[RELzWIPz] Combat Remastered

Post » Fri Oct 12, 2012 7:31 pm

Download 0.98 Beta: http://skyrim.nexusmods.com/mods/24377

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-==CURRENT VERSION==-
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0.98 (beta)
IT IS RECOMMENDED TO START A NEW GAME WHEN FIRST USING THIS MOD (at least if you've taken any perks)

THIS MOD REQUIRES THE SKYRIM SCRIPT EXTENDER (download at http://skse.silverlock.org/).
Apologies to any who downloaded this before I made this clear.



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-==UPDATING==-
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Overwrite the old .esp and script files, and when you load an old save, open the console ('~' key) and enter the following command:

SetStage aaCRMMainquest 100

Close the console. In a moment, you should receive a message saying that the plugin is updating. You should then be ready to resume play.



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-==DESCRIPTION==-
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A combat adjustment package inspired by mods like SkyRe, ACE, and Deadly Combat. Credits to the authors of those mods for their excellent work.

This mod does not aim to be as complex or comprehensive as those, but should hopefully have a solid set of streamlined features to make combat more engaging.

See the ReadMe for a comprehensive list of changes.


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-==COMPATIBILITY==-
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Main file is incompatible with mods that alter weapon speeds or the weapon, armor or block trees. Also any mods that make use of the Infamy actor value (it's used by Combat Remastered to control armor damage reduction) or the Fame actor value (used to control damage output).

Archery file is incompatible with other changes to the Archery perk tree.

Magic file is incompatible with changes to the spellcasting perk trees or vanilla spells.


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-==TO-DO LIST==-
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Optional fortify spell school enchantment perk (tejón's Simple Skyrim Spell Scaling Solution, but no changes to spell cost game settings and incorporate balance changes from Artifact Balance Overhaul by Aertyr).
Balance tweaks and any required bugfixes.




Feedback welcome. Enjoy! :smile:
User avatar
Johanna Van Drunick
 
Posts: 3437
Joined: Tue Jun 20, 2006 11:40 am

Post » Sat Oct 13, 2012 1:34 am

Can't give feedback on how it plays because I can't install right now but just judging from the description the mod looks like a solid combat enhancer. It is probably the first one to jointly overhaul combat mechanics and perks, which is good IMO.

Small concern I have: does this mod suffer from script lag?
User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Fri Oct 12, 2012 3:18 pm

There is some script lag on stamina costs for blocking and striking (and probably other, less noticeable areas), but there should be none for timed blocking or Critical Counters (the latter of which are perk-based). On my system, I can consistantly achieve timed blocks by guarding well after an attack starts, but before it hits. Due to the way timed blocks are implimented here (on by default until after you've guarded for a while), script lag will make it easier rather than harder to perform them, if at all.
User avatar
Marquis deVille
 
Posts: 3409
Joined: Thu Jul 26, 2007 8:24 am

Post » Sat Oct 13, 2012 2:21 am

The mod now has all its planned features in place, so if anyone was waiting until it was more complete before jumping on, now might be a good time. From here on, I intend to do mainly bugfixes/balance tweaks and maybe some independant, optional modules.

BTW, are we allowed to make consecutive posts here if there is a major update to our mod?
User avatar
Channing
 
Posts: 3393
Joined: Thu Nov 30, 2006 4:05 pm


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