Injury animations applied dynamically to both player and NPCs (followers included). DAR. No ESP.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelog for Vigor - Combat and Injuries (Version 9.1)
Just a small tweak that i forgot to add in version 9.0.
- Reduced "fDamagedHealthRegenDelay" from 10 to 1 (vanilla is 0.5), this was actually a big nerf to trolls since their passive health regeneration rely on this gamesetting, while this won`t have a big impact for the player anyway as Vigor already disable passive health regeneration.
Changelog for Vigor - Combat and Injuries (Version 9.0)
[Injuries]
- (IMPORTANT) Injuries no longer apply on fixed health percentage threshold values, now you have a chance to receive injuries whenever you loose a certain percentage of your total health pool within 2 seconds. Both the chance to receive injuries and the health percentage lost required can be configured in the MCM menu, where their default values are 50% and 25% respectively.
This change aim to offer the player more control over the incoming injuries, where mitigating the incoming damage is way more important then just constantly heal to avoid reaching the thresholds. It also greatly reduce the odds of been injuried by lasting effects with small magnitude values, such as poisons but big burst of damage are now more dangerous.
- Leg Injury: Reduced the movement speed debuff from 45% to 30% and the trauma effect debuff from 15% to 10%.
[Stagger]
- Health Loss Stagger has been greatly improved as now it can be applyed in 7 different health threshold (used to be 4) but it has a 3sec cooldown before you can be staggered again. Also, the stagger effect will now apply a full magnitude stagger but will be dispelled 0.3 secs right after, which in practice means that the stagger animation will look better as the character will step back (instead of just shake it`s head) while keeping a duration that won`t make stun-lock possible.
- Health Loss Stagger now also apply to most of the creatures and animals as well.
[Parry]
- Changed the stagger at low stamina effect to match the changes made to Health Loss Stagger.
[Stamina Actions]
- NPCs will no longer have a StaminaRateMult bonus, the flat stamina bonus added last update turned out to be enough. Now NPCs will take longer to enter in Fatigue stages, but when they do, they won`t recover as fast if you keep then occupied.
[Fatigue]
- The reduced incoming stagger when above 50% stamina will now only apply to stagger effects caused by power attacks or weapon bash.
- When above 75% stamina actors will now also receive -10% physical damage.
[Potions for NPCs]
- Tweaked some of the hidden chances for NPCs to use different fake potion magnitude ranks for better balance.
Changelog for Vigor - Combat and Injuries (Version 8.0)
[Parry]
Many improvements to the parry system, took a long time to make it right and i think i finally got there.
- Script redone, a few conditions that were stored in the ability is now checked in the script itself (it is a lot more responsive).
- Stamina drain when parrying is now based on the opponent weapon weight (Stamina drain = ((Right weapon weight + Left weapon weight) / 2) + 2)). Big balance improvement as faster weapons are more likely to trigger a parry but don`t debuff the enemy as much.
- When at low stamina (less then 10%) parrying also cause a short stagger for the player and other actors. Help to prevent endless parrying and stun lock slower enemies.
- Draugr and Skeletons now have their own parry system because the former didn`t work well on then as the "recoil" animation is too long on these creatures. This also makes undeads a lot stronger in melee as they still make the player recoil attacks while their attacks are still interrupted but they recover in no time. Also, undeads are immune to parry stamina drain and stagger at low stamina.
[Stamina Actions]
- NPCs affected by this feature also gain 100 stamina (some low lvl NPCs start with very low values like 40 - 60 stamina).
[Timed Block]
- Stagger from power attacks immunity have more accurate conditions as now it check if the attacker is facing the player (thus the hit will most likely be blocked).
[Improved NPC Combat AI]
- Removed the equipment restriction for NPCs to dodge, now even heavy armored ones can do that.
- NPCs no longer try to counter attack power attacks, they rarely did anyway.
- General improvements related to % chance, combat target distance and cone view conditions.
[Potions for NPCs]
- Increased the odds that NPCs can use Stamina potions at each threshold. Also added another threshold at 0 stamina.
Changelog for Vigor - Combat and Injuries (Version 7.8)
[Fatigue]
Added another secondary fatigue effect for when out of stamina and moved the stagger resistance ability from the "Full Body Stagger" feature to "Fatigue".
- When above 50% stamina, stagger length is greatly reduced for the player and other actors.
- When out of stamina, player and other actors receive +20% damage.
Changelog for Vigor - Combat and Injuries (Version 7.6)
NOTE: Starting from this version, DLCs are no longer required!
[Stamina Actions]
- (Bug Fix) Fixed the issue that caused bows to drain stamina multiple times when moving or looking around in 3rd person. (Thnx to @TI36X for providing the report and how to reproduce it)
[Fatigue]
- Adrenaline Rush when killing an enemy now increase stamina regeneration rate by 10% for 30 secs, instead of giving a flat stamina increase for 1min.
- Fatigue effects will now only appear when bellow 50% stamina, instead of 75%.
- Removed the stamina requirements to perform power attacks, power bashes and jumps (Dual Wield Parry parry and Violens patch no longer necessary, also removed the need of Dragonborn as a master).
- When bellow 50% stamina, power attacks deal 25% less damage (works for player and NPCs).
- When bellow 25% stamina, cannot stagger the target (work for player and NPCs).
[General]
- Modern Brawl Bug Fix by @Enai Siaion included.
- Changed the injuries race condition checks for keywords checks (this removed the need of Dawnguard as a master).
- Increased compatibility by removing Idle Animations edits, replaced then for other fatigue effects (note that former edits never worked for NPCs, while the new perk-based implementation do).
Changelog for Vigor - Combat and Injuries (Version 7.5)
[Parry]
Simplified and lot more responsive as it is a mix of the old implementation and a new one that use Animation Events. i found out that when combined, makes parrying way more fluid. The drawback is that parry no longer works when unnarmed and there is no increased stamina cost for parrying power attacks (which should not be a big deal since it`s a risky move anyway).
[Stagger]
If Full Body Stagger is enabled, player and NPCs will have it`s stagger lenghly greatly reduced if the stagger don`t happen during an attack.
[Improved NPC Combat AI]
Improved the follow up attacks feature, as NPCs now try to counter attack the player within a further limited distance and a bit faster.
- Fixed the issue that caused crossbows to drain stamina while aimming, just like bows, now they drain stamina when reloading.
[Timed Block]
- Added integration with "Ordinator - Perks of Skyrim". If you pick Ordinator`s timed block perk, the damage reduction bonus while blocking won`t stack but Vigor`s extra effects will persist.
Changelog for Vigor - Combat and Injuries (Version 7.3)
[Main]
The mass effect system (implemented in version 7.2) has been redone and it no longer affect NPCs thus now i can get rid of using unnused actor values and just store the mass weight in a global value for the player use only. This also means that this feature is fully compatible with Requiem from now on.
[Stagger]
- "Full Body stagger" is enabled by default once again as the added changes to mass effect also increase stagger resistance, making this feature less annoying for melee type characters.
- "Health Loss Stagger" was changed so that it uses the vanilla stagger mechanic again.
[Injuries]
- Add "IsUndead = 0" condition in the bleeding magic effect in case you have a mod that let you turn into a non-vampire undead.
