Engarde

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简单简介

在3DM Mod站下载上古卷轴5:重置版最新的Engarde Mod,由tudoru制作。blaze99yan在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

详细介绍

Mod作者: tudoru Mod版本: 2.0 Mod大小: 263 KB 更新时间: 2019-05-12 01:46:02 发布时间: 2019-05-12 01:46:02

详细说明

Engarde

战斗修复有意义

oldrim版本



虽然有很多战斗模型增加了许多有趣的机制,但我觉得没有人真正尝试解决基础游戏机制的问题,例如耐力和无趣的力量攻击。因此,该mod的重点是在尽可能兼容的同时尽可能地进行修复。

我的理念:

游戏中存在的一切必须存在是有原因的,专注于修复无用的动作而不是创建新动作。例如,修复和重新平衡步行与跑步,使得不同类型的力量攻击实际上是值得的。

兼容和可定制,一切都是使用我可以挖掘的最兼容和最高性能的方法实现的。大多数功能可以关闭或简单禁用。

我想要一个“深思熟虑”的战斗经验,我希望玩家关心对手是使用长武器还是短武器,重型盔甲或轻型装甲。




历史:

一年多以前,我开始创建一个可以提供最佳战斗体验的mod列表。我添加到列表中,从列表中删除,修改每个,使它们平衡,并相互很好地玩。不久之后,这种冲动就开始了,只想进行一点修改以使其完美无缺,但当然没有任何一个小模块能够满足,而且在我意识到之前,我正在学习纸莎草纸脚本,学习如何创建动画,学习阅读和修改havok行为文件,列表继续和变化堆积。


现在,一年多一点之后,我终于到达了一个我认为足够完整的套餐,可以呈现给社区的其他人。最终结果不再像我开始时的大部分modlist那样,但我仍然要感谢这些mods的原始作者的灵感,并向我展示了绳索。我开始使用的modlist是致死敌人,攻击承诺,武器射程修复,行动战斗,终极战斗。




特征:

而不是列出每个变化和调整,我将列出我在天际的近战格斗中看到的问题,并详细说明我认为这个mod可以帮助修复它们。


“天际的战斗是一场拍手比赛”

不是我的引用,而是在我第一次听到它的时候跟我打了个电话。一千次削减的战斗节奏已经开始了。值得庆幸的是,这很容易解决。只是提高伤害,几乎每个大修模式或战斗模式已经这样做了。然而,在魔法,射箭,毒药和近战之间实现良好的整体平衡是一项艰巨的任务。因此,这个mod将为您提供使用zEdit修补程序微调损坏程度的功能。你可以通过其他模式平衡其他伤害来源,然后按照你认为合适的方式上升或下降生物和武器伤害。通过对武器/非武装伤害应用乘数,在基础记录级别进行更改,因此它们将与任何其他mod兼容。




“我刚用战锤取下了该强盗的1/2,他甚至没有用睫毛砸”

随着伤害的增加,必须发生某种形式的冲击,否则战斗就没有意义。因此,增加了击中效果的交错。这不仅仅是视觉效果,适用于玩家,NPC和生物。虽然这种效果不是新的(终极战斗有稳定系统,野猫在突破健康阈值时导致交错),但这个mod是我所知道的唯一一个只使用一个简单的公式来比较武器的重量与目标的重量。我觉得这种简单的方法更适合天际的简化战斗机制,并且比其他mod更接近香草。总而言之,任何命中(而不仅仅是力量攻击)现在都可能导致交错,一个足够重的武器将总是错开,没有机会或任何其他机制。有关详细信息,请参阅交错配置文章。





“耐力?耐力是什么?”

我们都看到了,有些人在Youtube上玩天际,在前5秒的力量攻击中度过了他所有的耐力,除了空气之外什么都没有击中,但仍然轻松杀死所有强盗。 vanila Skyrim中的Stamina不是很有用。

不再!现在你不能攻击也不能阻挡你的耐力,挥动任何武器现在也会消耗很多耐力,但也会迅速恢复。这非常类似于灵魂游戏如何处理耐力。然而,不像其他mods实现灵魂般的耐力机制,这个mod不会触及耐力再生率。这允许所有与耐力再生相关的附魔,魔药和增益效果通过允许你进行更多的冲刺/躲避来保持它们的相关性(这种模式不会恢复那些耐力)。

“不仅仅是跑步”

在我的第一次Skyrim游戏中,我重新使用了Walk / Run键,因为根本没有理由走路。在3种不同运动模式下花费的时间是:99%跑步,1%短跑,0%步行。如果你问我,浪费了潜力。

运动模式调整如下:

短跑 - 速度没有变化,但是根据磨损的护甲重量,每秒的耐力消耗更多。

跑步 - 比vanila慢,没有耐力消耗,但也没有耐力恢复。

走路 - 比香草更快,还有耐力。

也许是时候将Walk / Run键重新映射回来......





