For those who are having issues with hand-to-hand brawls turning deadly, try the following steps, which should fix the bug until the Brawl Bugs Patch can be updated:
1. Back up your data\scripts\source\dgintimidateplayerscript.psc file, if it exists.
2. Download the Brawl Bugs - Modder Resource file from http://skyrim.nexusmods.com/mods/24020.
3. Overwrite your data\scripts\source\dgintimidateplayerscript.psc file with the one from the Modder Resource archive.
4. Open the Creation Kit, and open the Papyrus Script Manager from the Gameplay menu. Select and open dgintimidateplayerscript.psc.
5. Either go to line 105 (if your text editor allows it) or search for the following line:
;debug.trace(self + " hit with magic - end Intimidate")
and go to the one directly below it, which should be:
GetOwningQuest().SetStage(150)
6. Comment out GetOwningQuest().SetStage(150). The line should now read:
;GetOwningQuest().SetStage(150)
6. Save the script, go back to the Payprus Script Manager, right-click the script and select "Compile". Wait until the pop-up window closes.
7. Good to go.
I guess this may open up some esoteric exploits to win brawls, but that doesn't really seem like a significant issue.
Other known issues that are within the scope of Combat Remastered are listed in section 14 of the readme.
Just got to looking through the speech tree more thoroughly and I notice 'Tactical Cooperation' which based on the description 'While in combat the physical damage you deal to and receive from non-hostile targets is reduced to zero.'... Does that mean Followers as well as NPC Guards/Townsfolk/Soldiers? Cause I keep getting killed by my followers. Was killing a skeever as a werewolf and Lydia caves MY head in with an axe on accident. I was not happy.
Hopefully, someone picks this up as this is one of the most comprehensive overhauls available. It is concise, specific, and not too gimmicky. WTFus, where did you go?
This is the first time i comment a mod on the nexus. But this mod needs A LOT MORE attention:
I have been searching for a good perk mod for nearly a year. I played ACE in combination with Duel and with Deadly Combat and with Ultimate Combat, i played SPERG, i played SkyRE ... and all disappointed me in one or another way. And then i discovered Combat Remastered by pure coincidence ... and after testing this severeal days i can just say one thing:
PERFECT !!!
Thanks WTFus! This Perk Mod is very well thought. Perks work synergetical together and give a wide range of options. The only thing i can´t understand is why it isnt endorsed a thousand times. Espacially when you compare it with all those other overhauls it is HIGHLY underrated.
Great work !!!!
I found one incompatibility though: Enchanting Awakened seems to block some perks, for example the unarmed perks won´t raise damage. Thats a pity because enchanting isnt covered by this mod.
Lol, you really being consistent by commenting only 1 post (even until now)
Btw, would you mind to tell me what's exactly your disappointment towards ACE, or Duel/Deadly Combat/Ultimate Combat, or SPERG, or SkyRe? I need to consider which one (or some of them) i'll use in my game
I completely agree with spOtty and argolas, this is a great and well balanced mod that makes combat and levveling much more interesting and fun, (at least with Skirim Unleashed, Duell-Combat realism and Combat Brutallity installed, I had those mod first so I don't know how this mod performs alone .-). I also had SPERG first but found a lot of perks either or both unrealistic and overpowerd.
But I liked the concept of improfing your skill dependent on skill level with one perk or continuous improvement with the skill in general: So here comes the question: I changed some of the perks with Creation Cit, especially the basic perks adding percentage changes in several succesive perk levels: I changed those to 1+Skill Level*0.01 (get your skill level as peercentage increase) plus the same for critical damage strength and critical chance (one handed) - this should also work above Skill lebel 100 with the community uncupper. Now for the question:
1st: Do you allow to share these changes with the comunity? (either a plugin with the changed perks or you add it as an alternative file)
2nd: Is there anyone interested in this version?
