Skyrim Special Edition
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_kmatt_

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AlchemicaMateria

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About this mod

A highly adjustable combat advantage system. Deal bonus damage to enemies that are in a vulnerable state. This can be an unaware NPC sleeping in bed or sitting down to eat dinner, or can be a rampaging bandit mid power attack. All options can be individually toggled and tuned. Synergizes with Valhalla Combat and similar mods! Highly compatible!

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Overview:

Adds a highly adjustable "Opportunities" system to combat. Deal bonus damage to enemies (or trigger critical hits) that are in a vulnerable state. This can be an unaware NPC sleeping in bed or sitting down to eat dinner, or can be a rampaging bandit mid power attack. All options can be individually toggled and tuned. NPCs can take advantage as well, dealing extra damage to the player or other NPCs.

This mod is based upon the similarly titled Attacks of Opportunity by Substill which was itself based upon the attacks of opportunity systems found within Enai Siaion mods like Valravn and Wildcat. Substill made this a standalone system and I went further to make it a completely customizable experience. Although I originally just planned to make it customizable, I ended up re-making the mod from scratch (though many of the same techniques are used).

One thing that I wanted was a clear indication that the mod was functioning. As such, I set it up so that it always triggers a critical hit (with no crit damage) so that you get the visual and audio indication that an 'attack of opportunity' was triggered. Read the critical hits section below for more details.

This is primarily designed for combat mods like Valhalla Combat. I did a few runs of Bleak Falls Barrow with both this mod and Valhalla and really enjoyed the experience. Admittedly, much of that comes from Valhalla alone, but the bonus damage and critical indicators really makes it feel like you are taking advantage when you stagger your opponent or quickly maneuver behind them.

Almost every aspect of the mod is adjustable via the MCM. Now made with MCM Helper so all of your setting will persist across saves. This also fixes an issue with the SetNthEntryValue() Function where the changes made do not persist across game resets. 

It should be compatible with everything. The perks are added to the player via a startup script when the mod is first installed and perks are added to NPCs via SPID. This technically is also compatible with mods like Valravn that already have an attacks of opportunity system. In the case of Valravn, simply disable the attacks of opportunity system from that mod. I personally run Adjustable Attacks of Opportunity with Valhalla and Valravn (with many options disabled) simultaneously. 

Currently, this is pretty much feature complete and I only plan to make updates for bugfixes. Currently, these 'attacks of opportunity' only work for weapons. Spells are completely unaffected. I feel this makes sense on a whole, but I do have some ideas of how a similar system could be made for spells.


Requirements:

SPID - Required to distribute perks to NPCs
MCM Helper - Required as of V1.1.0

Installation:

Just install with your mod manager of choice


Details:

The Opportunities:

There are currently 9 different scenarios where damage can be modified

  • Bow Drawn - 1.2 times damage by default
  • Casting a Spell - 1.2 times damage by default (excludes wards)
  • From Behind - 1.5 times damage by default
  • Power Attacking - 1.25 times damage by default
  • Staggered or paralyzed - 1.25 times damage by default
  • Sleeping - 5.0 times damage by default
  • Sitting - 5.0 times damage by default
  • Low Health - disabled by default (1.0 times)
  • Near Full Health - disabled by default (1.0 times)

Health Thresholds:


Health Thresholds can be set for the low health and near full health scenarios

The default thresholds are 75% and above and 25% and below.

Critical Hits:

By default, triggering any of these "opportunities" will register as a critical hit (player only). This is primarily to serve as a visual indicator that you successfully landed an 'Attack of Opportunity'. There will be no actual critical hit damage as the critical damage multiplier is set to 0. This is set by default this way due to how critical hits work in vanilla Skyrim. The damage is based on the base weapon damage and does not account for skill, tempering, enchantments, etc. At high levels, this results in very little bonus damage from crits relative to the damage you would normally do. Instead, this mod defaults to a base % damage boost. At low levels, this can actually be less than what a normal crit would be. However, as you progress and start to gain weapon damage, this % boost will far surpass a normal crit.

I leave the option available to disable the flat % damage boost and instead use critical damage. This can work well with other mods that alter how critical damage is calculated. You can also just set a crit damage multiplier high enough such that you feel the bonus damage is adequate. The nice thing about using the crit damage as opposed to the flat % damage boost is that you can now change the crit chance so that the 'attacks of opportunity' does not always trigger. So, if you'd like this bonus to happen sometimes, but not always, this is one way to achieve this.


Credits and Thanks:

Enai Siaion for the original implementation of attacks of opportunity

Substill for making attacks of opportunity a standalone feature


Source:
See included .psc files

My other mods:

Unattuned - Immersive Spell Failure
Controlled Casting
Spell Extender