用户登录
|忘记密码

新用户注册

登录

其他登陆



动作战斗SSE

动作战斗SSE
动作战斗SSE
作者:Proksi
发布:LUOHUISHU98
发布日期:2020-05-28 10:26:34
更新时间:2020-05-28 10:26:34
头像
3667
1649 人收藏
5772 次下载
15297 次浏览
2.0
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

原作者说,只要不出售或收集捐款,任何人都可以使用和修改他的作品,并且他被认为是该作品的原作者。


原作者:Proksi



是什么让这个Mod对其他Commod独一无二?

-这是唯一可以进行反击或击中对手武器的MOD,但这还取决于几个因素,您可以在下面阅读更多内容。


注意:从这里开始,我只复制了Legendary Edition中原始Mod的确切详细描述。

________________________________________________________________________________________________________________________________________________________________

要求:

香草天际:无需DLC

Skyrim脚本扩展器(SKSE)


MCM菜单:必须使用SkyUI 3.0或更高版本才能访问Mod Configuration菜单,该菜单允许编辑与该Mod相关的选项。


2.00版:所有内容

我建议开始一个新游戏,或者如果在安装了AC 1.56的现有保存上进行安装,请删除旧的AC mod,然后使用保存游戏清洁程序清洁保存,然后安装新版本。


Brodual视频中的某些信息已不再是最新的。


Action Combat建立在产生巨大影响的简单前提周围。

武器招架

疼痛反应

精疲力尽

反击

脆弱性




武器招募:

如果对手同时进行打击,则击中该格。招架分为两种:进攻型和防御型。


进攻:首先击中敌人,他们的攻击将被打断,并将受到少量伤害。

防御性:玩家首先被击中,他的攻击将被打断并受到少量伤害


所受到的伤害被计算为好像被阻挡。


2.00附加功能:

根据武器尺寸/类型的不同,用较小的武器招募较大的武器会导致耐力受损。

例如,用匕首招架战锤将对持小武器的人造成大量的耐力伤害。


拿着小武器的人也会受到额外的伤害。

耐力和对健康的损害程度可以在MCM中配置。


在招架方面,强力攻击也比普通攻击更具力量,所以如果我是你的话,我不会尝试招架。


此外,如果您的耐力由于武器招架而击中零,则会造成后座力。请对此效果发表评论!


进行其他改动...

招架现在只能在玩家和敌人之间发生,这意味着如果两个NPC互相战斗,他们将无法招架对方攻击。这样做是为了避免脚本过多导致许多敌人立即与您作战。唯一真正的缺点是随从也不能招架,尽管我将来可能会改变这一点。现在,所有招架效果都由一个脚本处理,而不是针对披风范围内的每个敌人使用一个脚本处理。


反击:

如果敌人处于攻击动画的中间,则玩家可以用力量攻击他们以发起反击。如果反击成功,则攻击将造成2.5倍伤害。


如果敌人成功反击玩家,他们将造成1.8倍伤害。


疼痛反应:


常规攻击:

常规攻击可以触发短暂的交错效果:持续时间范围从使用匕首的0.2秒到使用战锤的0.7秒不等。镇定系统控制在定期发作时是否发生疼痛反应。


强力攻击:

无论对手是阻挡还是防御招架,强力攻击无论如何都会施加交错效果。强力攻击无视平衡。交错的大小取决于武器的类型。


当播放器或NPC交错时,会触发漏洞。


漏洞:

令人吃惊的是,受到的所有物理伤害提高了大约70%。


平衡系统:

Action Combat使用简单的平衡系统确定常规攻击是否发生交错。


人形生物具有完全基于装甲等级的隐藏式平衡计。持续的每次击打都会降低平衡仪,较大的武器会比较小的武器更快地降低平衡仪,而耐力较低时平衡也会更快地降低。当平衡计达到零时,将发生交错。仪表然后重置。