(Hopefully) All Customizations:
One Handed: Armsmann: Damage *= Skill%*1.1 , Crit Chance += Skill*0.25%, CritDmg *=Skill*2% (no next Perk Armsman 1) Advancing Smash: +30%damage against blocking oponent + 2xCritdmg and DmgReduction-Skill*0.5% when oponent not blocking Critical Charge: Dmg*1.5, CritChance = 100, CritDmg = 0.5 (i found that crit is about hiting the right point, but your aim is worse when running, but I kept it in because Combat Brutallity makes crit hits stagger and i found this appropriate for a sprinting attack) SavageStrike: CritChance += Skill*0.8%: (When Standing, your aim should be best....) Spinning Strike: Sweep Attack (hit all oponents in front of you (in attack range...)) (there is a standalone mod which does that but needs to be placed before combat remastered and then the perk must be given whith the console...)
Two Handed: Barbarian: Damage *= Skill%*1.2, Stagger *= Skill*2%, CritDmg *=Skill*2% (no next Perk Barbarian 1)
heavy Armor: Jugernaut = Damage Reduction *= Skill*1%, Total damage reduction per piece Gauntlet, Boot = -1, Helm -2, Cuirass -4 (Iron, Steel -1 because arms are naked...), No Next rank... (reduces Attack damage by these values, weak attacks possibly do no more damage ) Cussioned: Total damage reduction per piece Gauntlet, Boot, Helm = -2, Cuirass -4 instead of +15% percent Armor rating (some other combat overhaul had total damage reduction for heavy armor and wanted to have it in here)
Archery: Battle Bows: Damage *= Skill*1% Critical Shot: CritChance += Skill*0.25, CritDmg *=Skill*2% Combat Bows: reduced draw duration at Skill level 20, 35, 50, 65, 80, 100 each 7% = 49%, crit chance += Skill*0.25, critDmg *=2 (increases the difference between the two types, especially usefull as Combat Brutallity also makes bow crticalls stagger, at 100 Archery 0.75*0.75*0.5 = 0.28 attacks won't stagger, so not to overpowered).
This was actually my first time playing around with the Creation Cit and modding in general, so I hope you like it or at least see the point.
WTFus had moved on from skyrim modding, so he'll not update this mod anymore. Would you mind to share these changes? Maybe you can post a new mod as an improvement from this mod (by crediting WTFus of course) and give a complete description about the changes there.
Love this mod, I already endorsed it, but i got a little problem with it. For some reason, my power strikes do not cause me to lose stamina. This glitch is quite consitant, when I remove the combat remastered mod the stamina depletes as it should. But with the mod power strikes dont deplete my stamina. Any suggestions?
534 comments
1. Back up your data\scripts\source\dgintimidateplayerscript.psc file, if it exists.
2. Download the Brawl Bugs - Modder Resource file from http://skyrim.nexusmods.com/mods/24020.
3. Overwrite your data\scripts\source\dgintimidateplayerscript.psc file with the one from the Modder Resource archive.
4. Open the Creation Kit, and open the Papyrus Script Manager from the Gameplay menu. Select and open dgintimidateplayerscript.psc.
5. Either go to line 105 (if your text editor allows it) or search for the following line:
;debug.trace(self + " hit with magic - end Intimidate")
and go to the one directly below it, which should be:
GetOwningQuest().SetStage(150)
6. Comment out GetOwningQuest().SetStage(150). The line should now read:
;GetOwningQuest().SetStage(150)
6. Save the script, go back to the Payprus Script Manager, right-click the script and select "Compile". Wait until the pop-up window closes.
7. Good to go.
I guess this may open up some esoteric exploits to win brawls, but that doesn't really seem like a significant issue.
Other known issues that are within the scope of Combat Remastered are listed in section 14 of the readme.
I have been searching for a good perk mod for nearly a year. I played ACE in combination with Duel and with Deadly Combat and with Ultimate Combat, i played SPERG, i played SkyRE ... and all disappointed me in one or another way. And then i discovered Combat Remastered by pure coincidence ... and after testing this severeal days i can just say one thing:
PERFECT !!!