[Scripts]
- Changed many value variables from "int" to "float" for more exact values when calculating stamina drain when attacking, ground positioning or item weight.
- Removed 99.9% of the (harmless) warnings in the papyrus log, in case you have it enabled for some reason. You can still see a few when equiping/ unequiping gear if Mass Effect is enabled or when performing unnarmed attacks but these are safe and can be ignored.
Swmming stamina drain = 4 + (Total equipment weight * 0.25) per second
- Running and block stamina reduction will no longer stack, which cause some NPCs to halt their stamina regen for too long.
[Movement, Positioning and Damage]
- Ranged weapons damage will be increased or reduced based on the target distance (affect both player and NPCs).
< 25 feet - +32% damage
< 50 feet - +15% damage
> 100 feet - -10% damage
> 200 feet - -19% damage
> 300 feet - -27% damage
> 400 feet - -35% damage
> 500 feet - -41% damage
[Fatigue]
- Reduced Adrenaline Rush stamina restoration bonus reduced from 50 to 25% of you current stamina.
- (IMPORTANT) Added a Mass effect system that will calculate your total equipment weight (body slot, head slot, hand slot, leg slot, backpack and cloak) and apply a debuff to your stamina/ magicka regeneration rates based on this value but to compensate, your mass will also increase your armor rating by the same value. Some notes about this system:
-> NOT COMPATIBLE WITH REQUIEM, Requiem users should disable this feature as soon as you enable Vigor in MCM.
-> Anything worn in the supported slots that has weight will be considered, including clothes.
-> This affect the player and other playable race actors as well.
-> If disabled, swimming and jumping stamina drain will only have the base value of 4/ 10 points.
-> The effect is only applyed during combat (performance reasons).
[Injury]
- Decreased default bleeding chance from 50 to 25%.
[General]
- (IMPORTANT) Included a modified tweak featured in "Weapon Range Fix" (that mod, while seem a big improvement at first, break falmers badly as they have an odd in-game size). Now the weapon range feel way more realistic and fix the issue of one-handed and two-handed having the same range.
fCombatBashReach -> From 100 to 80 (vanilla is 141)
fCombatDistance -> From 110 to 101 (vanilla is 141)
fObjectHitTwoHandReach -> Set to 100 (vanilla is 112 and WRF is 85)
fObjectHitWeaponReach -> Set to 100 (vanilla is 150 and WFR is 85)
- Set fCombatMaximumProjectileRange to 6144.000000 (vanilla is 4096) -> This is the maximum distance to the target that NPCs will use ranged weapons.
- Reduced fArmorBaseFactor from 0.02 to 0 (vanilla is 0.03) -> This is the hidden armor rating applyed when worn any piece of armor.
[MCM]
- Reorganized the MCM with more in-depth descriptions and titles.
- Added a toogle for the stamina actions.
- The slider former used to disable stamina actions now is only used to scale the stamina drain when attacking with weapons or bows and it now also affect NPCs.
Changelog for Vigor - Combat and Injuries (Version 7.0)
[Stagger]
Stagger has been redone.
- The stagger is now done via a simple script, instead of a spell. This is good because it will interrupt the player action without having to enable the Full body stagger feature, which will be disabled by default. The drawback on this is that this stagger implementation will bypass any source of stagger resistance but the lenghy is quite short anyway.
- When the player or other NPCs drop bellow the health theresholds to trigger a stagger, stamina will be damaged by 10 points (or 5 points if the stagger is resisted by the stamina check)
- "Player Stagger Limit Actions" is disabled by default (and recommended to leave this way), Vigor stagger already interrupt actions without the nuisance of been stun locked for 3secs after a bash.
- Removed "Staggered - Out of Balance" -> While it works "fine", IsStaggered condition is not reliable.
[Stamina Actions]
Stamina Actions has been redone.
- Most actions are not based on your worn armor anymore (except jumping and swimming).
- Attacks now drain stamina based on your weapon type and scale from 1 (unnarmed) to 6 (Warhammers).
- Bows now drain a flat 10 stamina when draw and 0.5 stamina per second while aimming.
- Normal stagger no longer drain stamina.
[Injuries]
- No longer cause stagger on Werewolves and Vampire Lords (stagger on these races are glitchy).
- Removed guaranteed leg stagger when falling (it is cool but don`t add that much and mess my injury script layout, OCD thing).
- Removed the "IsinCombat = 0" condition to fully heal injuries when at full health. And you have to stay at full health for 20 secs now (was 15 secs before) for better compatibility with Death Alternative.
- Poultices no longer have detrimental effects when used to heal injuries during combat BUT the effect will no longer be instant, it will take 20 secs to fully cure given trauma effect.
[Movement, Positioning and Damage]
- First Blood -> Player and NPCs when at full health, receive -30% damage.
- Backstab -> Reduced damage multiplier from 50% to 30%.
- Counter Attack -> Increased damage multiplier from 30% to 40%.
[Fatigue]
- By default, fatigue will now decrease damage instead of weapon swing speed. I like the attack speed debuff better as it better represent exhaustion but this change let me get rid of the attack speed "problem", so it is worth it.
NOTE: You can still use the old implementation by typing in console "set Vigor_RealAttackFatigue to 1" (only use this if you know what you are doing).
[General]
- fArmorBaseFactor -> from 0.02 to 0.01 (this is the hidden damage reduction per equipped armor piece).
- fMaxArmorRating -> from 75 to 80 (same as vanilla).
- fPlayerMaxResistance -> from 75 to 80 (vanilla is 85).
- Removed edits that totally prevented health regeneration during combat, now health regen enchantments and potions are usefull again during combat :P
- Attack Speed Fix removed as it is no longer needed.
NOTE: (Non supported) The fix is still in the mod but hidden, in order to enable it, type in console "set Vigor_AttackSpeedFix to 1" (you don`t need it! unless you really know what you are doing).
Changelog for Vigor - Combat and Injuries (Version 6.0)
[Injury]
- New injuries: Burn, Frozen and Electrified. They can be applyed when damaged by the corresponding element (higher chance to receive this kind of injuries by concentration spells or spells that have a duration higher then 1sec).
- Leg Injury will be applyed when taking damage from falling (even out of combat).
- Poultices now only enable health regeneration up to 90% health.
- Injuries, trauma effects and bleeding are automatically healed OUT OF COMBAT when at full health, you still need a bandage if suffering from any bleeding effect though (there is a 15 secs delay once combat ends, for better compatibility with Alternative Death mods). This CAN BE DISABLED in MCM.
- Poultices no longer require a bandage to cure injuries and are usefull to heal then during combat but when using one, you`ll move 20% slower and stamina regeneration will be halted for 10secs.
- Injuries now affect Vampire Lords and Werewolf characters. Also, Vampires can receive trauma injuries again, but they are still immune to bleeding.
- You have higher chances to receive injuries when at low health by default. The "Injury Health Percentage" sliders in MCM control this, so you can actually tweak then if you want a higher chance to be injured at high health and lower chance at low health.
- (Bug Fix) Open wounds now corretly don`t apply when you first receive an injury at given body part.
- Leg Injury: Reduced speed debuff from -60% -> - 45% and added increased power attack stamina cost debuff.
