File information
Last updated
Original upload
Created by
Enai SiaionUploaded by
EnaiSiaionVirus scan
Tags for this mod
Activity logs
This page was last updated on 25 February 2018, 3:17PM
- Changelogs
-
-
Version 7.00
- Game settings
- Removed scaling NPC level boost.
- Reduced fNPCHealthLevelBonus from 7.50 -> 6.00.
- Game settings
-
Version 6.06
- Dynamic combat
- Effects are no longer applied to Tolfdir.
Game settings
- Reverted fMagicCasterSkillCostMult from 1 -> 0.5. (NPCs don't typically have cost reduction perks, so this multiplier acts as a replacement for those perks and setting it to 1 is not right.)
- Dynamic combat
-
Version 6.04
- I now have a Patreon: www.patreon.com/EnaiSiaion
Movement
- Removed slowed sideways/backwards movement when holding a spell.
- Removed reduced rotation speed when casting a spell.
Note: automatons, daedra and undead are deliberately immune to impact effects.
- I now have a Patreon: www.patreon.com/EnaiSiaion
-
Version 6.02
- Difficulty
- Legendary: increased damage dealt from 0.5 -> 0.75.
- Difficulty
-
Version 6.01
- Misc
- Damage reduction vs. massive targets no longer includes spell duration.
- Increased experience gain of combat skills.
MCM
- Updated some strings.
Realistic Damage Plugin
- Created.
- Misc
-
Version 6.00
- A huge update to fix some controversial features (stagger lock, full body stagger, incapacitating injuries) and reach the same level of polish as Smilodon.
Note: if you made some customisations using the MCM, many of them have been reset.
Dynamic combat
- Redesigned the Dynamic Combat ability (upon updating, the mod will automatically remove the old ability and give you the new ability).
- Stamina costs reduced from 10/15/10 -> 5/10/5 (this is not retroactive, use the MCM or configuration power to change them).
- At zero Stamina, actors deal 35% less damage -> are slowed by 15%.
- Added Stamina cost when swimming (ported from Smilodon).
- Full body stagger is now DISABLED by default and must be enabled using the MCM or configuration power.
- Timed blocking now improves block by 15% -> 25%.
Injuries
- Stagger is now tied to injury chance instead of occurring all the time when crossing a Health threshold.
- Added toggle to switch from threshold injuries/stagger to rekt-o-meter (burst) injuries/stagger.
- Updated default settings: two Health thresholds (30% and 15%) and 30% chance to cause an injury.
- Arm injury: changed impact event to always unequip and never drop the weapon; no longer deals damage on attacks, but staggers 25% -> 33% of the time.
- Chest injury: changed impact event from draining 50% of current Health -> draining 50% of current Stamina.
- Head injury: changed impact event from elemental backlash -> draining 50% of current Magicka. (While neat, the elemental backlash scaled poorly with anything and the injury was mostly useless in terms of actually shutting down magic use.)
- Leg injury: changed impact event from variable slowdown -> knockdown. (This was a fairly heavy and fail deadly script.)
- Spine injury: changed impact event from paralysis -> draining 50% of current Health, changed lingering effect from knockdown -> stagger.
This gives each injury a more distinct identity, makes the impact effect match up with the lingering effect, and fixes some toxic cases (permanent knockdown, item loss) and scaling issues.
Magic
- Wards protect against trauma (but not against the lingering injury effect).
- The duration of injuries is reduced by 2 seconds per level of Restoration.
- Several items have been added to the mod, but are not yet available in the world. They will be added in a later update, or can be added with the console for fun:
--- Potion of Treat Injuries
--- Spell Tome: Treat Injuries
--- Spell Tome: Treat Other
--- Spell Tome: Transfer Injuries
--- Spell Tome: Agony's Embrace
--- Scroll of Treat Injuries
--- Scroll of Treat Other
The reason they have not been added yet is that many people do not use injuries and items added to levelled lists can't easily be removed from them.
Combat styles
- Updated a few combat styles.
Attacks of opportunity
- Added x10 critical strike against sitting or sleeping humanoids (ported from Smilodon).
- Added reduced damage and spell effectiveness against massive targets (ported from Smilodon).
Difficulty
- Modified difficulty settings (ported from Smilodon).
