Skyrim Special Edition

76 comments

  1. ZoiLATC10
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    From what I am reading in the description this sounds like there's a lot of interesting ideas here but I feel like these ideas aren't explained in nearly enough detail. 
    You say in another comment that arrows have a damage reduction but how much is their damage reduced?
    How much does flanking increase your damage?
    How low is critically low health?
    With the glancing mechanic what is the base chance for a glance and how do the previously mentioned factors affect those chances?

    I am not at all trying to be rude or overly critical and I hope I dont come off that way. I am just conceptually interested in your opening statement on the mod page and therefore interested in the mod but I feel I am lacking in information that would help me decide between this and other mods. This indecision is in no small part influenced by that fact that my modlist is approaching 2k mods currently and I want to understand each mod so I can know if it will play ok with other mods. I have considered open this mod in xedit and just looking for myself but I just thought you might want to know that Im likely not alone in wanting more info across the board.

    Not certain if this would be helpful or not but this is an example of really good information presentation on a combat mod 
    https://www.nexusmods.com/skyrimspecialedition/mods/34549
    1. Thumblesteen
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      Part of the reason why I'm vague is to avoid ruining the roleplaying value. After all: How much "damage" does a sword do in real life? There's no real way to answer that aside from "it varies" or "you don't wanna know" or even "enough to make people call the cops if you wander into a crowded restaurant with one." 

      The second part is also because I can't keep track of all of it. There's a lot of complex mathematics at work. BUT, I will give a general outline within these spoilers: 

      Spoiler:  
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      Most damage bonuses is +25%, armour slot damage reduction is 10% per slot (ie: helmet, gloves, boots, etc.). Spell bonuses is typically doubled, spell penalties are typically halved. Glancing varies depending on the situation. Some of them just halves the damage, others reduces it by 90%. Cornered bonus kicks in at 20% HP or lower, and is a flat double damage bonus. 

      Fresh/Winded bonus/penalty is at around 30% IIRC. 

      And I did specify that arrow damage is reduced in the sense that you/others will never take damage from an arrow that's successfully blocked by a shield, since let's face it, that's just weird. 

      As for glancing, it depends on the following:


      • Weather
      • Health
      • Equipment
      • Light level

      Probability fluctuates constantly, but my formula aims for a goldilocks zone of max. 50%, give or take some factors. What made the missing so annoying in Morrowind was how you would at low levels generally miss more than you'd hit, this aims to make sure that the majority of hits are always successful with glancing still being a considerable factor, that way it's more fun than frustrating.
      And while all this might seem like it would feel extreme or unpredictable, truth is that they do a good job of balancing eachother out. So far in my testing all it's done is to make skilful combat feel more satisfying and enemies feel less spongy. Hope this answers your questions.
    2. ZoiLATC10
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      This answers my questions very well thank you and I appreciate you taking the time to write that all out.

      I respectfully disagree with your reasoning for not knowing the values. For me I know that in real life swords dont have damage modifiers but in real life I also dont have a health bar or a perk tree that affect and are affected by the sword's modifiers.

      I also understand why you have that stance though and it is one of the reasons that occasionally playing a modlist that is curated by someone else is appealing to me because I can just venture into the world and see what happens and have my character react organically.

      Again thank you for taking the time to respond. I appreciate that as well as the idea of a roleplay and immersion focused combat mod which outside of massive overhauls like requiem, we dont really see.
    3. Thumblesteen
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      I get where you're coming from and I think that's fair enough. I think your perspective is just as reasonable as my own. And between the spoiler and the fact that you need to actively look for the info in the comment section now I'd say everyone wins. The info is out there, but it's in a sealed envelope, so to speak. 
    4. ZoiLATC10
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      Totally agree. I think the spoiler was a good way to do it. Thank you again! :)
    5. grandvil
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      this needs a pin, not only for the info given, but how legitimately good the communication between you two was.
    6. DaviBrb
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      I also think this should be pinned, but it would be even better if it was at the main page... These kind of informations are important for, as you said in the 'Technical' section, piecing things together. I understand the roleplaying purpose and I honestly enjoy it (reminds me of games like Pathologic and Fear and Hunger), but wouldn't having this information at the end, in a Show/Hide bar or something like that, be better for accessibility?
    7. Thumblesteen
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      Problem is that far too many people use spoilers to condense their mod descriptions, so I'm concerned people will subconsciously click it without considering whether or not it's actually a spoiler. But I think the pin is a good idea since it has a bit more context to it. 
  2. MrDeath726
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    how well does this mod play with major combat mods right now like: Precision, Valhalla Combat, Modern Stagger Lock Framework, Elden Rim?
    I'd assume very well except maybe stagger
    1. Thumblesteen
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      See the description for compatibility info. 
    2. miscdude
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      I feel like this is going to be a question for a lot of people. Thumblesteen did not flesh this out for legitimate reasons, but I felt like going through this for myself and for others. Before that, from Bloodlust's description:

      "This mod adds the new damage formula using perks. Meaning it's very performance friendly and highly compatible with just about anything. (...) All features can be enabled/disabled, and there is now a config file included in the download.  As such, this mod is compatible with literally everything. Including Assassin's Creed, IBM 4690, and wasp nests."