- Torso Injury: Reduce the incoming damage debuff from +100% to +75%.
- Poultice crafting: Tweaks to poultice recipes were made, mostly require more ingridients now. Also, attending the request of Whiterun farmers, the Potato & Cabbage recipe was replaced by a Mushroom recipe (2 Blisterworts and 2 Imp Stools required).
Changelog for Vigor - Combat and Injuries (Version 5.6)
IMPORTANT FIX!
I kinda messed up when i added the global Injury chance slider, with the default value you could only reveive Torso injuries. This update remove this option, now in order to disable injuries, just set the first health thresholds slider to 0.
Changelog for Vigor - Combat and Injuries (Version 5.5)
Just some small tweaks to the newly conditional stamina regen rates added last update (i believe i got it right this time)
- Fatigue bonus when above 75% and 50% stamina reduced from 100%/ 50% to 50%/ 25%.
- Running: -100% -> -150% (This with the change above makes that running will halt stamina regeneration, unless you are affect by any other stamina regen buff, can still be disabled in MCM).
Changelog for Vigor - Combat and Injuries (Version 5.4)
[Stamina Actions]
Major changes in this feature in order to make stamina management, while still interesting, less annoying and more balanced.
- Every action that halted regeneration completely, now only apply a debuff to your regeneration rate of 50% or 100% depending on the action. Note that Vigor gives you (and NPCs) a passive stamina regeneration bonus when it`s above 50% of the total, so most action you still let you regenerate stamina unless your stamina it is already low (this can be negated by any fortify stamina regeneration source, such as enchantments, potions or perks).
. These debuffs are also affected by the "Stamina Drain Scalling" slider in the MCM, thus now you also have more control over how these actions will affect your gameplay.
. Now the only actions that drain stamina based on your worn armor are: Attacking, swimming and being staggered, which is more balanced because light armor favor attacks while heavy armor can take more hits before getting exhausted.
- NPCs now receive 100% stamina regeneration bonus, because unlike before, their stamina regen is also affected by every action that also affect the player.
(As a bonus, these changes provide a nice synergy with my other mod, Weapons and Armors Attributes)
Changelog for Vigor - Combat and Injuries (Version 5.2)
[Game settings]
- fDamageSkillMin and fDamageSkillMax edits removed: i used to increased the first value from 1 to 2 in order to increase the damage of low lvl NPCs, while keeping high lvl NPCs with a similar vanilla damage. But since it only affect weapon damage dealt by NPCs it can make things unbalanced when another mod increase global damage for every actor.
- fDamagedStaminaRegenDelay from 0.1 to 1.0 (vanilla is 0.5): because some stamina drain actions (attack, jump and parry) are now a lot faster and the former settings cause then to have little impact in your stamina management as you would eventually regenerate the lost stamina before the action even finishes.
- fArmorBaseFactor from 0 to 0.02 (vanilla is 0.03): This setting determine the hidden damage reduction for every piece of armor equipped, no matter it`s type, material or weight. With this, the armor cap that used to be 750, is now 670 (or 650 if using a shield).
[Injury]
- Setting the Trauma effect slider to 0 Hours will make it still have a 1.2 min duration (just a little longer then the immediate injury effect), this minimum duration turned out to be necessary for the injury to get the right magnitude and to apply the open wounds damage correctly.
[Fatigue]
- Adrenaline Rush when a hostile die will now only trigger if givens hostile NPC is within 48 units of distance (instead of 192).
[Stagger]
- You and NPCs no longer suffer from Vigor`s aditional stagger when blocking, vanilla stagger sources still apply.
[Staggered - Out of Balance] New!
This is a new (optional) feature that does 2 things:
- Reduce the duration of the player and NPCs stagger (currently only affect humanoid NPCs), but
- Also apply debuffs to Armor Rating and attack damage (-20 AR and -4% damage in each stagger) that last 1 minute.
Because stagger currently can feel a bit cheap, giving free hits for the player and NPCs, specially if using "Player Stagger Limit Actions" feature. With this, my intention is to increase the flow of combat, while still making stagger dangerous in long term (a single stagger isn`t critical, but consecutive ones can put you in a bad situation).
Changelog for Vigor - Combat and Injuries (Version 5.1)
-- Compatibility adjustments for Wildcat - Combat of Skyrim --
Since both mods change a few of the same game settings, the last in your load order will win. The issue is that Wildcat overwrite some of my edits related to stamina cost (regen delay, bash and power bash) causing my Fatigue system to become way too harcore. To counter that i`m forwarding all Wildcat`s edits to blocking since they are still vanilla-like and Vigor had then as dirty edits anyway and recommend to load Vigor after Wildcat especially if you use my Fatigue and/or Stamina Drain actions feature. Now the only remaining gamesettings conflict is related to weapon swing/ bash reach (Vigor set then to 110/ 100 while Wildcat to 150).
[MCM]
- Fixed some typos.
- More detailed descriptions.
[Injury]
- Added a slider to set the chance to get injured at each thereshold.
[Bug Fix]
- (Stamina related Actions) Daggers now cost the default stamina when attacking, as intended, and not half.
Changelog for Vigor - Combat and Injuries (Version 5.0)
This update focus to improve what Vigor does best and remove some features that had a "wonky" implementation or a often considered bad or that don`t add too much to the game.
[Fatigue]
- Stamina regeneration is now 100% faster when above 75% stamina and 50% when above 50%.
- Stamina regeneration bonus and Adrenaline Rush will be enabled along with Fatigue, no more individual MCM toogles for then. It`s better for integration and balance and also declutter the MCM.
[Stamina Drain]
- Reworked the way that attacks drain stamina, now it`s triggered by animation events (instead of IsAttacking())and it looks a lot more smoother.
- Stamina drain when using bows have been halved.
- Stamina drain when attacking have been halved for NPCs.
- Removed Tireless Supernatural creatures toogle (just tweak the stamina drain slidder if you become a beast in case you miss this feature).
[Injuries]
- NPCs no longer receive injuries. In big fights you could not tell which enemy was injured or what type of injury he got, besides it only affected hostiles and not friendly NPCs.
- Added "Open Wounds": Injuries no longer stack with another injury on the same body type, instead, if you were to receive another injury in a body part already affected by a trauma effect you receive extra damage caused by pain.
- Trauma effects have a fixed detrimental effect over it`s duration now, some say injuries should get worse over time, others think it should get better, i say it don`t matter :D
- Many tweaks to injuries and bleeding effects magnitudes.
- Added "No Rest": You require to be above a certain health percentage or have a poultice effect in order to wait, sleep or fast travel (configured in MCM, default is 75%).
[Parry]
- Removed the Power attack parry slider (make the script a little bit faster), player and NPCs can parry power attacks as much as normal attacks but it cost more stamina.
- Stamina drain on normal attack parry cost reduced from 10 -> 5, while power attacks parry cost reduced from 30 -> 20 stamina.
[MCM]
- Changes made in MCM now persist when updating, now it won`t reset everything to default values.
[Movement Tweaks]
- Increased walking speed by ~20%.
--- Discontinued Features ---
- Stances -> It`d require more work to be considered a good adition to this mod, it looked half made and was removed.
- Duel -> Kinda cool but little gameplay gain.
