About this mod
Blade & Blunt Mortal Advantages is a combat tweak mod that makes changes to B&B's base combat, advantage system and NPC's combat abilities. Tweaking and adding features to melee, archery and magic combat, see Main Features section for a list of additions.
- Requirements
- Permissions and credits
Blade and Blunt Mortal Advantages is a combat tweak mod that makes changes to B&B's base combat (player/NPCs) and advantage system. Tweaking and even adding features to stealth, melee, archery and magic combat. It makes combat movement quicker while also putting more emphasis on attack commitment, for a more action friendly and capable style, while increasing combat danger. Yet still retaining the technical features that make Blade and Blunt one of the best combat mods ever made. I like many here have played Elder Scrolls games since Morrowind, the ability to mod TES games really sets them apart. B&B is an outstanding combat mod in my view, this tweak mod makes small changes that for me make Skyrim combat very ideal. Built off the outstanding base of B&B, with ideas taken from Mortal Combat, B&B Advantages, Duke Patrick’s Combat, Combat Evolved, Wildcat and my overall TES combat experiences vanilla and modded. I aim to create a combat balance that is fun but also very lethal, technical and challenging.
Main Features
The Advantage System has been overhauled:
In B&B the advantage system "advantage" based critical hits occur if you land an attack on an enemy as he is attacking you, which creates very realistic and deeper game play mechanics. These attacks of opportunity can change the outcome and momentum of a battle, offering a true tactical advantage to the warrior who can best utilize them in combat.
This mod builds upon B&B advantages, you will also have a window of opportunity for these advantages when the enemy is bleeding, staggered, paralyzed, sleeping, or sitting and you land a physical and magic attack. However your adversaries also gain these advantage opportunities in combat, ensuring B&B combat is as deadly and unforgiving as ever. Stagger interrupts are also possible when attacking an enemy drawing a bow, this gives urgency, incentive and payoof to closing the distance on enemy archers. Overall you will have to approach combat in a more tactical and efficient way to prevail, as the momentum of battle can change quickly.
In the archers advantage update damage multipliers are applied (only for the player) at different target distances. A semi-realistic approach is taken, scoring a 30-50ft shot provides the largest damage bonus. However shooting targets over 90ft and dragons over 50ft will lower damage due to velocity loss and the dragon's scales. This formula encourages more strategy, engagement and mimics real velocity physics. This generally rewards mid to long distance marksmanship while still retaining semi-realistic velocity loss at very long distances.
1-10ft: +2% damage
10–20ft: +5% damage
20-30ft: +8% damage
30–40ft: +11% damage
40–50ft: +14% damage
50–70ft: +8% damage (-2% to Dragons)
70–90ft: 0% damage (-5% to Dragons)
90–110ft: -5% damage (-10% to Dragons)
110ft+: -10% damage (-15% to Dragons)
Base Combat Tweaks:
Combat movement speeds have been increased while also increasing combat/attack commitment
to retain balance while also retaining the B&B tactics and style
A small amount of stamina drain when sprinting outside of combat is added and reduced stamina drain for sprinting in combat
Stamina drain for jumping is reduced
No stamina drain when sneaking, swimming or for your trusty steed
Slightly stamina drain for regular attacks, however power attack stamina drain has been reduced
No stamina regen while performing combat actions
Combat stamina regeneration has been slightly lowered and the regeneration delay penalty when out of breath/exhausted has been increased
Shield mechanics tweaks, blocking is slightly more effective and bashing is slightly less effective, both drain less stamina
Landing a melee strike/bow shot on opponet while they are drawing a bow or crossbow will interrupt/stagger
Increased the chance that a character will successfully dodge an attack
Removed auto aim for 1st and 3rd person view
NPC bandits will no longer taunt you in combat, while it can have a certain charm, the possibility that it disrupts combat engagement at the wrong time is a risk that is not worth the reward
NPC's base physical abilities have been overhauled see details for IE and ME versions below
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Different Versions - Enemy Tweaks
Immortal Enemies Version
Adds advantage system tweaks, base combat tweaks and tweaked race attributes to many NPC's making them more combat capable than vanilla, different tweaks for different enemies, fitting to the nature of the enemy and some QOL changes. This is going to be the most difficult version, nothing crazy but reccomended for those who have a heavily modded game and want a bigger challenge. (The version I like best)
(IE includes NPCs from base DLCs and (requires) CC-AE content. IENCC version does not require CC-AE content)
Mortal Enemies version
Adds advantage system tweaks, base combat tweaks and a tweaked version of Mortal Enemies with some QOL changes (see change log) This version tunes the turn rate and attack cone for every creature in the game so they are not perfect aim bots in melee.
(ME includes NPCs from base DLCs and (requires) CC-AE content. MENCC version does not require CC-AE content)
No Race Edits Version
Only has the advantage system and combat tweaks, zero NPC tweaks (NRE does not require CC-AE content)
ESPs
Immortal Enemies (IE) BladeAndBlunt MortalAdvantagesIE.esp
Mortal Enemies (ME) BladeAndBlunt MortalAdvantagesME.esp
No Race Edits (NRE) BladeAndBlunt MortalAdvantagesNRE.esp
Immortal Enemies No CC (IENCC) BladeAndBlunt MortalAdvantagesIENCC.esp
Mortal Enemies No CC(MENCC) BladeAndBlunt MortalAdvantagesMENCC.esp
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Blade and Blunt Mortal Advantage’s tweaks are meant to make combat faster and more dangerous while also retaining Blade and Blunts unique and tactical game play, even aiming to increase strategic opportunities and combat danger. If you have any requests or suggestions feel free to ask, I will consider balance changes, however these tweaks create the most enjoyable balance for me and hopefully you also.
