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About SpookyFX.com

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    For the most advanced SCA combat with sword and shield:

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  1. 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.
  2. You MUST equip a weapon and unequipt it to set the new stats/globals variable once you load the new REV of the mod.
  3. until further notice please turn off the combat magic in your mod configuration file. There may be CTD issues related to the combat magic.
  4. 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.
  5. Version 1.1


    Duke Patricks - Skyrim Friction Fix REV 1.1 Latest SKSE needed. =============== DESCRIPTION =============== REV 1.1 After using and working with the logic for many weeks I made some tweaks to the script to be more reliable and to reset on a player load. New rev 1.0 has a fix to allow the system to work even when the player dies. This mod can prevent the player ragdoll from bouncing ridiculously far away or sliding forever down a hill. This can happen when you fall and hit the ground too hard, hit the ground on a slope or anytime your ragdoll is called into the game and a strong havok force is applied to the ragdoll. I only answer questions that are posted in my threads on the Bethesda forums: forums: http://forums.bethsoft.com/forum/13-the-elder-scrolls But be warned that I probably will not actively support this mod anyway because it was stolen out of my pet mod as a courtesy to those players that do not want to try my combat mod. If you like this mod try my other Skyrim mods: Duke Patricks Archery and Heavy Weapons Combat This is a combat overhaul mod based on my 30 years of real life melee combat fighting tournaments in the SCA. Here: http://tesalliance.org/forums/index.php?/files/file/1567-duke-patricks-archery-and-heavy-weapons-combat/ But if you do try the above mod do not load this mod with it as my combat mod has this built into it and hard conflicts can occur. Melee combat overhaul mod based on my 30 years of real life melee combat fighting tournaments in the SCA. also... Duke Patrick's Armor Drowns Duke Patrick's Follow That Actor Duke Patrick's Spears In Skyrim ================================ LEGAL ================================ DO NOT distribute THIS MOD! You should only find this mod distributed from Tes Alliance and Nexus! If any other web site is distributing the files for this work they are doing so illegitimately. Until further notice (when I consider the issues with paid mods is under control) you may NOT use my mod or resources what so ever.
  6. Version 2.1


    Duke Patrick's Armor Drowns Latest SKSE needed. =============== DESCRIPTION =============== Rev 2.1 Fix issue were taking off armor while stuck under water would not return your player control. THIS REVISION 2 is a complete redesigned of rev 1. REV 2 and up will be the official game mechanics design from now on. If you swim with any armor on that has 50 or more damage resistance and weighs more than 20 units of weight You will drop like a brick deep down into the water. You will not be able to move and your stamina will drop fast unless you unequipped the armor. If you do not have any water breathing magic or ability you will also start to drown as you struggle in the water. This is how I original envisioned (and wanted) my mod to be. However no one could find a simple way to prevent the player from floating back up tot he surface of the water once they were thrown down deep into the water. I got up this morning and it came to me ....I could not believe it would work but I tried it and YES...finally a way to do it with one simple function! Upgrading only requires you to drop the new files into your data folder. I only answer questions about the mod that are posted in my threads on the Bethesda: forums: http://forums.bethsoft.com/forum/13-the-elder-scrolls
  7. I only answer questions for this mod here: http://forums.bethsoft.com/forum/183-skyrim-mods/ Look for SpookyFX.com or "Duke Patrick" mods and you will find me.
