This is a combat mod list. I have added links under requirements as well in the description. Please note, the requirements are just there for convenience, there are no requirements. These are suggestions to help you build out your LO.
Please list any combat mods you love below and a link so this can be a repository for a great combat mod list. Please endorse any mods from this list you use so we can express our appreciation to for the author's hard work for our community.
Sorry, I've been out, guys. I lost my dad, and it hit pretty hard. Thought I was tough, but I guess I'm human after all. I haven't had the appetite for Skyrim since Re-Todd Howard decided to sell his game again for the 12th time. I did come back recently and will get to the questions asked that I missed while away. Thanks for your patience.
Thanks for the list. I am curating my mod list for yet another playthru and am trying to make sense of my old mod choices as well as the new stuff available.
I have a question about this step:
8. Re-timed hit frames—needed if you don't use Ultimate Combat (SKSE/no ESP)
So are you saying that Ultimate Combat contains a "re-timed hit frames" solution?
I am using Ultimate Combat, Combat Gameplay Overhaul. I am using Nemesis. There is a patch called "RHF CGO patch" that claims that even if you enable the "Retimed Hit Frame" check box on Nemesis, if you have CGO, things will not go well with out including the patch.
I'm just trying to figure out if the mere existence of Ultimate Combat will fix all of this or what?
Dragonstone is about what you don't need to add to your game because it is taken care of in one .esp. It is also run through an MCM that allows you to tweak it to your heart's content. Another plus is you can override any changes by placing mods you prefer lower in the load order. So if you choose Andromeda's standing stones mod, you can simply override Dragonstone's included standing stones.
The systems included are races, standing stones, added unique and varied NPCs (2000+) with built-in AI packages, added animals, added dragons, animal and dragon textures, animal and dragon AI- (dragons are powerful and deadly), combat overhaul, archery overhaul, human enemy AI, encounter zones, Random events, new factions, civil war overhaul, perk changes (works with Ordinator), economy overhaul, Artifact's upgraded, dragon priest masks upgraded, enemy stealth detection, dungeon, and ambient music added, a butt-load of QoL changes,... .... ... etcetera (so much more). So you can see how this one mod saves a ton of slots.
A significant disadvantage some might not like is that since everything is unleveled, you can encounter mighty dragons very early--and they make you realize why the Dragonborn is considered so unique and legendary.
Again. apologies for the late reply. A few exciting mods here. The grand-daddy of unarmed is the remake and update (2021) of Way of the Monk -Unarmed Combat - Extended. The custom skills framework mod called Unarmored Defense makes unarmed combat even more viable. Another mod by the same author is another Custom Skills Framework mod called Hand to Hand. These were made by VICN, who made Vigilant, Glenmoril, etc. - excellent quality.
Hello Benorun974. Sorry for the late reply. I didn't know this was around, but it looks interesting. A big PRO in its favor is that it has built-in systems for blocking and stamina management and several others, saving some plug-ins slots. I (personally) would not use it as it changes various systems outside combat (like destruction magic) and adds modifications to the perk trees. Still, I like that he added great recommendations that seem to work with his mod. I prefer to play Skyrim primarily in first-person and scroll out to third-person when necessary. Still, this seems promising for a 3rd person only playthru for those that like this play style. ***************************************** My last gameplay list was a build with just over 1900 mods (lol). I dumped AE because I hated it - and reverted to 1.597 for the new list I am currently building around The Curse. Since it already has combat systems, the only things I can add are Wildcat (for injuries and some mechanics) and an archery mod. It will feel like a cross between Requiem and Vanilla. ***************************************** Happy to have helped. I had to stop using Seikero Combat for similar reasons.
Combat Evolved makes enemies smarter by adding to their abilities. There are many good mods that do this. I use this one because it was done with no scripts. Enemy (r)Evolution is good. I think Deadly Combat is good and it is compatible with Combat Evolved, Wildcat, Smilodon, and Ordinator. Vigor - Enhanced Combat is good also. I have used it with its injuries companion mod (it used to be included but was separated for some reason). There is an MCM now that adds some much-needed configuration.
A simple oldie but goodie is Ultimate Combat, which has retimed hit-frames built-in. Simple and configurable.
18 comments
This is a combat mod list. I have added links under requirements as well in the description. Please note, the requirements are just there for convenience, there are no requirements. These are suggestions to help you build out your LO.
Please list any combat mods you love below and a link so this can be a repository for a great combat mod list. Please endorse any mods from this list you use so we can express our appreciation to for the author's hard work for our community.
Thanks.
*********************************************************************************************************************************************
I have a question about this step:
8. Re-timed hit frames—needed if you don't use Ultimate Combat (SKSE/no ESP)
So are you saying that Ultimate Combat contains a "re-timed hit frames" solution?
I am using Ultimate Combat, Combat Gameplay Overhaul. I am using Nemesis.
There is a patch called "RHF CGO patch" that claims that even if you enable the "Retimed Hit Frame" check box on Nemesis, if you have CGO, things will not go well with out including the patch.
I'm just trying to figure out if the mere existence of Ultimate Combat will fix all of this or what?
Any help will be much appreciated.
The systems included are races, standing stones, added unique and varied NPCs (2000+) with built-in AI packages, added animals, added dragons, animal and dragon textures, animal and dragon AI- (dragons are powerful and deadly), combat overhaul, archery overhaul, human enemy AI, encounter zones, Random events, new factions, civil war overhaul, perk changes (works with Ordinator), economy overhaul, Artifact's upgraded, dragon priest masks upgraded, enemy stealth detection, dungeon, and ambient music added, a butt-load of QoL changes,... .... ... etcetera (so much more). So you can see how this one mod saves a ton of slots.
A significant disadvantage some might not like is that since everything is unleveled, you can encounter mighty dragons very early--and they make you realize why the Dragonborn is considered so unique and legendary.
Sovngarde Beckons - Third Person Combat Overhaul at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
What is your gameplay list to complete your combat mods list (specially with DragonStone) ?
I like your combat list. I've had problems with CGO (crashs) and you saved my game ;-)
Sorry for the late reply. I didn't know this was around, but it looks interesting. A big PRO in its favor is that it has built-in systems for blocking and stamina management and several others, saving some plug-ins slots. I (personally) would not use it as it changes various systems outside combat (like destruction magic) and adds modifications to the perk trees. Still, I like that he added great recommendations that seem to work with his mod. I prefer to play Skyrim primarily in first-person and scroll out to third-person when necessary. Still, this seems promising for a 3rd person only playthru for those that like this play style.
*****************************************
My last gameplay list was a build with just over 1900 mods (lol). I dumped AE because I hated it - and reverted to 1.597 for the new list I am currently building around The Curse. Since it already has combat systems, the only things I can add are Wildcat (for injuries and some mechanics) and an archery mod. It will feel like a cross between Requiem and Vanilla.
*****************************************
Happy to have helped. I had to stop using Seikero Combat for similar reasons.
Combat Evolved makes enemies smarter by adding to their abilities. There are many good mods that do this. I use this one because it was done with no scripts. Enemy (r)Evolution is good. I think Deadly Combat is good and it is compatible with Combat Evolved, Wildcat, Smilodon, and Ordinator. Vigor - Enhanced Combat is good also. I have used it with its injuries companion mod (it used to be included but was separated for some reason). There is an MCM now that adds some much-needed configuration.
A simple oldie but goodie is Ultimate Combat, which has retimed hit-frames built-in. Simple and configurable.
I hope some of these suggestions help.