Ultimate Combat 3.32


Ultimate Combat 3.32
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This mod is combat overhaul mod focusing on enhanced game enjoyment and ease of play.
The goal is to bring Skyrim closer to a neat action game than to increase difficulty and reality.
Enemies acts are various, dash attacks, continuous attacks, dodge, great spell, cooperating act, get angry, and more...
Your tactics and operation, more affecting results of combat.


Features

- Add Special Attacks

Add a lot of new attack animation. It is a unique feature of this mod.
Continuous attacks, dash attacks, a wide range of rotation attacks and more various attacks.
Some special attack cannot stagger during attacking.

Number of new attacks added:
  • Human 19
  • Draugr and skeleton 6
  • Falmer 3
  • Dragon Priest 5
  • Dwarven Centurion 5
  • Giant 4

- Extension of vanilla AI

Diverse behaviors is compatible with light load by extending havok and scripted AI.
Enemy NPC is fatal wound, surrounding friends run up to protect an ally. If it is a sorcerer try to recover health.

Applied race:human, draugr, dragon priest, skeleton, ash spawn, dwarven centurion, falmer, giant, frost giant.

- Great Spell


High level wizards use long chanting spell than normal one.
It is a wide range recovery magic, a penetrating spell or a wide range paralyzed spell.

- Improvement of playability

Improve boring and troublesome parts.
  • Significantly reduce speed and frequency of NPC's super reaction to long range attack (so-called Ninja Dodge).
  • Reduce turning speed and tracking performance of all NPCs.
  • Invalidation of killmove received by players. *
  • Delete disarm shout from draugr *
  • Change force shout specification. Player staggers instead of blowing away.*
* It can be toggled in MCM

- Poise (Stagger Resistance)

This mod adopts a new stagger system from 3.0.
The poise is accumulated by poise damage value, and it gets stagger when it exceeds a certain value. Poise value recover to its maximum value when get a stagger. Every time an enemy staggers, poise value of max gradually increases.

It is aimed at preventing too many staggers between players and enemies by barrier of poise.
Depending on the purpose, it does not stagger with normal attacks.
It relates to bash, power attack and bow attack only.

Players staggers by enemy power attacks or bash attacks.
Unlike vanilla, behavior is interrupted.

Attacks by daggers and small animals are hard to stagger due to their low poise damage value.

Poise and poise damage depends on weapons, armor, weight(creature only).
Calculate to existing numerical base without a patch.

Heavy armor has high poise value, two handed weapons have high poise damage value. Stagger by bow is also based on poise.

--- Tips ----
Enemy definitely staggers for the first time.
The second time, enemy also stagger with a high probability, because the first poise value is accumulated.
As long as a poise damage does not exceed total poise value at the third time, enemy may not stagger with bash or power attack only once.

- Timed Block

If player is blocking attack at the front for a short time, player don't stamina/health damage and then attacker staggers.
Whether to stagger or not depends on poise value. Player cannot use it when stamina is low.
You get a stop effect and blur on screen strongly when you succeed timed blocking. These can be changed settings in MCM.

- Infighting Shield


Expand magical shield when you charge a magic(just after pressing a button) with the timing of enemy melee attacking at the front.
You parry the enemy attack, you are not damaged, and then attacker staggers depends on poise.
It consumes 10 magicka on success. Possible range of parrying is limited than timed block. Bleeding/poison damage is not blocked.

- Speed Bonus

Both enemy and player increase/decrease damage depending on speed and direction.

If player move forward against an enemy, player deal/incoming more damage depending on speed of player.
Conversely, if player moves backwards, player deal/incoming  less damage depending on speed.

Enemy also the same affect. While enemy attack forward, player gets chance of great dealing damage, but also a risk of suffering heavy damage.

Small or floating enemies are out of scope:
Ice wraith, skeever, mud crab, dragon priest etc.

----Tips----

Damage-up at the speed bonus is a multiplier, so you will receive more benefit from the high damage of the two-handed weapon better than dagger.

