[RELz] Loopy’s Serious Guide to Skyrim Combat Mods

Post » Wed Sep 24, 2014 5:01 am

Loopy’s Serious Guide to Skyrim Combat Mods

ACHTUNG!: This is a work in progress. I’m still adding content, improving the layout and double checking facts so keep that in mind if you do comment. If you see an error, maybe best to PM me rather than post a comment as it may clutter the thread. I’d prefer to keep comments focussed on discussion of the mods and mod combinations. Any suggestions on improving the content and in particular the classification system are welcome.

What is this?

This guide endeavours to perform a comprehensive anolysis of all of the mods affecting combat and NPC AI in order to assist users in making an informed decision about which combinations of mods to use in their game. Some may be aware of http://www.gamesas.com/topic/1401728-cant-decide-which-combat-mod/?p=21342168#entry21342168 thread (also linked on the G.E.M.S. website) which is useful for giving a flavor of some of the various combat mods. However, it is over two years old now and therefore out-of-date. There are also many other discussion threads about which combat mod or combination thereof is preferred by users. However, to my knowledge there is no comprehensive anolysis.

I have attempted a classification of the mods based on what each mod changes to achieve its desired outcome. The categories are:

  1. Combat styles based
  2. Perk based
  3. Stamina based
  4. Hybrid

Some fit easily, some defy easy categorization because of the scope of their changes. Combinations of mods will complicate this somewhat arbitrary classification system but I feel it assists in being a starting point for meaningful comparisons.

I’ve tried to keep the writing style as neutral as possible; however where a mod does something I think is unique I have mentioned that, and inevitably when I try out various combinations of mods some personal preference will come in to it. I’ll try to keep that to a minimum.

It's too long!

To mimimize TL;DR syndrome I’ve standardised the presentation and used bullet points to facilitate skim reading. I could probably even email you the MSWord document I drafted the original on - PM me if you like.

It just summarizes what the mods do. I want MOAR!

At the moment I have performed an overview of most of the main mods affecting combat including, where appropriate, supplementary and complementary mods.

In the future I aim to flesh this out even further, possibly make it more comprehensive, hopefully more anolytical. Of course, all this may not answer the most important question: How does the mod actually play in-game?!?!? Hence, I have already used some of the mods on a clean install of Skyrim and will update the thread with write-ups of these and more in the future.

I will also experiment with different mod combinations in search of “sweet spots” and synergies.

What are Combat Styles?

By way of an explanation of combat styles and how they work, I have copy/pasted the relevant section from the Creation Kit wiki below (emphasis my own):

Spoiler
A Combat Style represents an Actor's overall approach to combat: whether, for example, they will prefer melee to ranged combat, or how frequently they will choose to block. It does not allow you to specify specific combat tactics: while you can do this to a limited extent with Combat Override Packages on the Actor's AI Packages Tab (such as Hold Position Packages), the specific decisions made by the Combat AI cannot be controlled through the Creation Kit.

Here's a breakdown on the meanings of the variable fields you can input. These forms are found under the "Miscellaneous" section in the Object Window.

General Tab

  • Offensive Mult - this works in conjunction with the defensive mult. Basically, the higher the number, the more likely a character will attack, the more often they will attack, and the more often they will power attack.
  • Defensive Mult - see above. The higher the number, a character will block more often, hold their block up longer, and bash more often if they're capable to do so.
  • Group Offensive Mult - This will over-ride the offensive mult above. The more actors that are attacking the player, the less offensive they will be, based on this mult. The higher the mult, the more offensive they'll be in groups.
  • Avoid Threat Chance - Not used, or use unknown to author.
  • Equipment Score Mults - the higher the number, the more likely the actor will be to use that weapon. This number is multiplied into the damage output of the attack. So if you have a melee attack that has a small amount of damage, and a spells that do a lot, you have to 'jack' this mult up very high on the melee attack for the actor to prefer melee attacks over magic.

Melee Tab

Attack

  • Attack Staggered Mult - The higher the number, the more likely an NPC will attack a player in a stagger state
  • Power Attack Staggered - The higher the number, the more likely an NPC will power attack a player in a stagger state
  • Power Attack Blocking - The higher the number, the more likely an NPC will power attack a player in a blocking state (and thus, break a block)
  • Special Attack - Not used, or use unknown to author.

Bash

  • Bash Mult - The higher the number, the more likely an NPC will bash the player (either with a shield or a special attack flagged as a 'bash.' This can result in the player being staggered, thus interrupting animations and temporarily disorienting & disabling actions.)
  • Bash Recoiled - The higher the number, the more likely an NPC will bash a player who is in a recoiled state. A recoiled state is when the player (or npc) gets his regular attack blocked, thus recoiling him.
  • Bash Attack Mult - The higher the number, the more likely an NPC will bash a player who's actively attacking, or in an attack state.
  • Bash Power Attack Mult - The higher the number, the more likely an NPC will bash a player who's actively power attacking, or in an power attack state.

Misc

  • Allow Dual Wielding - allows a NPC to dual wield. Note, this will only work on NPCs who have Dual Wielding animations - currently that's only 'humanoid' NPCs.

