Please post any comments or questions below. Thanks.
Also, please refer to me as Cyan Ian. Audiogarden21 is my account name, whereas I am the all-powerful Cyan Ian.
NOTE: IF YOU DO NOT SEE THE MCM OPTIONS THEN YOU ARE MISSING SKYUI. KEEP IN MIND THAT THE MCM ENTRY FOR THIS MOD IS UNDER THE NAME "Dynamic Combat".
VIDEOS
I may or may not be making a video extolling the virtues of the mod and uploading it in the near future - we'll see. However if someone else would like to do so I'd be happy to post it. I will only accept a standard of quality that I myself would extend were I to do the job myself.
IMPORTANT NOTICE: PLEASE UPDATE TO THE LATEST VERSION (1.3+) AS SOON AS POSSIBLE! PERFORM A CLEAN SAVE! IF YOU DON'T KNOW HOW, HERE'S BRUCE WAYNE WITH THE DETAILS.
No. The reason I didn't change NPCs in this manner was due to the fact that there is no way to effectively alter the AI to take it into consideration. They don't really think logically or with strategy like a player can. Not to mention that at higher levels it's a moot point as NPCs have such high stamina values that it pretty much never depletes.
This mod is nice with respect to enemy health regen (except dead things, dead things shouldnt have it {my opinion}) This mod is out of balance 1) 2handed weapons are hitting for a couple of points; there is way way too much weight put on stamina vs damage. 2) the damage percent modifications have done something wrong with the game: I put in the master lvl damage taken/given to 200/50 and it was worse than Legendary (300/25) without this mod. I was hitting for only a couple of points and drager, yes the simple low lvl drager were giving me a run. Something is not right with this mod. Nice idea though.
I've played for some time with the mod and at low levels it's ok. If I play 100/100 damage, things go ok for some time; though I do cringe when hitting with a hammer and do a couple points of damage. That doest make sense. Stamina matters a lot when blocking (vanilla sykrim has this), but if I dont have the stamina to swing a hammer regularly, then I should just die... ?u c what I'm sayin? Too much dependence on stamina is not good for fun. Even a normal swing drains the stamina so I mess with the switches... In any case, good concept. I split logs with a 10lb hammer, I do believe I could go all day pounding wedges; special swings took my breath/stamina.
Has anyone tired this with Attack Behavior Revamp, I think it should work well since this doesn't mess with animations but was curious. Thanks in advnace
Another user uses both and tweaked it to his specifications so you should be able to do the same. As for the armor damage component of my mod, they should work together, however any changes to the way armor works via True Armor will be its own thing, whereas my mod is purely custom so it will behave exactly like it was meant to regardless of those changes from True Armor.
Of course, there are plenty of options to tweak the numbers for that particular mechanic so the short answer is; you'll have to find out for yourself if the options available will work for your particular tastes.
13 April 2021, 2:39AM I use DCM with True Armor and I think they work well together. Cyan kindly added a toggle in MCM to disable the armor portion of the mod. If you are not using DCM only (other combat, stamina, block mods), it does take a bit of tuning, but I guess that is to be expected.
Hi Cyan, I've run into an issue where some MCM options are not working for example - Stamina and health regen has been toggled off but enemy retains them, turned off locational damage effects and stun but only stun remains off, rest remain on, the weapon swing stamina cost( I am unsure if it work or not but with one handed sword with 5 weight and cost at 50%, I still notice huge stamina drain(@120 base stamina). Seeing as no one has reported these i believe these are on my end but since it deals with MCM and script, I don't know how to diagnose it properly.
Have you updated from an older version to a newer version at any point in the past? If you have, then you might still have remnants of old scripts still in play. I'd advise performing a clean save and trying again. The procedure for doing so is in my sticky post highlighted in green.
Does this modify the difficult damage multipliers somehow? I output less damage with the mod, which might be as intended, but if I let wildcat manage difficulty damage multipliers and set it to the game setting I'm supposed to have, I get full damage again. Does that mean that letting wildcat handle damage multipliers breaks dynamic combat?
If anything, you should do more damage at higher difficulty levels compared to vanilla because I remove the damage penalty to player damage beyond Adept difficulty. Looking at the images you can see that damage is 100% beyond Adept. Normally the damage goes down by 25% per difficulty thereafter until Legendary which reaches a mere 25%.
The damage reduction you're seeing is probably related to stamina. I suggest you read the mod description page, specifically this exerpt:
5. Along with these changes, damage is now tied to current stamina values with the exception of beast forms who do not suffer damage falloff. As stamina levels decrease, so does melee damage output, proportionally. The floor for this penalty is 33% of total damage at this value and lower. Weapon skills scale down the threshold for this effect. As skill increases, the percentage of stamina before damage reduction begins to kick in decreases. 92% is base line and this threshold reduction is modified by 25% of weapon skill or 67% of stamina before damage starts to fall off at 100 in the given weapon skill. Unarmed damage uses Heavy Armor skill.
Wildcat and many other "combat mods" tend to significantly increase lethality on both sides of the equation which leads to a game of cat and mouse where whomever hits first wins, which is an approach I wholeheartedly disagree with. My mod aims to reduce general lethality of the player, slow combat down while simultaneously increasing the reward for intelligent play, gearing choices, etc. Stamina actually matters, and if you want to commit your character to melee combat you're going to have to concern yourself with your stamina and stamina regen values. Stamina is a warrior's mana bar, plain and simple.
Thanks Audiogarden! I didn't realize Dynamic combat also touches the difficulty damage multipliers - that's one mystery solved :) I'll experiment without wildcat and see how it feels!
