Looking at changing the way Combat in Skyrim works.

Post » Fri Nov 16, 2012 9:30 pm

So, After getting back into skyrim again, I can't help but feel, that for as great as it is gameplay wise, The combat is just seriously lacking. (Dark Souls has spoiled me on this)

So, I want to try and mimmic some of the mecahnics from that game, into Skyrim.

Heres some of the things I want to change.
Stamina Regeneration
I want stamina to regen a % o f your Stamina bar, and that % being something like 20-25% per second.
So as you increase your stamina on level up, you would still regen the same amount per second.

Stamina Costs
I want to changehow much stamina costs.
Normal Hits, Power Hits, special moves, ect.

If you start with 100 stamina,
I want a 1h weapon to cost 25 Stamina per swing, 50 stamina per power attack.
If your using a 2h weapon, I want that to go up to around 30 stamina per swing, and 60 stamina for a power attack.

Health/Magicka/Stamina
I'd like to be able to do multiple changes with these..

First off, removing health and Stmaina, combing them as Vitality. Going Vitality, would increase your HP And your Stamina. Since I can only work with 3 'stats' and I'd ideally like a '4th' merging those two woudl just make more sense.

I'd like to rename Stamina to Strength.
and What I would have, is Magicka would increase your Magicka Pool, and increase your magick damage (not sure if this is already in effect or not? Or if its even possible? Perhaps just add a 1% dmg increase modifier per magicka level up?)
Strength, would increase your melee damage, as well as do what stamina does currently, increases your carry weight.

Shields
I want shields to block almost 100% of the damage, a melee attack would deal to a player. As it stands now, even if you block an attack, you still take HP dmg. I want to eliminate that.
Idealy, I'd also like to have something like, 15 stamina drained from blocking a hit, and some mechanic that would reduce your stamina regen to about 10% from holding the shield up.

Weapon Damage.
This ones going to be the trickiest.

Basically, I'd need these to scale with health somehow.


So as an example. The maximum hp someone should have at level 1 = 110, level 5 = 150 level 10 = 200hp.
So, weapons would not have required levels, but t hey would have level ranges where they would be the most effective.

Basically, It go like this
Iron lvl 1-5 ~ 36.75-50 Damage
Imperial 3-7 ~ 43.75-56.75 Damage
Steel 6-10 ~ 43.5-166.75 Damage
Elven 11-15 ~ 70-83.5 Damage
Dwarven 16-25 ~ 86-116.75 Damage
Orcish 26-35 ~ 120-150 Damage
Glass 36-50 ~ 153.5-200 Damage
Ebony 51-65 ~ 203.5-250 Damage
Daedric 66-85 ~ 253.5-316.75 Damage

what this basically averages out to, is 1/3 maximum possible hp of a mob, between those level ranges. So level 1 would have a maximum hp of 110, 5 would be 150. So that damage range, falls within 1/3 of a level 1s hp, and a 1/3 of a lvl 5's hp, as its min-max damage.
So it could potentially, kill a mob, in 2 hits if it gets the 'high' hit or even a crit. But the low hit, could take upwards of 5 hits.

Lvl 85s maximum hp would be 950, lvl 66's would be 760 HP.

So, damage on weapons would have to massively change through out the game.
But this would also mean, all mobs would have to, within there own set-level range, fall within that Vitality/Strength/Magicka set of parameters.
If a mob went pure vitality, it would have very little 'damage' from either melee or magicka.


Weapon upgrading/armor upgrading is going to have to change... slightly within this system.
The damage values and all that I listed will probably change if I can figure out how to do the changes.

If 'strength' were to increase melee damage, it would have to be a very small percentage, to not over-balance it. If you went pure strength, you'd be able to one-shot anything with an 'iron' dagger.

And every weapon type would have to have its own set of damage values

I quoted the above, if you just want to skip to the end of the post.

