Adds directional combat system to skyrim, inspired by Kingdom Come: Deliverance, Mordhau, For Honor, and other swordfighting games. Feel a real swordfighting experience instead of rolling around. Includes realistic animations. Now includes 1st person animations
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File credits
Ersh D7ry Qudix Monitor Maxsu Nickanak and animated armory for animations Cult for animations Edg3lord for animations Distar for animations
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Changelogs
Version 12.3
Minor fixes to try to smooth out guard transitions
Fixed bashes against enemies who did not have a melee weapon equipped
Nerfed dual flurry. This is really for your benefit as enemies with this perk become impossible to block
Set up 1 handed animations for extremely specific attack while casting
Implemented feint attack lockout to prevent abuse as well as automatic attack after feinting to smooth out input. This means feint is no longer a 'hard' feint but a soft feint into another direction. You will have to rerun nemesis.
AI improvements
Speculative fix for characters getting into states where the block button is pressed down but cannot block. May overly increase responsiveness in blocking (ie, entering block from states where it should be blocked)
Speculative fix for AI getting stuck in states and not being able to do anything
Fixed outdated dodge animations
Version 12.2
Fixed(?) Issues where certain races would lose power attacks
UI fixes
Hopefully made timed blocking more seamless
Updated all animation annotations (including dodge) to try to fix animation bugs
Version 12.1
Big attempt to smooth out animation guard transitions by making them variable timed. You will have to rerun nemesis
Added attack chaining. Attack -> Power Attack or Power Attack -> Attack will give you a small attack speed bonus.
Redid all the attack animation annotations to smoothly flow between attacks and power attacks.
Readded some power attacks to specific race keywords
Version 12
Fixed issues with power attacks
Timed parry has been implemented. At the moment, it has a 300ms startup time and a 333ms active window. Succeeding staggers your opponent even if they are power attacking
DMCO dodge support and animations have been added. These are modified default DMCO animations that Distar has allowed me to upload that have been tailored for this combat system. AI now uses dodging to create distance
Neutral bashing has been added. You can now bash without blocking. This can be used against blocking opponents to open them up. AI can also do this to you.
Reduced bash distance to compensate for bash changes
Version 11.1
Added stamina damage cap in order to prevent you from getting one shot while blocking. Default is 40%
Shields give fullblock if you have more than 80% of your stamina left
Added AI mistake ratio
You can no longer masterstrike a power attack with a normal attack. You must use a power attack in response
Increased guard switch animation time to smooth out animations. You will have to rerun nemesis
Version 11
First person animations have been added. Botuser999 has kindly provided them. I know there are not enough to support all the weapon times but this is what you get. You must rerun nemesis. This is gonna be pretty obvious but I didn't really test these either.
Shields reduce stamina damage by half now. No time right now for other shield changes, sorry
General bugfixes and AI improvements, a bunch of stuff but I've honestly forgotten all of the changes
Fixed polearm power attacks hitting twice
Movement speed changes seperated into another esl now
Special attacks removed. Sorry, not dealing with more permutations of attack animations
You get a temporary attack speed buff after feinting now so you actually have to guess, otherwise the AI would either masterstrike you or easily block in time. Naturally this makes your life harder as well
Version 10.3
Removes directional power attacks that were accidently re-introduced in the last version, without breaking power bashes
Version 10.2
Adjusted attack annotations so the swing would not start too early
Removed all instances of NextAttack annotations from all combat animation. Hopefully should fix any double hit issues
Re-added hyperarmor on block so that you can block multiple incoming attacks
Power bash bug should be fixed
Most of these changes are experimental. Let me know if it breaks anything. These are mostly hotfix changes as the animation annotations are a big problem
Version 10.1
Added stamina damage caps so both you and enemies cannot lose all your stamina with one hit. Previously was unfair if you fought against enemies while underleveled
Unblockable attacks now are free and refresh stamina on hit.
You can now chain power attacks from normal attacks. Power attack stamina use and damage adjusted as well.
1 Handed sword animations were reworked so that it pulls you farther forward to help alleviate range issues
Fixed issue where you could queue an attack while you were locked out
Most power attack perks should be replaced by now
Hopefully fixed bug where enchanted weapons would count as hitting the enemy through their block, causing an attack lockout window as well as staggering
Version 10.0
Power attack animations added, bringing the total animation count to 64. 3 of the animations are taken from Edg3lord as he has open permissions and they fit well enough. One click power attack mod is highly recommended. Also, half swording!
