Deadly Combat mod for The Elder Scrolls V: Skyrim
Download link: http://skyrimnexus.com/downloads/file.php?id=5485
Forum thread: http://www.gamesas.com/topic/1330014-relz-deadly-combat/
Video: http://www.youtube.com/watch?v=PcZQrqMK44g&feature=player_embedded
Version 3.01
23 February 2012
Borgut1337
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Requirements
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- A working version of The Elder Scrolls V: Skyrim
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Recommended
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dDefinder1s Enhanced Blood Textures mod, to make combat look more
deadly! Download: http://skyrimnexus.com/downloads/file.php?id=60
Dual Wield Parrying, to make dual wielders and spellswords more viable
in this mod. Download: http://skyrim.nexusmods.com/downloads/file.php?id=9247
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Mod Description
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The mod makes the combat in Skyrim faster-paced, more responsive and
realistic and more rewarding to skilled players. A list of features
follows.
First is a list of ''game setting features'', which are changes
to numerical game settings. As described in the next section, you can pick
which of these you would like to use by picking individual .esp files.
GAME SETTING FEATURES
(a) Reducing the effectiveness of all armor, for both player and NPCs.
In unmodded Skyrim, it is possible to reach the maximum damage reduction
(which is 80%) with mere Orcish Armor if you have 100 Heavy Armor skill
and 100 Smithing skill, pretty much making upgrades useless.
This mod changes settings so you need at least Daedric armor to reach
the cap (which is lowered to 75%), still requiring 100 Heavy Armor and
Smithing skill and all perks.
Clarification: This does not mean that armor which is not improved by
Smithing is useless. All armor (improved and unimproved) is reduced
in effectiveness by the same amount.
All the mentioned values are WITHOUT shields! Shield users will be able
to reach the armor cap slightly (but not much) faster.
( b ) Blocking is more effective. This makes it more important to block
attacks if you want to survive, and attacking targets who are blocking
will be less effective.
( c ) Increasing damage for both player and NPCs.
(d) To make combat more risky, the range of all melee attacks and bashes
has been reduced to a more realistic level.
To win combat, you'll have to get up close and time your attacks and blocks well.
(e) Blocking attacks now costs stamina, and power attacking costs more
stamina. To compensate for this, stamina regeneration during combat
has been increased.
Now follows a list of ''gameplay'' features. These are all included in
the main ''DeadlyCombat.esp'', and all of it's features can be toggled
using an in-game menu, which can be launched through a magical scroll
which is automatically added to your inventory when the game loads the
mod.
GAMEPLAY FEATURES
(f) The player's normal attacks make enemies stagger, showing a realistic
reaction to getting hit. There are a few conditions for this to happen though:
The enemy may not be blocking, may not have a Ward spell active and may not be
a ghost.
NOTE: Whether this feature can be ''spammed'' or not can be changed through an
in-game menu.
(g) The enemy's normal attacks also make their targets stagger or recoil, if they
did not succesfully block the attack. Hits by arrows and magic have a reduced chance
for a ''full stagger'' (where wearing heavy armor further reduces this chance
further). Instead they often make the player stagger ''lightly'', which means
he still visibly reacts and the camera shakes, but the player will remain capable
of performing actions.
(h) Timed blocking: if the player has only been blocking for a short time
(approximately half a second) at the time when he blocks an opponent's
attack, the block will cost no stamina and he'll take the attacker off guard,
staggering or recoiling him. This rewards skillful play. This timed blocking
cannot be executed when blocking with your hands (which is possible if you
use my Dual Wield Parrying mod).
On the other hand, if the player is ''turtling'' (=blocking for a long time)
and in the end he does block an attack (or if he blocks multiple attacks in a
row) each block will cost extra stamina based on the amount of time the player
has been blocking (up to a certain maximum stamina cost).
If the player blocks an attack whilst at a very low Stamina level, the block
takes too much energy and the attack will stagger the player, even though it was
blocked.
(i) The player's and NPC's normal attacks now cost a small amount of stamina. Receiving
hits also takes a small amount of stamina.
(j) After an NPC has been staggered by a normal attack, arrow or spell, he has various
options to react in an attempt to prevent getting hit over and over again by his opponent.
These options are: sprinting for a short amount of time, dodge moves in 3 directions
(left, right and back), a forwards roll and blocking. If he blocks in such a way, directly
after getting staggered, he can take the opponent who expected to have a clear shot by
surprise, staggering the opponent for a short amount of time (very much like the player's
timed blocking described in feature (h).
NPCs will not always perform one of these moves after getting staggered. Whether or not they
will is a chance which increases if they're higher level than their attack, and decreases if
they're lower level than their attacker.
Which move is executed if any depends on what kind of attack they were staggered by (melee,
arrow or magic), the armor they're wearing (only light armor wearers can perform dodges and
rolls), the distance between them and their target (they won't roll forwards if already standing
next to their target), the weapon type they're using (an archer or mage won't move forwards
because he wants to stay away) and whether they have a shield or not (in melee they will block
even without a shield, but against arrows they won't bother trying to block if they don't have
a shield).
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Modularity
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In a standard installation you would use 1 .esp file:
- DeadlyCombat.esp includes ALL features described above.
If you wish to use exclude one or more of the GAME SETTING FEATURES
described above, you can use one or more of the following .esp files
IN ADDITION to the main .esp (enable the extra file(s) and make sure
they are later in your load order than DeadlyCombat.esp is. You can
use tools like the Nexus Mod Manage, BOSS or Wrye Bash for this)
- DeadlyCombat_NoArmorChanges.esp: Restores the value changes related
to armor (feature (a)) back to vanilla skyrim values.
- DeadlyCombat_NoAttackDistance.esp: Restores the value changes related
to attack distance (feature (d)) back to vanilla skyrim values.
- DeadlyCombat_NoBlockChanges.esp: Restores the value changes related
to blocking (feature ( b )) back to vanilla skyrim values.
- DeadlyCombat_NoDamageChanges.esp: Restores the value changes related
to weapon damage (feature ( c )) back to vanilla skyrim values.
- DeadlyCombat_NoStaminaChanges.esp: Restores the value changes related
to stamina (feature (e)) back to vanilla skyrim values.
If you wish to tweak the GAMEPLAY FEATURES, you can do this using a magical
scroll called ''[DeadlyCombat] Scroll of Customization'' which is automatically
added to your inventory upon loading the mod. This will open a menu. Using this
menu you can:
- Toggle whether actors can be ''stagger spammed'' or not. (Default NOT possible)
- Toggle Timed Blocking on or off. (Default ON)
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Modularity - Deadly Combat combined with other combat mods
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If you wish to use this mod combined with some other combat mod, that is
possible. Just make sure that:
- If 2 mods change the same thing, make sure to load the mod which you would
like to take precedence latest.
- If you wish another mod to override some of Deadly Combat's Game Setting changes,
DO NOT use the extra plugins from this mod. Just load DeadlyCombat.esp and the other
mod afterwards.
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Optional versions
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- DeadlyCombat_hardcoeDamage.esp increases damage even more than the
main plugin does. Load this after DeadlyCombat.esp if you wish to have
the extra damage.