由于生物没有装甲,因此平衡计是根据其水平而定。


tl; dr更多的装甲=更少的交错,更少的耐力=更多的交错


2.00添加:

肉体法术,奥克弗利什,石肉,铁皮肉,乌木肉现在都有助于防止交错,因此真正的法师构建是可能的,而不会受到交错巨灾的影响。龙皮术可以防止施法者身上的ALL STAGGER。肉体法术的防具等级会与您所穿的防具堆叠在一起,以防止与1.56版相同的公式产生错位。


疲惫:

每次攻击都会消耗耐力。当耐力低时,保持平衡更容易

k和攻击速度较慢。


(如果您已经有另一个mod可以在MCM菜单中关闭耐力消耗)


2.00排气变化:

我进行了更改,以使在耐力较低时,敌人的攻击速度不会像玩家的攻击速度那样受到伤害。我之所以做出此更改,是因为敌人在耐力管理方面处于劣势,玩家显然可以更轻松地维持较高的耐力水平,并且敌人会不断地进攻直到他们没有耐力为止,甚至他们会继续进攻,尤其是如果您安装了AI mod。因此,即使在运动场上,玩家的攻击速度也可能降低40%,而敌人的攻击速度只会降低25%。


定时阻止:

2.00版实现了定时阻止功能。当播放器成功地在定时块的窗口内阻止强力攻击时,所有的交错都将被消除,但是为了防止向该块功能发送垃圾邮件,我已经对其进行了设置,因此您只能从时间开始每3秒执行一次定时块您的最后一个阻止而不是您的最后一个定时阻止,这意味着,如果您希望能够阻止强力攻击,您不仅可以站着举起盾牌或不断按下阻止按钮,这确保了您必须进一步阻止战术上。可以在MCM中配置“定时块窗口”,即在一个块之后可以进行定时块的时间。我还添加了视觉效果,以使您清楚地了解到已执行了定时块,效果的强度也可以在MCM中进行配置。


兼容性:


致命战斗:兼容

终极战斗:兼容

决斗:战斗现实主义:兼容:请确保在决斗之后加载动作战斗

战斗进化:兼容:确保在CE之后加载Action Combat

TK道奇:兼容

武器模组(例如:沉浸式武器):兼容

AI Mods(例如:敌人的复仇):兼容


Skyre,SPERG,ACE,Requiem,Perma,Frostfall:兼容,直到另行证明。


双重武器运输:与双重武器运输的版本3不兼容,但较旧的版本可以

反光病房:报告的兼容性问题

咒语计费:报告的兼容性问题


推荐模组

进攻承诺,进攻中不转弯

TK道奇

增强型敌人AI(我建议在Combat Evolved上使用此AI mod,因为它除了AI,CE改变了参差不齐以及其他一些可能导致轻微不兼容的问题之外,没有对其他东西进行任何修改。)

敌人的复仇-为敌人增添新能力,使游戏变得有趣!

纸莎草纸:

我知道在SKYRIM.INI文件中调整Papyrus设置尚有争议,但我知道通过修改它们,我个人看到了脚本延迟的改进。如果您愿意,建议您下载Elephant的脚本延迟检查器,然后慢慢调整


fUpdateBudgetMS =和fExtraTaskletBudgetMS =设置以较小的增量(例如每次0.1)进行设置,并使用脚本等待时间检查器查看它是否对您的特定游戏和设置有所帮助。确保无论将fUpdateBudgetMS =设置为还是将fExtraTaskletBudgetMS =设置为。例如,在我的游戏中,我使用fUpdateBudgetMS = 2.2和fExtraTaskletBudgetMS = 2.2,您可能还希望调整iMaxAllocatedMemoryBytes =,此设置以字节为单位,而不是千字节,而不是兆字节,以字节为单位,默认情况下它设置为75kb,这实在太低了,我建议将其调整为至少1mb或524288000字节,但不要将其设置得太高,因为它可能会引起一些问题,因此在此不再赘述。不要忘记禁用日志记录!


bEnableLogging = 0

bEnableTrace = 0

bLoadDebugInformation = 0

bEnableProfiling = 0


确保将它们全部设置为零!玩得开心 :-)


常问问题:


如何保护自己免受力量攻击?

