Duke Patrick's Archery - Heavy - Light Weapons - H2H - Combat Magic REV 45.9


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About This File

Duke Patrick's Archery - Heavy - Light Weapons - H2H - Combat Magic

  • SKSE  required.
  • Keyboard and mouse required.
  • English install required for some features such as arrow type accuracy bonuses.
  • DawnGuard DLC is needed ONLY if you want the crossbows.
  • 60 or more frame rate required, 100 recommended, the more FR the better.

 

Test Video : http://youtu.be/ZqYlTuptbxE

 

Dragon Fight "lets play" using the mod:  https://www.youtube....h?v=ZohpS3QhnHw

 
See "Iriodus's Stream" on Wednesdays for lets play using my combat mod: https://www.twitch.tv/iriodus
 

This mod and all it's features is a merged port of my Oblivion mods. It is intended to act as a combat simulator (as much as I can mod Skyrim to be anyway) based on my 30 years of western medieval heavy weapons (SCA tournament) fighting. I was King twice and hold the rank of Duke and Knight in the SCA.

see here:https://web.archive.org/web/20120618193610/http://www.spookyfx.com/book/tromp.html

Some of my original Oblivion combat features will not be possible in Skyrim unless SKSE can someday allow it. 

I will avoid game-ish features and contrived game balance mechanics when I possibly can. Please do not ask me to include such features. And the PACE of the combat will possibly be slower than you are use to in games. But it will also be brutal and you will actually feel the weight in your attacks and blocks!


My game design philosophy is to (when possible) allow the player to try whatever they want to INSTEAD of telling the player "you cannot do that until you are such and such skill level". You may find that you will not do well at what you are trying to do until you are such and such level, but you can still TRY to do it. You may even find creative ways to bypass the skill or attribute limitations using tactics or magic buffs! So before you set your player preferences to EASIER levels (such as reducing the stamina cost to perform actions) try overcoming limitations with your other resources or clever techniques! Or even just earn it by raising your stamina and health the hard way before trying to utilize the advanced features.


Real life SCA combat is wonderfully brutal, fascinatingly tactical and unbelievably FUN even when you lose the fight. There is no reason PC game combat cannot be the same way if it is designed to do so properly.
 

 

NEW REVISION

REV 45.9
Major bug fix for hit the gap script. The bug made hitting the gaps happen way too often.

There is a lot of getting knocked to the ground in this mod (as there is a lot in real combat). So I have a special function that goes through many checks and stops any actor actions such as drawing a bow or sprinting. If I do not do this the actors can get stuck in the animation.
But today I just realized that rather than do a long list of all the actor actions I could just do the following:

Actor START Stagger 
And then immediately after
Actor STOP Stagger

The Stagger animation overrides all other animations. So this will STOP them all without me having to run code for each one individually.
This is the same kind of trick I used in oblivion to stop all the silly block recoiling. I do not know why I did not think of this sooner for my custom function.
 

 

REV 45.8.2
I had to put a new restriction on grip changes. You will not be able to grip change a weapon that has not yet been processed for its stats (like range and speed). Otherwise your grip changed range stats will get fubar (until you quit and the start the game again).

 

REV 45.8.1

sorry, had to remove a debug message.

 

REV 45.8

Fixed major bug in the strength formula that was making some NPC too weak and a few  too strong.  Dremora race will now be twice as strong as before.
 
I have decide to remove all the scripting I did for the NPC drink potion feature. Even when the feature is working properly the NPC is suppose to be out of your sight or very far from you before they drink to avoid getting attacked while performing the animation (the same way the player is intended to).
 
So it is just not worth the overhead and possible bugs for a feature you do not experience in game anyway. Dam shame as I put in over 40 hours of work on this. But in the end this is more trouble than it was worth.
 
Edit the read me docs to try to track down and remove some of the outdated info.   
 
Add new code that sets the stagger direction on the scripted staggers. This will not work on all actors but it is a vast improvement over the previous way I did it before and only required a few new lines of code.
 
New attempts to get the skeleton archers to react to being hit while they draw a bow. This has been years of headache for me as the skeleton archers do not trigger the same functions that most other actors will for things like "IsBowDrawn". I would really like to know why Bethesda had to make them different from the other actors. This has been a thorn in my mod's side for years.

 


Below is only a brief list of the mod's features, refer to the ReadMe files for full details.
(My features work the same for all actors and the player except one were noted below.)



Configuration File
Some players may need to more slowly adjust to the new deadly and brutal realism of the combat. This mod includes a MCM (configuration) menu.  Most of the features can be adjusted or turned off if you prefer to "ease" your way up to this whole new level of fighting. You will need either SkyUI or another such mod to use the MCM. 

 

 

 
 
 
Newest Features
 
-> Combat Opportunities! Notifications will tell you when and what, properly act on them fast to get Perk like results without perks! 
 
-> Grip change weapons (GREAT for bastard swords).
 
-> Duke Patrick Combat Achievements.
 
-> Combat Magic! Spells that require you to utilize Range, Geometry and Timing!
 
-> Parkour Wall Jumps! Now you "climb up" walls and other obstacles that are taller than a few feet.
 
-> Falling from high places will now force actors to stumble or crash face first into the dirt when they land on the ground!
 
-> Poisoned weapons do not take effect if their attack is blocked. However Poison will last longer on the weapons now. 
 
