Skyrim Special Edition
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vintagedice

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vsky1

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About this mod

Adds a feature rich new Hand-to-Hand skill, perk tree and overall unarmed gameplay overhaul. Alchemy and Enchantment effects supported, and all actors benefit just like a other skills.
Bruiser is ESL flagged and won't take a regular ESP slot.

Requirements
Permissions and credits
Changelogs
Bruiser: Hand-to-Hand Skill

Bruiser: Hand-to-Hand Skill adds a new unarmed skill, complete with a perk tree, skill scaling effects, skill boosting enchantments and alchemy effects. A C++ plugin is used to enable most of the features, so the mod very script light.

The perk tree uses your normal skill tree perk points, not a special perk point system. It is intended to be treated like a regular skill tree.

Each hit of an unarmed attack advances your Hand-to-Hand skill, scaling with the current damage as modified by perks and current effective skill level. Skill experience is based off the same formula as what the game uses for other skills. Refer here for how that works. You can adjust Hand-to-Hand leveling as you like by modifying the file in SKSE\Plugins\BruiserHandToHandSKSEPlugin.ini

You gain player experience using the same formulas a regular skill level up, ie. Hand-to-Hand Level Earned * fXPPerSkillRank. If you use an alternative experience mod, you can disable this.

Bruiser is ESL flagged and won't take a regular ESP slot.

Perks

Bruiser(0/40/80): Unarmed attacks deal 4/8/10 more damage, and have an addtional 0.2/0.3/0.5% chance to critical for each level of Hand-to-Hand.
Offensive Stance(20): Unarmed power attacks cost 25% less stamina.
Guard Stance(30): Regenerate stamina twice as fast when standing still and blocking while unarmed.
Unburdened(30): Move 10% faster when unarmed, and perform jab light attacks that are 20% faster.
Discombobulate(35/65): Unarmed light attacks deal 20/40 points of magicka damage, and stop magika regeneration for 5 seconds.
Winding Blows(40/70): Unarmed Power attacks deal 30/60 points of stamina damage, and stop stamina regeneration for 5 seconds.
Martial Artist(40): Unarmed power attack combo is 25% faster.
Pugilist's Grit(50): Standing still while unarmed blocking reduces incoming magic damage by 25%.
Counter(50/75): Unarmed attacks deal critical damage to attacking enemies. One armed power attacks additionally stagger attacking enemies / or knockdown enemies if they were power attacking.
Deflect Momentum(60/80): Enemies landing a blocked attack while unarmed have a 10/20% chance to trip and be knocked down.
Pugilist Footwork(70): Unarmed power attack combo costs less stamina and deal more critical damage the higher Hand-to-Hand skill is.
Push Through(80): Unarmed bashes have a chance of knocking down blocking enemies that are low on health or stamina.
Slip Through(90): You take 50% less damage, can't be staggered, and are immune to bashes during the start up of a one handed unarmed power attacks.
Punch Drunk(95): Enemies under the effects of Discombolute have chance to trip when attempting to attack or cast a spell the lower their magicka is.
Haymaker(100): Enemies below half stamina may be staggered by unarmed power attacks the lower their stamina is. If they have 0 stamina they may be knocked down. Unarmed attacks critical hit downed enemies.

There are 15 perk nodes, requiring 20 total perk points to max out all perk ranks.

Skill Level Effects

Each point of Hand-to-Hand skill increases unarmed damage by 0.13 points. This means at 100 skill level unarmed attacks deal 13 more damage. With SPID installed all npcs will benefit from this base skill effect. This bonus and all bonuses that mention scaling with Hand-to-Hand are effected by Fortify Hand-to-Hand potions and enchantments.

The player's starting skill level is iAVDSkillStart (Set to 15 by default in an unmodded game) plus the One-Handed and Two-Handed racial skill bonuses added together, and then divided by 2 rounded up.
For example a Nord in the unmodded game has +10 Two-Handed and +5 One-Handed racial bonuses. As such their racial skill bonus for Hand-to-Hand is (7+7)/2 rounded up = 8, for a starting skill level of 23 in an unmodded game.

NPC Hand-to-Hand skill level defaults to One-Handed and Two-Handed skill added together and divided by 2 rounded down.


Optional Features

Blocking with hand switching: Bruiser comes with it's own unarmed block feature. By default if you have nothing in both hands, then you will block with right click. If you use Simple Dual Wield and Unarmed Block, or any other such mod, then you can disable this feature. It won't conflict with mods that let you block with a different key, so you can keep it on if you prefer to block with right click.
If you have the Bruiser blocking feature enabled, attacking with the left click will alternate between using your right and left hands by default. You can turn this off (only right hand will attack), or change to purely use your left hand if you're a lefty.

Beast form XP: By default you will gain Hand-to-Hand experience from unarmed attacks from beast forms (Werewolf, Vampire Lord, etc). You can disable this. The damage dealt by beast forms is quite high, so they will be very useful in quickly leveling Hand-to-Hand.

