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This page was last updated on 11 July 2023, 5:30PM
- Changelogs
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Version 2.4
- - General: Added extra cleanup script to avoid stuff from breaking in between battles
- - General: Improved cleanup on game load so that everything gets removed properly
- - Poise: Reworked Poise scripts, replaced last few spell scripts
- - Guard Counters: Updated script (should hopefully no longer causes crashes)
- - Clash: Removed RNG/individual cooldowns, added global cooldown to the ini
- - Attack Chains: Removed cooldown spell, added configurable cooldown to the ini
- - Dodge: Reduced cooldown time between dodges in first person
- - Finishers: Added option to fully restore Fatigue on successful Finishers
- - Finishers: Added option to remove player yells/grunts when performing Finishers
- - Finishers: Various fixes (...dead enemies can now no longer be executed, lol)
- - Lock-On: Slowed down quest script (bit less responsive but shouldn't cause crashes anymore)
- - Bashing: Added optional Strength requirement
- - Cleaving: Added optional minimum weapon skill level needed to enable (set to 1 by default)
- - Enemy AI: Slightly reduced attack spam from certain combat styles
- - Enemy AI: Added option to disable enemy Bashing (might help if crashing while fighting NPC's)
- - Creature AI: Removed AI from some creatures with weird combat styles (they were missing attacks)
- - Marksman: Toggling between modes no longer requires you to sheathe your bow
- - Powerattacks: Bleed DoT from Blade weapons no longer affects undead creatures by default
- - Attack Commitment: Added NPC Momentum (it's strict attack commitment, works well with increased spawns)
- - Consumables: Heal amount now scales with Alchemy skill by default (up to 2x)
- - Dark Souls Stamina: Fatigue costs, regen amount, and more can now be configured in the ini
- - Dark Souls Stamina: Removed Hardcore Mode option since the costs are now configurable
- - Misc: Mod error messages now start with 'You...' instead of 'I...', unless OOO is loaded
- - Misc: Added messages if a chosen skill level for Dodging/Parrying/etc is reached (if not set to 1)
- - Misc: Removed old Executions feature (it was really old and buggy, please use finishers instead)
- - Misc: Fixed spelling of the word 'successful' in the ini/manual (me spell bad england no talk good)
- - NUI Version: Has been updated, added missing Crit Debuff Chance ini option
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Version 2.3.1
- - Added a timeout to Finishers (cancels finisher sequence after 2.5 seconds in case something goes wrong)
- - Replaced scripted timers with sound triggers for Consumables (please replace animations if updating)
- - Enemy Crit debuffs can now stack and are applied directly (make sure you don't have any of the previous debuffs on you while updating)
- - Added some other minor QoL changes to various features
- - Added a separate file that grants a burst of Fatigue if it reaches zero (amount and cooldown can be specified in the included ini)
- - Ini does not need to be replaced if updating from v2.3
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Version 2.3
- - Added Guard Counters (attack while blocking shortly after getting hit, melee weapons only for now)
- - You can no longer lock-on while blocking (might stop it from breaking for some people)
- - Enemy Critical Strikes can now randomly damage an Attribute (disabled by default)
- - Added option to use separate keys for dashing and rolling (standard version only, look for the dodge behavior option)
- - Added option to disable Cleaving visual effect
- - Replaced a bunch of scripted timers with animation sound triggers (make sure to overwrite all animations if updating)
- - Replaced 'Bashing is currently unavailable' message with a short sound effect (more options available in the ini)
- - Added ini option that allows enemies to dash instead of rolling (or both, can be found in the Enemy AI section)
- - Enemy/Creature AI now fully restores enemy Fatigue at the start of combat (the game doesn't seem to do this, can be toggled in the ini)
- - Increased Enemy AI combat style idle timers by a small amount (just a tiny bit, to slightly reduce attack spam)
- - NUI Bashing is now disabled for a second after Parrying (to prevent conflicting controls)
- - Skyrim/NUI Bashing is now disabled after getting hit while blocking to allow Guard Counters (re-enabled after 2 sec/once the block key is released)
- - Changed Lock-on controls in the NUI version (press RS to lock-on, move RS to change targets)
- - Fixed Lock-on not turning off even if disabled in the NUI version
- - Dodging is now disabled for 0.33 sec after exiting the menu in the NUI version (should help with random dodging after closing the menu)
- - Reuploaded the files because I left the Guard Counter Fatigue cost a bit too high in the ini
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Version 2.2.1
- - Fixed Parry-related crash (parrying while near death will now slightly heal you)
- - Fixed AI bashing-related crash (could happen if an enemy died while bashing, the script was really old and unoptimized)
- - Merged AI Bash cooldown script into main Bash script (one less script)
- - Fixed Poise bug that would sometimes cancel your roll-dodge animation (I think!)
