Reworking combat in Skyrim. Reworking combat in Skyrim Reaction to NPC attack - stunning

It is interesting only in words, in reality it is one of the worst mods, it is not clear for whom it was made, perhaps for those who were bored playing on the Beginner-Adept difficulty.

Firstly, the mod does not get rid of clone battles in any way; only different types of enemies can provide uniqueness. In the original, all this was exactly the same - the AI ​​either hits the shield, or waits for you to open up from under your shield in order to counterattack. Enemies with one-handed weapons for example. And those with two-handed weapons, on the contrary, quickly go on the attack.
So, the mod makes this behavior not logical, but chaotic. Now a furious orc with a two-handed ax can stand and wait like a tank for you to open up, without trying to break your blocking and stamina. And a flat thief can start lashing you with a dozen weak, useless attacks on the shield, without trying to stop. Yes, the enemies really have become different from each other, as if random types of behavior came into their heads =)

Well, why the author needs to shoot himself is to increase the reaction to fear and escape. In the original Skyrim, there were quite a few situations when a wounded enemy, as they say, “got tired of fighting,” and began to rush at you at random. This was incredibly infuriating, because you had to chase him halfway across the map, either forward or backward. And then come back. For what? Now, as soon as you hit some trickster once, he already squeals and starts running, forgetting about the attack. And that was by accident. Sometimes brutal orcs in ebony armor are terrified. And then you run after this fool, trying to get him in the back, which is not very convenient, due to the fact that the author for some reason cut the hitbox radius of all weapons. Run and slap the person running away on the back ten times.

Ignore pain - author of the mod, you're a damn genius, if only you could come up with such potions. A spell that returns normal animation to the game for a couple of seconds! Like feel the difference.
The shaking of the camera when hitting a hero or an enemy, it looks interesting only in words, and only in the trailer. In fact, after the tenth enemy you meet, you will swear at this mod, because EVERY attack will jerk the camera in all directions, as if you drank three liters of beer. And there are a lot of enemies in these crypts and ruins. And on high difficulty it’s generally a test of nerves, when the battle with the draugr warlord resembles a fight between two alcoholics who are shaking convulsively when they hit each other

Well, fourthly, the reduction in armor stats, bravo again, but in the original the difficulty, for example, Master, somehow doesn’t make you feel like an invincible god. Especially at character levels above 40. When a Daedric sharpened to the maximum with three arrows is clicked by military leaders. And especially for magicians - two spells and fly to the ceiling.
And in Skyrim, only boots can be enchanted for protection from the elements. Only boots or shield. Two effects - try to bring the enchantment to 100%. What if you don’t want to, what if you’re not a magician? To say that the chance of finding enchanted boots, ebony, daedric, or dragon, is somewhere around 3-4% of all uselessly generated loot? A shoe with one effect, by the way.
Why are you reducing the armor parameters, mod author? Haven’t you ever encountered men who have a Daedric ax in their hands with a buff of 45 units of fire damage? Do you know that they remove 500 HP from almost one hit on a Master, if there is no additional protection?

Oh yes, distance. Just the original radius of destruction of weapons in Skyrim made it possible to fight while dodging enemy attacks. Not always, but often. This is the only thing that helps you out on high difficulty, when fighting strong enemies, such as giants, trolls, orcs with two-handed weapons, and the like.
And now the author of the mod thought that a spectacular battle is to stand almost close to the enemy, and spank each other with swords, staggering with a twitching camera, with reduced armor parameters. So that you don’t dance back and forth, away from your opponent and towards him, but stand and spank.

Here is such an interesting mod. I suspect that it is painstaking to work with and difficult to implement, but completely useless and unnecessary, because it does not improve the combat system, but makes it even more annoying and clumsy.

By the way, due to the fact that after each missed attack the enemy begins to stagger, you can literally click on everyone with one mouse button if you pump up your reserve of strength. If you miss such a blow, then most likely they will call you out. At least experienced enemies. That is, you have to forget that you made the legendary heavy armor there, and increased your skill to 100. Now you seem to be running around all the time in a blouse and tights, bending over from every blow, no matter what you’re wearing.