Thanks WTFus! This Perk Mod is very well thought. Perks work synergetical together and give a wide range of options. The only thing i can´t understand is why it isnt endorsed a thousand times. Espacially when you compare it with all those other overhauls it is HIGHLY underrated.
Great work !!!!
I found one incompatibility though: Enchanting Awakened seems to block some perks, for example the unarmed perks won´t raise damage. Thats a pity because enchanting isnt covered by this mod.
Btw, would you mind to tell me what's exactly your disappointment towards ACE, or Duel/Deadly Combat/Ultimate Combat, or SPERG, or SkyRe? I need to consider which one (or some of them) i'll use in my game
I completely agree with spOtty and argolas, this is a great and well balanced mod that makes combat and levveling much more interesting and fun, (at least with Skirim Unleashed, Duell-Combat realism and Combat Brutallity installed, I had those mod first so I don't know how this mod performs alone .-). I also had SPERG first but found a lot of perks either or both unrealistic and overpowerd.
But I liked the concept of improfing your skill dependent on skill level with one perk or continuous improvement with the skill in general: So here comes the question:
I changed some of the perks with Creation Cit, especially the basic perks adding percentage changes in several succesive perk levels:
I changed those to 1+Skill Level*0.01 (get your skill level as peercentage increase) plus the same for critical damage strength and critical chance (one handed) - this should also work above Skill lebel 100 with the community uncupper. Now for the question:
1st: Do you allow to share these changes with the comunity? (either a plugin with the changed perks or you add it as an alternative file)
2nd: Is there anyone interested in this version?
(Hopefully) All Customizations:
One Handed: Armsmann: Damage *= Skill%*1.1 , Crit Chance += Skill*0.25%, CritDmg *=Skill*2% (no next Perk Armsman 1)
Advancing Smash: +30%damage against blocking oponent + 2xCritdmg and DmgReduction-Skill*0.5% when oponent not blocking
Critical Charge: Dmg*1.5, CritChance = 100, CritDmg = 0.5 (i found that crit is about hiting the right point, but your aim is worse when running, but I kept it in because Combat Brutallity makes crit hits stagger and i found this appropriate for a sprinting attack)
SavageStrike: CritChance += Skill*0.8%: (When Standing, your aim should be best....)
Spinning Strike: Sweep Attack (hit all oponents in front of you (in attack range...)) (there is a standalone mod which does that but needs to be placed before combat remastered and then the perk must be given whith the console...)
Two Handed: Barbarian: Damage *= Skill%*1.2, Stagger *= Skill*2%, CritDmg *=Skill*2% (no next Perk Barbarian 1)
Light Armor: Agile Defender: Damage Reduction *= Skill*1% ,no next rank Agile Defender 1
heavy Armor: Jugernaut = Damage Reduction *= Skill*1%, Total damage reduction per piece Gauntlet, Boot = -1, Helm -2, Cuirass -4 (Iron, Steel -1 because arms are naked...), No Next rank... (reduces Attack damage by these values, weak attacks possibly do no more damage )
Cussioned: Total damage reduction per piece Gauntlet, Boot, Helm = -2, Cuirass -4 instead of +15% percent Armor rating
(some other combat overhaul had total damage reduction for heavy armor and wanted to have it in here)
Archery: Battle Bows: Damage *= Skill*1%
Critical Shot: CritChance += Skill*0.25, CritDmg *=Skill*2%
Combat Bows: reduced draw duration at Skill level 20, 35, 50, 65, 80, 100 each 7% = 49%, crit chance += Skill*0.25, critDmg *=2
(increases the difference between the two types, especially usefull as Combat Brutallity also makes bow crticalls stagger, at 100 Archery 0.75*0.75*0.5 = 0.28 attacks won't stagger, so not to overpowered).
This was actually my first time playing around with the Creation Cit and modding in general, so I hope you like it or at least see the point.