“Skyrim充满了他们的目标机器人作弊!”

致命的敌人一直是一个很好的解决方案。但是,在将它用于一些游戏后,我的目标是改进它。

而不是降低转速,我将其改为减小转弯加速度。这给人一种错觉,即NPC正在花费一小段时间对玩家作出反应,就像人类一样。第二个重大变化是,我实际上会查看每个种族的每个攻击动画,而不是普遍减少有效命中锥的角度,并相应地修改角度。例如,巨魔的右手摆动攻击现在实际上会与他的右侧成一个广角。矮人球体的射程会在略微偏向右侧的范围内。这使得你需要判断是否采取步骤或后退步骤,而不是盲目地扫射你的对手。最后一项更改是将所有内容移动到zEdit修补程序中,从而消除了不兼容问题。





“不!不......我不想做那次强力攻击......”

是否意外按住按钮太长时间并进行无根据的攻击?太早放开攻击按钮?曾经想要进行前锋攻击但是最终做一个站立的攻击吗?还是反过来?

这让我很烦恼,我实施了一个新的专用键/按钮来触发电源攻击,现在有一个键,默认为鼠标中键,执行电源攻击,你执行的攻击类型也完全取决于方向按下电源攻击键时按键,而不是一秒钟后按下。另外,为了使力量攻击保证他们花费的耐力,他们现在有更多的附加效果(在风格部分更多关于这一点)。为了防止滥用,他们还具有可配置的冷却时间。




“这都是关于控制的”

几乎所有近战格斗的现代动作游戏都使用第三人称相机,并且有充分的理由。另一方面,天际允许玩家以第三人或第一人的身份玩游戏。然而,这种自由主义并非没有成本,并且迫使一些特殊的设计选择。这个mod试图使Skyrim的近战格斗游戏更像其他现代第三人称动作游戏。

正常攻击期间的自由移动被移除,仍然保留少量以模拟动量,但是你应该期望移动与你正在进行的攻击相关联,而不是在挥动你的剑时自由滑行。正常冲刺攻击现在被重新用于代替正向正常攻击,NPC现在也会经常执行此攻击,而不是那种容易受到惩罚的正向攻击。实现双重阻止,并由与其他样式相同的密钥执行。双持双手挥动时的攻击会在右手和左手武器之间交替进行,并且会逐渐加速以使双持的速度实际上比仅仅挥动右手武器两倍更快。


附:双持阻止动画在可选下载中,信用:Key Bindable Dual Wield Blocking and Parrying




“让我们战斗......风格”

两个汉克斯,剑和板,以及在vanila中的双重战斗风格大致相同,等待对手可预测的前锋力量攻击,让它错过并惩罚。虽然津贴可以增加一些差异,但我觉得不同的风格即使在基本层面也应该是不同的。


两个人现在模仿武士的战斗风格,正常运动缓慢,但能够做爆炸力攻击。它们的所有定向能量攻击都会触发短暂的慢速时间效应。他们还会让玩家面对攻击的方向,例如用向后的力量攻击转180度来攻击任何在你身后爬行的敌人。作为额外的奖励,任何在没有跑步或短跑的情况下用两个投手进行的攻击都会扫过多个敌人。

剑与剑是一种更具防御性的风格,旨在有效打击单一老板型对手。盾牌可以阻止攻击而不会导致耐力丧失,现在只能使用盾牌进行强力攻击并保证中断。 Swordwise,side和back power攻击将具有大约0.3~0.5秒的不可靠时间。实际击中敌人左侧或右侧的侧面攻击力会对敌人施加额外的减益效果。这类似于Wildcat的伤害系统,但更简单,没有随机性。有关详细信息,请参阅种族文章。


