I noticed this mod's plugins "Chocolate Poise Plus AIO - Adamant.esp" and "CPP Blade and Blunt Addon.esp" do NOT have the original Chocolate Poise's plugin "Chocolate Poise - Perks" as a master. I believe this was not intended right? As you say this mod should override the original, but this makes it so it's possible for this mod to be before Chocolate Poise in the load order if we aren't manually tweaking the load order.
Yea I should mention somewhere that if you install my mod you should delete the ESP from the original chocolate poise mod. I don't want to make it a master file in case the plugin gets altered or removed in future updates.
I was not ready to say goodbye to Chocolate Poise but the fact was that for reasons unbeknownst to me there was a recurring issue between that mod and.. God knows what other(s) that caused Followers/NPCs to get stuck after combat ends if they ever get staggered while fighting. After hours of putting Anska through the same three draugrs in High Gate Ruins, whenever she got hit and staggered during the fight she would remain stuck and unresponsive until I used the 'moveto player' console command on her, and the most egregious problem was that this bug would get baked into the savefile, and once it did it continued to affect her even if she didn't get staggered during future encounters. You can imagine how much of a headache it would be to deal with that during every quest that requires an NPC to tail you throughout its entire duration, and even though I know that mod isn't the culprit disabling it stopped the bug from happening. And that's when this mod comes in. I installed the most barebones version and I don't know which of it's many changes fixed it, but apparently it just did so I'd like to extend my deepest gratitude towards the author.
Hai random ass comment that could be unrelated but draugr race in my game does not get staggered when the poise is broken and considering I have 1 million thousand mods I was wondering if you could think of a reason why this happen
Obviously I won't know exactly what's causing your issue, but a few other users have reported something similar happening before. Some possible mod conflicts off the top of my head include:
- Ultimate Combat (Poise setting needs to be disabled in its MCM) - Vanilla ragdoll bug (can be fixed with the mod "Some Creature Behavior Bug Fixes") - Other poise mods/other mods that edit the way stagger works (Should be obvious, but it needs to be said just in case) - Valhalla Combat (Specifically its "stagger" setting which can be enabled through INI files. Probably disabled by default already though) - Mods that edit the draugr race or add persk which grant stagger immunity (I don't use any so I can't give any specific instances of this) - Mods that edit Draugr behavior/skeletons.
I'm a month late to reply but thanks a lot for taking your time to reply to me with a very helpful response! it ended up being me having and old ass ESL of distar draugr mod still activated in my load order.. I never noticed it cause I believed it was still in use in his *final* version of the mod but it came from my MODDING GUILD mco install while the final version doesn't even use an esl or esp file I believe.
anyway... draugrs race no longer be t posing randomly and get staggered from poise now. bless your kind heart
im trying to find a poise mod that takes actor weight into account, like a large giant or automata hitting harder than a wolf, unless i misunderstand something here about the creature multi?
Yes, dwarven constructs will deal more poise damage than wolves and giants still will deal even more. Generally speaking, the larger a creature is, the more poise damage they will deal.
The mod is more or less complete, but that doesn't preclude any future updates from adding new features or 3rd party mod support/compatibility patches.
Hi there! This is a fantastic mod, thank you for making it. I love how it's integrated with Blade & Blunt. I had a question about that, though: Is the Blade & Blunt addon from this mod still supposed to increase base stamina regeneration, as described on the mod page? After timing my stamina bar, it still seems to be regenerating at BB's base 5%/2.5% a second. I also don't see CPP overwriting any files from BB in MO2, nor do I see CPP blade and blunt addon.esp overwriting anything related to stamina regeneration in xEdit, so I'm unsure if that feature is supposed to exist. The CPP mod and plugin are loaded below BB, and so is the CPP addon for BB. I can't think of any other mods that might be interfering with the regeneration. I thank you for tolerating my probable ignorance. :D
Whoops, that is my mistake! Thank you for notifying me about this.
I reverted my stamina regeneration changes from B&B all the way back in version 1.8.0 because I felt that it strayed too far from B&B's core vision for combat, but I forgot to update the description to account for this change. The information on the page will be revised accordingly.
Ah! I'm glad to hear that, I was worrying I messed up somewhere. Glad to learn everything is working as intended. I messed around with the mod a little bit, and it feels fantastic to destroy their poise with an attack of opportunity. You did a great job with integrating it. Cheers!
The answer to this question is already a pinned comment on Plus Combat's modpage, but I forgot include this info on the Chocolate Poise Plus page as well. The description will be updated to include the information below (my bad).