-> Actors become more aggressive when your back is turned to them!
 
-> Throw ANY weapon at your opponents!  ANY melee weapon from ANY mod! Spears are especially fun to throw.
 
-> Manual crossbow loading! No more auto load, crossbows only nock a bolt when you want them to. I discovered a very simple way to do this.
 
-> Archery practice on the pells will raise skill. A follower can throw bottles up into the air for you to do some advanced level target practice!
 
-> FEINT "crafting" and "tempering". Now working a pell (hitting a practice dummy) will start a crafting system for the player to discover and improve their feints (trick shots).
 
-> H2H Skill And Mechanics: 
  • A new H2H skill that is advanced when you fight H2H.
  • Kick Animations. 
  • H2H blocking that will stop damage from kicks and punching and if your time blocking is good you can deflect light weapon attacks.
  • H2H skill now effects how much damage you do with H2H kicks and punch.
  • H2H perks that branch off of the light armor skill tree. However you will need H2H skill to advanced up this branch.
  • Aikido like grapple throws. This Grapple Throw will cause a little damage depending on the size of the actor and force them to drop any weapon they have in their hands.
 
-> Comprehensive Light weapons mechanics and perks including blocking while in the middle of an attack, bonus to hitting gaps in armor as well as much faster combat than heavy weapons.
 
-> Depending on skill, stamina, distance and other factors it is possible for any attack to hit the gaps in armor thus ignoring it.
 
-> Locational Armor is 3x protection against tooth, claw and H2H attacks and 2x the protection against arrows.
 
-> If a dragon is killed while flying they will crash immediately tumbling from the sky rather then play the long death sequence.
 
-> Dragon's scales will protect them from arrows and melee unless you hit their soft underbelly or the gaps in their scale armor.
 
-> Long Jumps! You will travel much farther forward now when you sprint and then jump!
 

-> Silver poison shader effect and now silver weapons and silver arrows work for all actors not just the player.

 

 

 

 

 

New-   C O M B A T    M A G I C

Combat Magic is still combat. The Combat Practitioner must understand the same fundamental truths of range, geometry and timing that are at the core of all martial arts. 
If you do not want this in your game you may turn it completely off at any time in the mod configuration file.
 
 
 
 
Florentine Style (two weapon) Blocking
You can set what key you want to to use in the INI file. Default is the mouse 4th button.




Esoteric Combat Perks
All the combat perks have been overhauled. Combat Perks for the most part are now "talents" that one might develop from years of doing something and not a necessarily a "skill" that you normally could be taught to do. Many of the old vanilla perks that really should not have been perks are now just natural to all actors such as the shield charge and running with a bow.





Some Of The New Archery Features:

Strength will be more important than marksman skill for RAW massive damage with arrows. If you are not strong enough to effectively draw a powerful bow you will not do as much damage as those that are. However marksmanship will prevent you from missing what you aim at. So you will hit your critical shots more often and not miss the target as often. If you have very poor marksmanship your arrows will not hit where you aim. Many of the archery perks depend on you hitting where you aim. If you do not then the perk will not take effect.

Strength will also help you to draw bows a little faster. And there is a perk to account for esoteric mechanical skill to draw the bow a little faster.

All actors can now RUN while drawing and shooting a bow. However your aim will be horribly affected unless your marksman skill is extremely high. Running is the worse movement. The moment after you fire a bow will add to your inaccuracy, each time you fire another shot too soon after the last one your aim gets progressively worse.

Crouching (sneak mode) will double your aim effectiveness.

Low stamina will be about the worse thing for your aim.

When you are in 1st person and moving around while drawing your bow you will see "bow sway". Marksman skill will reduce the amount of visual bow sway you see in first person.

You will now have Locational Hits with bows up to 60 feet (and locational armor counts just like the melee weapons). For technical reasons after 60 feet it is always considered to be a body shot.

A arrow in the head of an actor with no helmet can be a kill in one shot as you draw back arrow all the way first. However you will find that hitting the head in combat may not be so easy unless your target in close range.
 

 

 

 

Bow Draw Stamina Consumption
Normal drawing of the bow now consumes stamina based on how strong the bow derived form the bows base damage.


Dynamic Draw Time
The time it takes to fully draw the bow is derived form the bows base damage.


Bow Draw Dynamic Damage
If the archer does not fully draw the bow they will not inflict full damage. As long as the archer fully draws back the bow they will do full damage based on their strength and the bows ability to store the potential energy no matter how much stamina is left with when the arrow is released.



100% Recovery Of Working Arrows Or Broken Arrows

I do not like seeing arrows stuck in dead opponents and yet when you activate them they have no arrows. It is now 100% arrow recovery but with a possibility of the arrows turning into objects called broken arrows.

Thus if you see an arrow stuck in the targets body there will be one in their inventory. However that arrow may be broken.

Calculations for this include:

  • Stamina %
  • Movement
  • Body Size
  • Attacking
  • Falling
  • Heavy (Ridged) Armor *

So the more stamina % they had, the more exaggerated their movements, the bigger they are and the heaver their ridged armor means the more likely something extreme happen to break the arrow. Your arrow supply will now depend on how you play and the conditions of combat.

* Armor is locational! Hit their unprotected leg instead of their closed face steel helm if you want to try to recover your arrow!




Some Of The New Melee Features:
Slower combat pacing and all attacks now consume stamina. The same factors for weapon speed are used to calculate for attack stamina consumption.