双重风格是华而不实的,并依赖机会的大写时刻。由于左手和右手不共享相同的功率攻击冷却,他们能够快速连续执行两次攻击。双重正常攻击现在有了全新的动画,可以作为更接近的差距。双重攻击已被广泛调整并将打破对手的阻挡,请参阅Dual Wield Power攻击文章了解详细信息。





“剑不是斧头而不是钉锤”

最后但并非最不重要的是,进一步区分了不同类型的武器,它们在香草中过于相似,而像安魂曲这样的大修做得很好,使它们与众不同,它可以做得更多。

匕首:+ 75%几率对暴力攻击造成爆击,双重暴击伤害。

剑:对持久力攻击的爆击几率为+ 50%,长距离增加15%,交错率为-15%。

斧:速度+ 10%,伤害+ 10%,达到-20%。

梅斯:动力攻击+ 50%左右。

双手剑:持续攻击力+ 25%几率,+ 15%达到,-15%错开。

双手斧:+ 10%伤害,+ 50%交错攻击,-20%达到。

双手锤:+ 10%交错,+ 50%交错攻击,-10%速度。

弓:没有变化。

弩:+ 50%错开。

总而言之,斧头很疼但很短,钝的很重但很慢,剑很长但不会错开。



“还有更多!”

工作和计划中有更多的功能,接下来的两个是“David and Goliath”和“Basher Smasher”




安装:

“好吧,我确信,我该怎么安装?”


安装快速而肮脏:

这种方法适合那些只想尝试mod的人,不推荐用于严肃的游戏(除非你真的只玩Vanila + DLC + USLEEP + costmetic mods)

安装主文件

安装预生成的补丁

安装Patched Animationdatasinglefile

而已。



完全安装在有经验的模组的gist中:

为了确保兼容性,这个mod比普通mod更复杂,所以请至少阅读以下说明。

安装主文件

安装zEdit https://github.com/z-edit/zedit/releases

下载“zEdit patcher module”文件,解压缩到zEdit的modules文件夹中,之后你应该有

例如:zEdit_Alpha_v0.5.3 _-_ Portable_x64 \ modules \ mct

运行zEdit修补程序

你有Skyrim \ Data \ meshes \ animationdatasinglefile.txt吗?

如果不这样做,请安装“Patched Animationdatasinglefile”,然后就完成了。

如果您这样做,请运行FNIS或Nemesis

运行Skyrim \ Data \ meshes \ MCT_AttackMoveDataPatcher.vbs



详细完整安装(带图片!):


Vortex用户


MO2用户


卸载:

“抱歉,无法卸载,您必须重新格式化整个硬盘”

“好吧好吧,如果你必须”

在游戏中,找到MCM菜单 - > Toggleable-> Deactivate

保存游戏,退出天际

最好使用mod管理器删除所有主文件

删除MCTPatch.esp

重新运行FNIS或复仇女神



更改列表:

2019年5月6日

 - 暂时将mod名称从近战战斗调整改为Engarde

 - 增加了通过修补程序调整暴击诅咒的能力。

 - 针对EnaiRim的测试兼容性,请参阅文章了解详细信息。

 - 为运行修补程序时遇到问题的人添加了预生成的MCTPatch.esp和预修补的animationdatasinglefile.txt。请注意,这些文件是使用Vanila + DLC + USLEEP加载顺序生成的。

 - 版本1.3添加了关闭交错效果的选项,请参阅有关如何的错误配置文章


2019年5月7日

 - 版本1.4添加:

减少动力攻击的耐力成本,它有点过高,特别是在较低的水平。

调整两手动力攻击视觉效果的慢时间,以区别于正常的“神奇”慢速时间效果

当双持,前锋+左手攻击将阻挡而不是左手冲刺攻击。你仍然可以通过手动冲刺左手冲刺攻击然后按左手攻击按钮

重做如何将暴击效果应用于受害者,这消除了对游戏事件的要求,并且是朝向SSE转换的第一步


2019年5月10日

 - 版本2.0添加:

通过修补程序设置进行正常的攻击更改和调整

通过修补程序设置进行电源攻击更改和调整

重新设计了慢速实现,这消除了ConsoleUtils的要求

有了这个版本,Engarde现在只需要Skyrim + SKSE!

这是一个重大变化,使用1.4的用户将需要停用,保存,卸载所有文件,保存游戏和安装2.0

兼容性:

此页面上的空间不足,请参阅文章部分以了解兼容性问题和建议的设置。



常问问题。:

为什么被击中和目标之间有一个小的延迟?