- - Fixed Creature AI timers (now correctly affected by the ini settings)
- - Consumables are now only consumed if the heal goes through (instead of during the initial keypress)
- - Added more NonAccum node keys to healing animation (prevents some rare bugs)
- - Changed a couple of cooldowns from spell scripts to object scripts (more performance-friendly)
- - You can no longer bash cancel out of the grass healing animation (was not intended)
- - Fixed Parry loop bug in the NUI version again (along with more parry related fixes)
- - Esp only (and one mesh)
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Version 2.2
- - Updated NPC Dodging (it's now part of Enemy AI)
- - Updated Parry script (it has it's own quest again, should be more responsive)
- - Updated Poise scripts (removed all unnecessary cleanup code, should increase performance)
- - Changed Poise OnDeath cleanup to general cleanup (should also improve performance)
- - Added presets for Enemy AI/Creature AI timers to the ini
- - Added option to map Consumables to a button in the NUI version (set to nothing by default)
- - Added option to map Parrying to a button in the NUI version (also set to nothing by default)
- - Removed Attack Commitment from enemies aiming with Bows (it doesn't work as intended anyway)
- - Reverted Dodge menu check in the NUI version, added different check (works on my end, let me know if it works for you)
- - Added mod version check (shows a message if there is a mismatch between esp/ini versions)
- - Cleaned up unused scripts and reuploaded everything (it's harmless but TES4Edit sees them as errors)
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Version 2.1.2
- - Fixed Enemy Attack Commitment (sorry about that, it should now work as intended)
- - Attack Chains now restore Fatigue between hits (otherwise it's useless because of attack cancelling)
- - Changed Creature AI randomization values (so they can counter stagger with Powerattacks once in a while)
- - Updated PCB code
- - Fixed Backstep issue after pressing B to close the inventory in the NUI version for people that were having it
- - Esp only
- - Added smaller Healthbar texture for enemies to Misc. files
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Version 2.1.1
- - Fixed/reduced potential stutter when locking on (should now be gone or minimal)
- - Fixed some other minor Lock-on related stuff
- - NUI Modifier Fix is included in the NorthernUI version
- - Esp only if updating from previous version, ini is not changed
- - Fixed a couple of incorrect ini settings and reuploaded everything (Lock-on speed is set to normal by default)
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Version 2.1
- - Updated Lock-on (it does not suck anymore! check manual/sticky post for info)
- - Tweaked a few of the Finishing moves (make sure to overwrite all animations if updating)
- - Updated Enemy Attack Commitment (should now be more responsive, removed some ini options that no longer apply)
- - Cleave kills now knock the target back a bit to add some impact
- - Added Cleave damage/distance/angle configuration to the ini
- - Creature AI timers are now randomized on each AI tick (makes them a bit less predictable)
- - Added OnDeath cleanup to Poise (to reduce performance impact)
- - Added delay to PCB feature (should fix enemies not following the player through some doors)
- - Updated one of the mod's 1H attack animations to add some more weight
- - Added optional faster Equip animations (third person only for now)
- - Removed non-existent sound cue on forward dash animation (harmless, but caused some message spam in MessageLogger)
- - Fixed Parry loop bug in the NUI version (sorry for noticing so late, someone should really tell me about this stuff sooner)
- - Added a hotfix for the Dodge Modifier ini option in the NorthernUI version (only needed if you're using the NUI version and want to enable the modifier option)
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Version 2.03
- - Slightly reworked Creature AI (creatures will keep their own combat style to avoid non-animated attacks, thanks to AgentOrange for the info)
- - Cleave will now also trigger Hitstop if enabled (OnRelease version only)
- - Fixed a (minor) issue with Cleave scripts (your current target is now always excluded from cleaving)
- - Fixed a bunch of issues with the Powerattacks feature (it's an old feature, and needed some love)
- - Fixed Poise reset shader not showing up anymore
- - Esp only
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Version 2.02
- - Optimized Enemy AI/Creature AI (performance should be improved by a lot)
- - Attack Cleaving now works (it just works! removed enemy limit as well)
- - Other (minor) fixes to a couple of features
- - Esp only
- - Fixed a bug with Powerattacks caused by a stupid typo and reuploaded the v2.02 update (twice even, still esp only)
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Version 2.01
- v2.01 (optimization):
- - Removed GetFPS command from Enemy/Creature AI scripts to fix stuttering (it's still there, but only gets called once at the start of combat)
- - Changed Chase Idles script from a spell to an item (seems to be more responsive)
- - Changed Poise timeout from a spell to an item (same as above)
- - Attack cleaving will no longer affect ghosts (my bad)
- - Reduced Creature AI attack frequency
- - Fixed crash that occurs when using Finishing Moves after Parrying
- - Slightly delayed spinning finishing move impact timing, should feel better
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Version 2.0
- - Added Dashing/Step Dodge (you can now roll by dodging again while dashing, by default)
- - Added Finishers (now enabled instead of executions, works on any enemy)
- - Added Cleaving (weapon attacks can now hit multiple enemies, two versions available, no friendly fire)
- - Added Creature AI (only enabled on higher level creatures by default)
- - Added Perfect Dodge (dash -> roll only)
- - Added Dodge Fade option (fades the player during dash/dodge i-frames, enabled in first person by default)
- - Added options to mix/match dodge animations and i-frames durations
- - Reworked Attack Commitment to use animation length instead of timers (also compatible with attack cancelling)
- - Fixed/improved Poise compatibility with other mods (added extra timers to reduce script load which can lead to crashes, added similar timers to other features)
- - Poise now also removes all forms of vanilla stagger (or attempts to)
- - Added option to lock enemy facing direction while they're casting/aiming
- - Dodge initialization script will only execute while in first person (prevents unwanted dodging on game load in third person)
- - Added option to remove Consumables from chests (should help with Nehrim conversion)
- - Added option to restrain enemies during Powerattacks (that means they cannot turn at all)
- - Added option to disable AI on lower level enemies (along with some more options)
- - Enemy AI/Creature AI now disables itself if FPS falls below a configurable amount (set to 40 FPS by default)
- - Clash now plays the appropriate weapontype sound effect (why didn't it until now? because I'm an idiot, that's why)
- - Fixed a couple of other issues with Enemy AI/added extra distance checks
- - Combat Rating now resets to 0 on any hit (just don't get hit lol)
- - Other minor/not so minor updates to scripts, especially the older ones
- - Added Dynamic Quests option to Misc. (stops most mod quests when out of combat, might improve performance)
- - Updated Dark Souls Stamina with Dashing support and some minor fixes
- - I recommend reading the manual if updating from a previous version, lots of new info
- - It's called v2.0 because I ran out of dumb version names (I'm not done with this mod yet though)
- - Removed 'Melee' from the mod's name because... reasons!