Attack Force is calculated including factors such as actor size, health, actor's momentum and weapon size and balance. The more attack force that hits you the more stamina is consumed to block. If the Attack Force overwhelms the actor they will be staggered or knocked to the ground.

Block skill will matter much more now to block. So although your shield and weapons can block a lot more damage you will not do so unless the actor has the skill to prevent stamina drain and you have the skill for timing and footwork. As a low skilled player and actor you will need to use large shields to make up for your lack of skill. The better you and your actor skills get the smaller the weapons that can be used to block.

Swinging Balanced weapons like blades will use much less stamina than when your weapon actually hits a target. For technical reasons this feature only works on living targets not things like trees.

Swinging without hitting a target with a Top Heavy weapon like a mace or axe will use much more stamina than when your weapon actually hits a target. For technical reasons this feature only works on living targets not things like trees.

Combat stamina auto regeneration rate is now very low! However you can FAST REST by not attacking. If you block this fast rest is a little slower and if you move around it is still slower. The fastest "Fast Rest" is achieved by not attacking nor blocking nor moving!

This means you need to use footwork and timing (timing attacks and timing blocks) to get your stamina back up to good levels. The higher your stamina % the faster the stamina rate runs. Good Stamina management will be necessary to keep up a higher rates of attacking.
 
Actors play a drink animation when they use potions. This completely changes how you play combat! 
 
Actors must have 25% or more Stamina or they will not be able to do a power attack nor a bash attack.
Normal attacks cannot be done unless you have more than 10% stamina.
 
IF YOUR STAMINA IS ZERO YOU WILL NOT BE ABLE TO FIGHT AND YOU WILL MOVE SLOWLY!




Serious Injury Before Death
Actors (with some exceptions) will stumble around and often fall to the ground crawling in pain if they make any effort to fight when they are at 15% health or less. So you will not have opponents standing tall holding their block or attacking with force when they are on the edge of life anymore. Attacks to the legs will in general not kill actors. Melee attacks can inflict this "injured state" quickly but actual death once the health is very low will take much longer in most cases. 




Smash of the Titians
Any actor can be bat around like a rag-doll if the other actor is much bigger and stronger. The weapon mass you block with and the weapon mass that is used to hit you are factors in this as well. So if you have a large male Orc use a war hammer to smash a small female elf blocking with her shortsword she is going to get knock around the room.

But if that same Orc is slapped by a dragon that Orc is most likely going to fly across the battlefield.

Factors include: Weapons mass (modified by blocking skill), Strength (size of actors + 25% health), Stamina of the attacker
and Power Attack.

This means weapon's no longer automatically stagger just because they are 2h war hammer or what ever. The stagger stats of all weapons is replaced with this new system.




Duke Patrick's Realistic Feint System!
Now you and the other actors can be tricked into opening your defense with true to life feinting mechanics that is part player skill and part actor skill!



Timed Blocking
Timed Blocking can reduce the amount of stamina you burn and any stagger you may receive when you block an attack. Your actor's Block skill determines the time window, so the more block skill they have the easier the time block will be for you and also the more effective the time block can be.

The bigger the weapon/shield is that you use to block the more stamina you will burn when you first move the weapon/shield into your block position. Blocking an attack with smaller weapon/shield will burn more stamina if the other weapon is larger, but holding a smaller weapon up in anticipation of the block will burn much less stamina. This means that static blocking with a shield is a better idea than static blocking with a sword but timed blocking with a sword is better than with a shield.




Dynamic Blocking Stamina Burn
Giant or extremely hard hitting attacks will still hurt and kill you through your shield or weapon blocks, however blocking can now stop almost all the damage as long as your stamina is not drained. The end result of how much stamina is burned to block will be a combination of:

How hard you are hit. (attacker's strength, power attack, stamina, weapon size, momentum etcetera ).
Top heavy weapons used to attack get a bonus.
How strong the defending actor is.
How good the actor block skill is.
How big the weapon/shield used to block with is (bigger reduces ensuing stamina drain).
How big the weapon/shield moved for the block is (bigger burns more initial stamina).
How well the player Time Blocks.
Plus blocking perks that pertain to stamina burn. 





Dynamic Shield Charge
"Shield Charge" has been overhauled and given to all actors that can use a shield including the player at level 1.

The success and power of the shield charge is no longer static (in vanilla Skyrim it was a pushactoraway effect at power of 10 no matter who did it or what you hit as long as it was not a giant or a dragon). Now it is calculated including the following factors:

- Momentum
- Strength
- Angle of collsion
- Shield charge PERK gives a bonus to momentum.

Momentum factor will mean that this cannot be triggered until you have had a little run time first. Before the effect could triggered even if you only had 2 feet of "sprinting" before you hit the targets.

And direction of the collision now is a consideration as before you could run into them while moving almost BACKWARDS and it would still work.




Weapon and Shields Blocks Arrows
Swords and other weapons by default can now deflect arrows IF the arrow hits the weapon with no perk needed!.
This applies to the Player and only some actors as there is no working method to dynamically give actors Perks in this game.


Shields Block Elemental Damage & Spit Attacks
Actors can block almost all the damage of Fire and Frost and creature spit attacks IF they use a shield and only if they are facing the attack while blocking.


Shields Feel More Realistic
Shield and weapons block a LOT more damage now, you will now actually feel a difference when you allow a weapon to hit you or when you succeed with a block.