Racial Rebalance: The default game heavily penalizes non-beast races compared to beast race unarmed damage. To help even out the power of unarmed damage across races, there are two optional features:
  • Increase non beast race damage by a flat 3 damage. Both Khajiits and Argonians have a base damage of 10, so other races will have 7 damage, making beast races still better at hand to hand.
  • Change Khajiit race's claws bonus from a static +12 points of damage to instead deal 15 points of bleed damage over 15 seconds. This is done to not have Khajiits massively over benefit from critical bonus damage over other races. In exchange they actually deal more total damage from the claw attacks than the old bonus, and the bleed damage is unresisted.

Optional Addons

Alchemy Ingredient Effect Distribution: Bruiser implements fully working Fortify Hand-to-Hand alchemy effects, and premade potions are added to levelled lists like other fortify skill potions in the main plugin. However, there exists no ingredients for players to craft their own potions in the main plugin. It would be outside of the main scope of the mod to edit existing alchemy ingredients to have the Fortify Hand-to-Hand effect. This optional addon will edit some ingredients to have this effect so players can craft potions. See the article for more details.

Fearsome Fists Creation Rework: For users who own the anniversary edition, they may download a complete rework of this creation that better fits with the unarmed mechanics of Bruiser. It changes the gauntlets to have a scaling bonus damage while still being enchantable at a reduced potency. Does require Scrambled bugs Perk Entry Points: Apply Multiple Spells to be ON. See article for details.

Requirements

Custom Skills Framework
Actor Value Generator (AVG)
Perk Entry Point Extender  (PEPE)
Stagger and Knockdown Perk Entries
Comprehensive Attack Rate Patch
These are the backbone that make this mod's perks function. All of them are hard requirements. If you use ADXP then you must use the provided patch and can ignore the Comprehensive Attack Rate Patch.

Scrambled bugs with Perk Entry Points: Cast Spells enabled is necessary. This is on by default. Perk Entry Points: Apply Multiple Spells can be on or off, Bruiser is compatible with both. I would recommend it ON, and to patch your game as necessary:
Ordinator (Patch)
Vokrii (Patch)
Vokrii - Scaling Rebalance (Patch)
Refer to the relevent section on the Scrambled bugs page for more details.

MCM Helper is necessary for the MCM to work. If you think the defaults are perfect and have no desire to change them via a UI you can forgo it, but MCM helper is pretty ubiquitous for MCMs now anyways.

Unarmed weapon speed scaling is needed for speed perks to work correctly. If you use ADXP (not AMCO option) then weaponspeedmult is broken anyways, so you could ignore this if you use it.

KID is used to give the keyword checked by this for it's features. If you absolutely don't want to use KID, you can use the provided no KID file that directly edits the base unarmed weapon. KID is used so that other mods can also easily be patched to have their Hand-to-Hand weapons work with Bruiser, and so that Bruiser doesn't actually modify the base games Unarmed form to avoid conflicts.

SPID is used to have NPCs benefit from unarmed skill points. If you really don't want SPID for some reason, you can forgo it and all NPCs will not have scaling Hand-to-Hand damage. If you have SPID and really don't want NPCs to have Hand-to-Hand skill benefits, you can delete the BruiserHandToHand_DISTR.ini file.

Open Animation Replacer is used to enable the unarmed block and bash animations, and to change the light attacks to jabs for the Unburdened perk. DAR is NOT supported for this feature. If you don't want OAR for whatever reason then nothing is actually changed in terms of functionality. If you have DAR and don't want OAR you can install any DAR animation pack that has unarmed block and bash and they'll work just fine.

Custom Skills Menu is HIGHLY recommended. If you don't want to use it, the skill menu can be open via button in the MCM, or by using a lesser power that can be given to the player by turning it on in the MCM.
You can access the skill if you have trouble with any other methods by opening the console and running:
set BHH_HandtoHandOpenMenu to 1

PAPER is used to make the Deflect Momentum perk slightly more efficient. It is not mandatory but recommended.

Bruiser makes a few changes to Leveled Lists to add Fortify Hand-to-Hand potions and to distribute gauntlets of all base game materials with Fortify Hand-to-Hand enchantments. You should be using something like a bashed patch or synthesis patcher on your load order to merge these changes automatically. This isn't mandatory, but you should be running such a tool anyways.

Brawl Bug

Bruiser comes packaged with the Modern Brawl Bug Fix by EnaiSiaion. I've tested all the perk behaviours and none have caused issues with brawls.
If you have issues with brawls try downloading Modern Brawl Bug Fix, extract the BSA, and install it as a loose files to make sure nothing is overwriting the MBBF files.

Uninstalling and Upgrading

The MCM includes a feature to refund all perks. To uninstall use this feature to remove all perk points then save, then remove this mod. Create a new save and run a save cleaner.

Upgrades to the DLL and most features will not require an uninstall before upgrading. If an uninstall is required, the major version number will be incremented (eg. 1.0.0 to 2.0.0) and will be noted in the change log.

Compatability and Notes

Not campatible with other Hand-to-Hand skill trees. You can technically use them, but many of them implement their own perk trees and experience systems so you'd have a lot of duplicated functionality.

