Skyrim Special Edition
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fenix31415

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fenix31415

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About this mod

I am making my combat overhaul.
Locational damage, injuries, weapon & arrow bouncing.
99.9% written on skse, esp contains only injury spells (to show them in ui haha).

Requirements
Permissions and credits
Donations
Mod only for sse.
What about AE ?

Skyrim vanilla combat is boring and poor. Time to fix that.

This plugin aims (eventually) replace all esp-papyrus combat mods.

I have a discord server now, where you could find useful info about my mods, suggest your ideas for released or new mods and give me a feedback. Also I am planning to record some tutorials about SKSE modding soon, you could find it in the according channel.



Features
  • Locational damage.
  • Injuries (still locational).
  • Weapon & arrow bouncing from armor.
  • Sounds & sparks (currently stupid) for injuries & bouncing.
  • All works for both Player & NPC & creatures (almost identical, with slightly difference).
Yeah I am making my own combat overhaul.



In (v1.3) I made nice & accurate impact for injury!



Locational damage

Vanilla game, to calculate how many damage protect armor, calculates total amount of every piece of armor.
My plugin counts only nearest from hit (one or many) bones and its armor. It is pretty accurate.
Yes, smithing/perks/enchants/potions/skills upping armor still counts, do not worry. Its “real” armor.

In the first approximation, if you get hit your head and have iron helmet, damage will same as in vanilla you have full iron armor. But if you get hit to empty head, no matter how good armor on other limbs do you have, result will be same as in vanilla you got hit without any armor.
Actually protected damage depends on attack (not base weapon attack, but real) and on armor (again, real). See “How it works” for more info.

Now you should aim to less protected parts! Or to cause specific injury. What? Injury? Yes.

Injuries

Each hit have chance of injury. Of course, head hit triggers only head injury.
Chance depends on protected percentage (see “Locational damage”).

When someone gets injury, sound and visual effect applied.

Each injury have 4 types of effects: instant, triggered, continuous short, continuous long.
  • Instant. This effect applies right after getting injury.
  • Triggered. Effect applies every time a victim performs an action. It has duration same as continuous short.
  • Continuous short. Victim has painful debuff for short period of time.
  • Continuous long. Victim has much less painful debuff for long period of time.
There are 4 types of limbs: head, arms, body and legs. Also I’m planning to add back injury.

Head injury:
  • Instant. Unequip helmet, lose all magicka.
  • Triggered. Unable to cast (not yet implemented).
  • Continuous short. Slower health regen.
  • Continuous long. Slower magicka & stamina regen.

Arms injury:
  • Instant. Unequip weapons, lose all magicka.
  • Triggered. Stagger on attempt to power attack or bash.
  • Continuous short. Less damage.
  • Continuous long. Lower lockpicking & pickpocket.

Body injury:
  • Instant. Lose all stamina.
  • Triggered. Stagger on power attack (or bash) hit.
  • Continuous short. Less health.
  • Continuous long. Lower magicka.

Legs injury:
  • Instant. Player: max stagger; NPC: knock.
  • Triggered. Stagger on run attempt.
  • Continuous short. Less armor.
  • Continuous long. Lower carry weight and sneak.
Be careful walking with robes now..

Bouncing

Each hit have chance of bouncing. No hit event, no damage. Chance depends on protected damage and attack. If this happens, sparks & sound applied.

How it works

I’ve spent some days to create quite balanced formulas, you can see them in my spreadsheet.
I do not think that let you change it is a good idea, I just let you to multiply my formulas by constant at .toml file.

Future plans
  • AE: no.
  • v2.0: sounds & visual effects update.
  • v3.0: skeletons update (add support for skeletons mods)
  • v4.0: true armor update (full penetration, bouncing, protected damage depends on type of armor & type of weapon)

Compatibility

It is incompatible with other combat overhauls. Come on, we do same things completely different ways, who installs two combat overhauls… =w=
It is compatible with combat mods, which does not touch damage & injuries. E.g. my stamina overhaul, some other good stuff on skse.

Skeletons
I’ve entered info about all vanilla skeleton. If you mod adds NPCs/creatures with vanilla skeleton (99% it is), all fine. Otherwise hits will works as vanilla. I will think eventually how to add flexible compatibility for it. Bad news are I am not as good as skeletons to understand something deeper than drawing them…

I’m aiming to replace all great, but old esp-papyrus mods. Better times are coming!

  • Armor rating rescaled.
    Causes CTDs. Same hook location. Anyway, we do same thing different ways, so choose one.

Known issues (also see “bugs” section)

Feel free to report bugs in comments, I’ll do my best to fix that.

Installation
Install it like any mod. You can do it at any point of your playthrough.

Updating/Uninstallation
Ensure that no one have injuries.

Requirements
Changelog

v1.3
  • Settings now works
  • Body injury now removes only half stamina
  • Added setting to disable unequipping after arm injury
  • Added paths to impact models I play (bounce and injury). Still one for all types
  • Added notification modes, configurable in toml
  • Improved playing impacts
v1.2
  • Fixed notifications
  • Not processing dead Actors & childs
v1.1
  • Fixed CTD with skeletons (e.g. in whiterun)
  • Added debug version — on attack it draws skeleton & write to log info.
    If you do not see skeleton after attack — time to send me your log. On this creature affects vanilla armor system & no injuries.

Source
Available on my github.

Наше пати

My other mods