This is a light script-free combat mod and difficulty increaser. It is made to compliment and work with the three major combat overhauls: Duel - Combat Realism, Deadly Combat, and Ultimate Combat. This mod makes combat more dangerous and unforgiving. Combat Evolved changes nearly every aspect of combat.
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Author notes
This author has not provided any additional notes regarding file permissions
File credits
Bethesda - For the awesome Elder Scrolls series and their Construction Kit The Nexus Staff - For putting together a forum for sharing mods and bringing this community together GhostAgent - For creating the logo (at top) and for the description page design and graphics Tonycubed2 (author of Sands of Time) - For sharing this mod with his fan-base when initially released Jebbalon for creating the great video for this mod Cal from Dirty Weasel Media for the great review and video comparison Combat Evolved - Skyrim Redone version created by Raulfin Raulfin for helping with the fomod installer for the Combat Evolved - Modular version Brodual for the excellent review and video of Combat Evolved
Translations
Spanish
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Translations available on the Nexus
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ItalianAuthor: Traduzione RowGiorgio autore mod CrushBoss raulfin GhostAgent
FrenchAuthor: CrushBoss - Raulfin - GhostAgent Trad par Floyd
Combat Evolved Fr
"Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you." -- Friedrich Nietzsche
"Fantastic work on the Combat Evolved mod! We loved it, so we decided to feature it in a Skyrim Mods video." Brodual
Thank you to Brodual from the awesome video and review of Combat Evolved! Made the Top Mods of 2014 list!
Thanks to Jebbalon for the awesome video(!) and to Cal from Dirty Weasel Media for the great review and video comparison!
This is a light script-free combat mod and difficulty increaser. It is made to complement and work with the three major combat overhauls: Duel - Combat Realism, Deadly Combat, and Ultimate Combat. It can be run on its own and is balanced on its own but you will miss out on several features that the full-featured combat overhauls provide. It even works well with Skyrim Redone (SkyRe) and ASIS but there are minor, non-game breaking differences.
This mod was designed to be compatible with nearly everything. No NPC records, perks, or leveled lists were modified. All of the magic of this mod is accomplished through combat styles, game settings, and NPC Spells (player spells are unaffected).
Combat Evolved changes nearly every aspect of combat. Combat is more difficult, realistic, and challenging! Enemies are more aggressive and are smarter. Enemies will generally pose a higher level of challenge for the player at all levels.
This mod makes combat more dangerous and unforgiving. One of my biggest complaints in vanilla Skyrim and even with the popular combat mods out there is that once you hit level 30 and above combat is a joke and the player is nearly invincible. With my mod enemies are a threat at any level. No longer can you have four enemies all beating on you while you don't move an inch or have a care in the world.
Stagger, knockdown, enemy skills, and enemy damage (and much more) are all enhanced to be more immersive and realistic. If you don't move around, dodge, and actively use your brain you will die a painful death. Combat sneaking has also been improved to be more difficult. No longer can you snipe enemies at range and wipe them all out.
Enemies will actively try to surround the player and attack. They will also bash and block more often and attempt to dodge attacks. Magic attacks are no longer a joke above level 30. You will feel it when attacked with magic now. Maximum magic resistance and armor rating have been reduced. Creature poison is also a lot more dangerous. Being poisoned by a giant spider no longer does less damage than spilling a hot drink in your lap!
In order to maintain balance with the popular combat overhauls I had to overwrite a few of their settings. At first I tried to avoid this and not touch any of their settings but balancing the mod became impossible. Yes, this mod could be improved if I edited NPC records and leveled lists, however, the entire goal of this mod was to have it fit in with virtually any load order and not be a compatibility nightmare.
Limitations: There are some encounters that have fixed levels and will be substantially lower in level than the player. This is a known issue and won't be corrected by this mod since it falls outside its scope. Enemies that are leveled with the player should pose a greater challenge.
No mod will make enemy behavior 100% realistic. There are numerous limitations with the AI engine Skyrim has given us! All I can hope to do is to improve the experience.
Magic: NPC spells are more powerful yet player spells are left unchanged. In order to balance player magic with NPC magic I recommend that players install one of the popular magic mods. The lightest of these is Simple Spell Scaling which I have used for several years with good success. More elaborate solutions are available such as Empowered Magic and Better Magic which work well also.