If you're basing the increased damage on the concept that the armor is "taking damage/degrading", why would the armor effectiveness recharge over time? That's like saying armor is a living thing that heals. Sorry, I guess I just don't understand the reasoning.
It behaves like any real life wound would, just not in real world time measurements. Repeated blows to a specific part of the body results in even further injury to that part of the body. You replenish much more rapidly in this scenario but the concept is still very much the same.
The point is to make decisions matter, like avoidance and blocking, because it won't protect you forever. High level combat with capped armor becomes pretty stale because you no longer feel threatened. Other mods tend to just reduce the cap, or change the formula for damage reduction. Mine bridges both of those ideas into one by not touching the cap so your armor is still effective late game, but its effectiveness cannot be solely relied upon as it will break down and eventually leave you vulnerable to the point where one good solid hit could spell disaster.
The proof is in the pudding as they say. Either try it or don't. It's up to you.
Why thank ya. To be honest, I haven't played through the game at all since before I made it so I wouldn't really know what would work well with it or otherwise. However, based on the design of it, I recommend a dodge mod because higher level enemies that hit really hard are going to do a number on your stamina when you block, so avoidance is preferable.
If you find any that you think works really well, feel free to recommend them and I may consider creating a "recommended" section of the mod page.
Hmm well just some thinking out loud here but I imagine that mods that add in locational damage may be too much if used together and other mods that enhance the AI so enemies group up and attack more aggressively probably will go well with this. So Combat Evolved and Ultimate Combat should pair well but havnt done any play testing. Wildcat has some overlap but that can be configured so might play nice too.
My mod doesn't actually do locational damage per se. It just randomly "picks" a location based on a percentage chance. It doesn't actually matter where you're hit in game. Behind the scenes the script rolls a dice between 0-100 and if the number is <= 20 then it's a head hit, 21-60 is a chest hit, and so forth.
I don't feel actual locational damage adds anything to the game for the amount of papyrus processing required to make it work.
Yeah Im not really all that concerned with locational damage mods, plus I find that they make combat trivial as crippled targets may ragdoll and I just dont really like that.
I'm in the same camp on this. Locational damage in Skyrim, where I rarely feel I can actually 'aim' at specific body parts, is mostly unnecessary. I think is makes sense mostly in archery where you can actually aim at say head. Archery locational damage is supported by UltimateCombat, which a lot of people use, no need for additional mods, and I think it adds to the feel: if you aim at the body/legs, bigger area but less damage, or the head for higher damage but you might miss. To me it does feel 'balanced'.
I use DCM with True Armor and I think they work well together. Cyan kindly added a toggle in MCM to disable the armor portion of the mod. I you are not using DCM only (other combat, stamina, block mods), it does take a bit of tuning, but I guess that is to be expected.
133 comments
Also, please refer to me as Cyan Ian. Audiogarden21 is my account name, whereas I am the all-powerful Cyan Ian.
NOTE: IF YOU DO NOT SEE THE MCM OPTIONS THEN YOU ARE MISSING SKYUI. KEEP IN MIND THAT THE MCM ENTRY FOR THIS MOD IS UNDER THE NAME "Dynamic Combat".
VIDEOS
I may or may not be making a video extolling the virtues of the mod and uploading it in the near future - we'll see. However if someone else would like to do so I'd be happy to post it. I will only accept a standard of quality that I myself would extend were I to do the job myself.
IMPORTANT NOTICE: PLEASE UPDATE TO THE LATEST VERSION (1.3+) AS SOON AS POSSIBLE! PERFORM A CLEAN SAVE! IF YOU DON'T KNOW HOW, HERE'S BRUCE WAYNE WITH THE DETAILS.
What does this mean exactly? Worse than? I don't understand.
What level are you?
I get the sense that you don't quite understand what this mod is supposed to do.
https://www.nexusmods.com/skyrimspecialedition/mods/15921
Or does the true armor settings circumvent the armor reduction per strike mechanic?
Of course, there are plenty of options to tweak the numbers for that particular mechanic so the short answer is; you'll have to find out for yourself if the options available will work for your particular tastes.
Damage Mult 2
If anything, you should do more damage at higher difficulty levels compared to vanilla because I remove the damage penalty to player damage beyond Adept difficulty. Looking at the images you can see that damage is 100% beyond Adept. Normally the damage goes down by 25% per difficulty thereafter until Legendary which reaches a mere 25%.
The damage reduction you're seeing is probably related to stamina. I suggest you read the mod description page, specifically this exerpt:
Wildcat and many other "combat mods" tend to significantly increase lethality on both sides of the equation which leads to a game of cat and mouse where whomever hits first wins, which is an approach I wholeheartedly disagree with. My mod aims to reduce general lethality of the player, slow combat down while simultaneously increasing the reward for intelligent play, gearing choices, etc. Stamina actually matters, and if you want to commit your character to melee combat you're going to have to concern yourself with your stamina and stamina regen values. Stamina is a warrior's mana bar, plain and simple.
The point is to make decisions matter, like avoidance and blocking, because it won't protect you forever. High level combat with capped armor becomes pretty stale because you no longer feel threatened. Other mods tend to just reduce the cap, or change the formula for damage reduction. Mine bridges both of those ideas into one by not touching the cap so your armor is still effective late game, but its effectiveness cannot be solely relied upon as it will break down and eventually leave you vulnerable to the point where one good solid hit could spell disaster.
The proof is in the pudding as they say. Either try it or don't. It's up to you.
If you find any that you think works really well, feel free to recommend them and I may consider creating a "recommended" section of the mod page.
I don't feel actual locational damage adds anything to the game for the amount of papyrus processing required to make it work.