Locational Damage

Attack by player bow and crossbow has locational damage.

    Head: Deal additional damage. The amount of additional damage depends on the critical damage and skill of archery.
    Arms: Reduce accuracy rate of bow, lower physical damage and increase cost of destructive magic.
    Foot: Decrease attack and movement speed.

Effect of the shock wave is displayed when succeeds.
This feature is stable and lightweight.

----Tips----
Arms and feet targets around knees and elbows. Some enemies don't apply it.

Swing effect

Adds a slashing effect to player when swinging a weapon.

Other features

  • You can block immediately even while attacking.
  • Both players and NPCs consume stamina when blocking attacks.
  • The reach of the bash is shortened.
  • NPC increases speed of weapon switch and pickup.
  • It is safe and lightload because it distributes scripts dynamically only at the start of battle. There is no need to wait for 30 days in Skyrim.
  • Can also be used with other combat mod etc, because I don't edit vanilla objects.



- Boss enemies

I set they stronger than others for more exciting.

+ Dragon Priest

Health is doubled by default. Magnification can be set in MCM.
Adds warp, shockwave with stagger, magic beam to track target,water column at feet, water column to track target and more.
Increases physical attack resistance.

+ Dwarven Centurion

Health is doubled by default. Magnification can be set in MCM.

Added simple locational damage.
Attacking on the back adds more damage. Continuing attacking the back many times will enter an error check. Centurion cannot act while error checking.
Attacking with bow or ranged magic on chest adds more damage. (including the rounded part of the chest).  Note:Face is ineffective.

Increases physical attack resistance.
When certain conditions are met, it moves to overload mode.
Decrease in physical / magic resistance. Increase attack speed and damage. There is a special attack during overload.

+ Giant


Helath depends on player level. It will not increase much during player level is low.
Maximum health magnification can be set in MCM.
Increases physical attack resistance depends on player level.

When certain conditions are met, giant moves to anger mode.
Decrease in physical / magic resistance, increase attack damage and speed. There is a special attack during anger.

Mod Configuration Menu (MCM)


General page


+Timed Block

Effective Time- Set TimedBlock effective time after starting block stance.
Pause Time - Set pause time when succeeded in timed blocking.
Blur Strength- Set blur strength when succeeded in timed blocking.

+Game Balance Settings

Hardcore Damage- Both player and NPC increased damage. You get faster-paced combat such as "Deadly Combat".
Hardcore Stealth- Stealth is more difficult. It is more affected by sound, light and equipped weight.
NPC are easier to find even from the far away you. NPC continue to search for you for a long time.
Speed Bonus - Your movement speed and direction affect melee attack damage both dealing and incoming.
Player Killmove Immunity - Player is immune to killmove from NPC.

+Stagger

Enemy Poise    - Enemy has poise resistance, deal poise damage by power attack or bash.  They stagger after poise resistance value falls below 0.
Player Stagger    - Player also have poise resistance and staggers same as NPC. Off:  player doesn't stagger by NPC power attack. It is the same as vanilla.
NPC's Bow Poise - NPC's bow attack has poise damage.
Player's Bow Poise - Player's bow attack has poise damage.

+Locational Damage

Headshot Damage Mult - Headshot damage mult. You can turn off locational damage by setting to 0.0.
Headshot Message - Show a message when suceed headshot.
Locational Damage Sound - Play a sound when succeed headshot.
Locational Damage Effect - Play a hit effect when succeed locational damage.

+Others

Swing Effect    -  Add slash effect while player swings a weapon.
Activate Mod    - Toggle activate this mod.

NPC Setting Page


+NPC

Dodge        - Choose frequency of dodge.
Step Dodge     - Caution: Required running FNIS. Change NPC's roll dodge to step dodge.

+Draugr

Delete Disarm Shout - Delete disarm shout from draugr.
Prevent blow-off from Force Shout - Player doesn't blown off from Unrelenting Force shout, player staggers instead.

