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TheDriedFInger的黑暗灵魂战斗系统SE

作者:TheDriedFInger
发布:nanohafate
发布日期:2019-08-29 02:19:25
更新时间:2019-08-29 02:19:41
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1.5.3
上古卷轴5:重置版
本地下载 高速下载 需要优先下载下载器,50%提速

我告诉TheDriedFinger他的许可(他在LL),他说:“完全没问题。上传到任何你想要的地方。祝你好运。”


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推荐mods:


灵魂快速菜单


 https://www.nexusmods.com/skyrimspecialedition/mods/22517


YY动画替换者


https://www.nexusmods.com/skyrimspecialedition/mods/9179


https://www.nexusmods.com/skyrimspecialedition/mods/7446


https://www.nexusmods.com/skyrimspecialedition/mods/28491


浮动伤害


https://www.nexusmods.com/skyrimspecialedition/mods/14332


SkyHUD


https://www.nexusmods.com/skyrimspecialedition/mods/463


复仇敌人2016 SE


https://www.nexusmods.com/skyrimspecialedition/mods/2969?tab=files


凡人敌人SE


https://www.nexusmods.com/skyrimspecialedition/mods/4881


运动员战斗


https://www.nexusmods.com/skyrimspecialedition/mods/1151


战斗进化


https://www.nexusmods.com/skyrimspecialedition/mods/1525



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这是TheDriedFinger的原始描述,所有功劳归于他:


在我们开始之前,如果你没有至少一致的40 FPS,这个mod不适合你。需要高帧率才能跟上此mod的脚本需求。

 

Dark Souls Combat是Skyrim的一个模型,旨在将灵魂系列战斗系统的核心元素(灵魂系列和血腥)带到天际。以前的工作主要集中在这个系列的战斗系统的数字方面 - 例如耐力再生或损坏 - 或者由于在开发时缺乏操纵动画引擎的工具而受到阻碍。 Dark Souls Combat旨在专注于从Soulsborne系列中提供新的和明显的机制方面的改进,这些机制尚未尝试或尝试过这种深度。此mod适用于第三人称的战斗。

 

观看视频以获取参考。

 

Poise系统

整个mod都是基于我的Poise System mod(有效地,这个mod使得Poise系统过时)。该mod的平衡系统基本上保持不变,并有一些小的改进。

这个mod的平衡系统主要基于管理黑暗灵魂的平衡系统的规则,有一些不同之处,以更好地适应天际现有的机制。 Poise计算为磨损物品的总重量,盾牌和武器除外(如果配备)。当一个被未受阻挡的武器,非武装攻击或箭或箭击中时,Poise会受损;魔法不会破坏平衡。默认情况下,攻击力会比常规攻击造成更多的伤害。武器的平衡伤害取决于它们的重量。这些都可以在MCM中配置。

一旦攻击导致一个人的平衡达到0,就会发生交错。随后的命中可能会导致后续的交错 - 一个眩晕。还可以配置最大的stunlock组合。随着时间的推移,如果一个人没有受到打击,平衡可以恢复;金额和更新时间也是可配置的。通过将MCM中的平衡伤害倍数选项设置为0,可以禁用平衡功能。

除了玩家之外,平衡系统还延伸到其他NPC,也适用于生物。

 

关键命中

如果在攻击开始时,一名演员被盾牌或武器猛击攻击击中,演员将进入一个由被击倒动画表示的招架状态。在这个临时状态下,在下一次击中时,演员将以血腥的方式受到双重伤害。如果击中它们的前面,将发挥一个反击动画。反击是致命的;他们可以造成大量伤害。利用Skimim中的Fore的新生代(FNIS)的强大功能,我们可以整合不会自动杀死的killmove动画。通过这种方式,可以执行一个对NPC造成巨大伤害的反击动画,但不能完全杀死它们。所造成的损害可在MCM中配置。它是根据执行者的单手或双手技能计算的,具体取决于用于反击的武器。虽然现在默认禁用,但此功能不支持对生物的反击;他们会自动杀死。 Parries和ripostes可以由所有NPC执行。

当演员被强力攻击击中后方时,演员也将以血腥的方式进入一个被击倒的状态。在这种状态下,对演员的第一次打击也会造成双重伤害。如果演员是NPC并且罢工击中他们的背部,则会发挥背刺动画,杀死他们。 NPC也可以启动和执行背刺。