- Special Moves -> A bit out of scope, too much perk-like.
- Alternative Armor XP -> Some perk mods do something similar and people who use uncapper have no control over scripted XP gain.
- Damage Thereshold -> It was alright but would have little or too much impact depending how much physical damage is delievered on the user setup, thus too hard to properly balance (besides it made some brawls impossible to win).
Changelog for Vigor - Combat and Injuries (Version 4.0.1)
[Injury]
- (Important Fix!) This update fix the issue with (main) Head injuries been affected by the Extended Trauma Effect slider. Updating is not really necessary if you have this slider at the default value.
Changelog for Vigor - Combat and Injuries (Version 4.0)
[Combat Stances]
- Stance Manager: Removed "Staggered" and "Injured" auto-cast conditons, added "Power Attack", "Out of Stamina" and "Sneak" conditions. Also shortned the message box so it fit better on screen.
- Berserker: Increase damage multiplier from 15% to 20%.
- NPCs will now use stances a bit more "smartly".
[Parry]
- You can no longer parry attacks from small animals.
- Fixed a condition that allowed you to parry NPCs that were attacking with ranged weapons as long as you were unnarmed.
[Alternative Xp]
- Light armor: Increased alternative XP gain (when dodging) by 100%, reduced vanilla On hit xp gain from 50% to 33%.
- Heavy armor: Increased vanilla On hit xp gain for heavy armor users from 50% to 66%, no change on the alternative XP gain.
Changelog for Vigor - Combat and Injuries (Version 3.9)
(NEW!) [Combat Stances]
Six combat stances have been added, each one of then is related to a specific skill but is not fully tied to it, for example, One-Handed or Light Armor stances works fine when using Two-Handers or Heavy Armor and vice versa. Stances are lesser powers, last 30secs and share a cooldown of 3min so you can only use one of then at a time.
- "Rage"*: (Unlocked at Two-Handed skill 35) Melee attacks deal 40% more damage and you`r immune to injuries for 30sec but health will be drained by 10 points/ sec while swinging a melee weapon (can`t go bellow 20% health).
- "Frenzy"*: (Unlocked at One-handed skill 35) Attack 30% faster and fatigue don`t slow down attack speed but stamina will be drained by 10 points/ sec.
- "Resilience"*: (Unlocked at Heavy Armor skill 35) Gain 200 Armor Rating and 33% magic resistance but stamina regeneration is halted and you move 50% slower.
- "Berserker"*: (Unlocked at Light Armor skill 35) Move 30% faster, attacks deal 15% more damage and fatigue don`t slow down movement speed but you are more vulnerable loosing 150 armor rating and 25% magic resistance.
- "Stalwart Defender"*: (Unlocked at Block skill 35) Block 50% better, reflect 33% damage back to the attacker and fatigue don`t affect your blocking abilities but attacks deal 50% less damage.
- "Deepwood Sniper"*: (Unlocked at Archery skill 35) Ranged attacks deal 50% more damage, fatigue don`t slow down attack speed and you are 50% harder to being detected while wielding a ranged weapon but bows/ crossbows draw 70% slower.
* NPCs can also use these abilities in combat if they meet the skill requirements.
- Stance Manager: For convinience, a lesser power that you can use to store your favorite stance (as long as you meet the requirement for it) and define a condition for auto cast in combat (combat start, health bellow 50%, health bellow 25%, when attack, when block, when sprint, when staggered, when injured).
[Fatigue]
- Power Bash, like power attacks, now also require 50 stamina remaining.
[General]
- (NEW!) "Duel": (Lesser power given to the player that can be used at will) Set a Duel to any hostile NPC for 1min (can be recast at any time to reset the duel duration). The target enemy MUST be the last hostile in battle and during the duel other NPCs will avoid the fight, the player deal only 40% damage with weapons and magic while receiving 50% damage. Also, all skills increase 25% faster during a duel.
Changelog for Vigor - Combat and Injuries (Version 3.8)
[Special Moves]
- "Comeback" and "Surprise Attack": IsInCombat() condition moved to the applying effect script so they won`t auto trigger just by entering the combat if the other conditions are met.
- "Surprise Attack": Increased window from 2sec to 3sec but reduced the damage bonus from 2%/ 4% to 1.5%/ 3%, also because it will stack with the new added ability bellow.
- (NEW!) Weapon Master added: Attacking with a One-Handed weapon, grant a damage bonus to Two-Handed weapon based on One-Handed skill (+0.5% damage per level) for 30sec and vice versa. Attacking with a bow or crossbow also grant the same bonus to any melee weapon based on your archery skill for the same duration. This encourage warrior character to switch weapon styles mid-combat and you can keep this scalling for every weapon as long as you circle between weapon types within the 30sec duration.
Changelog for Vigor - Combat and Injuries (Version 3.7)
[Timed Block]
- No longer reflect damage to the attacker, there was a know issue that i overlooked long enough where you can reflect the damage to any attacker, even if the attack wasn`t properly blocked.
[Injuries]
- Head injuries now makes you and NPCs have a harder time hitting targets, where there will be an odd of dealing no damage with physical attacks.
[Stamina Drain]
- Disabling Stamina Drain when running in MCM will still make you loose stamina while swimming.
- Normal attack stamina drain no longer drain stamina on power attacks.
- Swinging with your left hand, while you have no weapon in your main hand now drain stamina as it should.
[General]
- Fixed the "Parry" MCM toogle.
- Added GMST "fMagicCasterSkillCostMult" from 0.5 (vanilla) to 1.5. This means that NPC caster will use more magicka when casting = less spamming.
[Patches]
- Added PerMa patch - PerMa users can now keep my Stamina Drain actions enabled without balancing issues. PerMa handle stamina drain based on the weapon type and i handle it based on armor weight, the effect will stack but it has been halved in both parts. I also removed the need of a non-optimal PerMa script "xMASpeedActuator" that place and remove a fork from the player inventory often, as it s quite taxing and Vigor already handle the Movement Speed update in a more light weight manner.
Changelog for Vigor - Combat and Injuries (Version 3.6)
[Timed Block]
- Timed bash have a reduced window (from the swing start to the Hit frame).
- Now also makes you immune to stagger caused by power attacks.
[Injuries]
- Arm Injuries will no longer increase the cost of weapon enchantments.
- Added a safeguard condition in case you disabled injuries in MCM but still get messages that NPCs were injured when they die.
[Potions for NPCs]
- Removed fortify health potions since many people are not aware of the vanilla issue that NPCs health bar won`t visually go down when health is above 100%, thus i`ve getting a lot of reports on this.
[Special Moves]
- Friction of Combat: Removed sprinting stagger. The first implementation was not very responsive, this has been fixed in the latter versions but the feature became too hard to trigger (i give up on this one).
[General]
- Added 2 more ITMs related to power attack stamina cost, mostly because of Combat Evolved that tweak a bazilion of game settings that have similar effects and i missed those 2. Besides Vigor should handle stamina cost based on vanilla values.
Changelog for Vigor - Combat and Injuries (Version 3.4)
[Injuries]
Lots of changes, check updated description for detailed information.
- Bandages: Are seen in-game as a potion once crafted, click on it and a pop-up window will ask where you want it to be applyed.