+Giant

Max HP Scale    - Set giant maximum health multiplier. Giant health depends on player level.

Requirements

SKSE 1.7+
SkyUI 3.1+
Skyrim 1.9.32

Installation

If you not install SKSE, "skse_1_9_32.dll", "skse_loader.exe", "skse_steam_loader.dll" and "Data" Folder move to your Skyrim Installation Folder.
(<Steam install folder>\Steam\steamapps\common\skyrim\)

1. Install and activate TKDodge.esp with the mod management tool.
2. If enemy can new animations but stay in place and you use virtual mod management tool e.g. Mod Organizar, put files directly in Skylim's Data folder.


- Use with FNIS

This mod works without FNIS, but patch is required if you use with FNIS together.

1. Download FNIS Behavior V6_3 Add-on 2.1 (tktk1 and Centaur race) from Nexus's FNIS (http://www.nexusmods.com/skyrim/mods/11811/) option files and overwrite your FNIS.
2. Run Data \ tools \ GenerateFNIS_for_Users \ GenerateFNISforUsers.exe.
3. Check tktk1's "TK Dodge / Ultimate Combat" from the bottom patch list.
4. Press the "Update FNIS Behavior".
5. Wait until the installation is complete.



- Use with PCEA

1. Backup "Meshes\actors\character\behaviors\1hm_behavior.hkt, magicbehavior.hkt" before install a patch.
2. Overwrite "Option - PCEA patch folder" in including this mod to skyrim folder.

Upgrade

Only overwrite the files. You do not have to do other. But, PCEA user don't forget to overwrite patch files.

Uninstallation

  1. Deactive mod in MCM.
  2. Exit game, and then delete this mod using all files.

* Files shared by my mod

Do not erase shared files by mistake when you uninstall this mod.
Don't worry about overwritten files when installed.

Shared File:
+TK Dodge            +TK Combat
1hm_behavior.hkx        1hm_behavior.hkx
magicbehavior.hkx  
InsertAttackData.dll  
FNIS_TKDodge_Behavior.hkx
TKDodge
Stepdodgeright.hkx
Stepdodgeback.hkx
Stepdodgeforward.hkx
Stepdodgeleft.hkx
FNIS_TKDodge_List.txt


Compatibility


FNIS

Need a patch. Read Installation in this description. But incompatible with FNIS Creature.

PCEA 

Please use PCEA patch. Backup and overwrite file(DataMeshesactorscharacterbehaviors1hm_behavior.hkt, sprintbehavior.hkx, magicbehavior.hkx). If you do not use the patch, player get stuck when sprinting or dodging.

ASIS, ERSO, Enhanced Enemy AI, ACE, High Level Enemies, Combat Evolved, Wildcat, Requiem
Deadly Combat, Duel - Combat Realism

and almost other mods is compatible with this mod. This Mod is placed after from these mods.
If there is same function, turn off either one.

Incompatiblity

Skyrim Behavior Organizer, The Ultimate Dodge ModEdited Behavior file and unsupported FNIS mods is almost incompatible.


Recommended my mod

Ultimate Dragons: Dragon combat overhaul mod was made with the same concept.
TK Dodge: Adds dodge animation for player.
TK HitStop: Player adds a solid feel to weapon strikes and an effect to confirm the hit.


Known / Issue bugs


  • Script does not attach to the enemy in combat already.
  • If swing effect does not appear, switch or sheathe a weapon.

Trouble Shooting

NPC cannot move after special attack.