- - NUI version has been updated, Attack Commitment can now be used
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Version 1.9Plus
- - Added Counter Hits to the Misc. Attacks section in the ini
- - Added Enhanced Camera compatibility option for Dodging to the ini (it's temporary until I can fix it)
- - Added option to enable Healing Grass for NPC's to Consumables
- - Healing Grass drop rate can now be configured in the ini
- - Added option to change determining Attribute for Poise values
- - Added individual Poise options for the player/NPC's/Creatures
- - Fixed Parry Effect option in the ini not doing anything
- - Fixed an issue with first person/Skyrim style Bashing
- - Removed Clash impact sound from enemies (any ear users? it was really loud)
- - Reverted Out of Stamina feature changes (now interrupts attack animations instead of disabling the attack key)
- - Added option to change the minimum Dodge Fatigue cost to the Stamina section in the ini
- - Grouped a bunch of OnHit features into a single script (let me know if anything weird happens, seems to be fine though)
- - Updated the mod's attack animations (re-timed some hitframes to make hit timing consistent)
- - Slightly reduced Backstep range so it looks a bit more smooth
- - Ignore everything about 'Dashing' in the manual for now (it's coming soon though, more info in the sticky post)
- - Reuploaded files because I forgot to remove a couple of debug messages
- - NUI version has been updated
- - Reuploaded standard versions of the mod again (fixed a bug with Bashing controls)
- - Reuploaded NUI version with missing (keyboard only) features from standard version, Skyrim bashing controls are now on by default (LT+RT)
- - Added beta version of v2.0 to Miscellaneous files (never mind, full version will be up soon)
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Version 1.9.99999
- v1.9.9999 (couple of bugfixes):
- - Fixed a bug that occurs if the Parry cooldown is set to 0 (added tiny minimum cooldown to keep it stable)
- - Fixed Enemy AI LOS-related visual jitter (or greatly reduced it atleast)
- - Improved Lock-on responsiveness in the standard version (a little bit)
- - Slightly improved performance (Steady Hand script is now only active when needed)
- - Slightly changed Timed Dodge conditions (no longer triggers from out-of-screen enemies)
- - Timed Dodge can no longer be performed on rats (because all they do is Powerattack)
- - Fixed Combat Rating still rewarding gold instead of tokens in the NUI version
- - Added another 9 to the version number! (last one hopefully)
- - Esp only, the ini is unchanged
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Version 1.9.999
- - Fixed Recoil animation names (fixes startup crash with Oblivion Reloaded)
- - 1st person Recoil animations from Better Recoil and Stagger are now included
- - Kneeling enemies will die if not executed (had to do this for added stability)
- - Some other minor fixes
- - Denock fix is included (also added it to the NUI version just in case)
- - The ini is unchanged from v1.9.9
- - Final version unless there are bugs (let's see how many more 9's I can add to the version number)
- - Reuploaded the non-NorthernUI versions (uploaded the wrong files by accident, sorry about that)
- - Added new/alternate Dodge animations to Updates (just wanted to share them because I like them, added preview image)
- - Reuploaded the non-NorthernUI files because I left Momentum enabled in the ini by accident. My bad!
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Version 1.9.99
- - Removed push-away effect from Executions (it unfortunately bugs out and makes enemies fly around sometimes)
- - Enemies will now have i-frames when kneeling (had to do it to avoid further bugs)
- - Fixed some other (minor) issues with Executions
- - The ini is unchanged from v1.9.9
- - Updated the NorthernUI version (added everything that was missing)
- - Updated DSS for NorthernUI
- - Fixed Lock-on in the NorthernUI version
- - Fixed some info in the Manual that was no longer relevant (sorry if I missed anything)
- - Final version for now unless there are bugs (please report any bugs you find!)
- - Added Arrow Cancel/Denock Fix to Updates for people that are having issues with the Activate key staying disabled
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Version 1.9.9
- General:
- - Added Executions (only humanoid enemies for now)
- - Most damaging effects from the mod can now kill (the damage will come from the player if needed)
- - Added short Recoil animations (included by default, very short but they will stop the attacker for a moment)
- - Added Block Sparks (blocked attacks will produce sparks like in Skyrim)
- - Removed Bash sparks (too many sparks!)
