- 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 cause 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
Slowly working towards the next update. It'll include a lot of optimization and fixes to existing features but I'll do my best to add some new stuff as well. There's a small dev blog in the spoiler below with some more info on what I'm working on. I also added new roll animations under Updates, please check them out and let me know if you like them. It should be an improvement over the current animations.
Spoiler:
Show
Roll attacks! Almost there, just need a 2H Blade animation (which is apparently really hard to get right as I still haven't been able to create a decent one) and the animations below will probably require some tweaking afterwards.
Planned features:
Spoiler:
Show
- Curse system for enemies similar to Nioh NG+ cycles - Hand to Hand overhaul - Creature AI - New attacks and moves for creatures - Creature Soul Cores - Sprinting + Running Attacks - Dash -> Dodge (press to dash, press again to dodge roll) - Dash/Dodge Attacks - Weapon Arts (or something like it, basically weapon-specific skills) - Confusion elemental status effect - Unique attack animations for Daggers/Swords/Axes etc. using Blockhead (will take a while, needs a bunch of animations)
I'm having an odd issue using this mod on a Steam Deck (maybe it's isolated to Steam Deck, I don't know.) Even with double-tap dodging off and setting a dedicated key to dodge, whenever I press any movement key it does a dodge, then begins normal movement. If I press W, I dodge forward, then start running forward. If I press A, I dodge left and then start strafing.
Is this normal functionality of the mod or something I can change?
Just check if you have NorthernUI for proper controller support and also have installed the NUI version of Combat additions and not the normal one the NUI version can be found in the optional files section of this mod
Hey friend! Sorry to bother you again with this,but,i cant find the answer anywhere : p So,i ve installed this mod with the requirements and everything,but i cant get the finishers to work! I tried to change values in the “ini” file,also reinstalled the game,tried to use vortex. But nothing seems to work. The enemies doesnt glow and nothing happens. Apparently,the other features of the mod works normaly. Did anyone had this problem? thanks!! :D
If you re still interested, I never got them to work untill I changed some values in the INI, mostly the values of the poise and enemy unidirectional attack, after that I noticed the yellow glow appearing often, especially when using double handed weapons, the finishers worked like a charm, remeber to press attack + activate key to execute them.
you can also alternatively use the damage multipliers provided in the INI itself and just remove the semi colon before them like so :
; 0. GENERAL ; ; Make sure this file is in your data/ini/ folder. ; ; - The values below change combat-related game settings ; to increase damage taken and damage dealt. The values are ; similar to OOO's damage/health multipliers. ; ; The changes are disabled by default. Uncomment them below ; to enable them. (remove the ; in front of setgs) ; ; - Damage multipliers ; setgs fDamageWeaponMult 1.5 setgs fCreatureCalcDamage 1.35 ; ; - Enemy health multipliers ; setgs fNPCAttributeHealthMult 0.5 setgs iNPCBasePerLevelHealthMult 5 setgs fLowLevelNPCBaseHealthMult 0.7 ; ; - Player health multiplier ; setgs fPCBaseHealthMult 2 ;
Hey friends! How can i perform finishers? I guess i enabled them,but i dont know how to do it! Anyone can help?! To be more especific: do i need to have any perk to perform finishers.
Ah,ok! Because i’ve tried to reinstall the game many times,but,the finishers didnt work. I also have changed the values in the ini file,but nothing happened. I guess i need reset my game. thanks,friend
I use this Mod, which is incredible, many thanks to the mod author, as well as Nothern Ui, I just got a question
I disabled the first person view when using the Bow and, while it works I notice that when locked on, the camera behaves like in oblivion/skyrim mode of norther UI, which I actually like
My question is:
Is there a way to have free cam when sheated or not locked on to an enemy with any weapons and have skyrim/oblivion when unsheated or locked on, does anybody know?