Please try following three ways.
  • Try to install FNIS Behavior V6_3 Add-on 2.1.
  • If you use mod organizer, delete animationsetdatasinglefile.txt, 1hm_behavior.hkx and magicbehavior.hkx in Mod Organizer\Overwrites folder.
  • Put directly Skyrim Folder\data\meshes\animationsetdatasinglefile.txt
  • Skyrim\data\Meshes\actors\character\behaviors\1hm_behavior.hkx, magicbehavior.hkx.
Or try below steps.
  1. Open file explorer navigate to your \steam\steamapps\common\skyrim folder.
  2. Right click on TES.exe then choose Properties.
  3. Select the Compatibility tab, then click the box by Run this program as an administrator. Click Ok...done
  4. Do the above steps also with skse_loader.exe and your mod manager e.g. NexusClient.exe or ModOrganizer.exe.

Weapons get stuck in hand.

You need to change to another weapon once.
There is no bug occurring after that.

If it still occurs:
This bug does not occur if script works correctly. I guess that your Skyrim script is delayed.
Try to deactivate other mods. Or Turn off swing effect in MCM.

Translation

Supported Language
Japanese tktk
English    tktk
Italian    alfx3
Spanish   meneraing
Korean    Oppressor
Russian   UnoSkorpion, xopkins
French   Infinition

I was wondering if you could translate an English text of MCM into your language.
Translation sheet can be edited by anyone. Thanks for your help.

Special Thanks

Himika
cotyounoyume
towawot
fore

Change Log

(yyyy.mm.dd)
2013 05.13 Release.
2013 05.19 The lower the power attack rate e.g. wolves. Upper limit of stagger time player received. Player received stagger overlap fixed. Werewolves freeze bug fixed. Draugr positioned weird bug fixed. Skeleton AI added. Cannot use timed block when player have no stamina. Script and AI adjusted. Draugr dodge abolition. Instead of draugr is more aggressive. Hardcore stealth mode added. Pause and blur when succeeded in timed blocking added.
2013 06.03 1.2 Added stamina cost when weapon swinging(adjustable in MCM). Changed stamina regen rate in combat(adjustable in MCM). Sometimes occur invincible time bug fixed. Killmove bug fixed(maybe). Disable timed block when stamina is low. Headshot added. Behavior frequency is different by NPC classified. Player get stagger is different depending on the NPC/weapons type. Stagger resist and player stagger turn on/off in MCM become available. AshSpawn AI added. Skyrim crash cause step on crossbow trap bug fixed. Unblockable attack(Kick and Bash) for human NPC added.
2013 06.16 1.3 Player's stagger animation depending on the NPC/weapons type. When player back from Werewolf and vampireload some features disable bug fixed. Draugr animation added. Draugr and falmer animation fixed. TimedBlock is available turn off in MCM.
When human NPC bleed out, mage try to recover NPC health, warrior try to defend NPC. Human enemy restore health feature disabled. Ragdoll failure bug fixed(maybe). Exclude NPC has dummy keyword from script. Can be considered a cause any bugs fixed.
2013 08.08 1.4 Giant AI added. Dodge faster. More natural dodge animation when enemy equipped magic or staff. When player weapon equipped, papyrus log error fixed.
2014 02.03 2.0 Add Speed bonus. Add Infighting Shield. Fix vilkas error in papyrus log. Fix issues that addtional AI does not apply to draugr and dragon priest of DLC. Player resist stagger just before attack hit. Reduce stagger time when player hits power attack. Reduce dodge when ranged attack.
Dodge can be toggled in MCM. Timed block can be adjusted in 0.05 intervals. Play sound and show message when player headshots.
2014 02.03 2.01 Fixed script error(aaaUCPlayerAliasScript.psc).
2014 07.13 2.5 Can be toggled on/off by additional AI. Improved infighting shield effect. Enables to change human and falmer dodge frequency. Improved script stability and lightening. Improved AI behavior. Added two magic to dragon priest. Enables to change bow attack stagger rate.
Improved instantly reduce stamina regeneration while blocking. Split into AI and General page of the MCM. Improved animation smoothly at the start of the human additional attacks. No Support for skyrim 1.8.
2014 07.14 2.51 Fixed no stamina regeneration bug. If you no regenerate stamina, please block and then block stop. Improved Dwarven rifle 2nd Generation compatible.
2014 07.15 2.52 Fixed no stamina regeneration bug again. Deleted reduce stamina regeneration while blocking feature.
2015 12.23 2.6   Support TK Dodge2.0. NPC dodge is slow and stable. NPC special attack pre-action is slow. Player can cancel attack with blocking.
2016 01.14 2.7   Bug fixed: Falmer cannot move. Bug fixed: NPC cannot dodge if not install tk dodge. Bug fixed: dragon priest does not through the wall by teleport. Improved: performance when scripts distribute. Improved: performance and stability of some script. Improved: animation of dwarven centurion.
2017 06.01 3.0 Please see below for updates
06.10 Fixed a problem that holds weapons even if weapon sheathe rarely without version change.
2017 06.16 3.0 Supported Italian and Spanish language.
2017 07.07 3.1  Fixed a crash with timed block. Fixed a crash when attacked a teleported enemy. Reverted timed block stagger(no depend on poise). Reduced default effect time of timed block from 0.3 to 0.25 seconds. Change timed block effective time units from 0.05 to 0.01. Changed headshot sound to locational damage sound. Added toggle setting of location damage effect. Supported language Russian and Korean.
2017 07.30 3.11 Fixed stack error. Fixed timed block pause time does not work. Supported French language. Updated some translation files.
2018 03.13 3.2  Fixed a bug enemy NPC sometimes become invincible while staggering. Supported for FNIS 7.2.
2018 05.13 3.3  Added footsteps sounds and other sounds to all additional attacks.
2018/05/22 3.31 Fixed rotation attack of draugr is no hit. Improved locational
damage hit detection. Supported for Traditional Chinese and Brazilian
Portuguese.
2018/09/12 3.32 Supported for Simplified Chinese.


