Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

FlyingParticle

Uploaded by

FlyingParticle

Virus scan

Safe to use

131 comments

  1. davdthethird
    davdthethird
    • member
    • 0 kudos
    This is a good mod but it unfortunately breaks all the unarmed brawls in the game. If you block while fighting unarmed, which pretty often happens unintentionally, the enemies take it a sign of hostility and escalate the brawl into a weapon-fight. 
    1. Vonklinkenhoffn
      Vonklinkenhoffn
      • member
      • 1 kudos
      I would love to see this get fixed.
  2. MercuryXIII
    MercuryXIII
    • member
    • 1 kudos
    FYI, Know Your Enemies 2 messing up this mod unarmed block feature. I believe some kind of script attached to kye2_unarmed_fix_mgef is at fault. Not sure what exactly script doing, but it makes this mod threat unarmed as dual wield. I'm hoping to figure out ini setting for Dual Wield to make unarmed block feasible, but so far with little luck. The problem is mostly that straight punches trigger block for a fraction of a second, and it will interfere with timed block features of Ordinator or Wildcat.

    Edit: tjhm4, KYE2 author, said that script in question make player equip fist weapons, same way it's happening during brawls. It is also necessary for KYE2 unarmed damage type\res to function, so I cannot just delete effect. If this “fist weapons” interfere with unarmed blocking, then blocking will not work properly during vanilla brawls, I guess?

    On a positive note, I did figure out dual wield ini settings that work well enough for unarmed.
    Spoiler:  
    Show

    MaxSpeedEnter = 1
    MaxSpeedExit = 1.5
    HandForwardDotWithHmdDownEnter = 0.1
    HandForwardDotWithHmdDownExit = 0
    HandForwardDotWithHmdForwardEnter = 0.4
    HandForwardDotWithHmdForwardExit = 0.6
    HmdToHandVerticalDistanceEnter = 0.20
    HmdToHandVerticalDistanceExit = 0.20

    With these settings, block triggers with palm facing outward, thumb pointing downward on an angle, hand relatively close to the face. Kinda like if you were blocking with tonfa, maybe?. Having Khajiit character in mind, I tested with all kind of swipes and straight open palm thrusts and get no accidental blocks at all. I sort of like it better than the way actual unarmed block supposed to work.
  3. NukeStartom
    NukeStartom
    • supporter
    • 0 kudos
    This mod doesn't seem to work side-by-side with spellsiphon
    any idea what i can do to get them to play together?
    1. itsWHISPERn7
      itsWHISPERn7
      • premium
      • 4 kudos
      Late reply but can confirm this is an issue for UNAMRED blocking not WEAPON blocking.  I'll add this to the Spellsiphon Page as well in hopes for an update if we don't get one here.  Problem is easy to address in game, but like most annoyances its best if it can be patched. 

      The problem... 
      When you load into a game as normal, and you combat style is UNARMED (meaning both hands are empty) the player cannot use this mod Dual Wield Block regardless of their INI adjustments.  Again...weapons work fine as intended.  But UNARMED hand positions regardless of INI config won't activate block.

      The fix...
      I use Spellwheel for menu less access, therefore I must equip DRAW in my left hand and WARD in my right, complete a draw (you don't have to fire it) then unequip both draw and ward from my hands in order for Dual Wield block INI settings to start working for UNARMED combat.

      Not a big deal by any means but hopefully the community can find out why this happens.  Seems to pop up at random when changing cells sometimes but since its easy to fix its a fix and forget.  Figure I'd just follow up since no one else replied in such a long time.

      Also, if it helps any other unarmed players who use FP's mods here is my Dual Wield Block INI settings that I find to be most comfortable with weapons and fist.

      [Settings]

      [Unarmed]
      MaxSpeedEnter = 6
      MaxSpeedExit = 6.5
      # Dot product between your hand's forward vector (the direction a sword would point in if you were holding one) and your hmd's right vector (direction sideways from your head).
      # Absolute value of this dot product must be greater than this value in order to block.
      # A value of 0 means you will enter block no matter your hand's rotation. A value of 1 means your hand needs to be perfectly pointing to the right or left.
      HandForwardDotWithHmdRightEnter = 0
      # Same as above, but a dot product less than this value will exit the block
      HandForwardDotWithHmdRightExit = 1.5
      HmdToHandVerticalDistanceEnter = 0.35
      HmdToHandVerticalDistanceExit = 0.35

      Setting HandForwardDotWithHmdRightEnter = 0 and HandForwardDotWithHmdRightExit = 1.5
      allows me to block by holding my palms open and facing away from me when I raise them.  This IMO feels more like a Muay Thai kickboxing stance to block rather than a boxer who has to close space and tuck their chin.  It also allows for a gentle turning of the wrist to drop guard and throw a quick jab instead of having to untuck your chin and lower your arms to throw a punch which is never recommended in a fight.