  8. Version 1.1


    Duke Patrick's Spears In Skyrim REV 1.1 FINALLY!!! Required latest SKSE (as of July 2014 that is 1.6.16, ) Recommended: 1.07.00 SKSE alpha <-- this will allow your spears to include temporing (smithing bonus) to apply to the damage formula. This is probably the last update for the foreseeable future. I am switching back to my other combat mods. I made this decision tonight because I have found that my system will not work for NPC. So this turns out to be a player only game mechanics mod. I dislike those myself, but I originally I thought my system would work for NPC as well. ​Unfortunately the animation changes that you can make in the CK for "characters" only work on the player. It would seem that the behaviour files handle all of the NPC animations. ================= New in this release! ================= REV 1.1: Fixed another serious sprint bug that stopped the thrust attacks from working after using the mod for a while. This mod has changed to loose files instead of a BSA because too many other spear mods that players may have previously used use animations that are similar and a BSA is overridden by loose files. REV 1.09.1: Fixed sprint bug (that stopped the thrust attacks from working) introduced in REV 1.09 (sorry about that). REV 1.09: Fix to add the ISATTACKING Bool to the games systems when you SPRINT ATTACK with a spear. ================= New in the previous release! ================= Fix to add the ISBASHING Bool to the games systems when you bash with a spear. If you use my Duke Patrick's Archery and Heavy Weapons Combat you need to update to 18.05 of that mod as well. Fixed serious issue were the damage/stagger script was running twice on each hit. This mod will now communicate with my Duke Patrick's Archery and Heavy Weapons Combat mod rev 18.01 or greater . Now feints, armor gaps, locational damage and the other features of my melee combat mod will work with the spears. You may need to adjust your damage WAY DOWN in this Spears mod using the configuration file. This mod will now communicate with my Duke Patrick's Archery and Heavy Weapons Combat mod rev 18.02 or greater . Now feints, armor gaps, locational damage and the other features of my melee combat mod will work with the spears. You may need to adjust your damage WAY DOWN in this Spears mod using the configuration file. Fixed Walking dead bug. This happens when you do not check some actor's status before applying staggers. Fixed error in my script logic that made greatswords and battle axe into spears: Now will work with Game pad controllers! Now you may set one custom word for the word filter list to include any weapon name you want. As long as it is a 2 handed weapon it will be considered a spear by this mod. Set this in the aadpSpears configuration file. =============== DESCRIPTION =============== Finally, Spears In Skyrim! Even spears from other mods can work. NO, it does not replace any of the weapons nor any of the normal attack animations. You will have all your normal weapons and attacks PLUS a spear that can be used to do the same kinds of things as weapons (like blocking with the shaft) but also you can do a few powerful thrust attacks! I had this working YEARS ago using a clever and simple method, all I needed was someone to make a 2handed spear thrust weapon animation. I used a 1 handed spear thrust animation I found, but I did not want 1h spears! I asked around and looked for animators but no one was interested in making 2h spear animations. So this had to wait, a long time... Thanks to animator h1zchan this mod now sees the light of day. What I am doing is a scripting "side step" of the problems the game throws at modders to prevent easy animation modding. My little trick will allow a few spear thrust attacks without removing any of the normal attacks. With my "slight of hand" scripting trick my mod will know you have a spear in your hands and play the spear thrust attacks instead of normal 2h axe attacks. But technically the weapon will be in the class of a 2h axe. The thrusts will be for the moving back, and moving to the left or right (power and normal) attacks. These are all now powerful attacks and do serious damage unless the target blocks the attack or they get in too close to you or you miss the shot. If they are too close you will not be able to hit them with the thrust. The moving forward power attack and all the standing attacks will be the normal 2h axe animations. HOWEVER you can SPRINT with the weapon and RAM THRUST anything in the way as long as you are sprinting at full speed and moving forward. And you can perform a Buttstroke with the moving forward attack (not the moving forward power attack). This Buttstroke is a type of power attack that will not do a lot of damage (has less impulse force) but will hit with a lot of push force to stagger the victim. Thrusts and the Buttstoke will NOT work while your stamina is zero! You will receive two spears when the mod is loaded. There is a LONG heavy spear and a short light spear. These are simple WOOD shafts with a small but nice steel spear head. In latter revisions I will add them to merchants and other containers to be found. I do not use "level lists" in my mods because often my mods need to be loaded last even after the bash patch. I use my own method of distributing such items into the game world. For now don't lose the free spears as there will be no way to get another one. This will be changed in a latter revision. However... YES you can use any 2h spear from any mod IF the spear has the word "spear" (or the words listed below) in the name of the weapon. The words that this mod will use to recognize spears: yari, partizan, partisan, gar, lance, lancet, mizrak, lanze, speer, lanza, pike, geirr, spidde, kopi, sulita, kopye, vigr, spjot, oszczep, lancia, pilum, spiculum, javelin, polearm, pole arm. If any of the above words are in the name of the weapon and it is a 2h weapon this mod will treat it as if it is a spear. I do not intended this to be a complete list, but it should cover most names from most of the world with out requiring complicated "string" conversion and incompatible fonts. These names were researched and given to me by Mr.Dave of Bobs Armory Mod, see here for his mod of weapons: http://www.nexusmods.com/skyrim/mods/12060/? Bewared if the spear you get from a mod is ridiculously long or fast (such as anima weapons) you may have issues with the synchronization of the animations and when and where the attack hits. I will ignore anyone asking for mod support cornering this, you have been warned! =============== How to use the mod: =============== Because of the critical animation edits you must load this mod LAST no exceptions! Even AFTER the bash patch. Keep in mind that if you are TOO CLOSE you will not be able to hit (damage) using the thrust and Thrusts will not work while your stamina is zero! I find the best tactic is to run backwards then thrust as they come in... then immediately block their next attack as they close the distance and then spin a little into a new direction and run backwards and repeat until they are dead! The spear thrust is not easy to use, you will miss much MUCH more often than with other weapons. However it is a little more difficult for your opponents to block the thrust and when the thrust does hit it is devastating! This is an "all or nothing" weapon that depends on the user not making a mistake. If the opponent overruns you, you will suffer! But if you can skillfully land your thrust before that happens you will do 2x the damage shown in the weapons menu less the mitigated damage from armor and magic protections. The two handed skill, armor, magic damage protection and smithing bonuses all are including in this! It may be best not start this mod until you are completely out of the tutorial part of the game (Helgen and the caves of Helgen). Many kinds of mods have issues with the TES tutorials (in Oblivion as well). It is just a much more complicated game environment for the scripts. User Damage Modification Settings As I was trying to keep the scripting light weight I had to choose between two possible conditions for the damage done in the Move Back Thrust. One is that the target is ramming himself onto your spear as they chase you (as you are backing up) but then your stop dead to brace the thrust. The other is were they stand in one place and allow you to back up into the best range to then stab at them from afar. I chose the first. As such the physics of the moving target mass and the focused force on the point of the spear and the devastating angle of incidence (90 degrees more or less, this is not a swing like with other weapons) equals a serious amount of stopping power and damage! But the spear is only good when you are behind some cover that the opponent cannot pass (the same as with arrows, so I do not really care that this may be an issue for spears) or you have a wide open space to fight and you do not have to worry about tripping while you are backing up. Try doing this with a combat mod (such as my own) that trips you when you move backwards over obstacles. OR even without such a mod try this in the twisting hallways and small rooms of a castle or cave However, unlike my other combat mods I am trying to make this mod work for all the players that have been yearning for spears ever since 11.11.11. So I am offering a way for the user to make tweaks to the thrust damage: Go into the console and type: set aadpDamMod to 2.0 set aadpBackWardDamMod to 2.0 set aadpSprintDamMod to 4.0 set aadpButtStokeDamMod to 0.5 The above numbers are the defaults. =========== Known Issue: =========== Naturally with skyrim modding there are caveats... At this time this mod only works in third person. Once H1zchan can figure out the 1st person animations he said he will make them, I will update this mod then. Spear thrust will not deliver poisons nor magic enchainment. Anyone that wants to contribute scripting that will handle this is free to contact me about this and will have my gratitude and be credited. I probably could struggle through this myself and get something working in a week or 4 but I have another mod that needs the my time more than this feature does. ------------------------------------------------------------------------- If you like this mod try my other Skyrim mods: Duke Patricks - Heavy Weapons Combat Melee combat overhaul mod based on my 30 years of real life melee combat fighting tournaments in the SCA. Here: http://tesalliance.org/forums/index.php?/files/file/1567-duke-patricks-archery-and-heavy-weapons-combat/ Duke Patrick's - Savvy Save Auto Save when it is smart to save based on what you have been doing in the game (not TIMER saves)! here: http://tesalliance.org/forums/index.php?/files/file/1506-duke-patricks-savvy-save/ I only answer questions for this mod here: http://forums.bethsoft.com/forum/183-skyrim-mods/ Look for SpookyFX.com or "Duke Patrick" mods and you will find me. =============== Thanks =============== Thanks to H1zchan for allowing me to use his animations. If this mod is not right for you I strongly encourage you to try his animation replacer mod : http://www.nexusmods.com/skyrim/mods/53455/? He has found a good "balance" between the 2h weapons and the spear so that they both work well in Skyrim. Thanks for spear name research done by Mr.Dave of Bobs Armory Mod. see here for his mod of weapons: http://www.nexusmods.com/skyrim/mods/12060/?