      Precision's features:

      Spoiler:  
      Show

      1. Physically accurate collisions for melee attacks

      This should only be a boon for Bloodlust. It would just make it so that things like shield reduction, flank attacks, and glances work based off of information that more closely matches what you can actually see, unlike vanilla where attacks just have a stupid cone.


      2. Procedural physics-based hit reactions

      Again, just positive, creates a more genuine feedback for features based on connected attacks.

      3. Weapon trails

      Visual. No mod interactions.

      4. Integrated hitstop and subtle camera shake

      Visual. No mod interactions.

      5. Melee attack recoils when hitting certain materials while standing too close

      Again, just positive, creates a more genuine feedback for features based on connected attacks.

      6. Support for both first person and third person

      N/A

      7. Support for creature attacks

      Again, just positive, creates a more genuine feedback for features based on connected attacks. I don't know how creatures work with Bloodlust, but presumably any systems they utilize like Awareness just means that what you see reflects the hitboxes better.

      8. Support for custom collisions for new animations, set up by the animator

      Again, just positive, creates a more genuine feedback for features based on connected attacks.

      9. An API for other SKSE plugins to use

      N/A

      10. Everything is done through SKSE, can be installed/uninstalled anytime

      N/A

      11. Modular and flexible - most features can be disabled or configured through MCM

      Assuming a feature in Precision DID conflict somehow with Bloodlust, whos features are also configurable, they can be disabled. This is strictly positive for people too lazy to actually modify the config out of game for Bloodlust, you can use the MCM in Precision instead.



      Valhalla Combat's features:

      Spoiler:  
      Show

      1. Stamina Edits
      Valhalla Combat gears vanilla Skyrim's stamina mechanic to be on par with modern action games. Stamina will factor into your combat gameplay in a balanced and integrated way(but not in a Dark-Souls way, which I personally believe does not play well with Skyrim's level design)
      Stamina regenerates 5x faster for all races by default.
      Combat actions cost stamina. 

      Bloodlust shouldn't -harm- this, but because stamina regeneration and costs are adjusted, while Bloodlust changes certain actions based on your stamina or your movements, you may have behavior that is not intended. It might balance out just fine. The worst thing I can imagine from this specific feature is that you might run out of stamina much faster, which might lead to more vulnerable states more often.

      2. Attack Stamina
      Light attacks that hit the enemy regenerates stamina.
      Light attacks that miss the enemy costs stamina.
      Heavy attack stamina formula remains unchanged.

      Attacks hitting and returning stamina can compensate for the prior issue. You would be more vulnerable for missing and less vulnerable for successful hits. Pure upside in my book.

      3. Exhaustion
      Once a combat action depletes stamina, the actor enters a state of exhaustion.
      The exhaustion state works differently for player and NPCs.
      For player: You deal half as much damage for both light and power attacks.
      For NPCs:  NPCs simply cannot attack.Exhaustion goes away once stamina regenerates fully.

      This one is a little bit trickier. The "Winded" part of Bloodlust does something very similar, so the effects will stack. I would disable the feature in one or the other. Again, Valhalla has an MCM menu, so if you are averse to the notion of modifying configs out of game, you can disable Valhalla's Exhaustion system, keep Bloodlust's Winded. 

      4. Block Stamina
      The stamina blocking module is essentially an updated version of Shield Of Stamina. You do not need to have that mod on anymore.
      While blocking, stamina regenerates at a reduced rate.
      When the blocker has less than enough stamina to block an incoming attack:
      The remaining stamina can still block some damage, but the unblocked damage goes to health.
      The blocker gets staggered.

      I actually think this looks like it would work really well with Bloodlust, which increases the weight of shields. Valhalla allows excess damage to go to the blocker, Bloodlust claims shields always block 100% damage, this specific interaction would need a little bit of testing but I would imagine that the 100% block wins out. 