滚动力学

利用FNIS的强大功能,我们可以为Skyrim带来同样强大的翻滚/闪避系统。之前关于道奇力学的研究依赖于开发者动画事件,限制了动画本身以及躲避的时间。 Dark Souls Combat带来了一个滚动系统,旨在补充平衡系统。除了可以装备的任何武器,盾牌或火炬之外,滚动重量被认为等于玩家的平衡。卷重分为三类:快速,中等和脂肪。快速滚动重量提供了更大的无敌时间(玩家不会受到任何击打的时间,作为模拟躲避攻击的方法)以及快速的滚动速度。脂肪卷重量允许更少的无敌时间和更长的滚动时间。请注意,无敌时间不是滚动动画的整个持续时间。中等重量介于两者之间。滚动重量阈值基于最大耐力。中间滚动的阈值默认最大耐力除以4;快速滚动的门槛是其中的一半。滚动只有在你的武器或魔法出来时才会发生。滚动/躲避会阻止一个稳定的休息,但只有快速滚动/躲避才能逃脱平衡。在Dark Souls 2的风格中,如果在攻击动画的早期执行,则滚动可以取消攻击。滚动也可以打破平衡。在交错结束时可以打破稳定的休息时间。随着滚子重量的增加,窗口会减小。默认情况下,50%的交错必须在快速滚动爆发前发挥作用,65%表示中间滚动,80%表示发行。

滚动是四向的。快速按下并释放滚动键(默认情况下,LAlt,默认的冲刺键;可在MCM中配置),同时移动某个方向会在大致该方向(向前,向后,向左或向右)上启动滚动。静止时按下并释放滚动键会导致后退。在黑暗灵魂的风格,后退步骤不提供无敌时间。滚动功能还支持游戏手柄用户,例如我自己。请记住为游戏手柄自定义滚动键!通过将MCM中的Roll Key设置为您不会使用的键,可以禁用滚动。

 

耐力的用法

正常的攻击现在需要耐力,试图摆动没有耐力的武器会错开。消耗的耐力是当今装备的物品重量的函数。这也适用于弓箭。在执行大多数武器战斗行动时,耐力不会再生。滚动和抨击后耐力再生也有延迟,当Stamina为0时,关键命中将会失败。这有助于防止以前可能出现的无限滚动和抨击垃圾邮件。为了平衡这一点,玩家默认增加耐力再生。您将注意到您的耐力使用与您在灵魂游戏中看到的非常相似。可以在MCM中启用或禁用和自定义整个功能。

 

反击损害

攻击时,敌人在被玩家击中时会受到50%的伤害。同样,当玩家进攻时,他也会受到50%的伤害。这被称为黑暗灵魂中的反击。虽然我真的讨厌完全基于数字的功能,并且没有添加任何可见机制,但上面只是这个功能的一半。与其前身相比,黑暗灵魂2增加了第二个维度以对抗伤害:一个计数器也会对对手造成更大的伤害。在这种风格中,这种模式允许反击对平衡造成的伤害提高50%。这当然是一个相对较小的特征,但值得一提。

 

要求

SKSE 1.06.15或更高版本

FNIS 5.5或更高版本

SkyUI 4.0或更高版本(mod配置可选)

 

安装

安装上述要求。

从下载包安装此mod的文件。建议用户使用ESM版本。

使用其为用户生成FNIS,使用FNIS生成行为文件。

进入游戏,并可选择在此时配置此mod。

请记住,这个mod意味着以第三人称演奏。滚动机制不起作用。

 

从Poise系统“更新”

使用MCM菜单中的“卸载”选项。

保存,然后卸载mod。

使用保存重新加载游戏并等待Poise System MCM消失。

再次保存。

按照上面的安装说明操作。

 

为体验添加声音

在此mod中执行某些动作时,可以播放某些战斗声音。播放的所有声音文件应位于Data \ Sound \ fx \ BB_DSC中

您可以添加在快速滚动,中等滚动,Fat Roll,Parry地面和Backstab启动期间播放的声音。请记住使用MultiXWM等程序将它们转换为XWM文件。

快速滚动:数据\声音\ fx \ BB_DSC \ LightRoll.xwm

中卷:Data \ Sound \ fx \ BB_DSC \ MedRoll.xwm

Fat Roll:Data \ Sound \ fx \ BB_DSC \ HeavyRoll.xwm

招架土地:Data \ Sound \ fx \ BB_DSC \ ParryLand.xwm

背刺启动:Data \ Sound \ fx \ BB_DSC \ BackstabLand.xwm

 

