Skyrim Special Edition
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grVulture

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grvulture

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35 comments

  1. Motenator
    Motenator
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    Can you make mages (especially Hagravens) keep their distance? 

    Hagravens just cast fire while walking towards you, after you get within melee range, Hags stop casting magic instead they just start clawing you, and if you back away a little they walk towards you.
  2. drumtilt
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    I just compared this ESP to the one from Enhanced Enemy AI by Erkeil and I don't see any differences except EEAI declaring Update as a master. Am I missing something or are the two mods identical?
    1. grvulture
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      Yes, I'd say, since both mods are actually Erkeil's mods, they should be identical.
  3. youngsmeagol
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    This was a good idea. I was looking for something that has blade 'n blunt combat without the changes to attacks of opportunity, stamina, and speed. I'm glad you took the time to separate out all the modules.
  4. revotter
    revotter
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    If anyone can compare this mod to Blade and Blunt, that'd be great. There're so many combat overhauls lol.
    still, this looks interesting.
    1. youngsmeagol
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      ?If anyone can compare this mod to Blade and Blunt, that'd be great. There're so many combat overhauls lol.
      still, this looks interesting.

      Poking around xedit a bit it looks like Dragonstone turns up combat values significantly more than blade and blunt. However, in practice Blade and Blunt makes the game significantly more difficult because of how heavily it is tilted towards defense. So when you are actually in the game the enemies are more cautious, increasing their survivability. They block more making them feel hardier.

      Probably the biggest knock on Blade And Blunt is that each level of Melee seems to have the same stats. With Blade and Blunt level 1 melee has the same numbers as level 5 melee. With Valravn and this dragonstone combat the ai gets incrementally better with each increase meaning that the higher level bandits/dragur will have better ai than the lower level ones, which makes more sense and gives you a better sense of variety.
  5. PhazoniteX
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    This looks very interesting! You mention it is highly compatible, do you have any comments on compatibility with specific combat mods?

    For example, I use Wildcat, Ultimate Combat, Combat Gameplay Overhual, Archery Gameplay Overhual, The Ultimate Dodge Mod, and Visceral Combat and Movement. It may seem like a lot but they all cover mostly different things with only a small amount of overlap. I'm curious if this would work well and compliment any (or all) of these.

    I'll check against them in xEdit either way and report back in case others might want to know.
    1. LokiMK87
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      please tell me how it feels the monster and undead combat AI
    2. Santheos
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      I would like to know the same. I´m using neary the same mods an you, @PhanzoniteX (I use Revenge of the Enemies 2016 and Enemy (R)evolution in addition) :-)
    3. TheHunterWithTools
      TheHunterWithTools
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      I use almost the same mods. Please inform if they're compatible
    4. PhazoniteX
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      So after firing up xEdit with all mods I listed above, the only one it had any conflicts with was Wildcat.
      Specifically, the only conflicts within Wildcat were Combat Style records (no surprise there) where various multipliers have small variations.
      Both Wildcat and Dragonstone modify these, so both mods' mulitpliers are different from Vanilla.
      Completely compatible, in this case it is a matter of choosing which multiplier numbers you like better, in case you may consider Dragonstone to a better finely-tuned alternative to Wildcat, or vice versa. However, if you like Wildcat's multiplier setup better, then this mod isn't needed AFAIK.
    5. Santheos
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      Thank you very much for testing.
    6. Skinjack
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      Just as a side note for the above, VORTEX does not register any conflicts and I am running pretty much the same list of mods as in the first post, with the exception of maybe TKDodge. SSEEdit may see the changes in the values, but the mod manager seems to be happy with them playing together (and to be honest I've gotten used to Vortex's telling me what conflicts with what. ) I'm going to give this a whirl to see how it affects combat.
      Well done avoiding any (or most) conflicts. I've got over 600+ mods running so you have no idea how hard it is avoiding/fixing them sometimes.
    7. Kulharin
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      How do the combat styles compare to Wildcat or SRCEO?
  6. GoatCameloRilla
    GoatCameloRilla
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    Somehow this mod (re)enables autoaim for bows that's worse than vanilla LOL pure fail... Looking at the files in xEdit i have NO idea how this is even possible... but sure enough this is the mod that causes it... Load order seems to have no impact as I spent a long time trying to it out.

