File information
Last updated
Original upload
Created by
MadAborModdingUploaded by
MadAborModdingVirus scan
Tags for this mod
Activity logs
This page was last updated on 02 May 2025, 8:12AM
- Changelogs
-
-
Version 6.5
- No need to update for most users. Feel free to ignore.
- Some users were reporting issues with the MCM not showing up and other weirdness if installed mid-game. So I set the MCM startup to run twice if installed mid-game. I will still try to look more in-depth at what could be happening.
- BTW, I made a port of this mod for the Oblivion Remaster! Check it out too:
- https://www.nexusmods.com/oblivionremastered/mods/1812
-
Version 6.4b
- v6.4b: Added a slider to MCM that lets you change magnitude of healing debuff.
- 6.4a: Fixed Healing Debuff reducing by 75% instead of 50%
6.4: New Mechanic : Healing Debuffs (DISABLED by Default). More Details below.- When hit by an unblocked weapon, for 4s (duration can be changed in MCM), healing spells you cast on yourself have 50% reduced effectiveness.
- The idea of this mechanic to stop the player from being able win every fight through heal spam. If enabled, you must momentarily retreat to heal yourself efficiently.
- Optionally, the debuff can be extended to Absorb spells and enchantments as well. Makes absorb health enchants on weapons significantly less OP as you can't just button mash through every fight anymore.
- Potions are unaffected by the healing debuff. I recommend instead using a mod that plays an animation when drinking a potion. (So it becomes dangerous to use them in the middle of combat).
- Fixes: Tweaked a condition on the concentration magic debuff to have it work better with non-playable races.
-
Version 6.3
- V6.3 New Features and slightly reorganized MCM.
- Re-added option to control how many debuffs a concentration spell can apply per cast (Rather than it only debuffing once). Due to recent bug fixes, the mechanic is no longer overpowered. :)
Still, it can make the game harder so, by default, concertation spells will only debuff once per cast. If you want try out the new feature, you must select it in the MCM under the "Spell Mechanics Tweaks". - Added optional support for dragon breath attacks. Toggleable via the MCM as well.
v6.2 Fixed a bug where Magical Resistance debuffs were sometimes dropping the player's resists by two stages instead of a single stage.
-
Version 6.1
- v6.1 Added MCM option to restrict high-level, unique NPCs from applying magical resist debuffs through spells. Depending on the mods you use, this option can filter out Miraak and other bosses etc.
- v6.0a: Fixed a typo in Bleed SPID ini that was causing some NPCs to get two copies of the bleed effect.
v6: Quality of Life Update. Mod has been reworked into a single plugin.- All mechanics can now be toggled in-game via the MCM Menu.
- Difficulty options for the mechanics (e.g. Easy, Normal, Hard formulas) can be changed in-game via the MCM Menu.
- All addons have been added to MCM as well, including extending the mod to allow for ALL races to apply debuffs, transformations being ignored, level limits etc.
- While it safe to update mid-game, you will get a message about a lot of missing plugins (as there is only a single plugin now). Outside of the revamped MCM, no new features have been added. If the missing plugins message bothers you, wait on updating until your next playthrough.
- If updating mid-game, note that the game considers v6's MCM menu to be technically a new and separate MCM menu from the previous versions. So it may take a second to load in-game. The MCM's name is now "Engaging Combat MCM" (It used to be just "Engaging Combat").
-
Version 5.1
- Nerfed concentration spell debuffs by a lot. Now, per cast, they can only drop your resists once and only by one stage after 3s. (As opposed to dropping them every 3 seconds.)
- Extending the debuffs to concentration spells seemed fun in concept but after playtesting, I realized that when fighting against a group of mages you drop to 0 MR way too fast. There isn't any counterplay to it either as you can't really dodge concentration spells.
- I think the nerf helps a lot. Whereas before, a group of novice mages would drop you to 0 MR in a couple of seconds, now that's not possible. With the nerf, you have to be AFK for concentration spells alone to fully drop your resists. Much more balanced.
- I'm planning on continuing to tweak them if they are still OP. You can always disable them via the FOMOD as well if they are ever too much.
-
Version 5.0a
- 5.0a: Restricted cloak spells from applying debuffs. They are technically counted as concentration spells by the game, so with v5 they were applying debuffs. Felt too strong.
- Safe to update mid-game.
- 5.0:
*Concentration spells (flames, frostbite, etc.) can now apply magic debuffs. No other changes or additions. More on the new Concentration spell feature below: - Concentration spells will lower your magic resist(s) once every 3 seconds. Implementation is 100% Scriptless.
- You can also adjust the duration of the debuff from Concentration spells in the MCM now.
