As stated before this is a work in progress and this INI tweak mod is only the first few baby steps toward my next mod
"Duke Patrick's Combat Overhaul"
On staggering and blocking: easy way to answer all of the last few posts is to point you to my Oblivion melee combat mod. Once I CAN (when the CK is out and the script extender includes all the commands I need) most of what I did in my Oblivion mod will also be done here.
It all works as intended (more or less) in my Oblivion combat mod.
HERE:
http://tesalliance.org/forums/index.php?/files/file/914-duke-patricks-melee-combat-no-recoil/
Hey, I am not just banging rocks together!

The following are future Skyrim features from my Oblivion Melee Combat mod depending on when the Skyrim script extender (and or the CK) allows for it:
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DESCRIPTION
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This mod changes the combat to feel more like SCA combat, a worldwide historical organization that includes full armor, full speed and full contact western European medieval martial arts. (As much as I am able to do in an Oblivion mod.)
Please see my Web page: http://www.spookyfx.com/book/tromp.html
The mod is based on my 30 years of melee tournament and war experience. SCA wars consist, on a good day, of two teams of several thousand fighters all in one battlefield trying to knock each others' heads off with everything from short swords to 12 foot spears!
This mod is made to focus on the psychology and physics of melee combat.
Although I very much favor shield and sword, after finishing the mod and play testing it seems that lighter faster fighters (such as single sword fighters) more often "beats" heavy slow weapons and shield IF the light weapon's fighter was at the most extreme levels of skill in Weapons, Block, H2H, Strength, Agility, Speed and Fatigue. I had believed (wanted to anyway) that it would to be the other way around were an expert with a weapon and shield would beat an expert with say a bastard sword.
If you train your skills up around 75 or more in all the skills I just listed (and you earn them not just cheat your skills up in 15 minutes) you will probably then complain to me that combat is too easy when fighting against sword and shield man even if you only have a dagger.
You may ask "why would I need to earn them, why not just cheat them all up to 75?"
Because there is some player skill needed as well. You will need to learn how to use the mod features correctly. The only way to do this is to earn your skills in game by putting in the play time. This is the part that I hope will keep the player interested even once their character has reached master levels in all their skills.
(Blue means I have this now in the Tweak mod OR it was put into skyrim by the DEV. Yellow means it is partially done already in the tweak mod)
This mod includes:
- NO MORE BLOCK RECOIL! Staggering and recoil will happen from hits, "short shots" and other combat related reasons but no more "hobbled" attack combos! And being paralyzed (none magical) will almost never happen!- Dead bodies get bashed to the ground violently instead of floating down thru the air like a feather.
- Extra Momentum adds extra damage (such as running downhill at your opponent).
- Locational hits with critical damage (INCLUDES REAR ATTACKS THAT DO MORE DAMAGE!)
- Location armor for the head, body and legs. Wearing a good helmet may be all you need!
- Blunt damage will be more effective against light armor.
- Both the player and the NPC can Bob and Weave to avoid attacks. You will consume fatigue based on encumbrance load.
- Enemy melee AI is greatly improved and will also watch for the player's "tells", but this also means you can "trick" them!
- AI settings have been overhauled to attack, block and move more deviously, dynamically and ruthlessly.- You can now use actual real-life sword and shield feints to land your shots (such as the "rising snap"!)
- BOTH Passive and Active blocking!
- Weapon/shield size matters! Bigger weapons/shields give you more geometric protection. But they also take more fatigue to parry with! The bigger the weapon/shield relative to your body size, the better your passive block chance. The better your block skill, the better your chance to parry. Bigger heavy shields / weapons have the advantage to absorb more damage than lighter/smaller ones.
- Weapons stats are now much more realistic. Weapon hit range is based on the actual model length of the weapon in the game. No more 20 foot long short swords! War hammers do not swing quickly like they are made of plastic. Weapon damage stats are not dramatically cranked up, they are only balanced relativistically with the speed and range of the weapon. This is all done via scripts "on the fly" so even custom weapons from other mods are included.
- Draining your fatigue completely with button bashing will result in blurred vision! ( INI configurable for the ...er...casual players.)
- Defensive Geometry and great timing is now more important than great player speed and reflexes. The angle of attack is a little tighter, so Offensive Geometry is more important in landing a shot.- Footwork and range games are now very important for blocks and attacks.- H2H now includes grapple blocks and throws.
- Fighting Giants is now a very scary undertaking, sometimes the only way to live is to run away! (see the crash course document for more tips on combat.)
- Bottle necking overwhelming numbers (such as with doorways) and other such tricks MUST be done or you will die!
- Weapon speed (timing) vs damage is now the second most important tactical consideration. Heavy one-handed weapons take an eternity to hit, but they hit HARD!
- Power attacks now require good timing to land but they do more damage!- Wrap Shots This is a shot where you stand very close and swing your weapon to wrap around your opponent's shield thus reducing the benefits of a large shield.
- Short Shots This happens when you hit at the center of gravity on your weapon producing attacks that hit like a mace even if you are using a sword.
- Aiming under their weapon or shield gives a bonus to land your shot.
- If a feint works, the shield or weapon will move out of position right before the attack lands. This gives you a view of the opponent being OPEN for the shot as you land the blow instead of your weapon just "passing through" the shield as if the shield was made from smoke.
- In general "results" in this mod are based on the attributes, actions timing, conditions and dynamics of the combat not on simplistic dice rolls. This means you can eventually learn to take advantage of the subtle factors in combat and predict your opponent's action.
- All blunt weapons now have a good chance to stagger or even "push over" depending on how heavy the blunt weapon is and how strong the attacker is (modified by his fatigue) versus the target's strength.- Swinging your blade weapon will use much less fatigue than when your weapon actually hits a target. For technical reasons this feature only works on living targets not things like trees.
- Swinging your blunt weapon will use much more fatigue than when your weapon actually hits a target. For technical reasons this feature only works on living targets not things like trees.
- Blunt weapons have an advantage to absorbed force while blocking do to the nature of their mass.
- Top heavy Blunt weapons and short shots are now more visceral with a feeling of weight and force.- Armor is much more effective against fist, claws and teeth type attacks.
-Kick Bash And Shield Bash (the normal shield bash in the game that auto triggers is removed. Now it is manually triggered.)-Khajiits can now inflict more H2H damage. -Florentine weapons (dual swords) as it "should be done" in medieval combat games.
-NPC may sometimes hit each other by accident in crowded combat!