Dagger weapons have been adjusted according to feedback, if you wish to continue to keep the old 20% chance 5x damage daggers do not update nothing else has changed at this time.
I am exploring options for expanding critical correction to unarmed damage and NPC's if you have any other feedback please feel free to let me know!
It's still a nice improvement, can't really deny that '3' Last I heard Skytweaks may have that as an option? Idunno, dun use it myself, but at least with this there's a noticeable damage up with the base damage and extra crits.
Great mod. So dumb the game has no criticals by default.
But for me it breaks great critical charge. It's meant to be a 100% crit chance.. But with this mod, i haven't seen it crit yet, probably gets overwritten to be 5%.
I'd also like to see a 10% optional file. or better yet a configurable mod. (Via spell or console preferably, tho mcm menus are good too, but for a small mod it does not warrant one)
edit: it may not be this mod causing it, as i downloaded another crit mod too - as I wanted my axes to have stronger crits, and swords do bleed damage..
Gonna try this bugfix: http://www.nexusmods.com/skyrim/mods/5961/?
This needs to be in the hot files pho sho! Another one of those "why?!?!" moments that I've often pondered as to how it wasn't in the vanilla game to begin with.
I agree with others on the balance regarding dagger % chance and bonus (I've modded my own version in TES5Edit), and that NPC's should have an equal share for crits against the player and other mobs. Perhaps someday. Until then... "that'll do pig... that'll do....!"
Was waiting for one more person to ask for that change, you were the winning vote =D I am currently looking for a way into getting the change to take on NPC's without making several compatibility unfriendly changes.
34 comments
I am exploring options for expanding critical correction to unarmed damage and NPC's if you have any other feedback please feel free to let me know!
But for me it breaks great critical charge. It's meant to be a 100% crit chance.. But with this mod, i haven't seen it crit yet, probably gets overwritten to be 5%.
I'd also like to see a 10% optional file. or better yet a configurable mod. (Via spell or console preferably, tho mcm menus are good too, but for a small mod it does not warrant one)
edit: it may not be this mod causing it, as i downloaded another crit mod too - as I wanted my axes to have stronger crits, and swords do bleed damage..
Gonna try this bugfix: http://www.nexusmods.com/skyrim/mods/5961/?
Do criticals is so nice !
I agree with others on the balance regarding dagger % chance and bonus (I've modded my own version in TES5Edit), and that NPC's should have an equal share for crits against the player and other mobs. Perhaps someday. Until then... "that'll do pig... that'll do....!"
-Shiholude
I am currently looking for a way into getting the change to take on NPC's without making several compatibility unfriendly changes.