The main reason I wanted this mod was to properly enjoy unarmed combat. It's never fun having EVERYONE block every attack, and act like they're better than the player.
I couldn't get this mod to work with AE (i didn't fully expect it to) here's another workaround: in SSEEdit, i overwrote the recoil idle animation ( Recoil [IDLE:00013AF9] ) and added another required condition... ...a new condition that will not be active while the player is attacking, i did: "Target.HasKeyword(PlayerKeyword [KYWD:00099306]) = 1.000000" that seems to work; my attacks do not recoil against shields (my enemies/targets lacks the "player" keyword), but enemies still get recoil.
i'm not entirely sure if this replicates the effects of this mod PERFECTLY, but it has the effect that is claimed in the description.
does anyone see a conflict/problem with this solution that i'm overlooking? hopefully this helps others (maybe someone can distribute a mod for it)
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here's another workaround:
in SSEEdit, i overwrote the recoil idle animation ( Recoil [IDLE:00013AF9] ) and added another required condition...
...a new condition that will not be active while the player is attacking, i did: "Target.HasKeyword(PlayerKeyword [KYWD:00099306]) = 1.000000"
that seems to work; my attacks do not recoil against shields (my enemies/targets lacks the "player" keyword), but enemies still get recoil.
i'm not entirely sure if this replicates the effects of this mod PERFECTLY, but it has the effect that is claimed in the description.
does anyone see a conflict/problem with this solution that i'm overlooking? hopefully this helps others (maybe someone can distribute a mod for it)