Well done if you got through that...! :icecream:

There are two important things to note from this description and from the linked page on AI Packages:

  1. Whilst Combat Style is highly customisable, the modder cannot specify actor combat tactics other than in a limited way via AI packages;
  2. The modder has no control over the mechanics of combat.

Unfortunately that means that, in general, outside of scripting, a modder is limited to how effective he/she can be at overhauling Skyrim's combat. :wallbash:

If any of the mod authors read this (I'd be grateful if you did) and would care to comment or PM me, please do so as I may have got some details wrong or my explanation of what the mod does might need improvement.

For testing purposes, I'm running a bare-bones vanilla install with the following load order of what I consider are the necessities:

Spoiler

TBA

One last thing: please don’t criticize a mod for its degree of realism as it is a subjective concept that can spawn arguments. I prefer to ask myself whether I find the mod or combination of mods convincing in terms if the kind of combat experience I want to have. And that too will differ from person to person.

Combat Styles Based Mods

http://www.nexusmods.com/skyrim/mods/56147/?

Requires: Skyrim 1.9.32, Dawnguard, Dragonborn

Scripts: N

Perks: N

Modular: Y

Synopsis

  • A “light” combat and stealth overhaul which changes combat styles, game settings and NPC spells
  • Doesn't change perks or leveled lists.
  • It enhances the following: stagger, knockdown, enemy skills, enemy damage and more.
  • Combat sneaking is more difficult

Archery

  • Per vanilla

Blocking

  • Successful block prevents 95% of damage

Combat Mechanics

  • Depends on module selected but enemies do more damage (including enemy spells)
  • Enemies are a bit more likely to flee or get knocked down when low on health
  • Stealth is overhauled so combat sneaking is more difficult
    Poisons (including creature poison) are much more dangerous
  • Maximum magic resistance and armor rating have been reduced
  • Bosses may dual wield

Enhancements to AI

  • Multiple enemies will try to surround player

Power Attacks/Staggering

  • Effect of staggering enhanced

Stamina

  • Per vanilla

Shield Bashing

  • Per vanilla

Compatibility

  • Designed to compliment what the mod author refers to as the major combat overhauls: Duel - Combat Realism, Deadly Combat and Ultimate Combat although author does mention later on that this mod overwrites some of their settings if loaded after them.
  • Mostly compatible with Revenge of the Enemies, Supernatural AI, SkyRe, ASIS, Requiem, and SkyTEST as long as you place Combat Evolved after these mods including all of their patches.
  • Works with SkyRe (via module) and ASIS.
  • Incompatible with ERSO 30 – Better Enemy AI
  • BOSS & LOOT will not sort properly - need to create custom rule.

http://erkeilmods.altervista.org/skyrim/enhanced-enemy-ai/

Requirements: install the appropriate .esp

Scripts: N

Perks: N

Modular: N

Synopsis

  • A 'light' overhaul that increases all enemy (except Dragons) use of shield bash, wards, spells and special attacks by changing only vanilla combat styles.
  • Mages will use the best combination of spells possible
  • Leveled lists unchanged.

Archery

  • Per vanilla

Blocking

  • Per vanilla

Combat Mechanics

  • Only to combat styles

Enhancements to Enemy AI

  • None

Power Attacks/Staggering

  • Per vanilla

Stamina

  • Per vanilla

Shield Bashing

  • Increased likelihood via adjusting combat styles

Compatibility

  • Should be compatible with most other combat mods
  • Synergy with Ultimate Combat

Brodual’s http://www.youtube.com/watch?v=qpwsraPUNPg

http://steamcommunity.com/sharedfiles/filedetails/?id=160829215

Requirements: TBC

Scripts: N

Perks: N

Modular: N

Synopsis

  • This mod modifies vanilla combat styles and combat multipliers. From the author’s mod page:

What this mod does:

Smarter NPC combat behaviour; NPCs are now more likely to

  • Use power attacks more effectively (i.e. power attack when their enemy is blocking/staggered)
  • Attack more aggressively when in groups (including mages/archers)
  • Try to bash and block
  • Attack when their enemy is not blocking
  • Disengage from melee combat (if NPC is an archer/mage) when they gain distance from their enemy
  • Attempt to circle their enemy if they can't find an angle for attack
  • Archers/mages have increased desire to navigate away from enemies to avoid melee combat

Expand differences in combat styles to make combat more immersive

  • NPCs using the 'beserker' combat style will spend the majority of their time attacking, while NPCs using the 'tank' combat style will spend most of their time blocking or defending
  • A farmer will be much less effective in combat than a bandit ringleader
  • Draugr charge straight towards enemies and spend very little time blocking
  • Wolves will circle around an enemy and only attack for short periods before circling again. In larger packs, wolves will rotate in for the attack while the rest circle their enemy
  • Dragons now highly prefer hovering/strafing attacks over perched/ground attacks. To balance this for melee players, when dragons do decide to land, they stay landed for an increased amount of time. Also, dragons are now more prone to perform special ground moves (for example, tail bashing an enemy attacking from behind.)