Dynamic Damage and Momentum Bonus.
Stamina now affects how much damage actors will do! Rotational movement and Liner Movement in the direction of the attack will increase the damage done. This can be devastating if on a mount, spinning around to hit a rear flank opponent or when used with the supernaturally fast shout sprint and your timing is very good!
 
Numerous real time factors are combined to calc the damage on an attack. Some of the more important variables are:

  • Stamina (effects almost E V E R Y T H I N G !)
  • Strength
  • Perks
  • Quality of the weapon.
  • Weapon Skill Level.
  • Armor (can absorb up to 99% damage).
  • Armor Gaps (ignores armor).
  • Magic protection (reduces the vanilla, non scripted damage).
  • Magic enhancement (increases the the vanilla, non scripted damage).
  • Accuracy of the attacker (Important modifier for hitting the head, armor gaps etcetera.)

On top of all that …
 
Movement of the target and movement of the attacker combine (rotational, liner and angles of attack) to give you the following modifiers:

  • Momentum (a significant damage modifier).
  • What flank the attacker is on the target (around back can increase damage).
  • What flank the target is on the attacker  (too far around to the left or right can reduce damage)
  • Hit location (Leg = less "damage" and is very hard to kill the target, Head = Massive damage, instant death or other effects) 
  • Too close  (less damage but more hits, see Wrap Shots in the read me doc. But shorter range attacks makes hitting the gaps much easier.)
  • Too Far (less damage can be inflicted at the weapon's maximum contact range, this is called a "glancing" shot).

See the read me docs for much more on this subject of Dynamic Damage.
 
Weapon Damage shown in the inventory is only a small part of the damage the weapon can do.
Note you can see additional weapons stats in the inventory by pressing your two weapon block button.
 
Difficulty needs to be set to Adept (dead center) and then use the Configuration file to "ballance" to your taste. 
As your smithing and weapon skill go up to high levels it will take noticeably less hits to kill and one hit kills will be more frequent.
 
I am still making adjustments to how creatures can maul your flesh around your armor. Many creatures attacking you at one time should be able to rip you to shreds as they will find the gaps quickly as a group. But One bear for example should not be able to kill you as fast if you armor is really great.

 
 
 
Locational Damage and Locational Armor
A power shot to a head that is not protected by armor can be a fatal one shot! A blow that does enough damage to the legs can trip your opponent.

Head shots give the most damage, the body does about half of the head and the legs/feet do the least amount of damage. However the locational damage multipliers are player configurable in the Configuration file.

So fights could be fast and brutal or go on for a long time depending on how well they block and what armor they are wearing versus what weapons you are using and where you hit them!

This mean weapon's no longer "critical hit" just because they are 2h blade or what ever. The critical damage stats of all weapons is replaced with this new system.



Combat Endurance
This kind of combat is so physically intensive that sometimes the victor is not the most skilled, she or he may only be in much better condition than the loser. You can literally defeat your opponent by outlasting them as long as you make no mistakes in your defense. This fact will make building your stamina base up to high levels just as important as your health and skill.



Combat Endurance Movement Speed
Actor's movement speed will be effected by their Endurance level. The lower the Endurance level the slower the movement speed. This will also act as another clue that your opponent is exhausted and it is time to use your weaker feints or any trick you have been saving in the fight for the best opportunity.



Increased Backwards Speed Plus Trip And Fall Risk
THIS IS NOT DONE WITH RANDOM DICE THROWS!
The fall results from running into or onto objects (and dead bodies). This happen most often when an actors stamina is low.



Logical Health Limits
Now Mudcrabs (and all other small actors) do not take the same number of sword blows to kill as a troll just because you are playing a high level character. Actor health is limited by the size and strength of the actor. If an actor looks like it should die with 3 sword blows it will die with 3 sword blows (unless it is protected by magic means such as wards or spells or potions).



NPC Can Fumble!
NPC might hit each other by accident if they miss hitting you and they are crowding in and around you.




Left Hand Weapon Attacks Are More Difficult To Defend Against!
Forget all the movie and game nonsense you have heard about Florentine style (two weapons) the real reason fighters used this style when it was their choice to do so (not just out of necessity in the fog of battle) was because it can confuse and overwhelm the opponent adding effectiveness to the feints. When you or any actor attack with the left hand weapon this adds bonuses to your success to bypass their defense!



Hand to hand now has a chance to block a melee weapon attack
If you have the Block skill, you can do close in grapple blocks that can even stop a war hammer by impeding the limbs that swing the weapon instead of taking the force of the weapon from the weapon's head straight into your arm.


Attack Blocks!
If you attack with a normal or power attack while you have a melee weapon and while your opponents is attacking and you hit the weapon (aim at their arm) that is attacking you may be able to deflect their weapon attack depending on skill and stamina. This gives you an attack and block in one move.



Actors Show Pain
All actors react to getting hit hard! This is based on damage done not by a random dice throw! If the player or other actors are hit with only a little damage no pain reactions ("stagger") will trigger, but if hit with a lot of damage (20% of current health on each attack) actors will stagger.
This means anything that reduces the power of the attack (such as armor, magic or actor low stamina ...and more) could prevent the pain reaction.