      5. Blocking
      Script-free, clean implementation of timed block and projectile deflection to completely overhaul the feeling of blocking.
      Timed Block: Once you raise your shield/weapon, if you manage to block an attack/projectile within 0.3 seconds(by default), the block counts as a timed block.
      Timed Block Penalty: Failing to perform a timed block will add one layer of timed block window penalty, which reduces your next timed blocking window. Penalties can stack if you repetitively fail to perform timed block in a short period of time. Once you stop blocking, for every 0.5 seconds, one level of penalty gets removed. Performing one successful timed block resets all penalties. This system is similar to Sekiro:Shadows Die Twice.
      Projectile Blocking: Projectiles(arrows&spells) can be blocked using magicka.
      Block Commitment: Player has a subtle block commitment: tapping the block once will not lead to a quick player jitter, but a consistent blocking posture for at least 0.3 sec(by default) before the player unblocks. 

      Without knowing more about Bloodlust blocking systems, this shouldn't conflict, only add more conditions to blocking.

      6. Melee Block
      Timed block negates all incoming physical and enchanting damage.
      Timed block deals stun damage to the attacker.
      Performing a timed block within 0.15 seconds(by default) leads to a "perfect block", which instantly staggers the enemy and regenerates your stamina to full.

      Purely upside to have stamina regen for other features, again only adds more conditions to blocking and shouldn't conflict.
      
      7. Projectile Block&Deflection
      Projectiles can be blocked.
      Blocking projectile costs magicka, which depends on the damage&magnitude of the incoming projectile. 
      You cannot block projectile with less than enough magicka.
      Timed blocking a projectile has no magicka requirements. Meaning any timed blocked projectile will be successfully blocked.
      If you have enough magicka when performing a timed projectile block, instead of destroying the projectile right away, the timed block deflects the projectile back to its sender.

      Assuming the player is not hit with the magic projectile, I would assume that magic effect multipliers from Bloodlust would not affect this feature, as they should be calculated on hit, not prior to the hit. In other words, a shock projectile will probably only do extra damage on hit, not while midair, NOT making it cost more magicka to block. I am not 100% on this, but I would be very surprised to learn the calculation happened pre-block. The worst case would be that magic would be harder to block in some conditions, nothing should actually "break."

      8. Stun&Execution
      A stun system similar to God of War and AC:Valhalla. Execute NPCs with depleted stun.
      Stun Meter
      Every actor has their a separate stun value, based on their health and stamina.
      With TrueHud installed, Actor's stun value will be displayed on the yellow gauge on top of their health bar.
      Every offensive action can damage stun: attacking, perfect blocking, bashing, etc..Stun does not regenerate during combat and will slowly regenerate to full when out of combat.
      Actors with depleted stun will enter a vulnerable state and can be executed.
      Execution
      Upon stun value depletion, NPCs enter an executable state, which is indicated by their red flashing health meter.
      To perform an execution, press the execution key near a stunned NPC. Alternatively, enable "execution on hit" option in MCM to execute NPCs automatically on melee hit.

      Should not conflict. It is possible that the "stunned" enemies might take extra damage from Bloodlust's Awareness feature. It would depend on how Awareness checks the actor and if the stunned enemies use vanilla states. The worst case situation of this conflicting would be... stunned NPCs taking more damage. They're already within range of Execution, so it is moot, UNLESS for some reason it blocked the activation of the Execution.

      9. Mods To Watch Out For
      You can use those mods with Valhalla Combat. You game will not crash and you may not encounter any glitches, but remember to tweak the settings & get rid of overlapping features. Otherwise, you may face consistency issues.
      Any mod that implements its own stamina system. You only need one stamina system! so either disable Valhalla's or don't use theirs.

      Bloodlust appears to operate around the stamina system, but not make changes to it. These should be compatible.

      Any mod that implements its own timed blocking feature. You only need one timed blocking system!

      The description does not have anything about timed blocking or parrying systems, my assumption is that Bloodlust only checks the status of successful blocks, or allows for 100% successful blocks with shields.

      Any mod that makes blocking stamina-only. You no longer need them.

      Again, Bloodlust does not appear to change the actual system of blocking and this should be compatible.

      Any mod that uses TrueHud API's special meter. They may take control of the TrueHUD special meter prior to Valhalla Combat, resulting in the stun meter not showing Valhalla's Stun values. If you wish Valhalla Combat to use the special meter as the stun meter, turn off the special meter usage in other mod's settings.
      Any combat animation/moveset that are not properly annotated. If they lack "preHitframe" annotation, attack stamina feature won't work on them.

      N/A



      Modern Stagger Lock Framework:

      Spoiler:  
      Show

      Features:
      Continually stagger behavior which allow you to stagger an actor twice and more. Currently supporting humandio, draugr ,falmer.
      Custom stagger animations with annotatable transition window for humandio actors.
      Disable player jump while staggering (optional)
      Quick recovery from stagger via performing TK Dodge, DMCO, TUDM.
      This mod itself only a stagger animations framework, it would require another mod to rework Skyrim's stagger trigger mechanism!