Important: Many users will find that they need to lower the game difficulty by one setting which will, in most cases, still provide an increase in overall difficulty with this mod enabled. There is no longer a need to crank up the difficulty level to have challenging combat. I recommend that most users play on Adept or lower difficulty when starting a new game and then bump up the difficulty setting one notch once they reach level 20-30. I used to play on Master or Legendary difficulty setting before I developed this mod and now play on Expert. Please lower the game difficulty by one notch after installing Combat Evolved. If combat is still too difficult then lower it one more notch. Most users will find that if they lower the game difficulty setting by one notch the mod still provides a 25% - 50% increase in overall game difficulty from what they were using on the higher difficulty setting.
Players having difficulty with magic doing too much damage should read and follow this guide: Magic Resistance Primer
Enjoy the Combat Evolved experience! Prepare to have your ass handed to you!
This mod is compatible with nearly everything including the three major combat overhauls: Duel - Combat Realism, Deadly Combat, and Ultimate Combat. I didn't touch any dragon combat styles or settings so it should be 100% compatible with all dragon mods.
This mod is compatible with Revenge of the Enemies, Supernatural AI, SkyRe, ASIS, SkyTEST, SPERG, and Skyrim Unleashed as long as you place Combat Evolved after these mods including all of their patches.
Thanks to the efforts of raulfin we now have a Combat Evolved - Skyrim Redone Edition. Please use this version if using Skyrim Redone (SkyRe).
I released a modular version of Combat Evolved so that players can pick and choose what features they want and don't want. This also helps greatly with compatibility when players have a different mod to handle certain features (stealth, magic, poison, difficulty, etc.).
Questions about Compatibility
Combat Evolved was designed from the beginning to be compatible with just about everything. This design was not an afterthought. Combat Evolved only touches Combat Styles, Game Settings, Enemy Spells, and Enemy Poison. If your mod doesn't touch these areas then it should be fully compatible. You can easily compare both mods in TES5Edit to check for potential conflicts. I've done this repeatedly when players ask me if a certain mod is compatible that I'm not familiar with. Players can easily do this themselves as there is no magic in it and is a simple process.
Sneak & Stealth Overhauls
Even though Combat Evolved now includes a minor sneak/stealth overhaul, players can still use their favorite sneak or stealth overhaul with Combat Evolved. Just place it after Combat Evolved in the load order so it will overwrite most of Combat Evolved sneak settings.
Requiem
If using Requiem you need to place Combat Evolved before it in the load order so that Requiem can overwrite any conflicts. Requiem has a vastly different approach to combat and you will only get roughly 33% of the benefits of this mod. It handles damage in a unique way and is different than any other combat overhaul that I've seen. Because of this Requiem is incompatible with many mods. I've examined it closely in TES5Edit and it almost seems as if the author wanted it to be this way. You will get most of the Combat Style improvements and a few of the combat tweaks but Requiem will overwrite most of everything else. For this reason Requiem has to be placed after Combat Evolved in the load order. Combat Evolved was designed from the beginning to be as compatible as possible and fit into virtually any load order. Requiem is one of the few mods it has compatibility issues with.
Perkus Maximus (Perma)
Perkus Maximus (Perma) is fully compatible with Combat Evolved! I did a detailed examination of both mods and compared them in TES5Edit. There are three minor differences in the Thief module (sneak settings) and one minor difference in the Warrior module (bash reach). Combat Evolved can be placed before or after Perkus Maximus (Perma) in the load order. The four minor differences don't come close to needing a compatibility patch.
If you want slightly harder stealth place Combat Evolved after Perma. If you want slightly easier stealth place Combat Evolved before Perma.
Wildcat
Wildcat is very similar to Combat Evolved. Both mods edit the same combat styles and most of the same gameplay settings. They can be placed in the same load order, however the last combat mod will overwrite most of the settings of the other. For this reason it is recommended to only run one or the other. If you do run them both then place the combat mod that you want to take precedence after the other one in your load order (last mod always wins if there are conflicts). There are several features in both mods that do not overlap such as poison and spells in Combat Evolved and timed blocking in Wildcat.
ERSO 30 - Better Enemy AI (we modify the same combat styles) - And yes, they are different. I have no intention of getting banned from the Nexus like others. I fully understand that two other authors have tried to copy this mod (identical or nearly identical) and place it on the Nexus which they got banned for. It took me many painful hours to rebuild all the vanilla combat styles to my satisfaction.