这完全是可选的;您可能希望为所有这些事件添加声音,其中一些事件或其中任何事件都没有。请注意,如果您正在寻找,可以在互联网上直接获取Dark Souls的音频摘录。

 

更新

卸载以前的版本。

安装新版本。

重新运行(使用FNIS重新生成行为文件)。

进入游戏并在MCM中选择“重置”选项,在“卸载”页面下。

 

卸载

在游戏中,选择“卸载”页面下的“卸载”选项。

卸载mod。

重新运行FNIS。

 

安装(仅适用于Roll版)

如果当前安装了完整版,请执行如上所述的卸载过程。

按照上面针对完整包所述的步骤安装Roll-Only版本。

 

更新到ESM版本

如果当前安装了ESP版本(这包括v1.4.3之前的所有版本以及v1.4.3 ESP版本),请执行如上所述的卸载过程。

按照上述步骤安装其中一个ESM版本。

 

谢谢

egocarib,用于平衡系统的脚本的基本组件

对于我提供有关使用FNIS的一些新方面的建议

canderes和Reena,指导我编辑动画

崇拜TheSatan和urielmanx7,进行宝贵的测试和建议

使用ezgif.com制作的GIF图像

 

错误/其他问题

首先,这个mod确实使用了运行脚本,这是该mod的poise元素所必需的。当然有一些模块比这更多的脚本密集,所以在大规模,它并没有那么糟糕。事实是,如果你真的想改变你的游戏方式,你需要健康的脚本!

可能存在动画问题。它发生了;有时,我相信你已经在未修改的天际中看到过这个,你可能会看到一些奇怪的NPC或生物动画,它也可以从这个mod中发生。最常见的问题(实际上根本不常见)可能在翻滚/躲闪后发生。玩家角色可能会在他们的武器/魔法仍未完成但未达到正常战斗姿态的情况下完成闪避,而是以非战斗姿态出现。这可以通过再次滚动/躲避,或通过进入第一人,未读,然后再次准备你的武器/魔法,然后重新进入第三人来轻松修复。在反击后可能会发生同样的问题。在被击倒为一个反击或背刺之后,NPC也可能遭受这种痛苦。然而,这种情况并不常见,但当然是通过动画实现雄心勃勃的飞跃的自然副作用。

根据已经运行的脚本数量,来自平衡系统的交错可能会稍微延迟一瞬间。同样,滚动可能反应较慢,特别是如果配备魔法。

耐力使用功能尚未影响双持正常攻击。

 

版本历史

V1.0:

- 初始发行。

1.1版:

 - 在背刺和riposte脚本中添加了一些内容,以帮助减少受害者不抽取武器的可能性。不是你可以完全修复的东西,但这会有所帮助。

V1.2:

 - 进一步编辑,以帮助减少背刺和反击脚本中NPC的borked战斗姿态的可能性。

 - 减少招架窗口对NPC的长度。

 - 修正了poise / roll mechanics脚本的一部分,它产生了许多重复错误。

V1.3:

 - 现在所有侧倾重量的后退都相当快。以前,后退滚动没有优势。

 - 滚动/反推可以取消攻击,如果它们在挥杆的早期执行(在“preHitFrame”之前)。

 - 武器,盾牌现在配备的火炬也计入滚动重量。

 - 增加了反击损坏功能。

 - 添加了滚动功能版本

V1.4:

 - 删除了MCM选项设置滚动阈值;取而代之的是基于最大耐力的公式。

 - 快速滚动的能力自动突破删除的错位;取而代之的是具体时间推出。

1.4.1:

 - 在HitFrame animevent之后立即允许在攻击摆动后更早地滚动。

 - 使用ImmuneParalysis设置演员或种族几乎无限平衡。我觉得如果开发人员认为这些Actors和Races瘫痪是不合适的(或者甚至可能没有包含正确的数据所必需的数据),那么即使不一定是令人咋舌的也是危险的。破坏游戏。值得注意的比赛包括小精灵,魔法异常和狼人(因为那种游戏风格将包括没有内在的平衡但需要近距离战斗这种变化才有意义)。