- - Delayed Bash-stagger start frames by 0.2 sec (it's frame perfect now)
- - Added option for Bashing to have no effect on higher level enemies (disabled by default)
- - Added option for Parry to cause short-stagger on higher level enemies (also disabled by default)
- - Added high level enemy warning on combat start (guess what? it's disabled by default!)
- - Added Mod Balance section to the ini where you can enable the 3 options above
- - Reduced brightness/opacity of common MCA shaders
- - Added Recoil awareness to Enemy AI (for use with the new animations, will also work without them)
- - Out of Stamina feature now disables the Attack key (instead of playing a blockhit animation)
- - Changed Combat Rating gold rewards to something a bit more immersive
- - Re-added LOS check to Unidirectional Attack (should make consecutive backstabs a bit harder to pull off)
- - Improved overall performance (hopefully without breaking anything)
- - Improved Dark Souls Stamina performance
- - Dark Souls Stamina is now included in the main mod as an optional file
- - Removed Group AI feature (caused enemy jitter, conflicts with executions)
- - Removed enemy backstabs (helps with performance, shouldn't matter too much anyway)
- - Added OBSE version check (a message will pop up if your OBSE version is out of date)
- - Fatigue costs are now the lowest possible in the default ini (moved high Fatigue costs to the alternate DSS ini)
- - Going to work on the NorthernUI version next (might take a while because I need to figure out how to handle Executions with a gamepad, also need to fix Lock-on)
- - Fixed Arrow Cancelling related CTD and reuploaded the files
- Marksman:
- - Added Power Shots (you can now toggle between charged shots/power shots)
- - Added Arrow Cancelling/Denock feature
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Version 1.9.8
- General:
- - Added Momentum (new version, uses walk/run toggle)
- - Added Marksman section to the ini
- - Added new Parry sound effect
- - Added optional sound effect to Attack Indicators
- - Added option to re-add the MCA Manuals (it's under Misc in the ini, use it to get the Marksman manual if updating from a previous version)
- - Added alternate ini's (Souls-like, No DSS and Minimal configurations)
- - Replaced backstep dodge animation with a backward roll (should look a bit better)
- - Fixed Poise Cooldown options in the ini not doing anything (my bad)
- - Removed Attack Cancelling with Bows (conflicts with the features below)
- - Fixed Dodge-Cancelling not working on Powerattacks in the NUI version
- Marksman:
- - Added Charged Shots (bow attacks gain extra effects the longer they are charged)
- - Added Steady Hand (slow-mo perk from Skyrim, both ranks available)
- - Added option to auto-switch POV while aiming with a Bow
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Version 1.9.7
- - Lock-on is now enabled in the standard version (not 100% finished yet, but it can be used)
- - Lock-on is still disabled in the NorthernUI version however (can cause crashes in certain situations, use at your own risk! more info in the ini)
- - Added Out of Range feature to Enemy AI (rework of my old distant blocking feature, unfinished/disabled by default but you can try it out)
- - Added optional cooldown to Dodging
- - Added option to enable Counterattacks after succesful Timed Dodges
- - Added option for Two-handed weapons to deal double Poise damage (I recommend using my attack animations with this, they make 2H attacks slower)
- - Added some more Fatigue checks to Bashing (to prevent knockdown)
- - Succesful Parries should never stagger you again (I don't even know where the stagger came from but it's gone now)
- - Enemies should now be a bit more aggressive with Enemy AI enabled
- - Reverted Attack Commitment script to an earlier version
- - Equipment Remover will now no longer remove scripted gear (just in case)
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Version 1.9.6.1
- - Added some requested changes to Attack Cancelling (the block key can now be held pre-emptively, does not apply to dodging)
- - Added option to cancel the Bashing animation on a succesful stagger (looks a bit weird but seems to work)
- - Changed Purge Cell Buffers to only trigger on interior > exterior transitions (thanks to Wiepman for the info on this!)
- - Added Wrye Bash compatible download for both NorthernUI and non-NorthernUI versions (hope this works)
- - NorthernUI version has been updated (now also includes it's own DSS file inside)
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Version 1.9.6
- - Added Attack/Dodge/Block Cancelling (enabled by default, found under Misc. Attacks in the ini)
- - Fixed Poise-related crash (this crash could occur on death, and could happen ever since I reworked the Poise scripts. My mistake!)
- - Normal attacks will now slightly increase your Combat Rating
- - Bashing creatures will contribute less to Combat Rating (some creatures can only powerattack and it's easy to keep bashing them)
- - Added Attack Cancelling information to the Manual
- - Going to work on NorthernUI version next.
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Version 1.9.5
- - Removed Reflect Damage from Parry, added Counterattacks (your next attack against a parried target will deal 20% more damage and briefly stagger them. Can be any attack or spell!)
- - Added short stagger to Poise stagger (Staggered enemies will briefly stagger again when hit so you can properly punish poise stagger. Only applies to humanoid enemies)
- - Bash-stagger now has sparks! (can be turned off)
- - Bashing enemies will now make them angry (if Enemy AI is enabled)
- - Added Purge Cell Buffers toggle to the ini's Misc. section (disabled by default but you should use it!)