Differences between Combat Evolved and ERSO 30 - Better Enemy AI
They are both large improvements over vanilla. Overall, I feel that my Combat Styles are better and will provide the player with great AI and maximum challenge. ERSO Enhanced Enemy AI has excellent combat styles also and is a great mod, no question. Combat Evolved replaces it though and you won't get any benefit from running both. My combat styles allow more actor types to dual wield. Mine are also fully compatible with Extensible Follower Framework (EFF). Mine are also tuned to work in harmony with my combat settings and tweaks. For example, if you were to place ERSO below Combat Evolved in the load order some enemies would be overpowered while some would be too weak. Mine are completely tuned and balanced for Combat Evolved.
ERSO Enhanced Enemy AI only changes Combat Styles and nothing else. I modify the combat styles plus a lot more (see the Description section above).
This mod in now out of BETA. Currently no known bugs exist. Please report any issues in the Posts section. I'm mainly interested in bugs and balancing issues.
UPDATE: Ever since version 0.5 BETA the mod has been highly stable and working very well. There are really only a few balancing and realism issues to work out. No major or even minor bugs have been reported since this version. You can feel confident about adding it to your load order without causing problems in game.
Place this mod towards the end of your load order or after all combat, creature, and encounter mods and their patches. Requiem users should place Combat Evolved before Requiem in the load order.
BOSS and LOOT will not sort Combat Evolved properly. You must create a custom rule and place it towards the end of your load order.
Here is an example load order. I am NOT telling players to install all of these mods, this is just an example:
Rebirth Monster (Revenge of the Enemies) Deadly Combat, or Duel - Combat Realism, or Ultimate Combat SkyRe (all modules that you want except for reproccer) Combat Evolved or Combat Evolved - Skyrim Redone Edition All Sneak & Stealth Overhauls All Magic mods such as Simple Spell Scaling, or Empowered Magic, or Better Magic ASIS SkyRe Reproccer
Skyrim version 1.9.32 or later Dawnguard Dragonborn
1. Extract the contents of the 7z file 2. Copy the contents into your Skyrim's Data folder 3. Activate Combat Evolved.esp 4. (Highly Recommended) - Lower the in game difficulty setting by one level. View the full Description for more details.
1. Remove 'Combat Evolved.esp' - Since this mod touches no NPC records or leveled lists it is generally safe to uninstall if you don't like the changes.
Version 2.4b Fixed an issue that could cause flying dragons to breath a breath of smoke instead of fire (huge kudos to LordMala for identifying this bug!)
Version 2.4a Fixed an issue that could potentially cause 'no AI' / 'unaggressive actors' if an actor was spawned via script and not in the normal fashion (huge kudos to FishBiter for identifying this illusive bug! ) Greatly improved or fixed an issue that could cause actors to over-block or block all the time
Version 2.4 More consistent stagger with arrows and magic - before, various actors would produce a different stagger level when firing the same bow and arrows Improved Combat Styles Changes to bring it line with my other mods, especially changes made in Animal Tweaks that apply to Combat Evolved Added animal combat styles from Animal Tweaks Enemies will dodge more (hopefully) - this is about as good as I can make it without using scripts or behavior packages Guards Attack Hostiles mod is now integrated into the all-in-one (normal version), Base Game, and SkyRe versions Immunity to paralysis if magic resistance equals or exceeds 60% - this affects everyone (both the player and AI actors). Will only take effect if using the Skyrim default paralysis spell/effect (most mods do). Affects all types of paralysis in the base game. Lowered dual casting effectiveness from 2.8 to 2.5 - was a bit too powerful Fixed spider and chaurus spit - all spiders and chaurus will not properly use their spit attack when at range (will forward this fix into the next release of Animal Tweaks (soon)) Misc tweaks and improvements
Version 2.3 Lowered stagger and stagger duration by 25% - please provide feedback on this change - I don't want to lower it too much and damage immersion Minor stealth rebalance and tweaks - light doesn't destroy your sneaking chance now (has less of an impact than before) Combat Style improvements and tweaks - continued improvements to archers and magic users - greatly improved mammoth combat style Added Deer and Mudcrab combat styles to keep it consistent with my 'Animal Tweaks' mod Added a slow and stagger effect to level 3 Spider and Chaurus poison effects (bite and spit) to keep it consistent with my 'Animal Tweaks' mod It is truly deadly and scary to get poisoned by Spiders and Chaurus now - be careful and come prepared with Cure Poison and Restore Health potions Minor miscellaneous tweaks and improvements Combat Evolved - Base Game Version 2.3 - released - No DLCs required!