极端延迟是脚本滞后的一个标志,你应该真正减少你的脚本mod,但是,即使在最好的情况下,仍然有大约0.3秒的延迟。 这是由于Skyrim的脚本事件如何工作,在我弄清楚如何编写SKSE插件之前我无能为力。

这个mod的路线图是什么?

计划:

 - 错误修复和平衡调整

 - 完成编写配置文章

 -  Enderal转换

 -  SSE转换

 -  SKSE插件转换

————————————————————————————————————————

Engarde
Combat fixes that makes sense

oldrim version



While there are alot of combat mods that added alot of interesting mechanics, I felt that none really attempt to fix the problems with the base game mechanics, such as stamina, and un-interesting power attacks. Thus the focus of this mod is to fix as much as possible while being as compatible as possible.
My philosophy:

Everything that exists in game must exist for a reason, focus on fixing useless actions more than creating new ones. For exmaple, fixing and rebalancing walking vs running, making the different type of power attacks actually worthwhile.

Be compatible and customizable, everything is implemented using the most compatible and most performant method I can dig up. Most features can be turned off or are simple to disable.

I want a "thoughtful" combat experience, I want the player to care whether the opponent is using a long weapon vs a short weapon, heavy armor or light armor.





The history:
A little over a year ago, I set out to create a mod list that can offer the best combat experience possible. I added to the list, remove from the list, tinker with each one to make them balance and play nicely with each other. It wasn't long before that urge kicked in, the urge to make just that one little modification to make it all perfect, but of-course no one little mod is ever going to be enough, and before I realize it, I was learning papyrus scripting, learning how to create animation, learning to read and modify the havok behavior file, and the list goes on and the changes piled on.

Now, a little over a year later, I finally arrive at a package that I think is complete enough to present to the rest of the community. The final result no longer resembles much of the modlist I started with, but I still wish to thank the original authors of these mods for the inspiration and showing me the ropes. The modlist that I started with are Mortal Enemies, Attack Commitment, Weapon range fixes, Action Combat, Ultimate Combat.



Features:
Rather then list down each changes and tweaks, I'll list down what problems I see with Skyrim's melee combat and details how I think this mod could help fixing them.

"Skyrim's combat is a slapping contest"

Not my quote, but struck a cord with me the first time I heard it. The combat tempo of death by a thousand cuts has got to go. Thankfully, this is rather easy to fix. Just raise the damage, pretty much every overhaul mod or combat mod out there does this already. However, achieving a good overall balance between magic, archery, poison, and melee is lot harder task. Thus this mod will offer you the ability to fine tune the damage level by using a zEdit patcher. You can balance other source of damage through other mods and then ramp up or down the creature and weapon damage as you see fit. The changes are made at base record level by applying a multiplier to weapon/unarmed damage, so they will be compatible with any other mod.



"I just took off 1/2 of that bandit's health with a war hammer and he didn't even bat an eyelash"

With the damage ramped up, some form of impact must occur or the combat just wouldn't make sense. Thus, a stagger on hit effect is added. This is not just visual and works on player, NPCs, and creatures. While this effect isn't new (Ultimate combat has poise system, Wild Cat causes stagger when breaking through health thresholds), this mod is the only one that I know of that just uses a simple formula of comparing the weight of the weapon vs the weight of the target. I feel this simple approach fits Skyrim's simplified combat mechanics better, and is a lot closer to vanilla than other mods. To summarize, any hits (instead of just power attacks) can now cause stagger, a heavy enough weapon will always stagger, no chance or any other mechanics involved. For details, see the stagger configuration article.






"Stamina? what stamina?"

We all seen it, some guy playing Skyrim on Youtube, spent all of his stamina in the first 5 second of the fight on power attacks that hit nothing but air, but still kills all the bandits with ease anyway. Stamina in vanila Skyrim is just not very useful.
Not anymore! Now you can't attack nor block when out of stamina, swinging any weapon will also now drains alot of stamina, but will recover quickly too. This is very much like how Souls-Game handle stamina. However, unlike how other mods that implement soul-like stamina mechanic, this mod doesn't touch stamina regen rate. This allows all the stamina regeneration related enchants, potions, and buffs to still keep their relevancy by allowing you to sprint/dodge more (those stamina will not be recovered by this mod).






