About this mod
Unarmed attacks deal stamina damage, can knock down opponents, and will level One-Handed skill, making Unarmed a viable playstyle.
- Requirements
- Permissions and credits
- Changelogs
Unarmed attacks deal stamina damage, can knock down opponents, and will level One-Handed skill, making Unarmed a viable playstyle.
- Adds various options for Unarmed combat that make it a more-viable playstyle, especially in combination with vanilla features like the Fists of Steel Perk, Gloves of the Pugilist Enchantment, and Khajiit Claws ability.
- Unarmed attacks deal Stamina damage proportional to how much Health damage they deal. This makes unarmed distinct from other weapon types like swords (critical), axes (bleeding), and maces and hammers (armor penetration).
- The amount of health and stamina damage unarmed attacks do are increasable through perks in the One Handed tree, or can be set directly in the MCM (which will override the perks - useful if using this mod with others that edit the One-Handed perk tree).
- Power attacks have a chance to knock down enemies who are at low stamina (with a perk, or configurable through the menu), making unarmed playstyles feel more dramatic and brutal.
- Enemies' blows will also drain your stamina and have a chance to knock you down if using SPID.
- I recommend combining this with a mod like TrueHUD that lets you see enemies' Stamina levels.
Requirements
- Required: SKSE or SKSE VR
- Recommended: SkyUI or SkyUI VR for the Mod Configuration Menu.
- Optional: SPID or SPID VR will make NPCs also deal stamina damage, affect their health damage from unarmed, and able to knock others down.
- Optional: TrueHUD to see enemy Stamina levels in real time.
- Optional: SKSE Address Library or Address Library VR if using SPID or SPID VR to distribute features to NPCs, or TrueHUD to see enemies' Stamina (required for those mods).
Compatibility and Troubleshooting
- No known unexpected incompatibilities. Don't use alongside other mods adding similar features.
- The perk tree edits from this mod work with those from Adamant without a patch, though for some reason you will automatically receive the "Critical Charge" perk from that mod if this is loaded with it.
- 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