I'm not sure what mod that is, but you can try it and see. As long as it does not change race records it should. Whatever mod loads last wins if they both change the same records.
Oh not at all. It's main goal is to make not blocking painful. That keeps combat dangerous. 99% of this mod's damage is only if you don't block a power attack. It does not apply to normal attacks.
Does this effects applies to reanimated enemies and summoned undead normally? My next playthrough will be a necromancer and i just want to be sure that my minions wont just wipe all the enemies without some danger
The base magic effects are applied to the race's power attacks so yes, it will affect your summoned undead. Since most races have the effect, it keeps things pretty well balanced and fast paced.
I think next step would be distinguishing 2 handed weapon and 1 handed weapon power attacks. Orc slams you with a dagger power attack on full plate armor and it still does same bonus damage as a warhammer slamming you at full speed xd
I thought about doing this, but it introduces a lot more condition checks for each power attack. So in the interest of avoiding potential lag, I kept the damage singular and only based it on the race. It's the same reason I didn't place conditions on the direction of the blocks and wards. Trust me, I'd love to have all of this in the mod because it would do so much for the combat, but I don't think the Skyrim engine would handle it so well.
Each weapon type has it's own number for conditions so there would need to be a condition for all of them: fist, dagger, sword, axe, hammer, and the two handed versions so it would need eight more condition checks. Edit: Well I've thought of a way to do it with less conditions so..........??? Maybe I'll dig into it. I did address dual wielding though!
I have not looked at it, but if 3Tweeks makes changes to races than yes, it would need a patch. I can't check it until Tuesday, but I'll have a peek and post back what I find.
However, I've been using the file for requiem 5.0.2 and for whatever reason this mod is causing my character to start with ridiculously low HP. I start a new game as a Bosmer and my HP is 40. I know it's this mod because I went through every single one of my mods and found this one to be the culprit.
The requiem version of this mod carries all of Requiem's changes forward. I just double checked in SSEEdit and Bosmer start with 90 health. Are you sure you have the right file installed? And of course, did you run the Requiem patcher?
I appreciate the insight. I did run the Requiem patcher (Retificator I think it's called?)
I believe it might be conflicted with another mod that I have installed because NOW for whatever reason my Bosmer character is starting with 210 HP :/ I'll probably play around with my modlist to see where the conflict is and then try running this mod again to see if the conflict is resolved. Will report back once I find out what the issue might be.
This mod makes so much sense. I can't believe we have waited 10 years for dragon bites and Giants' hits to actually have a real impact. Kudos for recording the Companions flying around. It's the first time I have seen them in danger. XD. Will you add large animals like Mammoths, bears, sabrecats and wolves along with Centurions, Atronachs, Netchs to the knockdown list?
Thank you very much for the comment vegaswanderer. I intentionally left the animals out due to so many compatibility issues with so many mods that change animals. I play with Requiem and it changes most of the ones you listed. I do believe there are a few mods that add knockdowns to appropriate animals already. I just can't think of the names.
Ah, that explains it. I don't use Requiem since I prefer minimalistic approaches. I will try to find those other mods. But consider making an alternate file with the animals included, please XD. That way, people who want a minimal load order can use your mod as one-stop-shop for knockdown goodness :)
I forgot to mention that this mod does add the knockdown and damage to mammoths, just not any of the other animals. Giant spiders and the big charus as well. Oh, and centurions! They have the same damage and knockdown chances as giants.
I have a love / hate relationship with Skytest LOL. On one hand it adds so many cool features. On the other, all the animals are still bloodthirsty or even more bloodthirsty than vanilla. I wish they could, you know, behave like real animals. Unless you are wounded and alone in the middle of forests, wolves are gonna run away from you.
PS: Add that info about Mammoths, Chaurus and Centurions to the description hehe It will be useful to other users! :)
By the way, is your mod compatible with "Skytest" and "Creatures Lift?"
I don't know creatures lift, but just load this mod after Skytest since it only conflicts with mammoths and maybe horkers. Any mod is compatible as long as it does not change race records.
I looked at Creatures Lift and it uses a script on the player so it is compatible, however, you may get double knocked down due to the way they would interact. It seems like that mod only works with certain types of animals so it's not like it would happen much. Give it a try and see.
Thanks for your response and checking Creatures Lift. I'll let you know how they interact together :)
EDIT: By the way, If I want to use downgrade from AE to SE and use "The best of both worlds" patch, which of your the Power Attack Plus files should I use? (I don't use Requiem).
