Skyrim Special Edition
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Kulharin

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89 comments

  1. alduin041492
    alduin041492
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    let me uninstall Mortal Enemies SE for a while and give this a try it looks promising.

    @pandabandidos thanks for this comparison video
    Mobility and rotational ranges of "Attack Commitment No turning during Attacks", "Mortal Enemies SE", and "Visceral Combat and Movement":
    https://www.youtube.com/watch?v=0LyZkS2rs-A


    Update 8:59PM 8-22-19: Yes this mod makes the character attack mobility much better than Mortal Enemies SE,about the no aimbot feature the attack animation in first/third person doesn't feel stuck in one direction when you do or launch a forward/running power attack the good thing is it applies to the AI as well, I personally tested it after 9hrs of straight bounty missions I recommend it.

    Note: Make sure to uninstall Attack Commitment No turning during Attacks" and "Mortal Enemies SE" before using this mod.
    1. preeum
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      Thank you for sharing this! I also found similar results. Endorsed. :)
  2. Kulharin
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    So the 360 movement behavior patch doesn't work as intended.

    The changed movement speed for 360 movement unfortunately effects your character in 1st person with weapons drawn and exploration ... "not an issue with bows drawn or spells out" Unfortunately the NPC_default_MT setting seems to impact both 3rd person exploration and 1st person exploration or weapons out... so backing up in 1st person or strafe you end up moving at the same speed as you would if moving forward. This is not an issue in 3rd person combat... If you play first 1st primarily, load my mod after 360 movement behavior... if you play in 3rd person then just load 360 movement behavior after my mod... but the patch is discontinued.
  3. Kulharin
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    BTW, one thing to note is if you're running the synthesis mortal enemies patcher, but my mod after the generated synthesis plugin or all movement speed will be reverted to vanilla.
  4. mdesanta777
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    "Unfortunately the NPC_default_MT setting seems to impact both 3rd person exploration and 1st person exploration or weapons out"
    You ever found a solution for this? I play mostly in 1st, and I want to set different speeds for 1st/3rd person exploration and 1st person combat. Especially the side moving speed. I want to limit it in combat so backright and backleft aren't faster than back, but make it faster with weapons sheathed.
  5. Mordrukai
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    There are 2 asymmetric values in NPC_PowerAttacking_MT : 
    "Left Walk" 280 (-> 100) and "Right Run" 280 (-> 190) 
    It's the same in your other mod Gravitas. Looks like errors unless it's meant to correct some bug. 
    1. Kulharin
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      trippy.  I literally just found that this morning and was working on an update before I just saw this comment :P
  6. jazzahol
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    Mortal Enemies patch for Skytest Redux in the works?
    1. Kulharin
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      Hm, I'd have to have a look and see what would need to be done.  Prolly easy to make, just tedious.  If I make one it will likely be intended to be used alongside appropriate aggression.

      If I'm not mistaken, one already exists in the patch compendium
  7. Skinjack
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    OK, I'm a bit confused by the Valhalla Combat/Precision/Valravn patch you have. I have too many mods and what they do in my head right now. :) What if I only use the first two in my future setup? I had intended to try Fenix's Combat AI, but I'm not sure that it wouldn't screw with Valravn. Should I just get on the ball and download/use Valravn and the patch? Or would Valravn and Combat AI not interfere with each other?
    1. Kulharin
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      Valvalis is essentially for and requires Valhalla and Valrvn at the very least; hence the name of the mod.  I don't see why it wouldn't be compatible with with Fenix.  I can check to see if anything conflicts but Valravn AI is more combat styles.  I can't say for certain how all those mods would/will interact together,  but you can give and a whirl and see!
    2. Skinjack
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      Fenix's Combat AI intentionally breaks combat styles and I understand that is a problem for most mods like it. It might work AFTER Valravn/Valvalis, but I don't think it would work before. I like the idea of having an "overall base" with Valravn/Valvalis that I can add Combat AI over the top of, but then again I'm not sure if I should just stick with Visceral Combat. Unless it creates the same problems. I'm just looking for something that replaces Mortal Enemies and had heard Visceral was great. Used it a while back, but removed it to try something else and never put it back.
  8. Xox1mpactxoX
    Xox1mpactxoX
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    Mod does not work with ammco.
    1. Kulharin
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      I don't even know what that is.
    2. xToxicToasTx
      xToxicToasTx
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      Dude if that's an abbreviation then you need to tell us the entire mod name or at least link to it. Not everybody is gonna know what you are talking about. Not to mention you don't even go into detail about why this doesn't work with it.
    3. NinjaOfSteel95
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      I did some googling to find out what "ammco" stands for, and I'm assuming it's Arena Movement - MCO?. I'm not gonna bother downloading it to look for conflicts in SSEEdit, but I imagine it's a load order thing. Given the lack of documentation on the mod page, and the absence of any valuable bug report info in this post, I think this issue is probably more trouble than it's worth.
    4. K0DDA
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      Of course they are not compatible because they both touch movement speed of the character and npc. If u want this mod put it after if u dont want it just put ammco after.
  9. Aioriax
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    How can i make this mod to works with a same pc/npc's pace mod?
    and how can i solve the conflicts with arena mco?
    1. Kulharin
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      sorry, I am not sure what you're asking?
    2. Aioriax
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      I'm using "BS - Better movement", it makes player and npcs have the same speed movement, so i just can make your mod been overwrite to have that feature + your version of attack commitment and mortal enemies right?

      And the mod "AMMCO (Arena Movement - Movement Combat Overhaul)" that slows player and npcs combat movement, i can make overwrite this and still have your version of attack commitment and mortal enemies?
  10. Aioriax
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    So this works with duellum if i Just load this after that?
    1. Kulharin
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      If you installed my mod after duellum with my optional combat styles add on it would overwrite duellum pretty much entirely.  Our mods are based on a very similar idea.
  11. Akira1364
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    How would you say the Combat Styles module compares directly to stuff like RCAI / EEAI / etc in terms of your overall approach?
    1. Kulharin
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      It incorporates some ideas of Adamant, Valravn and realistic combat AI for the combat styles
  12. Nebulastarmoon1
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    Animation Conflict?
    I love this mod to death, but i noticed a problem in animations when "sneak thrust attack" via Vanargand animation is installed after animation plays the character is stuck in place, only jumping can break the frozen animation. happens with magic casting as well, if in sneak mode you freeze up again and cannot move. The "Vanargand" has a committed right hand behavior animation so i am wondering if that is the cause, only happens when i install visceral.
    Need some guidance here.
    1. Kulharin
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      I have no idea, this mod doesn't touch animations it only restricts rotation after attacking, similar to mortal enemies while not being as restricted, and change movement speeds during attacks... are you using Animation Motion Revolution or SkySA? which type of attack is causing it?  power attack? regular attack? moving power attack? I cannot replicate the issue
  13. beelzeb0ss1aj
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    Can anyone explain to me how the combat styles AI patch is different than the blade and blunt patch?
    1. Kulharin
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      Well it uses much of blade and blunt, but also component of SRCEO and Realistic Combat AI.
    2. beelzeb0ss1aj
      beelzeb0ss1aj
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      So i wont need to use the blade and blunt patch?
    3. Kulharin
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      These do different things.  the blade n blunt patch more adjusts the game setting stuff, not combat styles.
    4. beelzeb0ss1aj
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      Alright. Thanks so much for the clarification!