      Maxsu himself answered that one



      Elden Rim - Weapon Arts:

      Spoiler:  
      Show

      Elden Rim is amazing, lots of very cool features, but it is like... a very complex mod with limited documentation on how things work. I believe that the majority of it is animation based, but there are a lot of features which are barely explained and whos implementations are surely very specific. If you want to mix ANY combat mods with Elden Rim - Weapon Arts, you need to do a LOT of due diligence before you touch anything, and then you need to be testing things individually and carefully. Reading over it, I don't think anything should conflict or have issues, maybe Awareness depending on how it is calculated and with some of the animations from Elden Rim or how some of the "spells" work. It is possible that the dodging from Elden Rim, or the dodging from ANY mod, might make you more vulnerable when using Bloodlust. IMO that's a positive, but I have no idea what might happen with the introduction of i-frames.


      My overall understanding is that this would work very well with other combat mods because it doesn't really affect things the same way a lot of other mods do, and the perk integration means that any similar changes should be multiplicative. It doesn't just go in and make damage higher and health lower, it doesn't appear to change any AI, it doesn't change movesets. Even if you use something which has similar features, like increasing lightning damage on heavy armor (not that I can think of any off the top of my head) they would just kind of stack. Obviously that probably isn't good as each mod will have tailored the multipliers to be standalone and already enough to matter, but nothing would break.

      The only thing I would say is that, if you are using dragon difficulty mods, probably disable the Beowulf Mode. YMMV depending on your other combat mods or dragon mods or experience you are trying to go for.

      The Real Undead module I would personally disable in favor of some other mods that do the same thing a bit more comprehensively, or in my case, only affect ghosts and not Draugr or something. Or "Healing Hurts Undead." I don't know how these two would interact, if it would undo that mod, or if that mod would allow silver, fire, AND healing magic to kill them. No idea.

      The Witching Hour is a great idea. Also a very cool way to test spells you don't have the magicka pool to cast normally.

      Anyways I hope that was helpful to someone, I think a lot of these changes are really fun and interesting and hope more people test it and play it like I am going to. If anything I said was wrong, or if Thumblesteen would like me to strike any of this, please let me know.
    3. Thumblesteen
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      Fantastic post. Your research is great and I think you laid it out in very pedagogic terms that my autism won't allow for.

      You shall henceforth be known as Miscdude the Wise, and all the realm will know of your deeds. 

  3. Akinobo
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    the armor feature of this mod seems to give too op stats defensive ststs when used with Know your enemy - 2 and/or Armor Rating Rescale.
    Deactivating palegore solved it, as during brawls I was dealing 1 damage per hit, and the whiterun giant took like 5 minutes to be taken down even with the companions constantly hitting it.

    I also saw 4 guards spanking a bandit that somehow was tanking everything from every single direction and took 2 minutes to die even being vastly outnumbered
  4. Akinobo
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    This mod is the best combat mod, and your tweaks are supreme. Maybe adding features to flesh spells? I think it would be so cool! I think that the best thing this mod does is giving lots of playstiles even in early game just by changing from mace to axe, stamina management, blocking and parrying
  5. LordWushin
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    Thank you for this mod! I actual like its concept and implementation.

    Using Bloodlust with Realistic Combat AI, Vanguard - Bash Behaviours UpdatedEnemies Can't Block While Exhausted, Wait Your Turn, and Hellblade - Timed Block. Everything works together exceptionally well.

    I am excited to see what you bring us in the future!!!
  6. Cozza959
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    I've read the compatibility section yet I still have to ask:  Is this compatible with Wildcat?  If so - Instant Download and endorse, love the concepts applied here!

    1. gavwhittaker
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      Yes although it did highlight some stacking issues making my game unbelievably unrealistic and hard - (no one can take 20 arrows and still swing an axe like they've stubbed their toe!).  The trick for me was to turn off a handful of the settings in the .INI file - any relating to making a NPC take a lot more damage essentially.  I kept all the frost, fire and odd weapon tweaks yet I managed to get it working great by modding the INI
  7. DingleBerryofRivia
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    Great mod but when I start a new game with it on, I load in with iron armor on during racemenu. Is there any way to fix this?
  8. gavwhittaker
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    NVM
  9. kuroneko0211
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    Wow this sounds really fun!
  10. QualityGames
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    Any chance of having only shield weight file and parrying 100% of the hit? The other files give me errors... it's a shame for me
  11. Killerkitty641
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    Just wanted to ask quickly if this is safe to change into an esl? So I can cut down on the number of ESPs present in my load order (because it is rather high currently)
    1. Thumblesteen
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      AFAIK els are generally safe as long as they don't have data related to cell or world records. So while I'm by no means an expert, I would estimate that you're good to go. 
  12. Nalushedesh
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    Really considering replacing Wildcat with this. Does it have an integrated brawl bug fix? Will I need one?