v1.1.0 is out now.V1.1.1 I accidentally uploaded the wrong file. This new file should be correct. The old file was just v1.0.0 again. Please upgrade to v1.1.1. Before updating, make sure to completely uninstall the old version and make a clean save. You may need to use Resaver to insure the old MCM menu doesn't stick around.
This now requires MCM Helper. Your select MCM settings will now be saved across different save games. Before, there was an issue with MCM options resetting after quitting the game and re-loading. This is an issue with the SetNthEntryValue() function that I use to alter the perk values. These changes persist throughout a game session but are reset upon quitting and restarting the game. However, with the new MCM, your previous settings will be loaded and the proper values will be updated automatically.
This is my first time using MCM Helper to make an MCM so please let me know if you come across any issues.
If you have the old version (v1.0.0) installed, I recommend uninstalling, making a clean save, possibly even cleaning with Resaver, and then installing v1.1.0. If you just upgrade directly to 1.1.0, the old MCM script may still be present.
That is not something any of the mods this was based on considered. This is not a locational damage mod. It is impossible to do that effectively without an SKSE plugin (something that the locational damage mods have). This is for attacks of "opportunity" ie. a sleeping enemy or attacking them from behind. This has nothing to do with where they are hit.
If you want the location to matter, get a locational damage mod.
I have plans to make a new combat mod that incorporates some ideas form this mod along with locational damage and some other features, but I have no eta on when that would be released. I haven't even started making it yet.
glad you like it. While I am not supporting this mod anymore, I have some plans for a new mod that will incorporate some features of this mod. Still just in the early planning stages though.
Hey man i really like the mod but I'm getting a really weird bug that's adjusting my weapon damage numbers in my inventory. When I'm standing over alone my weapon will read the default intended damage value but if i walk over to in front of an npc it will read the increased damage number but then when I walk then over behind the npc it drops back down to default damage. This is a problem because when I go to a store and try to buy a weapon all the weapons read like 50, 90, 100 ect. damage.
It must be some interaction between the perks and your orientation with the NPCs.
I'm sure there are ways to fix it by adding some conditions, but I honestly can't be bothered to spend to much time to fix it. If you are anyone else wants to further modify this mod, go ahead.
I may look into remaking a similar style of mod in the future, but I'd implement the mod in a much different way. And this is pretty far down on my priority list as it is.
Honestly, I don't have any plans currently to update this mod unless there is a serious bug. Currently the mod supports increased damage during power attacks and bow drawing. This seems fair and logical to me. I think bonus damage whenever an enemy is attacking period is a bit excessive.
If you wanted to add the option yourself, you'd only need a little bit of experience with the CK or xedit to do so. You'd just need to add a new condition to the perks.
I used google translate, so I am not 100% sure if the translation is correct. However, that is not something that should be possible with this mod. My guess is you have some other mod that is causing this issue or it is interacting with this mod and causing the issue. However, by itself, this mod could not make any damage values go into the negative.
I'm very interested, but do not use MCM helper or spid... (Spid i assume no big deal, just no distribution, right?) Now mcm helper... If I'm fine with your default settings, would i be fine there as well? Or do i need to use 1.0? Thanks for any help, and thank you for your work! ~dan
I think I solved the issue I was having, probably. I just had to change some setting in the MCM.
I was experiencing an โissueโ about โAdjustable Attacks of Opportunityโ nullifying the effects of the perk โSnipeโ (perk that makes one hit every 10 seconds against each target have 100% Critical Chance and triple Critical Damage). The perk wasnโt doing anything whenever an attack of opportunity was performed.
I think I just had to set โCritical Damage Multiplierโ in the MCM of your mod to 1 (default is 0). Can you confirm that this is the correct thing to do in my case?
My understanding is that setting Critical Chance to 100% and Critical Damage Multiplier to 1 means that Attacks of Opportunity are always critical hits, and they do not modify the amount of Critical Damage dealt (this way the mod respects whatever my other mods wants the Critical Damage to be).