AI Power attack frequency is now governed correctly by combatstyles. If they powerattack too frequently please mod your combatstyles.
Fixed bug where creatures/ranged attacks would get bonuses from directional combat
Version 9.4
Reduced power attack damage and removed stagger. (No power attack animations yet)
Feinting now makes you glow blue and automatically changes direction for you to make feinting less clunky
Tried to stop AI from being so stamina conscious that they would rather get hit than block
Added perks! Mostly WIP as I haven't tested them but they replace perks in the two-handed and one-handed trees
Modified animation annotations to try to make attacks flow more smoothly
Masterstriking should feel more consistent
Version 9.3
Sorry for all the updates. I don't have a QA team. Hopefully fixed crash from race condition that was a regression from the code wipe.
Fixed issue where AI wouldn't attack each other and would just wait for each other to change direction. Too much testing against player only.
Version 9.2
You must regenerate new behaviors with Nemesis. There was an issue with the behaviors having inconsistent transition times. This was fixed.
Fixed wrong attack filename for warhammers
Sprinting is locked to a specific direction so that sprinting attacks can work without breaking the animation system
Attempted to tune weapon switching so it feels better and less janky to minimize states where you can end up in the wrong idle animation
Version 9.1
Hopefully fixed issue where UI not appearing
Added some logic to the AI to condition them based on direction changes
Added more switches to make sure animations update after direction changes
Version 9.0
New UI has been added through the use of imgui. You can customize the markers that are included in the resources folder. Separate pngs are included for for honor mode.
Hopefully fixed a bunch of regressions that have resulted from accidently blowing away half the codebase.
Hopefully fixed annotations to allow better attack chaining.
Version 8.1
Rewrote a bunch of stuff due to accidentally deleting a ton of code. There may be regressions or improvements, I don't know.
Fixed Crash on AE
Version 8.0
For Honor mode has been added. 3 directions only now. Controls the same was as in for honor. AI has only been partially updated to accommodate this change but works well enough.
Tweaked annotations to stop changing directions so much during the recovery of an attack
Version 7.1
Fixed annotations that broke Precision
Version 7.0
Updated all the attack animations with some wonderful new animations created by Cult
Version 6.4
Bugfixes and lots of random changes too many to list
Support for power attacks, if you power attack it doesn't stop your combo
Buffed bashes
Modified some movementspeed and stat things
Unblockable spell should be properly added now
Version 6.3
uploaded wrong file
Version 6.2
Fix crash on AE versions of the game
Version 6.1
Added integration with True Directional Movement. Now indicators will only appear when you've locked onto an opponent.
Added support for H2H directional combat
Version 6.0
Added first person behavior support
Feinting support
AI now feints
Added harder UI mode (hides enemy indicators unless they attack)
Added new stamina system that drains stamina switching guard during block
Version 5.2
hopefully fixed crash with AE
Version 5.1
Accidently left in a change that slowed down bow speed dramatically
Stagger only happens if the opponent is already attacking. Staggering on hit caused it to be way too easy to combo attacks since the stagger meant they could not parry the second hit.
Added an option to only display direction indicators for enemies that are targetting you
Bugfixes
Version 5
Added knockback feature to let you keep your distance from enemies. The knockback is based on distance to your target so if they are closer they are harder to knock back. This applies to blocking opponents as well.
Version 4.2
Masterstrikes give hyperarmor now
Version 4.1
Fixed mount and blade mode input system
Version 4.0
Added Mount and Blade mode
Version 3.3
Added weapon weight as a factor in stamina damage and stamina use on attack. Heavier weapons do more stamina damage to lighter ones. This makes the blocking skill useful again.
Fixed bug with combat navmesh pathfinding
Added FX shader for unblockable attacks
Version 3.2.1
Accidentally included a bug that would cause the game to instantly freeze
Version 3.2
Gigantic bugfix and performance update. Should be a lot more stable now.
Added imperfect parries. If you change direction while already blocking, you will get an imperfect parry. You will take additional stamina damage and take damage through the block.