Archery

  • 15% chance to choose to dodge an arrow attack

Blocking

  • Per vanilla

Combat Mechanics

  • Changes to combat styles and combat multipliers

Enhancements to AI

  • Actors more likely to use tactics in combat

Power Attacks/Staggering

  • Per vanilla

Stamina

  • Per vanilla

Shield Bashing

  • Increases likelihood of occurring

Compatibility

  • Duel – Combat Realism, Amazing Follower Tweaks
  • NPCs from mods should take advantage of the changes made from this mod, unless they're given a unique combat style (which is rare)

http://www.nexusmods.com/skyrim/mods/40491/?

Requirements: Skyrim, 1.9.32, Dawnguard, Dragonborn

Scripts: N

Perks: N

Modular: N

Synopsis

  • This mod increases the level of enemies in encounter zones and adds unique skills most actors (except Forsworn and bandits)
  • Most enemies now have new magic and will use a wider variety of spells; some have unique and powerful magic
  • Actors will use their daily racial abilities
  • Actors will block, dodge and power attack more often
  • Adds high level enemies
  • Bosses are far more powerful with unique AI
  • Does not adjust actor damage values
  • Special abilities added (spoilered):

Spoiler
Falmer – invisibility

Vampire – bat form

Dwemer Sphere – artillery

Archery

  • Per vanilla

Blocking

  • Per vanilla

Combat Mechanics

  • Refer synopsis

Enhancements to Enemy AI

  • TBC

Power Attacks/Staggering

  • TBC

Stamina

  • Per vanilla

Shield Bashing

  • As above

Compatibility

  • SPERG, ACE, Ultimate Combat, Enhanced Enemy AI, Duel – Combat Realism, Deadly Dragons, Mighty Dragons, SkyTest, Dragon Combat Overhaul, Better Vampires, Deadly Combat, ASIS.
  • Refer mod page for compatibility with: SkyRe, Skyrim Monsters, Skyrim Immersive Creatures.
  • OBIS: make a custom patch with TES5Edit, copy OBIS info into it to overwrite ROTE in the needed places (Source warriorpoetex on nexus forum for mod)

Note: Brodual’s review used this mod in conjunction with UC, EEAI

Perk Based Combat Mods

http://www.nexusmods.com/skyrim/mods/10037/?

Requirements: TBC

Scripts: N

Perks: Y

Modular: Y

It’s not wholly accurate to put ACE in this category based on perks alone as it makes some clever and very sensible changes to combat mechanics.

ACE mods are a set of modular mods (10 in all not including compatibility patches) which each address an area of the game. ACE’s changes are broad and comprehensive and I will include the following modules separately:

  • ACE – Melee
  • ACE – Realistic Fighting

However, keep in mind that most if not all of ACE’s modules will affect combat to an extent and there is also a Synergy module which is worth checking out. Both ACE – Archery and ACE – Armor introduce further perks and other components that will affect combat.

ACE - Melee

Synopsis

ACE – Melee implements its changes by way of:

  • applying logical bonuses based on the actor’s stance (ie 1-Handed, 2-Handed, sword & shield, spellsword, staff and dual wield).
  • introducing new perks
  • applying logical buffs and bonuses based on the type of weapon wielded

Archery

  • Significant changes – refer to mod’s readme

Blocking

  • Per vanilla aside from minor changes from various modules

Combat Mechanics

  • Implements stances which provide various bonuses
  • Weapon types yield differing bonuses
  • 1-Handed weapons receive added critical damage based on 1-Handed skill

Enhancements to Enemy AI

  • TBC

Power Attacks/Staggering

  • Half damage from 1-Handed PA’s

Stamina

  • Per vanilla but affected dynamically by specific perks across the various modules
  • Stamina use halved when using 1-Handed weapons

Shield Bashing

  • Per Vanilla

Compatibility

  • The Dance of Death – fully compatible with both perks and non-perks version
  • Duel – Combat Realism 99% compatible, load ACE after Duel (will lose Duel function where actor does less damage when stamina below 10%)
  • Not compatible with any mod that alters the 1Handed/2Handed skill trees or increases the weapon attack speeds as ACE fixes the vanilla base weapon speed bug. ( refer mod webpage for a fix).
  • Not compatible with Smithing Perks Overhaul (SPO) as is unnecessary as ACE affects all weapons & armor in the game.

ACE – Realistic Fighting

Synopsis

ACE – Realistic Fighting applies bonuses and penalties to combat based on many factors such as sleeping, prone, sure-/flat-footed, casting, power attacking, momentum, geometry, holding a torch, distance from target and many more and of course benefits from the perks introduced in the Melee (and other) module

Archery

  • Not moving improves bow damage by 7%
  • 15% greater damage if crouching/sneaking or if point blank

Blocking

  • Damage adjusted based on direction of attack

Combat Mechanics

  • Refer above summary

Enhancements to Enemy AI

  • None – hence recommended mod be used with ASIS

Stamina

  • Per vanilla but affected dynamically by specific perks across the various modules

Shield Bashing

  • Not changed by this module

Power Attacks/Staggering

  • Not changed by this module

Compatibility

  • Designed to be compatible with Duel – Combat Realism, Deadly Combat and ASIS
  • Each ACE module benefits from having ASIS installed as all NPCs will get ACE’s perks and effects. If ASIS is installed, "_PC" (without quotation marks) should be added to the [PerkExclusionsContains] section of the ASIS AutomaticPerks.ini

http://www.nexusmods.com/skyrim/mods/19281/?

