Skyrim Special Edition

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Mana Vault

Uploaded by

TheManaVault

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About this mod

I compiled Eskyrim's excellent Dynamic Combat Module and a collection of combat animations for player and NPC by Orakin2020, ported these myself for personal use and now for everyone to use.
Doesn't count toward plugin limit.
Requires either DAR or OAR.

Requirements
Permissions and credits
Donations
I compiled Eskyrim's excellent LE mod Dynamic Combat Module and a collection of combat animations for player and NPC by Orakin2020, ported these myself for personal use and now for everyone to use.

Light plugin, ESL-flagged, ESPFE, doesn't count toward plugin limit.

Requirements:

Requires either DAR or OAR.
Included are replacement animations for TK Dodge STEP DODGE (make sure to toggle this option on in TK Dodge MCM, otherwise it won't work).
If you're not using FNIS or TK Dodge, these animations will simply not play, but all the rest will work all the same.

Features at a glance:

Dynamic Combat Module has a series of advantages, such as implementing a combo system for combat, and setting up an UNARMED blocking mechanism. It also implements blocking with a bow equipped, and a bow melee power attack and combo.
The collection of  animations I include here implements 2 and 3 hit power attacks from several weapons, most are usable by both the player and NPC, so this will undoubtedly change your combat regardless of any other mod you have for it. Human behaviour enemies will become more dangerous of course.
Scroll down to the bottom of this page if you want to check Dynamic Combat Module's systems and mechanics in detail.

Recommended:

If you're okay with using Nemesis or FNIS, you want to get Combat Gameplay Overhaul, Jump Behavior Overhaul, Archery Gameplay Overhaul, 360 Movement Behavior Overhaul, True Directional Movement, Animation Motion Revolution and Movement Behavior Overhaul. Place my mod below all of these, and don't forget to make sure you have all the necessary patches for those mods' interaction with each other. - Having all of these will make drastic changes to your combat gameplay.
Underdog is another Nemesis-dependant mod, this one complements my mod's animations extremely well with an immersive animation package.

If on the other hand you don't want to mess with either FNIS or Nemesis, 
Verolevi 's animations complement this mod very well. Just remember to place my mod below any other anims mod.

Note: I am aware there is already a port of DCM in SSE, but this mod I'm sharing already comes with a collection of combat animations, including 2-hit and 3-hit power attacks, and martial arts-styled unarmed combo animations for four different directions. These anims were sourced from Orakin2020 's Legendary Edition mods, ported to SSE and completely integrated with DCM and DAR folders.

Compatibility Notice: If you use Combat Gameplay Overhaul with this, the Step Dodge animation replacer will not work, it doesn't matter where in your load order you put CGO in relation to this mod, CGO dodge roll will ALWAYS take precedence - I tested this extensively, as I wanted to use both mods and keep this anims, but nothing panned out.

If you enjoy this mod and/or my work in general, please take a moment to endorse.


 


I have a new DISCORD Server! Join for support on mods and collections, to chat, to share mods, screenshots and videos!
https://discord.gg/jWTuxuDXmZ 


Credits:

Thank you immensely to Eskyrim and Orakin2020 for their amazing contribution to the community and for keeping their mods with open permissions.
ESPFE Follower - Eslify facegen and voices at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) by MaskedRPGFan


Below is the original DCM features in detail, as shown in Eskyrim's mod page:

What does this mod mainly do?
- Enable you to use sprint power attacks from different weapons with any non-magical weapon, while making it possible to trigger these attacks without sprinting by using the sheath/sneak keys. You can still sheath your weapon by standing still.
- Enable directional power attacks with bow/crossbow.
- Enable a disabled 3 slash attack in third person for greatswords.
- Make it possible to block bare-handed.
- Optional Stagger/Knockdown perk. Allow you to stagger targets with the power attacks and knock them with the sprint power attacks. Knockdown work mostly on normal actors
and draugr. / to add it use help "dynbow" and use player.addperk.

How does it work ingame? Also read carefully if you're interested in making your own animation set

- Pressing the sheath button once while moving in any direction will trigger the normal sprint attack. One-handed weapons will use the 1hm animation / Two-handed will trigger 2hm / and hammer/bow/crossbow/unarmed will use 2hw
[1hm_attackforwardsprint/2hm_attackforwardsprint/2hw_attackforwardsprint].

- Pressing the attack button after tapping the sheath key and before the attack ends will trigger the hammer/battle axe sprint attack [2hw_attackpowerforwardsprint]

- Pressing the block button after tapping the sheath key and before the attack ends will trigger the greatsword sprint power attack [2hm_attackpowerforwardsprint]

- Pressing the sneak key while sprinting or the sheath key again and before the attack ends  will trigger the 1handed power attack [1hm_attackpowerforwardsprint]

- Pressing the sheath key and either the attack button or block button at the same time will bypass the first attack for both greatsword and battleaxe [2hm/2hw_attackpowerforwardsprint]

- Greatsword only Pressing the dual attack button while moving in any direction will do 3 slash attacks [2hm_attackpower3slashcombo]

 - Bows/Crossbows Pressing the bash button while moving in any direction will trigger directional power attacks from hammers/battleaxes [2hw_attackpowerbwd/2hw_attackpowerforward/2hw_attackpowerleft/2hw_attackpowerright]

- Unarmed Pressing the block button will now block instead of attacking. use the one-handed block animation [1hm_blockidle].

-Attacking the with the normal attack button will now work the same as other weapons. First attack using [attackright] and the second using [attackleft]. Say for example you had jab animation at the right hand and cross at the left. It means now clicking the attack button twice will do a jab then cross.
- Changed the dual power attack to be triggered using normal dual attack.