Skyrim Special Edition
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AshAuryn

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  1. AshAuryn
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    The SE version of this mod is compatible (aka plays nice) with other mods that affect Perk skill trees and criticals, like Ordinator for example. Also compatible with all weapon mods, unless they introduce a new "type" aka other than two-handed, warhammer, bow, etc, in which case it will need a patch (for example: mods that add guns). The only thing this mod adjusts is the calculatemycriticaldamage modifier for the different weapon types using keywords. It shouldn't matter where you place this mod in your load order.

    Be aware that any perks from other mods that say anything about "increasing critical damage" will increase it in addition to this mod. If you use both mods, you may find your character becoming overpowered eventually. Until a patch exists, you may wish not to give your character those perks since this mod already adds a balanced amount of crit.

  2. Blackspine18859
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    For anyone looking to use this with Ordinator, I'll give you my two cents from testing it briefly. Depending on your build, this can make you MASSIVELY overpowered. You'll be one-shotting all sorts of stuff like an angry construction worker stepping on ants. If that's your thing, go for it. For me, it was too much. Using maces and hitting with a power attack with the Smite perk, I did over 9K damage to a dragon priest. Powerful is fun. OP is no challenge at all, which is boring. 

    Good luck.
  3. Felipegl
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    I managed to make it work with Quick Light! I've played about 4:30 hours with my character and, so far, this mod's crit perk is working as intended.
    How to do it:
    1. Download both releases (1.0 & 1.01)
    2. Install both and rename 1.0 esp to something else
    3. In xEdit open both esps
    4. Copy 1.0 Perk record XX000800 to 1.01
    4a. Right click said record and choose "Copy as new record into..."
    4b. Press OK, then YES, then pick 1.01 esp as target, and click OK
    5. Open Quest record XX005901 and change script target to our new record
    5a. The target is located in :
    VMAD -> Scripts (Sorted) -> Script -> Properties (Sorted) -> Property -> Value -> Object Union -> Object v2 -> FormID
    5b. Change FormID values
    From : "CriticalHitsRecalculated "Critical Hits Recalculated" [PERK:XX000800]"
    To : "CriticalHitsRecalculated "Critical Hits Recalculated" [PERK:XX005904]"
    (Optional) Delete older XX000800 record, because it won't do anything from now on (Right Click > Remove > Yes)
    (Optional) Change weapons' critical stamina ratio, if you want to nerf or buff any of them
    (Optional) ESLify this mod (Right Click > Compact FormID for ESL... > Yes > Add ESL as record flag in File Header record)
    1. Willyzer59
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      Please Felipegl you look good at Xedit, I don't know if you still there since your comment is from 2019

      How do you do "(Optional) Change weapons' critical stamina ratio, if you want to nerf or buff any of them"

      I can't find it in Xedit, I found all the steps before & worked well but do you know which path I have to take to modify critical stamina ratio, please ?

      Thanks for reading, if anyone know the answer it would be much appreciated

      ps : sorry for my bad english
    2. Felipegl
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      Your english is perfectly fine! Sorry for the hella late reply, there you are:

      Step 0. First of all, understand how the new critical damage formula, introduced by this mod, works:
           CritRatio x BaseCritDmg x Stamina

      Let's break down this formula, because it is required to balance correctly this mod:
           a. CritRatio: This is the value that can be changed with xEdit, and is a multiplier to descale the other part of the formula.
           b. BaseCritDmg: This is a value set by Skyrim engine itself, and is half the base damage of any given weapon.
           c. Stamina: This is where the formula goes bonkers: it scales 1:1 with every point of current Stamina you have, including bonuses.

      You can actually create something like a Excel worksheet to calculate how much damage this mod will give to your weapons, like the one I made back in 2019 to adjust this mod to my whims:

      Link to download the file (Google Drive):  https://bit.ly/3vEYfvJ


      Using a table like that one, you can predict how much you're breaking your game, and tone down values if desired. Additionally, you must take into account the way mods alter either critical hit chance, critical hit damage or stamina.

