Hi I was wondering if you could offer some help in adjusting the 10% stamina stagger threshold. I am using a modlist that adjusts stamina recovery and I think it is messing up how the game reads the stagger threshold.
Is there a way to adjust this via xEdit or something? Thanks.
For those who want the spark effect only and is using valhalla combat, simply turn off the spark option for valhalla in the mcm. The mods are compatible. I don't think load order matters? I've placed mine below valhalla combat and everything is working fine. Great mod btw tysm!
edit: it works even if you don't turn the spark off, I actually prefer turning it on
Been trying this mod but found a few features from Inpa seklro/Valhalla that i feel are sorely missing, blocking spells still cause you to take damage and you cant deflect them back at the attacker, anyone know of a lightweight alternative for either feature or both?
getting soft freezes, digging through papyrus logs and there are a lot of errors related to this mod.
Spoiler:
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[None]._SKII_BlockHitScript.UnregisterForAnimationEvent() - "<native>" Line ? [None]._SKII_BlockHitScript.OnEffectFinish() - "_SKII_BlockHitScript.psc" Line 21 [04/13/2024 - 01:02:07AM] Error: Unable to call UnregisterForAnimationEvent - no native object bound to the script object, or object is of incorrect type stack: [None]._SKII_BlockHitScript.UnregisterForAnimationEvent() - "<native>" Line ? [None]._SKII_BlockHitScript.OnEffectFinish() - "_SKII_BlockHitScript.psc" Line 21 [04/13/2024 - 01:02:08AM] Error: Cannot call IsBow() on a None object, aborting function call stack: [Active effect 4 on (00000014)]._SKII_BlockHitScript.OnHit() - "_SKII_BlockHitScript.psc" Line 61 [04/13/2024 - 01:02:08AM] Warning: Assigning None to a non-object variable named "::temp14" stack: [Active effect 4 on (00000014)]._SKII_BlockHitScript.OnHit() - "_SKII_BlockHitScript.psc" Line 61 [04/13/2024 - 01:02:08AM] Error: Cannot call IsBow() on a None object, aborting function call stack: [Active effect 8 on (FE0DCAF6)]._SKII_BlockHitScript.OnHit() - "_SKII_BlockHitScript.psc" Line 61 [04/13/2024 - 01:02:08AM] Warning: Assigning None to a non-object variable named "::temp14" stack: [Active effect 8 on (FE0DCAF6)]._SKII_BlockHitScript.OnHit() - "_SKII_BlockHitScript.psc" Line 61 [04/13/2024 - 01:02:08AM] Error: Cannot call IsBow() on a None object, aborting function call stack: [Active effect 8 on (FE0DCAF6)]._SKII_BlockHitScript.OnHit() - "_SKII_BlockHitScript.psc" Line 61 [04/13/2024 - 01:02:08AM] Error: Cannot call IsBow() on a None object, aborting function call stack: [Active effect 4 on (00000014)]._SKII_BlockHitScript.OnHit() - "_SKII_BlockHitScript.psc" Line 61 [04/13/2024 - 01:02:08AM] Warning: Assigning None to a non-object variable named "::temp14" stack: [Active effect 8 on (FE0DCAF6)]._SKII_BlockHitScript.OnHit() - "_SKII_BlockHitScript.psc" Line 61 [04/13/2024 - 01:02:08AM] Warning: Assigning None to a non-object variable named "::temp14" stack: [Active effect 4 on (00000014)]._SKII_BlockHitScript.OnHit() - "_SKII_BlockHitScript.psc" Line 61
For anyone interested only in the stagger mechanic, I deleted some entries with ssedit under Magic effect and Spell entries and this is what I have left: click Now it's just the spark and push npc effects when timed blocking. No more stamina regen or health inmunity. I also fixed some sound FX where flesh sounded like a shield, etc. This can be fixed under Impact Data Set category, where this mod was overwriting vanilla sounds. Sorry for my english, I hope it helped you all.
246 comments
Hi I was wondering if you could offer some help in adjusting the 10% stamina stagger threshold. I am using a modlist that adjusts stamina recovery and I think it is messing up how the game reads the stagger threshold.
Is there a way to adjust this via xEdit or something? Thanks.
edit: it works even if you don't turn the spark off, I actually prefer turning it on
[None]._SKII_BlockHitScript.UnregisterForAnimationEvent() - "<native>" Line ?
[None]._SKII_BlockHitScript.OnEffectFinish() - "_SKII_BlockHitScript.psc" Line 21
[04/13/2024 - 01:02:07AM] Error: Unable to call UnregisterForAnimationEvent - no native object bound to the script object, or object is of incorrect type
stack:
[None]._SKII_BlockHitScript.UnregisterForAnimationEvent() - "<native>" Line ?
[None]._SKII_BlockHitScript.OnEffectFinish() - "_SKII_BlockHitScript.psc" Line 21
[04/13/2024 - 01:02:08AM] Error: Cannot call IsBow() on a None object, aborting function call
stack:
[Active effect 4 on (00000014)]._SKII_BlockHitScript.OnHit() - "_SKII_BlockHitScript.psc" Line 61
[04/13/2024 - 01:02:08AM] Warning: Assigning None to a non-object variable named "::temp14"
stack:
[Active effect 4 on (00000014)]._SKII_BlockHitScript.OnHit() - "_SKII_BlockHitScript.psc" Line 61
[04/13/2024 - 01:02:08AM] Error: Cannot call IsBow() on a None object, aborting function call
stack:
[Active effect 8 on (FE0DCAF6)]._SKII_BlockHitScript.OnHit() - "_SKII_BlockHitScript.psc" Line 61
[04/13/2024 - 01:02:08AM] Warning: Assigning None to a non-object variable named "::temp14"
stack:
[Active effect 8 on (FE0DCAF6)]._SKII_BlockHitScript.OnHit() - "_SKII_BlockHitScript.psc" Line 61
[04/13/2024 - 01:02:08AM] Error: Cannot call IsBow() on a None object, aborting function call
stack:
[Active effect 8 on (FE0DCAF6)]._SKII_BlockHitScript.OnHit() - "_SKII_BlockHitScript.psc" Line 61
[04/13/2024 - 01:02:08AM] Error: Cannot call IsBow() on a None object, aborting function call
stack:
[Active effect 4 on (00000014)]._SKII_BlockHitScript.OnHit() - "_SKII_BlockHitScript.psc" Line 61
[04/13/2024 - 01:02:08AM] Warning: Assigning None to a non-object variable named "::temp14"
stack:
[Active effect 8 on (FE0DCAF6)]._SKII_BlockHitScript.OnHit() - "_SKII_BlockHitScript.psc" Line 61
[04/13/2024 - 01:02:08AM] Warning: Assigning None to a non-object variable named "::temp14"
stack:
[Active effect 4 on (00000014)]._SKII_BlockHitScript.OnHit() - "_SKII_BlockHitScript.psc" Line 61
edit: resolved
Now it's just the spark and push npc effects when timed blocking. No more stamina regen or health inmunity.
I also fixed some sound FX where flesh sounded like a shield, etc. This can be fixed under Impact Data Set category, where this mod was overwriting vanilla sounds.
Sorry for my english, I hope it helped you all.