由于可以肯定功率攻击会错开并造成漏洞,因此建议始终打断而不是阻止它们。扑打是一种打断人的方法。打击的耐力成本已从“动作战斗”中降低。如果您有信心打破常规,常规攻击就足够了。反击力量攻击可以提供最好的回报,但是很难实现,因此可能会有风险。

现在,定时阻止也可以防止交错。


重装甲振作强度之塔是否会影响此模组的移动速度。

是的,它确实。在原始游戏中,振作会减少交错的幅度,而不是交错的机会。与原始游戏一样,使用此mod可以减少交错的幅度。对于基本攻击交错,此效果并不明显,但会显着减少力量攻击交错的长度。


魔术交错如何工作?:

脚本会检查该咒语的强度,如果强度大于10,则该咒语会错开。这意味着基本专注法术(例如,烈焰,冻伤和火花)不应该错开,而是一些更高级别的专注法术会。 MCM菜单允许将最小幅度设置为t

触发交错效果。


我被专注法术(霜冻,火焰,火花)迷住了

这是由于一些修改拼写的mod的兼容性问题引起的。


如果关闭拼写交错无法解决此问题,请尝试使用“交错抑制”选项。将其设置为2秒。这意味着您只能每2秒被错开一次。这是一个临时解决方案,但我可能会工作。


我可以招架什么?

从龙咬伤到剑击,再到箭箭,无所不包。


招架系统似乎是随机的:有时我受到损害,有时我不损害。

首先被击中的人会受到伤害。如果我在攻击动画尚未完成时打人,他们将受到伤害。如果在我的攻击动画尚未完成时有人打我,我将受到伤害。


交错生物如何工作?

任何比剑猫或熊大或类似大小的东西,都不会受到基本攻击的影响,但是,可以与力量攻击相混淆。如果您打破了它们的平衡计,则诸如狼之类的较小生物可能会受到基本攻击的干扰。


生物只能通过强力攻击而不是常规攻击来错乱玩家。


阻塞如何影响交错?

如果基本攻击被阻止,则不会错开。如果力量攻击被阻止,它仍然会错开。守卫可以防止咒语造成错开,但不能防止非魔法攻击。现在,由于守卫增加了护甲等级,而护甲等级决定了交错,因此2.00 Ward确实有助于防止交错。


具体:


默认情况下(在MCM中可编辑),交错长度(以秒为单位):

战锤:0.7

巨剑,战斧:0.6

钉头锤:0.5

轴:0.4

剑箭0.3

匕首:0.2


平衡系统:

对于人形生物:平衡仪=(基础护甲等级/ 5)

对于生物:平衡计=(等级* 2)


破坏平衡,每次击中都会发生:(平衡仪)-(武器的基础伤害*耐力比率)

耐力比考虑耐力来确定平衡计所承受的打击量。


非武器攻击不会影响平衡:这包括非强力拳和非强力生物攻击。这意味着非武器物理攻击不再错综复杂。魔术忽略了平衡。


与常规攻击相比,强力攻击将错开更长的时间。

它们会打破障碍物,但是障碍物会减少其伤害并减少交错长度。


在攻击动画中打击敌人将招架,取消攻击并导致其后坐并造成最小的伤害。玩家也可以被招架。

受到的伤害是基于阻塞时所遭受的相同伤害。


在敌人的攻击动画中攻击敌人的力量将发起一次反击,造成2.5倍伤害。敌人的反击将造成1.8倍伤害。


当步履蹒跚时,人会变得脆弱,遭受更多的物理伤害。

NPC失去700点护甲等级,而脆弱者则失去500点护甲等级。这意味着敌人在受到伤害时受到的伤害提高80%,而在受到伤害时受到的玩家伤害则提高60%。


每次攻击消耗10点耐力,当耐力较低时,攻击速度降低30%,更容易保持平衡。

增加了耐力再生以补偿。重击成本降低至15体力来弥补。


玩家摇晃时,相机晃动已被消除,这在MCM中可以解决。 [/颜色]