Any chance you could make an item called Estus Flask, aka an empty bottle that is replaced with a healing potion every time you sleep, and after using the potion the empty bottle is placed back into inventory. The flask's effectiveness could change according to alchemy.
Helo and gz for your work. I have some question concerning this mod.
1. Can each feature of this mod toggled on or of in the ini? For example, if i turn off all futures in archery section in the ini file , all npcs including character will not use the power shots and the other stuff correct? Is it safe to turn archery of then in favor for Duke Patricks Combat Archery.
2..The Section of this mod affects dmg from the back, this extra dmg is dealt from sneak attack or if i manage to move in npcs back somehow? So sneak attacks are more deadly with these features on i guess. I use Stealth Overhaul for years now
https://www.nexusmods.com/oblivion/mods/6359
Is your mod compatible with Stealth overhaul or sneak attack will be overpowered .
Thank you in advance for reading this ,sorry for the length of this comment😄
Yes you can simply add a 0 wherever you see a 1 in the archery section like this :
; - Set whether to enable Charged Shots/Power Shots. ; ; Please see the in-game Marksman manual for more information. ; set LDQuest.ChargedShots to 0 ;default 1 (on) ; ; - Set whether to play a sound effect each time your Charged Shots ; reach the next level. ; set LDQuest.ChargedShotSFX to 0 ;default 1 (on) ; ; - Higher Charged Shot ranks will slow you down by default to prevent ; being able to keep running backwards while charging, and instead ; make it so proper timing/spacing is required. ; ; Applies to Charge rank 3 and higher. Set to 0 to disable. ; set LDQuest.ChargedShotSlowdown to 0 ;default 1 (on) ; ; - Charged Shots/Power Shots can be toggled in-game by pressing the ; key below. ; ; Keycodes can be found here: ; wiki.nexusmods.com/index.php/DirectX_Scancodes_And_How_To_Use_Them ; set LDQuest.CSToggleKey to 35 ;default 35 (the H key) ; ; - Set whether to unlock the Steady Hand perks at 50 and 75 Marksman skill. ; This will slow down time while you are zoomed in with a Bow. ; ; Slows time by 25% for the first rank, and 50% for the next. ; set LDQuest.SteadyHand to 0 ;default 1 (on) ; ; - Set whether to enable Arrow Cancelling. This allows you to cancel ; your current shot by pressing the sheathe/unsheathe key while ; you are aiming with a Bow. ; set LDQuest.ArrowCancel to 0 ;default 1 (on) ; ; - Set whether to auto-switch to first person view when you ; begin attacking with a bow in third person. ; ; Will switch back to third person after the attack has finished. ; set LDQuest.MarksmanPOV to 0 ;default 1 (on) ;
2024 comments
- 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 cause 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
Slowlyworking towards the next update. It'll include a lot of optimization and fixes to existing features but I'll do my best to add some new stuff as well. There's a small dev blog in the spoiler below with some more info on what I'm working on. I also added new roll animations under Updates, please check them out and let me know if you like them. It should be an improvement over the current animations.Roll attacks! Almost there, just need a 2H Blade animation (which is apparently really hard to get right as I still haven't been able to create a decent one) and the animations below will probably require some tweaking afterwards.
Planned features:
- Curse system for enemies similar to Nioh NG+ cycles
- Hand to Hand overhaul
- Creature AI
- New attacks and moves for creatures- Creature Soul Cores
- Sprinting + Running Attacks
- Dash -> Dodge (press to dash, press again to dodge roll)- Dash/Dodge Attacks
- Weapon Arts (or something like it, basically weapon-specific skills)
- Confusion elemental status effect
- Unique attack animations for Daggers/Swords/Axes etc. using Blockhead (will take a while, needs a bunch of animations)
Is this normal functionality of the mod or something I can change?
the NUI version can be found in the optional files section of this mod
100% needed mod for Oblivion
So,i ve installed this mod with the requirements and everything,but i cant get the finishers to work! I tried to change values in the “ini” file,also reinstalled the game,tried to use vortex. But nothing seems to work. The enemies doesnt glow and nothing happens. Apparently,the other features of the mod works normaly. Did anyone had this problem?
thanks!!