- This means Legendary difficulty is no longer the special "realistic" difficulty! Instead, there is now a Realistic Damage Patch. [NOT YET AVAILABLE IN PREVIEW.]
Game settings
- Increased maximum resistance/block from 75% -> 80%.
- Increased NPC casting cost from 50% -> 100%.
- Reduced Magicka and Stamina regeneration in combat from 100% -> 75% (ported from Smilodon).
- Slightly reduced enemy Health scaling with level.
- Improved weapon block multiplier from 0.15 -> 0.25.
- Increased armor value from 0.10 -> 0.125 (ported from Smilodon).
- Reduced the cost of bashes from 30 -> 15 (ported from Smilodon).
- Reduced the cost of power bashes from 50 -> 40 (ported from Smilodon).
- Modified several other game settings (ported from Smilodon).
MCM
- Redesigned the MCM to match the new features. (You may need to open it, stare at a broken MCM, then close it and wait a minute or so.)
- Added a configuration power to the SSE version.
Load screens
- Updated load screens to match other changes.
- A huge update to fix some controversial features (stagger lock, full body stagger, incapacitating injuries) and reach the same level of polish as Smilodon.
-
Version 5.03
- Injuries
- Paw injuries on animals now correctly wear off when the animal is healed to full.
- Injuries
-
Version 5.02
- No specific update instructions.
Injuries
- Arm: no longer disarms commanded actors instead of non-commanded actors; no longer disarms or unequips bound weapons.
Misc
- Fixed load screen typo.
- No specific update instructions.
-
Version 5.01
- Attack commitment
- Removed. Only the archery and magic speed changes are retained. The mod is again compatible with Attack Commitment.
- Attack commitment
-
Version 5.00
- (To update from 4.xx -> 5.00: Disable dynamic combat in the MCM, leave the MCM and re-enable it after a few seconds.)
Dynamic combat
- Removed the 15% slow while casting a spell.
- Bow interrupts now only occur from weapon attacks instead of spells.
- Added magic effect keyword check (BookShelfBook02) that disables bow interrupts on the user, allowing for easier compatibility with other mods.
Movement and attack commitment (new)
- Movement speeds rebalanced: ranged attacks and spells now come at the cost of less evasive mobility.
- Cannot turn while attacking.
MCM (Description changes are not retroactive.)
- Removed the slow while casting toggle because movement type changes can't be toggled.
- Updated the description of the interrupt toggle.
Load screens
- Modified several load screens to match the new movement type changes.
Note: Wildcat repurposes vanilla keywords by looking for them in magic effects on each actor and disabling features if those are found:
> If actor has a magic effect with keyword BookShelfBook01, timed blocking is disabled on that actor.
> If actor has a magic effect with keyword BookShelfBook02, bow interrupts are disabled on that actor.
- (To update from 4.xx -> 5.00: Disable dynamic combat in the MCM, leave the MCM and re-enable it after a few seconds.)
-
Version 4.05
- (To update from 4.xx -> 4.05: Disable dynamic combat in the MCM, leave the MCM and re-enable it after a few seconds.)
Dynamic combat
- Holding a crossbow no longer drains Stamina.
- (To update from 4.xx -> 4.05: Disable dynamic combat in the MCM, leave the MCM and re-enable it after a few seconds.)
-
Version 4.04
- Injuries
- Removed meaningless "Injury" message whenever an actor reaches a threshold.
- Arm injury damage is now correctly 20 instead of 30.
- Leg injury no longer applies while mounted.
- Leg trauma now results in the target becoming heavily slowed for 5 seconds instead of knocked down.
- Spine trauma paralysis now has a fixed duration of 3 seconds instead of scaling with missing Stamina up to 8 seconds.
MCM
- Updated description of trauma effects. (Not retroactive.)
Load screen
- Updated leg injury load screen.
- Injuries
-
Version 4.03
- (To update from 4.xx -> 4.03: Disable dynamic combat in the MCM, leave the MCM and re-enable it after a few seconds. Note that the MCM has been replaced with an exact copy in order to apply all description changes. This means you'll have to wait for the MCM to show up in SkyUI again.)
Dynamic combat
- Fixed missing script properties causing timed blocking to not work.