解除安装:


1.在MCM菜单中,启用Camera Shake Version。这就是天际默认情况下如何处理播放器交错的方式。

2.卸载模块,删除文件。




修改器:



你好!我希望您将此效果整合到您的战斗模式中,以便您可以执行疯狂的操作。


CK中的所有形式和脚本都在此mod的前缀EHS(每次击中错位)下,有点杂乱无章,但我敢肯定您会弄清楚的。此mod使用披风动态地将脚本功能和特权附加到NPC,然后使用OnHit()事件完成大部分有关交错效果的繁重任务。该mod进行了各种检查,以查看被攻击者是否正在阻止/使用病房,攻击者的武器以及攻击类型,以确定是否允许交错,如果交错,则确定交错持续时间。


为了使播放器进行全身摇晃而不是晃动相机,我只是将播放器添加到ForceFullBodyStagger派系中。


所有修改者都必须具有直接复制脚本和修改部分的权限。他们可以按照自己认为合适的任何方式对其进行更改和重新分配,而不必给我任何荣誉。



信用:

出色的Epickeenan的横幅广告,他决定一时兴起帮助我。这是他的deviantart页面。他也是建议使用“动作战斗”这一名称的人。

Hokujin:负责更好地实现交错效应,他是《 EHSE:反应式战斗》的作者。


所有其他Nexus成员都向我提供了反馈,并鼓励我一直在寻找一种方法来改进“每次击中错位”,直到现在。

动作战斗在其BSA中整合了Brawl Bug补丁。

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

Original Author has stated that his work can be used and altered in any way by anyone as long as it is not being sold or used to gather donations and that he is credited as the original Author of the work.

Original Author: Proksi


What makes this mod unique to other Combat mods?
- This is the only mod that allows Counter-Striking, or Hitting your opponents weapon to block but this also depends on several factors you can read more below.

Note: From here on out I just copied the exact detailed description of the Original Mod from Legendary Edition.
________________________________________________________________________________________________________________________________________________________________
Requirements:
Vanilla Skyrim: No DLCs required
Skyrim Script Extender (SKSE)

MCM menu: SkyUI version 3.0 or higher is required to access the Mod Configuration Menu, which allows options pertaining specifically to this mod to be edited.

Version 2.00: What It's All About
I recommend starting a new game, or if installing on an existing save with AC 1.56 installed remove the old AC mod, clean your save with a save game cleaner and then install the new version.

Some of the information on Brodual's video is not up-to-date anymore.

Action Combat is built around simple premises that make a big impact.

Weapon Parrying

Pain Reaction

Exhaustion

Counter-Striking

Vulnerability






Weapon Parrying:
If opponents strike at the same time, the hit will be parried. There are two types of parrying: offensive and defensive.

Offensive: the enemy is hit first, their attack will be interrupted and they will take a small amount of damage.
Defensive: the player is hit first, his attack will be interrupted and he will take a small amount of damage

The damage taken is calculated as if one was blocking.

2.00 PARRYING ADDITIONS:
Parrying a larger weapon with a smaller one will result in stamina damage based on the difference in weapon size/type.
For example, parrying a warhammer with dagger will result in a large amount of stamina damage to the person holding the smaller weapon.

There is also additional damage done to the person holding the smaller weapon. 
The amount of stamina and health damage is configurable in the MCM.

Power Attacks have more strength than normal attacks when it comes to parrying as well, so I wouldn't try to parry power attacks if I were you. 

Additionally, if your stamina hits zero as a result of a weapon parry it will cause a recoil. Please comment on this effect!

