Search the Community: Showing results for tags 'Combat'.
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Hello. I decided to start up my Skyrim again, but when I re-downloaded it, the sound was weird. There are no door sounds, and weapon swing sounds do not always play, as in they will play for a bit, then stop playing at all. I have already tried reinstalling with no mods (multiple times), deleting all saves, deleting all steam games and re-installing Steam, checked my sound settings in game and for my sound settings, restarting computer, and "Cleaning" the Update, Dawnguard, Hearthfire, & Dragonborn ESMs with TES5Edit. I would really like to play my Skyrim without the weird sound glitches. Any and all help is greatly appreciated.
61 downloadsScript-based, player-only tweaks to improve melee combat believability and reward player skill. Requirements: Skyrim 1.9, SKSE 1.06.16, MCM. ---- 1. INTRODUCTION ---- Why can I hit a puny mage with a warhammer and he won't even flinch? Now that you mention it...Why can I be butt-naked, be hit with a warhammer, and not even flinch either? How come a bandit using a dagger can cut through my steel plate armor as if it was butter? What's the point of adding a stamina bar if even when it's depleted you can swing your weapon ad infinitum? Why do I have the impression that button mashing is as viable a strategy as skilful gameplay? ---- 2. FEATURES ---- Player's normal melee attacks may stagger opponents. General requirements to stagger an opponent: the player needs to have at least 25% stamina and use any melee weapon but a dagger. Specific requirements vary depending on the opponent (NPCs, undead, creatures, dawarven automatons...) See Readme for details. Player reacts when hit. If the player fails to block an attack, he will stagger. There are two possible types of stagger: cosmetic (doesn't impede movement) and full-body (leaves the player defenseless for half a second). Strength of the attack received, how well-protected the player was when hit and how well-positioned the player was when hit are the factors used to determine which stagger affects the player. Attacks from weapons, spells, creatures and even traps/hazards are supported. See Readme for details. Stamina changes: player's stamina is consumed after every normal attack. When player's stamina is above 75%, attacks deal 25% more damage. When player's stamina is below 25%, attacks deal 50% less damage.If player's stamina reaches 0, he will kneel on the ground for 5 seconds to catch his breath (bleed out animation used). When in combat, stamina regenerates as fast as when outside of combat provided that the player is neither attacking nor blocking. Dodging. The player can perform a quick dodge by pressing a user-configurable button (default 'K', can be remaped via MCM). To be able to dodge, 3 conditions must be fulfilled: 1) weapons must be out 2) player must not be wearing a heavy cuirass 3) player must be moving backwards. See readme for more details. Timed Blocking. A timed block occurs when at most 0.5 seconds elapse between raising a shield/weapon to block a hit and actually blocking the hit. Timed blocks absorb twice as much damage than normal blocks. Meaning: if an attack does 20 damage through a normal block, it will only do 10 damage through a timed block. This increase in block effectiveness stacks with 'Shield Wall' perks. ---- 3. LIMITATIONS OF THE MOD & KNOWN ISSUES---- This mod simply adds several scripts to the player (by using a Quest Alias). No scripts are given to any other actor via cloak spell or otherwise. Advantage: no brawl bug and less script lag. Disadvantage: only Player vs. NPC fights are enhanced by this mod. NPC vs. NPC fights remain 100% vanilla. This mod only focuses on improving melee. Archery and magic combat are left untouched. The dodge animation won't trigger if 1) a spell or a staf equipped in either hand 2) both hands are empty. This is not a design choice but an issue with the animation itself. Hence, there is nothing I can do to fix this problem. ---- 4. COMPATIBILITY ---- No vanilla record was edited when making this mod Perk mods: all compatible Combat mods: it depends: - if they only modify vanilla combat styles (like Enhanced Enemy AI) they are compatible. - If they do more than that (think Deadly Combat, Duel...) they are not compatible. ---- 5. INSTALLATION, UNINSTALLATION & UPGRADING ---- Installation: the mod contains an .esp file and a folder called 'scripts'. Place both inside the data folder to install. Then tick the .esp file to activate the mod. Uninstallation: this is a script-based mod. As such, removing the files that come with the mod is not enough to uninstall it. You MUST go back to a save that has never seen this mod. Upgrading: for the updates to take effect, you must go back to a save file that has never seen this mod. Else the update may not work as intended. ---- 6. RECOMMENDED MODS ---- Enhanced Enemy AI: http://skyrim.nexusmods.com/mods/36478//? Faster GetUp Animation (vanilla friendly): http://skyrim.nexusmods.com/mods/17491//?
Can anyone help this one? He'd like a few mods to help him make Skyrim more enjoyable. Something that makes bandits liable to stop fighting at critical health. Sometimes sparing a life is the right thing to do. A mod that lowers the aggression of animals (wolves, sabre cats and bears) so they don't always attack on sight.
Hello there I would like some help with a mod that I am making, specifically with the actor design. I have made several actor types that are guards and although they can make arrests successfully, in combat they stand in one place and do not chase the player as normal guards would. I have absolutely no idea why this is true. The maps are navmeshed and work just fine with follower npcs but the guards do not move very much in combat, the actors will attack if you get close enough, but if you take several steps away they will just stay in a blocking stance until you move very far away. Does anyone know why this might be? I think it might be a problem with the AI packages but I really have no idea.