- - Updated DS Stamina (improved overall responsiveness, rebalanced regen level scaling, added bashing to the no-regen list, added blocking changes toggle to the ini, and more)
- - NorthernUI version will be updated soon, please be patient. DSS now requires the main mod as a master so a separate version for NorthernUI will be uploaded as well.
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Version 1.9.4.1
- - (small update because I love this mod and can't stop working on it)
- - Added lore-friendly ranks option to Combat Rating (Novice to Champion)
- - Improved Bashing accuracy
- - Bashing will now be unavailable at low/zero stamina (to prevent knockdown)
- - Added more configuration to Dodge stamina costs
- - Added some more Hitstop timer options (shorter than 0.03 sec)
- - Added Combat Rating information to the Manual
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Version 1.9.4
- - Added Combat Rating
- - Fixed non-Enemy AI NPC dodge not working anymore for some reason
- - Reworked Poise scripts (it's the reason this update took longer than usual)
- - Added the removal of vanilla knockback to the ini (enabled by default)
- - Added a little bit of extra variation to Enemy AI
- - Fixed enemies not entering combat sometimes if Group AI is enabled
- - Increased player Bash range by 10
- - NorthernUI version has been updated to v1.9.4
- - Currently in the process of reworking the whole lock-on system. I wanted to keep the script simple but the damn thing keeps breaking. Thanks Todd.
- - Reuploaded NorthernUI version because I forgot to include configuration for Bashing/Dodging stamina costs.
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Version 1.9.3
- - Added OnRelease option for Unidirectional Attack (is now the default option, activates at the end of enemy attacks instead and makes timed dodges look cool)
- - Clash will now only trigger during the start of attacks, added short cooldown (I feel like it happened far too often)
- - Player Bashing now staggers a little sooner (0.1 sec)
- - Enemy Bashing now staggers a little later (0.1 sec, it's the same as player Bash now)
- - Reduced enemy Bash range a bit more (should now match the animation range)
- - Added configuration for Bashing stamina costs
- - Fixed Dodging still costing stamina even if the stamina cost was disabled
- - Increased Powerattack effect chance in the ini so they occur a bit more often (from 10%/25%/33% to 25%/33%/50%)
- - Increased Blade Powerattack bleed damage by 1 for all levels
- - Player Poise can no longer break on a succesful Parry
- - Fixed Poise stagger happening more often than intended
- - Adjusted Poise cooldown (added 1.5 sec for each option because the timer starts at the beginning of the stagger animation)
- - Lock-on still doesn't work reliably, but breaks less often. Going to keep trying to fix it.
- - NorthernUI version will be updated soon
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Version 1.9.2
- - Reverted Hitstop changes since the spell variant could cause crashes, added option to increase the timer to 0.05 sec (the effect isn't that noticeable in modded games but increasing the time by a small amount seems to help)
- - Disabled lock-on for now while I figure out a fix (it's simply disabled in the ini)
- - Added/Fixed compatibility between enemy AI and Interact Animations (enemies are no longer able to move when drinking potions)
- - NorthernUI Version has also been updated
- - Added updated Fix for Lock-on (nope, still keeps breaking for some reason. I'll keep looking into it)
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Version 1.9.1
- - Added Simple Lock-On
- - Fixed Attack Chains effect being displayed when attacking with a Bow/Staff
- - Added more strict conditions for enemy dodging and enemy bashing
- - Hitstop is now spell-based (should improve compatibility, please let me know if it doesn't change anything)
- - Minor improvements to Unidirectional Attack
- - Added Lock-On fix to Updates (shouldn't randomly stop working anymore)
- - NorthernUI version has been updated to the latest version
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Version 1.9
- - Fixed and added enemy Bashing back (enemies will use my custom animation)
- - Fixed random enemy dodging on combat start (for real this time)
- - Bashing can now interrupt Bow-wielding enemies while they are aiming
- - Added option to only display Attack Indicators on enemy Powerattacks (is now the default option because it shows which attacks cannot be parried)
- - Improved enemy Dodge behavior (added same restrictions as player dodge)
- - Improved/Fixed Slower Dodge Animations (animations are no longer cut off at the end)
- - Added Stagger animation for Gnarls
- - NorthernUI version has been updated to 1.9
- - Removed Momentum from Stamina and Momentum (Old feature, too many conflicts), added Hardcore mode to DSS ini
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Version 1.8.4
- - Added option to simply deal 20% more damage on Backstabs (is now the default option)
- - Added short visual effect to Attack Chains
- - Added optional 2 second cooldown to Attack Chains (on by default)
- - Fixed enemy Backstabs dealing less damage than intended
- - Fixed enemies dodging randomly when entering combat
- - Bashing can now be used while moving
- - Parry visuals will now only display when you are in combat
- - NorthernUI version has also been updated to 1.8.4
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Version 1.8.3
- - Removed Bashing from enemies for now (they get stuck for some reason)
- - Added Updated Attack Animations and Backstep to main file
- (the ini is unchanged from v1.8)
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Version 1.8.2
- - Updated attack animations
- - Re-Added NorthernUI support
- - Removed some accidental console spam
- - Updated Stamina and Momentum (noticed some strange bugs with it that I think I managed to fix)
-
Version 1.8.1
- General:
- - Added shieldless Bashing animation
- - Added new optional attack animations (recommended)
- - Fixed broken formatting in the Manual
- - Fixed a couple of issues with Bashing
- - Changed a few more features to only function if the player is involved
- AI:
- - Added (simple) Enemy AI to Skeletons
- - Reduced enemy AI Bash range
- - Removed distant Blocking from enemy AI (they don't always stop blocking at melee range which causes their attacks to look weird)
- (Replacing the ini is not needed if updating from v1.8)
-
Version 1.8
- General:
- - Updated the Manual with information on Bashing
- - Changed a few features to only function if the player is involved
- - Hopefully fixed Backstabs, Powerattack effects, and Parry damage not counting as player damage
- New:
- - Added Skyrim-style Bashing for the player
- AI:
- - Added Bashing to enemy AI
- Powerattacks:
- - Removed extra sounds from Powerattack effects for now
- Parry:
- - Powerattacks cannot be parried anymore by default (This is done to give Bashing a purpose. This change can be reverted in the ini.)