What I don't know, is how to impliment some of these ideas, so I could then, tweak them in-game.
The idea is simply, to make Skyrim's Combat, slightly more difficult, more skill based, and less who has the highest stats. Even though high-stats do help, its entirely possible to one-shot an enemy, or be one-shotted. none of htese prolongued 15 minute 1v1 combat fights with an enemy, where each hit takes out 1% of its maximum hp. Each hit, takes out a huge chunk of its hp. And each time they hit you, it takes outa huge chunk of yours. Killing an enemy in 1-5 hits.. entrely possible. being killed by an enemy in 1-5 hits? Entirely possible. It forces the player to play smart, by focusing on survivabilty.

The shield changes, would obviously go along ways to making this idea at least playable.
I'd also like to figure in some kind of dodge mechanic into it, but I doubt it'll work. Best I can do, is figure on reducing weapon reach, so they can't hit you while you are back peddling as easilly. (obviously 2h has longer range), but this would owrk for mobs against the player to.
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Ian White
 
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Post » Sat Nov 17, 2012 12:13 pm

Hi, you should have a look at the threads for Deadly Combat or Duke Patricks Combat mod, just search for them using the search bar. I am sure one of those two mods will cater to you needs. These mods are modular as well so you can turn some of their features on and off. You may not have make your own mod as these mods implement at least some of the features you want.
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Beat freak
 
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Post » Fri Nov 16, 2012 11:35 pm

Hi, you should have a look at the threads for Deadly Combat or Duke Patricks Combat mod, just search for them using the search bar. I am sure one of those two mods will cater to you needs. These mods are modular as well so you can turn some of their features on and off. You may not have make your own mod as these mods implement at least some of the features you want.

No they don't.
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kasia
 
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Post » Sat Nov 17, 2012 12:42 pm

Well, if any of the current combat mods don't appeal to you (there are a couple more, might want to check out http://skyrim.nexusmods.com/mods/9286's combat module, http://skyrim.nexusmods.com/mods/10037's Realistic Fighting, or http://skyrim.nexusmods.com/mods/2700. http://skyrim.nexusmods.com/mods/18436 also has a few combat AI tweaks available), all your ideas seem entirely possible. I suggest you fire up the CK, take a look at the http://www.creationkit.com/, and mod away! If you need something to get you started, might want to open up one of the existing combat mods and have a look at their guts to figure out how they do things.
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Lauren Graves
 
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Post » Sat Nov 17, 2012 10:54 am

Well, if any of the current combat mods don't appeal to you (there are a couple more, might want to check out http://skyrim.nexusmods.com/mods/9286's combat module, http://skyrim.nexusmods.com/mods/10037's Realistic Fighting, or http://skyrim.nexusmods.com/mods/2700. http://skyrim.nexusmods.com/mods/18436 also has a few combat AI tweaks available), all your ideas seem entirely possible. I suggest you fire up the CK, take a look at the http://www.creationkit.com/, and mod away! If you need something to get you started, might want to open up one of the existing combat mods and have a look at their guts to figure out how they do things.

I've seen all those mods, and they really don't do any of the things I talked about.

And in the case of several of those mods, they use SKSE. Which is something I'd wish Not to use at all.

I' can do most of the weapon damage changes, simply through edittingevery weapon in the game, easilly enough.

I have a hunch, I can change alot of the values I need, simply in the gameplay settings tab in the CK.

what I don't know, is where/how i'd go about possibly renaming 'health/magicka/stamina' at level up, or how to change the amount of health/magicka/staminat hey grant upon pickign one.
I know the skill uncapper mod that uses SKSE does it, but i'd have to assume its possible to change some of those same values, outside of SKSE.
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Sylvia Luciani
 
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Post » Sat Nov 17, 2012 1:08 pm

Okay.

Lets take this for starters.

Is it possible to rename, on levelup, Health to Vitality? Is it possible to rename Stamina as Strength?
with the CK? Or through some xml/ini edditing?

same goes for the stat gains upon level up? Are those changed via those same methods?
or am I only able to do so with the aid of SKSE?