Version 2.2 Improved Compatibility with the Unofficial Patches - carried over a few changes that applied to Combat Evolved - no dependency to the Unofficial Patches as usual Improved Compatibility with Dawnguard & Dragonborn - 100% compatible now - minor adjustments (nothing game breaking in earlier versions of Combat Evolved) Improved Compatibility with Enhanced Blood Textures Lowered the Combat Radius by roughly 10% - was causing too many enemies to leave their default location prematurely and come after the player - still a minor problem but improved Tweaked the Combat Styles for archers and magic users to help them act more intelligently and be more defensive - this is about as good as I can make it The mod is feature complete but I will continue to fix bugs and improve game balance and possibly find other ways to improve it
Version 2.1 Lowered enemy bashing chance slightly Lowered the stagger effect (all types) slightly Tuned the sneak settings (again, this never seems to end) Made the modular hardcore sneak module more difficult Made the modular hardcore damage module more difficult
Version 2.0a Major Combat Styles overhaul. Improved nearly 75% of the Combat Styles. Added more finesse to them. Fewer enemies will act like berserkers now. Improved AI behavior. Most enemies will be more defensive and care about their own survival. Finished the stealth overhaul. Combat Evolved is now a full stealth overhaul as well as combat overhaul. No need to run a separate Sneak or Stealth overhaul unless they fit your individual play style better. Combat sneaking is easier but made all other areas of sneaking more difficult Tweaked and improved many combat settings Enemies are a bit more likely to flee or get knocked down when low on health Fixed a few minor bugs Balanced combat out a bit more. Fixed a few unbalanced Combat Styles Lowered the difficulty on Novice and Apprentice gameplay difficulty settings for those running multiple game difficulty increaser mods Leaving Player magic and spell changes out of the mod. Players will need to add a mod to increase player magic and spell effectiveness. Suggestions: Simple Spell Scaling, Destruction magic skill damage scaling, Empowered Destruction Magic Reversed a few settings from version 2.0 that weren't working as expected Removed two settings that potentially could cause issues with quest triggering Fixed the crime reporting distance so that guards will enter buildings, shops, and homes now All-in-One version 2.0a released Modular Version 2.0a released - For those running other overhauls that conflict with Combat Evolved. Players now have greater flexibility in mixing and matching what features they want and don't want. Includes an fomod installer
Version 1.6 Removed unnecessary mod dependencies (all of the Unofficial patches). This should help those who play Skyrim in a language not supported by the Unofficial patches. I still HIGHLY recommend them for the vast majority of players Lowered Poison damage by 20% - 40% based on poison and creature type Removed the penalty for combat health and magicka regeneration to match the stamina setting Included the MaxArmorRating setting (75%) that I thought was in the mod from the beginning Fixed all compatibility issues with Extensible Follower Framework Beta (EFF) - fully compatible now Minor tweaks to several Combat Styles - gave the default combat style dual wield capability if they had two 1H weapons in their inventory Various tweaks to improve AI behavior Added damage and/or effect increases to several NPC spells such as Wall of Flames, Antronarch Storm, Targe of the Blooded, Wall of Fire, Frost, and Shock, Mortal Wound, and Potema Wall of Storms Added the poison damage spell increases back into the "Combat Evolved - No Magic or Spell Changes" version of the mod Increased the maximum magic resistance to 75% for the "Combat Evolved - Less NPC Damage" version of the mod
Version 1.5 Tweaked sneak settings a bit more Improved compatibility with Stealth Skills Rebalanced - I believe that there are only two very minor conflicts now - Combat Evolved can be placed after it now in the load order Improved compatibility with Skyrim Redone (SkyRe) a bit more - It's not going to get any better than this unless you use a patch or new version mentioned below Removed the penalty for combat stamina regeneration - It is now the same regeneration rate in and out of combat A successful Block now stops 95% of total damage instead of 92% Lowered combat and bashing distance slightly Lowered the paralysis duration to 1 second (was 3 seconds) for the NPC Ice Spear spell Added a 1 second paralysis perk effect to the NPC Ice Spike spell Lowered the fear chance and duration of the NPC Incinerate spell significantly Increased the slow effect duration of NPC ice spells to 5 seconds (was 3 seconds) Fixed minor inconsistencies with some of the NPC spells A few miscellaneous game setting and combat style tweaks The mod is now out of BETA. Bumped up the version to 1.5 to reflect this as being the 5th release.