"More than just running"

During my very first Skyrim playthrough, I remapped the Walk/Run key away because there was simply no reason to walk, ever. The amount of time spent in the 3 different movement mode is: 99% running, 1% sprinting, 0% walking. Wasted potential if you ask me.
The movement mode are tweaked as follows:

Sprinting - no change in speed, but lot more stamina drain per second based on the worn armor weight.

Running - slower than vanila, no stamina drain, but no stamina regen either.

Walking - faster than vanila, and also regens stamina.

Maybe it's time to remapped that Walk/Run key back...






"Skyrim's full of them aimbot cheats!"

Mortal enemies has been a great fix to this. However, after using it for a few playthroughs, I aim to improve it a bit.
Instead of decreasing turning speed, I change it to decreasing turning acceleration. This gives it a illusion that NPC is taking a brief split second of time to react to the player, much like how a human would. The second big change is that instead of universally decreasing the angle of effective hit cone, I actually look at every attack animation of each race, and modify the angle accordingly. For example, a troll's right hand swinging attack will now actually hit a wide angle to his right side. A dwarven sphere's charge will hit within a narrow range just slightly to his right side. This makes it so that you'll need to judge whether or not to side step or back step instead of just blinding strafing your opponent. The last change is to move everything into zEdit patcher, thus eliminating incompatibility issues.






"No! no... I didn't want to do that power attack..."

Ever accidentally hold the button too long and do a unwarranted power attack? Let go of attack button too early? Ever want to do a forward power attack but end up doing a standing one? or the reverse?
This annoy me enough that I implemented a new dedicated key/button to trigger power attacks, there is now a single key, default to middle mouse button, that performs power attacks, the type of power attack you perform is also entirely depended on the direction key you are holding down at the moment the power attack key is pressed instead of a split second later. In additon, to make power attacks warrant the stamina they cost, they now have more additonal effects (more about this in the style section). To prevent abuse, they also have a configurable cool down time.



"It's all about control"

Almost all modern action games with melee combat uses third person camera, and with good reasons. Skyrim, on the other hand, allows the player to play in either third or first person. This freemdom, however, is not without cost, and forced some perculiar design choices. This mod attempts to make Skyrim's melee combat play more like other modern third person action game.
Free movement during normal attack is removed, a small amount is still retained to simulate momentum, but you should expect movement to be tied to the attack you are performing instead of being able to freely skate around while swinging your sword. Normal sprint attack is now repurposed to be used instead of forward normal attack, NPCs will also perform this attack often now instead of that easily punished forward power attack. Dual wield blocking is implemented, and is performed by the same key as other styles. Attacking while dual wielding will alternate between right and left hand weapons, and will progressively speed up to make dual wielding actually faster than just swinging your right hand weapon twice.



P.S. The dual wield blocking animation is in the optional download, credit: Key Bindable Dual Wield Blocking and Parrying



"Lets fight... in style"

The two handers, sword and boards, and the dual wields style in vanila plays largely the same, wait for your opponent's predictable forward power attack, let it miss and punish. While perks can add some differentiation, I felt that the different style should be different even at fundamental level.

Two hander now mimicks a Samurai sort of fighting style, normal movement are slow, yet able to do explosive power attacks. All of their directional power attacks will trigger a brief slow time effect. They will also turn the player to face the direction of attack, such as turning 180 degree with backward power attacks to attack any enemy that creeps up behind you. As added bonus, any attack made with two hander while not running or sprinting will sweep through multiple enemies.


Sword and board is a more defensive style, designed to effectively fight a single boss type opponent. The shield can block attacks without incurring stamina lost, power bash can now only be performed with a shield and will gurantee an interrupt. Swordwise, side and back power attacks will have roughly 0.3~0.5 seconds of invinciblility time. Side power attack that actually hit an enemy's left or right side will apply additional debuffs onto the enemy. This is similar to Wildcat's injury system but simpler and no randomness involved. See the racial article for details.


Dual wield style is flashy and rely on capitalizing moments of opportunity. Since left and right hand do not share the same power attack cool down, they are able to perform two power attacks in rapid succession. Dual normal attack now have brand new animation and serve as gap closer. Dual power attacks have been extensively tweak and will break opponent's block, see the Dual Wield Power attack article for detail.






