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Afro_ArwingXL

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ArwingXL

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About this mod

A combat overhaul for vanilla skyrim, born from the gameplay of Rogue-like Encounters

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S&S is a heavy-handed improvement upon Skyrim's gameplay, using only engine-based forms, game setting tweaks, and minimal non-bloaty scripts to ensure fast, intense, and enjoyable battles across all levels as well as more streamlined leveling. This mod is based off of my previous work in Rogue-like Encounters, applied only to vanilla.

If this mod puts strain on your game, specifically the injury module, place these edits in your [papyrus] area in skyrim.ini:
iMaxMemoryPageSize=8192
and iMaxAllocatedMemoryBytes=8388608


CORE MODULE FEATURES:
Spoiler:  
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Armor Effectiveness
Power attacks, bashes, and certain creature attacks lower the victim's armor rating. This effect lasts 4 seconds and debuffs armor by an amount relative to the weight class of your opponent. Weight classes range from dragons, which can degrade armor by default 700 points in an unblocked, unresisted bite, to mudcrabs which can degrade 35 armor. Blocking or bashing interrupts this negative debuff by default.

Parry Rules
All normal melee attacks being made by or against the player can be parried by corresponding attacks that have not passed their damage point yet. All drawing, or drawn bows/crossbows act as pseudo shields as well, deflecting the corresponding melee attack while mini-staggering both targets. While this forces a bow holder to redraw, a crossbow holder only needs to take aim again and fire.  

Bleeding
Power attacks, bashes, and certain creature attacks from more threatening creatures leave open wounds which leak hitpoints and taper off after 4 seconds.

Stat Effectiveness 
Base stats now affect everything. Current health and stamina act as active skills to amplify certain actions. 

Health amplifies armor reduction at 1 point per percent for power and bash attacks, as well as creature abilities such as poison, claws, breath/steam attacks, and so on. 

Stamina amplifies bleeding after a power attack or bash attack making it more intense and longer at a rate of 1 point per percent.

Armor has now been adjusted for all creatures based on their physical stature. Vanilla creatures all came packed with zero armor, even if they appeared to be heavily shelled, armored, thick-furred/skinned.


Magic Balance
All vanilla magic has undergone a basic balance overhaul. Skill points now affect spells at the very least 1 point per percent. This is to make sure all spells take passive advantage of caster skill growth. 

Necromancy spells
, with exception of thrall spells, now have a skill modifier of 5/4/3/2 as opposed to 5/3/1/1(vanilla), allowing the final spell Dread zombie to raise up to level 90 creatures for 180 seconds at Conjuration 100.

Magic Distrobution
To counteract npc mages being able to spam magic semi-nonstop with their high-regen rates, scrollcrafting has been added as a passive ability called PREPARE SPELLS.

The recipes follow the below formulae:

Blank paper + enchanted ink(with Tome X in inventory) = Scroll of Tome X
Blank paper + enchanted ink(with Scroll X in inventory) = Copy of Scroll X
Ink vial + filled soul gem = # of enchanted ink vials
Log of Firewood = 15 sheets of paper (or) 4 blocks of charcoal
Charcoal/BlueMountainFlower + Glass Ingot = 3 vials of ink

As illustrated, you are copying tome X to scroll X without exhausting it or memorizing it.
SCROLLS CANNOT BE COPIED FROM MEMORY

Paper, ink, enchanted ink, and scrolls spawn on npc mages and may also be bought on vendors.


Expanded Spell Spread for players and NPCs(only in npc module version 1.1 and up)
Blood drain | Blood bolt | Blood Blast | Blood wave | Blood rune | Blood cloak
---
Wind wave | Flame wave | Frost Wave | Doom | Disarm
---
Water Rapids | Waterball | Water Rune | Water Geyser | Water Cloak | Water Torrent | Water Wall | Tidal Wave
---
Gravel | Rock Cloak | Rock Blast | Earth Rune | Boulder | Wall of Earth | Stalagmite
---
Gust | Zephyr | Wind Rune | Whirlwind Cloak | Tornado | Wall of Wind | Tempest | Cyclone
---
Magic Missile | Invigorate Allies | Heal Allies | Brewer Brain | Affinity for Flight | Rain of Arrows
Storm of Swords | Bricks of the Legion | Silver Tongue

Draugr Gear
Draugr now drop 1-2 pieces of ancient nordic armor.
 