- Spell slow reverted from 25% -> 15% and now only applies in combat.
- Stamina cost per bow draw reduced from 15 -> 10. (Not retroactive, use the MCM.)
- Magic interrupt (stagger when struck while casting a spell) has been removed altogether, the interrupt feature now only applies to archery.
Injuries
- Arm Trauma: if the target is the player or a follower (or a commanded actor), now unequips the weapon instead of dropping it, preventing good weapons from being lost.
Modifiers
- Attack of opportunity for 25% extra damage while casting is now disabled if the target has a ward.
- Targets holding a drawn bow now take an attack of opportunity for 25% increased damage.
Game settings
- Fixed incorrect NPC magic cost multiplier.
- Dual cast effectiveness reverted from x2.75 -> x2.5.
- Dual cast cost increased from x1.75 -> x3.
The idea is that dual casting offers more DPS at the cost of lower efficiency. This is also how it works in vanilla, but the extra DPS is too low to warrant the huge loss in efficiency. These numbers should work better, gaining 25% more DPS for 50% more mana.
MCM
- Replaced the MCM with an exact copy of itself.
- Updated several descriptions.
Load screens
- Updated attacks of opportunity load screen.
- Updated spell slow load screen.
- Updated arm injury load screen.
- Replaced interrupt load screen -> increased damage while casting load screen.
- (To update from 4.xx -> 4.03: Disable dynamic combat in the MCM, leave the MCM and re-enable it after a few seconds. Note that the MCM has been replaced with an exact copy in order to apply all description changes. This means you'll have to wait for the MCM to show up in SkyUI again.)
-
Version 4.02
- (To update from 4.xx -> 4.02: Disable dynamic combat in the MCM, leave the MCM and re-enable it after a few seconds.)
Cast interruption in 4.00 was an attempt to implement the commonly requested microstagger on hit, albeit sandboxed away from the rest of the mod (and with less script load). As it turns out, it is easy to hit often enough to stagger lock mages. The feature has been reworked in 4.02 to apply only to dual casting (except ritual spells), but dual casting itself is more effective.
This is still an experiment. If mage stagger is still overpowered, it will be removed in the next update.
Dynamic combat
- Stagger on spellcast now only occurs when dual casting.
- Spell slow increased from 15% -> 25%. (There needs to be a balancing factor to compensate for high lethality and rapid regeneration.)
Game settings
- Changed dual cast cost from x2.25 -> x1.75.
MCM (Description changes are not retroactive.)
- Updated stagger description.
- Updated spell slow description.
- Fixed NPC and PC injury chance being inverted.
Load screens
- Updated stagger load screen.
- (To update from 4.xx -> 4.02: Disable dynamic combat in the MCM, leave the MCM and re-enable it after a few seconds.)
-
Version 4.01
- Dynamic combat
- Movement is now slowed when casting a spell, instead of when NOT casting a spell.
- Dynamic combat
-
Version 4.00
- This is going to be a very simple changelog.
- Everything.
Version 4.00 is literally a new mod, rebuilt from the ground up to get rid of some junk and add new features more easily. You may need to follow the DynDoLOD update procedure: sequester yourself in an interior cell, save, uninstall, load, save, install new version.
Aside from a new implementation of the same functionality. the highlights of the rebuild are:
- Number of injuries reduced from 15 to 5, however each injury also comes with a "trauma" that has an instant effect (undead are immune). Taking an injury results in a bleed visual. Injuries are rarer in general.
- Stamina costs for bows.
- Ranged combat is risky: getting hit while casting a spell or holding a draw bow staggers and interrupts you (and everyone else). High lethality still gives range an advantage, but keeping the enemies away is very important. Mages are no longer dominant.
- Several damage modifiers updated.
- Several game settings updated.
- This is going to be a very simple changelog.
-
Version 2.12
- Game settings
- Made minor changes to a few stagger related game settings to allow them to overwrite Combat Evolved.
- Game settings
-
Version 2.11
- Injuries
- Renamed injury debuffs to line up better in the upcoming post-SkyUI world.
- Reduced base injury chance from 25/50% -> 20/40% (not retroactive).
MCM
- Added injury and stagger toggles (effect is not retroactive).