Requirements: Skyrim v1.9.32, Dawnguard, SkyUI v4.1+, SKSE v 1.6.16+

Scripts: Y

Perks: Y

Modular: N but customizable via MCM

Synopsis

Requiem has garnered the reputation of being an overhaul suited to the hardcoe player. This is not wholly accurate. Requiem achieves its aims by eliminating Skyrim’s levelling system and altering levelled lists. As bg2408 would say, the overhaul is place-centric rather than player-centric.

I have restricted my anolysis to the changes it makes to combat; however this doesn’t do justice to how well the mod hangs together in its entirety.

Requiem also makes major changes to the perks and skills systems in addition to other broad and comprehensive changes to almost all facets of the game. Armor skill increases gradually and passively by wearing the appropriate armor and adventuring forth...

Archery

  • Damage now depends on range and skill level
  • NPC archers carry a limited supply of arrows
  • Bows are far more deadly

Blocking

  • Per vanilla aside from increased stamina consumption

Combat Mechanics

  • Being hit in combat doesn’t just drain health; other consequences may be magicka and stamina drain or being disarmed
  • Greater distinction between light and heavy armor
  • Heavy armor offers greater ability to bsorb damage and exceptional protection against arrows at the cost of mobility
  • Light armor offers limited protection whilst retaining mobility
  • Enemies use special attacks and poisons more often
  • Weapon damage increased slightly
  • Resistances maxed at 90% but some foes have armor piercing (or similar) capability
  • Critical injuries and exhaustion will severely impact your ability to fight effectively
  • Most essential NPC’s can now be killed by the player (can adjust in MCM menu)
  • Unique traits and abilities have been added to many creatures requiring the player to experiment with and develop new tactics
  • The difficulty slider under Skyrim gameplay options has been disabled; difficulty can be adjusted via to mod’s MCM menu
  • No changing armor (except shields) in combat (can adjust in MCM menu)
  • Many of the new perks will also impact upon combat, including the magic-related perks
  • NPC yield system more immersive

Enhancements to AI

  • Greater diversity of attacks

Power Attacks/Staggering

  • Actors now less prone to stagger and some are immune
  • Player can be staggered more often from any hit (not just PA’s)
  • Knockdown attacks can be performed by actors and are based on the actor’s mass; hence mounted knockdowns are far more effective

Stamina

  • Weapon skill has a major impact on stamina consumption
  • Blocking and normal attacks consume stamina

Shield Bashing

  • May disarm archers or break their weapon

Compatibility

A hardcoe edition of Requiem exists entitled: Requiem – Hard Times

The mod’s guide lists a number of compatibility patches for other DLC/mods which include:

  • Dragonborn
  • Dawnguard
  • Wyrmstooth
  • Immersive Armours, Weapons, Creatures, Patrols
  • Falkskaar
  • SkyTEST

Stamina Based Combat Mods

http://www.nexusmods.com/skyrim/mods/5485/?

Requirements: Skyrim 1.9.32, SKSE 1.6.16+, SkyUI v3.0+

Scripts: Y

Perks: N

Modular: Y

Note: Per comments on mod nexus page this mod author is now working on other projects so may not be updating this mod.

Synopsis

  • Increases the pace of vanilla combat, stamina cost and stamina regeneration rate
  • Uniformly reduces the effectiveness of armor, therefore you will only get the best protection from a combination of the best armor, high skills and perks.
  • Enhances the effectiveness and importance of blocking
  • Increases damage applied for all actors
  • Reduces weapon attack range
  • Increases importance of timing weapon swings and blocks

Archery

  • Nerfing of Ranger perk in archery tree means slower running with bow drawn

Blocking

  • More effective; costs stamina
  • Timed blocking and warding
  • Refer nexus page for comprehensive anolysis and examples

Combat Mechanics

  • All armor ratings uniformly reduced
  • All damage increased
  • Shorter melee attack ranges
  • Armor weight affects movement speed
  • NPCs can perform forward roll in combat
  • Simultaneously moving sideways and backwards whilst attacking is slower than vanilla especially if using a 1-Handed weapon; 2-Handed weapon – no change
  • Locational damage (similar to Locational Damage mod by Kahmul78)
  • Recommended to use Dual Wield Parrying by same author

Enhancements to AI

  • Reactive: dynamic reactions to player actions based on a variety of factors
  • Proactive: may attack player’s mount

Power Attacks/Staggering

  • PA’s cost more stamina
  • Normal attacks may stagger enemy
  • NPCs may attempt to dodge PAs

Stamina

  • Blocking costs stamina & stamina cost for power attacks is increased
  • Stamina regeneration rate increased during combat and increased further still when idle

Shield Bashing

  • NPCs will bash more and is situational rather than based on chance

Compatibility

  • Dance of Death
  • Skyre’s combat module – load DC after. Set equal numbers for both player & NPCs and use SkyTweak to raise NPC’s levels so fights are balanced; also use SkyRe_EnemyAI.esp and turn off DC’s timed block in-game. (xPatosonx on nexus forum)
  • NPC Health Equaliser
  • Deadly Combat_ASIS_Patch.esp improves interaction between ASIS AI component and Deadly Combat AI if loaded after ASIS.esp.
  • Incompatible with Ultimate Combat, Duel – Combat Realism, Duke Patrick’s Heavy/Light Combat

http://www.nexusmods.com/skyrim/mods/36006/?