- Bandages: Have a 50% chance to be deleted when unequiped (because it`s ruined and can`t be re-used) and a 50% chance to become a dirty bandage.
- Dirty Bandages: Are also seen as a potion in-game, click on it to clean with an ALE or a NORD MEAD.
- Poultices: Now only cure 1 trauma effect at a time, place the corresponding bandage first and click on the poultice, you`ll be asked which body part you want to be cured.
- Poultices: It will either cure a trauma effect OR be used to increase health regeneration (just click "general wounds" options in the pop-up window).
- Alternative bandage crafting: left click in any vanilla linen wrap in your inventory and you`ll be asked if you want to make a bandage out of it (easy!)
- Alternative poultice crafting: left click in vanilla wooden bowl in your inventory and you`ll be asked which poultice type you wanna make. (you may also craft a "Medicinal Bowl" in any forge that will give you the same options)
[Fatigue]
- Bashing now require at least 25 stamina (also to avoid exploits with fortify stamina food effects).
[Alternative Armor Skills] NEW!
- You no longer need to level your armor skills as a training dummy. Vanilla Heavy and Light armor skill advance by getting hit have been halved, but now everytime an enemy attack you (hit or miss) you gain some skill increase based on the attacker lvl as long as you are moving and not blocking, effectively making you get better also by dodging attacks.
Changelog for Vigor - Combat and Injuries (Version 3.3)
[Movement, Positioning and Damage]
- Higher Ground: Increased the "position z" offset from 20 to 30 (you need to be just a bit more higher then your target to receive the bonus).
[Special Moves]
- Added "Air Attack": Jump from a higher ground and land on a target to knock him out, chance is based on your stamina percentage and armor weight (the height from where you should start the jump attack is ~1.5x a humanoid height).
- "Friction in Combat" (Jump and Spring Stagger) - If your target stamina percentage is lower then half of your stamina percentage, he`ll be knocked out.
- "Friction in Combat" (Jump, Spring Stagger and Air Attack) - Chance for the effect to apply is now based on your armor weight AND your stamina percentage. Stagger chance = stamina percentage (0.0 - 1.0) x armor factor (50 if wearing no armor, 100 if wearing full heavy armor). The target armor will also matter to see if he resist the stagger.
[Stagger]
- Increased minimum stagger lenghy from 0.1sec to 1sec (this affect all stagger sources).
Changelog for Vigor - Combat and Injuries (Version 3.2)
[Parry]
- Reduced the parry windown from the start of the swing to the Hit frame (parry won`t happen in the swing recover frame anymore).
- Parry won`t happen if either part has a bow.
- Replaced the mettalic sound for a "blunt vs flesh" one when the player have no weapon.
- Reduced the relative angle needed between PC and NPC from 180 to 90 degree.
[Movement, Positioning and Damage]
- Reduced NPCs "view cone" where the player can get backstabbed from 180 to 90 degree.
[Injuries]
- Vampires are immune to trauma effects. They can still get the short duration injury.
[Special Moves]
- "Friction in Combat" - Sprinting stagger is more responsive.
[Enhanced Enemy Combat AI]
- Light armored NPCs dodge a bit more but they won`t try to side dodge power attacks when being flanked.
- Removed the scripted "Bash and Attack" since this is more efficiently done by tweaking NPCs combat styles.
[Damage Threshold]
- Redone the scalling for NPCs (it was kinda broken vs heavily armored NPCs) because the calculation for NPCs is different then the player, as the reduction apply to the base weapon damage, while the player reduce the total incoming damage. So for the player the DT scalling is "Armor Rating x 0,04" while for NPCs it`s "Armor Rating x 0,02".
- Heavy Armor will provide a fixed bonus instead of a different scalling of -2 damage for each piece of heavy armor worn.
- Added a DT cap of -32 damage for the player with 600 AR and 4 pieces of heavy armor and -15 for NPCs with 500 AR and 4 pieces of heavy armor.
- The changes above are the best that i could do to keep balanced for PC and NPCs, but for a bit more advanced users that want the same rule for PC and NPCs and use ASIS, check in tes5edit for the perk "alePerkArmorASIS", instructions in the perk description.
[General]
- Reverted fArmorRatingMax back to 3.0 from 3.5 because this would give some NPCs way high AR values when combined with mods that add armor perks to then.
- Increased the cloak script update rate from 2sec to 4sec as it originally was designed to but added another update script with a 1sec rate to handle the light stuff like updating some global values used in some of the mod features.
- "Surprise Attack": Now also require that the target is in combat with the player (has the player as his combat target).
[Enhanced Enemy Combat AI]
- Add another condition to make sure it only be applyed to hostile actors.
- Flee: Has a 2min cooldown now and a 20% chance for every second when the NPC meet the required conditions. NPC can also use several potent potions after a few secs (based on the chances set in "NPCs Potions" in MCM) and come back to combat stronger.
[Parry]
- Added slider to set the chance for power attacks to be parried be normal attacks (default 100%).
- Parrying normal attacks cost 10 stamina (just like if you were blocking) while parrying power attacks cost 30 stamina.
[Damage Threshold]
- Increased scalling if wearing at least 3 and 4 pieces of Heavy Armor. (NPCs still have a fixed, higher then the player`s, scalling).
Changelog for Vigor - Combat and Injuries (Version 3.0)
[MCM]
- Reorganized MCM
- Removed NPC Support toogle (disabling it would only cause problems and make your game unbalanced) besides, now more feature dependends on the Update script that could be disabled with this toogle (The script will still finish itself if you disable the mod in MCM).
[Movement, Positioning and Damage] former "Movement and Damage"
- Added "Higher Ground" - Player in higher ground deal 50% more damage, while when in lower ground receive 50% more damage. There is an intentional margin of error here, so that you won`t receive the bonus for standing on a small rock. As an example if fighting on a stair, a couple of steps above your oponent should suffice. Also work for ranged attacks.
- Added "Backstab" - Player and NPCs receive 2x more damage if attacked from behind.
[Special Moves]
- Added "Friction in Combat" - Jumping or sprinting on combat targets cause then to stagger. The chance to stagger then is based on your stamina percentage and their worn armor weight.
- "Surprise Attack" (Former Dagger Finisher) - Grant 2x damage bonus for 2sec after ANY weapons is draw from the sheath, 4x damage if the target has less then 33% health. No longer require a dagger but it`s practical aplication still depends on how fast the weapon is, since the window is quite small, so better still use a dagger or sword for this.
- "Charge!" - Bonus damage on sprinting power attack is now based on your remaining stamina (+100% damage for each 100 stamina left).
- "Comeback" - Now also trigger a Adrenaline Rush.
[Stagger]
Redone stagger system so that it will use vanilla stagger from now on.
- Health loss based stagger now check for player and NPCs current stamina percentage to determine if a stagger will occur.
- Former MCM slider for Stagger chance is still valid and will work on top of the stamina based chance (Default is now 100%).
- Added toogle to allow every stagger to stop the player action (just like NPCs), default ON.
- Staggers in general will have a reduced lenght for both player and NPCs.
[Stamina Drain]
- Stagger no longer drain magicka.
- Jumping require 25 stamina.
