I have re-saved the mod in CK - I must have missed to save last time I ported this over to SSE. Any effects experienced in the past might have been placebo. Additionally, I made an experimental change on another gameplay variable.
Not yet tested - I'm currently setting up my SSE again but this update will not corrupt any save and is safe to install mid-playthrough, as the change is fairly trivial.
This mod doesn't affect anything else, just the auto-dodge mechanic. Similar to the no magic ninja dodge in Oldrim, but without backwards movement change
If you suspect you have conflicts with this mod, just use SSEEdit, load all your mods this included and look at the mods setting, if its red, it has conflicts. You can also resolve those conflicts by learning how to use SSEEdit, its quite easy.
It works for me, just put it at end of your load order to be sure.
If you want to check yourself what the mod does, when ingame open the console and write setgs fCombatDodgeChanceMax 0, if it works then the mod does, if not then is something related some mods you have (Combat evolved i.e.)
Hey guys, I've been away from Skyrim SE for years and have decided to give it another run. Can anyone tell me if this mod is compatible with the new AE update for the game?
This mod isn't needed if you're using USMP (Unofficial Skyrim Modder's Patch) The two records for game settings changed in this are covered in the above mod which has many other adjustments as well. Should check it out.
If someone doesn't want to use USMP and insists on using this, at least open it in xEdit and flag it as ESL to save yourself a single plugin slot. Glhf
A sidestep is an immersive and understandable feature of trying to walk sideways, if that person saw you (detected), and is currently engaged with you.
The thing you have in Skyrim, being BS - is a majior understatement. It is an atrocity. Tell me do they sidestep? No. They f***ing SLIDE WITH THE POWER OF KING CRIMSON. YEET, HAHA YOU MISSED! SUCK ON THIS AM I RIGHT?
Still working in 2024. Still unmatched in just how much frustration (and arrows) it saves me. This mechanic legitimately always felt like the proverbial DM fudging the dice because I'm "Doing too well and we need some drama".
The newest version of this mod wasn't working the way I wanted it to. Enemies stopped "zipping", but they were still backdodging about half of all arrow shots, which was similar. With the dodging, there's an animation that's like how NPCs animate when you run into them at running speed, so it does seem a lot less BS, but it was effectively doing the same thing, just with an animation now.
I uninstalled the new mod and reinstalled the old, and it's working how I wanted it again. Been playing a few hours now, and not one dodge.
i think it would be cool if this was contextual, there are some skilled enemies who should be able to dodge my arrows and figure out i'm around (dark brotherhood assassins and morag tong members, for instance)
nah, there's definitely cinematic and characterization value to a highly trained master assassin just being able to sense my arrow and deftly dodge it, as versus some random s#*!-for-brains bandit on the side of the road.
I've had that issue before for me it was caused by the level 100 perk bullseye (15% chance of paralyzing the target for a few seconds), I think what happens is the game activates the perk on release of hold down instead of when arrow hits causing them to "duck" under your arrows if your too far.
Just have to ask, why did you download an old mod that no longer works with the current version of the game and make a useless comment showing just how incapable you are of checking compatibility?
Might be a problem since there are no (longer) any fCombatDodge settings in the game... Can someone confirm they exist, say, back in 1.5.97? Can anyone find them in skyrim.esm?
307 comments
I have re-saved the mod in CK - I must have missed to save last time I ported this over to SSE. Any effects experienced in the past might have been placebo.
Additionally, I made an experimental change on another gameplay variable.
Not yet tested - I'm currently setting up my SSE again but this update will not corrupt any save and is safe to install mid-playthrough, as the change is fairly trivial.
This mod doesn't affect anything else, just the auto-dodge mechanic. Similar to the no magic ninja dodge in Oldrim, but without backwards movement change
You can also resolve those conflicts by learning how to use SSEEdit, its quite easy.
If you want to check yourself what the mod does, when ingame open the console and write setgs fCombatDodgeChanceMax 0, if it works then the mod does, if not then is something related some mods you have (Combat evolved i.e.)
/cheers
Lallina
The two records for game settings changed in this are covered in the above mod which has many other adjustments as well. Should check it out.
If someone doesn't want to use USMP and insists on using this, at least open it in xEdit and flag it as ESL to save yourself a single plugin slot. Glhf
The thing you have in Skyrim, being BS - is a majior understatement. It is an atrocity. Tell me do they sidestep? No. They f***ing SLIDE WITH THE POWER OF KING CRIMSON. YEET, HAHA YOU MISSED! SUCK ON THIS AM I RIGHT?
pin this if you like, and thank you for the mod
I uninstalled the new mod and reinstalled the old, and it's working how I wanted it again. Been playing a few hours now, and not one dodge.