-
Version 1.7.1
- General:
- - Added optional damage settings to the ini
- - Added NorthernUI controller support (separate file)
- - Removed Rally (old feature, will be replaced with something better in the future)
- AI:
- - Added some new enemy combat styles and conditions to use them in
- - Enemies will sometimes taunt you when they kill you
- Dodge:
- - Added option to only enable dodging if Agility is high enough
-
Version 1.7
- New:
- - Added Enemy AI feature
- - Added Group AI feature to enemy AI
- Dodge:
- - Simplified NPC dodge configuration, added 3 second cooldown
- Backstab:
- - Changed Backstabs from Angle-based to LOS-based (easier to perform)
- Parry:
- - Added option to refund Stamina/Fatigue on a succesful parry
-
Version 1.6.2
- Dodge:
- - Added option to lock player direction during dodges
- - Added directional lock to NPC dodge
- - Improved Player dodge
- - Reduced dodge i-frames from 0.5 to 0.35 sec
- - Wearing Heavy armor will increase dodge stamina cost
- Poise:
- - Spells no longer deal Poise damage (conflicts with MOO's healing)
- - Increased Poise timeout from 2 to 3 seconds
- Attacks:
- - Added option to disable attacks at low stamina
- - Added option for Attack Commitment lock to start during wind-ups
- - Added Player Attack Commitment timer variation depending on weapontype
- Parry:
- - Parry healing is now off by default (defensive buff should be enough)
- Clash:
- - Added advanced Clash option
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Version 1.6.1
- - Added an in-game book about the mod's features (will be auto-added)
- - Added dedicated Parry key so Attack Cancelling can still be performed
- - Increased Dodge stamina usage from 30 to 40
- - Timed Dodges will refund half of the stamina cost from dodging
- - Removed Strength buff from Timed Dodges (was kinda overpowered)
- - Changed Parry defense buff to be stronger
- - Parrying will now reflect 50% of the damage received
- - Poise now only applies to enemies targeting the player
- - Fixed a couple of other issues with Poise
- - Added configuration for Unidirectional Attack
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Version 1.6
- - Added simple Attack Commitment for enemies (based off Unidirectional Attack)
- - Added Attack Indicators (enemies will glow when starting an attack)
- - Added option to give a short buff to the player after a Timed Dodge
- - Added option to only enable Timed Dodge if the player has enough Agility
- - Dodging should now work in first person (POV switch)
- - Attempting a Parry will now greatly increase defense for a split second
- - Added option to parry by pressing the attack cancel key instead of blocking
- - Changed Player Attack Commitment to only kick in after the attack's wind-up
- - Improved conditions for Timed Dodges
-
Version 1.5
- - Added Attack Commitment
- - Added Attack Chaining
- - Added Timed Dodge
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Version 1.4
- - Added player dodge with i-frames
- - Removed Executions
- - Removed Interact Animations
- - Added Attack Stop feature to Stamina and Momentum
- - Bunch of minor bug fixes
-
Version 1.3
- - Added Executions feature
- - Animated Potions can be used in first person (Auto POV switch)
- - Improved NPC Dodge feature
-
Version 1.2
- v 1.2:
- - Added Animated Potions for player and NPC's (3rd person only for now)
- - Added Powerattack Effects feature for the player
- - Added Additional Powerattack Effects feature for player and NPC's
- - Added faster Fatigue regen while crouching (it's under Misc.)
- - Added generic stagger to Parry & Powerattacks if Poise is disabled
- - Added some minor improvements to Poise
- Thanks to MercerMeka and LuxDivinity for the suggestions!
-
Version 1.1
- v1.1:
- - Spent days fixing/improving the mod, should now be 100% stable and cost zero to minimal FPS
- - Mod does not modify speed/fatigue/stats anymore for compatibility
- - The two features that DO modify them have been moved to a separate file
- - Tested with popular combat overhauls (see description)
- - All features are now off by default, since not everyone might want to enable everything
- - Added some more options to certain features in the ini
-
Version 1.04
- v1.04:
- - Added the option to exclude the player from the Poise system
- - No Recoil should disable all recoil now
- - Removed console message spam. I always forget those. My bad!
