Blade and Blunt
Stamina-Based Combat
Combat actions now have real weight, as stamina governs your ability to attack, block, and bash. If your stamina is low, your effectiveness drops significantly, which encourages deliberate pacing and timing during fights. This change turns every battle into a test of endurance and judgment rather than button-mashing.
Injury and Critical Effects
Strikes can inflict debilitating effects—like stagger, knockdown, or movement penalties—if timed or aimed well. These effects are situational and not random, rewarding skillful combat. The system creates a sense of physicality and danger, especially in prolonged engagements.
Armor Rebalancing
Armor functions in a more grounded way by reducing incoming damage consistently across all damage sources. This means that heavier armor offers tangible protection, but it comes with trade-offs like slower movement. It places greater importance on your gear choices, especially for survival in harder fights.
Improved AI Behavior
Enemy combatants act more intelligently—they block, space themselves properly, and avoid reckless charges. This leads to more dynamic fights where opponents don’t just rush in blindly, making even basic enemies feel more lifelike and dangerous.
Streamlined Combat Flow
Cinematic killmoves and endless stagger-locks have been removed or reduced. This keeps combat fluid and under your control, eliminating situations where you’re locked in animations or constantly stunned, which can be frustrating or immersion-breaking.
Customization
The mod is designed with flexibility in mind. Through the MCM (Mod Configuration Menu), players can adjust many elements of the combat system to better suit their playstyle.
Precision
Physically accurate, true Havok collisions for melee. Procedural, physics-based hit reactions. Weapon trails. Hitstop and camera shake. Recoils when hitting certain materials.
- Physically accurate collisions for melee attacks
- Procedural physics-based hit reactions
- Weapon trails
- Integrated hitstop and subtle camera shake
- Melee attack recoils when hitting certain materials while standing too close
- Support for both first person and third person
- Support for creature attacks
- Support for custom collisions for new animations, set up by the animator
- Modular and flexible - most features can be disabled or configured through MCM
SkyTactics
Adds 80+ dynamic, combat styles to NPCs. The combat styles are distributed randomly. Each encounter varies, making combat unpredictable. NPCs get styles based on their role, adding depth to gameplay. The combat styles are distributed randomly by SkyPatcher while you play, so every combat situation can and will be different. In the vanilla game, a Level 1 Bandit will always have the same combat style. He won't block much and is not very aggressive, so he's not a real threat. With SkyTactics on the other hand, every Level 1 Bandit will be different. Combat Styles also do not persist. They can also change when you reload your save. When dying in combat and reloading a save, it will be less predictable for you, as the NPC styles will change.There are many different combat styles in this mod, each belonging to different categories or factions. As a base, all humans are covered, but if they belong to a special group, such as guards, they will not receive a general human style. Instead, they will get a specific combat style tailored to their role.
- Humans: 20 combat styles available
- Guards: 10 combat styles available
- Soldiers: 10 combat styles available
- Forsworn: 14 combat styles available
- Bosses (1H weapon): 4 combat styles available
- Bosses (2H weapon): 4 combat styles available
- Draugrs: 20 combat styles available
SkyValor
A complete overhaul of damage and health values for Skyrim. Skyrim has a lot of great mods, which transform your combat experience by adding new features and animations. But one thing they can't bring you, is a balanced gameplay. The HP of enemies can vary from 50 HP to 1000 HP. A one hit kill or a sponge which will take several minutes to kill. This is where SkyValor steps in to re-balance the game for you. Automatically.
Player stats
The base starting health has been raised to 300. Stamina and Magicka remain at 100 and are unchanged. The player starts with 3 perk points.
Mod Configuration Menu - MCM
SkyValor features a MCM, which allows you to toggle several settings. If you want to adjust or tweak your experience, make sure to check it out!
Disabled NPC-Player scaling (Except Follower)
NPC stats no longer level with the player. Each enemy race has its own health pool. The stats a NPC has is depended on its own level.
This means, even in "low level" areas, higher and stronger enemies can spawn. Enemies with higher level, will be stronger, but not absurdly stronger. It pretty much also depends on the gear you and your enemy is wearing.
Follower
Follower are also affected by SkyValor. Followers also have a fixed health pool, but they still can gain level and increase their skills. Followers also gain health from levels, but this is different from vanilla. They gain 50 health every 5 level until level 26.
Rebalanced Stats (Health, Stamina and Magicka)
Each race has it's own health pool. The health pools are chosen according to the race. A Skeever will have less health than a human. A human will have less health than a Giant. A Giant will have less health than a Dragon.
Extra
-Bows Can Break! Makes early game bow gameplay a bit harder by allowing low level bows to be broken with power attacks. This also applies to the player!
-Staff Enhanced Magicka. Gives you extra Magicka when wielding a staff to make pure mages more viable.
-Smart NPC Potions Makes it so enemies sometimes carry and use a couple of potions and poisons
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