I have uploaded an alternative version of the mod, created by LeoneKingzz. This version has an additional requirement: Maxsu's Behaviour Data Injector mod!
If I understand his explanation correctly, this version of the mod: 1) has a probabilistic system (instead of whoever has the best stats always "winning", it now just increases their probability), and 2) also accounts for characters' Stamina in the system calculating who "wins"/"loses" parries/attacks.
Summary of my improvements as of version 3.1.0: 1) Parrying checks that the actors are enemies before proceeding (aka. parrying) 2) For people that use MCO: MCO tends to prevent most interrupting animations events when executing it's attacks. This often stopped parries from working properly. I've corrected this by sending the proper interrupting MCO anim events.
3) Used Precision's Pre-Hit call back to handle the parries (like Elden Parry does) instead of weapon collision. It seems that this works better. Reason: A would-be parry is often registered as a normal hit because the Pre-Hit callback, and the on-melee collision hook, are called right before the weapon-collision callback.
4) Removed the SKSE task interface used for handling parry sounds and impact. I've noticed the tasks are often significantly delayed which results in the parry sounds and impacts, playing at odd angles and times (aka not matching the intuitive time and location of the parry).
5) finally, changed the actor RPG score values, which are calculated when deciding results of parry, from double to float. I thought that this would improve the speed since floating values take less memory and most of the scores don't have important decimal values anyways (i.e., all of them are .000)
There are now two Main Files, of which you should only have one installed at any single time (but it is safe to switch between them during a single playthrough). Version 2.0.1 is my original version, and version 3.2.0 is LeoneKingzz' adaptation.
Hi, was curious to know your opinion. Is this mod compatible with core impact framework / dynamic (locational) armor and weapon impacts? I ask because they're changing weapon sparks and sounds.
There really should be an optional file to install that automatically removes the unnecessary and frankly really really weird penalty that women get to parrying.
After months not seeing this mod work at all, I tested on a smaller load order and I finally witnessed weapons colliding but somehow its still very rare, and I pretty much used several weapon types as well. I do use MCO but I am not sure if that is the issue or if its the whole difference between me and the enemies stats.
I started using BFCO and it doesn't seem to work anymore. I used to use MCO in the past and it didn't work with that either. It's ok though because BFCO allows you to cancel your attacks and block while dual-wielding. It would be great to have this mod work with it of course, but without these combat overhauls this mod still works really great.
Doesn't seem to cancel MCO attacks, It would be great if it did. I tried 3.2.0 and there was no attack cancel which is why I had to uninstall it unfortunately.. Once you add attack cancel this will easily replace my parry system.
I'm about to go on and install skyrim again, to play a "Vanilla+" run all the way through the end. For my combat feel, I'm going with: - This - Precision What lightweight combat/difficulty mod do you all recommend to pair with this? I dislike fancy animations. I just want to play in first person with vanilla animations and have a good bit of challenge. I'm thinking "Blade and Blunt" is the way to go?
BTW, Thank you to mod author! I used to play with this feature on the "Vigor combat enhanced" mod and it made combat feel soo much more real. Swords clash often and it's super satisfying.
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This version has an additional requirement: Maxsu's Behaviour Data Injector mod!
If I understand his explanation correctly, this version of the mod:
1) has a probabilistic system (instead of whoever has the best stats always "winning", it now just increases their probability), and
2) also accounts for characters' Stamina in the system calculating who "wins"/"loses" parries/attacks.
Summary of my improvements as of version 3.1.0:
1) Parrying checks that the actors are enemies before proceeding (aka. parrying)
2) For people that use MCO: MCO tends to prevent most interrupting animations events when executing it's attacks. This
often stopped parries from working properly. I've corrected this by
sending the proper interrupting MCO anim events.
3) Used Precision's Pre-Hit call back to handle the parries (like Elden Parry
does) instead of weapon collision. It seems that this works better.
Reason: A would-be parry is often registered as a normal hit because the Pre-Hit callback, and the on-melee collision hook, are called right before the weapon-collision callback.
4) Removed the SKSE task interface used for handling parry sounds and impact. I've noticed the tasks are
often significantly delayed which results in the parry sounds and
impacts, playing at odd angles and times (aka not matching the intuitive
time and location of the parry).
5) finally, changed the actor RPG score values, which are calculated when deciding results of parry,
from double to float. I thought that this would improve the speed since
floating values take less memory and most of the scores don't have
important decimal values anyways (i.e., all of them are .000)
This version was designed by LeoneKingzz to work well with their Chocolate Poise - Elden Parry - Ordinator - ParryingRPG Tweaks and Integration mod (but it can also be used standalone).
There are now two Main Files, of which you should only have one installed at any single time (but it is safe to switch between them during a single playthrough). Version 2.0.1 is my original version, and version 3.2.0 is LeoneKingzz' adaptation.
For my combat feel, I'm going with:
- This
- Precision
What lightweight combat/difficulty mod do you all recommend to pair with this? I dislike fancy animations. I just want to play in first person with vanilla animations and have a good bit of challenge. I'm thinking "Blade and Blunt" is the way to go?
BTW, Thank you to mod author! I used to play with this feature on the "Vigor combat enhanced" mod and it made combat feel soo much more real. Swords clash often and it's super satisfying.
Does it incompability too?