5.0上:

 - 改进滚动功能。以前,垃圾邮件滚动密钥实际上会导致严重的脚本延迟;尽管尝试垃圾邮件按钮仍然不是一个好主意,但这已经得到了缓解。添加了一种排队功能,以便在第一个动画结束时点击按钮,滚动可以很好地流入另一个滚动。

1.4.3:

 - 将v1.4.2中的编辑添加到主程序包中。

 - 添加了.esm版本。据信.esm(主插件)表现出比.esp更好的脚本性能。

V1.5:

 - 对类人生物的反击不再迫使被击败的演员进入一个ragdolled状态。 Riposted NPC之后无法攻击的错误在很大程度上得到了解决。

 - 耐力使用以前不需要耐力的攻击,以及在攻击,殴打和掷骰时的耐力再生延迟。这可以防止以前可能发生的无限滚动垃圾邮件。它还会以更大的耐力再生延迟来惩罚抨击垃圾邮件。 0耐力的正常攻击会使玩家错位。

 - 添加了新的MCM选项以自定义耐力使用。

 - 默认情况下禁用生物反击。有一个新的MCM选项可以启用/禁用此功能。

V1.5.1:

 - 攻击的耐力成本现在按预期计算。

 - 如果耐力为0,反击和背刺将失败。

V1.5.2:

 - 基于Borgut1337,FBplus和WorshipTheSatan的建议和建议进行脚本优化。此版本比以前的版本具有更高的稳定性,但仍有更多工作要做。

 - 禁用滚动的选项完全添加到MCM。

 - 当生物被招架但随后被正常杀死时,生物不会再延迟死亡,而生物反击选项被禁用。

 -  mod的平衡功能未明确支持的生物具有根据最大健康和耐力自动计算的平衡。

V1.5.3:

 - 由于v1.5.2中的变化,滚动重量等级和耐力消耗的重量计算没有按预期运行。这已得到纠正。

 - 进一步优化脚本以提高稳定性。

 

权限

未经我的许可,请不要重新上传,进行衍生作品或使用此mod的资产。

提交

TheDriedFinger

提交

2015年8月5日

类别

其他

需要

SKSE 1.06.15 +,FNIS 5.5 +,SkyUI4.0 +(可选)

特别版兼容

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

I messaged TheDriedFinger for his permission (he is on LL) and he said: "Totally fine. Upload it where ever you wish. Best of luck to you."

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Recommended mods:

Souls Quick Menu

 https://www.nexusmods.com/skyrimspecialedition/mods/22517

YY Animation Replacers

https://www.nexusmods.com/skyrimspecialedition/mods/9179

https://www.nexusmods.com/skyrimspecialedition/mods/7446

https://www.nexusmods.com/skyrimspecialedition/mods/28491

Floating Damage

https://www.nexusmods.com/skyrimspecialedition/mods/14332

SkyHUD

https://www.nexusmods.com/skyrimspecialedition/mods/463

Revenge of the Enemies 2016 SE

https://www.nexusmods.com/skyrimspecialedition/mods/2969?tab=files

Mortal Enemies SE

https://www.nexusmods.com/skyrimspecialedition/mods/4881

Athletik Combat

https://www.nexusmods.com/skyrimspecialedition/mods/1151

Combat Evolved

https://www.nexusmods.com/skyrimspecialedition/mods/1525


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This is the original description by TheDriedFinger, all credit goes to him:

Before we begin, if you do not have at least consistently 40 FPS, this mod is not for you. A high framerate is required to keep up with the scripting demand of this mod.
 
Dark Souls Combat is a mod for Skyrim meant to bring core elements of the combat system of the Soulsborne series (the Souls series and Bloodborne) to Skyrim. Previous work has focused primarily on the numerical aspect of this series' combat system - stamina regeneration or damage, for example - or has been stunted by a lack tools to manipulate the animation engine at the time of their development. Dark Souls Combat is meant to focus on delivering improvements in terms of new and appreciably apparent mechanics from the Soulsborne series that have not been attempted yet or attempted with this sort of depth. This mod is designed for combat to be played in third person.
 
Watch the videos for references.
 
