Mod for an improved combat system in Skyrim. Improved combat system in Skyrim. Improved spell casting system

01.12.2021 Carpentry

Weapon

Weapons in Skyrim are very diverse. The damage you inflict depends on the weapon itself, your skill and ability to use this type of weapon. Heavy weapons strike more slowly, so they can be inferior in damage per unit of time to faster ones. In addition, heavy weapons slow down your movements.

Close combat

There are two types of attacks: simple and power. Simple attacks are faster, but do less damage; power attacks are slower but deal more damage. To carry out a simple attack, click the left mouse button. Hold the left mouse button for a power attack.

Archery

To shoot a bow, press and hold the left mouse button, then release it to fire the arrow. It takes time to fully pull the string after firing. Special shooting abilities provide new opportunities, for example, to zoom in on the view when shooting.

One-handed and two-handed weapons

Some weapons, such as daggers, swords, maces and axes, are designed for one hand, while you can take a shield or other one-handed weapon in the other hand. You need two hands to use axes, large swords or war hammers, so you cannot pick up a shield or a second weapon. Two-handed weapons are slower, but deal more damage.

Blocking

Hold the right mouse button to close off the blow. Blocking with a weapon or shield reduces the damage you take. At the same time, shields are more effective than weapons. To strike flat - with a shield or a weapon - hold down the right mouse button and at this moment click the left mouse button. Striking flat can stun the enemy, causing them to open up to strike. You cannot strike flat with a low stamina.

Armor

The overall level of your protection, or class of armor, is the sum of the indicators of all the items you are wearing. The higher the armor class, the better protected you are. The level of protection provided by armor depends on the armor itself, your skill in wearing it, and the corresponding abilities.

Termination of the fight

If you have entered into battle with a friend or guard, you can always surrender by removing your weapon. If the enemy wants, he will stop the fight.

“Block, counterattack, blow with a shield! Hit the enemy when he falls! She won't spare you, should you? In battle, the main thing is pressure, you must be the first to catch your opponent and not let him go. "

- Eduardo Corvus, How to Kill Before You Are Killed

A very interesting and extremely useful mod that will significantly change the combat system in the game: from damage to the behavior of artificial intelligence.

Peculiarities:

AI

  • NPCs will behave more naturally and intelligently. The number of enemies will be adjusted, as well as how they react to you or to each other.
  • NPCs will try to dodge or block your attack.
  • NPCs will take advantage of your mistakes during the fight, attacking you (the same will happen if you behave very passively)

Special attacks

  • NPCs will use special. attacks that are much more powerful than normal ones, they can also stun you.
  • If the NPC has little stamina, they will not be able to conduct specials. attack.
  • Improved NPC attack animations.

Resistance to attacks

  • If the NPCs will use the same special. attack one after another - after the 3rd such attack, you will gain immunity to stun, the same applies to your attacks.

Blocking

  • If you block the NPC's attack in time, you will not lose stamina and life.

Other

  • NPCs will use specials. skill when fighting with each other
  • Slow movement speed when attacking with one-handed weapons
  • Blocking will become more efficient
  • Blocking uses stamina
  • Reduced the range of melee weapons
  • Opponents - people can restore their health

Updated!

- Updated all added animations.

- Added balance system (?)

- Redesigned AI.
[New features]

High-level enemies magicians have received the "Great Magic" skill.
When shooting from a bow, the lesson deals different damage to the arms and legs
The player will not be affected by the killmove. Default value: Enabled. (?)
Centurions received a "reset" mode during which their strength increases significantly
Giants gained Rage - it also increases their characteristics

Changed the calculation of the speed bonus. Now the speed of the enemy will be taken into account.

Reduced the movement speed of the NPC

Increased the speed of changing NPC weapons

Headshots have become less powerful

Scripts have become more stable

Time lock has new effect and sound

Small and floating creatures will have no bonus to speed and balance

And a bunch of other additions and improvements ...

Requirements


Installation: Place the Data folder in the game folder

- Use with FNIS

The mod works without FNIS, for compatibility, do the following:

1. Download FNIS Behavior V6_3 Add-on 2.1 (tktk1 and Centaur race) and install it
2. Run Data \ tools \ GenerateFNIS_for_Users \ GenerateFNISforUsers.exe.
3. Select tktk1's "TK Dodge / Ultimate Combat" in the patch list.
4. Click Update FNIS Behavior.
5. Play

- Use with PCEA
1. Make a backup "Meshes \ actors \ character \ behaviors \ 1hm_behavior.hkt, magicbehavior.hkt" before installing the patch.
2. Install the contents of the "Option - PCEA patch folder" from the archive with the mod.