[Damage Threshold] former "More Protective Heavy Armor"
- Armor rating now also reduce damage by a flat value (-3 damage per 100 AR), thus if enabled you have a mix of Damage reduction and Damage Threshold, the second is cool because it reduce the importance of a weapon DPS in favor of raw damage, effectively making weapons with higher base damage better against heavily armored targets. (This works for both player and NPCs).
[Improved AI] NEW!
- Light armored NPCs can dodge attacks.
- Heavy Armored NPCs might try to counter attack your power attacks.
- NPCs use sideways (Left and Right) power attacks more often if the situation if favorable.
- NPCs are more agressive if you keep your shield raised.
- NPCs will often try to perform follow up attacks (this is secially good if you use a mod that change combat style like "Combat Evolved" and noticed that some NPCs just turtle all the time).
- NPCs might try to flee from combat on low health more often to heal thenselves then come back for revange, stronger then before.
[Parry] NEW!
Pretty simple this one, nothing fancy like "Action Combat" but it`s as light weight as it can get.
- If you and an NPC attack at the same time, both attacks are interrupted. This can happen before or after then impact for either of you, so it favor whoever attack first or who have the faster weapon, the trick is that is require a very low distance between both so heavier weapons still have the range advantage.
[General]
- The update script now also do a little trick to add and reduce the player carry weight by a magnitude of 0.01 so that movement speed changes will be applyed without having to perform some actions. This also solve the vanilla issues with frost spells that damage movement but sometimes it don`t trigger.
- Removed "Spell Scalling" and "Disable Start Magicka", the first in out of this mod scope, the second has the same effect as typing in console "Player.Modav Magicka -100", thus not worth the MCM space for it.
- Removed "Disarm Bow" since it used "Apply Combat Hit Spell", even if it a rare condition, it`s better to be left off to avoid posible conflicts. Besides, the disarm for the player stoped working on my very own mod setup and since i could not track the cause i rather leave a feature that i don`t have full control.
- Removed "Critical Damage" tweaks, they are not interresting and don`t add any gameplay enhancement. I might replace it for something else latter.
- Removed Damage bonus from Sprinting power attacks, the only way to receive bonus in this kind of attack is using the Charge! move.
- FCombatDistance: 120 -> 110 (vanilla is 144), this means that the weapon range has been slightly reduced since two-handed attacks were still "hitting the air" in their maximum range.
- fArmorRatingMax: 3.0 -> 3.5, this means that i increased the Armor Rating scalling for NPCs (their AR still needed some boost).
- Disabled vanilla ranged "Auto-aim".
- fCombatAimProjectileRandomOffset set to 25 (vanilla is 16), it means that enemy archer are a bit less accurate now.
Changelog for Vigor - Combat and Injuries (Version 2.6)
[MCM]
- MCM options are now greyed-out until you Enable the mod (require that you exit the MCM menu for the page to update), a small nuisance but it can prevent some player from changing the mod options only to have then reset once they enable the mod.
[Optional Folder]
- Added "Vigor - Optionals" folder with the main download where you have some optional files to disable critical hit sound and remove some notification messages.
Changelog for Vigor - Combat and Injuries (Version 2.5)
[MCM]
- Lengh of the Injury trauma slider now range from 0 to 12h with a 1h interval, default is 1h and setting it to 0 will disable trauma effects.
- Removed Stamina Buffer option since you can just type "player.modav stamina 100" in console if you miss it, while this buff for NPCs didn`t have that much gameplay impact.
- In the light of the recent changes in the combat perk trees of our favorite perk overhaul (Ordinator), Critical Damage option was split into "Critical Chance" (All weapons have a chance to apply critical hits based on it`s type) and "Critical Damage" (Critical hit damage scale with the corresponding skill), the latter is disabled by default.
[Changes]
- "More Protective Heavy Armor": Removed damage reduction and dealt with unnarmed attacks against heavy armored NPCs. Unnarmed is already bad enough in vanilla and this feature only served to annoy people who use mods that makes unnarmed combat more viable.
- Stagger: Added more health thresholds where stagger may apply (90%, 80%, 70%, 60%, 50%, 35% and 25%) but reduced the default chance from 100% to 50%.
- Power attacks are now more viable as they cost 50% less stamina, note that the normal weapon swing drain stacks with power attack stamina cost.
- Stamina cost on blocked hits reduced from 15 to 10.
- Stamina drain when staggered increased to 10 if wearing full heavy armor, the other tiers were normalized by +25% for each piece of heavy armor that`s lacking (it still cap at 30 stamina when wearing no armor).
Changelog for Vigor - Combat and Injuries (Version 10.6)
Last update until Skyrim SE comes out.
- Just a small performance improvement, Poise and Block & Parry scripts will be totally inactive when an actor is more then 5k units distance from the player (roughly the diameter of riverwood). These scripts would already only become active at this distance (with a 5 min for cleanup) but now it is totally restrict to this range. Most people would not even notice this change but it s nice for those who have many mods that add NPC vs NPC battles around.
Version 10.5
Changelog for Vigor - Combat and Injuries (Version 10.5)
Just a small addition made by request.
- Passive health regeneration is only disabled when bellow 90% health by default and the health percentage is customizable in MCM now.
Version 10.4
Changelog for Vigor - Combat and Injuries (Version 10.4)
[Block & Parry]
I merged both enhanced blocking and parry features. Since both share most of the same script usage, performance is actually better now.
- Enchanced blocking had minnor changes to better integration with parry (all internal stuff).
- Parry has been GREATLY improved! Parry now require a bit more skills, but it has 100% success chance if timed properly.
- Parry can now be Offensive or Defensive (similar to how Action Combat does but more performance friendly). Whoever hit first will only have it`s attack interrupted and whoever hit last will take stamina damage and suffer a large recoil, if not enough stamina to deflect the hit, he will loose health as if were blocking normally.
- A defensive parry can only be performed with weapons while offensive ones can be performed against anyone using weapons from any source, such as from fists, creature/ animals attacks and other weapons of course.
- Animation are way more fluid (no more abruptly attack interruption).
- Now Parry can happen in NPC vs NPC combat as well.
[Injury]
- You are now vulnerable to injuries even when taking hits at full health as well.
- Reduced the default injury threshold to 20% health, from 25%.
Version 10.3
Changelog for Vigor - Combat and Injuries (Version 10.3)
- Added auto compatibility functionality for Weapons and Armors Attributes. That mod now have a feature similar to Vigor`s mass effect, thus it will be automatically disabled if WAA is detected.
- Added a safe-guard condition to prevent actors going into negative movement speed values caused by stacking debuffs.
Version 10.2
Changelog for Vigor - Combat and Injuries (Version 10.2)
[Poise]
- Now the first hit will correctly reduce the poise bar by a percentage of the base poise. Note that the player and NPCs still cannot be staggered by the first hit when health is full.
- Enemy Poise notifications are now disabled by default.
Version 10.1
Changelog for Vigor - Combat and Injuries (Version 10.1)
[Potions For NPCs]
- NPCs no longer use potions during brawls.
[MCM]
- Fixed a couple of typos.
Version 10.0
Changelog for Vigor - Combat and Injuries (Version 10.0)
\o/
[Poise]
The former stagger feature based on health threshold has been replaced by a poise system.