Poise System
This entire mod was built off of my Poise System mod (effectively, this mod renders Poise System obsolete). The poise system of that mod is largely left intact with some minor improvements.
This mod's poise system is primarily based on the rules governing the poise system of Dark Souls, with some differences to better suit the already-present mechanics of Skyrim. Poise is calculated as the total weight of worn items, except for shields and weapons if equipped. Poise is damaged when one is hit by an unblocked weapon, unarmed attack, or arrow or bolt; magic does not damage poise. Power attacks will do more poise damage than regular attacks, by default. Poise damage from weapons is based on their weight. This is all configurable in the MCM.
Once an attack causes one's poise to reach 0, a stagger will ensue. Subsequent hits may cause subsequent staggers - a stunlock. The maximum stunlock combo can also be configured. Over time, if one is not hit, poise can recover; the amount and update time is also configurable. The poise feature can be disabled by setting the poise damage multiplier options in the MCM to 0.
The poise system extends to other NPCs in addition to the player, and to creatures as well.
 
Critical Hits
If, during the beginning of an attack, an actor is hit with a shield or weapon bash attack, the actor will enter a parried state, indicated by a downed animation. During this temporary state, on the next hit, the actor will take double damage, in the style of Bloodborne. If that hit strikes their front, a riposte animation will play. Ripostes are deadly; they can do large amounts of damage. Using the power of Fore's New Idles in Skyrim (FNIS), we can integrate killmove animations that won't automatically kill. In this way, it is possible to execute a riposte animation that does massive damage to NPCs, but does not outright kill them. The damage dealt is configurable in the MCM. It is calculated based on the executor's One-Handed or Two-Handed skill, depending on the weapon used for the riposte. Though now disabled by default, ripostes to creatures are not supported by this feature; they will automatically kill. Parries and ripostes may be executed by all NPCs.
When an actor is struck in the back with a power attack, the actor will also enter a downed state, in the style of Bloodborne. In this state, the first strike against the actor will also do double damage. If the actor is an NPC and the strike hits their back, a backstab animation will play, killing them. Backstabs can be initiated and executed by NPCs also.
 
Roll Mechanics
Using the power of FNIS, we can bring an equally powerful roll/dodge system to Skyrim. Previous work on dodge mechanics has relied on developer animation events, restricting both the animation itself as well as the time for dodging. Dark Souls Combat brings a roll system that is meant to complement the poise system. Roll weight is considered equal to the player's poise, in addition to any weapons, shields or torches that may be equipped. Roll weight is divided into three categories: fast, medium, and fat. The fast roll weight affords a greater invincibility time (time in which the player cannot be struck by any hit, as a method of simulating the dodging of an attack) as well as fast speed of rolling. The fat roll weight allows a much smaller amount of invincibility time and longer times to roll. Note that the invincibility time is not the entire duration of the roll animation. The medium roll weight lies somewhere in between. Roll weight thresholds are based on maximum stamina. The threshold for mid-rolling is by default maximum stamina divided by 4; the threshold for fast-rolling is half of that. Rolling can only occur if your weapons or magic are out. Rolling/dodging will prevent a poise break, but only fast rolling/dodging can escape a poise break stagger. In the style of Dark Souls 2, rolling can cancel a attack if it is executed early in the attack animation. Rolling can also break out of poise breaks. A poise break can be broken out of towards the end of the stagger. The window for this decreases with increasing roll weight. By default, 50% of the stagger must play before a fast-roll can break out, 65% for a mid-roll, and 80% for a fat-roll.
Rolling is four-directional. Quickly pressing and releasing the roll key (by default LAlt, the default sprint key; configurable in the MCM) while moving a certain direction initiates a roll in approximately that direction (forward, backward, left, or right). Pressing and releasing the roll key while standing still results in a backstep. In the style of Dark Souls, backsteps afford no invincibility time. The rolling feature also supports gamepad-users, such as myself. Remember to customize your roll key for gamepad! Rolling can be disabled by setting the Roll Key in the MCM to a key you will not use.
 