- Added difficulty settings for each difficulty.
- Updated Disable Cloak description (not retroactive).
Combat styles
- Prevented many combat styles from dual wielding again.
- Injuries
-
Version 2.10
- General
- NPC ability is no longer also applied to the player.
If your stamina costs are doubled, make a clean save. If not, you probably still want to make a clean save, because injury chance is also doubled.
- General
-
Version 2.09
- General
- Updated the included copy of the Modern Brawl Bug Fix to 1.04.
- General
-
Version 2.08
- General
- Sorted masters.
- Included the Modern Brawl Bug Fix scripts.
Game settings
- Brought back a small amount of auto aim (0.5 degrees, or 1/4 of vanilla) in third person, because aiming in third person is already much harder.
- Killmove health treshold: 5x -> 3.5x damage
- General
-
Version 2.07
- Misc
- Dynamic Combat toggle no longer disabled by !HasSpell(SFL_Cloak_Spell_Ab).
- Updated some descriptions in the MCM.
Tons of people seem to be turning off Dynamic Combat just to turn off injuries, unaware that it will also turn off all the damage modifiers. Instead, set injury chance to 0%. In 2.08, I will eliminate injuries altogether.
- Misc
-
Version 2.06
- Note: the magic effects applied to the player and other actors have been changed in major ways. Type Help "Combat Cloak" into the console, Player.RemoveSpell [xx88888C hex ID you get back], fast travel somewhere and save/reload the game, then add it back with Player.AddSpell. Don't simply "Disable Dynamic Combat" in the MCM - that won't do anything until you perform these steps.
Dynamic combat
I experimented with a feature similar to Vigor where you deal and take more damage when moving forward and less when moving backward. Even with the values cranked up to double damage and no damage, it still didn't feel interesting because you can press the button a millisecond before impact and it will count. It encouraged pushing against the opponent to deal more damage, then tapping the back button when you were about to get hit.
The concept of Wildcat is that you can drop it into a load order and forget about it. This means combat should be intuitive. Getting rekt at low health is intuitive, but tapping movement buttons to gain an edge with few downsides is not.
- Backbreaker: hitting a target from behind now deals 30% more damage, for the player and other actors. (Can be disabled in the MCM.)
- Sitting duck: attacking a sitting or sleeping target is a guaranteed critical strike that deals five times critical damage.
- Stagger on self reduced from 0.15/0.3/0.45 to 0.15/0.25/0.35.
- Stamina cost for attacks increased from 6 -> 10 to go with the increased regeneration; two-handed weapons now cost 50% more Stamina; cost is no longer erroneously doubled if you never changed your character's race.
Injuries
More stagger makes combat feel more visceral, but can also lead to unfair stunlock deaths on both sides. Stagger on every hit (aside from the script load implications) discourages power attacking and interrupts in favour of equipping a faster weapon than the opponent and hammering the attack button the instant they drop their block.
- Added Bone Injury: armor reduced by 150 points.
- Removed Heart Injury. (Fun until you were a vampire or something.)
- Arm/Front Leg: fixed stagger strength erroneously being 0.5 -> 0.15.
- Foot: reduced stagger strength from 0.5 -> 0.4.
- Hands: fixed stagger strength erroneously being 0.5 -> 0.25.
- Muscle: fixed script gaffe.
Spells
These spells have not been added to the levelled lists yet (the goal of Wildcat is to sit in the background, not to go and add stuff to vendors - especially when it it is not actually possible to remove it again without resetting the whole Litem because there is no equivalent of RemoveAddedForm for formlists). You can however spawn a "Wildcat Chest of Spells" to give you D050 Inflict Injuries, D075 Transfer Injuries, R025 Treat Injuries, R050 Treat Other, R075 Resist Injuries.
Timed block
Blocking has a problem in that block bonuses do not multiply in a nice way. Having -20% damage taken and -50% damage taken causes you to take 40% damage, but +20% block and +50% block adds up to +70% block, which is 40% better than +50% alone. The more block you have, the better additional block bonuses become, until you hit the cap and they become useless. Hitting the cap in turn makes block perks useless, meaning you just wasted a number of perk points. Welp.
- Increased timed block bonus from 20% -> 25%.