Am I able to change the stamina cost of basic melee attacks, through the creation kit? Advanced Melee attacks?

How about shields, Can i change how they mitigate damage through the CK?
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Mark Churchman
 
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Post » Sat Nov 17, 2012 10:33 am

You're able to change the names of those specific values under Actor Values in the CK, I doubt changing the in-game name section for them would break the game but I still wouldn't bother trying it.

It doesn't really seem like changing the names of values will achieve much of anything at all, if I were you, going for a more Demon Souls feel, I'd want to alter stamina values to regen faster, and make everything cost more stamina, for both the player and enemies, the mechanics should come first, cosmetic name changes come last for polish.

And of course increase damage significantly across the board, and making it impossible for players and enemies alike to attack without stamina, still I don't feel any of this would give a Demon Soul's feel really.

Demon's Souls combat feels the way it does because of clever enemy placement and punishing players and enemies alike heavily for making mistakes, not to mention death has a consequence, if you could also push the player back to the beginning of the dungeon they're in, respawn all the enemies and take away any skills gains they received between the two points then you'd be well on your way to that feel.

Start off small though, don't expect your first mod to be a massive overhaul of the combat mechanics, put that on the back burner, start off small and come back to it later when you can tackle it with some experience, at least that's what I'm trying to do.

Just my opinion anyway, I'm new, what do I know? :smile:
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Agnieszka Bak
 
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Post » Sat Nov 17, 2012 1:40 am

You're able to change the names of those specific values under Actor Values in the CK, I doubt changing the in-game name section for them would break the game but I still wouldn't bother trying it.
It doesn't really seem like changing the names of values will achieve much of anything at all, if
Well, as I stated, the idea of changing the name, is for a more important change later on, and thats to change how damage is dealt, by focusing on strength or Magic. (Again, a focus on melee, or magic.)
While also shifting the 'stamina' to a new 'vitality' that increases HP and stamina. (Ideally, i'd want 4, Str, Stamina, Health, Magic.)
With bigger bonus's applied to each level up, than currently.

So, putting points into strength would incrase your melee damage (in addition to your skills?) As well as your carry weight.

Vitality would incraese your stamina bar, and your health bar. But offer no increased damage.

Magicka, would incrase your magicka bar, and your magicka damage.

Thats the point of cosmetically altering those. How I change hte actual stats provided upon leveling up? I dunno yet. But you gave me an area to look at.

Thanks for that.

I were you, going for a more Demon Souls feel, I'd want to alter stamina values to regen faster, and make everything cost more stamina, for both the player and enemies, the mechanics should come first, cosmetic name changes come last for polish.

And of course increase damage significantly across the board, and making it impossible for players and enemies alike to attack without stamina, still I don't feel any of this would give a Demon Soul's feel really.

Thats actually part of the plan. I very much intend to make Stamina regen faster, As well as cost more.
The Idea is to allow the player to 'use' their 'regular' attack, only 3 times before running out of stamina. Or 1 power attack, and 1 regular attack.
As they level up stamina, those numbers will incrase.

I don't believe theres any way to make it impossible to attack with no stamina, but hey, even in DS you could attack with no stamina... It was just slower. (you had to wait half a second for it to regen just so you had stamina, so it would use it. and it didn't even have to costwhat an attack would. and it would actually go negative, and regen, ect but, again the point is, that when you did this, you'd have no stamina, no stamina means.. you can't dodge, you can't block, So your screwed if your about to get hit.)

Also, had you read my initial post, I do plan on increasing damage across the board, for both the PC and the NPCs.
The idea is to litterally make it, That you can 1-3 shot any npc in the game, and any enemy npc can 1-3 shot you, the player, if you play stupid/smart.

It rewards you forr being conservative with your attacks, or at least, blitz them enough so the enemy can't recover, While at the same time, punishing you, for not taking in your environment, and the enemies assisting, said npc's.