General AI changes
Version 3.1
Added AI attack patterns. AI will try to attack in specific patterns now, which allows the player to try to guess the next attack to make it easier or to set up for a masterstrike.
Added AI direction conditioning. Attacks to a certain direction may cause the AI to try to guard that direction more frequently, which can open them up in other directions.
Increased movement speed to make it possible for outspacing and footwork to have more of an effect
Added bow/crossbow speed multiplier setting
Added a bunch of new settings.ini entries
Bugfixes
Added feinting. This doesn't really do much right now since there isn't any downsides to blocking early or committing to a specific direction
Version 3.0
Due to technical reasons, I had to rip out all the perk stuff to replace with spells. This is very important as it fixes a number of hard to debug issues, but from the user standpoint there should be no changes.
Added a modifier that changes the stagger timer for non-NPC actors as they couldn't block, so you could combo them to death.
Version 2.3
Added support for creatures. They must have a custom keyword associated with the race in order for them to participate in directional combat
Fixed bug where non-weapon carrying creatures would be constantly processed
Hopefully fixed serious bug where the game would freeze due to having too many NPCs in a cell
Version 2.2
Added slight UI changes to identify followers/enemies
Bugfixes for AI
Added settings that allow you to fine tune AI behavior
Version 2.1
Added theoretical controller support
Made AI direction tracking a bit more natural. This should make them easier to fight, though.
Theoretical performance improvements
Added more adjustable settings
Included some animations from animated armory by Nickanak to clean up halberd/battleaxe bash animations
Version 2.0
Added attack chaining! Attacks and combos should flow much more smoothly, and should no longer feel clunky. This applies to NPCs as well, making them absurdly more aggressive.
Fixed directional attack indicator bugs
Added way more settings that are modifiable in the settings.ini file.
Gave characters hyper armor after blocking a hit for 1000ms in order to help with 1vX
Warning: This makes 1vX fights VERY hard. Use a mod that allows you to 1v1 enemies, such as Wait Your Turn or bring lots of followers to soak hits. There is some 1vX mechanics that should help though.
It's highly recommended you run my other mod Bigger XPMSSE Skeleton Collision Bounds. There will be a considerable amount of clipping between NPCs otherwise
If you feel the mod is too hard, change the weapon speed settings and AI settings in the .ini file!
1st person animations have been added.
Skyrim Directional Combat
Want something more realistic (but not that realistic) than the usual action RPG mechanics? Tired of jumping and rolling around instead of clashing swords? Want some more depth to your melee combat? Then this mod is for you!
This is a directional combat mod, inspired by multiple swordfighting games such as Kingdom Come Deliverance and Mordhau but is not an exact copy of any one of them, just takes mechanics from them. It is intended to add new mechanics and depth to the relatively meh melee combat system in Skyrim right now.
Third person is designed to be used with True Directional Combat, in order to support KCD/For Honor style gameplay. Or, you can use mount and blade mode to freely fight without locking on.
How To Install
There are a bunch of requirements so make sure you get those.
Think you can just install through mod manager and run nemesis. It's mostly an SKSE plugin. I wouldn't worry too much about uninstalling either. There are 2 nemesis directories, one for 3rd and one for 1st persons
DirectionModRaces.esp - This file is an optional file that allows support for non-weapon carrying creatures and NPCs to participate in directional combat. In order to add this to more races, you must add the custom keyword to the race you want to add it to. By default, this file modifies dwarven centurions and spheres, because they use swords. This file also modifies draugr behavior. This causes the vertices of draugr and skeletons to stretch! So be careful to disable it if you don't want it
DirectionModPerks.esp - Replaces perks in the melee combat trees with ones that support directional combat, since MCO and this mod remove power attacks.
DirectionModMovement.esp - Contains ranged movement speed changes to enforce melee combat.
Compatibility
Use your best judgement. This is a somewhat expansive mod but since its mostly an SKSE plugin everything should technically 'work'.
Combat behavior mods such as distance based combat probably will not work well. This is really meant to be used with MCO/SkySa and nothing else. Full Precision Support. Precision is highly recommended as it changes up the hit times so moving around really matters and affects the time you should block
Not compatible with Elden Parry or any other mods that change bashing
Animated Armory supported. You do not need to do any animation replacers since the battleaxe/warhammer animations have been replaced with animations that are appropriate for pikes/halberds/poleaxes as well. You can treat all new and existing weapons as polearms in this way.