It is interesting only in words, in reality it is one of the worst mods, it is not clear for whom it was made, perhaps for those who were bored playing on the Beginner-Adept difficulty.

Firstly, the mod does not get rid of clone battles in any way; only different types of enemies can provide uniqueness. In the original, all this was exactly the same - the AI ​​either hits the shield, or waits for you to open up from under your shield in order to counterattack. Enemies with one-handed weapons for example. And those with two-handed weapons, on the contrary, quickly go on the attack.
So, the mod makes this behavior not logical, but chaotic. Now a furious orc with a two-handed ax can stand and wait like a tank for you to open up, without trying to break your blocking and stamina. And a flat thief can start lashing you with a dozen weak, useless attacks on the shield, without trying to stop. Yes, the enemies really have become different from each other, as if random types of behavior came into their heads =)

Well, why the author needs to shoot himself is to increase the reaction to fear and escape. In the original Skyrim, there were quite a few situations when a wounded enemy, as they say, “got tired of fighting,” and began to rush at you at random. This was incredibly infuriating, because you had to chase him halfway across the map, either forward or backward. And then come back. For what? Now, as soon as you hit some trickster once, he already squeals and starts running, forgetting about the attack. And that was by accident. Sometimes brutal orcs in ebony armor are terrified. And then you run after this fool, trying to get him in the back, which is not very convenient, due to the fact that the author for some reason cut the hitbox radius of all weapons. Run and slap the person running away on the back ten times.

Ignore pain - author of the mod, you're a damn genius, if only you could come up with such potions. A spell that returns normal animation to the game for a couple of seconds! Like feel the difference.
The shaking of the camera when hitting a hero or an enemy, it looks interesting only in words, and only in the trailer. In fact, after the tenth enemy you meet, you will swear at this mod, because EVERY attack will jerk the camera in all directions, as if you drank three liters of beer. And there are a lot of enemies in these crypts and ruins. And on high difficulty it’s generally a test of nerves, when the battle with the draugr warlord resembles a fight between two alcoholics who are shaking convulsively when they hit each other

Well, fourthly, the reduction in armor stats, bravo again, but in the original the difficulty, for example, Master, somehow doesn’t make you feel like an invincible god. Especially at character levels above 40. When a Daedric sharpened to the maximum with three arrows is clicked by military leaders. And especially for magicians - two spells and fly to the ceiling.
And in Skyrim, only boots can be enchanted for protection from the elements. Only boots or shield. Two effects - try to bring the enchantment to 100%. What if you don’t want to, what if you’re not a magician? To say that the chance of finding enchanted boots, ebony, daedric, or dragon, is somewhere around 3-4% of all uselessly generated loot? A shoe with one effect, by the way.
Why are you reducing the armor parameters, mod author? Haven’t you ever encountered men who have a Daedric ax in their hands with a buff of 45 units of fire damage? Do you know that they remove 500 HP from almost one hit on a Master, if there is no additional protection?

Oh yes, distance. Just the original radius of destruction of weapons in Skyrim made it possible to fight while dodging enemy attacks. Not always, but often. This is the only thing that helps you out on high difficulty, when fighting strong enemies, such as giants, trolls, orcs with two-handed weapons, and the like.
And now the author of the mod thought that a spectacular battle is to stand almost close to the enemy, and spank each other with swords, staggering with a twitching camera, with reduced armor parameters. So that you don’t dance back and forth, away from your opponent and towards him, but stand and spank.

Here is such an interesting mod. I suspect that it is painstaking to work with and difficult to implement, but completely useless and unnecessary, because it does not improve the combat system, but makes it even more annoying and clumsy.

By the way, due to the fact that after each missed attack the enemy begins to stagger, you can literally click on everyone with one mouse button if you pump up your reserve of strength. If you miss such a blow, then most likely they will call you out. At least experienced enemies. That is, you have to forget that you made the legendary heavy armor there, and increased your skill to 100. Now you seem to be running around all the time in a blouse and tights, bending over from every blow, no matter what you’re wearing.

Version: 7.00
Some bugs fixed
Reduced level of npc pumping
Reduced fNPCHealthLevelBonus from 7.50 -> 6.00.

