Regarding Maxsu Poise and Modern Stagger Lock Framework
Modern Stagger Lock Framework (MSLF):
Currently, Modern Stagger Lock is semi-compatible. The new stagger animations work fine, but the "stagger lock" part of the mod won't work due to what I think is a bug with the stagger mode feature of chocolate poise. Also, some of the heavy armor perks from Chocolate Poise Plus aren't properly integrated until/unless I come up with a solution that doesn't involve using assets directly from the mod because I don't know if I have permission to redistribute the animation files. tl;dr you CAN USE MSLF, but some functionality from both my mod and MSLF will be limited.
Maxsu Poise:
This mod was developed with Chocolate Poise's mechanics in mind. Maxsu poise uses a similar, but distinct poise system, which means many of the systems and mechanics present in Plus Combat like vulnerability and attack of opportunity poise damage modifiers may not work as intended. I am trying to figure out how the mod works so that I can create a version of PC that is compatible, but that will probably take a while. Until then, Chocolate Poise Plus is the recommended option.
tl;dr I recommend sticking to Chocolate Poise for now.
Hi, i liked very much the concept of this mod, but i have a problem, when i enable this mod the timed block in valhalla stop working, any idea how to fix ?
Are you using a dual wield block mod? You need to enter Valhalla's MCM menu in the compatibility section and set your block key to the same one as your dual wield block button. Otherwise I really cannot reproduce this problem that some people have reported.
Hi! When Im surrounded by enemies spamming attacks I get stunlocked by enemies and cant do anything. Is there a way (or another mod) to introduce some stun cooldown? 3 seconds would be plenty
Use TK Dodge and check the option that let's you cancel stagger into a dodge. If you already have that and still feel overwhelmed, then maybe you can try the Stoppage of Staggerlock addon in the original Chocolate Poise page.
I prefer Valhalla Combat stamina managment, what should I do? Is there a way to disable this mod's stamina managment in game? If the Exhausstion Addon is my solution, is there a way to install it in an ongoing save?
No there is no MCM or configurable setting for the stamina system. It's very important for balancing so it's not really something I'd want to make optional anyways. The exhaustion system doesn't remove stamina costs on attacks, it just integrates Valhalla's exhaustion system into this mod.
I've a question about this mod, and mind you I'm asking this as someone whose yet to test it out proper. Do timed blocks inflict any sort of poise damage on the enemy you're blocking? It seems as though blocking of any kind happens to reduce your own poise, but whether it influenced NPCs in turn was left unclear.
Timed blocking do not inflict poise damage, although I wanted to implement that as a mechanic but didn't know how to. Performing a timed vallhalla combat block should also make you take 0 poise damage from attacks.
Tried this and found it very fun. It combines best elements of Simon's and Enai's mods with Valhalla. I do have a question, how can I replace .ini file in Overwrite folder? Should I just copy your .ini over it?
Hello, thank you for the great mod. I was wondering if there is a way I can exclude followers from doing poise damage I like to use multiple followers and when I'm fighting a single large enemy they seem to stagger them often. Thank you.
Not sure if I've done something here or what just added this and the other mods it needs to run for Valhalla and deflecting arrows are costing mana not stamina have I overlooked something?
You mean the projectile block feature of Valhalla? Pretty sure that's how its supposed to work - blocking projectiles cost magicka unless you timed block.
Hmmmm maybe I'm mistaken and done a couple of times blocked without realizing it was certain I had it set for stamina uhh well must be imagining things...I don't know how people keep track of mods lists I start getting lost after about the 200th mark(yea I know it's baby sized) but this mod has ironed out a few issues I was having so it's a win for me. Also how hard would it be to change it to only deplete stamina? i have a somewhat grasp on using modding tools or would it be a little difficult.
I have 2 questions: 1/ Does the new big update require a new save ?? 2/ Do you recommend using Skyvalor alongside your mod or there might be some conflict ?? Also, i want to know if these mods conflict Exhaustion & Exercise
1. Yes, this update requires a new save IF you are updating from 1.1. If you are installing this mod for the first time, you should be fine. 2. I've never used any of the mods you listed myself, but they should be compatible with Plus Combat. I've actually been interested in Skyvalor, so I'd be curious to hear how it plays with this mod.
thanks for ur quick response. I think I'll have to wait before trying the new update then
and yes I recommend Skyvalor it transforms the combat and NPC stats into something really enjoyable, especially after reading ur changelogs of the latest update i guess they will complete each other perfectly
I think the mod was changed too much between both versions for me to recommend this on anything but a new game.