Stagger
Power attacks, bashes, and unique attacks from certain creatures now stagger npcs as well as the player. Players suffer screen-shake and drunken movement/aim for a duration instead of animation lock. Multiple stacks of this effect further throws the player off balance making it impossible to run in a straight line or aim properly. This system is based completely off of a subsystem introduced for Gargoyles in DLC1: Dawnguard and requires zero script load.

Zone Leveling and Load Door Restrictions
All zones are freely traverse-able by all npcs via load doors. Zones also now allow for up to level 80 scaling if your creature or npc overhaul mod adds high level creatures.

Unrestricted Water Navigation
All appropriate creatures may now navigate through water to reach a goal and in some cases, attack while swimming/wading through water. Creatures like mammoths and rieklings will freely chase you into a river and kill you if they can catch you swimming against the current.

Improved Combat Styles vs. Cooldown edits
All combat styles have been edited to make npcs a bit more willing to engage you in combat. On top of this, any attack animation that previously was set to a cooldown of zero, locking it from being accessed by anything but combat style timers, now has a cooldown of 1, allowing for previously unuseable attacks to be run. For instance, fire atronachs can now summersault-kick you if you get close. 

Enemy Growth and combat(optional)
All vanilla creatures have tweaked leveling thresholds, blending progressions between higher and lower ranks of their factions. For instance, instead of a level 24 bandit and level 34 bandit, there will a bandit that levels from 24-34, and the next 34-46. This is applied across the board to all vanilla npcs.

To add, special npc-only perks have been spread across the npc library to introduce block running, quick archery, quick-step while aiming, sweeping attacks, critical hits, and second wind mechanics. 

Additional Reagent drops(optional)
Ingredients are now found on most, if not all npcs you kill, helping alchemy players collect reagants to improve their potion making.


INJURY& FIRST-AID MODULE FEATURES: 
Spoiler:  
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THE INJURY AN FIRST-AID SYSTEM 
(Optional combat module variant)
==================================
Injected into every spell and physical attack in the game is a balanced injury and matching first-aid system, punishing the player and any ai or follower with residual damaged stats, and rewarding players for taking the time between battles to treat themselves to healing arts and rest.
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- INJURY SYSTEM(damage types & ratings)
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+ physical damage (flesh-hp/sta, nerve-mag/sta, bone-move/swing speed)
+ air magic (physical)
+ earth magic (physical)
+ fire burns (1st-resist fire/mag-regen, 2nd-resist magic/sta-regen, 3rd-hp/sta)
+ frostbite (1st-resist frost/mag-regen, 2nd-move/swing speed, 3rd-hp/sta)
+ electric/ionization (1st-weap-speed/shock resist, 2nd-move-speed/magic-resist, 3rd-attack-dmg/magic-regen)
+ psionic (ionization sickness)
+ poison/envenomation (1st-hp-regen/sta-regen, 2nd-mag-regen/resist/disease, 3rd-speed/weap-speed )
+ water/drenching (carry weight/movement speed)
+ acid corrosion (1st-armor/block, 2nd-1h/2h)
+ blood/exsanguination sickness (1st-hp/hp-regen, 2nd sta/sta-regen)
=============================
- FIRST AID (recipe)
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all craftable from the 'Spellcraft & First-Aid' power menu
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+ cloth samples (harvestable from any unenchanted vanilla armor)
+ bandage (1x cloth sample) - supresses physical injury
+ regenerative bandage (1x cloth sample + 1x regenerative reagant + 1x salve oil) - suppresses frostbite/burns
+ ethanol wash (any spirits) - supresses corrosion
+ salve oil (any beneficial plant, butter, or troll fat) - suppresses corrosion
+ fire salt salve (salve oil + fire salts) - suppresses frostbite
+ ice salt salve (salve oil + frost salts) - suppresses burn injuries
+ towel (2x cloth sample) - suppresses drenching
+ 5 empty bottles (one glass ingot)
+ red mountain tea (red mountain flower + empty bottle) - soothes exsanguination sickness)
+ blue mountain tea (blue moutain flower + empty bottle) - soothes ionization sickness)
+ purple mountain tea (purple mountain flower + empty bottle) - soothes first degree physical injuries
+ Antivenom (any venom + hp potion) - suppresses envenomation
================================= 