- This will make encounters with mages more difficult. If it is too much, you can disable Concentration spell debuffs it in the FOMOD/nerf the duration of their debuff in the MCM. Alternatively, you can always just skip this update and stick with 4.6 (No other new features have been added).
- Had to utilize a ton of workarounds to get this feature to play nice. Unfortunately, one limitation I ran into is that I couldn't flag the effect as "No Absorb".
Therefore, I recommend installing "No More Absorb Swirl Effect" so you won't be spammed by the swirly effect in combat.
-
Version 4.6
- 4.6 Changes:
- Fixed an oopsie. Had the Bleed Damage and Duration settings in MCM swapped on accident. So when you adjusted the Damage, you were actually changing the Duration and vice versa. Fixed that.
- Note: Due to how the math works, updating won't alter the total bleed damage you take (you will still take the same as before)—only the time over which it's applied will potentially be different for most users. So if you are happy with your settings, you don't necessarily need to update.
- Added back hard mode options. (Exponential Decay Formula)
4.5 Changes:- Added Compatibility Option to FOMOD : Disable Restoration Spells Removing Debuffs . (Details below)
- By default, Restoration/Healing spells cast on the player will remove Engaging Combat’s Magic Resist Debuffs.
However, some users have reported that for them, this feature also removes beneficial magic effects. I have not encountered this myself, (and my personal Load Order is a modified Lorerim with 3000+ mods), but I believe it is the result of another mod’s mechanics not playing well with Engaging Combat. As I have been unable to recreate the issue, I'm not sure which mod is the culprit.
Therefore, I offer this option to disable the mechanic entirely for anyone who is experiencing this bug. If unsure whether to select this option, it can be installed mid-game. So I’d suggest playing without this option enabled first, and only enabling it if the bug is encountered.
-
Version 4.4
- For the Magic Resist Plugin: Added a layer of redundancy to the KID ini in order to prevent non-staff enchantments from being dispelled by restoration spells. Couldn't replicate the bug myself, but a minority of users have reported it. Hopefully, the extra check fixes things for the users affected.
-
Version 4.3
- MR lowering effects are no longer distributed to illusion spells. Better for compatibility with some Illusion Overhauls. Calm spells for instance, would stop working with some. Not many NPCs use hostile illusion spells to begin with either.
-
Version 4.2a
- 4.2a : Quick Hotfix. Added "Painless" tag to the mod's effects to stop the player from grunting when using a restoration spell.
- Added back in Easy Mode Option (Exponential Growth Formula):
The first few hits/spells received will not reduce Armor/Resists by much, but the last 1-2 will reduce them drastically. - Added back "Ignore Transformations" Plugin
- Magic Resist reducing debuffs can now be applied by hostile spells from any school. (Supports mods that add non-destruction, damaging spells to NPCs)
- Scrolls and Staffs can now apply the debuffs as well.
- Flagged some effects as "Hide in UI" to declutter active effects.
-
Version 4.1
- VERY IMPORTANT: New Game is required if updating mid-game from a "non-Streamlined" version. Apologies for the confusion.
- The new MR debuff system is separate from the main mod. So if updating from an old version mid-game, you can choose to only install that module and use it alongside an older version.
- 4.1: Added Optional Elemental Resist and Absorb Chance Plugins
- 4a: Hotfix to FOMOD. Forgot to remove options that haven't been updated yet. If you downloaded v4 and use any of the non-MCM difficulty options/the ignore transformation plugin, you need to update.
- 4: Major Update. Made the visible debuff system far more robust. Now, it should be COMPATIBLE WITH EVERYTHING!
Bugfix: Your armor rating will no longer drop to high negatives because of the debuff system's interaction with other mods.
Since the issues with the visible system have been ironed out, it is now the definitive version and will be the only one receiving continual support moving forward.
I tested it on Vanilla, Requiem, and Lorerim (A new save is required if using Lorerim). - 4: Added optional, decreasing Magic Resist debuff each time you are hit by a destruction spell.
REQUIRES KID & SkyPatcher.
Works similarly to armor debuffs.
100% Scriptless and compatible with all mods that add/change spells.
More Details are in the Description of the page.
-
Version 3.MCM
- Added optional MCM Menu and INI loader Addon. Requires MCM Helper. Lets you change duration of Armor Debuff, duration of Bleed, and Bleed damage in-game.
- No other changes have been made/added.
- MCM.1a Hotfix: Made it so values from MCM Helper ini are also loaded at the start of new game. Useful for wabbajack lists.
-
Version 3
- Remade the mod. Armor-lowering effects are now visible to the player in the inventory screen and under active effects. Still 100% Scriptless. For HUD integration, consider using STB Widgets.
- Note: While it is safe to update or install mid-game, Version 3.0 is more of an alternative to 2.4 (now called classic) rather than a direct upgrade. Please review the changes below when considering what version to use.