Dynamic Weapon Speed and Less "Arcade" Like Weapons Speeds
Weapon stats including speed and damage are now calculated using many factors including stamina, weapon weight, weapon balance, weapon length. Weapon speed can often slow way down when stamina is under %25. This is a big clue to the player that the other actor is in a depleted state of stamina. Weapon length has a dramatic effect on the speed so longer weapons will tend to move slower than shorter weapons. This dynamic attack speed feature will work on all weapons even from other mods.




Combat Geometry
Rear Flank attacks do extra damage and get bonuses to tripling and other critical hits.
Low Blows (attacking under the block) can help get past shields and weapon blocks.
Tighter more realistic angles of attack and defense. Now side stepping and circling can help to get your weapon past blocks and evade incoming attacks.


Realistic Attack Range
Melee combat range is set way down and now will play much more realistically and allow for more intuitive action. Each weapon's range is now directly set per the length of the 3d model of the weapon and not by the "guess work" of the weapon's artist. 



No Auto Aim! (the attack magnetism)
Attacks for all actors will miss more often making dodging a practical defense now.




Ethereal Ghosts
Bethesda changed ghosts so any weapon can kill them now. This had to be "fixed". Now when they are not attacking or blocking they will not be solid enough to hit. Magic and silver weapons do almost triple damage. So the end result will be that you will land blows a heck of a lot less, and using a silver/magic weapon is going to be very important to effectively “kill�� the ghost.


Classic Vampires
Vampires will burn up quickly in the sun, holy water staggers them, wood stakes can kill them very quickly if you hit their heart, when they die they bust into dust, but they are supernaturally fast and strong with lighting quick dodging and can throw you into the walls and ceiling. Unlike the Ethereal Ghost feature this is an optional feature that can be turned off if you prefer the vanilla "half" vampires.
 
 
 

 
 
Experimental Features (still a little rough but playable and can be turned ON in the configuration file.)
Unpredictable Spawns, remember that location that always has bandits? Well not anymore! This feature is OFF by default.


 
 
 
 
THIS IS NOT THE READ ME FILE! YOU MUST READ THE READ ME FILE TO USE THIS MOD PROPERLY.
 
 
Critical Advice For Low Level (1-15) Player Characters
---------------------------------------------------
 
Low level fighters will struggle a great deal. After you are above level 15 and have a few of the combat perks then you will start to feel more confident and dangerous. About level 30 (with at least half the combat perks) is when you will feel more like a bad-ass.
 
Keep in mind that "stamina" is no longer how exhausted you are (there is a new mechanic for that now).  It is now a combination of perception, opportunity and "muscle memory" (trained reflex) to act on what is happening in the fight. I would have preferred to keep theses as separate characteristics but Bethesda's simplification of the character stats took that nuance away in Skyrim.
 
Stamina management is extremely important. Most all the NPC actors do this well (they are forced to) however players tend to get "overly excited" and swing swing swing without using properly timed pauses.  
 
You must stop attacking and use more foot work! Once your character’s skills (and your player skills) become much MUCH better you can then use light weapons and swing swing swing like a Nintendo ninja ( you can now achieve blinding fast attacks but with extremely lethal damage even to opponents in armor).
 
Stamina will regenerate faster the higher you maintain it. And it will regenerate much slower if you let it drop down too low. I personally have been trying a new thing (for me in my game) of not wearing any helmet in combat. This is dangerous but it gives me faster stamina regeneration because helmets have penalties for stamina (per my mod).
 
Part of the reason you are not doing a lot of damage is because you are not managing your stamina, low stamina means low damage. And if the targets wear good armor it can mean NO damage.
 
Armor gaps are NOT WYSIWYG (not what you see is what you get)! They are calculated dynamically in real time, see read me for the details.
 
Keep in mind that just because you the player aim at something that does not mean your character hits that something. You may try to swing at the head for example and indeed you will see the swing pass by the head but the CALCULATED impact (Not the impact you may think you see on screen)  is often on the body not the head. Your characters aim will get better as they gain skill.
 
Don’t forget to load the “faster�� get up mod!
 
 
Tip: as a low level character, If your opponent has a helmet on when you are attacking them from behind, it is best to hit their legs. This will do some of the lowest damage but will likely force them to fall to the ground. Otherwise you may waste the opportunity and only do a minimal damage anyway. Once they are on the ground swing high for their head a few times and then back away to regain stamina.
 
 
 
F O O T   W O R K 
--------------
This is an area that players tend to be weak in because most games ignore this as a mechanic. The basic strategy of all footwork is to arrange your positions (both your opponent and yourself) to best support your attacks and at the same time most hider theirs.
 
The simplest factors include range, combat geometry (heading angles), momentum and timing.
 
 Always try to maintain a distance that is just inside your "effective" range and yet outside of their effective range. Effective range is more complicated than just being too far away for your opponent to hit you (getting in very close can also be outside their effective range)  but I will not go very deep into that for now.  Start your attack out of range and step in so that your hit occurs just as you get in close enough to hit them with the sweet spot of your weapon. the sweet spot is always a few inches shorter than the full range. Hitting at full range will also reduce your damage.
 
 
Always maneuver to place your angle on their center but force the opposite on them. In many cases you can be hit but if you are far enough around to their side the damage will be very low. And naturally you can attack past their shield (or weapon) if you are far enough to one side of their flank.
 