Do you want responsive artificial intelligence in battles, various injuries and increased lethality? Then this modification is what you need. Its goal is to diversify battles and create dangerous situations.

Peculiarities:
- Experience advanced combat AI: modified combat styles and game settings.
- Avoid injuries, they will last until the end of the fight and can turn the tide of the fight.
- Rely on your intuition, stunning blows and debilitating injuries await you.
- Customize the game for yourself using various options of this plugin.
- Minimum scripts and no bloating of game saves.
- Increased mortality in battle will add acuity to the sensations

Requirements: Skyrim; Dawnguard, Dragonborn, SkSE and SkyUI (optional)]

  • Author of the mod: Enai Siaion

1. Combat AI

Most fighting styles and related settings have been changed. Now the opponents are much more decisive and dangerous than in the original game. The changes also affected the cost of spells in a more realistic direction.

2. Injuries

When characters' health falls below 50%, 35%, or 20% (default), they have a chance to be stunned and suffer random injuries. The latter last until the end of the battle or until health is fully restored.

Arm/Forepaw: 25% chance of staggering when attacking.
Brain: loss of 10% health after casting a spell.
Skull: loss of 10 points of magic per second.
Foot: Possibility of being stunned when running.
Intestines: Lose 5 health points every second when health level is below 50%.
Brush: 25% chance of being stunned after using magic.
Heart: death if not cured.
Knee/Hand Paw: Unblocked shield attacks or power hits will knock you down.
Muscle: Loss 5% health when attacking.
Neck: Unblocked shield attacks or power hits deal double damage.
Chest: Loss 10 stamina per second.
Leverage: -30% attack speed.
Skin: -25% magic resistance.
Spine: Paralysis below 20% health.
Stomach: Shield attacks or power attacks stun.

A message will notify you every time your target is hit or injured. The chance of injury is adjusted in the mod menu, where you can completely disable this mechanic and remove it from the game.

3. Timely block

Blocking a strike for 1 second with a raised weapon or shield avoids 20% more damage and staggers the attacker. The option can be disabled in the mod menu.

4. Intuitive battles

Initiative in battles is very important. Low health is a significant weakness, full health is combat superiority. Characters attack less frequently when weakened.
Lethality has been significantly increased for all difficulty levels (damage received/dealt):

Beginner: x2.00/x1.00 (was x2.00/x0.50)
Apprentice: x1.75/x1.25 (was x1.50/x0.75)
Adept: x1.50/x1.50 (was x1.00/x1.00)
Expert: x1.25/x1.75 (was x0.75/x1.50)
Master: x1.00/x2.00 (was x0.50/x2.00)
Legendary difficulty: x4.00/x4.00 (was x0.25/x3.00)

Thus, battles become fleeting, dangerous, and each blow causes significant damage. The option in the mod menu "Game Difficulty" will allow you to customize the game the way you like.

5. Other changes

The player is stunned in the same way as all the characters.
Bow string draws 30% slower, but damage increases by 30%. The player does not have auto-aim.
Melee attacks are 25% stronger, does not apply to sneak attacks.
Spells cost more magicka to compensate for the increased lethality.
Holding the spell slows movement by 15%.

6. Slippery moments

Damage taken is lower when health is high and vice versa.
The blow inflicted during an enemy's power attack is 50% greater.
Attacks cost 6 (by default) stamina units, and when depleted, their damage is reduced by 35%.

7. Security settings

Shields protect 50% + 0.15%/level (from 45% + 0.2%/level), weapons block 40% + 0.15%/level (from 30% + 0.2%/level).
Magic and powers are restored at normal speed, starting at 33%.
The threshold for armor protection and magic resistance is 75% (from 80% and 85% respectively). The maximum blocking level is 95%.
Each point of armor adds 0.1% protection (from 0.12%).