If you REALLY want to take a chance and try updating mid-playthrough you can attempt the following procedure. (Do this at your own risk - I don't know if it will work properly or not and the process is fairly tedious.)
1. Uninstall 1.1 and boot up skyrim 2. Make a save and then install the 1.2 update 3. Load the save you just made and open the console (Default is the ~ key) 4. type "help dummyspell" and find the form labelled "CPP_Dummyspell" (without the quotes) 5. type "player.dispel [Formid of the dummy spell] followed by player.addspell [formid of the dummy spell] (without the square brackets) 6. type "help staminacostspell" and look for a form labelled "CPP_StaminaCostSpellHandler" 7. type "player.dispel [Formid of the stamina cost spell]" followed by "player.addspell [Formid of the stamina cost spell]" 8. type "help innate" and look for a form labelled "CPP_InnateArmorBonus" 9. type "player.dispel [Formid of the innatearmorbonus]" followed by "player.addspell [formid of the innate armor bonus]" 10. If bow stamina costs are not working then type "help bowdrawstamina" and look for the form labelled "CPPBowDrawStaminaCostSpelll" 11. type "player.addspell [Formid of Bowdrawstaminacostspell]" 12. Save your game.
248 comments
Modern Stagger Lock Framework (MSLF):
Currently, Modern Stagger Lock is semi-compatible. The new stagger animations work fine, but the "stagger lock" part of the mod won't work due to what I think is a bug with the stagger mode feature of chocolate poise. Also, some of the heavy armor perks from Chocolate Poise Plus aren't properly integrated until/unless I come up with a solution that doesn't involve using assets directly from the mod because I don't know if I have permission to redistribute the animation files.
tl;dr you CAN USE MSLF, but some functionality from both my mod and MSLF will be limited.
Maxsu Poise:
This mod was developed with Chocolate Poise's mechanics in mind. Maxsu poise uses a similar, but distinct poise system, which means many of the systems and mechanics present in Plus Combat like vulnerability and attack of opportunity poise damage modifiers may not work as intended. I am trying to figure out how the mod works so that I can create a version of PC that is compatible, but that will probably take a while. Until then, Chocolate Poise Plus is the recommended option.
tl;dr I recommend sticking to Chocolate Poise for now.
Is there a way (or another mod) to introduce some stun cooldown? 3 seconds would be plenty
Which ones I have to disable/Uninstaller to get this mod work?
Incompatible:
Not sure/Haven't checked:
Everything else should be compatible.
Violens should be compatible as long as you load it AFTER Plus Combat (i.e. give it the highest priority).
https://drive.google.com/file/d/13HraNFn0OM9xQSRDvj1y64r4GVmOvyiM/view?usp=sharing
I have 2 questions:
1/ Does the new big update require a new save ??
2/ Do you recommend using Skyvalor alongside your mod or there might be some conflict ?? Also, i want to know if these mods conflict Exhaustion & Exercise
2. I've never used any of the mods you listed myself, but they should be compatible with Plus Combat. I've actually been interested in Skyvalor, so I'd be curious to hear how it plays with this mod.
and yes I recommend Skyvalor it transforms the combat and NPC stats into something really enjoyable, especially after reading ur changelogs of the latest update i guess they will complete each other perfectly
If you REALLY want to take a chance and try updating mid-playthrough you can attempt the following procedure. (Do this at your own risk - I don't know if it will work properly or not and the process is fairly tedious.)
1. Uninstall 1.1 and boot up skyrim
2. Make a save and then install the 1.2 update
3. Load the save you just made and open the console (Default is the ~ key)
4. type "help dummyspell" and find the form labelled "CPP_Dummyspell" (without the quotes)
5. type "player.dispel [Formid of the dummy spell] followed by player.addspell [formid of the dummy spell] (without the square brackets)
6. type "help staminacostspell" and look for a form labelled "CPP_StaminaCostSpellHandler"
7. type "player.dispel [Formid of the stamina cost spell]" followed by "player.addspell [Formid of the stamina cost spell]"
8. type "help innate" and look for a form labelled "CPP_InnateArmorBonus"
9. type "player.dispel [Formid of the innatearmorbonus]" followed by "player.addspell [formid of the innate armor bonus]"
10. If bow stamina costs are not working then type "help bowdrawstamina" and look for the form labelled "CPPBowDrawStaminaCostSpelll"
11. type "player.addspell [Formid of Bowdrawstaminacostspell]"
12. Save your game.