TL:DR: This is a comprehensive zEdit patcher that changes the speeds and reaches of every weapon in a load order based on keywords. Weapons hitboxes have been changed to match the actual model almost exactly. Speed changes have been made to differentiate the weapon types from each other. (Optional as of 0.1.7)
Place into your zEdit/Modules folder like any other UPF patcher
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
If you want to publish a version of my mod that you edited OR use my assets in your mod, you MUST keep the same permissions as this mod and credit me. (Share-Alike)
These permissions apply to ANY derivative work.
You can contact me on Discord @NotSandwich#3232 or PM me on Nexus if you need anything
File credits
Mator and VictorF have been a great help in helping me learn how to use zEdit, they're awesome. Thanks for everything :)
Donation Points system
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Changelogs
Version 0.1.9
Makes race changes optional (disabled by default) for more compatibility. Should fix bugs with unique character and ensure compatibility with Combat Gameplay Overhaul while also fixing an esoteric CTD issue for a friend.
Version 0.1.8
Fixed bug where giants would run away from combat
Version 0.1.7
Adds a brand new configurable patching menu! See post for more details: https://godlysandwich.tumblr.com/post/189584502241/sr-fixes-upf-patcher-1292019-sneak-peak
Fixed a bug where some NPCs will switch to unarmed for no inexplicable reason (if the issue persists, please report it to me)
Fixed a bug where users couldn't mine certain ore veins (if the issue persists, please report it to me)
General code cleanup
Version 0.1.6-Fixed
Adds Animated Armoury Support
Version 0.1.5
Fixes a bug not allowing weapons to hit interactable objects
Version 0.1.4
Instead of setting the strike angle to a specific angle, the strike angle is increased by 15 for NPC-type actors to keep a sense of vanilla balancing and totally not be a broken POS
Game settings have been adjusted PROPERLY to fix Bethesda's melee range hack job. Unarmed, one-handed, and two-handed will no longer do ghost swings or throw off your calculations for the melee reach if you want to edit the range values yourself.
Range values have been refined to account for the new values in the reach formula
The bash distance has been reduced
The code has comments attached as documentation. If you want to make your own changes, you can use an editor like notepad++ and read for explanations on a specific part of the code
Version 0.1.3
Drastically reworked range values and added code that raises the strike angle from 35 to 50. This was play tested and has been determined to be "good enough" to be added to the main file.
Description: My zEdit patcher uses magic (zEdit's patching framework) to fix Skyrim's crappy hit detection by editing game settings, race records, and weapon records. This should work with almost every mod that adds/edits weapons as long as the weapon has the appropriate keywords from vanilla (such as WeapTypeXXXX, XXXX being the weapon type). Animated Armoury support has been added as of version 0.1.6.
Technical Details: The formula for melee range is as follows: melee range = fCombatDistance * NPCScale * WeaponReach + fObjectHitWeaponReach/fObjectHitTwoHandReach/fObjectHitH2HReach
For my mod,
fCombatDistance = 141 NPCScale = (unchanged, depends on the race itself, I'll use 1 for explanation purposes) Weapon Reach = (depends on the weapon) fObjectHitWeaponReach = 81 fObjectHitTwoHandReach = 135 fObjectHitH2HReach = 61
Even though the weapon reach values are nearly the same, due to the formula, they result in vastly different weapon ranges. If you want to take a look at weapon ranges and have questions, always remember to come back to this formula.