Important: The upper body and lower body run separate animations in order for direction switching to look right while moving. That means you probably want to delete the *_walk and *_run animations if you are running an animation replacer, since it will try to blend the _idle animation with the walk animations.
Mechanics and Changes
Some of these changes are modifiable with the Settings.ini file. More settings will be added over time
This should theoretically work with all enemies that hold a weapon, but animations may not work. I've included a plugin that changes draugr to use human behavior files but killmoves are totally broken with them and they look all fucked up. You fight so much draugr and skeletons that I think it's worth it though. Please use https://www.nexusmods.com/skyrimspecialedition/mods/13395 or something to remove killmoves
Directional Block/Attack
Attack in a specific direction and block in a specific direction. There are 4 directions: Top Right/Top Left/Bottom Left/Bottom Right You must block in the same direction as the attack in order to succeed, and you must attack in a direction that is not being blocked in order for it to land. If you successfully block an attack, the attacker has an attack lockout of 1500ms. This is to ensure that the blocker has initiative to perform an attack, leading to a back and forth battle.
There are 3 major input methods for directions:
Mouse only. I highly recommend a lock on mod if you are doing this way, since looking in different directions can cause you to change directions when you don't want to. Or, you can use mount and blade mode to switch directions.
Mouse with a keyboard modifier. Use a modifier key you have to hold down to change directions with a mouse
Keyboard press
There is an additional For Honor mode now that only has 3 directions instead of 4, so you can play it in the same way For Honor does.
Parry Direction Commitment Changing directions while blocking consumes stamina. Make sure you get the block direction right the first time, or else you'll get punished.
Full Animation Support
Each direction has full animation support for major weapon groups: 1 Handed Swords, 2 Handed Swords, Battleaxes (Thrusting Polearms) and Warhammers (Swinging Polearms). This consists of Idle/Blocking/Attack/PowerAttack animations. 4 animations * 4 directions * 4 weapon types means 64 new animations.
I have included 64 (HEMA inspired) animations with this mod. They were made by Cult skyrim. Thanks!
There are also first person animations included for 1h and 2h swords.
Masterstrike/Chambering
There is a masterstrike/chambering mechanic that allows you to defend and counterattack simultaneously. If you attack within 200ms (configurable) of another attack hitting you, you will automatically block and land an attack at the same time, while heavily staggering your opponent. This can happen to you too.
Combos/Unblockable Attacks
If you successfully land two attacks (not blocked) on different directions of a target within a certain time limit, your third attack will become an unblockable attack. Your indicator will become orange and your next attack will be unblockable, as well as dealing significantly increased damage. The only way to defend against this attack is through a masterstrike
AI Support
Most mechanics will apply to the AI as well. The AI will try to block in the same direction as your attack. Sometimes they are very, very good at this. Balance is a continuous tuning thing. There are multiple difficulty levels. This is dependent on your current level and the enemies current level. Enemies that are significantly higher level than you can become ridiculously difficult to fight, constantly changing directions while attacking at your open directions, while enemies lower level should be much easier. The AI gets easier or harder depending on how many attacks it lands or how many you land. Attacking in a predictable manner makes the AI harder, but attacking from a lot of different directions causes it to get easier. AI will try to attack in specific patterns, but be careful. Sometimes they attack outside this pattern to keep you on your toes. You can condition the AI to guard specific directions. This lets you open them up to attacks from other directions.
Stamina System Attacks cost 10 percent of your current stamina, with an additional cost based on your weapon weight. Additionally, continuously attacking on the same direction will double the cost of stamina, as well as slightly reduces attack speed and damage. You are severely punished for spamming attacks. Blocking does purely stamina damage now, unless you do not have enough stamina to block the attack. Attacks that you try to block while being out of stamina will heavily stagger you. The stamina damage dealt to block is multiplied by the weight of your blocking weapon versus the weight of their blocking weapon. As a result, stamina regen is heavily increased. It is increased by a percentage of your base stamina as well so you are not punished by having more stamina for attacking. The AttacksCostStamina setting disables this entire system.
Stagger System This mod has its own stagger system implemented. This causes stagger only if you are hit while attacking, in order to enforce initiative.