Requirements: Skyrim 1.9.32, SKSE 1.6.9+, SkyUI 3.1+

Scripts: Y

Perks: N

Modular: N but configurable via MCM

Brodual’s http://www.youtube.com/watch?v=4qQD1VO69Gs

Synopsis

  • A combat overhaul which combines all the TK mechanic mods into one covering most humanoid NPC's
  • It focuses on precise and responsive combat via numerical game settings, new enemy action special attacks & spells, dodges, counters, blocks and bashes which depend upon player behaviour and situation
  • Player and enemy direction and speed also dynamically affect damage dealt/received.
  • NPCs dodge and block more effectively, ie only when they need to.
  • Timed blocking means successfully timed blocks won't decrease stamina or HP and the enemy will stagger.
  • Headshots deal additional damage
  • Separate mechanics for Dragon Priests & Dwemer Centurions (spoilered below):

Spoiler
Dwemer Centurions have two new attacks and are subject to a new locational damage system.

Dragon Priests are now augmented with new attacks that slow, stagger and deal damage, and a new dodge spell.

For more refer to the mod's nexus page

Archery

  • Headshots cause additional damage

Blocking

  • Timed block if successful costs no stamina and staggers opponent

Combat Mechanics

  • NPCs have special attacks in addition to power attacks
  • Momentum affects damage dealt and received

Enhancements to AI

  • NPCs play medic role to injured allies and defend wounded allies
  • NPCs in groups exhibit different combat behaviours as opposed to single NPCs
  • NPCs dynamically respond to player actions

Power Attacks/Staggering

  • Timed block staggers opponent
  • Consecutive staggers will have less effect.

Stamina

  • Stamina is an important component as each swing costs stamina and is also added to any power attack stamina cost
  • Low stamina degrades blocking efficiency and disables timed block
  • NPCs take advantage of player’s low stamina and press their attack
  • Can’t attack if no stamina

Shield Bashing

  • Per vanilla

Compatibility

  • Indication of some synergy with EEAI
  • Deadly Combat or Duel – Combat Realism
  • SkyRe but turn off Weapon Swing Cost in UC MCM
  • ASIS, ERSO, Enhanced Enemy AI, Locational Damage, ACE, High Level Enemies provided UC loaded after

http://www.nexusmods.com/skyrim/mods/2700/?

Requirements: Unspecified

Scripts: Y (but limited)

Perks: Some tweaks

Modular: N

(There is also a non-hardcoe version)

Synopsis

  • Duel focuses on stamina management and taking and retaining the initiative.
  • Blocking is more effective than vanilla but requires more stamina and overall damage has been increased slightly.
  • NPCs will block more often, manage their stamina more effectively and have enhanced teamwork AI, using flanking, hide and cooperative tactics.
  • Duel wield parry enabled
  • Stealth has been nerfed as enemies now search for much longer
  • Arrows deal far more damage
  • Use of scripts to control staggering based on perks and weapon

Specifics from the author’s nexus page (I have edited for spelling, grammar and readibility)

  • While it costs stamina, blocking with shield or weapon cover you from damage
  • Skyrim's base timed shield block optimized
  • If you keep your shield raised, opponent should stagger you
  • If you successfully block (timed) during an opponent's attack, you'll block his aggression and he'll stagger
  • If you shield bash a casting mage, he'll stagger and lose his spell
  • If you shield bash someone, he'll stagger
  • Chance to stagger your opponent on each landing hit based on your stamina (tested against your opponent's)
  • Shield effectiveness relative to your actual stamina score; less stamina means more damage transferred to health
  • Improved AI, now an opponent with a shield knows how to use it
  • When you hit your opponent, he loses health AND stamina based on weapon type you use
  • Different stagger effect magnitude relative to weapon type; maces should have more chance to stagger than sword
  • Stagger chances is better against lower levels, and get very hard to do against opponent that is higher level than you
  • Less powerful Shield Bash, faster recovery for intense combat
  • Fast recovery from knockdown too
  • Closer Shield Bash (range), closer fighting range. both intended for more realistic animation and better AI triggers
  • Weapons have better parrying capability
  • Damage done against someone that is knocked back is lower than vanilla. This avoids an exploit relative to staggers
  • Knockback happens only when opponent is near death
  • And many more...

The mod author has also summarised what Duel doesn't do:

  • New moves and combos
  • Localization damage
  • Changes to NPC A.I. Packages
  • Magic tweaks
  • NPCs healing themselves via spells or potions

Archery

  • Archery is far more deadly particularly at higher difficulty levels

Blocking

  • Can block while staggered
  • Successful block drains stamina

Combat Mechanics

  • Reduces armor rating and increases weapon damage
  • Stealth nerfed as alerted enemies will search for longer and have enhanced line of sight
  • Unblocked blows hurt more

Enhancements to Enemy AI

  • Enemies now block more effectively (via script)
  • Enhanced teamwork AI (author claims best in Skyrim)
  • NPC’s may now flee

Power Attacks/Staggering

  • New stagger system controlled by scripts
  • Can still block/attack/bash will staggered but less effectively