OTHER CHANGES TO PARRYING...
Parries can now only happen between the player and an enemy, which means if two npcs are fighting each other they will not be able to parry each others attacks. This was done to avoid scripting overload with many enemies fighting you at once. The only real downside to this is that followers cannot parry either, although I may change this in the future. Now all parry effects are handled by a single script instead of one script for every enemy within the range of the cloak.

Counter-Striking:
If an enemy is in the middle of an attack animation, the player may power attack them to initiate a counter-strike. If the counter-strike is successful, the attack will deal 2.5x damage.

If enemies successfully counterstrikes the player, they will deal 1.8x damage instead.

Pain Reaction:

Regular Attacks:
Regular attacks can initiate a short stagger effect: the duration ranges from 0.2 seconds using daggers to 0.7 seconds using warhammers. Whether or not a pain reaction occurs on regular attacks is controlled by the poise system.

Power Attacks:
Power attacks will apply a stagger effect no matter what, even if the opponent is blocking, or defensively parrying. Power attacks ignore poise. The magnitude of the stagger depends on the type of weapon.

When the player or an NPC is staggered, vulnerability triggers.

Vulnerability:
While staggering, all physical damage taken is increased by roughly 70%.

Poise System:
Action Combat uses a simple poise system to determine whether a stagger occurs or not on regular attacks.

Humanoids have a hidden poise meter based entirely on armor rating. Each hit sustained reduces the poise meter, larger weapons will reduce this meter faster than smaller weapons, and poise reduces faster when low on stamina. When the poise meter hits zero, a stagger will occur. The meter then resets.

Since creatures don't have armor, the poise meter is based on their level instead.

tl;dr more armor = less stagger, less stamina = more stagger

2.00 ADDITIONS:
The Flesh Spells, Oakflesh, Stoneflesh, Ironflesh, Ebonyflesh, now all contribute to preventing stagger, so true mage builds are possible without being subject to a stagger-fest. The spell Dragonhide, prevents ALL STAGGER on the caster. The flesh spells' armor rating stacks with the armor the you're wearing to prevent stagger based on the same formula from version 1.56.

Exhaustion:
Every attack costs stamina. When stamina is low, poise is easier to break and attacks are slower.

(You can turn off the stamina drain in the MCM menu if you have another mod that already does this)

2.00 EXHAUSTION CHANGES:
I have changed it so that the enemies' attack speed is not hurt as much as the player's attack speed when stamina is low. I made this change because the enemies are at a disadvantage when it comes to stamina management, the player can obviously maintain higher levels of stamina more easily, and the enemies will just attack constantly until they have no stamina left and even then they will keep attacking, especially if you have an AI mod installed. So, to even the playing field, the player's attack speed can decrease as much as 40% and the enemies' will only decrease as much as 25%.

Timed Blocking:
Version 2.00 implements a Timed Block feature. When the player successfully blocks a power attack within the window of the timed block, all stagger is negated, but to prevent spamming the block feature I have set it up so that you can only perform a timed block once every 3 seconds from the time of your LAST BLOCK NOT YOUR LAST TIMED BLOCK, this means that if you want to be able to block a power attack you can't just stand around holding your shield up, or constantly hit the block button, this ensures that you have to block more tactically. The Timed Block Window, the amount of time after a block that a Timed Block is possible, can be configured in the MCM. I also added a visual effect to make it apparent that a timed block was performed, the strength of the effect can configured in the MCM as well.

Compatibility:

Deadly Combat: Compatible
Ultimate Combat: Compatible
Duel: Combat Realism: Compatible: Make sure to load Action Combat AFTER Duel
Combat Evolved: Compatible: Make sure to load Action Combat AFTER CE
TK Dodge: Compatible
Weapon Mods (ex: Immersive Weapons): Compatible
AI Mods (ex: Revenge of the Enemies): Compatible

Skyre, SPERG, ACE, Requiem, Perma, Frostfall:Compatible until proven otherwise.

