I'm going to throw this out there for those who don't know already, but if you want a fast-paced experience in combat with tactical elements you could pair this great mod with Mortal Combat, specifically Enhanced Combat Tweaks for TDG's Advanced Combat which was made to pair with this mod.
I've used Mortal Combat (ESL main file) with Wildcat, Smilodon, Ultimate Combat, and others. Fantastic mod.
Could we possibly get a version without the stun effects? The sound coupled with the screen turning gray can get a little obnoxious with how frequently it can happen during combat
While I don't intend to make separate versions, you could accomplish this by removing the effects from the stun spell, using xEdit or the Creation Kit.
As for preventing stuns, I recommend using less power attacks, and increasing your crowd control by way of followers, spells, etc. The Quick Reflexes perk in the Block skill tree is very useful for avoiding stuns.
Btw, would removing stamina costs be about as easy as well? Since I've noticed using this with another combat mod can wind up having stamina costs for attacks be a lot larger due to this mod's costs being added to stamina costs of other mods
As it is, there's no way to remove the other mechanics, unless you decompile the script using Champollion, then edit it to be how you want. It should be pretty straightforward to do, since you can basically just search for "parry" and "stamina", and cut out those lines.
Just had one of those random CTD while walking, opened the papyrus log, and this was spammed a lot at the end of the text file:
[08/17/2020 - 09:16:22PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].tdgsseavc_AdvancedCombatScript.RegisterForSingleUpdate() - "<native>" Line ? [None].tdgsseavc_AdvancedCombatScript.OnEffectStart() - "tdgsseavc_AdvancedCombatScript.psc" Line ?
I know papyrus log is not a CTD trouble shoot tool, but...
It should play nice with anything that doesn't affect the 1hm_behavior hkx file. Anything that does will override the changes to hit timing, which might make parrying harder or easier!
Wildcat and Deadly Combat do not alter the file called "1hm_behavior.hkx" (default 1hm behavior) which is addressed in this post, combat gameplay overhaul and combat behavior improved do tho.
Port easy, edit meshes with nif opt (click LE circle), resave all textures as bc3 dxt5 compression. Done, works, enjoy. Took me 4 mins to port all of his mods. You can revert ESL to esp through xedit and resave them for ESL versions, extra 30 seconds.
This is how you backport 99.99999999% of mods. with 0 issues
Is there any way you could disable power attacks stunning blocking targets? It makes it very easy to deal with blocking NPC's, pretty overpowered. Love the mod though, takes the best parts from a bunch of combat mods into one really well done package. Good job.
Edit: Nevermind, wasn't aware that power attacks causing stagger through block is a thing in every combat mod I've tried. I guess it is the norm.
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I've used Mortal Combat (ESL main file) with Wildcat, Smilodon, Ultimate Combat, and others. Fantastic mod.
While I don't intend to make separate versions, you could accomplish this by removing the effects from the stun spell, using xEdit or the Creation Kit.
As for preventing stuns, I recommend using less power attacks, and increasing your crowd control by way of followers, spells, etc. The Quick Reflexes perk in the Block skill tree is very useful for avoiding stuns.
Btw, would removing stamina costs be about as easy as well? Since I've noticed using this with another combat mod can wind up having stamina costs for attacks be a lot larger due to this mod's costs being added to stamina costs of other mods
As it is, there's no way to remove the other mechanics, unless you decompile the script using Champollion, then edit it to be how you want. It should be pretty straightforward to do, since you can basically just search for "parry" and "stamina", and cut out those lines.
[08/17/2020 - 09:16:22PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack:
[None].tdgsseavc_AdvancedCombatScript.RegisterForSingleUpdate() - "<native>" Line ?
[None].tdgsseavc_AdvancedCombatScript.OnEffectStart() - "tdgsseavc_AdvancedCombatScript.psc" Line ?
I know papyrus log is not a CTD trouble shoot tool, but...
Thanks for sharing the mod with us.
This is how you backport 99.99999999% of mods. with 0 issues
Edit: Nevermind, wasn't aware that power attacks causing stagger through block is a thing in every combat mod I've tried. I guess it is the norm.