"Currently, Modern Stagger Lock is semi-compatible. The new stagger animations work fine, but the "stagger lock" part of the mod won't work due to what I think is a bug with the stagger mode feature of chocolate poise. Also, some of the heavy armor perks from Chocolate Poise Plus aren't properly integrated until/unless I come up with a solution that doesn't involve using assets directly from the mod because I don't know if I have permission to redistribute the animation files."
tl;dr you CAN USE MSLF, but some functionality from both my mod and MSLF will be limited.
I'm having a issue with MCO animations. After knocking an enemy down they get back up but are using unarmed animations with the weapon equipped instead of normal weapon animations. Not sure how to fix this.
in the chocolate poise files there is a optional file that applies a stoppage of stagger lock spell to the player. can i still use that file or does this mod correct it in some way, that i don't need it?
Not at the moment, no. I've been toying with the idea of creating a mod similar to chocolate poise plus for max poise (basically creating a maxsu poise equivalent) for some time now and I have a lot of ideas for what I would do with that mod.
I just finished my playthrough of modded Fallout 4 so I might get back into Skyrim modding again soon and get a chance to take a closer look at it. As it stands right now I've only read through a bit of the documentation and so I have a very basic understanding of how it works.
I know it was loosely based on the CP code though it is simplified. Overall it’s an improvement in function but does lack some nice features that CP has.
I was very curious how Leon’s Elden Parry poise perks might interact with it since he recommends CP and your mod for em.
"IgnoreValhallaCombat - If enabled, Chocolate poise's poise health meter will overwrite Valhalla's stun bar. I would highly recommend setting this to true, as I think poise damage is much more important information to know than stun damage."
Sorry if I don't get this, does it mean that if set to true, it disables valhalla's stun/execution feature?
"IgnoreValhallaCombat" only determines which mod gains access to Truehud's special bar. If set to true, the special bar will represent a target's poise health and if set to false, it will represent their stun meter. All functionality is retained for both mods; only the HUD is affected. (i.e. this setting does NOT disable Valhalla's stun/execution feature)
My bad, I guess my description doesn't clearly list which option does what. ToPCMult is how much poise damage the player takes from NPCs and ToNPCMult is how much damage you deal to NPCs.
576 comments
I believe this was not intended right? As you say this mod should override the original, but this makes it so it's possible for this mod to be before Chocolate Poise in the load order if we aren't manually tweaking the load order.
lub u xoxoxo
- Ultimate Combat (Poise setting needs to be disabled in its MCM)
- Vanilla ragdoll bug (can be fixed with the mod "Some Creature Behavior Bug Fixes")
- Other poise mods/other mods that edit the way stagger works (Should be obvious, but it needs to be said just in case)
- Valhalla Combat (Specifically its "stagger" setting which can be enabled through INI files. Probably disabled by default already though)
- Mods that edit the draugr race or add persk which grant stagger immunity (I don't use any so I can't give any specific instances of this)
- Mods that edit Draugr behavior/skeletons.
it ended up being me having and old ass ESL of distar draugr mod still activated in my load order.. I never noticed it cause I believed it was still in use in his *final* version of the mod but it came from my MODDING GUILD mco install while the final version doesn't even use an esl or esp file I believe.
anyway... draugrs race no longer be t posing randomly and get staggered from poise now. bless your kind heart
im trying to find a poise mod that takes actor weight into account, like a large giant or automata hitting harder than a wolf, unless i misunderstand something here about the creature multi?
The mod is more or less complete, but that doesn't preclude any future updates from adding new features or 3rd party mod support/compatibility patches.
I reverted my stamina regeneration changes from B&B all the way back in version 1.8.0 because I felt that it strayed too far from B&B's core vision for combat, but I forgot to update the description to account for this change. The information on the page will be revised accordingly.
"Currently, Modern Stagger Lock is semi-compatible. The new stagger animations work fine, but the "stagger lock" part of the mod won't work due to what I think is a bug with the stagger mode feature of chocolate poise. Also, some of the heavy armor perks from Chocolate Poise Plus aren't properly integrated until/unless I come up with a solution that doesn't involve using assets directly from the mod because I don't know if I have permission to redistribute the animation files."
tl;dr you CAN USE MSLF, but some functionality from both my mod and MSLF will be limited.
thanks! cheers!
I just finished my playthrough of modded Fallout 4 so I might get back into Skyrim modding again soon and get a chance to take a closer look at it. As it stands right now I've only read through a bit of the documentation and so I have a very basic understanding of how it works.
I was very curious how Leon’s Elden Parry poise perks might interact with it since he recommends CP and your mod for em.
Maxsu seems to think they may work still
Sorry if I don't get this, does it mean that if set to true, it disables valhalla's stun/execution feature?