Damage Changes This mod comes with customizable modifiers for melee weapon damage and ranged damage. By default, melee weapon damage is cranked up while ranged damage is severely decreased. You shouldn't be using ranged with this mod anyway.
Weapon Rebalance This is a thing you can disable which basically goes through and normalizes the attack speeds of all weapons, decreasing or increasing their damage based on if the weapon speed was altered. This is needed because weapon attack speeds REALLY affect the mod, so you don't want things that are too fast or slow. Not customizeable at the moment. There is also a weapon speed multiplier which is a general thing. Slow it down if the mod is too high pace.
Movement Speed I've altered the movement speed to slow down movement during combat. Otherwise you can just step out of attacks instead of blocking. Also ranged has significantly lowered movement speed because fuck ranged
Directional Power Attacks Removed Sorry. Couldn't make it work well with the AI and there are too many animations to make.
Feinting Feint your attack within the first 300ms with Q. AI can do the same.
Bashing Bashing has been turned into a guardbreak/grab/kick tool. You can bash immediately with the F key. If your opponent is blocking then a bash can drain their stamina and stagger them, giving you an opening to attack. However, if you bash into an attacking opponent, you will be staggered instead. This is incompatible with mods that affect bashes such as elden parry.
Timed Parry If you press the block button, 300ms after you start blocking a timed parry window will begin. This is a 333ms window where any attack that hits you will stagger the opponent. This or masterstrikes are the only thing that fully block power attacks.
DMCO dodge support This mod has AI support for DMCO dodges, as well as contains custom modified DMCO dodge animations that are designed to fit this mod. Dodging is mainly used as a repositioning tool. Dodge rolls are completely removed with these animations, there is only step dodging. This is disabled by default, you must enable this in the Settings.ini file Interface You can customize it! Change the PNG files in the resources folder. The mod will color the images for you This is what the Guard indicator looks like. Grey is neutral
Blue means blocking
Red means attacking
Fully orange means the next attack is unblockable.
This means you cannot attack. If your attack is blocked, you and NPCs will have an attack lockout where they cannot attack and only defend.
DAR Animation Support DAR is required for animation support. This means that animations will not work on AE until DAR gets updated.
The directions are applied as a spell. Place animations into these folders in order to change the animation for a given direction.
Credits
Ersh for having code on Github for me to look at https://github.com/ersh1 D7ry for having code on Github for me to look at https://github.com/D7ry Maxsu for having code on Github for me to look at https://github.com/max-su-2019 Monitor and Distar for helping me out with behavior stuff Qudix for this https://github.com/Qudix/template-commonlibsse-ng Nickanak and animated armor for some of the polearm bash animations I included Cult for animations Edg3lord for ADXP Mco animations I stole for certain power attacks ImGui
FAQ
My animations look weird when I walk The bone weights in the behavior files expects the vanilla walk/run animations. If your walk/run animation replacers have angled hip rotations, it may cause the upper body to face in a different direction. If its a big problem let me know The mod is way too hard Change the AIDifficultyMult in the Settings.ini file if you want to make the AI easier. There are lots of other knobs in the Settings.ini file to change the difficulty as well.
X Feature does not work Let me know which one.
1st person isnt working 1st person has a seperate nemesis folder, you need to enable it as well
I don't like the animations that come with the mod Thats rough. You can replace them with DAR. It doesn't work on AE! That's because the mod requires DAR. Once DAR works on AE (unknown when), it will work.
Can I use something besides MCO? Yes, although the annotations may make the comboing difficult. It relies on the annotation `MCO_WinOpen` for comboing attacks from different directions. It will work without it, but you will have to wait for the entire attack animation to end before switching directions.
Will you make a 1st person version? That is 48 more animations and reconstruction of a more complicated 1st person behavior animation graph.
Help! My custom animations don't combo right So here's how it works: Each direction is considered a perk for the purposes of DAR. That means when you add MCO annotations, you need to add the transition to an attack that also exists in another direction. For example, if you Direction1 has attack1 and attack2, but direction2 only has attack1, you cannot transition to attack2 if you are switching directions away from attack1. I would make sure that each attack animation chain can safely chain to each direction. There's a reason why I only have attack1 for each direction.