  9. mmmm.... I am still not able to upload. Thanks for posting about this, it makes it far easier to wait when you know it is a "known issue" and being worked on. Any more news about it?
  10. I only answer questions about the mod that are posted in my threads on the Bethesda forums: http://forums.bethsoft.com/forum/13-the-elder-scrolls
  11. Version Rev 1


    Duke Patrick's - Follow That Actor Skyrim Edition! Companion Compatible! Latest SKSE needed. =============== DESCRIPTION =============== This is a port of my Oblivion mod. Your PC will now AUTOMATICALLY follow the NPC thru unlocked doors, thru winding passages, around obstacles, up and down stairs, and almost everywhere that a normal NPC can walk while following a path grid. READ THE READ ME FILE and follow the directions. I am slow to answer questions that are detailed in the read me file. And I only answer questions about the mod that are posted in my threads on the Bethesda forums: http://forums.bethsoft.com/forum/13-the-elder-scrolls WARNING! Do not start this mod until you are completely out of the tutorial part of the game (Helgen and the caves of Helgen). Many kinds of mods have issues with the TES tutorials (in Oblivion as well). It is just a much more complicated game environment for the scripts. Known Issue: The mod system sometimes gets stuck in the "busy state" after combat. This means nothing happens when you try to follow and actor. Just save and reload and everything is set back to normal. I am looking into why this happens. How to use the mod: When an actor is in your crosshair press your Sprint button. DO NOT TOUCH YOUR FORWARD KEY! This will trigger a notification that you are going to follow the actor. A second later (if the actor is walking or when they start to walk) your PC will walk behind them with out you touching your controls at all! No more tedious synchronized key tapping to follow the actors now! This will not trigger if you are in combat or pressing your forward movement key or if your weapon are out in the "ready to fight" state. Press your forward key to stop following the actor. The mod AI will steer your PC walking direction to follow the Actor. One issue I have not found a fix for yet is that the player actor seem to not want to walk very fast when following. So the PC often falls behind and then the mod must teleport the PC in behind the actor again to keep up with them. This mod may still have other small "cosmetic" issues. Possibly even issues I will not be able to fix. But nothing that would permanently hurt your game. I made this mod only for personal use. It is based on the Oblivion work I did for Oblivion companion following. I HATE summon spells for companions and was determined to have the companion never get lost and require the player to pull the companion out of the air like a magician grabs money from your ear! However if you are to use this mod you must understand it would take more than a few lines of script to be able to duplicate the ability of your brain to follow an actor around through all the possible egress pitfalls in the game! But then even the game makes “following†mistakes sometimes with the NPC actors. At this time You cannot follow a running actor, well you can but because your PC can only walk you will just get teleported over and over again. I am planning to do a much more complicated script so the player can follow while running as well. No Promises however. If you like this mod try my other Skyrim mods: Duke Patricks - Heavy Weapons Combat Melee combat overhaul mod based on my 30 years of real life melee combat fighting tournaments in the SCA. Here: /index.php?/files/file/1567-duke-patricks-archery-and-heavy-weapons-combat/">http://tesalliance.org/forums/index.php?/files/file/1567-duke-patricks-archery-and-heavy-weapons-combat/ Duke Patrick's - Savvy Save Auto Save when it is smart to save based on what you have been doing in the game (not TIMER saves)! here: /index.php?/files/file/1506-duke-patricks-savvy-save/">http://tesalliance.org/forums/index.php?/files/file/1506-duke-patricks-savvy-save/ =============== Requirements =============== Latest SKSE needed! ================================ LEGAL ================================ I worked very hard on this mod (spent my 3 days off from my job to work on this). But this mod is a product more of creativity, sweat and tears than script writing talent. DO NOT distribute THIS MOD! You should only find this mod distributed from Tes Alliance! If any other web site is distributing the files for this work they are doing so illegitimately.
  12. 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.