- Major Changes: To make the armor-lowering effect visible, some features had to be cut as they were impossible to implement under the new system.
Now, all weapons reduce the same amount of armor (12.5% per hit) regardless of weapon type.
Additionally, the "Easy" and "Hard" mode options have been removed. (I plan to add those back in a later update, the other difficulty options are still there). - 3.0 works well with Vanilla+ and stock-Requiem modlists. However, since it directly modifies armor rating now, mods which introduce perk/spells that add or reduce armor on hit can cause problems. These issues do not occur in 2.4 since, there, armor rating is affected indirectly. If compatibility is a concern, stick with 2.4.
- Both versions (3.0 and 2.4 "classic") will continue to receive updates and support. If you prefer one over the other, or are indecisive, they are interchangeable and can be safely swapped mid-game.
-
Version 2.4
- Tiny bugfix: Noticed the 5th consecutive unblocked hit for swords & daggers was not doing extra damage. This has been fixed.
Every hit before the 5th, as well as every hit after, was working as intended; the problem was solely with that 5th hit missing it's proper condition flag.
- Tiny bugfix: Noticed the 5th consecutive unblocked hit for swords & daggers was not doing extra damage. This has been fixed.
-
Version 2.3
- Further improved logic for what armor rating the player is at when hit by multiple different types of weapons in succession. In previous versions, after being brought to low armor by one weapon and then hit by a new weapon of a different weapon type, in rare cases the new weapon would not do increased damage until the second time it hit you. This has been fixed.
- Added debug mode to Miscellaneous Files. Makes effects visible in the UI. Useful for testing, not meant for general gameplay. More info in the readme included with debug mode.
-
Version 2.2
- Changed SPID INIs to use Editor IDs instead of Form IDs. Doing so fixed perks not being distributed to Draugr and Falmer etc.
-
Version 2.1
- For axes and maces, a few of the armor-pen perks lacked a decimal point so on the 3rd and 4th strike they were actually improving your armor. My bad, this has been fixed.
- Added new damage formula option, "easy mode". If enabled, initial hits will barely reduce armor while last hits will do so drastically. See photos for an example.
-
Version 2
- Improved Weapon Distinguishing Logic. An example: Previously, if you were hit by a dagger three times, your armor rating would decrease by 30%. However, if you were then hit by a Warhammer immediately after, your armor rating would drop by 95% as my mod would assume those earlier hits were also from a Warhammer and not from a dagger. THIS HAS BEEN FIXED.
Now, the mod distinguishes weapon types accurately when you are hit by multiple different types. So for the earlier example, those three dagger hits will now be counted as the equivalent of a single Warhammer hit, adjusting your armor rating accordingly.
- Improved Weapon Distinguishing Logic. An example: Previously, if you were hit by a dagger three times, your armor rating would decrease by 30%. However, if you were then hit by a Warhammer immediately after, your armor rating would drop by 95% as my mod would assume those earlier hits were also from a Warhammer and not from a dagger. THIS HAS BEEN FIXED.
-
Version 1.2
- Added option to use "Exponential" Armor Rating Reduction Formula. With this option enabled, the first few unblocked hits will reduce armor significantly, while subsequent hits will have progressively smaller effects Both this and the default formula cap out at 95% reduction and take the same number of hits to ultimately get there. But with the exponential option, most of the reduction happens during the first few hits. This is the more fast paced and difficult option.
- Added increased bleed damage option.
- Added option to make Werewolves and Vampire lords immune to Engaging Combat's mechanics while transformed. Those transformations cant dodge, block, or equip armor so they are unfairly weakened by Engaging Combat's mechanics.
-
Version 1.1
- In development, when I had merged the Armor Pen and Bleed mechanics into a single plugin, I had merged in an older version of the bleed mechanic by mistake and not the one I had tested. This has been fixed and bleed should now function as intented.
-
- Author's activity
-
May 2025
-
02 May 2025, 8:12AM | Action by: MadAborModding
File added
'Engaging Combat - Main File [version 6.5]'
-
02 May 2025, 8:10AM | Action by: MadAborModding
Changelog added
'Change log added for version 6.5'
-
02 May 2025, 8:07AM | Action by: MadAborModding
Changelog added
'Change log added for version 6.5'
-
02 May 2025, 6:59AM | Action by: MadAborModding
Attribute change
'Description changed.'
April 2025
-
25 Apr 2025, 7:01PM | Action by: MadAborModding
Attribute change
'Description changed.'
-
22 Apr 2025, 7:01PM | Action by: MadAborModding
File added
'Engaging Combat - Non-Scrambled Bugs Version [version 6.4b-CIF1.2]'
-
18 Apr 2025, 5:15AM | Action by: MadAborModding
Attribute change
'Description changed.'