Stamina Usage
Normal attacks now require stamina and attempts to swing a weapon with no stamina will stagger. The stamina consumed is a function of the today weight of items equipped in either hand. This applies to bows as well. Stamina does not regenerate while performing most weapon combat actions. There is also a delay on stamina regeneration after rolling and bashing, and critical hits will fail when Stamina is 0. This helps prevent the infinite roll- and bash-spamming that was previous possible. To balance this, stamina regeneration is increased by default for the player. You will notice your stamina usage to be very similar to what you would see in a Souls game. This entire feature can be enabled or disabled and customized in the MCM.
 
Counter Damage
While attacking, enemies will take 50% more damage when struck by the player. In the same vein, while the player is attacking, he will take 50% more damage as well. This is known as counter attacks in Dark Souls. While I really do hate features that are solely based on numbers and add nothing in the way of visible mechanics, the above is only half of this feature. Dark Souls 2 added a second dimension to counter damage compared to its predecessor: a counter also will do more poise damage to an opponent. In that style, this mod allows counter attacks to deal 50% more damage to poise. This is of course a comparatively minor feature, but one worth mention nonetheless.
 
Requirements
SKSE 1.06.15 or later
FNIS 5.5 or later
SkyUI 4.0 or later (optional for mod configuration)
 
Installation
Install the above requirements.
Install this mod's files from the download package. The ESM version is recommended for users.
Generate behavior files with FNIS, using its Generate FNIS for Users.
Enter the game, and optionally configure this mod at that time.
Remember that this mod is meant to be played in third person. The roll mechanics do not work otherwise.
 
"Updating" from Poise System
Use the "Uninstall" option in the MCM menu.
Save, then uninstall the mod.
Reload the game with the save and wait for the Poise System MCM to disappear.
Save again.
Follow the Installation instructions above.
 
Adding Sounds to the Experience
Certain combat sounds can be played while performing certain actions in this mod. All sound files played should be located in Data\Sound\fx\BB_DSC
You can add sounds that will play during a Fast Roll, a Medium Roll, a Fat Roll, a Parry land, and a Backstab initiation. Remember to convert them to XWM files using a program such as MultiXWM.
 
Fast Roll: Data\Sound\fx\BB_DSC\LightRoll.xwm
Medium Roll: Data\Sound\fx\BB_DSC\MedRoll.xwm
Fat Roll: Data\Sound\fx\BB_DSC\HeavyRoll.xwm
Parry land: Data\Sound\fx\BB_DSC\ParryLand.xwm
Backstab initiation: Data\Sound\fx\BB_DSC\BackstabLand.xwm
 
This is entirely optional; you may wish to add sounds for all of these events, some of them, or none of them. Note that there are direct audio extracts from Dark Souls on the internet, if that is what you are looking for.
 
Updating
Uninstall the previous version.
Install the new version.
Re-run (regenerate behavior files with) FNIS.
Enter the game and select in the MCM the "Reset" option, under the "Uninstall" page.
 
Uninstallation
In-game, select the "Uninstall" option, under the "Uninstall" page.
Uninstall the mod.
Rerun FNIS.
 
Installation (for Roll-Only version)
If a Full version is currently installed, perform an uninstallation procedure as described above.
Install the Roll-Only version following the steps described above for the Full package as well.
 
Updating to ESM versions
If an ESP version is currently installed (this includes all versions prior to v1.4.3 as well as the v1.4.3 ESP versions), perform an uninstallation procedure as described above.
Install the one of the ESM versions following the steps described above.
 
Thanks
egocarib, for a fundamental component of the script used for the poise system
Fore for giving me suggestions on working with some of the newer aspects of FNIS
canderes and Reena, for guiding me through editing animations
WorshipTheSatan and urielmanx7, for invaluable testing and suggestions
GIF images made with ezgif.com
 
Bugs/Other Issues
First and foremost, this mod does use running scripts, necessary for the poise element of this mod. There are certainly mods out there much more script intensive than this, so on the grand scale, it's not that bad. The fact is that if you really want to change the way your game is played, you need a healthy dose of scripts!
There may be animation issues. It happens; sometimes, and I'm sure you've seen this in un-modded Skyrim, you may see some NPC or creature animating strangely, and it can happen from this mod too. The most common issue (which is actually not common at all) may occur after a roll/dodge. The player character may finish the dodge with their weapons/magic still out but not in the normal combat stance, but rather appearing in a non-combat stance. This can be easily fixed by rolling/dodging again, or by entering first person, unreadying and then readying your weapons/magic again, then re-entering third person. The same issue can occur after a riposte. NPCs may also suffer from this after being downed for a riposte or backstab. However, this is uncommon, but of course a natural side effect of making ambitious leaps with animations.
Depending on how many scripts are already running, staggers from the poise system may be slightly delayed by a split second. In the same vein, rolls may be less responsive, especially if magic is equipped.
The stamina usage feature does not affect the dual-wield normal attack yet.
 
