I noticed that this mod doesn't seem to be applying its affect to everything. Screwing around with it, I found it wasn't affecting any enemy larger than a deer. In particular neither bears nor horses are affected.
Since the mod clearly does this through an ESP edit, I decided to open it and change what it affects. Besides, I was mainly wanting to use this as a 'flinching' mod, as in one that makes enemies recoil from the pain of being hit, rather than one that causes them to be pushed back by the inertia of a strike. To my surprise, its only set to not affect giants and dragons. However, from my testing, it also doesn't affect dwarven centurions, bears, horses, and trolls (I forgot to test sabrecats, the non-aggressive animals, daedra, and ghosts). I don't mind the centurions, since being a giant robot they obviously can't feel pain and also have a lot of mass to them. It does affect wolves, the playable races, falmer, draugr, hagravens, deer, and werewolves.
Interestingly, I did notice its also set to not affect an npc that's blocking. Could that be the culprit? Can things like bears and horses 'block' even though they clearly don't have an animation for it? At first I thought maybe these things its not affecting simply don't have a stagger animation, but that turns out to not be true.
Great idea as it keeps thing steamlined but I hate console commands. Something more automated would be best. I also like the idea of this working for followers.
At least it wouldn't be done by me, though Permissions to modify this file and reupload this file on the nexus in addition with giving me Credits is given.
I don't know how to do this the proper way and I'm not interested in learning it.
This could be fixed using Spell Perk Item Distributer, which a lot of mods already require for installation anyway. I know nothing about it though, so I couldn't make such a thing myself.
Works standalone on SE (form resaved). Reporting incompatibility with Hit That Corpse, which allows force applied to dead bodies. Renders that mod useless, likely due to OnHit effect
Sorry for late reply, I'm do not check regulary anymore :)
I'm not 100% sure, since I didn't do a test, but I think this mod should be portable to SE by the usual method: https://wiki.nexusmods.com/index.php/Porting_Skyrim_mods_to_Skyrim_Special_Edition
The Mod is only applied to Attacks, which are done by the Player against Enemies.
A Stagger this small done by Enemies to the Player would only cause an annoying Camera-Shaking and not interrupt the Player. To interrupt the Player it needs a small Knockdown, which would not be fair.
By hitting, and therefore staggering it :D Don't overthink it, it's fully automatical and easy.
It just means that if you hit an enemy and the Staggereffect of my Mod triggers, this enemy will be Imune to a Stagger from my Mod for this Cooldowntime.
Just to be sure its clear, here some examples:
Situation A) You encounter an Enemy, Staggercooldown is set to 3 seconds. > You land a hit on this Enemy, it will get staggered --> After one Second, you land a second hit on this Enemy, it will not get staggered (since it is imune for 3 seconds) ---> After additional 2 Seconds (so it would be 3 Seconds since your first Hit, which staggered the enemy) you land a third hit, the Enemy will be staggered again
Situation B) You encounter an Enemy, Staggercooldown is set to 3 seconds. > You land a hit on this Enemy, it will get staggered --> After one Second you Shieldbash it, it will get staggered (by Vanilla Staggermechanics, which are still active when running my mod)
Situation C) You encounter an Enemy, Staggercooldown is set to 3 seconds. > You try to hit the Enemy but it blocks your hit, it will not get staggered by my mod (but still by Vanillamechanics if you Powerattack it) --> After one Second you land an normal hit, it will get staggered (Since the Staggercooldown is only triggered if the Enemy actually staggers from my mod)
Situation D) You encounter two Enemies at the same time, Staggercooldown is set to 3 seconds > You land a hit on the first Enemy, it will get staggered (and will be imune to Staggers from my Mod for 3 Seconds) --> After one Second you hit the second Enemy, it will also be staggered (and will also be imune to Staggers from my Mod for 3 Seconds)
35 comments
Better remove and readd the perk when updating from 1.0
Since the mod clearly does this through an ESP edit, I decided to open it and change what it affects. Besides, I was mainly wanting to use this as a 'flinching' mod, as in one that makes enemies recoil from the pain of being hit, rather than one that causes them to be pushed back by the inertia of a strike. To my surprise, its only set to not affect giants and dragons. However, from my testing, it also doesn't affect dwarven centurions, bears, horses, and trolls (I forgot to test sabrecats, the non-aggressive animals, daedra, and ghosts). I don't mind the centurions, since being a giant robot they obviously can't feel pain and also have a lot of mass to them. It does affect wolves, the playable races, falmer, draugr, hagravens, deer, and werewolves.
Interestingly, I did notice its also set to not affect an npc that's blocking. Could that be the culprit? Can things like bears and horses 'block' even though they clearly don't have an animation for it? At first I thought maybe these things its not affecting simply don't have a stagger animation, but that turns out to not be true.
I will track the mod.
At least it wouldn't be done by me, though Permissions to modify this file and reupload this file on the nexus in addition with giving me Credits is given.
I don't know how to do this the proper way and I'm not interested in learning it.
No, it seemed. It's a pity.
I'm not 100% sure, since I didn't do a test, but I think this mod should be portable to SE by the usual method:
https://wiki.nexusmods.com/index.php/Porting_Skyrim_mods_to_Skyrim_Special_Edition
A Stagger this small done by Enemies to the Player would only cause an annoying Camera-Shaking and not interrupt the Player.
To interrupt the Player it needs a small Knockdown, which would not be fair.
Don't overthink it, it's fully automatical and easy.
It just means that if you hit an enemy and the Staggereffect of my Mod triggers, this enemy will be Imune to a Stagger from my Mod for this Cooldowntime.
Just to be sure its clear, here some examples:
Situation A)
You encounter an Enemy, Staggercooldown is set to 3 seconds.
> You land a hit on this Enemy, it will get staggered
--> After one Second, you land a second hit on this Enemy, it will not get staggered (since it is imune for 3 seconds)
---> After additional 2 Seconds (so it would be 3 Seconds since your first Hit, which staggered the enemy) you land a third hit, the Enemy will be staggered again
Situation B)
You encounter an Enemy, Staggercooldown is set to 3 seconds.
> You land a hit on this Enemy, it will get staggered
--> After one Second you Shieldbash it, it will get staggered (by Vanilla Staggermechanics, which are still active when running my mod)
Situation C)
You encounter an Enemy, Staggercooldown is set to 3 seconds.
> You try to hit the Enemy but it blocks your hit, it will not get staggered by my mod (but still by Vanillamechanics if you Powerattack it)
--> After one Second you land an normal hit, it will get staggered (Since the Staggercooldown is only triggered if the Enemy actually staggers from my mod)
Situation D)
You encounter two Enemies at the same time, Staggercooldown is set to 3 seconds
> You land a hit on the first Enemy, it will get staggered (and will be imune to Staggers from my Mod for 3 Seconds)
--> After one Second you hit the second Enemy, it will also be staggered (and will also be imune to Staggers from my Mod for 3 Seconds)