      Examples:
      TTRSO: This one adds critical hit chance for every weapon, and on top of that critical hit damage, so the actual damage goes awry real soon.
      Vokrii: This one adds 5% more critical damage for every level of each weapon skill. I'm quite sure that 5% just multiplies BaseCritDmg, because I finished the game with this mod and crits weren't actually absurd.
      Ordinator: This one adds 2% more critical damage for every level of each weapon skill, but has some f***ed up perks like Archery's Snipe, that makes the Dragonborn the Ultimate Dragon Slayer (not many things will be able to survive more than one hit, not even in Legendary)
      Adamant: Similar to TTRSO, adds critical hit chance and critical hit damage, but, at least, not as readily available.
      Uncapper or Legendary Bonuses: If used with any mod that scales damage with level (EnaiSiaion ones, for example), or if stamina per level is buffed, either late game or early game damage will skyrocket, respectively.
      Race Mods or Alchemy Mods or Enchanting Mods: Once again, if base stamina and stamina bonuses are directly or indirectly changed, the damage added with this mod will scale accordingly, so bear it in mind.

      All in all, whatever you do, Skyrim combat will be hard to balance, so just enjoy yourself: switch to magic, use another weapons, raise the difficulty, tweak this mod (it can be tweaked mid-game if you want to) or just wipe the whole Skyrim province of bandits and dangers.

      With that said:
      Step 1. Open xEdit and this mod
      Step 2. Go to Perk category and click on "CriticalHitsRecalculated"
      Step 3. Select which kind of weapon you are going to tweak, based on the keywork in its Condition. There are 8 effects in total, one for each kind of weapon vanilla Skyrim has.
      Step 4. Tweak CritRatio in whatever way you want, changing "Float" in the function parameters.

      Here's a picture to clarify a bit the whole process.


      Link (to zoom in case it is not readable): https://i.imgur.com/qGGIO66.png


      Once again, sorry for the huge delay to answer your question, Nexus surely does a shitty job notifying things like this.
  4. KritikalPT
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    Just by looking at the formula and doing some light calculations I can already tell you've swung critical strikes from "absolutely useless" to "absolutely broken". An iron dagger with a base damage of 4, and it deals 16 extra damage from a critical strike, that's a x4 damage increase! I don't even want to see the absurdity of using late game weapons, combine this with Great Critical Charge from the 2-handed skill tree and we've reached ludicrous damage - welcome to One-shot Villa.

    A simple change would be to take your total stamina and make it a small percentage, and by small I mean really small, like 10%.
    Example using the exact same setup of the iron dagger, first your formula and then mine with 10% of stamina:
    2 * 0.0825 * 110 = 18.15
    2 * 0,0825 * 11 = 1,815

    Sure, only almost half the base damage, but it would mean that investing in stamina would be a benefit. Maybe even have different weapons have a different % of stamina used on the formulae.
    At least this way you don't immediately become a death-dealing demigod the moment you leave Helgen.
  5. greggles466
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    I'm not sure how you can say you "fixed" a broken system by creating a overpowered system. Personally, I'm looking for a crit mod that only gives a slight damage bonus like (20% - 40% damage bonus) with like a hit chance of maybe 2%-5%, 10% maybe. Doesn't look like I'll be getting that, not that damage needs to be buffed either way... I'm not even sure where you came up with the idea that an iron dagger doing over 5x it's damage is low. I can only imagine what the damage is like maxed out.
    1. Uskirm
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      Yeah, crit damage with this mod is certainly not "balanced", but everyone can change the values in the .esp easily to match what they like.