All skills in the game are divided into three categories: combat, magic and thieves. This article will focus on combat skills.

The Blacksmithing skill is responsible for creating new items. The offensive skills are Shooting, One-handed, and Two-handed, and the defensive skills are Heavy Armor and Block. Activating the Warrior Stone increases the rate of growth of combat skills by 20 percent.

Hand-to-hand combat

In the game, in addition to various weapons and magic, you can also use your own fists. Damage in hand-to-hand combat is always inflicted on the opponent's health, but not on his reserve of magic or stamina. Hand-to-hand combat is not as effective compared to other fighting styles, but it can still be used to kill. If you play as a Khajiit and find yourself a pair of heavy gloves, then somewhere up to level 10, hand damage can exceed weapon damage. It is important to note that you can critically hit from stealth with your bare hands, but you cannot inflict poison on your hands. The distance of the fight with the hands is approximately equal to the distance of the fight with daggers, the speed is average. You can combine hand-to-hand combat with the use of magic or shield, striking with only one hand. Unfortunately, since hand-to-hand combat is not a skill, your early development can get stuck a little with heavy use of this combat style.

Bare-handed damage at the start of the game is fixed for each race. All races, with the exception of Argonians and Khajiit, do damage equal to 4 ... Argonians and Khajiit have base damage equal to 10 , and the latter also have a passive ability that increases the total damage with hands to 22 ... These values ​​do not change with increasing level and are associated with only one perk - Steel Fists, which can be found in the Heavy Armor tree.

Increased damage in melee combat

The Steel Fists perk adds damage in melee combat, numerically equal to the base armor rating of the gloves worn by the protagonist. Daedric gloves have a maximum base rating, and, accordingly, the damage they add is equal to 18 ... Increasing skills or improving gloves at the forge does not affect this number.

There is only one item in the game that improves unarmed combat skills. It's called Fighter's Gloves. You can find him in the Rat Hole, the infamous Riften sewers, with a friend named Gian the First. This item can be broken on the altar of enchantment and then enchant a ring or other gloves to increase the damage from a blow with fists. There is also a ceiling here and it is equal to 14 .

Thus, the maximum damage that you can achieve in the game without using alchemy is 10 (base) +12 (Khajiit claws) + 18 (Daedric gloves) + 28 (enchant for the ring and gloves) = 68

Fight with weapons

In order to use a weapon, you must assign it to your left or right hand. Two-handed weapons and bows require both hands. When equipped, shields automatically appear in the left hand, and cannot be reassigned to the right hand.

If you deal enough damage when attacking to kill an opponent, the game can show a kill animation. If you activated the Perks Merciless Strike and Crushing Strike in the skills One-handed weapon and Two-handed weapon, respectively, then sometimes you will be able to observe the decapitation of the enemy. Finishing off occurs only in relation to the last enemy in the immediate vicinity at a certain distance.

Two weapons

This fighting style is characterized by speed and pressure. If you assign a weapon to each trigger, then you will not be able to block the enemy's attacks, but you will be able to interrupt his attacks with a continuous barrage of blows. A double attack takes about one and a half times longer than a one-handed attack, but the damage done is much greater.

The double attack speed is determined based on the weight of the weapon in your left hand, and the stamina cost depends on the weight of the weapon in your right hand. Thus, it makes sense to hold a dagger in the left hand so that the double attack is faster. But, most likely, using one type of weapon will be more effective due to the perks used.

The Double Whirlwind perk increases the speed of the weapon not only when hitting with both hands, but also with one if you have a weapon in both hands.

If you assign a spell to the main hand, then you will lose the bonuses of combat with a double weapon, while assigning spells or a shield to the other hand, the bonuses remain.

Power attacks

Power attack is carried out by holding down the corresponding key. It deals twice as much damage as a normal attack, and also gives a chance to stun the enemy. At the same time, your stamina decreases according to the following formula:

Power attack stamina cost = (20 + weapon weight) * attack cost multiplier * (1 - perk effect)

Attack cost multiplier is 2 for a one-handed power attack and 3 for a two-handed attack (the protagonist inflicts 3 hits in a row).

Depending on the direction of travel, you can perform various power attacks. So, when performing a power attack forward, you will lunge, which will rapidly reduce the distance between the enemy and you. A power attack while moving backward can effectively counteract the blows of the enemy. Using the Fan Attack perk allows you to inflict power attacks with two-handed weapons while moving sideways to all enemies in front of you.