I plan on changing the damage, Very Directly. By changing the values on the weapons.
So, basically the starter weapons you'd find along the way, would be able to kill an NPC in no more than 5 hits, (same goes for them against you)

So, again the idea is to make it so at higher levels, you'll be killing NPC's at the same speed or faster. None of this, NPCs with 20k HP, that can't kill you in 80 hits, and you can't kill them in 80 hits BS. I really do want faster, more interactive combat, Fast kills, or fast deaths.


Demon's Souls combat feels the way it does because of clever enemy placement and punishing players and enemies alike heavily for making mistakes, not to mention death has a consequence, if you could also push the player back to the beginning of the dungeon they're in, respawn all the enemies and take away any skills gains they received between the two points then you'd be well on your way to that feel.

That is only part of it.
As i've said prior, alot of it is the actual way the combat is handeled. 1v1 the combat system is awesome. Even if you take out all the other enemies, 1v1 combat in DS > Skyrim.

plain and simple.


Start off small though, don't expect your first mod to be a massive overhaul of the combat mechanics, put that on the back burner, start off small and com0e back to it later when you can tackle it with some experience, at least that's what I'm trying to do.

Just my opinion anyway, I'm new, what do I know? :smile:

not my first mod, or first time modding.
i'm simply disattisfied with the mods available. I have a whole slew of mods I'd like to make, not enough time, or possibly the ability to do so, But at least I am attempting to make a mod I'd like to see, instead of just waiting for someone else to make a mod near what i'd like to see.

Btw, Gameplay mechanics?
That IS a Small Mod in my book.
Story Mods, TC's. Those are big mods.
1 piece of armor/weapon?
Thats a micro mod.
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Jerry Jr. Ortiz
 
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Post » Sat Nov 17, 2012 5:04 am

Why the hatred regarding SKSE?
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Ash
 
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Post » Sat Nov 17, 2012 6:47 am

Why the hatred regarding SKSE?

Not Hatred, I just don't want to work with it.
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Spencey!
 
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Post » Sat Nov 17, 2012 1:45 am

Not Hatred, I just don't want to work with it.
But...it's pretty much required for anything more complicated than the default scripting engine provides. It's so commonplace and widely used it's really not a big deal.
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Alexx Peace
 
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Post » Sat Nov 17, 2012 8:23 am

But...it's pretty much required for anything more complicated than the default scripting engine provides. It's so commonplace and widely used it's really not a big deal.

Whats so hard to understand? I don't want to work with it. I'm not a scripting Guru, and most of the changes I want to change, shouldn't have to require SKSE.
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Dean
 
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Post » Sat Nov 17, 2012 8:58 am

Whats so hard to understand? I don't want to work with it. I'm not a scripting Guru, and most of the changes I want to change, shouldn't have to require SKSE.

I wouldn't be so sure, much of what you want to tweak/add, especially a dodge mechanic, would likely require SKSE, or at the very least, make your life much easier and the mechanics more interesting.

Example: Here is how you could do a dodge mechanic:

Create a perk, based off of DeftMovement, without the armor conditionals, and with a mitigation of 100%.

Then attach a script to the player via alias, detecting when a certain key is pressed (this cannot be done without SKSE)

When that key is pressed, add perk. When its not pressed, remove it.

You have just made a "dodge" button, and you can then add more to it, like A cooldown or use limit through more scripting.

SKSE is extremely helpful in many combat-related scripts, why do you think that most overhauls use it already?

http://www.gamesas.com/topic/1391126-wipz-skyrim-script-extender-skse/page__st__90__p__21218850__hl__skse__fromsearch__1#entry21218850 is their official thread with most of the scripting functions they add, a LOT of very useful ones that are combat related if you notice :

As for the rest of what you are asking, it seems simple enough to do, and you have plenty of ways to go about doing them.

You can handle it with perks, spells, and tweaking the game settings that can be tweaked. Anything the previous can't handle can be done through scripts altering AVs and the like.
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Lakyn Ellery
 
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Post » Sat Nov 17, 2012 11:46 am

I wouldn't be so sure, much of what you want to tweak/add, especially a dodge mechanic, would likely require SKSE, or at the very least, make your life much easier and the mechanics more interesting.