- - Removed Rally healing from spells as this wasn't intentional
- - Added options for Rally duration and cooldown
- - Fixed Clash so it only triggers on melee attacks
- - Polished the NPC dodge script a bit
- - Fixed speed bug on NPC's, Momentum is now player-only(Messing with NPC speeds is a bad idea)
- - Drain Strength spell on low stamina will delete itself after 1 second
-
Version 1.03
- v1.03:
- - Added Bloodborne-style Rally feature
- - Improved and extended Backstab angle
- - Added flat damage option to Backstabs
- - Changed the second Parry Heal option to 20% of base health
- - Fixed poise on animals and added it back in
- - Fixed poise-broken enemies being stuck in Block anim
- - Improved poise stagger in general
- - Added an option to hopefully remove all recoil
- - Fixed the Momentum Speedup spell so it doesn't remain longer than needed
- - Added the option to disable knockdown at low fatigue if using Stamina
-
Version 1.01
- Fixed the quest script so that features can actually be turned off.
-
Version 1.0
- Initial release.
-
Version 000Old
- - Added Consumables/Healing Grass
- - Fixed 0 Parry cooldown bug (for real this time)
- - Added option to also enable Bashing by pressing Block + Attack
- - Added a bunch of configuration to Critical Strikes in the ini (someone will like this)
- - Replaced 1H Recoil animations with slightly longer Blockhit animations (they kinda sucked, the change is purely visual)
- - Added POV switch option to Dodging (enable to perform timed dodges from first person view)
- - Removed first person player idle stagger (conflicts with Enhanced Camera)
- - NorthernUI version coming soon (I really need to take a short break from working on this mod lol)
-
Version 0000Old
- v1.OneMoreUpdate:
- - Creatures will now actually stagger twice on Poise break (I only added this to my v2.0 version and not the current published one lol, my bad)
- - Improved/Fixed Critical damage calculation (backstabs/counters/crits should deal more damage now)
- - Fixed Poise Timeout duration (it was at 2 sec, should have been 3)
- - Esp only, just drop into your data folder
-
Version 0Old
- - Added Double-Tap option to Dodge
- - Added Equipment Requirements to the Misc. section (the reason this update took forever, description is in the FAQ)
- - Added Chase Idles to Enemy AI (makes enemies stop running at you while swinging their weapons, enabled by default because why not)
- - Added option enable early Attack Cancelling on Powerattacks
- - Added option to disable Attack Cancelling on Powerattacks
- - Added a more strict version to Unidirectional Attack (is now the default option)
- - Added some optimization to Enemy AI
- - Added option to disable Enemy AI in exteriors (set LDQuest.enemyAI to 2 in the ini)
- - Removed Sorcerer's Grass drops from Chests (it dropped a bit too often, now only drops from enemies)
- - Powerattack effects no longer trigger from Enchanted weapons (could cause crashes with some enchantments from OOO)
- - Changed Steady Hand thresholds to 50/75 Marksman (makes a bit more sense in my opinion)
- - Added Chase Idles animation replacement guide to the FAQ
- - Added option to disable inventory while in combat to the Misc. section
- - Other minor optimizations all around
- - NUI version has been updated (no Consumables because of a lack of buttons, but fixed some controller-related bugs)
-
Version 00Old
- - Updated Dodge feature to the v2.0 version (vanilla animations available in case mine suck, which they probably do)
- - Also added Backstep but it has no i-frames for now (it's fast though)
- - Added Instakills to Misc. Attacks section (plus option to only enable on lower level enemies)
- - Fixed Dodging no longer working in first person
- - Added some variation to Block Sparks visuals size/duration (big spark good!)
- - Changed Lightstone from an item to a spell (can be toggled with the J key, standard version only)
- - Removed Critical Strikes triggering from Staff weapons (can be re-enabled with the spell criticals option)
- - Changed Equipment Requirements so it lets you equip anything in TGM/god mode
- - Changed Critical Strikes chance to percent-based
- - Added option to disable player anti-stunlock to Poise
- - Added some more conditions for enemies to break out of their chase idles
- - Re-added ini option to enable Counterattacks after Timed Dodges (don't even know why it was missing in the first place lol)
- - Reuploaded the files because I had saved the esp while OBME was installed (shouldn't make any difference but you never know)
- - NUI version has been updated + fixed dodge behavior in NUI version
- - Dodging in first person is currently kinda busted, but it does work. Dodge twice in the same direction if it doesn't work the first time. I'll attempt to fix this in the near future.
- - Added Dodge animations with slightly reduced rolling distance
- Added First person Dodge hotfix which does the following:
- - Fixed first person Dodge related issues
- - Improved first person Dodge behavior in NUI version
- - Updated Dark Souls Stamina so it recognizes first person Dodges
- - esp only, both standard and NUI versions included
-
Version 00000Old
- v1.∞
- - Added Critical Strikes to Backstabs (RNG-based global crit chance, disabled by default)
- - Unidirectional Attack is now animation-based and accurate (removed config from the ini since it's no longer needed)
- - Added Idle Stagger to Poise (actors no longer need to draw their weapons when hit)
- - Added new visuals/sounds to critical hits from the mod (less intrusive, no more thunder sfx)
- - Added level configuration to the Mod Balance section (you can now specify the enemy level at which certain features' effectiveness is reduced)
- - Creatures will now also stagger twice on Poise break like Humanoids do (for consistency)
- - Some features can no longer be used while riding a horse (I never use horses and I've never thought about it until now, sorry)
- - The Manual should look a bit more fancy now
- - Minor performance improvements
- - Happy new year!