Dual Wield Parrying: Not Compatible with version 3 of Dual Wield Parrying, but older versions are fine
Reflective Wards: Reported Compatibility Issues
Spell Charging: Reported Compatibility Issues

Recommended Mods

Attack Commitment, No Turning During Attacks

TK Dodge

Enhanced Enemy AI (I recommend this AI mod over Combat Evolved because it doesn't modify anything but the AI, CE changes stagger and a few other things that can cause minor incompatibilities.)

Revenge of the Enemies - adds new abilities to the enemies and that make for an interesting playthrough!

Papyrus: 
I know that adjusting the Papyrus settings in the SKYRIM.INI file is subject of debate, but I know that I have personally seen improvements in script latency by tinkering with them. If you're up for it, I recommend downloading Elephant's Script Latency Checker, and slowly adjusting the

fUpdateBudgetMS= and fExtraTaskletBudgetMS= settings by small increments, like 0.1 at a time and using the script latency checker to see if it helps your particular game and setup. Be sure that whatever you set fUpdateBudgetMS= to, that you also set fExtraTaskletBudgetMS= to. For instance, my game I use fUpdateBudgetMS=2.2 and fExtraTaskletBudgetMS=2.2, you may also wish to adjust the iMaxAllocatedMemoryBytes=, this setting is in bytes, not kilobytes, not megabytes, bytes, by default it is set to 75kb which is pitifully low, I recommend adjusting this to at least 1mb or 524288000 bytes, but do not set this very high as it can cause issues that I am not going to detail here. Dont forget to disable logging!

bEnableLogging=0
bEnableTrace=0
bLoadDebugInformation=0
bEnableProfiling=0

MAKE SURE THEY ARE ALL SET TO ZERO! Have fun :-)

FAQ:

How do I defend myself against power attacks?
Since power attacks are guaranteed to stagger and create vulnerability it is advisable to always interrupt them rather than block. Bashing is one method to interrupt. The stamina cost of bash has been reduced from in Action Combat. A regular attack can suffice if you are confident in being able to break poise. Counter-striking a power attack offers the best rewards but can be hard to pull off, and therefore may be risky.
Now Timed Blocking will prevent stagger as well.

Does the heavy armor perk Tower of Strength affect staggering from this mod.
Yes it does. In the original game, the perk would reduce the magnitude of stagger rather than the chance of getting staggered. With this mod, as with the original game, it will reduce the magnitude of staggers. This effect is not noticeable with basic attack stagger, but will noticeably reduce the length of power attack staggers.

How does magic staggering work?:
The script does a check of the magnitude of the spell, if the magnitude is higher than 10, then the spell will stagger. This means that basic concentration spells (such as Flames, Frostbite and Sparks) should not stagger, but some higher level concentration spell will. The MCM menu allows one to set the minimum magnitude required to trigger the stagger effect.

I'm getting stun-locked by concentration spells (frost, flame, sparks)
This is caused by compatibility issues with a few mods that alter spells.

If turning off spell staggering doesn't fix this for you, try using the stagger immunity option. Set it at 2 seconds. This means you may only be staggered every 2 seconds. It's a temporary solution, but I'll probably work.

What can I parry?
Everything from dragon bites to sword strikes, to arrows.

The parrying system seems random: sometimes I take damage and sometimes I don't.
The person who was hit first will take damage. If I hit someone while their attack animation has not finished, they will take damage. If someone hits me while my attack animation has not finished, I will take damage.

How does staggering creatures work?
Anything bigger or of similar size to sabre cat or a bear will not be staggered with basic attacks, they can however, be staggered with power attacks. Smaller creatures like wolves can be staggered by basic attacks, provided you break their poise meter.

Creatures can only stagger the player with power attacks, and not with regular attacks.

