Consult the documentation. Read the FAQ (if there is one) and compatibility notes in the mod description, as well as the readme (Docs tab) and the bug list (for LE mods, the bug list is on the corresponding SSE page to reduce duplication).
Install the correct version. Make sure you download the LE version (/skyrim/) if you are using LE, and the SSE version (/skyrimspecialedition/) if you are using SSE. If the other version is available, the mod page contains a link to it. Not all mods are available for both versions.
Check for conflicts. Check if there is another mod loaded after this mod that may override it and revert its changes. Some mods come with loose files that end up in your data folder, override other mods regardless of what order they are in, and may stick around after you uninstall them.
Make sure you have the latest version. Please do not report bugs that are already fixed.
Empirically, the above is more likely than not to solve your issue. Keep in mind that this mod is used by thousands of players without major issues, so if "the mod doesn't work" or "the mod is completely broken", the issue would likely be on your end and not actually a bug with the mod.
Validated bug reports and feedback are welcome on the above subreddit.
Does anyone know what value to change to increase the damage penalty against large targets? I'm finding with my setup, the slow movement of dragons, centurions, etc. means they get wailed on and die in less than a minute and don't really pose a challenge despite their high damage. I found what looked like the perk what gives these guys a defense buff but I'm not sure what governs the buff. Is it something I can change in zEdit or do I need to open the creation kit to change it?
They are a threat, they can kill me quick as hell if I'm not careful. They're just too slow by design with too much 'lag' between their attacks to be a consistent threat. It's a vanilla problem that I AM trying to fix, by just trying to counter it with how long they take to defeat (what's the fun in killing a legendary glass cannon?)
I think I know where this perk is, the Modifier Perk, and I found the parts linked to the DisableMassive modifier, so I assume that's what I need to edit. I found this last night when I posted, but I wasn't sure what values would do what I wanted. The only thing I could find that seemed at all related was "Float" but changing that did nothing. Again, is this something I can change in zEdit, or should I be going to the Creation Kit? I apologize if I sound completely inept, I'm not versed at all in making mods, I'm just trying to tweak things for my own needs.
I can't run Skyrim when i use this mod, ctd on start. I have Skyrim LE edition and i have downloaded the mod from this page. Also used Tes5Edit and there are no conflicts. Would love to try this one day
EDIT . it was another mod causing the problem. Works great. Kudos
I know but I dont want turn off all injuries:D Its the main reason to have this mod for me..I just want turn off the disarm one.I just dont like it, even if disarm puts the item into my inventory and doesnt drop it..otherwise this mod seems great to me..anyway, thanks for reply.
If you are using SkyUI, re-equipping the item should be a matter of pushing a single button. Of course you might still attack barehanded once or twice before you realize it (I assume that's what your problem with this injury is?), but at least you can re-equip it very quickly and easily.
I just dont like that re-sheating animation.. XD It just dont make sense to me.. If I´´ll get disarm injury... fine.. but why my weapon is sheated ? It should fall to the ground and not that it will miraculously appear in the sheath..(after I put it back on).
First of all i should say that its one of the best combat mods ever existed for this damned game.
Love everything about it but the thing is it somehow messing my animation for female. Apparently it makes 1hm and bow running left screwed up. Disabling Wildcat makes everything perfect.
Say, does Immersive Weapons break Wildcat? I saw that there's a patch for SSE, but I'd rather play LE. Can a Merged Patch made in TES5Edit make things work better together?
Immersive Weapons changes combat styles for no good reason (it's a weapon pack, it has no business changing enemy AI), leading to a completely unnecessary conflict.
You can just put whichever combat styles you prefer below the other mod.
Wildcat definitely makes more sense to be loaded after lol, thank you for your response! By the way, I saw your Reddit post about your upcoming Werewolf mod, will there be a LE version of that mod?
I have another question, hoping it won't bother you. I'm also using Fighting Fatigue and I'd like to use it with your mod. Can I safely do that? I plan to place it under Wildcat in my load order. I want to use it for the debuffs (only applied to the player) when low on Magicka and Stamina, and for features that Wildcat is missing (like Sneaking Fatigue and Running Fatigue).
Edit (first question removed + testings report).
Fighting Fatigue is compatible with Wildcat, with appropriate settings: - Disabled Stamina costs included on both mods (OneHanded, TwoHanded, Bows, Swimming) for one mod or another. You can use both but they would stack additively. Fighting Fatigue only applies its buff/debuffs to the player (as expected).
Debuffs when Stamina is low/depleted are correctly applied from both mods.
I'm quite exited for the combination of features from these mods.
Hi. I'm going to use Grimy Combat Patcher to reduce the health of most NPCs. One of my objectives is to make NPCs deadly toward each other, I want their fights to be short and somewhat realistic. I'm considering the possibility to take Wildcat and remove Combat Evolved + Fighting Fatigue. Then I'd use Wildcat injury system instead of Skytweak stagger. I’d loose Sneaking Fatigue (not included in Wildcat).