MCM
Since the MCM will become unusable with Skyrim SE (and there is no console on consoles), I'm reluctant to expand the MCM. If many people use the MCM or want additional options, that means the defaults are wrong.
- "Disable Dynamic Combat" now sets a condition flag instead of removing the spell (only to have it added back by the ref alias).
Loading screen
- Fixed a few outdated loading screens.
- Note: the magic effects applied to the player and other actors have been changed in major ways. Type Help "Combat Cloak" into the console, Player.RemoveSpell [xx88888C hex ID you get back], fast travel somewhere and save/reload the game, then add it back with Player.AddSpell. Don't simply "Disable Dynamic Combat" in the MCM - that won't do anything until you perform these steps.
-
Version 2.05
- Injuries
- Injured Heart: now deals a very large amount of damage instead of killing the victim. This should ensure compatibility with mods that add functionality after you die but do not make the player essential for some reason.
- Injuries
-
Version 2.04
- Injuries
- Injured Knee: reduced knockdown push strength from 7 -> 2.
MCM
- Now correctly greyed out when reloaded after disabling Dynamic Combat.
I could add a number of spells in a future update that interact with injuries (treating them, causing them or being more effective against injured targets). The issue is that adding spell tomes to a levelled list is irreversible without deleting ALL spell tomes added by any mod from the same levelled list. What if someone turns Dynamic Combat off and is stuck with those now-useless tomes?
- Injuries
-
Version 2.03
- Combat styles
- csFalmerMagic: carried over Dawnguard equipment bias.
Injuries
- Injured Heart: is not applied if you are affected by a disease that reduces maximum Health.
Misc
- Sorted masters again.
- Version without DLC is now available!
- Combat styles
-
Version 2.02
- Found and fixed the CTDs!
Combat styles
- Fixed corrupt combat style csCWSoldierMissile.
- Fixed corrupt combat style csDraugrBerserker.
- Fixed corrupt combat style csWESpellsword.
- Fixed corrupt combat style DLC1csChaurusHunterRanged.
- Fixed value out of bounds in combat style csSkeever.
- Fixed value out of bounds in combat style csWolf_Ice.
- Fixed value out of bounds in combat style csWolfInterior.
Dynamic combat
- NPC attacks again cost Stamina.
- Undead can again receive (bone) injuries.
- Found and fixed the CTDs!
-
Version 2.01
- Some users have experienced repeatable CTDs. I closed off a couple of potential causes, but since I can't reproduce the problem, I need people to tell me if it worked. (Note: any changes will not take effect on actors that were already nearby and in combat before you updated.)
Dynamic combat
- NPC attacks no longer cost Stamina. (Potential CTD fix.)
- Disabled bow speed reduction and damage increase to fix fluctuating attack speed. (Disable and reenable Dynamic Combat in the MCM to apply this change, or else you only get the attack speed nerf but not the damage increase!)
Injuries
- Script now checks if actor IsInCombat() before asking for GetCombatTarget(). (Potential CTD fix.)
Enemies
- Reverted NPC poison buffs.
- Some users have experienced repeatable CTDs. I closed off a couple of potential causes, but since I can't reproduce the problem, I need people to tell me if it worked. (Note: any changes will not take effect on actors that were already nearby and in combat before you updated.)
-
Version 2.00
- Note: the magic effects applied to the player and other actors have been changed in major ways, so you should disable Dynamic Combat in the MCM, fast travel elsewhere (ideally both of these before upgrading) and reenable Dynamic Combat.
Dynamic combat
- Reduced the number of conditions on NPCs to alleviate condition load:
--- Undead are now immune to wounds.
--- Animals and dragons now have the same injuries (removed Injured Wing).
--- Removed variable NPC attack speed.
--- Cloak no longer endlessly reapplies if the target is immune to injuries.
(If this turns out to be ineffective, I will have to remove the MCM health threshold settings, which would alleviate condition load by about half.)
- Player is no longer stuck with undead injuries if they are a vampire upon installing the mod.
- Cloak buff now lasts 30 -> 120 seconds.
- Reduced cloak range from 150 -> 125.
- Threshold stagger on the player is no longer too effective.
Injuries
- Injured Spine no longer works on actors that are immune to paralysis.