"A sword is not an axe and not a mace"

Last but not least, further differentiated the different type of weapons, they are just too similar in Vanilla, and while overhauls like Requiem did a good job to make them different, it could do with a bit more.

Dagger: +75% chance to crit on standing power attack, double crit damage.

Sword: +50% chance to crit on standing power attack, +15% longer reach, -15% stagger.

Axe: +10% speed, +10% damage, -20% reach.

Mace: +50% stagger with power attacks.

Two hand sword: +25% chance to crit on standing power attack, +15% reach, -15% stagger.

Two hand axe: +10% damage, +50% stagger on power attacks, -20% reach.

Two hand hammer: +10% stagger, +50% stagger on power attacks, -10% speed.

Bow: no change.

Crossbow: +50% stagger.

In summary, axes hurts but is short, blunts is heavy but slow, swords are long but don't stagger well.


"More to come!"

More features are in the work and planning, next two are "David and Goliath", and "Basher Smasher"



Installation:
"Alright, I'm convinced, how do I install?"

Quick and dirty installation:
This method is for those who just want to try out the mod, it is not recommended for a serious playthrough (unless you really play with just Vanila + DLC + USLEEP + costmetic mods)

Install the main file

Install the pre-generated patch

Install the Patched Animationdatasinglefile

That's it.



Full installation in gist for experienced modders:
To ensure compatibility, this mod is more complicated to install than normal mods, so please at least read the following instructions.

Install the main file

Install zEdit https://github.com/z-edit/zedit/releases

Download the "zEdit patcher module" file, extract into zEdit's modules folder, so afterwards, you should have

eg: zEdit_Alpha_v0.5.3_-_Portable_x64\modules\mct

Run the zEdit patcher

Do you have a Skyrim\Data\meshes\animationdatasinglefile.txt?

If you don't, install the "Patched Animationdatasinglefile" and you're done.

If you do, run FNIS or Nemesis

Run Skyrim\Data\meshes\MCT_AttackMoveDataPatcher.vbs



Full installation in detail (with pictures!):

Vortex users

MO2 users

Uninstallation:
"Sorry, can't uninstall, you must reformat your entire hard drive"
"Alright alright, if you must"

In game, find the MCM menu->Toggleable->Deactivate

Save game, exit Skyrim

Remove all main file preferably with a mod manager

Remove MCTPatch.esp

Re-run FNIS or Nemesis



Change List:
2019-05-06
- Changing the mod name tentatively from Melee Combat Tweaks to Engarde
- Added ability to tweak crit damge via patcher.
- Tested compatiblity against EnaiRim, see article for detail.
- Added a pre-generated MCTPatch.esp and pre-patched animationdatasinglefile.txt, for those people who are having trouble running the patcher. Please note that these files are generated using a Vanila+DLC+USLEEP load order.
- Version 1.3 added options to turn off stagger effects, see stagger configuration article on how

2019-05-07
- Version 1.4 added:

Lessen the stamina cost of power attacks, it was a little excessively high, especially at the lower levels.

Tweaked the visual effect of two hand power attack slow time, to distinguish it from a normal "magical" slow time effect

When dual wielding, forward + left hand attack will block instead of left hand sprint attack. You can still left hand sprint attack by manually sprint then press left hand attack button

Rework how crit effect is applied to victims, this remove the requirement on Game Events and is the 1st step towards SSE conversion


2019-05-10
- Version 2.0 added:

Make normal attack changes and tweaks togglable through patcher setting

Make power attack changes and tweaks togglable through patcher setting

Reworked slow time implementation, this removed ConsoleUtils requirement

With this version, Engarde now requires nothing but Skyrim+SKSE!

This is a breaking change, users who were using 1.4 will need to deactivate, save , uninstall all files, save game, and install 2.0



Compatibity:
Running out of space on this page, please see the article section for compatibility issues and recommended settings.


F.A.Q.:

Why is there a small delay between being hit and target staggering?

Extreme delay is a sign of script lag, and you should really cut down on your script mods, however, even in the best scenario, there is still around 0.3 second of delay. That is due to how Skyrim's script event works, not much I can do until I figure out how to write SKSE plugin.

What's roadmap for this mod?

Plan:


- Bug fix and balance tweaks


- Finish writing configuration articles


- Enderal conversion


SSE conversion

- SKSE plugin conversion



文件说明

Mod截图

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