The stamina that is spent on an attack does not determine the damage done to opponents, therefore, if you began to spend less stamina on an attack, this does not mean that the damage has also decreased.

Comparison of different fighting styles

The possible variations of the different fighting styles are described below. The consideration does not include hand-to-hand combat, since it was discussed above, and combat with a weapon in one hand, because it is obviously weaker than combat with a two-handed weapon.

One-handed weapon and shield

One of the most popular fighting styles, balancing attack and defense. One of the benefits of this combat style is the passive bonus to the overall armor rating that the shield grants. Leveling up the Blocking skill minimizes physical damage taken. The Perk Protection from the elements in Blocking halves the magical damage from elemental spells.

Unfortunately, to get the full benefit from this fighting style, a large number of perks have to be spent - 25 ... Even a more "budgetary" option with pumping only the left side in the skill tree 15 perks. For the same number of perks, you can use two-handed weapons more efficiently.

Two-handed weapon

While using this fighting style, you will be less protected than using a weapon and a shield, however, the benefits are also great: more damage per second, as well as truly devastating power attacks. However, you can still use the block, albeit not as efficiently. In order to get the full benefit from this fighting style, you need to spend only 15 perks.

Two weapons

This fighting style is characterized by the least defense among all others. In-game hint says that a blow from two hands does twice as much damage at once, but this is not entirely true, because it takes 50% longer. And the total damage per second increases to 133% of the base one. The Double Whirlwind perk accelerates attacks with one, two hands, as well as power attacks (if the weapon is in both hands). With two-handed power attacks, you land three full hits in a row. The main perks for this combat are Strong Arm, Combat Stance, Double Vortex, and Double Grinder. To pump them, it will take about 9 perks. The price paid for such cheapness is the almost complete lack of protection and increased stamina consumption, so you must take care of potions to restore health and stamina in advance, and act decisively and quickly in battle. Redguards with Combat Rage can do without stamina regeneration potions.

Warrior of words

Warriors of the word skillfully combine a weapon in the main hand (because the weapon in that hand is 15% faster) and a spell in the other. Word warriors can be divided into two categories: some supplement the damage from melee weapons with magic, others use support spells. The first concentrate on the school of destruction and weaken the enemy at a long distance and, after the depletion of the magic reserve, use weapons. Others call for help creatures from Oblivion, heal themselves, etc. Since one of your hands can have a spell of absolutely any type, from a jet of flame to spells of illusion, it is rather difficult to say how many perks are needed to see the most effective work of the chosen one. style. The most "budgetary" warrior of the word is obtained after taking the Strong Arm, Combat Stance and several perks from the School of Restoration (a full-fledged school of magic). It is very easy to combine this fighting style with the above described Dual Weapon fighting style.

Difficulty levels

The choice of difficulty level affects the damage that you deal to others and receive yourself. At the Novice level, you take half the damage from opponents and deal double damage, at the Master level, you, on the contrary, take double damage and deal only half. On Legendary difficulty, you take quadruple damage and deal a quarter of your original damage.

The difficulty level also affects the cost and duration of the Balance spell from the School of Change.

Fall damage

If you fall from a great height, you will receive a certain amount of damage, which is calculated using the following formula:

Fall damage = ((height - 600) * 0.1) ^ 1.45 * modifiers

The Perk Soft padding in the Heavy Armor skill reduces the damage from falling by half.

The damage that other characters take is calculated using a more "harsh" formula:

Fall damage = ((height - 450) * 0.1) ^ 1.65 * modifiers

Addition

  • Fighting with two hands improves the use of not two-handed weapons, but one-handed.
  • Unlike the two previous games in the Morrowind and Oblivion series, weapons in Skyrim do not require repair, cannot break, or degrade with use.
  • Fight is one of the points of persuasion. After the victory, the character will give out all the information you need.
  • Swords, axes and maces are combined into one skill, and the desired specialization is determined by the perks.
  • By using fists as weapons, you will not grow in level, since hand-to-hand combat is not tied to any of the skills.

Description:

This material is a compilation of two mods by one very cool author -

In this collection you will find plugins that comprehensively improve the Skyrim combat system.

Installation:

The installation of each plugin is detailed below.

Acknowledgments:

Bethesda Game Studios: For making the awesome game Skyrim

Kahmul78: For allowing me to look at and use his Locational Damage scripts

Dave Humphrey: For making SkyEdit, which allowed me to make all versions

before version 2.00 of the mod.

All contributors to the unofficial elder scrolls pages (uesp.net),

for all the information they wrote on armor and damage formulas.

