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Changelogs
Version 2.9
fix accidental ptf breakage
Version 2.8
Normalize defense values for all weapons to avoid issues with perfect block timing
Version 2.7
General speculative fixes. Not guaranteed to fix all the problems with 1.2
Version 2.6
General bugfixes
Messed with stamina/vitality scaling for players in NPC. In practice this probably does nothing, since everything is scaled based on relative vitality but hopefully addresses high/low level stamina use.
AI should better judge weapon attack ranges per weapon type
Version 2.5
Experimental changes to get center blocking to be more consistent. Hopefully does not break too many things.
Version 2.4
Some experimental cvar changes and bugfixes. Since perfect blocking a combo is so much easier now I recommend a mod that hides the perfect block indicator
Version 2.3
The combat system is extremely fragile, so this will be going thru several iterations. Fixed polearm combos at the cost of some consistency. Will do another revision later
Version 2.2
Added bigger hack to try to prevent center guard perfect blocking being too available
AI should be better at blocking
Made dodging slightly better with some armor scaling
Version 2.1
Fixed issue where npcs would never block
Version 2.0
Complete redo of some of the block systems. This should make it significantly easier (read: actually possible) to perfect block combos, but there may be edge cases where you can block from center angles onto horizontal angles due to the complete insanity that is the combo system. There are so many new changes to combat files that you will have to be careful about which combat mods you use with this mod.
Version 1.8
Restore accidently deleted zone weight file
Attempt to bring AI in line with new zone delay changes. I'm not convinced improving AI reaction times is a net improvement though
In light of how much easier it is to perfect block a slight delay was added to player guard switching
Attempt to make AI better at distance management
Version 1.7
I have discovered that there is a connection between the enemy attack delay and the perfect block window. These changes make it easier to block attacks on reaction but make it harder for NPCs to block your attacks. This is quite an annoying relationship so I do not recommend changing the parameters at themoment. The zone change parameters that mods change I do not believe have the effect on AI people think it does.
Modified AI to adjust for these changes but may have accidently made them terminators
Version 1.6
Removed some of the attribute changes
Highly controversial stamina changes. Attack stamina drain is no longer affected by stats which should reduce the amount of attacks possible on a full stamina bar. This makes offense require more thought as you get exhausted much faster so you can't just combo enemies to death
Added minimum stamina requirements to attack.
Some AI guard changes
Version 1.5
Highly experimental change to AI attack range to attempt them to get into combat sooner so you can't cheese them
Hopefully removed all attribute differences to attack speed buffs
Buffed normal blocking stamina damage reduction
Hopefully removed attribute differences to stamina buff
Slight nerf to masterful feint
Shotgunned a ton of rpg_param defense weight params in the hopes that they improve AI defense
Improve AI combo chance
Version 1.4
Nerfed dodge by a lot. Dodge no longer has iframes, and is slower. You can still dodge very effectively, but direction and timing really matters. Dodging in the wrong direction will cause you to get hit.
Tweaked AI to be more aggressive, but not so aggressive they forget about defending
Removed autoexec.cfg for mod.cfg
Version 1.3
Chased down extremely annoying engine bug causing some perfect blocks to fail by going into another action state. Unfortunately, had to add another xml file to be replaced
Version 1.2
Nerfed dodge stamina and nimble stance since dodge was a get out of jail free card and don't want people to use it too much
Version 1.1
Fixed longsword perfect block bug
Improved enemy block and feint chance
This mod is highly experimental and not well tested. This mod forces you to match directions in order to perfect block, making ripostes actually useful, instead of the boring perfect block->riposte->perfect block cycle that just serves to damage your weapon and make fights extremely long and boring. This makes feints, charged, attacks, etc pretty strong. The enemy has a lot of experimental AI changes that causes them to switch direction more and feint more as well in order to make your life hell. However, many of these changes are experimental and I don't fully understand all of the parameter changes. If you think they look wrong, they probably are. Meant to be used with my other mod Weapon Balance Overhaul
You must launch with -devmode as a launch argument
How it works
Ok, this mod is complicated and has a ton of changes. The combat flow is really changed. You really need to try the mod and see how its different, its hard to describe here. Since blunt weapons and polearms only have 3 attack zones, there are only 3 areas that you have to direction match.
Attack Changes
[Left][Top and Bottom][Right]
You can see it in the screenshot. If you are in the thrust guard, you can perfect block top guard, and if you are in top guard, you can perfect block thrusts. Left and right are more strict. This can make 1vX both easier and harder. It's easier to kill someone faster but obviously blocking external attacks is harder. Combos really matter.
AI Changes The AI changes zones more. They are not necessarily designed to change zones efficiently to block attacks. They can be more aggressive as well.
Dodge Changes Dodging is a lot more realistic, but a lot worse. Dodging was completely busted before, allowing you to dodge 10 feet with a gigantic amount of iframes. Since they avoid a lot of the block mechanics, dodge had to be nerfed and made more realistic.
Dodge distance has been totally standardized regardless of armor. So wearing armor is strictly better for dodging now, as you do not dodge very far anymore.
Dodge NO LONGER has iframes. This means that if the weapon touches you in the dodge animation you get hit. However, the side dodge animations bring you low enough so that you can dodge under attacks. You need to make sure you dodge in the correct direction that brings you under the attack.
This is not a PTF mod and requires wholesale replacement of combat xml files in order to function. It will not be compatible with changes to combat_action_block.xml combat_action_perfect_block.xml combat_action_pose_modifier.xml combat_zone_distance.xml combat_zone_config.xml combat_zone_attack.xml combat_zone_guard_movement.xml
You should just assume that this is incompatible with any mod that edits any combat file. If you are using any of my mods, load this mod LAST. it needs to overwrite changes from more combos as well as polearm clinches.
Remember, this mod is highly experimental and open to complete changes as problems arise during gameplay and testing.
Known Issues Animation blending is off. You can switch guards faster than what the animation shows and the animation can end at the wrong zone that you are actually in, causing it to look like the AI is perfect blocking from the wrong zone. This requires the mod tools to fix as it would require chopping off and blending different animations together to fix.
Edge cases where you can block left/right from center guards (but is inconsistent)
AI parameter changes are pretty much guess and check and I don't know what actually works
I have discovered something fascinating and extremely annoying. The perfect block window and the zone change delay parameters are interconnected. That means the availability of perfect block as an action changes based on how long you set the window to and how quickly the ai can automatically change zones. A fast AI that changes zones frequently can actually break the action as it will have started too early. The relationship between CombatAutoZoneChangeDelayMaxMax and MaxPerfectBlockSlotModifier must be very carefully tuned.
Technical Details This mod abuses guard_stance_id a lot in order to make blocking work correctly. guard_zone_id is incredibly fiddly and does not result in correct action triggers, so guard_stance_id is used as a trigger point. An exception is made for center guards, but as a result can end up being inconsistent. The behavior of this can depend on the animation as the game relies on animation events to trigger guard stance changes. In order to avoid center guards being used to trigger left/right blocks, a hack involving duplicate guard_stance_id was used to try to force the wrong guard stance to prevent those kinds of blocks.