- - Added option to NUI version to only enable Dodging if LT is pressed/the player is Blocking (reuploaded NUI version)
-
- Author's activity
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July 2023
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11 Jul 2023, 5:30PM | Action by: Legion91
File added
'New Dodge Roll Animations [version 1]'
June 2023
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15 Jun 2023, 7:08AM | Action by: Legion91
Attribute change
'Description changed.'
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15 Jun 2023, 7:07AM | Action by: Legion91
Attribute change
'Description changed.'
May 2023
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15 May 2023, 4:12PM | Action by: Legion91
Mod video added
'Finishers'
January 2023
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21 Jan 2023, 6:53PM | Action by: Legion91
Attribute change
'Description changed.'
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21 Jan 2023, 5:22PM | Action by: Legion91
Attribute change
'Description changed.'
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18 Jan 2023, 7:39PM | Action by: Legion91
File added
'Combat Additions NorthernUI BAIN [version 2.4]'
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18 Jan 2023, 7:39PM | Action by: Legion91
File added
'Combat Additions NorthernUI [version 2.4]'
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18 Jan 2023, 6:37PM | Action by: Legion91
Attribute change
'Description changed.'
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17 Jan 2023, 9:24PM | Action by: Legion91
Changelog added
'Change log added for version 2.4'
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17 Jan 2023, 9:24PM | Action by: Legion91
Attribute change
'File \'Combat Additions NorthernUI BAIN\' description changed.'
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17 Jan 2023, 9:24PM | Action by: Legion91
Attribute change
'File \'Combat Additions NorthernUI\' description changed.'
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17 Jan 2023, 9:23PM | Action by: Legion91
File added
'Combat Additions BAIN [version 2.4]'
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17 Jan 2023, 9:23PM | Action by: Legion91
File added
'Combat Additions [version 2.4]'
May 2022
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03 May 2022, 7:24PM | Action by: Legion91
Attribute change
'File \'Fatigue Burst\' description changed.'
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02 May 2022, 4:13AM | Action by: Legion91
File added
'Fatigue Burst [version 1]'
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02 May 2022, 4:10AM | Action by: Legion91
Changelog added
'Change log added for version 2.3.1'
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02 May 2022, 4:09AM | Action by: Legion91
Attribute change
'Mod version changed to 2.3.1.'
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02 May 2022, 4:08AM | Action by: Legion91
File added
'Combat Additions NorthernUI BAIN [version 2.3.1]'
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02 May 2022, 4:08AM | Action by: Legion91
File added
'Combat Additions NorthernUI [version 2.3.1]'
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- Mod page activity
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April 2024
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27 Apr 2024, 2:26AM | Action by: LittleBittyBigJohn
Tracked
'Combat Additions'
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25 Apr 2024, 6:42PM | Action by: bentheduelist
Tracked
'Combat Additions'
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25 Apr 2024, 5:57PM | Action by: mux60
Endorsed
'Combat Additions'
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24 Apr 2024, 8:14PM | Action by: Joell412
Endorsed
'Combat Additions'
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24 Apr 2024, 6:30PM | Action by: dkrosich
Tracked
'Combat Additions'
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24 Apr 2024, 8:11AM | Action by: larsonfail
Endorsed
'Combat Additions'
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23 Apr 2024, 2:26AM | Action by: DaggerXsky
Tracked
'Combat Additions'
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19 Apr 2024, 10:54PM | Action by: Il0venexus
Endorsed
'Combat Additions'
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19 Apr 2024, 7:41PM | Action by: lucasbr4k2
Endorsed
'Combat Additions'
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19 Apr 2024, 3:08PM | Action by: EdMSL
Tracked
'Combat Additions'
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17 Apr 2024, 10:45PM | Action by: Ggcosti
Endorsed
'Combat Additions'
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16 Apr 2024, 6:13AM | Action by: David9260
Tracked
'Combat Additions'
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15 Apr 2024, 9:56AM | Action by: Pancake9
Tracked
'Combat Additions'
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14 Apr 2024, 9:49PM | Action by: xxxlamenxx
Endorsed
'Combat Additions'
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14 Apr 2024, 7:09PM | Action by: Concool
Tracked
'Combat Additions'
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12 Apr 2024, 6:55PM | Action by: KuronoYuki99
Endorsed
'Combat Additions'
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12 Apr 2024, 3:02AM | Action by: RocketChief123
Tracked
'Combat Additions'
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10 Apr 2024, 7:41PM | Action by: CantHyde
Endorsed
'Combat Additions'
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09 Apr 2024, 5:43AM | Action by: beefgun7
Tracked
'Combat Additions'
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07 Apr 2024, 1:25AM | Action by: baconguru
Tracked
'Combat Additions'
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