Most questions will be answered by reading the full Description page. I will not answer questions that could easily have been answered by doing a small amount of reading.
Compatibility questions need to be resolved by the player. To find if this mod is compatible with another mod you simply need to pull both mods into SSEEdit and compare them.
Players complaining that this mod makes the game too difficulty generally need to lower the difficulty setting in the game. There is no longer a need to crank up the difficulty setting in order to achieve challenging combat with Combat Evolved installed.
Wildcat & Smilodon
Wildcat is very similar to Combat Evolved. Both mods edit the same combat styles and most of the same gameplay settings. They can be placed in the same load order, however the last combat mod will overwrite most of the settings of the other. For this reason it is recommended to only run one or the other. If you do run them both then place the combat mod that you want to take precedence after the other one in your load order (last mod always wins if there are conflicts). There are several features in both mods that do not overlap such as poison and spells in Combat Evolved and timed blocking in Wildcat.
Why Combat Evolved will NEVER crash your game:
1. Script free - many mods have poorly written scripts that can cause CTDs 2. Animation free - animation mods are famous for causing CTDs 3. Mesh and Texture free 4. No Cell or Worldspace edits - this is why so many non-converted SSE Skyrim mods are crashing players games 5. Doesn't touch weather, lightning, or imagespace settings or modifiers 6. Doesn't touch or edit the Leveled Lists 7. No NPC records are modified 8. Fully converted to Skyrim Special Edition 9. 100% compatible with the Unofficial Skyrim Special Edition Patch 10. Nothing in this mod persists or gets saved in your save games 11. Can be installed and removed mid-game as long as you don't reorder the other mods in your load order 12. Heavily tested for over two years
the mod to make guards help you does NOT make guards come to your aid. i have tested it with bandits and a dog with no other mods. completely untrue. tested with riften guards
people on the page 3 agree with me, so it's 100% not working properly. guards will NOT come to your aid.
Does this mod make enemy NPC-s more likely to flee?
Because recently I met the orc that wanted a "good death" and he fled as soon as I got his health below half. And that doesn't make sense, for an orc that wishes to die in battle, why would he flee? So I was wondering if this mod affects the behaviour of enemy NPC-s
I'm going to have to pass on this one. Making spiders one shot you if they hit you is just bad design, regardless of reasoning. Fighting the group of spiders in the Helgen intro is harder than most bosses because if a single one of them hits you even once the poison will kill you in three seconds flat as the damage is so high.
The idea is that you improve your way of fighting and it is not the typical fight that you throw against everyone without problems... read the description
This mod is too outdated. I can't play against enemies with super attack speed. Even If this mods seems the best AI mod, due to many problems the problems outweighs the benefits.
The overall increased damage of the enemies provided by this mod is pretty insane, especially magic and poison. It's just ridiculous. For everyone who's interested only in smarter enemy behaviour, open the .esp in xEdit and remove every header except Combat Style, Faction, Non-Player Character (Actor) and Weapon.
Yeah the fact that the damage increase is proportional to your level and health is crazy getting hit by a falmer and having half of 900 health evaporate is nuts.
People don't become invulnerable just because they are more skilled and experienced. Having damage scale with level of the target is thus actually realistic.
OTOH, its doesn't fit as well with the heroic character expectations in many games including Skyrim. Also even in terms of realism a more experienced fighter is harder to hit, and harder to get a good hit on, which doesn't happen so much in Skyrim mechanics. Also most hits on people wearing heavy armor would cause no damage. Someone with a full set of plate would mostly only be vulnerable at the gaps in the armor or to truly massive force (like a warhammer or poleaxe to the head, or a lance wielded by someone charging in on horseback)
There still some buff for enemy not be delete. One is enemy move faster, other is enemy attack can shake player camera. However I don't know remove what header for these buff.
I just went to spells and edited all the poisons and paralyze effects. Cause the Chaurus only have to touch you and your paralyzed the whole fight. I was wondering why it was so insane.
Been my go to mod since LE for combat. Unfortunately my current mod build doesn't like it and I can't figure out why. 2nd ice spike that hits me from NPC mages instantly froze my game. Disabled the mod and game runs fine now.
dude...... the damage is totally balanced with all the crazy mods out there like crazy spell mods by kitty tail za warudo mod, broken animations unless all the enemies get them which they don't so high damage is completely justified with teleporting "magicfighting" animations for dagger attacks where you teleport everywhere.... And once you get all the perks you'll still be invincible again even with this mod...
383 comments
Compatibility questions need to be resolved by the player. To find if this mod is compatible with another mod you simply need to pull both mods into SSEEdit and compare them.
Players complaining that this mod makes the game too difficulty generally need to lower the difficulty setting in the game. There is no longer a need to crank up the difficulty setting in order to achieve challenging combat with Combat Evolved installed.
Wildcat & Smilodon
Wildcat is very similar to Combat Evolved. Both mods edit the same combat styles and most of the same gameplay settings. They can be placed in the same load order, however the last combat mod will overwrite most of the settings of the other. For this reason it is recommended to only run one or the other. If you do run them both then place the combat mod that you want to take precedence after the other one in your load order (last mod always wins if there are conflicts). There are several features in both mods that do not overlap such as poison and spells in Combat Evolved and timed blocking in Wildcat.
Why Combat Evolved will NEVER crash your game:
1. Script free - many mods have poorly written scripts that can cause CTDs
2. Animation free - animation mods are famous for causing CTDs
3. Mesh and Texture free
4. No Cell or Worldspace edits - this is why so many non-converted SSE Skyrim mods are crashing players games
5. Doesn't touch weather, lightning, or imagespace settings or modifiers
6. Doesn't touch or edit the Leveled Lists
7. No NPC records are modified
8. Fully converted to Skyrim Special Edition
9. 100% compatible with the Unofficial Skyrim Special Edition Patch
10. Nothing in this mod persists or gets saved in your save games
11. Can be installed and removed mid-game as long as you don't reorder the other mods in your load order
12. Heavily tested for over two years
people on the page 3 agree with me, so it's 100% not working properly. guards will NOT come to your aid.
Because recently I met the orc that wanted a "good death" and he fled as soon as I got his health below half. And that doesn't make sense, for an orc that wishes to die in battle, why would he flee? So I was wondering if this mod affects the behaviour of enemy NPC-s
problems... read the description
Combat Evolved Fixed
For everyone who's interested only in smarter enemy behaviour, open the .esp in xEdit and remove every header except Combat Style, Faction, Non-Player Character (Actor) and Weapon.
getting hit by a falmer and having half of 900 health evaporate is nuts.
OTOH, its doesn't fit as well with the heroic character expectations in many games including Skyrim. Also even in terms of realism a more experienced fighter is harder to hit, and harder to get a good hit on, which doesn't happen so much in Skyrim mechanics. Also most hits on people wearing heavy armor would cause no damage. Someone with a full set of plate would mostly only be vulnerable at the gaps in the armor or to truly massive force (like a warhammer or poleaxe to the head, or a lance wielded by someone charging in on horseback)
One is enemy move faster, other is enemy attack can shake player camera.
However I don't know remove what header for these buff.
THANK YOU SO MUCH!