Example: Here is how you could do a dodge mechanic:

Create a perk, based off of DeftMovement, without the armor conditionals, and with a mitigation of 100%.

Then attach a script to the player via alias, detecting when a certain key is pressed (this cannot be done without SKSE)

When that key is pressed, add perk. When its not pressed, remove it.

You have just made a "dodge" button, and you can then add more to it, like A cooldown or use limit through more scripting.

SKSE is extremely helpful in many combat-related scripts, why do you think that most overhauls use it already?

http://www.gamesas.com/topic/1391126-wipz-skyrim-script-extender-skse/page__st__90__p__21218850__hl__skse__fromsearch__1#entry21218850 is their official thread with most of the scripting functions they add, a LOT of very useful ones that are combat related if you notice :

As for the rest of what you are asking, it seems simple enough to do, and you have plenty of ways to go about doing them.

You can handle it with perks, spells, and tweaking the game settings that can be tweaked. Anything the previous can't handle can be done through scripts altering AVs and the like.

I only mentioned Dodge Once. I said I'd like to, but I doubt it would work.
And As I had already stated, the closest thing I could do to help simulate it, is changing weapon reach, along with damage.

Adding More Stamina Costs to Attacks.
Possible with out SKSE?
Changing base Stamina Regen.
Possible without SKSE?
Changing Weapon Damage across the board.
Possible without SKSE?
Changing the levelup values of Health/Magicka/Stamina.
Possible without SKSE?
Change the way damage is allocated through stats at level up.
Possible without SKSE?

Lets just say, those are the first 5 things I want to do with this mod.
As http://www.gamesas.com/user/472605-charlieface88/ said earlier in the thread, start out small.
I'm starting out with the easiest part of this mod first. Not the most complicated part. (Scripting)
Changing those, SHOULD NOT require scripting. It should basically be, value changes, somewhere, within the game settings, or .ini files.

No one has answered the question, of where I could find those said values.
All I've been given, is why I should use SKSE, or why I should just give up and use someone elses mod.
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Sebrina Johnstone
 
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Post » Sat Nov 17, 2012 3:16 am

No one has answered the question, of where I could find those said values.
All I've been given, is why I should use SKSE, or why I should just give up and use someone elses mod.

First of all, nobody told you to give up. People merely suggested where you might find examples/alternatives to your idea. Alright, so you want to do something yourself, that's fine. But you (apparently) still didn't follow my suggestion to open up one of the combat mods and take a look under the hood, in order to get a better understanding of things. Anyway, I found out most of the values you need to change by doing one google search and clicking on the first result. This might be another reason why experienced people haven't posted here to help you yet, you don't really seem willing to figure things out by yourself.


Adding More Stamina Costs to Attacks.
Possible with out SKSE?

Definitely.


Changing base Stamina Regen.
Possible without SKSE?

Sure.


Changing Weapon Damage across the board.
Possible without SKSE?

Yup.


Changing the levelup values of Health/Magicka/Stamina.
Possible without SKSE?

Don't think so.


Change the way damage is allocated through stats at level up.
Possible without SKSE?

This isn't really something you'd change, as it isn't even present in vanilla. You'd have to implement a system like this. I'd take a look at perks with conditionals, maybe.

Anyway, http://www.creationkit.com/Race#Attack_Data_Tab is the page you want to look at for changing a few simple values. And next time, try to do a little research, people are a lot more helpful if you show you are willing to do some of the work yourself.
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Mariaa EM.
 
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Post » Fri Nov 16, 2012 11:37 pm

However, bear in mind you're trying to make your mod compatible with as much as you can. If you sit there and force change all the values, that will play hell with other mods, in addition to being broken each game update. Dynamic scripting, through SKSE, is the way to do it properly.
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cosmo valerga
 
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Post » Sat Nov 17, 2012 12:02 am

However, bear in mind you're trying to make your mod compatible with as much as you can. If you sit there and force change all the values, that will play hell with other mods, in addition to being broken each game update. Dynamic scripting, through SKSE, is the way to do it properly.