All contributors to the Creation Kit wiki, without which learning

the new Papyrus scripting language would have been hell.

All people who have posted bug reports, suggestions and constructive

criticism on the bethsoft forums and the skyrimnexus comments section.

Spiderexpert for making the NMM installer.

Topeira for making a video of my mod.

Used:

The creation kit

SkyEdit v0.041 alpha (for versions of the mod before 2.00)

And now more about each mod:

1) Deadly Combat

Version - 3.84

Detailed description:

This mod changes the entire combat system of Skyrim, making it faster, more flexible and realistic, as well as more suitable for experienced players. Now there is no button massing in the RPG game, only tactics, thoughtfulness and competent selection of attacks. The mod changes some game settings, more details about all options below:

CORRECTION OF GAME SETTINGS FASHION:

1) Reducing the effectiveness of all armor!

The game itself has an ill-conceived feature: all armor swings to unrealistic heights! Having 100 skills for heavy armor, you reduce the attack by about 80%, which is simply unrealistic cheating! And also a fully pumped blacksmith skill will help you upgrade your armor so that you will hardly notice damage. Mod changes vanilla buns, reducing all the benefits from armor to a realistic minimum. Reductions have been made on all armor, upgraded and not. The shield is not included in this system, with it you can still achieve damage reduction.

2) Strengthening the efficiency of the block

With the mod, the block will be your main hope for survival! You will use it more often if you want to survive. After lowering the properties of the armor, it is quite reasonable to focus on the block, which, even with heavy armor equipped, in reality was a very necessary technique.

3) Increased damage.

Overall attack damage increased! Increased not only for the hero, but also for the NPC. Now the enemies will be stronger.

4) Reducing the attack radius.

Where did you see in reality that a bastard sword whipped 2 meters? That's right, nowhere. Now, in order to win the battle, to reach the enemy, you will need to stand close to the enemy and attack him.

5) Increased stamina cost

Now the stamina cost will be higher. Block, attacks are now more expensive, but we haven't forgotten about reality. While standing, you can quickly regain your stamina. That is, attacking the enemy, you can make several powerful attacks and finish off with weak ones, and after the fight you will quickly restore all your stamina. Quite realistic.

NEW GAMEPLAY FEATURES:

1) The reaction to your attack is stun.

Having received a blow from you and not defending himself, the enemy will stagger, as if his eyes were dim. You will be able to force the opponent to react to your staggering blow if: he is not a ghost, he has not blocked the blow, and if he did not have a spell charged.

2) The reaction to the attack of the NPC is stun.

NPCs will now also be able to strike their enemies and the player with blows that can stagger them or him in surprise. The conditions for reaction to impact are the same as in the previous option. Also, a new spell is added to the player - Overpower Pain, this is a short-acting spell, it will allow you to overcome the effect of the camera shaking from your staggering and have time to respond to an unexpected blow. Also, a similar, but more effective and long-lasting spell can be purchased from the magicians of Skyrim. It is called Flash of Adrenaline

3) Block timing

It is logical to assume that it is impossible to stand in the block forever, sooner or later you will get tired. But the creators of the game did not take this into account, you can block attacks even forever and the cost of the block will be the same. The author of the mod corrected this, now a lightning block (if you immediately deflected the attack and counterattacked) will not cost anything at all, but a long block will be subject to penalties that affect your stamina. The same will happen with all NPCs, so try to attack correctly and block on time. Also, this option gives you an additional chance to break through the block of a tired enemy, but you will get it in the same conditions, so watch the battle more closely.

4) Fix the consumption of stamina for normal attacks.

Fixed stamina consumption from dealing and receiving normal attacks (not power attacks). Now the price of stamina is less, and you can pile on your opponent well, however, as he does to you.

5) Improved NPC reaction to attacks!

In real combat, all opponents react to different attacks in different ways. Someone rushes at you screaming, someone runs away, etc. etc. There are no identical battles, everyone is unique. But no, in Skyrim every battle is a clone of a hundred previous ones. This mod fixes this misunderstanding, now NPCs will react differently to different attacks. This value is randomized and now the chance that you will meet two fighters equally reacting to damage is reduced to a minimum.

6) Improvement of the NPC's ingenuity!

Now the attacks of NPCs will be more logical and thought out, they can start pounding you on the shield in the hope of breaking through the block, or they will even change weapons to confuse you. If you are on horseback, the enemies will stop attacking you, they will start shooting / hitting your horse, as this is the only way to stop you.

7) Improvements to guard spells!

Now you will not only avoid damage, but also have a small chance to reflect the attacks of your enemies. However, NPCs will also be able to perform this counter.