Dual wield is over powered in the SE version. Each unblocked hit does full extra damage. It's fixed in this one (each unblocked hit does 33%) and I tweaked a few other values as well as adding the Golden Saints and Dark Seducer races.
Thank you for the detailed answer, Asaforg. I am struggling between AE and SE for my next playthrough since it's hard to live without NGIO's extended grass hehe.
So if I finally go with SE, do you recommend using the file here "Power Attack Plus 1.0 Requiem 5.0.2 SE" even if I don't use Requiem or is it better to use the non-updated SE version on the other mod page?
Definitely do not use the Requiem file if you don't use Requiem. I suggest the non-updated version. Just watch out for those dual wielders. Block, block, block!
Also, I poked around in SSEEdit and it didn't seem to conflict much in any too meaningful way from what I saw, but do you think Simply Stronger Dragons (SSD) SE could be used alongside this or should I probably just try to transfer over some of the health increases from it with SSEedit and leave it at that?
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There is a test file for SE 5.0.2 and 5.0.3. I assume this works because no one has posted issues.
There is one file for 5.0.2 and 5.0.3.
There is one file for 5.1.0 - 5.2.2.
BrakkaMykar79 has permission to port this mod to console and add it to his set of mods.
Everything looks good in SSEdit, just checking.
My next playthrough will be a necromancer and i just want to be sure that my minions wont just wipe all the enemies without some danger
I think next step would be distinguishing 2 handed weapon and 1 handed weapon power attacks.
Orc slams you with a dagger power attack on full plate armor and it still does same bonus damage as a warhammer slamming you at full speed xd
I thought about doing this, but it introduces a lot more condition checks for each power attack. So in the interest of avoiding potential lag, I kept the damage singular and only based it on the race. It's the same reason I didn't place conditions on the direction of the blocks and wards. Trust me, I'd love to have all of this in the mod because it would do so much for the combat, but I don't think the Skyrim engine would handle it so well.
I did address dual wielding though!
EDIT: The current file for 5.1.1 works with 5.2.0 and 5.2.1.
Can this mod be used without issues with 3Tweaks? Or would they need a patch to work?
Great mod, by the way, I used to use it with Requiem in my previous playthroughs.
Great mod btw!
However, I've been using the file for requiem 5.0.2 and for whatever reason this mod is causing my character to start with ridiculously low HP.
I start a new game as a Bosmer and my HP is 40.
I know it's this mod because I went through every single one of my mods and found this one to be the culprit.
Anyone have any idea what the reason might be?
The requiem version of this mod carries all of Requiem's changes forward. I just double checked in SSEEdit and Bosmer start with 90 health.
Are you sure you have the right file installed? And of course, did you run the Requiem patcher?
I appreciate the insight. I did run the Requiem patcher (Retificator I think it's called?)
I believe it might be conflicted with another mod that I have installed because NOW for whatever reason my Bosmer character is starting with 210 HP :/
I'll probably play around with my modlist to see where the conflict is and then try running this mod again to see if the conflict is resolved. Will report back once I find out what the issue might be.
Thank you again for the mod!
I forgot to mention that this mod does add the knockdown and damage to mammoths, just not any of the other animals. Giant spiders and the big charus as well. Oh, and centurions! They have the same damage and knockdown chances as giants.
PS: Add that info about Mammoths, Chaurus and Centurions to the description hehe It will be useful to other users! :)
By the way, is your mod compatible with "Skytest" and "Creatures Lift?"
I looked at Creatures Lift and it uses a script on the player so it is compatible, however, you may get double knocked down due to the way they would interact. It seems like that mod only works with certain types of animals so it's not like it would happen much. Give it a try and see.
EDIT: By the way, If I want to use downgrade from AE to SE and use "The best of both worlds" patch, which of your the Power Attack Plus files should I use? (I don't use Requiem).
So if I finally go with SE, do you recommend using the file here "Power Attack Plus 1.0 Requiem 5.0.2 SE" even if I don't use Requiem or is it better to use the non-updated SE version on the other mod page?
Also, I poked around in SSEEdit and it didn't seem to conflict much in any too meaningful way from what I saw, but do you think Simply Stronger Dragons (SSD) SE could be used alongside this or should I probably just try to transfer over some of the health increases from it with SSEedit and leave it at that?