Load screen
- Replaced the variable NPC attack speed load screen -> undead injury immunity load screen.
- Note: the magic effects applied to the player and other actors have been changed in major ways, so you should disable Dynamic Combat in the MCM, fast travel elsewhere (ideally both of these before upgrading) and reenable Dynamic Combat.
-
Version 1.06
- Difficulty
- Changed incoming damage on Expert/Master from x2.0/2.5 -> x1.75/2.0.
- Changed outgoing damage on Novice/Apprentice from x2.0/2.5 -> x1.75/2.0.
Game settings
- fCombatBashReach: 150 -> 120.
- fCombatDistance: 150 -> 120.
Dynamic combat
- Timed block now only staggers targets within 192 range.
Combat styles
- Carried over several Dual Wield flags from EFF.
- Difficulty
-
Version 1.05
- Game settings
- fCombatBashReach: 150 -> 120.
- fCombatDistance: 150 -> 120.
Dynamic combat
- Timed block now only staggers targets within 192 range.
Combat styles
- Carried over several Dual Wield flags from EFF.
- Game settings
-
Version 1.04
- Lethality
- Increased lethality by the player on Expert and Master, and lethality to the player on Novice and Apprentice, to avoid the wet noodle effect.
- All melee attacks now deal 25% more damage, both by and to the player, except sneak attacks.
The idea is that high lethality disproportionately benefits ranged attackers who can delete opponents before they have a chance to close the gap. When it turned out that Adept was accidentally x2/x2 instead of x1.5/x1.5, I did some testing with the old value and it was actually pretty great that way, at least for chivalrous melee combat. Ranged combat was another story: both the player and enemy shock mages could delete their targets from a distance with little counterplay. Therefore, after changing the difficulty back to what it should be, I added a bonus to melee damage.
This also provides me with an additional lever going forward, since I can now tweak melee damage and ranged damage independently if necessary.
Note that if you installed the mod before 1.03, your Adept difficulty is incorrect and you need to use the MCM or change SFL_AdeptDamageBy_Global and SFL_AdeptDamageTo_Global to 1.5 instead of 2.0.
MCM
- Added notice about timed blocking and script speed.
- Lethality
-
Version 1.03
- Lethality
- Due to a bug, the Adept damage multiplier for damage dealt and taken was actually x2.0 instead of x1.5. This has been fixed, but the fix is not retroactive until you go in the MCM and change it (or change SFL_AdeptDamageBy_Global and SFL_AdeptDamageTo_Global using the console).
(Opinions? Did you use Adept and like it more at x2.0?)
MCM
- Added a missing spacer.
- Lethality
-
Version 1.02
- Visceral combat
- Added Timed Block feature. (Use the MCM to turn "Dynamic Combat" off and on again to apply this change, leaving the MCM in between.)
- Visceral combat
-
Version 1.01
- Visceral combat
- Increased the damage and/or duration of most poison attacks.
- Attacks now cost 6 points of Stamina.
- Attack damage is now reduced by 35% at 0 Stamina for the player and other actors. (Use the MCM to turn "Dynamic Combat" off and on again to apply this change, leaving the MCM in between.)
Injuries
- Injured Heart: reduced the minimum delay before the heart attack warning from 30 -> 10 seconds. (You still have 10 seconds to heal after the warning.)
Load screen
- Added tip about the attack damage reduction at 0 Stamina.
MCM
- Setting injury threshold 1 no longer erroneously modifies threshold 3 instead.
- Visceral combat
-
- Author's activity
-
June 2018
-
26 Jun 2018, 3:17PM | Action by: EnaiSiaion
Attribute change
file visible to the public
-
25 Jun 2018, 4:49PM | Action by: EnaiSiaion
Attribute change
file hidden from public viewing
April 2018
-
23 Apr 2018, 10:40PM | Action by: EnaiSiaion
Attribute change
file visible to the public
-
23 Apr 2018, 9:30PM | Action by: EnaiSiaion
Attribute change
file hidden from public viewing
February 2018
-
25 Feb 2018, 3:17PM | Action by: EnaiSiaion
Attribute change
Description changed.
January 2018
-
05 Jan 2018, 1:18AM | Action by: EnaiSiaion
Attribute change
Description changed.