Update 3.0

[Big Change]

- Renew all added animations.
- Add Poise system. Stagger is not frequent.
- Renew AI. More smart and light load.


[New feature]
Adds swing effect for player.
High-leveled mage type enemy have "Great Magic". Its casting is long, but area/penetrating attack.
Player bow has locational damage for arm and leg.
Player not be killmoved. Default:ON.
Centurion adds overload mode.  Speed and attack power up, armor down while exhaling black smoke. Adds attack pattern while overload mode.
Giant adds rage. Adds attack pattern, speed and attack power up,  armor down while breathing smoke.
Added  Giant maxium health depends on player level. The default is up to 2.5 times.
Added sprint attack to human race NPC.
Removed disarmed shout of draugr. Switchable by MCM
Replaced force shout of draugr blowing away player to staggers one. Switchable by MCM.
Player can immediately block in also first person view.
Adjust so that the direction of the body moves up and down according to the aim during magic, melee attack or defense. (this feature almost equivalent to "Proper Spell Casting Direction")
Change NPC's dodge to role. Can switch roll to step in MCM after using FNIS.
Added "High" to Dodge frequency setting.

[Balance]
Changes Speed Bonus calculate. Speed bonus counts enemy speed. Decrease damage when fast, increase damage when slow than the before.
Decreases speed of NPC tracks and turns.
Decreses speed and frequency of NPC ultra-fast slides at bow attack.
Increases speed of NPC switches a weapon.
Increases speed of NPC pick up a weapon.
Adjusts Headshot is not too strong. Can be set Headshot damage mult.
Boss health can be set to 0.1.
Some giants and Centurion attacks have super-armor(disable stagger while attacking).
Centurion changed to receive additional damage when attacking the back.
Change range and power of additional attack individually.
Pre-action of additional attack of human race is longer.
Small/floating creatures have no speed bonus and poise.
Change condition of using NPC's dodge.
Timed block stagger depends on poise.

[Other]
Script and other are more light load and stable.
Timed Blocking has effect and sound.
Infighting Shield has new effect and sound.
Timed Blocking stop time is low by default.
Support Japanese language in MCM.