Getting in very very close is good for performing wrap shots (a special way to defeat a block) and for hitting gaps. But it comes with disadvantages as well. Attacks will tend to be weaker, standard feints harder to perform, less opportunity for momentum, you lose your range advantage with long weapons and etcetera.
 
With multiple opponents move so that the other enemies are behind the one you are fighting.
 
Move into your attacks (this adds some damage and knockback force) both forward and/or sidestep. And then after the attack break away from them at an angle while blocking. Only attack while you have about 50 to 75% or more stamina. Do not attack again until your stamina is back up over 50%. Use your footwork time to regain stamina in between your attacks.
 
 
 
 
 
THIS IS NOT THE READ ME FILE! YOU MUST READ THE READ ME FILE TO USE THIS MOD PROPERLY.
 

Table of contents for the FULL read me file includes but is not limited to:
 
 
·C O N T E N T S
 
· Strength Attribute
· Smash Of The Titans
· Dragons
· Serious Injury Before Death
· Fortify Block Magic
· Braced Blocking
· Timed Blocking (Re

Additional Information

 

Usage Permissions

Do not use any of the resource in this mod unless the mod you use them for will in no way conflict with this mod.

What's New in Version REV 45.9

Released

REV 45.9
Major bug fix for hit the gap script. The bug made hitting the gaps happen way too often.


There is a lot of getting knocked to the ground in this mod (as there is a lot in real combat). So I have a special function that goes through many checks and stops any actor actions such as drawing a bow or sprinting. If I do not do this the actors can get stuck in the animation.
But today I just realized that rather than do a long list of all the actor actions I could just do the following:

Actor START Stagger 
And then immediately after
Actor STOP Stagger

The Stagger animation overrides all other animations. So this will STOP them all without me having to run code for each one individually.
This is the same kind of trick I used in oblivion to stop all the silly block recoiling. I do not know why I did not think of this sooner for my custom function.
 

 

REV 45.8.2
I had to put a new restriction on grip changes. You will not be able to grip change a weapon that has not yet been processed for its stats (like range and speed). Otherwise your grip changed range stats will get fubar (until you quit and the start the game again).

 

REV 45.8.1

sorry, had to remove a debug message.

 

REV 45.8

Fixed major bug in the strength formula that was making some NPC too weak and a few  too strong.  Dremora race will now be twice as strong as before.
 
I have decide to remove all the scripting I did for the NPC drink potion feature. Even when the feature is working properly the NPC is suppose to be out of your sight or very far from you before they drink to avoid getting attacked while performing the animation (the same way the player is intended to).
 
So it is just not worth the overhead and possible bugs for a feature you do not experience in game anyway. Dam shame as I put in over 40 hours of work on this. But in the end this is more trouble than it was worth.
 
Edit the read me docs to try to track down and remove some of the outdated info.   
 
Add new code that sets the stagger direction on the scripted staggers. This will not work on all actors but it is a vast improvement over the previous way I did it before and only required a few new lines of code.
 
New attempts to get the skeleton archers to react to being hit while they draw a bow. This has been years of headache for me as the skeleton archers do not trigger the same functions that most other actors will for things like "IsBowDrawn". I would really like to know why Bethesda had to make them different from the other actors. This has been a thorn in my mod's side for years.
 
 
 
REV 45.7.1
I think I may be seeing CTD bug in the NPC drink potion script. This REV turns off the NPC drink scripts until further notice.
 
 
REV 45.7
More Tweaks to the Actors drink potions AI package to prevent them from getting stuck in the package and not fighting when they are hit while drinking potions. I think I got it this time. I tested it for several hours knocking down NPC while they drank potions. 
 
New two weapon high level perk. An attempted auto parry if your stamina is 75%  and you are not moving!
 
Fixed two erroneous edits in the optional race esp files.

 

REV 45.6.1
Tweak to the Actors drink potions AI package to prevent them from getting stuck in the package and not fighting when they are hit while drinking potions.
 

 

REV 45.6
Clean up some issues with the "Flawless Duke Dodge Kill" notifications. 

NPC can now trip you if you stay in at extreme close range. If you brace yourself (sneak mode) you will not be tripped. Otherwise the factors include strength, parkour skill, Stamina and the attackers H2H skill. Win or fail they burn 1/4 of their stamina. This is to simulate for the NPC the player's perks for knocking actors down to the ground. Only actors that can use weapons will have this pseudo perk.
 

 

REV 45.5
Brawl scripts have a new added method to determine if the actors were hit with a magic attacks. When a spell hits the actor it's magic effects are checked for the Hostile flag. If the spell is not flagged as Hostile this will prevent the script from ending the brawl.

Other small bug fixes and spelling.

 

Rev 45.4.1

Hotfixt for one NPC footwork script that was turned off by mistake.

 

 

REV 45.4
The Block coverage for both hands is now combined for your total coverage. So now the sword coverage is included with the shield coverage as a factor against feints. Remember that this factor is modified by your actors size. So the current block coverage shown in the inventory menu may be different than if you manually add together the basic weapon and basic shield coverage shown. 

Without getting deep into the geometry explanation, the vertical length of your blocking device is more important than the width for blocking feints. So many 2h weapons and Florentine (two weapons) will have a far better total coverage than a sword and medium shield would against feints. However it is incredibly difficult to block arrows without a shield and impossible to block elemental attacks.
 

 

REV 45.3 HOT FIX!

To remove debug message about drinking potions.