- Whenever an actor loose health, poise will be damaged be the same value as the health lost. Once the hidden poise bar reach 0, the actor will be staggered and stamina will be drained based on how much the poise bar is bellow 0.
- The base poise an humanoid actor have is equal to the actor`s total armor weight plus 20% of the actor`s base stamina multiplyed by the poise factor (Base Poise = (Armor Weight + (Base Stamina * 0.2)) * Poise Factor).
- For non-humanoid actors, such as animals, automatons, undeads and other creatures, the base poise is equal to 10% of the actor`s base health plus 20% of the actor`s base stamina (Base Poise = ((Base Health * 0.1) + (Base Stamina * 0.2)) * Poise Factor).
Note: A Poise Factor slider has been added in the MCM menu where you can multiply the global poise value by X factor. This might be usefull for people that have a high letality setting and think that the poise bar is reducing too fast. (Default = 1)
- Poise is restored by 10% of the base poise per second.
- While casting a magic ward, actors will be immune to poise stagger.
- The stagger is also customizable as you can define the stagger duration (default = 0.75 sec) and the cooldown between staggers (default = 2 seconds).
- Optional MCM toogle added where you can see the enemy poise as a Upper-left notification message whenever he is damaged by the first time.
[Full Body Stagger]
- Is now automatically disable when out of combat.
[Block]
A new block system.
- Blocked attacks will now damage stamina instead of health as long as the actor have enough stamina to fully deflect the hit, otherwise health will be damaged normally. This work for both player and NPCs.
- Timed Block is gone! #ThatIsWhyBashesAreThereFor I tried something different with the new block mechanincs but it ended up either way too easy to perform or something that`d favor some kind of exploit. BUT any timed-block from other mods will work just fine!
This new system also solve two main issues with blocking.
1. "fBlockMax" game setting do nothing as the block cap share the same game setting ("fPlayerMaxResistance") with maximum spell resistance. Which is normally set to 70 -> 80 in most combat mods, actually nerfing the maximum block.
2. Combat mods that normally boost blocking values, make block perks useless as you already have a capped value by the game start. With this implementation any block perk, enchantments and potions will actually reduce the stamina drain when blocking as well (which is very recommended as blocking now will damage stamina by... A LOT without any of those.
[Fatigue]
- Your current stamina no longer affect your blocking capacity.
- Removed Adrenaline Rush (it`d require a new cloak spell just for this, not worth it).
- Removed stagger resistance and physical damage resistance at high stamina.
[Injury]
- No longer cause stagger.
[Mass Effect]
- Mass effect has been greatly optimized and is now a core feature of the mod, used in many other features, thus it cannot be disabled in MCM anymore. Mass effect is currently used to apply a magicka/ stamina regeneration debuff to the player (Fatigue), is used in some stamina actions to calculate the stamina drain and is also used in to calculate the new Poise system for player and other actors.
- Mass effect no longer support cloaks and backpacks as the new implementation also check for the armor keywords and there is no way to check for these pieces without errors in the script, even if harmless (someone would eventually complain).
[Game Setting]
Most game settings that affect block somehow, were tweaked to play better with the new system.
- fBlockSkillMult: From 2 to 1.5
- fBlockWeaponBase: From 0.3 to 0.4
- fBlockWeaponScaling: From 0.2 to 0 (This is a bugged setting that actually use the enemy weapon damage value instead of the actor who is blocking, better get away with it).
- fShieldBaseFactor: From 0.45 to 0.4
- fShieldScalingFactor: From 0.2 to 0.25
- fStaminaBlockBase: From 0 to 5
- fStaminaBlockDmgMult: From 0.25 to 0
Other game setting edits.
- fCombatDistance: From 101 to 110
- fNPCAttributeHealthMult: From 0.5 to 0.75*
- fNPCBaseMagickaMult:From 0.2 to 0.5*
- fNPCHealthLevelBonus: From 5 to 10*
- iNPCBasePerLevelHealthMult: From 4 to 5*
* Copied from Wildcat :D One just can`t test every game setting!
[MCM]
- Reorganized MCM and improved many descriptions.
[General]
- The cloak that give NPCs the "control" ability will no longer target Dremoras.
Vigor - Combat and Injuries
A light weight combat mod that focus on stamina, injuries and more reactive combat. Highly compatible and customizable.
Fatigue apply debuffs to the player and other actors when stamina is low and buffs when high.
Stamina > 75%: +50% stamina regeneration. Stamina > 50%: +25% stamina regeneration. Stamina < 50%: -10% movement speed and damage. Power attacks deal -25% damage. Stamina < 25%: -20% movement speed and damage. Cannot stagger the target. Stamina < 1%: -30% movement speed and damage. Receive +20% physical damage.
Also, many of the player (and NPCs) actions will reduce stamina regeneration or have it drained by a certain amount. The strengh of the stamina drain for melee or bow attacks can be customized in the MCM menu or even turned off, in case you have another mod that handle this.
Melee Attacks
Normal Attacks: Cost 1 + (weapon weight / 2) stamina. Off-Hand and dual wield attacks: Cost 1 + ((left hand weapon weight + right hand weapon weight) / 2) stamina.
Ranged Attacks
Bow: Cost 1 + bow weight stamina when draw + 0.5 stamina per second while aimming. Crossbows: Cost 1 + (crossbow weight / 2) stamina when reloading and reduce stamina regeneration by 50% while aiming.
Blocking
Blocking stance with a shield: Reduce stamina regeneration by 75%. Blocking stance with a weapon: Reduce stamina regeneration by 50%.
Moving
Running: Reduce stamina regeneration by 100%. Swimming: Cost 5 + (total worn equipment weight / 4) stamina per second.
The player passive health regeneration is disabled when bellow 90% health (customizable in MCM). Now you actually need healing potions even out of combat, health regeneration enchantments or make one of the poultices added by Vigor (those can reenable health regeneration for 10min).
Also, when your health drops 20% of your total health pool within 2 seconds (customizable in MCM), you have a chance to get a limb, torso or elemental based injury, these have a immediate very harmfull effect and physical based injuries also apply a lasting trauma effect (lenghy can be customized in MCM or disabled) and chance to cause bleeding (also customizable).
Torso Injury
Immediate Effect (1min): +75% incoming damage and -75% stamina regeneration. Trauma Effect (2h): +25% incoming damage and -25% stamina regeneration. Bleeding (5min): Loose 0.5 health per second. Open Wounds: Receiving a second torso injury damage health by 20 points.
Head Injury
Immediate Effect (1min): -75% Shout recovery, magicka regeneration and blurry vision. Trauma Effect (2h): -25% shout recovery and magicka regeneration. Bleeding (5min): Loose 1 health per second. Open Wounds: Receiving a second head injury damage health by 30 points.
Arm Injury
Immediate Effect (1min): -60% damage, block and +60% spell cost. Trauma Effect (2h): -20% damage and block and +20% spell cost. Bleeding (5min): Loose 0.25 health per second. Open Wounds: Receiving a second arm injury damage health by 10 points.
Leg Injury
Immediate Effect (1min): Move 30% slower and power attacks cost +45% stamina. Trauma Effect (2h): Move 10% slower and power attacks cost +15% stamina. Bleeding (5min): Loose 0.25 health per second. Open Wounds: Receiving a second leg injury damage health by 10 points.
