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'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.
Is there a way to reliable have poise be 3-4 times the targets health? I'd like if i could stagger them 2-3 times or so. This is mostly for bosses or larger enemies, for normal enemies a single stagger is fine.
Is it also possible to integrate additional stagger/knockbacks?
There is no direct way to make poise health be dependent on an actor's health. Poise health is determined by a race's mass value. You could however distribute a perk that gives them increased stagger resistance using SPID.
Taken from a reply to a previous commenter asking a similar question: Changing the animations is actually a bit confusing. For heavy armor, a lot of staggers were reduced in magnitude by 1 tier. So for example, the mediumstagger.hkx are actually just light stagger animations renamed. You need to rename all of your animations to largestagger.hkx or whatever the file name is for large staggers and replace the ones included in chocolate poise plus's heavy armor folders. for light armors, you just directly replace the medium staggers WITHOUT changing the file name (your file should be mediumstagger.hkx). You should refer to the armor based stagger section in the description to get an idea of how your files should be named.
Unfortunately Chocolate Poise also does not allow for delayed poise health regen. Your poise will constantly regen over time.
Loki's poise DOES allow this and it also features custom knockback animations for larger enemies. However, poise health regens completely to full after the delay, which might make staggering certain enemies virtually impossible.
Would love to try this mod!? But reading the description it says it is not compatible with vokiinator… I’m sure this has been asked before. But could a patch be made for this, or is it to complicated considering it use multiple perk overhauls!?
You can still use vokriinator with the "core" option in the FOMOD, you just won't get the specialized perk integration. Everything else will function as normal and nothing will break.
And yea, vokriinator support has been request a countless number of times, but I just don't think I can/want to support such a complex overhaul especially since it still receives regular updates.
i appreciate the replay. this is good to know!, but i have been doing a bit of digging an have afound a mod that offers support an is along the bases for vokriinator. Vokord- Perk overhaul. Seems to be almost the same as Vokriinator with some changes. think i will give it a try, because it also has a patch for this mod, which is great. thanks again!
thanks for your hard work an amazing mods!!!...Cheers
So lets say I started a playthrough and forgot to Disable chocolate poise's esp. If I do so now at level 18..... Would I theoretically mess everything up?
Generally speaking, removing plugins mid-game should be avoided and unless you're using the "core" option for chocolate poise its fine to keep as long as the CPP plugin is loaded after.
That being said, I'm 99% sure that removing the plugin mid-game will be fine, especially if you're running a smaller load order since there aren't any scripts and nothing is baked in.
Yes, but I'd only recommend do it for heavy armor. You can delete all of the anim files related to heavy armor and add an OR condition isequippedhaskeyword CPPHeavyCuirass to the light armor animation folder.
guys , i m using your mod. so good. I want to know that how to make the largest stagger( the mod large stagger animation which make character fall down) when an enemy wear heavy armor? I try to know how, when i testing it with one enemy wear heavy armor, when his health bar is full or more than 50%, i try to make his poise bar empty, this only make the enemy stagger a little.(I using valhalla and elden rim and your mod) When I make the enemy health less than 50%or less, i try to make their poise bar empty and finally the enemy fall down like the large stagger animation fall down. can u tell me how to make the heavy armor enemy the largest stagger? THX very much.
You'd have to create a new OAR folder and add the large stagger animations you want. Then using the in-game OAR menu create conditions that checks for the CPPHeavyCuirass keyword and IsActorValuePercentageLessThan. Set the actor value to health and make the value below 0.5.
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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.
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?
Is it also possible to integrate additional stagger/knockbacks?
https://www.nexusmods.com/skyrimspecialedition/mods/81719?tab=files
is it as simple to drop them in the chocoalte folders? they seem to share many similar animations.
Im trying for a more fantasy-esque approach. might use some of the knockbacks as death animations.
Additionally, is it possible to set a delay before poise start regenerating?
Taken from a reply to a previous commenter asking a similar question:
Changing the animations is actually a bit confusing. For heavy armor, a lot of staggers were reduced in magnitude by 1 tier. So for example, the mediumstagger.hkx are actually just light stagger animations renamed. You need to rename all of your animations to largestagger.hkx or whatever the file name is for large staggers and replace the ones included in chocolate poise plus's heavy armor folders. for light armors, you just directly replace the medium staggers WITHOUT changing the file name (your file should be mediumstagger.hkx). You should refer to the armor based stagger section in the description to get an idea of how your files should be named.
Unfortunately Chocolate Poise also does not allow for delayed poise health regen. Your poise will constantly regen over time.
Loki's poise DOES allow this and it also features custom knockback animations for larger enemies. However, poise health regens completely to full after the delay, which might make staggering certain enemies virtually impossible.
And yea, vokriinator support has been request a countless number of times, but I just don't think I can/want to support such a complex overhaul especially since it still receives regular updates.
thanks for your hard work an amazing mods!!!...Cheers
That being said, I'm 99% sure that removing the plugin mid-game will be fine, especially if you're running a smaller load order since there aren't any scripts and nothing is baked in.