from what i gathered, he wanted to delete his account so he asked mods to delete it, they didn't and so he decided to "take measures that would result in a ban". no idea why he wanted it deleted though :/
If your aim was authenticity or realism you should have kept with the philosophy of making Skyrim's combat less slow, clumsy and clunky not more. The ability to rotate while striking isn't what's unrealistic, it's HOW SLOWLY YOU STRIKE. If you struck as quickly as real combatants you wouldn't need to reduce the restriction on rotation for a more realistic experience...in real life you are not magically restricted from movement just because you've swung a weapon. You also seem to think two handed swords are super heavy, as ridiculous as this is if it were actually true you would be FORCED TO ROTATE when using them and not restricted. Possibly the best way to fix the realism of this issue would be animation changes...so that tracking (under the new very high speed in which strikes are thrown.) are done at the wrist, elbow and shoulder to adjust (as your movement would be well slower than your striking. Your hands would be shooting at towards the enemy at nearly 50 km/h.)
Also staggering is just downright stupid, not even a polleaxe carries enough momentum to have any chance of staggering a person on solid footing with any consistency...or even on poor footing (what I mean is the poor footing would be the bigger contributor to any stumbling or staggering.) I suggest you look at some modern Buhurt (HMB.) to get a sense of the weight of real weapons.
Increasing movement speed was a step in the right direction, a shame this mod takes 2 steps back as well. I'm not telling you to change your mod, it would be nice if you removed that 'realistic' label though. Still a very good mod but definitely more of a "dark souls" mod than a realism mod.
Also jumping backwards out of the way of a blow is both one of the most natural and intuitive as well as fastest ways of avoiding an attack on your feet. Jumping off to the side is the unrealistic option as you have to move substantially further in that direction to be out of range.
you're entitled to your opinions about what should be changed in skyrim, but a lot of your preconceptions about realistic weapon swinging speeds or how much they would 'stagger' someone are way off.
I would compare skyrim greatsword to a claymore, which weighed around 5 to 5.5 lbs;; i don't know if you've ever tried to swing around something 5.5 pounds but it's not that easy to change its direction or get it going that fast when you're trying to put force for the follow-through behind it. a good example would be 4 full 17fl.oz water bottles stacked on top of eachother with a 5th ones weight distributed among them. do you think you could swing 5 water bottles in that configuration very well?
https://www.youtube.com/watch?v=p_I_fkRngNM
also not counting that default skyrim models for weapons are very fat and unrealistic
He's also not counting the fact that people get hurt when they're hit by a weapon, which is what the stagger is because of. It's not that the dagger you're hitting them with ruined their balance - it's that you just put a huge slash in their chest/face/arms.
Also, if they're currently attacking and you hit them, it would definitely put them off balance.
i do HEMA, seen and did a lot of sword fighting and stuff, but for skyrim, the combat is a bit to slow, also swords like steel great sword is a "great sword" coz of the size and double handle. when fighting with a two handed sword or even one handed u would use the kinetic energy of the sword bouncing back from the target to change the direction of moment also u would change ur position to make it easier if u missed
Is there a way for me to speed up the out of combat walking speed? I have Tes5edit and limited knowledge of it. I don't have the creation kit, because it crashes too frequently. Thanks in advance!
In TES5Edit, Movement Type -> NPC_Default_MT changes out-of-combat speed for the player and all other humanoids (besides draugr, which have their own entry).
Man... I hate you a little bit, but I still love you for some reason. I swear I said on the main description that this mod should be used with Vigor, Wildcat, and Mortal Enemies. They were all recommended, and I even supplied load order information. And the main description is super short! Come on man. Don't harass mod authors like this. We spend so much time making these mods. Please be respectful and take two seconds to read the main description.
Harassment? You have got to be kidding. Your description is a bit vague on this point and makes no mention of what else should be used. You actually only have one mod listed under recommended and there is a difference between a recommended mod and a dependency. So it is or it isn't required?
Kulharin wrote: Is this only intended for if you're using Vigor? What if I am just using Wildcat and Mortal Enemies?
Megaloblast wrote: Man... I hate you a little bit, but I still love you for some reason. I swear I said on the main description that this mod should be used with Vigor, Wildcat, and Mortal Enemies. They were all recommended, and I even supplied load order information. And the main description is super short! Come on man. Don't harass mod authors like this. We spend so much time making these mods. Please be respectful and take two seconds to read the main description.
Indrisblake wrote: Harassment? You have got to be kidding. Your description is a bit vague on this point and makes no mention of what else should be used. You actually only have one mod listed under recommended and there is a difference between a recommended mod and a dependency. So it is or it isn't required?
Does this answer your question?
Just remove Vigor from the example and you are good to go
I'm not sure this is working... I ran LOOT and the mod is running after Mortal Enemies, but I can still do pretty much a 180 degree rotation with one handed weapons, as can NPC's such as Draugr making them near impossible to dodge... or is that intended?
Rotation while attacking with 1 handed weapons is relatively less restricted - basically, I figure that you should be able to twist at the waist to correct for a moving enemy. From when you initiate your swing, you should have about just under 90 degrees of rotation to create a more fluid experience.
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why
Also staggering is just downright stupid, not even a polleaxe carries enough momentum to have any chance of staggering a person on solid footing with any consistency...or even on poor footing (what I mean is the poor footing would be the bigger contributor to any stumbling or staggering.) I suggest you look at some modern Buhurt (HMB.) to get a sense of the weight of real weapons.
Increasing movement speed was a step in the right direction, a shame this mod takes 2 steps back as well. I'm not telling you to change your mod, it would be nice if you removed that 'realistic' label though. Still a very good mod but definitely more of a "dark souls" mod than a realism mod.
Also jumping backwards out of the way of a blow is both one of the most natural and intuitive as well as fastest ways of avoiding an attack on your feet. Jumping off to the side is the unrealistic option as you have to move substantially further in that direction to be out of range.
I would compare skyrim greatsword to a claymore, which weighed around 5 to 5.5 lbs;; i don't know if you've ever tried to swing around something 5.5 pounds but it's not that easy to change its direction or get it going that fast when you're trying to put force for the follow-through behind it.
a good example would be 4 full 17fl.oz water bottles stacked on top of eachother with a 5th ones weight distributed among them.
do you think you could swing 5 water bottles in that configuration very well?
https://www.youtube.com/watch?v=p_I_fkRngNM
also not counting that default skyrim models for weapons are very fat and unrealistic
Also, if they're currently attacking and you hit them, it would definitely put them off balance.
Ugh, man. Everyone's a critic.
You actually only have one mod listed under recommended and there is a difference between a recommended mod and a dependency.
So it is or it isn't required?
Does this answer your question?
Just remove Vigor from the example and you are good to go
I'm not sure this is working... I ran LOOT and the mod is running after Mortal Enemies, but I can still do pretty much a 180 degree rotation with one handed weapons, as can NPC's such as Draugr making them near impossible to dodge... or is that intended?