Armor gains more movement-related passive bonuses. Light Armor perks also work when unarmored now.
-Both Heavy Armor and Light Armor have additional movement-focused perks. Jump safely out of the way of attacks with Light Armor or stomp on opponent's faces from above with Heavy Armor.
-Optional modules are also provided for Archery, Sneak, Speechcraft and Magic.
-An optional module replaces the Lockpicking skill with an Inventing skill. This module requires Merged Thievery Skill by LukeH. Be sure to load Combat Remastered - Inventing.esp after MergedThieverySkill.esp.
See the ReadMe for a comprehensive list of changes.
========================================================
-==INSTALLATION==-
========================================================
Unzip contents to your Data folder and enable the plugins you wish to use.
Some of the files in the main directory require Dawnguard and/or Dragonborn.
For those without Dawnguard or Dragonborn, use the alternate .esps in the "Vanilla plugin files" folder.
For those with Dawnguard but without Dragonborn, use the alternate .esps in the "Vanilla + Dawnguard plugin files" folder.
==================================================
-==COMPATIBILITY==-
==================================================
Main file is incompatible with mods that alter weapon speeds or the weapon, armor or block trees. Also any mods that make use of the Infamy actor value (it's used by Combat Remastered to control armor damage reduction) or the Fame actor value (used to control damage output).
Archery file is incompatible with other changes to the Archery perk tree.
Magic file is incompatible with changes to the spellcasting perk trees or vanilla spells.
Inventing file is incompatible with other changes to the Lockpicking perk tree.
Speechcraft file is incompatible with other changes to the Speechcraft perk tree.
Creature Ability file is incompatible with other changes to creature racial abilities and actor records.
Enchantments file is incompatible with other changes to enchantment effects and enchanted rings.
========================================================
-==TO-DO LIST==-
========================================================
Sneak module that changes stealth settings and Sneak perks.
Balance tweaks and any required bugfixes, any extra perks/features as I think of them.
==================================================
-==SOME RECOMMENDED MODS==-
==================================================
Empowered Magic by leasm, a great alternative to Combat Remastered - Magic.esp
Heavy Armory by PrivateEye
Extended Vanilla Weapons by Lrsamways
Weapons of the 3rd Era, MoS edition by masterofshadows, originally by 747823
Immersive Armors by hothtrooper44
ACE by Athyra, excluding Armor, Melee, and Realistic Fighting modules for compatibility reasons.
Apocalypse Spell Pack by EnaiSiaion
Artifact Balance Overhaul by Aertyr
ASIS by Plutoman101
Arrows and Bolts Tweaks by Kevkas (do not use arrow/bold speed modules if using Combat Remastered's Archery module)
Path of Shadows by Shadow_Dragyn
========================================================
-==CREDITS==-
========================================================
Bethesda for making Skyrim
Vicn for his Creature Resources
Everyone who's provided feedback and ideas to make Combat Remastered what it is today