 

REV 45.2
The Drink potion detection was not buffered by a "busy state" so when you moved large amounts of inventory items (such as while crafting) this could produce very bad (but temporary) game stuttering. This is now fixed.
 


REV 45.1 
Poison was triggering the drink potion animation. This REV fixed that bug.

 

REV 45
Actors now have a relatively sophisticated "Potion" AI to allow them to pick potions from their inventory to drink. Factors include the weapon they are using, their stamina and health and magicka levels, combat conditions and more. This is not spammed by them because they will try not to drink potions unless they are safe away from attack but in the fog of battle anything can happen. As a precaution any potion the mod makes an actor drink will be replaced so that unique and quest potions are safe. A drink Animation will play making them vulnerable for a moment if you have this set in the MCM (which you real REALLY should have turned on as it completely changes the dynamics of combat and potions).

NPC Dodging has been improved. And another older script has been updated (and a bug that made the script fire more often than it should has been found and fixed).

At this time only the Värcolac Strength potion (added by this mod that you craft or find) will raise strength (temporarily). Before this revision any carry weight magic would do the trick. However that resulted in technical issues. Sorry for the drastic change in this old game mechanic.


Encumbrance has a dramatic effect now on all actors performance. You will use more stamina to sprint, it will effect your dodging and much more.

And now there are visual effects for being over encumbered. You will not even be able to walk when 100% encumbered. But this can be turned off in the MCM .

 

REV 44
A change in the way damage is applied was made that will remove much of the delay reaction from arrow hits. This change was extended to melee as well.

 

 

REV 43.9
New optional encumbrance feature that will make all actors visibly struggle when too encumbered.

Fix for backward stumbling. The Encumbrance would not be checked unless you equipped an item. This is fixed so that it is cheeked now if you drop items or transfer to containers or other actors. 
 

 

 

REV 43.8
Before, if you were using a daedric bow your arrows would hit a ghost no matter what arrow is used. That is now changed to the bow not being important unless it has an enchantment. If the bow has no enchantment then the arrow must be silver or daedric or "bound" or it will not do significant damage.

Inventory weight was already used in the player's Ducking Dodging feature. However I just read that the SKSE "get inventory weight" function now works on NPC actors as of version 1.7.2.!  So now in this revision the following will include inventory weight of all actors as part of the calculations for:
 
Backward movement trip and fall -  increases tripping
Block Charge - for success/fail
Parkour Events - for success/fail and adds damage to pounce attacks 
Sprint Running Jump - for distance and stamina burn

Spit poison effect will last much longer now. But remember you can block the spit with your shield and the spit will shoot across the battle field 60 feet anymore.


 

REV 43.7
Ghosts will NOW have an extremely high resistance to normal damage and knockback force unless you use a Silver, Daedric or magical shield to bash or similar weapon to attack.
 
This WILL include shield charge! 
H2H will only work on a ghost if you are wearing Silver, Daedric or magical gauntlets. 
 
No more hitting them only if they are attacking now.  
The weapons and armor and shields must have the word Daedric in the name of the item or the keyword Silver.

 

 

REV 43.6
Fix for brawl bug. A previous REV had new contact spells for H2H that were not filtered out by the brawling scripts. This would break brawls. This is now fixed.
 

REV 43.5
Many new Mod revisions will require a player reset. The mod should do this automatically when it is required. However you may need to do this manually to solve some issues.  There is now a toggle in the MCM menu.  Click this once to reset the scripts for the player. Do not do this while in combat.
 

REV

  • NOW NO MORE SCRIPT LAG!  

  • Script lag is directly tied to your frame rate. The higher your frame rate the less script lag you will see. The problem was that if your frame rate was higher than about 75 it would cause physics glitches in the game. So for example even though my frame rate could be 120 I had to cap it at 75. But at 120 I would NEVER SEE SCRIP LAG in my game!

    Here's a list of some of the bugs that can happen from skyrim when you go over 75 fps:

    Swimming while on land.
    Objects being flung wildly when loaded or lightly touched
    Water and sun flickering
    Footstep sounds being delayed or desynced

    However there has been a discovery in the Skyrim INI settings (not my discovery but I have tested it myself for over 40 hours in my own game) that can allow you to run Skyrim at the maximum refresh rate of your monitor. You must turn off the V-Sync, then you'll want something to cap your refresh rate to your frame rate at the highest your monitor can handle. I recommend Nvidia Inspector if you have a Geforce/Nvidia card or some other 3rd party FR capper.

    WARNING
    Back up any of your saves that you plan on trying with this tweak just in case.

    If your MONITOR is 100 refresh rate then
    1 second / 100fps = 0.010
    fMaxTime=0.0100

    Other examples:

    fMaxTime=0.0166 is for 60fps
    fMaxTime=0.0133 is for 75fps
    fMaxTime=0.0111 is for 90fps
    fMaxTime=0.0083 is for 120fps
    fMaxTime=0.0069 is for 144fps
    fMaxTime=0.0042 is for 240fps

    In my Skyrim.ini I added these lines under:

    [HAVOK]
    fMaxTime=0.0083

    [Display]
    iPresentInterval=0

BUT IF YOUR RIG AND MOD LOAD CANNOT PROVIDE A CONSTANT HIGH FRAME RATE THIS MAY DO NOTHING FOR YOU.