:D
Give it a shot
edit: nevermind got it working by pressing attack and activate at once
Damage sponges are crazy!
Ascension is compatible with that mod but I am not sure if it is compatible with this one, worth a shot though if you feel like trouble shooting.
; 0. GENERAL
;
; Make sure this file is in your data/ini/ folder.
;
; - The values below change combat-related game settings
; to increase damage taken and damage dealt. The values are
; similar to OOO's damage/health multipliers.
;
; The changes are disabled by default. Uncomment them below
; to enable them. (remove the ; in front of setgs)
;
; - Damage multipliers
;
setgs fDamageWeaponMult 1.5
setgs fCreatureCalcDamage 1.35
;
; - Enemy health multipliers
;
setgs fNPCAttributeHealthMult 0.5
setgs iNPCBasePerLevelHealthMult 5
setgs fLowLevelNPCBaseHealthMult 0.7
;
; - Player health multiplier
;
setgs fPCBaseHealthMult 2
;
thanks,friend
I disabled the first person view when using the Bow and, while it works I notice that when locked on, the camera behaves like in oblivion/skyrim mode of norther UI, which I actually like
My question is:
Is there a way to have free cam when sheated or not locked on to an enemy with any weapons and have skyrim/oblivion when unsheated or locked on, does anybody know?
1. Can each feature of this mod toggled on or of in the ini?
For example, if i turn off all futures in archery section in the ini file , all npcs including character will not use the power shots and the other stuff correct? Is it safe to turn archery of then in favor for Duke Patricks Combat Archery.
2..The Section of this mod affects dmg from the back,
this extra dmg is dealt from sneak attack or if i manage to move in npcs back somehow? So sneak attacks are more deadly with these features on i guess. I use Stealth Overhaul for years now
https://www.nexusmods.com/oblivion/mods/6359
Is your mod compatible with Stealth overhaul or sneak attack will be overpowered .
Thank you in advance for reading this ,sorry for the length of this comment😄
; - Set whether to enable Charged Shots/Power Shots.
;
; Please see the in-game Marksman manual for more information.
;
set LDQuest.ChargedShots to 0 ;default 1 (on)
;
; - Set whether to play a sound effect each time your Charged Shots
; reach the next level.
;
set LDQuest.ChargedShotSFX to 0 ;default 1 (on)
;
; - Higher Charged Shot ranks will slow you down by default to prevent
; being able to keep running backwards while charging, and instead
; make it so proper timing/spacing is required.
;
; Applies to Charge rank 3 and higher. Set to 0 to disable.
;
set LDQuest.ChargedShotSlowdown to 0 ;default 1 (on)
;
; - Charged Shots/Power Shots can be toggled in-game by pressing the
; key below.
;
; Keycodes can be found here:
; wiki.nexusmods.com/index.php/DirectX_Scancodes_And_How_To_Use_Them
;
set LDQuest.CSToggleKey to 35 ;default 35 (the H key)
;
; - Set whether to unlock the Steady Hand perks at 50 and 75 Marksman skill.
; This will slow down time while you are zoomed in with a Bow.
;
; Slows time by 25% for the first rank, and 50% for the next.
;
set LDQuest.SteadyHand to 0 ;default 1 (on)
;
; - Set whether to enable Arrow Cancelling. This allows you to cancel
; your current shot by pressing the sheathe/unsheathe key while
; you are aiming with a Bow.
;
set LDQuest.ArrowCancel to 0 ;default 1 (on)
;
; - Set whether to auto-switch to first person view when you
; begin attacking with a bow in third person.
;
; Will switch back to third person after the attack has finished.
;
set LDQuest.MarksmanPOV to 0 ;default 1 (on)
;