Uploaded a new version of Deadly Combat Lite. Fixes various issues. Can safely be installed by overwriting a previous version of Deadly Combat Lite, and will continue to work correctly in existing playthroughs. Thanks again to n555 for feedback.
Specifically, the issues addressed are: - Scripts for core functionality of the mod no longer disappear when NPCs get far away from player - Staggers from power attacks should now never be weaker than staggers from normal attacks - Kill moves should no longer get interrupted by my mod (or at least much less frequently)
I have just uploaded a new version of the mod, Deadly Combat Lite. There is also an optional compatibility patch for Ordinator in the optional files.
A short description of how this version is different from previous versions can be found at the top of the description page. Everything below it is still about the older, full version of the mod.
At this point in time, I personally recommend using Deadly Combat Lite. It has fewer features though. Those who like those features can still continue using the full version of the mod, which is Deadly Combat 4.01.
I do not plan to continue spending a lot more time modding, I'll be playing instead. If you notice any really important issues/bugs, please report them, and I may still notice them. It's unlikely I'll respond to any other feedback (like feature requests), but feel free to post them anyway.
This mod conflicts with any spells or shouts that stop time due to the timed warding/blocking feature, as it hits the player and slows them down while speeding up every other npc around you, i tested this with the mod LE BACKPORT Infinity Gauntlet, and when i turned off your mod, the eye of agamoto worked as intended and didint clash.
Hello there. One question. I have installed the Lite, recommended, version. Do I need to create a LOOT custom rule to sort its load order? LOOT currently places it before other typical combat mods:
Anyone knows how does the timed warding feature work? I've tried on numerous occasions to do it right, but I think I've only been successful a couple of times Don't know if maybe my system is too slow to process the timing correctly, but no matter when i try to put up the ward, it never reflects. Enemies on the other hand have this feature working perfectly and it's overpowered as hell. Every time i try to hit up an enemy with a spell, they time it just right and return 10 times the damage in a burst of the resisted effect. Been one-shot killed as a vampire lord for making the mistake of throwing drain life to a mage. Got machinegunned by 10 drain life in a row.
This mod ruined my game, i personally didn't like the slower movement speed while attacking, it feels odd for me, so i uninstalled and i still can't get rid of the slower speed
Anyone know if this mod will stop enemy mages from charging me with a dagger when they run out of magic? I've had a hell of a time trying to fix that. :P
As someone else has said, wards do not seem to enable shield blocking. Every melee attack interrupts my ward. Blocking skill never goes up. Damage is almost as much as without the ward (wards improve armor rating, this accounts for the rest). This is using the Lite version.
Also when 'Timed Warding' is enabled, it seems wards always reflect spells even if they are not timed, i.e. when you have one running for a long time.
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Uploaded a new version of Deadly Combat Lite. Fixes various issues. Can safely be installed by overwriting a previous version of Deadly Combat Lite, and will continue to work correctly in existing playthroughs. Thanks again to n555 for feedback.
Specifically, the issues addressed are:
- Scripts for core functionality of the mod no longer disappear when NPCs get far away from player
- Staggers from power attacks should now never be weaker than staggers from normal attacks
- Kill moves should no longer get interrupted by my mod (or at least much less frequently)
A short description of how this version is different from previous versions can be found at the top of the description page. Everything below it is still about the older, full version of the mod.
At this point in time, I personally recommend using Deadly Combat Lite. It has fewer features though. Those who like those features can still continue using the full version of the mod, which is Deadly Combat 4.01.
I do not plan to continue spending a lot more time modding, I'll be playing instead. If you notice any really important issues/bugs, please report them, and I may still notice them. It's unlikely I'll respond to any other feedback (like feature requests), but feel free to post them anyway.
DeadlyCombat.esp 4A0C33C7
Combat Evolved - Core.esp DE520BB6
Combat Evolved - Enemy Poison.esp FC079489
Combat Evolved - Stealth.esp 12BEC0C1
Vigor - Combat and Injuries.esp 10.6 525CBD04
UltimateCombat.esp 7C7DA72C
Vigor - Movement Tweaks.esp 3F67E882
Vigor - Torso Bandage.esp 4715284E
TKDodge.esp 49496E03
I've tried on numerous occasions to do it right, but I think I've only been successful a couple of times
Don't know if maybe my system is too slow to process the timing correctly, but no matter when i try to put up the ward, it never reflects.
Enemies on the other hand have this feature working perfectly and it's overpowered as hell.
Every time i try to hit up an enemy with a spell, they time it just right and return 10 times the damage in a burst of the resisted effect.
Been one-shot killed as a vampire lord for making the mistake of throwing drain life to a mage. Got machinegunned by 10 drain life in a row.
What do you do when playing mages?
Also when 'Timed Warding' is enabled, it seems wards always reflect spells even if they are not timed, i.e. when you have one running for a long time.