Stamina

  • Opponents have more base stamina
  • Blocking requires more stamina than vanilla
  • Low stamina reduces effectiveness of Armsman, Barbarian and Shieldwall
  • Every successful hit includes a chance to stagger based on your stamina vs enemy’s stamina

Shield Bashing

  • Will cause stagger (refer nexus mod page for comprehensive description)
  • May cause enemy caster to lose spell

Compatibility

  • Combat system doesn’t rely on keywords so full support for custom armors and weapons
  • Support for armor rating up to 1000+ and level 100
  • Can use together with SkyRe – Enemy AI module

Note: mod requires cleaning in TESEdit – this has been acknowledged by LogRaam

http://www.pcgamer.com/2013/03/11/duel-combat-realism-mod-skyrim/

Hybrid: Stamina Based/Perk Based

http://tesalliance.org/forums/index.php?/files/file/1567-duke-patricks-archery-and-heavy-weapons-combat/

Requirements: Registration at TESAlliance required to download

Scripts: Y

Perks: Y (Extensive changes – refer to documentation in mod’s archive)

Modular: N

http://www.gamesas.com/topic/1503749-duke-patricks-archery-and-heavy-light-weapons-combat/ (highly recommended)

***WARNING: DO NOT CLEAN THIS MOD***

Synopsis

I cannot do this mod justice with just a summary but I will attempt to do so anyway. This mod contains components outside of the areas I wanted to concentrate on and they add a huge amount of depth and flavor to the mod.

This mod sets out to be the most realistic combat simulation possible, taking its inspiration from real life SCA combat in which the mod maker (Duke Patrick) is a regular participant & champion. All features in the mod (bar one) work the same for all actors. Defence and stamina management are the most important components to consider in battle; one decent unblocked attack may very well mean death. An actor with more stamina, or who makes better use of available stamina, is able to defeat a more skilled opponent if they make no mistakes in combat. Combat geometry is an important component of this mod (ie an actor's position and angle relative to the opponent) and the actual length of the 3-D weapon model is used to determine striking distance.

Archery

  • Strength now the most important component of calculating raw arrow damage, not marksmanship; high strength will help draw bow faster
  • Actors can now run while shooting at the cost of accuracy; High marksmanship will ameliorate this penalty
  • Crouching doubles accuracy while low stamina reduces it
  • High marksmanship will reduce bow sway (1st person)
  • Locational hits up to 60’
  • Unhelmeted headshot may be instant kill. Difficult at long ranges
  • Bow draw consumes stamina
  • Dynamic draw time based on bow base damage
  • Dynamic bow damage based on draw extent
  • 100% recovery of arrows unless broken
  • Weapons and shields can now deflect arrows

Blocking

  • Block skill now more important when blocking
  • Static blocking with shield easier than with a weapon
  • Blocking more effective at reducing damage based on skill level and shield size also has an effect
  • Timed blocks reduce stamina consumption
  • When blocking, weapon/shield size compared to attackers weapon size will determine stamina consumption (ie small blocking shield/weapon blocking large weapon will consume more stamina)
  • Timed blocking with a weapon easier to perform than with a shield
  • Timed blocking is more difficult to perform but more effective than static blocking
  • Shields can block elemental and spit attacks under certain conditions
  • Dual weapon blocking

Combat Mechanics

  • All attacks consume stamina
  • Rotational and linear movement increase damage dealt
  • Damage from weapons and shields significantly increased
  • Dynamic weapon speed
  • Slower combat pacing
  • Swings with balanced weapons (eg blades) consume less stamina if no target hit (doesn’t apply to inanimate objects)
  • Swings with top heavy weapons that miss a target will consume more stamina (doesn’t apply to inanimate objects)
  • Attack force calculated using a variety of logical factors, the magnitude of which determines the stamina required to block
  • If attack force overwhelms defender a stagger or knockdown will result
  • Drinking any potions forces a drink animation on player
  • Comparative actor size, strength and weapon mass dynamically affect combat physics – if the difference is significant the smaller actor may be smashed around like a rag-doll
  • Increased speed running backwards but with a trip and fall risk
  • Logical health limits
  • NPC’s can fumble
  • Left-handed attacks more difficult to defend against
  • Actors show pain
  • New hand-to-hand skill incorporating blocks, kicks, deflection, perks, grapples which also force weapon drops
  • Comprehensive light weapons mechanics with new perks such as being able to hit gaps in armor
  • Location armor protects better against arrows, beasts and H2H attacks
  • Dynamic feinting system that can be used to broach an enemy's physical defenses

Enhancements to AI

  • NPC AI is dynamically adjusted depending on various combat conditions, including:
  • Greater agression in numbers
  • More effective blocking via scripting and adjustments to combat styles
  • Pressing the attack if actor is exhausted
  • Mini-retreat to rest and regenerate stamina
  • Back-off from exceptional opponents
  • Encirclement tactics
  • Actively dodge arrows if in combat with player

Power Attacks/Staggering

  • Attack force calculated using a variety of logical factors, the magnitude of which determines the stamina required to block - if attack force overwhelms defender a stagger or knockdown will result
  • Minimum 25% stamina to perform power attack