    Also using

    Wildcat
    Mortal Combat
    Deflection
    CGO
    Another Archery tweak

  7. Vespere
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    How is the animal/monster combat with this mod? I was using SkyTest, but really want to get away from it as none of the animal AI is working how I like. And I read about compatibility with it in the description, but nothing on the AI for how the monsters and animals work in this mod.
    1. grvulture
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      Their aggressiveness, teamwork, retreat, flanking, dueling, encircle and other combat behaviors have been modified, according to their species. Nothing major though, in order to be compatible with other animal mods. For example, wolves will work better as a team, sabre cats are lone ambushers, a lonely skeever can't pose a threat, etc. I prefer to have the users of the mod experience these delicate changes themselves. But as I said, the changes are not radical, and should compliment another animal mod in case you want to get a complete overhaul of how animals behave in general.
    2. Vespere
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      Ok thank you for the quick response. I went and removed SkyTest and paired One with nature with this mod. For me it works amazingly and gives me exactly what I am looking for. Thank you! I am using just about all of your Dragonstone mods that were standalone (minus one) and it sure makes my Skyrim feel totally different.
  8. agiz19
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    Is it safe to install midgame and will it work without problems ?
    1. MaximanRise
      MaximanRise
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      Same question
    2. gforgregarious
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      From the description, it sure seems like it.
    3. agiz19
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      ...and description doesnt mention anything but how light weight it is and what the mod does so "it seems" doesnt say much, questions werent answered, also where should this esp be loaded , early, late, midddle , does it even matter? does it affect how followers fight ?
    4. grvulture
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      It's safe to install mid-game. What do you mean "how light weight"? What do you mean "what the mod does"? What do you mean "questions werent answered"? Are you trolling???
      As for where to load the esp, that depends on your load order. And yes, it affects followers. Followers are NPCs too, aren't they??
    5. agiz19
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      lol trolling...r u serious?
      the reply was for gforgregarious...,since "IT SEEMS" really is not the answer to anything.

      how light weight the mod is- was not a question...,what the mod does - was not a question...(reread) "description doesnt mention ANYTHING BUT how light weight it is and what the mod does"- where is the question here??

      As for load order...it depends..., depends on what - just other combat mods or anything else? I have no other combat overhaul mods installed...so this is the only one...

      I just put it somewhere in the middle and #itseems its ok.

    6. grvulture
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      Ok, really sorry, I misunderstood. The only other mods that matter in your load order are combat mods. I haven't tested them all, but from what I've tested only Wildcat conflicts, and everything else is still OK. In other words, you can put it anywhere you want in your load order, after USSEP (which should be on top anyway). Plus if you're using Wildcat, you have to put it under Wildcat, otherwise there's no point in putting the mod in your load order.
    7. agiz19
      agiz19
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      thanks
  9. Avrie05
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    I'm looking forward to testing this. Currently using RAID and Wildcat, My only concern is the animal AI. I also use Skytest. If your mod is loaded above Skytest will there be any issues? I intend to keep that mod for reasons other than combat AI, such as feeding and watering habits, baby animals, the larger sandboxing zones, buffed stats, etc.

    I'll patch if needed of course, it's not an issue. I was just wondering if I can rely on load order, or if there were any scripts involved.

    Thanks for the mod. I'll be testing it later this morning.

    1. grvulture
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      There are no scripts involved. It's stated in the description. You'll want to load this after Wildcat. As for SkyTEST, it depends. If you're satisfied with SkyTEST's animal combat behaviors, load it before SkyTEST. If not, load it after.
  10. OptimusGnarkill
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    Cant download...getting this message on Files Tab:

    The file is currently being uploaded to our file servers and it will be ready to be downloaded soon.
    1. Bokentekina
      Bokentekina
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      Same and it has been hours since i read your comment.
    2. waeq17
      waeq17
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      Same here for me. This mod looks great and I am excited to try it.
    3. grvulture
      grvulture
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      Nexus at it again...
      I uploaded the file again, you should be able to download now.
    4. waeq17
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      Indeed. Download works for me now, much thanks!
    5. OptimusGnarkill
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      Niiiice thanks man! Cant wait to give this a try