 


2



User Feedback

I only respond to inquiries on this one forum:

https://forums.nexusmods.com/index.php?/topic/5624707-duke-patricks-archery-heavy-light-h2h-combat/

They happen to have a forum that looks and acts/performs just like the now closed Bethesda Forums. That is why I am now using it.

Questions or posts that are already answered in the read me files found in the mod zip package may get ignored.

Edited by SpookyFX.com
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I will drop a quick first impression if you dont mind.

 

AWESOME! I just started a game and got into a fight with 2 bandits I managed to headshot one and I quickly picked up his Steel Sword. Then a Bandit Outlaw jointed the battle. I just love how that duel turned out, lots of movement, looking for an opening, timing blocks, and quick combos when an opening appeard. This wasnt simple hack and slash like in vanilla. To be honest this little fight reminded me a lot of fights in Dark Souls. If a simple run in into outlaws gave so much satisfaction then I can safely say this mod is awesome.

 

In the end I managed to knock down the bandind and hack her to pieces.... and then wolf came and owend me :P.

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I looked on the Bethesda mods but the trail of comments stops somewhere in late 2012 with the forum cut off and no links to new comments. So how may I comment?  All I need to know is how to configure this mod. I cannot trace an INI, nor a "configuration" scroll. I have looked and looked and I am an experience mod user. I can see the console aadp stuff but I need something more friendly. In hope.

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This mod looks absolutely amazing, I had lots of mods + SkyRE. I uninstalled them all and now I am in the process of installing a fresh Skyrim.

 

I just NEED this mod. Props on this, amazing work and you have completely outdone Bethseda :D

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Wow, downloading now... the immersion and satisfaction that this mod promisses seems too good to be true.

 

Do custom actors and followers also use this combat mechanic?

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I LOVE YOU SO MUCH. YOU'RE MY HERO. Fighting in real life... just to go home and make fix video games. 
"Daddy what do you want to be when you grow up?" 
"Well my little friend, I am already grown but if I could, I would fight people in tournaments for the heck of it, then for the heck of it I would wreck the video gaming industry with real, not fluttery-fantasy combat."
"Oh, okay."

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Tried Duel Combat, Ultimate combat, tried them all. But this is where the holy grail lies. 

 

Thank you for making Skyrim worth playing!

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Hi 

Can i translate this genius mod to chinese and publish it at bbs.skycitizen.net?

Regard

aaabbb21

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My hat's off to the Duke!  From the looks of it, best combat program bar none. With his permission, I have a related question for the esteemed author, or any of the reviewers herein.  I hope this is the right forum.  I'm setting up for a heavily modded Skyrim play-through on a top step Puget Serenity, with a 360 controller.  Alas, I've noticed that AaHLWC is mouse-and-keyboard only.  Can anyone suggest a half decent substitute - Ultimate, Deadly, Duel, or ACE for example?  I'm painfully aware that none of them will come close to this masterpiece, but I have to go the 360 route.  Respectfully submitted.

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Hi :), thank you for such a wonderful job, what you did ...... is so wonderful, brilliant, I can not live without it :) thank you very much, I greet REN :)

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Link to comment
 

I only respond to inquiries on this one forum:

https://forums.nexusmods.com/index.php?/topic/5624707-duke-patricks-archery-heavy-light-h2h-combat/

They happen to have a forum that looks and acts/performs just like the now closed Bethesda Forums. That is why I am now using it.

Questions or posts that are already answered in the read me files found in the mod zip package may get ignored.

Edited by SpookyFX.com
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I came, I saw, I down loaded and think this is mods is fantastic...two thumbs up on your effort

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until further notice please turn off the combat magic in your mod configuration file. There may be CTD issues related to the combat magic.

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You MUST equip a weapon and unequipt it to set the new stats/globals variable once you load the new REV of the  mod.

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i have a story.

so i started a new game with this mod on, and through most of the escape from helgen i seem to have to rely heavily on the tutorial NPCs to tank and kill for me coz most of my attacks just kept bouncing off enemy armors and they just quickly regen their health so much faster than my stamina can regen.

afterwards, i mostly fought naked and conjuring a familiar or letting the elven hunter from riverwood  tank for me. also yes, frostfall is active so i often end up freezing my balls off when fighting naked. haha. (but at least i kept the fur cloak)

anyways. when i joined the companions, the first task they gave me was to intimidate this woman in whiterun. nothing fatal. just brawl her up until she surrenders.

but it took 3 days for me to get her to surrender. haha,

first day i fought normally, but since my iNeed mod is also active, my character kept getting hungry/thirsty/tired. so i had to recuperate and let her go.

this went on for days, but on the third day i finally decided to just twack her face with a 2 handed iron greatsword. i powerswinged that thing while i was naked, but nada.. 

it seems the face tanking regen of a typical nord housewife was unbreakable for a lvl 1 character straight out of helgen.

but eventually i decided to just time my normal sword swings so that stamina regens fast enough to get her to critical HP, then i just switched to fists and finally finished the quest after 3 days.

-------

several bandits have also exhibited similar behavior to the nord housewife. but this time they got good armor and just continued to block endlessly so i couldn't break their face tanking. and when they try to attack i just equip a heavy armor with high defense and they usually can't break my tank either.

so in the early part of the game there seems to be plenty of these battles that mostly ends up in a stalemate face tanking match.

but unlike humans, monsters doesn't seem to regenerate their health so quickly.

 

------

 

just sharing some feedback.

 

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