[Bug fixed]
Interruption of killmove.
Dragon priest and dwarven centurion increase health each time re-combat.
Fixed bug kilmove Is Interrupted.
Fixed bug enchant weapons of mod cannot timed block.
Fixed bug script is not disable if enemy immediately die.
Fixed bug draugr was fixed in the air when die.
Fixed crash when special pattern that corpse disappears.
Fixed bug Dragon Priest's script may continue to run.


[Omit]
Stamina cost by weapon swinging.
Low movement speed in one-handed weapon attack.
Two-handed weapon attack have stamina and health while blocking.
Increase blocking performance.
Strengthen draugr combat style (not scripted AI).

Production Story

Skyrim's battle is monotonous because there is no width of tactics, but it is no disturb the real thrill of role play and exploration.
Basically it is designed like an extended line of command battle RPG.
The enemy AI of vanilla has the basic standing position and sense of distance (about the reach 140 of the weapon of the weapon around 140) decided in front in the battle. The range of battle is narrow, there are not many choices. Even those who are not good at action games are easy to play. And That is basically power games and not be annoying.
Ultimate Combat aims to extend it as an action game while inheriting the ease of play.

I think that the essence of the tactics of the action game is "positioning" and "timing". Enhanced a width that moves right, left and  back by dodging,  so gives dynamics to positioning. For players, if you defend against opponents you need to fight while capturing them in front. As long as enemy AI catches players in front, we will try to take dodge and defense with additional AI actions so if we attack, we need to reverse it.
Adding attack variations of special attacks and introducing immediate defense will change the timing.
I am balancing the part of the balance that is collapsing. If you alternately repeated bash and power attack, enemies always stagger, you almost have no risk. So player has overwhelming advantage. Enemies will not do this. I'm stressful if they do it...

The power attack attacked by the player is only the camera shakes, the defense will not collapse, move and attack will not be canceled. Bash will cancel the behavior, but I can move, I do not have much frequency. For these solutions, players should be able to cancel their behavior properly and be rigid. Even if you simply increase the consumption of stamina by bash or power attack, you can cover it with potion drinking. And if enemy has immune stagger, staggering attack is lost meaning.

Details of 3.0

Conversion of directionaI tried playing a variety of games, I thought enemy AI and attack patterns themselves were simple, but basically it would be fun to be able to move the players comfortably. In addition my skill is increased, now I can do difficult thing.

In 3.0, I planed to further enhance "ease of play" which is a strong point, and to emphasize "sharpness" more.
Since Skyrim seem slow in action, get more aggressiveness.
I abolished the restricted part of players and the part that becomes stressful without unreasonableness with "emphasis on playability" emphasis.

Animations

I made all added animations except human. The animations that are not clear in purpose are abolished, and movement and rotation attacks are increased. Almost one step or more and the movement, you can enjoy changing position.
I also increased continuous attacks. It will be a counter element of a defensive style based on shields.

Change AI

I implement a native AI system at the Havok level.
It can be considerably lighter and more active than script AI.
Specifically, vanilla AI judges to use additional attack. I don't implement it for human AI because it is too difficult than other races. But it is more smart AI.

The anger mode of giant and so on are used in combination with scripts to make a variety of actions.

Renew stagger system

I adopt a new staggering system "Poise". Poise calculates to existing numerical base without patches. Poise is accumulated by staggering attacks, and it gets stagger when it exceeds a certain value.

The aim is to prevent stagger battle. On the system of Skylim, the staggering attack is too strong. If the player staggers everytime it will be stressful, and conversely if the enemy staggers will become even more monotonous.
I aimed to imprement that poise prevents stagger.
So regular attacks does not affect stagger for this purpose.

The poise resist value gradually increases. Because the purpose is to prevent staggering, if you continue with bash or power attack, enemy will not stagger once.

It will not be repelled during some special attacks, so it will be tough and stubborn judgment, so it will prevent a bash overwhelming.

