Hello, I have an issue with my Skyrim where the game launches tabbed out and freezes if I tab into it. After some testing, I discovered that this is among the list of mods which might potentially be related to the issue. Have you ever heard anyone else having this issue, and if so, do you know what causes it?
Really loving this mod as I use this with Blade & Blunt to make both melee and ranged combat difficult for both options. That being said after getting one shot and staggered a couple of times, I've learned that bows have now turned into absolute weapons of mass destruction lol.
That all being said is there anyway I can exclude the player character from being staggered or having multipliers applied to them? Or a way I can nerf it to the point I have more of a fighting chance?
I can't stress enough though how much I'm enjoying this mod!
You can make separate location config for the player and adjust the multiplier accordingly by making a copy of all existing location and renumbered them then add "KeywordInclude=A:PlayerKeyword" to new locations, so their number precede the old locations. The mod will check for locations in the order of their number. E.g. [Location1] will trigger before [Location2].
Or the second option, add "KeywordExclude=A:PlayerKeyword" to all locations so it will exclude all effects including damage multiplier on the player. Although I do not recommend this method since it take away the danger of getting hit by arrows and the satisfaction when you deflect their arrow by wearing the good armor pieces.
I'm using Skyrim Arrow Overhaul and Archery Locational Damage, and am unsure of how to change the ini setting so where normal broadhead arrows don't deflect off of Dragons. Does anybody know of a way to do this?
I don't know about SAO INI config, but you can search for A:ActorTypeDragon in the file. It might be the location you're looking for. But you should ask the author of SAO regarding this behavior instead of me.
Yeah it was in there haha. I was only turning the deflect value to false, and didnt know I as well had to remove the excluded arrowtypes. so I removed the broadhead keyword, and it works
If you're using complex INI then it's under [Location2] section. This location is not random when the target is not wearing a helmet and is guaranteed to be triggered when headshot.
@Tossapon Yeah, plz take a look at CIF. A similar mod idea have be done in here with using it as a base : Locationally Extended Damage(https://www.nexusmods.com/skyrimspecialedition/mods/148265)
@NEVERIGNITE Look like CIF does not support damage modifier so it cannot be using as a replacement for this mod. Also, this mod location matching is using regular expression, so it'll handle unknown skeleton from other mods better if their node is named properly. While using a regular expression is slower than form ID matching, but I've tested against more than 100 enemies attacking at once and not even notice the slowdown at all so it should not be a problem.
@hoangdai94 That mod is only applying a spell on hit. It does not directly modify the damage like this one. Maybe in the future it might be supported but not now.
Given how the configuration file is done. I don't think it's easier to create a configuration file that mimic the behavior of this mod perfectly.
Let alone arrow, people known to survive gunshots to the head. Yesterday I saw a young man on the news who survived his suicide attempt with a shotgun to his mouth. Doctors had to use bones from his legs to reconstruct his chin, so that atleast he can eat. But he no longer has eyes.
Let alone arrow, people known to survive gunshots to the head. Yesterday I saw a young man on the news who survived his suicde attempt with a shotgun to his mouth. Doctors had to use bones from his legs to reconstruct his chin, so that atleast he can eat. But he no longer has eyes.
unless you're making skyrim into a simulator, I think it's best to make changes that make the game more fun or interesting to play, if you're making it more realistic just for realism's sake, then you're missing the point imo
brb let me go and install my khajiits cough up furballs mod
Sure Skyrim isn't a simulation, but this mod obviously tries to introduce a bit of realism. I actually agree with kahrnivor. Interestingly enough, here's ChatGPT's take on this:
While both a neck and skull wound from an arrow could be fatal, a hit to the neck would, on average, be more lethal because it targets vital arteries, the airway, and the spinal cord. A headshot, while potentially lethal, has a greater chance of deflection or non-fatal injury, especially if the arrow does not strike the brain directly. The neck’s combination of exposed arteries and other critical structures makes it far more likely to result in death from a single hit in a combat situation.
I just use the classic gaming rule, Headshot = deadly. If you want to make a neckshot do more damage, then you can do that yourself by editing the INI file. I specifically made it that way so anyone can have their preference.
Does anyone else get launched halfway across the map when they get shot in the head? Its kinda funny but also a bit annoying and I think it might be this mod but not sure.
I used the existing vanilla script to make the knockdown spell. It shouldn't launch you halfway across the map like that. Most likely the conflict with other mod that alter the ragdoll and physics.
One of the best and most reliable mods out there. I find it funny that it’s realisticness kinda makes it OP cuz irl you’re get staggered when you get arrows repeatedly lodged into your forehead aswell
761 comments
Really loving this mod as I use this with Blade & Blunt to make both melee and ranged combat difficult for both options. That being said after getting one shot and staggered a couple of times, I've learned that bows have now turned into absolute weapons of mass destruction lol.
That all being said is there anyway I can exclude the player character from being staggered or having multipliers applied to them? Or a way I can nerf it to the point I have more of a fighting chance?
I can't stress enough though how much I'm enjoying this mod!
Or the second option, add "KeywordExclude=A:PlayerKeyword" to all locations so it will exclude all effects including damage multiplier on the player. Although I do not recommend this method since it take away the danger of getting hit by arrows and the satisfaction when you deflect their arrow by wearing the good armor pieces.
Look like CIF does not support damage modifier so it cannot be using as a replacement for this mod. Also, this mod location matching is using regular expression, so it'll handle unknown skeleton from other mods better if their node is named properly. While using a regular expression is slower than form ID matching, but I've tested against more than 100 enemies attacking at once and not even notice the slowdown at all so it should not be a problem.
That mod is only applying a spell on hit. It does not directly modify the damage like this one. Maybe in the future it might be supported but not now.
Given how the configuration file is done. I don't think it's easier to create a configuration file that mimic the behavior of this mod perfectly.
arrow in the neck, you die
shotgun to his mouth. Doctors had to use bones from his legs to
reconstruct his chin, so that atleast he can eat. But he no longer has
eyes.
brb let me go and install my khajiits cough up furballs mod