About this mod
Dodge attacks with the Sprint button, creating an additional timing-based option for defense.
- Requirements
- Permissions and credits
- Changelogs
Dodge attacks with the Sprint button, creating an additional timing-based option for defense.
- Dodge by tapping sprint while moving sideways or backwards with a weapon, fist, spell, or staff in hand.
- Successfully dodging an attack (being hit during a configurable time period starting when the animation starts) will level Block.
- Take no damage during the dodge animation (configurable).
- Dodging costs Stamina equivalent to sprinting during the animation.
- The dodge ability and invulnerability while dodging are obtainable as perks in the Block tree, or can be activated without the perks using the configuration menu.
- Enemies will dodge in response to your weapon swings and close-range spells, and will dodge each other's attacks if SPID is installed (configurable, dodging only occurs between NPCs, i.e. not monsters/creatures).
- I recommend using this alongside my Movement mod to make actors commit to weapon swings, turning more slowly and making attacks easier to dodge (or Mortal Enemies by Center05 which pioneered this feature, credit to them for making it and opening the permissions).
- Uses unused animations from the base game in 3rd person.
- 1st person dodging provides a short speed boost followed by a slowdown, and will play the same sound effect and notification as 3rd-person dodging as visual cues.
Requirements
- Required: SKSE or SKSE VR
- Recommended: SkyUI or SkyUI VR for the Mod Configuration Menu.
- Optional: SPID or SPID VR: if these are loaded, enemies will dodge each others' attacks. If it is not, they will only try to dodge attacks from the player character.
- Optional: SKSE Address Library or Address Library VR if using SPID or SPID VR to distribute features to NPCs (required for those mods).
Compatibility and Troubleshooting
- If Dodge animations are not playing properly: This may be due to a conflict with another animation mod or a mod that edits sprinting. Dodging is controlled by a script, and script speed in Skyrim is sensitive to both your FPS and how many other scripts are running on any frame. If you experience script lag from your other mods or cannot run Skyrim at a framerate of at least ~30 fps, its animations may not play properly with the default settings. You can use the 'Dodge Timing' slider in the configuration menu to adjust this.
- The 3rd-person dodge uses animations included in the vanilla game but not implemented. They work when wielding normal weapons, shields, and with fists, but don’t trigger with spells or staves in hand. As a workaround, this mod will briefly unequip any equipped spells or staves so the animation can fire, then re-equip them immediately after. This is not very noticeable with spells, especially in the middle of combat or with a weapon in hand, but a bit more noticeable with staves. If this is a deal breaker there are many mods that do this with custom animations.
- Dodging uses whatever key you have set to 'Sprint.' If you change the key, you'll need to toggle the Dodge feature off then on in the menu for it to recognize the new key, or save and reload and it will register the new key.
- Some mods that change the movement animations or animation trees have been reported incompatible. These include: Movement Behavior Overhaul, True Directional Movement.
- Mods that edit the Block perk tree may prevent the perks from appearing without a patch. They can still be activated through the Configuration Menu.
- The perk tree edits from this mod work with those from Adamant without a patch, though for some reason you will automatically receive the "Power Bash" perk from that mod if this is loaded with it.
- Don't use alongside other mods adding similar features.
- Flagged as ESL
The mod suite
This mod was originally created as part of a large gameplay mechanics expansion mod that was designed to expand on under-used systems in Skyrim, bring back features from Morrowind and Oblivion, and implement features in a non-player-centric way to let NPCs use them. It's now standalone, but will play well with and have a similar design aesthetic as these mods that were also part of that suite:
- Aimshake - Stamina-Based Marksmanship
- Defense - Visible & Intuitive Damage Resistance
- Disguise - Simple Disguise System
- Dodge - Simple Dodging
- Dwarven Engineering - Craftable Controllable Automata
- Knockout - Health & Stealth Based KOs
- Followers - Simple Multiple Followers & Animals
- Magic & Necromancy Expansion
- Movement - Speed Tweaks & Stamina Costs
- Parry - Simple Weapon Parrying
- Racial Skills & Leveling
- Reflex - Contextual Slow Time in Combat
- Speechcraft & Yielding - Roleplaying and Non-Lethal Gameplay
- Toxicity - Potion Aftereffects
- Traps - Interactive, Craftable, and Moveable
- Unarmed - Damage Tweaks, Knockdowns, & Skill Progression
- Un/Lock - Lockpicking Requirements, Lock Smashing, and Spells
My other mods
- SPIES secret city entrances: Special Edition / Legendary
- TESSA The Elder Scrolls Soundtrack Additions: Special Edition / Legendary
- Dawn of Hope Redux soundtrack addition: Special Edition / Legendary