The Changes I'm making, are going to require a new game regardless. Just because of the way stats & leveling would change, would require it. Even the other mods that change some things with leveling up, use scripts to 'convert' your stats, aren't 100%.

Anyways, Arkangle, some of those changes I listed, were rhetorical, I know I can change weapond dmg, and stamina Costs without SKSE, I was making a point by listing some of those.

Changing the levelup values of Health/Magicka/Stamina.
Possible without SKSE?

Don't think so.

Why wouldn' it be? Picking Health, increases your heatlh by X points, Magicka, by X points, and Stamina, by X points. (as well as increasing your weight limit)
I'd have to assume, theres a place to change this value in the base game, without scripting it.

I know in SKYRE, you have to change an INI file associated with that mod, but it would still seem like there must be some file within base skyrim that can change these.

As far as searching myself, Who says I didn't?
And the search function on these forums, Do svck mind you. have to look through 30 pages to find 1 thing related to whatever it is your looking for.
But thanks for that link.
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Chloe :)
 
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Post » Fri Nov 16, 2012 10:43 pm

I used to use Beyond 81: http://skyrim.nexusmods.com/mods/13509

It changes the amount of health/stamina/magicka upon level up and it does not require SKSE. I know little about modding but I would think that having a look at it in the CK might be a good place to start. I believe it does so by editing races? No idea, just that its not compatible with other mods affecting races. Like I said, Im a nub ;)
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Ally Chimienti
 
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Post » Fri Nov 16, 2012 10:51 pm

Thanks for that Atardecer.
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Maria Leon
 
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Post » Sat Nov 17, 2012 2:06 am

Alright, I've begun changing all the damage of every weapon in the game, as well as the Armor Rating of shields.

I' did a minor run through with these damage settings, and so far so good. (Been running through dawnguard slowly)
I'll have to create a new game to get a better feel for the games balance.

So far? You can attack to fast, to often and just annihilate the enemies. (i have to run through a new game, to see how fast they can run me through in comparison.)

Eitherway, I'm stumped on shields atm.

What I want, is to have shields to reduce all incoming damage. (well, ideally, 100% on heavy shields, 75% on light shields.)
I thought maybe changing the AR of the shield, would accomplish this. These values are currently highly absurd on the shield, and, even against mobs that don't use weapons, dmg is still going through.

So does anyone know of any type of formula for damage, concerning shields & armor rating? (Note, I'm also assuming, Shields only grant you the armor rating, when your sheilds actually up, and doens't actually increase your overall armor rating.)

Anyways.
Further goal.

Increase attacks stamina costs.
Increase Stamina Regen.

Increase every creatures base damage to go with weapon damage increase.

Finer-Tune weapon damages.
As it currently stands, the highest end weapons (Daedric - Skyforge, and yes, I made Skyforge the top tier.) are sitting around 200-250 damage. The idea here, is that up against level 30+ mobs, it will take roughly 4 hits to kill. One shots creatures sub 20.
Iron weapons deal around 48-80 dmg. which allows lowever level mobs, to still be killed in around 4 or 5 hits. (or less depending on weapon skills)

I'll also need to up Magic Damage to not gimp them out in comparison.

I will probably make it along the lines of...

Apprentice = spammable, thinking... 20-30 hits before your OOM. Same regen rate. Also, takes approximately 2-5 hits to kill an enemy of varrying levels.
Master = 1 shots just about everything (minus dragons... probably... 10 shot those) Uses most of your mana.

