Anything that has to do with combat I would need to handle in my mod to make my features work properly such as my Feint system and the Range system where I script the AI to make decisions on when to be in close or out at far range rather than do it by dice rolls as was in Oblivion (and most other games). This is critical for making actor footwork function properly.
Combat Styles seem to be in Skyrim, this is where a lot of the work is done to brute force the basic behaviorism, but there are still many game settings for AI that will need to be controlled as well:
in Oblivion these included:
con_SetGameSetting fDamageSkillBase
con_SetGameSetting fDamageSkillMult
con_SetGameSetting fDamageStrengthBase
con_SetGameSetting fDamageStrengthMult
con_SetGameSetting fHandHealthMax
con_SetGameSetting fHandHealthmin
con_SetGameSetting fAIPowerAttackKnockdownBonus
con_SetGameSetting fBlockAmountHandToHandMult
con_SetGameSetting fBlockAmountWeaponMult
con_SetGameSetting fBlockMax
con_SetGameSetting fBlockScoreNoShieldMult
con_SetGameSetting fBlockSkillBase
con_SetGameSetting fBlockSkillMult
con_SetGameSetting fCombatGiantCreatureReachMult
con_SetGameSetting fCombatHitConeAngle
con_SetGameSetting fDamagePowerAttackBackBonus
con_SetGameSetting fDamagePowerAttackBonus
con_SetGameSetting fDamagePowerAttackForwardBonus
con_SetGameSetting fDamagePowerAttackSideBonus
con_SetGameSetting fDamagePowerAttackStandBonus
con_SetGameSetting fDamageToArmorPercentage
con_SetGameSetting fDamageToWeaponPercentage
con_SetGameSetting fDefaultNoticeTextDisplayTime
con_SetGameSetting fFatigueBlockBase
con_SetGameSetting fFatigueBlockMult
con_SetGameSetting fFatigueBlockSkillBase
con_SetGameSetting fFatigueBlockSkillMult
con_SetGameSetting fHandFatigueDamageBase
con_SetGameSetting fHandReachMult
con_SetGameSetting fKnockbackDamageBase
con_SetGameSetting fKnockbackDamageMul
con_SetGameSetting fKnockbackTime
con_SetGameSetting fKnockdownChance
con_SetGameSetting fMaxArmorRating
con_SetGameSetting fObjectHitWeaponReach
con_SetGameSetting fPathPointTurningSpeed
con_SetGameSetting fPowerAttackDelay
con_SetGameSetting iArmorDamageBootsChance
con_SetGameSetting iArmorDamageCuirassChance
con_SetGameSetting iArmorDamageGauntletsChance
con_SetGameSetting iArmorDamageGreavesChance
con_SetGameSetting iArmorDamageHelmChance
con_SetGameSetting iArmorDamageShieldChance
con_SetGameSetting iPerkAttackDisarmChance
con_SetGameSetting iPerkBlockDisarmChance
con_SetGameSetting iPerkBlockStaggerChance
con_SetGameSetting iPerkHandToHandBlockRecoilChance
Plus others that concern archery. I will get those if you also need to see them.
And naturally everything that is controlled by the combat styles.
A few for magic combat but I could probably get along without those as it seems that Skyrim has what I need to do my combat magic system with just scripting... I think.
The main focus of my Combat Magic system is that there is a truism that all weapons (even swords and guns) have the same universal laws concerning geometry, range and timing, power and speed and so I believe combat with magic should also be the same "feel the same" as melee combat. Funny but one of the Bethesda reps (I think it was Pete ) said the exact same thing in one of the you tube vids from the game con.
He said the magic combat should work "like" melee combat. I wonder where they got that idea.

Anyway I will not revamp the entire magic system I will just make a new school of magic just like in my Oblivion Combat Magic system. The main features will be a highly directional ward (I called it an Omni shield in Oblivion) that blocks almost all magic and melee and archery attacks from the actors front flank, range magic attacks that have fast, and slow turn over times with damage scaled to match the speed. A ghost dodge where you turn into vapor briefly to avoid attacks, and a extremely lethal touch attack to promote range management.
Spooky; I sent you a message regarding hardcoded GMST's. Let me know if you're interested, all I'd ask is information on what you change regarding combat AI in using them, so I can make sure it doesn't extensively conflict with my own mod.