8) The real difference between light and heavy armor !!!

Now you can really tell the difference between light and heavy armor! The difference will appear in the speed of your movements! So pick up your armor smarter.

9) Decrease in speed when attacking.

The attack itself involves spending some time swinging and delivering a blow. Two-handed weapons will be even slower but more powerful. Combine with the previous function for real realism. Lightly armed warriors will move quickly (but not + 80 to speed as in vanilla), heavy tanks will hit powerfully, but will be slower.

10) Localized damage!

Now, if you attack the enemy in a certain place, you will receive some bonuses to damage. The system is very realistic, close and long range attacks + attacks to the head or to the torso will be taken into account. Detailed description:

Head - increased damage + stagger effect stronger + blur effect

Right hand - 25% chance of complete disarmament.

Left hand - Opponent or player will lose the chance to block.

Chest - Additional stamina damage + stagger effect (different for different NPCs).

Back - Bonus stamina damage + stagger effect and 50% chance to knock down.

Groin - Additional stamina damage + stagger effect (different for different NPCs).

Legs - if the enemy was running towards you, then you will knock him down, if he was standing, then the damage is doubled.

Installation:

For a standard installation, you will need one esp - DeadlyCombat.esp.

It includes all of the options listed above. Unpack the archive and just copy the Data folder to the game folder.

Optional:

The optional folder contains esp to configure the mod (disable / enable certain features). And also plugins for some hardcore options.

DeadlyCombat_NoArmorChanges.esp- removes the changes made by the mod to the armor rating.

DeadlyCombat_NoAttackDistance.esp- removes the increased attack distance.

DeadlyCombat_NoDamageChanges.esp- removes the changes made by the mod to the damage.

DeadlyCombat_NoStaminaChanges.esp- removes the changes made by the mod to stamina.

DeadlyCombat_HardcoreDamage.esp- increases damage several times compared to the main plugin. Ship after DeadlyCombat.esp.

DeadlyCombat_GiantsAIFix.esp - fixes a bug that appeared for some players. The behavior of the giants did not change.

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

Firstly, the mod does not in any way get rid of clone-battles, only different types of enemies can represent uniqueness. In the original, all this was exactly the same - the AI ​​either pounds on the shield, or waits until you open up from under your shield to counterattack. Enemies with one-handed weapons for example. And those with two-handed, on the contrary, briskly go into 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 he is a tank while you open without trying to break your blockage and stamina. A flat thief can start whipping you with a dozen weak, useless attacks on your shield without trying to stop. Yes, the enemies really began to differ from each other, as if random types of behavior came into their heads =)

Well, and why the author should shoot himself, so it is with an increase in the reaction to fear and escape. In the original Skyrim, there were quite a few situations when a wounded enemy, as they say, "pissed off to fight", and began to burst from you wherever they looked. This infuriated me, because I had to chase him half a map either forward or backward. And then come back. What for? Now it is worth hitting some dodger once, he already squeals and starts to run, forgetting about the attack. And that is by accident. Sometimes horror finds brutal orcs in ebony armor. 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 cut the radius of the hitbox of all the weapons for some fucking shit. Run and slap the runner on the back ten times.

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

Well, fourthly, the reduction of armor stat, once again bravo, only in the original difficulty, for example, the Master, something does not allow you to feel like an invincible god. Especially at character levels above 40. When the Daedric, sharpened to the maximum, with three arrows is snapped by the commanders. And especially by magicians - two spells and fly to the ceiling.
And only boots can be enchanted in Skyrim for protection from the elements. Only boots or a shield. Two effects - just try to bring the enchantment to 100%. And 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 boot with one effect, by the way.
Why are you lowering the parameters of your armor, the author of the mod? Have you never encountered men who have a Daedric ax with a buff of 45 points of fire damage in their hands? Do you know that they remove 500 HP from almost one hit on the Master, if there is no additional defense?

Oh yes, distance. Just the same, the original radius of destruction of weapons in Skyrim made it possible to fight, 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 considered that a spectacular battle is to stand almost close to the enemy, and slap each other with swords, staggering with a twitching camera, with reduced armor parameters. So that you do not dance back and forth, from the enemy and towards him, but stand and spank.

Here is such an interesting mod. I suspect that it is painstaking in work 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 everyone with one mouse button if you pump up your strength. If you miss such a blow, then most likely they call you. At least experienced enemies. That is, we must forget that you made the legendary heavy armor there, and pumped the skill up to 100. Now you seem to be running all the time in a blouse and tights, bending from every blow, no matter what you are wearing.