New Version: Combat Evolved - Less NPC Damage - Enemies will do less damage. Removed the increased level scaling for enemies. Removed the difficulty changes. Players who don't wish to lower their difficulty setting or wish to have less of a challenge should use this version. This is a standalone version and does not require the main file.
New Version: Combat Evolved - No Magic or Spell Changes - Main file minus ALL of the magic and spell changes. ONLY use this version if you are using another magic overhaul mod. Otherwise magic will be grossly underpowered compared to melee damage. This is a standalone version and does not require the main file.
New Version: Combat Evolved - Skyrim Redone Edition - Favors Combat Evolved settings over Skyrim Redone while preserving SkyRe functionality and balancing and includes all of the spell effect improvements from SkyRe. Two versions included. One version requires the SkyRe_Main.esp and SkyRe_EnemyScaling.esp modules and the other version only requires SkyRe_Main.esp. This is a standalone version and does not require the main file.
Version 0.6 BETA Tweaked sneak settings. Made it a bit easier overall but NPCs can detect players from a longer range now to help balance it out. If you really want to sneak well in or out of combat you need to turn off auto run (walk instead) and wear clothes (no penalty) or light armor (penalty). Also a high Sneak skill with perks and Sneak enchanted gear is helpful or use Sneak potions. Heavy armor, running, combat, and light sources will greatly increase the difficulty. Sneaking is no longer a walk in the park! Don't be surprised if you can't sneak past a nearby NPC in a fully lit room. Modified creature poison to not allow absorb and reflect Modified spider poison to have a longer duration but do less damage (same damage overall) Player shield bashing is now equal with NPC shield bashing. The Skyrim vanilla setting made it almost useless Slightly less stagger when blocking attacks with a shield or weapon Weapon bashing is slightly more effective Enemies will become aggressive to the player at an increased distance. It is kind of an immersion breaker to stare at an enemy and have them do nothing until the player gets really close. Still a problem but better. A few miscellaneous game setting tweaks Changed the information in the Compatibility and Load Order section for Requiem users
Version 0.5 BETA Made improvements to the mod to make it more compatible with Skryim Redone (SkyRe) - only very minor conflicts now, nothing game breaking Made improvements to several combat styles for balancing and to bring them in line with similar actor AI Added perk effects to some NPC spells (player spells are untouched and unaffected) The mod seems to be stable and performing well so I'm bumping the version up a few notches
Version 0.2 BETA Fixed a compatibility issue with Immersive Weapons Fixed some NPC spell costs that were too high which resulted in the spells not being used Gave all bosses, draugrs, falmers, and berserkers dual wield capability if they had two 1H weapons in their inventory
Make sure that you install any needed mod requirements/dependencies and compatibility patches for the mods that you use. Please pay close attention to this! Follow ALL mod instructions for each mod that you install!
These are the Core mods that I run and have been running many of them for years without issue. The above mods I recommend without reservation and are generally solid and well written.
Highly Recommended System Specs:
Windows 7 64-bit or Windows 8 64-bit Intel Core i7 Quad-Core or Intel Core i5 Dual or Quad Core Processor 8 GB DD3 RAM (or more) Nvidia GeForce 580, 680, 770, 780, 970 or faster Video card with a minimum of 2 GB VRAM (3-6 GB VRAM is optimal) Optimize your Skyrim setup using all of the advice in this guide - How to Have the Best Modded Skyrim Experience
If you don't have the Optimal System Specs then choose 1K versions (whenever possible).
Make sure that you install any needed mod requirements/dependencies and compatibility patches for the mods that you use. Please pay close attention to this! Follow ALL mod instructions for each mod that you install!
These are the Core mods that I run and have been running many of them for years without issue. The above mods I recommend without reservation and are generally solid and well written.
Bethesda - For the awesome Elder Scrolls series and their Construction Kit The Nexus Staff - For putting together a forum for sharing mods and bringing this community together GhostAgent - For creating the logo (at top) and for the description page design and graphics Tonycubed2 (author of Sands of Time) - For sharing this mod with his fan-base when initially released Jebbalon for creating the great video for this mod Cal from Dirty Weasel Media for the great review and video comparison Combat Evolved - Skyrim Redone version created by Raulfin Raulfin for helping with the fomod installer for the Combat Evolved - Modular version Brodual for the excellent review and video of Combat Evolved
Become the monster.................stare into that black abyss.