Working on this in my spare time so its going to be slow going.
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Ridhwan Hemsome
 
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Post » Sat Nov 17, 2012 4:19 am

Oh yea, so far I'm kind of happy with the speed of the combat (from what i've seen so far), not because I feel OP, but because its a who hits who first type deal. Idealy, someone who dual wields is going to be a damage monster, but someone with a shield could completely nullify that advantage. :wink:
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jesse villaneda
 
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Post » Sat Nov 17, 2012 12:23 am

Have a good look at the game setting values, everything you are looking for is there. You can change the block min% and max% (based on the block skill), change the health/magicka/stamina per level values (i think it is AVD HMS or something like that). Keep in mind this change will also effect npcs, but they get the total divided based on their class leveling + the npc health per level bonus (which you can also change, you can even give the player one too, it has its own value which is 0 by default).

Here's an example:

AVD HMS = 18.00
Player Health Per Level Bonus = 2.00
NPC Health Per Level Bonus = 6.00

Every level you go up, you will get 2 bonus health, so if you chose to level stamina you would get 2 health and 18 stamina, if you chose health you would get 20.
NPCs will get 18 points divided up into HMS based on their class, plus the 6 health per level.

Also, don't know if it has been stated here but, regen of health, magicka and stamina in the game is already done by %.

I have pretty much done everything you are setting out to do here without skse but some of it takes a lot of work. Be wary of changing enchantments, they are all "cost" dependant.

Everything you are setting out to do here is possible in the CK, just some of it is a pain. Good luck
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Heather M
 
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Post » Sat Nov 17, 2012 8:10 am

Have a good look at the game setting values, everything you are looking for is there. You can change the block min% and max% (based on the block skill), change the health/magicka/stamina per level values (i think it is AVD HMS or something like that). Keep in mind this change will also effect npcs, but they get the total divided based on their class leveling + the npc health per level bonus (which you can also change, you can even give the player one too, it has its own value which is 0 by default).

Here's an example:

AVD HMS = 18.00
Player Health Per Level Bonus = 2.00
NPC Health Per Level Bonus = 6.00

Every level you go up, you will get 2 bonus health, so if you chose to level stamina you would get 2 health and 18 stamina, if you chose health you would get 20.
NPCs will get 18 points divided up into HMS based on their class, plus the 6 health per level.

Also, don't know if it has been stated here but, regen of health, magicka and stamina in the game is already done by %.

I have pretty much done everything you are setting out to do here without skse but some of it takes a lot of work. Be wary of changing enchantments, they are all "cost" dependant.

Everything you are setting out to do here is possible in the CK, just some of it is a pain. Good luck

Thanks
I did find some of the stamina costs on combat attacks, ect.
I didn't know about hte player health per level part.

Found the stamina/magicka regen rates, and all that.

That block chance min max.. does that deal with damage you still sustain? Or is it something else? If I were to change the min to 95% and max to 100%, would I see almost no damage from the player?
Im guessing the only way to add stamina drain on recieving a block, is with SKSE...

Magic damage.
Is there any way to up Magic Damage, without upping magicka costs? Or altering the damage to magicka multiplier?
I can't change allthe weapon values up that high, without making magic damage just as deadly.
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Anne marie
 
Posts: 3454
Joined: Tue Jul 11, 2006 1:05 pm

Post » Sat Nov 17, 2012 9:19 am

Figured out magic damage...
checked of auto-calc and was able to double the damage, and keep the magicka costs the same.
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Alba Casas
 
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Joined: Tue Dec 12, 2006 2:31 pm

Post » Sat Nov 17, 2012 8:44 am

Got regen of stamina tweaked finally.
was in racial options, not in settings. Once I found that, stamina started behaving like I wanted. Sorta.

Now I just need to figure out how to make your normal auto-attack actually drain stamina. As it is, you can spam your regular attacks, with no limit. Ideally, I want (at 100 stamina) a Power attack to drain 75 Stamina. And a regular attack, to drain 30 stamina. This way, you can do upwards of 4 attacks, before your stamina is drained.. Unfortunately theres no way to actually prevent a player from not attacking when they have no stamina left... I might have to script this in, but for that, I'm afraid is going to require SKSE...
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Cool Man Sam
 
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Joined: Thu May 10, 2007 1:19 pm

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