Heavy armor has high poise resist value, two handed weapons has poise damage value. They have no distinctive merit in vanilla, but they gained clear benefits by poise system. Since the enemies are similar tendencies, it is a personality that can be judged by appearance.

Bow stagger was random, but now it is based on poise. Increase move attacks in 3.0, so archer is disadvantageous, but you can avoid being too close to the enemy by staggering on poise.


Light weight and stabilization

I tried to reduce weight and stabilize.
I abolished unnecessarily features, and I do not use script as possible as I can.

Enhanced playability

I reduced enemy tracking performance to less than half.
The turning speed of the enemy is also declining overall.
Because tracking is too strong,  Sometimes attacks cannot be avoided, and positioning is too difficult.
The speed reduction and the probability of the super fast slide (Ninja Dodge) at the bow attack were halved.

I added the function of prevention of the blowing off of the draugr, and deleting shout of disarm. Those slow down tempo of the game, those are very annoying me.

Organized functions

Both-handed weapon attacks reduce stamina and physical strength against defending enemies.
- Since it is not effective, it is abolished.

During the defense when the enemy's stamina is low, I will further reduce my physical strength.
- Same reason as above. Advantage of two hands weapon replace to poise.

Improvement of defense performance
- Same as above.

Change Combat Style of Draugr
- Integration in AI part.

Slow moving speed during attack with one hand weapon.
- It is against for ease of play

Stamina cost at weapon swinging.
- The reason is not very effective, it is hard to play, it does not match the game design, the stamina management of enemy is sloppy, there is inequality, weight reduction.

Expanded exclude creature for poise and speed bonus.
- Weight reduction and error countermeasures.
Excluding floating creature such as dragon priest, and small size ones (Mad club, slaughter fish, skeever).


Added Centurion's overload mode and giant's anger mode

The aim is to quicken a battle tempo. So increasing the attack power and speed, the defensive power lowering.

During each mode, centurion is mixed with black smoke, and giant's snort is rough.  skilled player is more quickly end in the battle, if not so, player gets more tense.

As the giant in vanilla, the level does not fluctuate, so we add level fluctuation of HP and physical defense. Perhaps Karstaag may become too strong ...

Great magic

High level enemy wizards use long and powerful magic.
This is also an objective to dynamics.

The wizard is just continuous firing a magic and it is not fun.
I think that it's fun if there is a great spell taking risks.
And it is countermeasure for multi-followers.

For now, range restoration and defense buff, range paralysis of group followers (player staggered damage), slow penetration attacks only.

Great spell use with AI of vanilla, it is difficult to cancel, and behaving slightly suspicious.

Speed ​​Bonus

Changing formula for speed bonus. It is compared with the previous, decreases the effect at fast, increases the effect at slow.

So one-handed weapons is less efficient, two-handed weapons is more efficient.

Because I ajust the balance for abolished the slow movement speed of one handed weapon, and also abolished advantage of stamina damage in two handed weapon.

The enemy's speed bonus may not be stable a bit because it is difficult to get the speed of the enemy before the attack. It can not be applied unless there is an enemy at the aiming position.

Since I could implement moving attacks, I added enemy's speed bonus.

Player and enemy use a forward moving attack, the damage will increase visibly. Approximately twice as much is multiplied.

The enemy's speed bonus adds slightly more heavy load.

Locational damage

I decreased headshot damage because the damage became too strong in the previous formula. And the magnification can be modified with MCM.

I implemented locational damage, because it is fun with Fallout 4.

Foot damage is a temporary decrease of the movement speed and the attack speed. The movement speed at the time of attack depends on the attack speed.

Arm damage is made bow hit rate reduction, physical damage lower, and increase cost of destruction magic. Although it was difficult to lower the magic hit ratio, I think that the attack frequency will be reduced. There is a judgment at the elbow and the knee center, please aim at that area.

Processing becomes heavy slightly because it caused calculation of part damage.



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