  4. SangvinPingvin
    SangvinPingvin
    • member
    • 3 kudos
    I'm new to VR and would like to use Engarde as my main combat mod, together with Planck of course. Engarde already implements dual wield blocking. Would I still need this mod in VR? 
  5. Lovyxia
    Lovyxia
    • member
    • 7 kudos
    This is a nice mod, but I would really need a setting for horizontal max distance for blocking.
    I tend to accidentally start blocking when swinging at my enemies horizontally because the angle of my headset lines up with my controller, despite my weapon being to my side and pointing away from me.

    Disabling blocking when pointing weapons toward the "wrong" side (left for left weapon, right for right weapon) would also be a nice feature.

    Thanks for making this mod!
    1. Skynet45
      Skynet45
      • member
      • 0 kudos
      This would be super helpful! Love the mod but accidental blocks can be pretty frustrating especially when you are trying to get some distance on an enemy.
    2. FlyingParticle
      FlyingParticle
      • premium
      • 269 kudos
      You can lower your MaxSpeed[Enter/Exit] ini values so that while you're swinging you're less likely to block on accident.
      What bugs me isn't necessarily accidentally blocking but accidentally bashing, which I'd like to re-implement in planck in the future so that bashing is more tied to if you hit them close to your hand (more like with the hilt of your weapn) than whether you were blocking at the time of the hit.
  6. vvilliam29
    vvilliam29
    • supporter
    • 0 kudos
    Is there any hard limit on how far up my weapon can point while still blocking? If I point it any higher than 10 o'clock then I exit the block and I've tried ... lots of combinations.
    Also, how does this mod's ini settings interact with the "original" block settings?
    1. FlyingParticle
      FlyingParticle
      • premium
      • 269 kudos
      HandForwardDotWithHmdDownExit is the setting you want to edit, I think. If you make it more negative, you can point your weapon more upwards before you stop blocking.

      If by "original" block settings you mean blocking while not dual wielding / spellsword, then those are unaffected. Dual wield block only blocks if you are dual wielding, weapon + spell, or unarmed.
      Edit: The exception is the VanillaBlockingVelocityOverride setting which dictates the speed your hand can be moving at for the regular vanilla blocking.
    2. vvilliam29
      vvilliam29
      • supporter
      • 0 kudos
      [table]# A value of 0 means your sword has to point anywhere down from horizontal, between 0 and 1 means you need to point even more down, and between 0 and -1 means you can point up to a certain extent.HandForwardDotWithHmdDownExit = -0.6
      [/table]
      The above is copied from the GitHub. My specific question would then be this -1 value, if this is "12 o'clock". Normally I'd assume yes and figure it out on my own because all the other maximum values align with an axis but I've been having one helluva time so I just wanted to confirm. Thank you.
    3. FlyingParticle
      FlyingParticle
      • premium
      • 269 kudos
      Yes, -1 would mean straight up, meaning you will never stop blocking from your hand pointing too far up, only if it points too far forwards or back which is based on the other values.
    4. vvilliam29
      vvilliam29
      • supporter
      • 0 kudos
      Awesome! Thanks.
  7. vvilliam29
    vvilliam29
    • supporter
    • 0 kudos
    This mod works really well with Sekiro Combat S
  8. MercuryXIII
    MercuryXIII
    • member
    • 1 kudos
    When I block unarmed, character left wrist twist in an unnatural way. Happen when blocking with both hands and just left. I have XP32 Maximum Skeleton Special Extended and I run FNIS with “skeleton arm fix” checked. You would think this is one of thus situations when “skeleton arm fix” will actually fix an arm in a character skeleton. Nope.

    Any idea what can cause it?
    Edit: So, apparently, it just how player left wrist looks when you block with right hand. In vanilla game as well. I can only guess why isn't more people notice it. Animation replacers can reduce severity of the effect, and this mod is specifically dedicated to fix this issue. I would recommend to only keep block animation from it, otherwise hands will look very stiff.
  9. Gawdzila
    Gawdzila
    • member
    • 31 kudos
    Seriously, thank you so much for this mod. Being a spellsword would be dumb without it --I mean what kind of swordsman doesn't know how to parry? I feel like such a badass when I block an incoming attack, then blast someone with my left hand while I run my attacker through with my right. Absolutely transforms VR combat.
  10. pande4360
    pande4360
    • supporter
    • 17 kudos
    nvm