Stamina

  • All attacks consume stamina
  • Stamina affects damage dealt
  • Regeneration in combat now very low
  • Regeneration enhanced by remaining as idle as possible
  • Encourages footwork and timing to manage stamina
  • Minimum 10% stamina to perform normal attack
  • Timed blocks reduce stamina consumption

Shield Bashing

  • Minimum 25% stamina to perform bash attack
  • Actors can shield charge and damage is dynamically calculated based on a number of factors including a new perk

Compatibility

  • Skyrim.ini optional viewpoint adjustments recommended (refer archive)
  • Always load dead last

Recommended

  • Realistic Ragdoll & Force rev1.8
  • Punching Shield Bash Animation by blackrose86
  • The Bastard by InsanitySorrow (hand-and-a-half sword)
  • D13 Faster Get Up Stand Up vanilla friendly by DarkAngel13
  • A frame rate limiter

Conflicting Mods

  • In general due to the scope of changes enacted by this mod, it will conflict with most other combat mods and any mod which changes the following:
  • Race settings
  • Combat perks
  • Stamina regeneration rate
  • Combat styles
  • Projectiles data
  • Certain magic effects relating to block and stamina
  • Weapon stats
  • Combat game setting including armor and weapons
  • All combat animation conditions
  • Certain conditions on combat voice files

Not compatible with

  • XP32 Skeleton
  • FNIS
  • HeartRate by Anzious
  • Dance of Death
  • Propert Aiming
  • Get Wet by Optic Shooter
  • Dual Sheath Redux by Neovalen

http://www.nexusmods.com/skyrim/mods/9286/?

Requirements: Skyrim 1.9.32, SKSE, Skyrim Community Uncapper, Reproccer, a new game strongly recommended

Scripts: N

Perks: Y

Modular: Y

Synopsis

The heart of SkyRe is the changes it makes to the perk system but its changes go far beyond just that. Stamina management is important in combat. I will try to keep the focus on the Combat, Enemy AI modules and the complementary Enemy Scaling module. There is also an Encounter Zone module which assigns minimum levels to encounter zones (there’s hundreds of zone levels). If you prefer a randomized approach, the mod author recommends you use the WTF tool instead

Archery

  • An actor using a bow will stagger if hit by melee weapon

Blocking

  • Consumes stamina but absorbs most damage
  • [Enemy AI module] Enemies will block more

Combat Mechanics

  • For direct unblocked weapon hits, debuffs of varying magnitude and type are applied, based on the power of the hit
  • Debuffs consist of bleeding and armor penalties
  • Enhanced armor protection against arrows; heavy armor provides exceptional protections vs arrows, less so against bolts
  • Heavy armor slows movement based on number of pieces worn
  • Heavy armor provides exceptional protection vs small foes & enhances protection vs bladed weapons
  • [Enemy AI module] Combat styles enhanced
  • [Enemy scaling module] Mod increases scope of level scaling, particularly bosses and high level enemies
  • [Enemy scaling module] Enemies have more perks and spells (requires Skyrim Redone). Consider ASIS for a more comprehensive application of perks and spells to enemies.
  • [Enemy scaling module] All creatures have been comprehensively enhanced in various ways (refer mod guide for specifics)

Enhancements to AI

  • [Enemy AI module] Greater aggression in numbers

Power Attacks/Staggering

  • Damage from all power attacks (excepting with daggers) is increased if stamina at minimum level
  • Unblocked hits may cause stagger depending upon weapon type
  • Unblocked power attacks may send defender flying
  • [Enemy AI module] Enemies will attack more often especially when player is staggered

Stamina

  • All attacks consume stamina based on the weapon type
  • Default stamina regeneration boosted by 100%, an additional 100% while standing still and an additional 50% if not blocking
  • Buffs/debuffs applied based on stamina level and health level
  • Reduced stamina consumption from power attacking

Shield Bashing

  • Reach reduced
  • NPC’s better at bashing vs power sttacks

Compatibility

Recommended Mods (combat related extracted from author’s mod guide)

  • Locational damage
  • More dynamic Injuries
  • SkyTEST
  • Enhanced Mighty Dragons/Deadly Dragons/Dragon Combat Overhaul
  • Dual Wield Parrying
  • ASIS (refer mod guide for list of exclusions for compatibility purposes)

Miscellaneous & Complementary Mods

http://www.nexusmods.com/skyrim/mods/18436/?

Requirements: Unspecified

Scripts: N

Perks: See below

Modular: N

Synopsis

Not strictly a combat mod in the spirit of the mods above, however inclusion of this mod will have a profound effect on your gameplay. This mod makes available to NPC’s all perks, potions, spells etc that are available to you, assuming they meet the correct requirements (eg perks).

The main features of this mod per the author’s readme:

  • Fully customizable spawn levels, including all added mods without any compatibility issues.
  • NPC's have spells they meet the skill requirements for - including missing vanilla spells and spells from other mods.
  • Customizable AI, soon to have an override feature to preserve full compatibility with other combat mods.
  • NPC's now have potions, in fully customizable rarity levels.
  • Additional customization of a range of game settings (optional, requires INI edits).
  • A randomized spawn system for causing chaos in your game (potentially unstable and disabled by default).