THE RECKONER MODULE
A Completely Standalone Trap-Crafting Extension to Sword&Storm
Spoiler:  
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The points of Reckoner are:
-----------------------------

- to make unsurpassable gameplay situations winnable via preparation and placement on-the-go via crowd control mechanics
- to offer new attack solutions for combat situations
- to offer an effort/reward system for leveling stealth outside of combat
- a way to get rid of needless junk found on bandits

COMPONENTS:
----------------------

- new free ability: Trap-Building (opens a crafting menu)
- Leather and leather strip extraction on the go via the trap-building interface
- Silk gland: now found on spiders
- Clay Extraction from mainland ore (for pressure plate traps and Hearthfires if needed)
- Ethanol extraction from mainland alcoholic drinks (used for fueling pressure plate traps)
- Mechanism creation via any two ingots of the same type (used for all traps)
- Spear handle extraction/molding from wood, battle-axe shafts, war-axe shafts, or warhammer shafts (for spear trap creation)
- Spear tip creation: three types(chitin, common, and mer-metal) from swords, daggers, ingots, or chitin from mudcrabs or chaurus bugs

TRAPS(placeable via throwing/scroll-casting):
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- Spirit Rune Powder: made from Charcoal, Bone Meal, Void Salt and Ectoplasm for drawing runes that conjure a bound ghost that haunts and fights for you until it dies when someone steps on its calling rune
- Ankle traps: made from any mainland ingot and a mechanism
- Barricades: made from wood and any ingot
- Boulders and Rocks: made from any mainland ore and freely droppable from inventory
- Caltrops: made from any mainland ingot
- Pressure Plates: Four types(fire, frost, shock, corruption) made from clay/iron/malachite/steel/silver/wood, a mechanism, the matching salt type, a daedra heart for corruption if necessary, and Ethanol
- Spear Spring-Traps: three types(chitin, common, and mer-metal) made from a spear handle, a mechanism, and a spear-tip
- Basic Trip-Wire: spear handle & leatherstrip
- Trip-mines: Six types(fire, frost, shock, dust/blind, web, corruption) made from clay/iron/malachite/silver/wood, a mechanism, the matching salt type(or silk gland), a daedra heart for corruption if necessary, Ethanol, spear handle, lockpick(the pin), and a leather strip

- ALL TRAPS HAVE A CHANCE TO STAGGER


LIST OF COMBAT MODS THAT MESH WELL WITH SWORD&STORM
====================================================

Ultimate Combat
Mortal Enemies
High Level Enemies
Revenge of the Enemies
Combat Evolved
Dynamic Difficulty
ACE Combat Skills
Skytweak

WORKS CITED
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ArwingXL/Afro - mod organization and compilation
Deep Silver - inspiration from the game Outward's injury and trap systems
grimy - reference on leveling/unleveling via his xedit patcher
Erkeil& t3ndo - reference for combat style settings
proksi - reference for building a simple, non-bloaty parry script
tonycubed2 - load door, water behavior reference
candit & allzero - blood magic resource
reaperix - water, earth, and air magic spell resources
crushboss - reference on GMST settings and how they affect AI
jzbai - reference on building use-anywhere menu system
ciedeeh - reference for setting up static and ankle traps in a spawnable fashion
oldcyder - reference for setting up ergonomic throwable/placeable trap system
EnaiSiaion - tripwire-keyed effect script system used with trip-mines