Version History
v1.0:
- Initial release.
v1.1:
- Added a bit to the backstab and riposte scripts to help to reduce the likelihood of a victim not drawing their weapons. Not something you can fix entirely, but this will help a little.
v1.2:
- Further edits to help decrease the likelihood of borked combat stances from NPCs in the backstab and riposte scripts.
- Decreased the length of the parry window against NPCs.
- Fixed a part of the poise/roll mechanics script that was generating many repeated errors.
v1.3:
- Backsteps are now considerably faster at all roll weights. Previously, there was no advantage to backstep over backward rolling.
- Rolling/backstepping can cancel attacks if they are executed early in the swing (prior to the "preHitFrame").
- Weapons, shields are torches that are equipped now also count towards the roll weight.
- Counter damage feature added.
- Roll Feature-only version added
v1.4:
- MCM option-set roll thresholds removed; replaced with a formula based on maximum stamina.
- Ability of fast-roll to automatically break out of staggers removed; replaced with specific timings to roll out.
v1.4.1:
- Allowed rolling earlier after the swing of an attack, immediately after the HitFrame animevent.
- Set Actors or Races with the ImmuneParalysis to have virtually infinite poise. I felt that if the developers didn't feel it was appropriate to paralyze these Actors and Races (or perhaps didn't even include the data necessary to properly do so), it would be hazardous to allow staggering, even if it was not necessarily game-breaking. Notable races include the Wisps, Magic Anomalies, and Werewolves (since that playstyle would include having no intrinsic poise yet requiring close combat this change makes sense).
v1.4.2:
- Improved rolling feature. Previously, spamming the roll key would actually cause significant script delays; this has been mitigated, though it is still not a good idea to try to spam the button. A sort of queuing feature has been added so that a roll can flow nicely into another roll if you tap the button towards the end of the first animation.
v1.4.3:
- Edits from v1.4.2 added into the main packages.
- .esm version added. .esm (master plugins) are believed to exhibit better script performance than .esp.
v1.5:
- Ripostes on humanoids no longer force the riposted actor into a ragdolled state afterwards. The bug where riposted NPCs cannot attack afterwards is largely resolved.
- Stamina use on attacks that previously required no stamina, and stamina regeneration delay during attacks, bashes, and rolls. This prevents the infinite roll-spamming that was possible previously. It also punishes bash-spamming with a larger stamina regeneration delay. Normal attacks with 0 stamina will stagger the player.
- New MCM options added to customize stamina usage.
- By default creature ripostes are disabled. There is a new MCM option to enable/disable this.
v1.5.1:
- Stamina cost for attacks now calculated as intended.
- Ripostes and backstabs will fail if stamina is 0.
v1.5.2:
- Script optimizations based on the suggestions and advice of Borgut1337, FBplus, and WorshipTheSatan. This version features much greater stability than previous versions, but much more work potentially remains.
- Option to disable rolling entirely added to MCM.
- Creatures no longer have a delayed death when they have been parried but subsequently killed normally, while the Creature Riposte option is disabled.
- Creatures not explicitly supported by the mod's poise feature have poise automatically calculated based on maximum health and stamina.
v1.5.3:
- Weight calculations for rolling weight class and stamina consumption on attack were not being run as intended due to changes made in v1.5.2. This has been corrected.
- Further script optimizations for improved stability.
 
Permissions
Please do not reupload, make a derivative work, or use assets from this mod without my permission.

Submitter

TheDriedFinger

Submitted

08/05/2015

Category

Other

Requires

SKSE 1.06.15+, FNIS 5.5+, SkyUI4.0+ (optional)

Special Edition Compatible


原贴地址
1.版本号: 1.5.3   更新时间: 2019-08-29 02:39:15

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TheDriedFInger的黑暗灵魂战斗系统SE


Mod大小:880 KB
上传时间:2019-08-29 02:19:41

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