If you use IE or ME versions and have other mods that change NPC and/or their abilities make sure to load them AFTER this mod and let it overwrite any race edits. I most likely will make a few patches in the future but I want to focus on the main mod right now before I make patches. Also any insight or requests let me know I may consider them. Have fun!
None of these are required but I highly reccomend using these mods to enhance your combat
NPC Spell Variance - Spell Variety AI
with addons for any spell packs you have installed
https://www.nexusmods.com/skyrimspecialedition/mods/132097
Parrying RPG (LeoneKingzz version)
https://www.nexusmods.com/skyrimspecialedition/mods/81356?tab=files&file_id=530526
Spell Absorption Rework - A Non-Chance Based System
https://www.nexusmods.com/skyrimspecialedition/mods/142582
SkyTactics - Dynamic Combat Styles
https://www.nexusmods.com/skyrimspecialedition/mods/131148
NPCs Take Cover - Smarter Anti-Cheese AI
https://www.nexusmods.com/skyrimspecialedition/mods/111890
Realistic AI Detection (RAID)
https://www.nexusmods.com/skyrimspecialedition/mods/2345
Stealth Detection Fixes
https://www.nexusmods.com/skyrimspecialedition/mods/145336
Archery Rebalance
https://www.nexusmods.com/skyrimspecialedition/mods/77860
Poision etc. blocking using shields and wards (to be added to this mod in the future, you can use it now with Synthesis Patcher with setup options)
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Thanks and credits to:
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SimonMagus for Blade and Blunt - A Combat Overhaul
Deletepch for Mortal Combat - Fast-paced Combat Tweaks
Center05 for Mortal Enemies SE
deleted189096441 for Blade And Blunt - Advantages
SCA for Duke Patrick's Archery - H2H - Heavy - Light Weapons Combat for LE
sc2strateg for Simple Range Table
EnaiSiaion for Wildcat - Combat of Skyrim
Zamio (idea) for Attack Interrupts
LeoneKingzz for Fix NPC PermaBlock - Final Polishes
CrushBoss for Combat Evolved
Bethesda for TES series and the CK
All the other authors of the combat mods I have played with to form my ideal combat mod
Change Log
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Initial release
1.1
Shield mechanics tweaks, Removed vanilla NPC combat taunt, Reduced auto aim
1.2
Increased the chance that a character will successfully dodge an attack, Auto aim completely removed
1.3
Removed auto aim from 3rd person
1.4 Universal Changes
Draugr now use power attacks and bash
Draugr Mages now have a mana pool, are named Draugr Spell-blade, use power attacks and bash
Dragon Priests & Acolytes have combat health regen
Atronach Elementals will now use power attacks and bash
Ice Wraiths now have a chance to inflict disease
Lurkers now use power attacks and bash
Frost Spiders now have albino skin, and a health buff
Ash Spawn Draugr are now named that way, undead, and have the Black Heart effect
dlc2AshGuardianRace Are names "Ash Guardian" not Storm Atronach
DLC1GargoyleVariantGreenRace Gargoyles have been given the green visual effect
Gargoyle Bosses now have DLC1GargoyleAbilitiesSentinel as an ability, are named "Gargoyle Overlord"
Soul Carin Skeletons, Boneman (race) and Draugr been named "Soul Carin Skeleton/Bonesman/Draugr"
Rieklings are named Riekling Chief and Riekling Savage
NPC Werebeasts/Werewolves are named Werebeast instead of Werewolf
WerewolfBeastRace "Werewolf" [RACE:000CDD84] have been left untouched due to not wanting to conflict with WW mods such as Manbeast - however a Spriggan tweak has been made, they can't be fed on
DLC2RigidSkeletonRace Named "Old Skeleton"
Armored Draugr Race skeletons renamed "Draugr Skeleton"
Forwarded some USSEP fixes
1.4 IE Version
Added tweaked race attributes to many non-human NPC's making them more capable than vanilla(base DLCs and CC-AE content)
Plus all universal changes in 1.4 version
1.4 ME version
Added tweaked Mortal Enemies attributes to all non-human NPC's (base DLCs and CC-AE content)
Plus all universal changes in 1.4 version
1.5
Fixed Frostbite Spider skin
1.6
ArchersAdvantage – Damage multipliers are applied (only for the player) at different target distances. A semi-realistic approach is taken, making 30-50ft provides the largest damage bonus. Likewise shooting targets over 90ft and dragons at over 50ft causes less damage due to velocity loss and an armored target (dragon scales). The exact multipliers are below. This encourages more engagement and mimics real velocity physics.
1.7
IE version - most NPC's got buffs fitting their race and the IE theme
Stopped NPCs holding a block continually, thanks to LeoneKingzz for Fix NPC PermaBlock - Final Polishes
1.8
Stamina drain for regular 1h /2h attacks
No stamina regen while performing combat actions
Interrupt (stagger) NPCs drawing a bow or crossbow
1.9
Reduced combat sprint stamina drain
tweaked Deathhounds and wolves aggressiveness slightly
Updated ME, IENCC, MENCC, and NRC versions
2.0
Reduced combat sprint stamina drain
Slight buff to skeletons health
Skeletons and Draugr wil not taunt
Added complete combat styles overhaul based on Wildcat styles
No damage from stepping on havoked clutter
Removed Extra Bleed Damage Bonus
Changed slow time visual effect to have color rather than only blue