      Anyway, to what you want the closest mod I know of is "Critical Correction". Just change the crit damage multiplier in it's .esp to the 20%-40% you mentioned and you pretty much have the mod you described.
    2. greggles466
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      @uskirm. Good point might take a look at one of those two options. Honestly, I feel like finding a good balance for this game either way in almost impossible. Seems like you are always either going to be overpowered or so under powered you die instantly. The only balanced point of the game is level 1-20 maybe 30, then it's just doesn't make sense.
    3. greggles466
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      So I am trying this out, and so far it does seem to maybe be working. But I do not see it in my active effects...?
    4. Willyzer59
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      How to do it PLEASE I'm struggling on SSEEDIT even after YouTube tutorial that cover "the base"
      ! I'd just like to balance critical by myself because with my modlist I'm doing like

      Without this mod : 40 damage with bow then 500 critical hit (no sneaky)
      With the mod :40 normal damage with bow then 5.000/+ on critical hit at level 5 this have no sense

      Tried the only 2 critical mods modifiers & still not working it's ruining the immersive experience to one shot everything on a single critical hit with
      the weakest bow

      Tried to search on YouTube "Edit a mod skyrim sseedit" / "Tweak a mod skyrim with sseedit" & many more :((

      Please if someone nice enough who reads this could help me, would be really appreciated this is the only tweaks who is ruining the experience

      Screenshot of my SSEEDIT with Critical Hits Recalculated selected : https://imgur.com/a/9cWhi8Q

      Thanks for reading
  6. Uskirm
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    I decided to try out this great looking mod but I also use Quick Light and comments here say they don't work together.
    I checked, and indeed, when both mods are installed and active, Quick Light's light effect doesn't work, nothing happens when you push the set hotkey for QL.

    The reason for this is (I think) because both mods use a magic effect and both effects have the same "Archtype", which is "Light".
    A solution that worked for me was to change this archtype to something else in this mod. It can be done in xEdit (SSEEdit) with two clicks. This way other mods that add a light effect - like Quick Light - will work while this mod will still increase critical damage.
    Also, removing the keyword "WISpellColorful [KYWD:000A9B1E]" from it's magic effect will stop npcs commenting on you using magic, but otherwise won't change the correct operation of the mod. I tested this too.

    Just a note: this mod doesn't change the chance of critical hits, just the damage. And it boosts your critical hit damages by a lot. For example on level 1 with 100 stamina you can have about 40 damage / crit hit on npcs with simple iron weapons.
    Sadly, in the vanilla game as far as I know only certain weapons can give a crit hit, if the player has the appropriate perk learned.
    There is another mod called "Critical Correction" which gives crit chance to every weapon even if no perk is learned. It gives damage too, but less damage than this mod.
    It is fairly easy to use xEdit to make a patch that combines the chance from "Critical Correction" and the damage from "Critical Hits Recalculated - SE and VR" to have the best from both mods. :)

    Thank you for the author for making this mod, I like the concept of how it changes crit damage.
  7. JohnEldridge
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    Does perks that increase crit damage affect this mod?
  8. Ellewyn
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    It's funny. I finally narrowed it down to this mod that disables the face light of the mod "Better Face Lighting and Conversation" (https://www.nexusmods.com/skyrimspecialedition/mods/19843). I had the main file and Valdr's Dagger patch installed. I would never suspect.
    1. ZadeL2P
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      I so wish I had read this an hour ago before running through 220+ mods 2-3 at a time to figure out what the hell was conflicting with both Facelight and Quicklight.

      But who would have guessed it'd be this mod? I was expecting something that edits meshes or lights. But noooooo.
  9. DDhero123
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    Any fix on the instant kill on everything? im consistently insta killing everything with a bow, I have 100 bow skill but im critting a lot and every time I crit it kill anything instantly, even Dragons waay above my level and even DLC enemies with over 40k hp
  10. Bluedraft
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    The ''daggers do more" optinal file changes the multiplier of the crit damage by how much?
  11. Poacher886
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    Can critical hits be done without perks?
    1. anykiller83
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      No