I want mages NPCs to be offensively very strong and I'm a bit worried that removing Combat Evolved could make them weaker, since Combat Evolved, theoretically, adds stronger spells and spell scaling to NPCs (I can't adjust NPCs spell damage via MCM). Maybe i could use both and load Wildcat after Combat Evolved, I hope that choice could also solve one thing I'm worried about: when I tried Combat Evolved I had the impression that warriors was playing too much defensively.
In my load order I have also: - High Level Enemies + Skyrim Immersive Creatures - Revenge Of The Enemies - Deadly Dragons + Diverse Dragon Collection 3 - SkyTest Realistic Animals and Predators - PermaZones (the hardest version) - ASIS (I'm not sure it's effective at giving spells and perks to NPCs)
hello, i have a problem with enemy npcs standing still during the fight. i'm playing with 3 mods: enderal, tk dodge and wildcat. npcs just don't chase me, but do attack me as soon as i come close. any ideas what's causing that?
Hi, this is a very interesting mod that I would like to install for myself, but I have a question, will I need to start a new game after installation or can I continue to play with an existing character? Thanks for the answer
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The author has locked this comment topic for the time beingFor feedback and discussion of this mod, head over to one of these:
- The unofficial community discord server: EnaiRim
- The unofficial subreddit: /r/EnaiRim
If you are experiencing an issue:
- Consult the documentation. Read the FAQ (if there is one) and compatibility notes in the mod description, as well as the readme (Docs tab) and the bug list (for LE mods, the bug list is on the corresponding SSE page to reduce duplication).
- Install the correct version. Make sure you download the LE version (/skyrim/) if you are using LE, and the SSE version (/skyrimspecialedition/) if you are using SSE. If the other version is available, the mod page contains a link to it. Not all mods are available for both versions.
- Check for conflicts. Check if there is another mod loaded after this mod that may override it and revert its changes. Some mods come with loose files that end up in your data folder, override other mods regardless of what order they are in, and may stick around after you uninstall them.
- Make sure you have the latest version. Please do not report bugs that are already fixed.
Empirically, the above is more likely than not to solve your issue. Keep in mind that this mod is used by thousands of players without major issues, so if "the mod doesn't work" or "the mod is completely broken", the issue would likely be on your end and not actually a bug with the mod.Validated bug reports and feedback are welcome on the above subreddit.
Thanks for playing! <3
There's no defense buff perk. There's a perk you get and that's the one to edit.
I think I know where this perk is, the Modifier Perk, and I found the parts linked to the DisableMassive modifier, so I assume that's what I need to edit. I found this last night when I posted, but I wasn't sure what values would do what I wanted. The only thing I could find that seemed at all related was "Float" but changing that did nothing. Again, is this something I can change in zEdit, or should I be going to the Creation Kit? I apologize if I sound completely inept, I'm not versed at all in making mods, I'm just trying to tweak things for my own needs.
Why don't you just use the CK instead of trying to edit a massive perk with xEdit?
EDIT . it was another mod causing the problem. Works great. Kudos
Note that disarm puts the item into your inventory, it doesn't drop it.
First of all i should say that its one of the best combat mods ever existed for this damned game.
Love everything about it but the thing is it somehow messing my animation for female. Apparently it makes 1hm and bow running left screwed up. Disabling Wildcat makes everything perfect.
Ive made a video earlier
https://www.youtube.com/watch?v=YfqHPR8yngU
Unfortunately, I'm unable to update this mod and I'm not getting a paycheck to update it, so just uninstall it and use Smilodon I guess.
You can just put whichever combat styles you prefer below the other mod.
Edit (first question removed + testings report).
Fighting Fatigue is compatible with Wildcat, with appropriate settings:
- Disabled Stamina costs included on both mods (OneHanded, TwoHanded, Bows, Swimming) for one mod or another. You can use both but they would stack additively. Fighting Fatigue only applies its buff/debuffs to the player (as expected).
Debuffs when Stamina is low/depleted are correctly applied from both mods.
I'm quite exited for the combination of features from these mods.
I'm considering the possibility to take Wildcat and remove Combat Evolved + Fighting Fatigue. Then I'd use Wildcat injury system instead of Skytweak stagger. I’d loose Sneaking Fatigue (not included in Wildcat).
I want mages NPCs to be offensively very strong and I'm a bit worried that removing Combat Evolved could make them weaker, since Combat Evolved, theoretically, adds stronger spells and spell scaling to NPCs (I can't adjust NPCs spell damage via MCM). Maybe i could use both and load Wildcat after Combat Evolved, I hope that choice could also solve one thing I'm worried about: when I tried Combat Evolved I had the impression that warriors was playing too much defensively.
In my load order I have also:
- High Level Enemies + Skyrim Immersive Creatures
- Revenge Of The Enemies
- Deadly Dragons + Diverse Dragon Collection 3
- SkyTest Realistic Animals and Predators
- PermaZones (the hardest version)
- ASIS (I'm not sure it's effective at giving spells and perks to NPCs)