Scrambled bugs should have Perk Entry Points: Cast Spells to make sure Bruiser's bleed, magicka, and stamina damage effects work correctly. This setting is on by default.
Bruiser is compatble with Perk Entry Points: Apply Multiple Spells without any patch but also doesn't require it on. This setting is off by default. If you use other mods that apply hit effects you should turn this on and make sure to download a patch for whatever perk overhaul you use:
Ordinator (Patch)
Vokrii (Patch)
Vokrii - Scaling Rebalance (Patch)
Refer to the relevent section on the Scrambled bugs page for more details.

Perk overhauls should be campatible, including Adament without Hand-to-Hand addon. Many of them include some form of Hand-to-Hand buffing that could create a bit of imbalance. I've provided patches for the most popular perk overhauls.

AMCO users must use the supplied AMCO patch. Refer to this article on the balance changes and fixes made for AMCO.
ADXP will make the attack speed changing perks not work. It uses it's own patch with the same changes as the AMCO patch, but also replaces the remaining attack speed perks.

Chocolate poise based mods, and Loki poise need testing with the stagger effects. They probably will work fine, but there will be some weirdness that the perk induced staggers will not reset poise health. Needs testing.

KID can be used to add BHH_WeapTypeUnarmed to any other mod that adds other Hand-to-Hand "weapons". For example any weapons that enable a different animation set. For balance reasons, I don't recommend adding this to anything that is temperable or enchantable since that breaks the point of these perks being for unarmed attacks.

Mods that change the Khajiit race claws bonus effect will interfere with the Khajiit claws rebalance.
  • For Aetherius simply make sure it is loaded AFTER Bruiser. It replaces the claws effect entirely. The setting in Bruiser MCM will do nothing.
  • For Imperius or Mannaz no patch is needed. These don't touch the claws effect.
  • For MorningStar use the provided patch, or load BEFORE Bruiser. Morningstar simply reduces the bonus by two.

Bruiser uses similar methods to Simple Dual Wield and Unarmed Block and Dual Wield Addon (Switch Hands) to achieve it's unarmed blocking and unarmed attack hand switching behaviours. If you have either of these mods disable the respective feature in Bruisers MCM or things will not work correctly.

I've included animations from Comprehensive First Person Overhaul (CFPAO) to handle unarmed first person blocking, bashing and jab animations. If you use CFPAO, I recommend installing the hook punch animations so that once the perk is obtained the jab animations play instead. If you don't do this than you the jab animations will always have played which doesn't make sense with the perk description. If you use the claws animations for beast races, then those will always win out even with the perk.

Static Skill Leveling won't recognise Bruiser's Hand-to-Hand skill as one that can be increased. A patch is needed to allow it to increase Bruiser's Hand-to-Hand skill level. You can already disable all Skill XP by changing the Skill Level XP mult in the MCM to 0.

TODO

Below are features missing from 1.0.0 in rough order of priority/probablity to be done.

Black Book: Waking Dreams - You can't refund your Hand-to-Hand perks currently using this book as no interactible is placed in Apocrypha to do so. Will add this, in a future update. Need to create a nif with the correct constellation texture.

Skill books - These would require a framework for custom skill AVs on probably AVGs side or for a new framework that handle this. I can and will probably fake the skill books with a script that runs upon opening one instead. Will require manually managing a Reading is Good behaviour option since RIG wouldn't modify the behaviour of such a fake skill book.

Skill Trainers - These would require a framework for custom skill AVs on AVGs side. Again I can create my own hacky framework with a manual Specialists of Skills behaviour option. This would be more work than the books, so definitely lower priority to get done.

Known lssues

If you run showracemenu and change races then the hand switching effect will stop working because the animation listener of the SKSE plugin gets disconnected from the player instance. Simply save and load after running showracemenu to get it to work again if this happens.

Credits

Source

Please give a kudos and/or endorsements to all these users and mods if you enjoyed Bruiser.

Animations used from mods with open permissions:
All first person animations taken from CFPAO by PolarRobotFrog
Third person bashing animation taken from Side Kick Bash with precision annotations by olakase1998 orignally created by 0ska and ported by DOOB1E
Third person blocking animations taken from character behaviours enhanced by Zartar, manually ported by me.
Arvaaperekele and s13579239 for third person jab animations.

EnaiSiaion for Modern Brawl Bug Fix, I also referred to his Ordinator to help with figuring out how to do certain effects.
SimonMagus for his Hand-to-Hand mod. I didn't use any resources directly from it outside of patches, but it was very useful as an example.
Colinswrath for his Hand-to-Hand DLL code. I used it as a reference during development and used some conditions for the XP gain.
Jelidity for functional fearsome fists, I used it to figure out my own rework.
KeiZero for Simple Dual Wield and Unarmed Block. I used it's method to enable the unarmed block of this mod.
MeridianoRus for Dual Wield Addon (Switch Hands). I used a similar method to for the attack switching behaviour, although it is done via an SKSE plugin instead of papyrus script for the code that toggles between hands.

meh321 and Parapets for custom skills framework and many other tools.
NoahBoddie
 for PEPE and AVG.
mrowrpurr for the very helpful skyrim plugin tutorials and templates.