Burn
Immediate Effect (1min): Reduce maximum health by 50 points. Open Wounds: Been burned a second time will damage health by 30 points.
Frozen
Immediate Effect (1min): Reduce maximum stamina by 100 points. Open Wounds: Been frozen a second time will damage stamina by 60 points.
Electrified
Immediate Effect (1min): Reduce maximum magicka by 100 points. Open Wounds: Been Electrified a second time will damage magicka by 60 points.
Note: Vampires are immune to bleeding.
Trauma effects will be healed at full health (you need to keep your health bar full for 20 secs). Since Vigor also disable passive health regeneration and if you have trouble to fill your health bar, you have a few alternatives:
Bandages
Bandages for head, arms, feet or torso are used to stop any bleeding as long as they`re equiped.
How to craft bandages:
First, you need linen wraps, find one in the world or turn vanilla clothings into 4 linen wraps each in a tanning rack. (If you use Campfire it also add this option in the campfire survival crafting menu) now you have a few options:
1. Turn 1 linen wrap into 1 bandage in a tanning rack. 2. Just left click any linen wrap in your inventory and you`ll be asked if you want to make a bandage. 3. After removing a bandage it can become ruined (automatically removed) or turned into a dirty bandage (50% chance). You can clean any dirty bandage with an ALE or NORD MEAD just by left clicking on it and have a fresh bandage again.
Poultices
Poultices will cure trauma effects when applyed in the injured location or can be used to increase/ enable passive health regeneration for 10min. Note that poultices may be used midde-combat to cure trauma effects but the effect is not instant, as it will take 20 secs to heal given injury.
How to make poultices:
There are 6 recipes:
1 Ale and 5 Blue Mountain Flowers 1 Nord Mead and 5 Blue Mountain Flowers 2 Blisterwort and 2 Imp Stools 2 Garlics and 4 Wheats 2 Minor Healing Potions 1 Healing Potion
Now your options are:
1. Go to any cooking pot and make one. 2. Left click in any vanilla wooden bowl that is in your inventory and make one. 3. Make a Medicinal Bowl in any forge (it works the same as the vanilla wooden bowl).
Conditional Damage
Spoiler:
Show
Your movement direction and posture in combat have influence in your dealt and incoming damage. This feature works for the player and other actors.
- Moving forward increase dealt and incoming damage by 10%
- Moving backwards decrease dealt and incoming damage by 10%.
- When at full health 30% damage is negated.
- When power attacking, incoming damage will be increased by 40%.
- Ranged weapons damage scale based on the target distance from +30% damage ( less then 250 units) up to -40% damage (greater then 5000 units).
- When in a higher ground then the target, damage will be increased by 20%.
- Attacks from behind deal +30% damage.
- NPCs that are sitting and unaware will take 100% more damage, while sleeping NPCs take 500% more damage (Don`t work with ranged weapons).
Poise System
Spoiler:
Show
Whenever an actor loose health, poise will be damaged be the same value as the health lost. Once the hidden poise bar reach 0, the actor will be staggered and stamina will be drained based on how much the poise bar is bellow 0.
- The base poise an humanoid actor have is equal to the actor`s total armor weight plus 20% of the actor`s base stamina multiplyed by the poise factor* (Base Poise = (Armor Weight + (Base Stamina * 0.2)) * Poise Factor).
- For non-humanoid actors, such as animals, automatons, undeads and other creatures, the base poise is equal to 10% of the actor`s base health plus 20% of the actor`s base stamina multiplyed by the poise factor* (Base Poise = ((Base Health * 0.1) + (Base Stamina * 0.2)) * Poise Factor).
*Note: A Poise Factor slider has been added in the MCM menu where you can multiply the global poise value by X factor. This might be usefull for people that have a high letality setting and think that the poise bar is reducing too fast. (Default = 1)
- Poise is restored by 10% of the base poise per second.
- The poise bar is fully restored when at full health.
- While casting a magic ward, actors will be immune to poise stagger.
- The stagger is also customizable as you can define the stagger duration (default = 0.75 sec) and the cooldown between staggers (default = 2 seconds).
- Optional MCM toogle added where you can see the enemy poise as a Upper-left notification message whenever he is damaged by the first time.
Improved NPC Combat
Spoiler:
Show
Vigor feature simple enemy enchancements in combat by making then more agressive and more responsive to the player attacks.
- NPCs may try to dodge melee power attacks. - NPCs are more agressive if you keep your shield raised. - NPCs will often try to perform follow up attacks.
NOTE: This feature is not an edit to NPCs Combat Styles, it`s actually recommended to use a mod that improve those alongside Vigor.
Enhanced Block
Spoiler:
Show
Blocked attacks will now damage stamina instead of health as long as the actor have enough stamina to fully deflect the hit, otherwise health will be damaged normally. This work for both player and NPCs.
NOTE: Block perk, enchantments and potions will actually reduce the stamina drain when blocking as well.
Parry
Spoiler:
Show
Weapons will react to each other in close combat when both actors strike at the same time, interrupting the attack and damaging the attacker stamina.
Potions for NPCs
Spoiler:
Show
NPCs (not followers) have a chance to have and use several potions when combat start or when the situation calls (you know, just like the player). They have access to potions of:
Fortify Armor (25% chance if wearing armor) - Used when combat start Fortify Damage (25% chance if a weapon is equipped) - Used when combat start Resist magic (25% chance) - Used when combat start Invisibility Potion (10% chance) - Used when combat start or when in bleed-out state Resist Fire, Frost or Shock (33% chance) - High chance to be used when hit by the corresponding element. Healing (75% chance) - Moderate chance to be used when health drops bellow 50% and 25% Stamina (75% chance) - Moderate chance to be used when stamina drops bellow 50%, 25% and 1%.
NOTE: Potions used by NPCs are "fake", you will never find then in their inventory but a corresponding effect will be automatically cast on then. This works way better then giving NPCs real potions because their AI only allow then to use health and stamina ones. Also, you can set the chance for NPCs to have each potion type in MCM.
Other Features
Spoiler:
Show
- Power attacks cost -50% stamina.
- Stamina cost for bash and power bashes have been reduced to 15/30.
- More realistic melee weapon range.
- Increase the penalty of armor weight over movement speed.
- Combat stamina and magicka regeneration is the same as out of combat.
- You need more armor rating to reach the damage reduction cap.
- Elemental and magic resistances cap at 80%.
- Damage and armor rating scale a bit better with the corresponding skills for the player.
- Increased armor rating for NPCs by improving their scaling with the corresponding skill.
- NPCs use more magicka when casting spells.
- Auto-aim for bows and crossbows are disabled.
- Enemy archers are a bit less accurate.
- MCM toogle to disable friendly fire.
- (Optional) Movement tweaks that restrict turning during attacks, decrease backwards movement speed and increase sprinting/ walking speed.
Recommended Installation and Load Order
- Download and install Vigor with NMM or MO. Or manualy download and drop the content in Syrim Data folder.
- Placing "Vigor - Combat and Injuries.esp" after any other combat mod is recommended.
- Play
Before uninstalling or updating, disable the mod in MCM.