Compatibility

List of compatible plugins

Animal Tweaks must be loaded before this mod.
ASIS: You need to add SFL_ to the list in the ASIS Automatic Perks INI settings and to the list in the ASIS Automatic Spells INI settings.
Attack Commitment.
Combat Behavior Improved.
Combat Fatigue.
Combat Evolved: Both mods change combat styles and settings, so prioritize plugins according to your preference. Please note that in Combat Evolved, blocking has a significant defense bonus, making it easy to reach maximum defense regardless of shield type and perks.
Deadly Combat: Note that in Combat Evolved, blocking has a significant defense bonus, making it easy to reach maximum defense regardless of shield type and perks. It’s also worth disabling the timely block mechanics in one of the mods.
Duel - Combat Realism.
Grimy Combat Patcher: allows you to create a patch that replaces all characters' combat styles, and the changes of this mod will be overwritten. If you want to keep the fighting styles, then remove the mod from the download list, run the program, return the mod to the list after the created patch.
Mortal Enemies.
Ordinator - Perks of Skyrim: when installing version 7.41 and higher, the timely block will be automatically disabled in this mod.
Perkus Maximus (PerMa). Patchus Maximus (PaMa): Add this mod to the PaMa blacklist to prevent the spread of unwanted spells and perks.
Revenge of the Enemies: Most enemies will not be affected by this mod's AI changes.
Skyrim Immersive Creatures: A small number of enemies will not be affected by this mod's AI changes.
Skyrim Redone (SkyRe) must be loaded before this mod.
Ultimate Combat must be loaded before this mod. a small number of enemies will not be affected by this mod's AI changes. It’s also worth disabling the timely block mechanics in one of the mods.
Vigor - Combat and Injuries should load after this mod. Version 5.1 recommended. It’s also worth disabling the timely block mechanics in one of the mods.

My mod is not listed, is it compatible?

Yes, if:
existing characters changed
new characters have been added to which the changes in this mod apply, with the exception of those who have their own fighting styles
wound/stagger mechanics are compatible with everything

No if:
combat styles and settings have been changed (block chance, frequency of AI shield hits, recovery rate in battle, etc.) - conflicts are resolved in favor of the latter when loading the plugin
Changed difficulty levels (damage received/damage dealt multiplier), use the Adept difficulty setting in the menu of this mod and make sure other mods do not overwrite these parameters

It is interesting only in words, in reality it is one of the worst mods, it is not clear for whom it was made, perhaps for those who were bored playing on the Beginner-Adept difficulty.

Firstly, the mod does not get rid of clone battles in any way; only different types of enemies can provide uniqueness. In the original, all this was exactly the same - the AI ​​either hits the shield, or waits for you to open up from under your shield in order to counterattack. Enemies with one-handed weapons for example. And those with two-handed weapons, on the contrary, quickly go on the attack.
So, the mod makes this behavior not logical, but chaotic. Now a furious orc with a two-handed ax can stand and wait like a tank for you to open up, without trying to break your blocking and stamina. And a flat thief can start lashing you with a dozen weak, useless attacks on the shield, without trying to stop. Yes, the enemies really have become different from each other, as if random types of behavior came into their heads =)

Well, why the author needs to shoot himself is to increase the reaction to fear and escape. In the original Skyrim, there were quite a few situations when a wounded enemy, as they say, “got tired of fighting,” and began to rush at you at random. This was incredibly infuriating, because you had to chase him halfway across the map, either forward or backward. And then come back. For what? Now, as soon as you hit some trickster once, he already squeals and starts running, forgetting about the attack. And that was by accident. Sometimes brutal orcs in ebony armor are terrified. And then you run after this fool, trying to get him in the back, which is not very convenient, due to the fact that the author for some reason cut the hitbox radius of all weapons. Run and slap the person running away on the back ten times.