  13. Version REV 47.9


    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 47.9 Fix major bug in the combat achievements system that made getting some achievements more difficult than then intended. REV 47.8.1 There is now a cool down on the NPC combat tripping attack. So the weapon using NPC will not Spam tripping you to the ground anymore. THIS IS NOT THE SAME AS THE CREATURES KNOCK DOWN! Large creatures and wolves still use this as their primary attack. REV 47.8 New optional feature! Default is ON but can be turned off in the MCM. Actors will play an injured limping effect when health is very low but may not be low enough to cause the bleed out effect. However there are situations that may temporarily stop this from working because is intended as a visual effect and not a combat changer. It will still have a significant effect on combat as it will slow you and the other actors down when running away or trying to sprint in combat. REV 47.7.1 Small edits to many scripts to remove old unused code and variables that was left in little by little over time. NPC that drop their weapons that are two heavy or awkward will have a back up weapon now. REV 47.7Huge improvement! I found a way to allow the two weapon fighter to block even if they press the two weapon block button before they stop attacking! Before the player would just not be able to attack at all if they tried while the attack animation was still running down. Now that is not an issue anymore as there is just brief a delay on the block if the player tries to two weapon block while they are still attacking! REV 47.6 HOTFIXAn embarrassing serious error in my stamina hit cost formula. This made long balanced weapons burn way too much stamina on landed hits. I apologize it took me too long to notice this because I have been playing a light weapons fighter using only fast weapons which made this harder to notice. 47.5.2Found and fixed a CTD issue in the dragon trample feature. Tweaked the dragon breath blow back feature. REV 47.5.1 Fixed discrepancy between what script damage was shown in the inventory for weapons. This was only a visual issue in the menu and had no effect on the actual damage you did but it was confusing. REV 47.5 Knock back force scripts now in sync with damage and speed formulas. Basic Knock Back Force = Tip Weight x 0.5 x (Tip Speed x Tip Speed). This is NOT the same formula for impulse force (damage)! Tip Weight increased for top heavy weapons, reduced for counter balanced weapons and Tip speed is increased for counter balanced weapons. The complete calculation has many other Knock Back modifiers such as from perks and your body momentum. And now the target's stamina plays a more important part. Stamina regeneration delay (pause before regeneration when you hit zero stamina) cut in half from 3 seconds to 1.5 seconds. To prevent issues with grip changing, now trying to swing a weapon that is too big/heavy/awkward will not make the player drop the weapon. It now will only cause a stagger effect. NPC will still drop weapons for technical reasons. And this is no longer an optional feature (setting removed from the MCM configuration). Unfortunately there are times when the weapon stat re-calculations will be delayed for a few seconds after a grip change. Sometimes it is immediate. So the notification that tells you the weapons has changed stats will not happen now until after the stats actually have changed. REV 47.4 HOT FIXI screwed up on the last Rev! The new damage formula in the previous revision used speed as a factor but I forgot that “speed” in this game is a combination of attack speed and recover speed. So the faster counter balanced blades were doing 1/10th the damage they should be doing. This is now fixed. Sorry this was an amateur mistake on my part.The knock back formula is still not right, I am working on that now for the next revision. 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
  14. Version 3.0


    Duke Patrick's Savvy Save SKSE needed. This is a Skyrim port of my popular Oblivion Safe Save mod. It is designed to produce INTELLIGENT save points! Now you will not lose an hour or more of important game play because you were so immersed in the game you forgot to save! Description of what the mod does ----------------------------------------- The mod monitors your combat and other game progress and calculates a Save Score based on how hard of a fight you had plus many other factors. Once you reach the Save Score of 1000 pts or more the mod will make a save of your game under 1 of 6 savegames files called "Savvy Save". There is only one player alias script and two script fragments. The calculation logic to accomplish all this is clever but simple. This mod does NO polling at all, all script detentions and calculations are activated efficiently using events. The logic of the functions are clever and un-complicated resulting in low overhead. READ THE READ ME FILE and follow the directions (it is relatively a very small file). I am slow to answer questions that are detailed in the read me file. And I only answer questions about the mod that are posted in my threads on the Bethesda forums: http://forums.bethsoft.com/forum/13-the-elder-scrolls New in REV 3 REBOOTED ---------------------- Last time I uploaded a new rev was many years ago. For this REV I rewrote the entire script using new SKSE functions and 3 more years of new scripting experience in skyrim.