How does blocking affect stagger?
If a basic attack is blocked, it will not stagger. If a power attack is blocked, it will still stagger. Wards will prevent staggering from spells but not from non-magical attacks. Now, 2.00 Wards do contribute somewhat to preventing stagger since wards added armor rating and armor rating determines stagger.

The Specifics:

By Default (this is editable in MCM), Length of Staggering in seconds:
Warhammer: 0.7
Greatswords, BattleAxes: 0.6
Mace: 0.5
Axe: 0.4
Sword, Arrows: 0.3
Daggers: 0.2

Poise System:
For humanoids: Poise meter = ( base armor rating / 5 )
For creatures: Poise meter = ( level * 2)

Damaging poise, this occurs on each strike: ( poise meter ) - ( base damage of weapon * stamina ratio )
Stamina ratio considers stamina to determine how much of a hit the poise meter takes.

Non-weapon attacks do not affect poise: this includes non-power punches and non-power creature attacks. This means that non-weapon physical attacks do not stagger anymore. Magic ignores poise.

Power attacks will stagger for a longer a longer period of time than regular attacks.
They will break blocks, but blocking reduces their damage and the stagger length.

Striking an enemy during their attack animation will parry, cancelling their attack and causing them to recoil and take minimal damage. The player may be parried as well.
The damage taken is based on the same damage one would take if blocking.

Power striking an enemy during their attack animation will initiate a Counterstrike, dealing 2.5x damage. Enemy counterstrikes will deal 1.8x damage.

While staggering, one becomes vulnerable, taking increased physical damage.
NPCs loses 700 armor rating while vulnerable, player loses 500 armor rating. This translates into enemies taking 80% more damage while vulnerable and the player taking 60% more damage while vulnerable.

Every attack costs 10 stamina, when low on stamina, attack up to 30% slower and poise is easier to break.
Stamina regeneration has been increased to compensate. Bash cost reduced to 15 stamina to compensate.

Camera shaking has been removed when player gets staggered, this can be reversed in MCM. [/color]

Uninstallation:

1. In the MCM menu, enable Camera Shake Version. This is how skyrim handles staggering by default for the player.
2. Unload the mod, remove the files.



Modders:


Hello! I want you to incorporate this effect into your combat mod, so you can do crazy things with it.

All the forms and scripts in CK are under the prefix EHS(every hit staggers) for this mod, it's a bit unorganized, but I'm sure you'll figure it out. This mod dynamically attaches scripts abilities and perks to NPCs using a cloak, and then using the OnHit() event to do most of the heavy lifting concerning stagger effects. The mod does various checks to see whether the one getting attacked is blocking/using wards, the attacker's weapons, and the type of attack to determine whether to allow to stagger, and if so, the stagger duration.

To make the player do a full body stagger instead of a camera shake, I simply added the player to the ForceFullBodyStagger faction.

All modders have to permission to directly copy parts of the script and mod. They may alter it and redistribute it in any way they see fit, without having to give me any credit.


Credit:
Banners by the wonderful Epickeenan who decided to help me on a whim. Here's his deviantart page. He was also the one who suggested the name Action Combat.
Hokujin: Led the charge on how to better implement the stagger effect, he's the author of EHSE: Reactive Combat.

All the other Nexus members who gave me feedback and encouraged me to keep looking for a way to improve Every Hit Staggers until this point.
Action Combat incorporates the Brawl Bug Patch in its BSA.


原贴地址
1.版本号: 2.0   更新时间: 2020-05-28 10:38:08

选择快速回复类型:
  • 感谢
  • 支持
  • 疑问
  • 卖萌
  • 关心
  • 傲娇
评论


    作者精品
    logo

    动作战斗SSE


    Mod大小:535.51KB
    上传时间:2020-05-28 10:26:34

    Mod简介:

    暂无更多介绍

    本地下载
    选择快速回复类型:
    • 感谢
    • 支持
    • 疑问
    • 卖萌
    • 关心
    • 傲娇
    回复

    closeAD