-
05 Jan 2018, 1:16AM | Action by: EnaiSiaion
Attribute change
Description changed.
September 2017
-
17 Sep 2017, 6:14PM | Action by: EnaiSiaion
Attribute change
long description changed
-
17 Sep 2017, 6:05PM | Action by: EnaiSiaion
Attribute change
small description changed
long description changed
-
17 Sep 2017, 5:53PM | Action by: EnaiSiaion
Attribute change
long description changed
-
17 Sep 2017, 5:51PM | Action by: EnaiSiaion
Attribute change
long description changed
-
17 Sep 2017, 5:51PM | Action by: EnaiSiaion
Attribute change
long description changed
-
17 Sep 2017, 5:45PM | Action by: EnaiSiaion
Changelog added
Change log added for version 7.00
-
17 Sep 2017, 5:44PM | Action by: EnaiSiaion
File added
Wildcat v700 - No DLC
-
17 Sep 2017, 5:43PM | Action by: EnaiSiaion
File added
Wildcat v700
-
17 Sep 2017, 10:59AM | Action by: EnaiSiaion
Changelog added
Change log added for version 6.06
-
17 Sep 2017, 10:58AM | Action by: EnaiSiaion
Attribute change
file visible to the public
-
17 Sep 2017, 10:58AM | Action by: EnaiSiaion
File added
Wildcat v606 - No DLC
-
17 Sep 2017, 10:53AM | Action by: EnaiSiaion
File added
Wildcat v606
-
15 Sep 2017, 9:32PM | Action by: EnaiSiaion
Attribute change
file hidden from public viewing
-
- Mod page activity
-
May 2025
-
14 May 2025, 1:50AM | Action by: SteelImpact
Untracked
'Wildcat - Combat of Skyrim'
-
13 May 2025, 10:08PM | Action by: That1Jackal
Tracked
'Wildcat - Combat of Skyrim'
-
13 May 2025, 1:10PM | Action by: BthsFnv
Endorsed
'Wildcat - Combat of Skyrim'
-
12 May 2025, 11:35PM | Action by: Jeramya
Untracked
'Wildcat - Combat of Skyrim'
-
12 May 2025, 3:49PM | Action by: DiegoXS
Endorsed
'Wildcat - Combat of Skyrim'
-
12 May 2025, 8:16AM | Action by: dickwraith102
Endorsed
'Wildcat - Combat of Skyrim'
-
12 May 2025, 8:01AM | Action by: EMELLEX
Endorsed
'Wildcat - Combat of Skyrim'
-
12 May 2025, 5:11AM | Action by: 4gameuser0
Endorsed
'Wildcat - Combat of Skyrim'
-
12 May 2025, 1:39AM | Action by: LoreNacres
Endorsed
'Wildcat - Combat of Skyrim'
-
11 May 2025, 5:51PM | Action by: Khalamorg
Endorsed
'Wildcat - Combat of Skyrim'
-
11 May 2025, 4:17PM | Action by: virotti
Endorsed
'Wildcat - Combat of Skyrim'
-
11 May 2025, 10:53AM | Action by: dark96ae
Endorsed
'Wildcat - Combat of Skyrim'
-
10 May 2025, 10:32PM | Action by: dino1Z7
Tracked
'Wildcat - Combat of Skyrim'
-
09 May 2025, 2:23PM | Action by: juraovc
Endorsed
'Wildcat - Combat of Skyrim'
-
09 May 2025, 10:59AM | Action by: Noga123
Endorsed
'Wildcat - Combat of Skyrim'
-
08 May 2025, 9:17PM | Action by: ugibber
Untracked
'Wildcat - Combat of Skyrim'
-
08 May 2025, 6:13PM | Action by: Vanestein
Endorsed
'Wildcat - Combat of Skyrim'
-
08 May 2025, 11:13AM | Action by: TheWarriorsXD
Endorsed
'Wildcat - Combat of Skyrim'
-
08 May 2025, 2:35AM | Action by: rycbczak
Endorsed
'Wildcat - Combat of Skyrim'
-
07 May 2025, 11:03PM | Action by: Antikarma22
Endorsed
'Wildcat - Combat of Skyrim'
-