Compatibility

  • The mod uses an .ini file in order to customize itself to be compatible with almost any other mod. All instructions are in the readme.
  • There are also available some supplementary/complementary mods/files for ASIS, all on the nexus:
  • ASIS Improved INI files
  • SkyRe ASIS .ini files so that both mods will play nice
  • ASIS Falmer Vampire fix which prevents Falmer vampires from spawning with regular Falmer when using ASIS.

http://www.nexusmods.com/skyrim/mods/31264/?

  • Not a combat mod per se but included here as some actors have unique attacks added by the mod author.
  • There is also OBIS Redone which is a visual overhaul to OBIS and requires OBIS to work.

http://www.nexusmods.com/skyrim/mods/14449/?

  • Increases level caps for most enemies therefore most enemies will continue to auto-level based on the Skyrim auto-levelling system.
  • Compatible with all dragon mods.

http://www.nexusmods.com/skyrim/mods/21377/?

  • Drag and drop alternative creature textures and have them dynamically applied in game.
  • Compatible with all mods

http://www.nexusmods.com/skyrim/mods/21377/?http://www.nexusmods.com/skyrim/mods/51657/?

  • Allows player to hug NPCs via a menu option when the NPC is activated
  • Included here because violence isn't always the best solution
  • Make love, not war and keep swinging :hubbahubba:

Version History

Spoiler
9/23/2014

Updated and added further content to Deadly Combat description
Minor edits for consistency of terminology and readibility
Added description of mod: Requiem - The Roleplaying Overhaul under the perk based mods section

9/22/2014

Updated and added further content to Duke Patrick's description, including information re feints
Added Free Hug Mod

9/22/2014

Uploaded first version

User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Tue Sep 23, 2014 1:58 pm

[Reserved for anolysis of mod combinations in future]

User avatar
victoria johnstone
 
Posts: 3424
Joined: Sat Oct 14, 2006 9:56 am

Post » Tue Sep 23, 2014 4:49 pm

Very useful guide. Thanks for compiling it. Perhaps you could add a section with the combat changes in the overhauls, i.e. SkyRe, Requiem etc.? As overhauls they don't exactly fit the bill of course, but both SkyRe and Requiem have distinctive changes to combat, plus it would be helpful to see which other combat mods they are and aren't compatible with. Also, it would be helpful with summaries, which always per definition would be subjective, but would provide a speedy check on what a particular combat mod does and also perhaps if it works well in combination with another mod etc.

Anyway, very much bookmarked. :smile:

User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Tue Sep 23, 2014 9:42 pm

Very useful list, makes it easier to choose which mod I want, you should include Combat Remastered too. It's a very nice mod but I feels like it doesn't get the attention it deserves :/

User avatar
Penny Wills
 
Posts: 3474
Joined: Wed Sep 27, 2006 6:16 pm

Post » Tue Sep 23, 2014 4:21 pm

Thanks, I will add that to my list of further content to add which also includes Requiem and Supernatural AI.

User avatar
KiiSsez jdgaf Benzler
 
Posts: 3546
Joined: Fri Mar 16, 2007 7:10 am

Post » Wed Sep 24, 2014 2:33 am

You're most welcome. I've included SkyRe already (it's after Duke Patrick's) and Requiem is next on the list along with Sabri's suggestion. I was thinking about drafting up a compatibility matrix. Any ideas how I might do a 3D one...?

EDIT: I've also drafted a spreadsheet which you can use to sort by which components you do or don't want in your preferred combat mod(s). It's a bit rough at the moment but I'll keep plugging away at it...

User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Tue Sep 23, 2014 9:51 pm

Sorry, I missed the SkyRe entry. And your synopses cover my other point nicely.

User avatar
Jamie Moysey
 
Posts: 3452
Joined: Sun May 13, 2007 6:31 am

Post » Wed Sep 24, 2014 3:34 am

Thanks for putting this together... very nice layout.

I also tried many different combat mods and truly like Duke's but ran into some issues related to my installed mods and script lag. So I found what I might call a little gem that I have used that for me was a nice alt. Not sure if you are looking for additional mods to review but if are it is call http://www.nexusmods.com/skyrim/mods/24377/?. thanks again.

User avatar
Jonathan Montero
 
Posts: 3487
Joined: Tue Aug 14, 2007 3:22 am

Post » Tue Sep 23, 2014 9:36 pm

You're welcome. Re Duke's - he has vastly improved the script lag. Unfortunately it's a Skyrim engine issue.

Re Combat Remastered: Sabri ninja'd you(above). :ninja: I'll add CR to the guide in the next few days :smile:

User avatar
Taylah Haines
 
Posts: 3439
Joined: Tue Feb 13, 2007 3:10 am

Post » Tue Sep 23, 2014 2:17 pm

UPDATE:

  • Included a segment under Perk Based mods on Requiem - The Roleplaying Overhaul
  • Updated Duke Patrick's for some minor errors and I had missed an important facet of combat unique to Duke Patrick's mod, being the ability to feint
  • Added another mod to the miscellaneous section
  • Added some more content to Deadly Combat
  • Minor tweaks
  • Version history

NEXT UP:

  • Found some terrific little gems for inclusion in the miscellaneous section
  • Inclusion of Combat Remastered in the guide which has been recommended by two commenters
User avatar
JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am


Return to V - Skyrim