Ignore pain - author of the mod, you're a damn genius, if only you could come up with such potions. A spell that returns normal animation to the game for a couple of seconds! Like feel the difference.
The shaking of the camera when hitting a hero or an enemy, it looks interesting only in words, and only in the trailer. In fact, after the tenth enemy you meet, you will swear at this mod, because EVERY attack will jerk the camera in all directions, as if you drank three liters of beer. And there are a lot of enemies in these crypts and ruins. And on high difficulty it’s generally a test of nerves, when the battle with the draugr warlord resembles a fight between two alcoholics who are shaking convulsively when they hit each other

Well, fourthly, the reduction in armor stats, bravo again, but in the original the difficulty, for example, Master, somehow doesn’t make you feel like an invincible god. Especially at character levels above 40. When a Daedric sharpened to the maximum with three arrows is clicked by military leaders. And especially for magicians - two spells and fly to the ceiling.
And in Skyrim, only boots can be enchanted for protection from the elements. Only boots or shield. Two effects - try to bring the enchantment to 100%. What if you don’t want to, what if you’re not a magician? To say that the chance of finding enchanted boots, ebony, daedric, or dragon, is somewhere around 3-4% of all uselessly generated loot? A shoe with one effect, by the way.
Why are you reducing the armor parameters, mod author? Haven’t you ever encountered men who have a Daedric ax in their hands with a buff of 45 units of fire damage? Do you know that they remove 500 HP from almost one hit on a Master, if there is no additional protection?

Oh yes, distance. Just the original radius of destruction of weapons in Skyrim made it possible to fight while dodging enemy attacks. Not always, but often. This is the only thing that helps you out on high difficulty, when fighting strong enemies, such as giants, trolls, orcs with two-handed weapons, and the like.
And now the author of the mod thought that a spectacular battle is to stand almost close to the enemy, and spank each other with swords, staggering with a twitching camera, with reduced armor parameters. So that you don’t dance back and forth, away from your opponent and towards him, but stand and spank.

Here is such an interesting mod. I suspect that it is painstaking to work with and difficult to implement, but completely useless and unnecessary, because it does not improve the combat system, but makes it even more annoying and clumsy.

By the way, due to the fact that after each missed attack the enemy begins to stagger, you can literally click on everyone with one mouse button if you pump up your reserve of strength. If you miss such a blow, then most likely they will call you out. At least experienced enemies. That is, you have to forget that you made the legendary heavy armor there, and increased your skill to 100. Now you seem to be running around all the time in a blouse and tights, bending over from every blow, no matter what you’re wearing.

This modification makes combat realistic: fast-paced, requiring greater concentration and reaction, rewarding experienced players.

Game changes:

1) Armor protection has been reduced, now it has become more difficult to achieve the maximum level of protection;
2) Weapon damage has been increased, each hit will cost you your stamina;
3) Reduced melee range to make battles more risky;
4) The cost of stamina for block attacks and power attacks has been increased; to compensate, stamina recovery has been increased
5) Stunning of the player and NPCs from ordinary blows, this factor can be fatal for both NPCs and the player;
6) Temporary blocking and amulet, which make passive protection irrelevant;
7) A noticeable difference between the types of armor in movement and attack speed between one-handed and two-handed weapons;
8) A system of local damage, the probability of which is calculated based on the level of the attacker, the chance of a critical hit, and the enemy’s reserve of strength;
9) Smarter enemies who will now try to trick you and predict your next move.

After activating the plugin, you will automatically learn two spells.

The first will help you configure some mod options. You can configure the following:

1) Stunning the player and NPCs;
2) Temporary blocking and amulet;
3) Local damage in melee and ranged combat;
4) Script activity (it is important to turn them off before deleting the mod).

The second can be useful not only for melee fighters, but also for magicians, with the help of which you can avoid being stunned for a short period of time.

In addition, you can use the advanced settings of this modification in the mod settings menu.

Optional files are included with the modification.

1) DeadlyCombat_GiantsAIFix - fix for those who discovered strange behavior of giants, for example, running away instead of attacking the player
2) DeadlyCombat_ASIS_Patch - serves to improve collaboration with ASIS (must be loaded after the specified plugin)

Compatibility: This mod must be compatible with all others that do not change the same parameters. It is possible to combine the work of some modifications, for example, you can disable the local damage of this plugin and install Locational Damage from Kahmul78.

Publishing the translation on other sites is prohibited!

What's new in version 4.01-4 and 1.11 SSE()

  • Added version 4.04 Lite
  • Added versions 4.03 Lite and 1.11 SSE
  • Added version 4.01 Lite
  • Added SSE version
  • fixed bugs in MCM;
  • Attention: before updating, it is recommended to delete all modification files and make a “clean” save.

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