-
18 Apr 2025, 4:53AM | Action by: MadAborModding
File added
'Engaging Combat - Non-Scrambled Bugs Version [version 6.4b-CIF1.1]'
-
18 Apr 2025, 4:09AM | Action by: MadAborModding
Attribute change
'File \'Engaging Combat - Non-Scrambled Bugs Version\' description changed.'
-
18 Apr 2025, 3:48AM | Action by: MadAborModding
Attribute change
'Description changed.'
-
18 Apr 2025, 3:47AM | Action by: MadAborModding
Attribute change
'Description changed.'
-
18 Apr 2025, 2:16AM | Action by: MadAborModding
File added
'Engaging Combat - Non-Scrambled Bugs Version [version 6.4bCIF]'
-
16 Apr 2025, 6:48PM | Action by: MadAborModding
File added
'Engaging Combat - Main File [version 6.4b]'
-
16 Apr 2025, 6:46PM | Action by: MadAborModding
Changelog added
'Change log added for version 6.4b'
-
15 Apr 2025, 4:41AM | Action by: MadAborModding
Attribute change
'Description changed.'
-
14 Apr 2025, 3:39PM | Action by: MadAborModding
Attribute change
'Description changed.'
-
14 Apr 2025, 3:38PM | Action by: MadAborModding
Attribute change
'Description changed.'
-
14 Apr 2025, 3:37PM | Action by: MadAborModding
Attribute change
'Description changed.'
-
14 Apr 2025, 3:35PM | Action by: MadAborModding
Attribute change
'Description changed.'
-
14 Apr 2025, 3:33PM | Action by: MadAborModding
Attribute change
'Description changed.'
-
- Mod page activity
-
June 2025
-
02 Jun 2025, 10:40PM | Action by: Wrathion2099
Tracked
'Engaging Combat - Keep Combat Dynamic at Higher Levels'
-
02 Jun 2025, 3:32PM | Action by: scherox
Tracked
'Engaging Combat - Keep Combat Dynamic at Higher Levels'
-
02 Jun 2025, 3:28PM | Action by: DKell55
Endorsed
'Engaging Combat - Keep Combat Dynamic at Higher Levels'
-
02 Jun 2025, 8:39AM | Action by: MasterJAD
Tracked
'Engaging Combat - Keep Combat Dynamic at Higher Levels'
-
01 Jun 2025, 11:58PM | Action by: PresidentGodzilla
Tracked
'Engaging Combat - Keep Combat Dynamic at Higher Levels'
-
01 Jun 2025, 1:38PM | Action by: shooter00741
Tracked
'Engaging Combat - Keep Combat Dynamic at Higher Levels'
-
01 Jun 2025, 10:01AM | Action by: salpati
Untracked
'Engaging Combat - Keep Combat Dynamic at Higher Levels'
May 2025
-
31 May 2025, 6:57PM | Action by: m1lkkman
Endorsed
'Engaging Combat - Keep Combat Dynamic at Higher Levels'
-
31 May 2025, 6:55PM | Action by: salpati
Tracked
'Engaging Combat - Keep Combat Dynamic at Higher Levels'
-
31 May 2025, 1:34PM | Action by: Dath1
Tracked
'Engaging Combat - Keep Combat Dynamic at Higher Levels'
-
30 May 2025, 8:21PM | Action by: pengpaiDFYES
Tracked
Engaging Combat - Keep Combat Dynamic at Higher Levels
-
30 May 2025, 7:22PM | Action by: jpsamsound
Tracked
'Engaging Combat - Keep Combat Dynamic at Higher Levels'
-
29 May 2025, 11:24PM | Action by: LegatusGeneral
Untracked
'Engaging Combat - Keep Combat Dynamic at Higher Levels'
-
29 May 2025, 4:54PM | Action by: Th3BigChief
Untracked
'Engaging Combat - Keep Combat Dynamic at Higher Levels'
-
28 May 2025, 9:58PM | Action by: DHDisciple
Tracked
'Engaging Combat - Keep Combat Dynamic at Higher Levels'
-
28 May 2025, 8:21PM | Action by: alarico59
Endorsed
'Engaging Combat - Keep Combat Dynamic at Higher Levels'
-
28 May 2025, 6:15PM | Action by: nosheol
Tracked
'Engaging Combat - Keep Combat Dynamic at Higher Levels'
-
26 May 2025, 10:59AM | Action by: Haron97
Tracked
'Engaging Combat - Keep Combat Dynamic at Higher Levels'
-
26 May 2025, 6:50AM | Action by: Revi1996
Tracked
Engaging Combat - Keep Combat Dynamic at Higher Levels
-
26 May 2025, 2:13AM | Action by: kakamoto
Tracked
'Engaging Combat - Keep Combat Dynamic at Higher Levels'
-