The downside to having critical hit damage modified is that if you have a crit from another source, such as the perk you mentioned, happen at the same time as an opportunity, it will nullify/modify that other crit. In theory that shouldn't happen very often, but I guess this is a mod added perk so it has crits happen very frequently.
I think there are a couple of ways you can work around this, and your chosen method is one of them.
In theory it should, though not all of the effects. Bonuses from being behind, being at low health, or being at high health won't affect NPC vs NPC battles. However, the rest should. It isn't really easy to test if they are actually getting the bonuses, but in theory they should get the rest.
51 comments
v1.1.0 is out now.V1.1.1 I accidentally uploaded the wrong file. This new file should be correct. The old file was just v1.0.0 again. Please upgrade to v1.1.1. Before updating, make sure to completely uninstall the old version and make a clean save. You may need to use Resaver to insure the old MCM menu doesn't stick around.This now requires MCM Helper. Your select MCM settings will now be saved across different save games. Before, there was an issue with MCM options resetting after quitting the game and re-loading. This is an issue with the SetNthEntryValue() function that I use to alter the perk values. These changes persist throughout a game session but are reset upon quitting and restarting the game. However, with the new MCM, your previous settings will be loaded and the proper values will be updated automatically.
This is my first time using MCM Helper to make an MCM so please let me know if you come across any issues.
If you have the old version (v1.0.0) installed, I recommend uninstalling, making a clean save, possibly even cleaning with Resaver, and then installing v1.1.0. If you just upgrade directly to 1.1.0, the old MCM script may still be present.
If you want the location to matter, get a locational damage mod.
I have plans to make a new combat mod that incorporates some ideas form this mod along with locational damage and some other features, but I have no eta on when that would be released. I haven't even started making it yet.
When I'm standing over alone my weapon will read the default intended damage value but if i walk over to in front of an npc it will read the increased damage number but then when I walk then over behind the npc it drops back down to default damage.
This is a problem because when I go to a store and try to buy a weapon all the weapons read like 50, 90, 100 ect. damage.
I'm sure there are ways to fix it by adding some conditions, but I honestly can't be bothered to spend to much time to fix it. If you are anyone else wants to further modify this mod, go ahead.
I may look into remaking a similar style of mod in the future, but I'd implement the mod in a much different way. And this is pretty far down on my priority list as it is.
Basically something like what this does: https://www.nexusmods.com/skyrimspecialedition/mods/61343
If you wanted to add the option yourself, you'd only need a little bit of experience with the CK or xedit to do so. You'd just need to add a new condition to the perks.
Is it possible to add some special effect (like slash?) / sound for the critical hits?
~dan
~dan
I think I solved the issue I was having, probably. I just had to change some setting in the MCM.
I was experiencing an โissueโ about โAdjustable Attacks of Opportunityโ nullifying the effects of the perk โSnipeโ (perk that makes one hit every 10 seconds against each target have 100% Critical Chance and triple Critical Damage). The perk wasnโt doing anything whenever an attack of opportunity was performed.
I think I just had to set โCritical Damage Multiplierโ in the MCM of your mod to 1 (default is 0). Can you confirm that this is the correct thing to do in my case?
My understanding is that setting Critical Chance to 100% and Critical Damage Multiplier to 1 means that Attacks of Opportunity are always critical hits, and they do not modify the amount of Critical Damage dealt (this way the mod respects whatever my other mods wants the Critical Damage to be).
The downside to having critical hit damage modified is that if you have a crit from another source, such as the perk you mentioned, happen at the same time as an opportunity, it will nullify/modify that other crit. In theory that shouldn't happen very often, but I guess this is a mod added perk so it has crits happen very frequently.
I think there are a couple of ways you can work around this, and your chosen method is one of them.
By the way, I confirm that now the changes are kept upon restarting the game. I really like this mod.
Anyways, I am glad you are enjoying it!