Skyrim Special Edition
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Dross9

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dross9

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About this mod

This mod is a revision of the MaxsuPoise and Modern Stagger Lock Framework, focusing on changing and expanding the existing balance mechanics while retaining the original calculation methods,in order to achieve an improved combat experience.
The complete files are not included here, you need to download two mods and their prerequisites

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Description
#Characters experience three distinct states during combat, each with varying levels of stagger performance.
#The restriction that prevented high-level staggering from transitioning to lower levels has been removed. However, there is no need to worry about endless staggering as there are other constraints in place.
#Annotations on animations included with modern have been modified to remove restrictions on transitioning from higher to lower stagger levels.

#Several other minor changes have been implemented.





What are MaxsuPoise and Modern Stagger Lock Framework (MSLF)
#MSLF allows characters in stagger animations to enter new stagger animations, but this can be restricted by adding Annotations . During stagger, it is possible to break stagger animations through tactics like TK-Dodge.
#By adding Annotations , you can control when one stagger animation can transition into another of the same or different level, or find opportunities to evade and thus break stagger animations.MSLF itself is just a framework for stagger animations and requires another mod to redesign the stagger trigger mechanism in Skyrim!
#MaxsuPoise is a mod for stagger trigger mechanisms that controls when and what level of stagger is triggered.When a character is attacked and the balance damage from the attack exceeds the threshold for triggering a minimal stagger, the character will stagger and continue to do so, much like modern action games.Stagger level and balance damage are based on factors such as the attacker's and victim's mass, scale, armor, weapon, and attack animations. There are also mechanisms like staggerProtectTime to prevent endless stagger locks.

Why this mod exists
#The animations in MaxsuPoise and MSLF could not transition from high to low stagger levels, leading to situations where the enemy might not respond to your attacks during prolonged high-level stagger, detracting from the combat feedback.
#MaxsuPoise calculates differently for various enemies, ensuring a rich combat experience, but you may still find it difficult to stagger heavily armored, high-quality enemies or cause significant stagger in lightly armored foes.
#MSLF supports arbitrary changes between stagger animations, but its default animation annotations do not include transitions from high to low stagger levels.
#Due to the long duration and recovery time of high-level staggers, characters can appear invulnerable to new hits, creating a feedback void.
To potentially allow for continuous staggers, modifications are necessary in both MaxsuPoise code and animation annotations.
#Add some changes in the hope of achieving a better combat experience.

Detailed Description
#Now characters have three different states
·Normal State: Upon entering combat, the character assumes a normal state, with stagger calculations similar to the original game.
·Exhausted State: When stagger performance is depleted, the character enters an exhausted state for a duration, during which each hit will at least cause a minimal stagger and more likely a higher-level stagger.Stagger damage multiplier and exhaustion duration are configurable.
·Protected State: After the exhaustion state ends, the character enters a stagger performance protection state during which they will not receive stagger performance damage or staggers. The original stagger protection time is used here as the duration of the protected state.

#The restrictions in MaxsuPoise preventing high-level staggers from transitioning to low levels have been removed, along with modifications to the default animation annotations in MSLF. Animation annotations control the timing of entering different types of new stagger animations during stagger and the opportunity to evade and break free from stagger animations through dodging.While allowing uninterrupted staggers, it also maintains restrictions to prevent overly rapid attacks from creating an uncoordinated visual experience.

#Characters have hardiness protection during attacks, which helps prevent stagger, especially during heavy attacks where stagger performance damage is significantly reduced, and immunity to the lowest level of stagger is granted.
#Heavy attacks can now cause more stagger damage to the target.
#New configurable data has also been added, which you can configure in the dmenu

    fPoise_ZeroStateDuration = 5.000000fPoise_ZeroDamageMultiplier = 2.500000fPoise_PowerAttackMult = 1.500000
These are the stagger calculation presets I've modified in the mod. I haven't played extensively yet to fully test these settings. If you want to set your own presets or use someone else's, remember to add new data configurations; otherwise, they will remain at default values.
If you want to use your own stagger animations, you need to add MSL annotations to achieve the stagger effects. For details, see: Link
If you find it too easy or too difficult to cause staggering, you can simply adjust the stagger damage or make more detailed configurations for a better experience.

I've made these changes to enrich the combat rhythm. You can continuously weaken the enemy's stagger performance through guerrilla tactics, and after the enemy is exhausted, you can launch fierce, continuous attacks. If your attacks are not timely or do not reduce enough health, you must evade the enemy to some extent and then continue your guerrilla tactics. I think this rhythm provides an excellent combat experience, especially when facing unique, boss-like enemies.

Note
Most of the mod content is derived from the authors of MaxsuPoise and MSL, with only some modifications made by me. If there are any errors, questions, or suggestions, I will try to address or answer them.
English is not my first language, so please excuse any lack of clarity in my expression.