A mod that aims to remove the limitations of the combat styles without scripting
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Changelogs
Version 8.0
All followers with the exception of a few will have the perk Light foot perk won't trigger pressure plates.
All followers will now be marked to "Doesn't affect stealth meter" which means followers will not affect the player's stealth meter while sneaking.
Version 7.0
CSCR - Range Update:
Settings all the CSCR values to 1 for all Combat Styles.
Circle Multi = 1.0:
The NPC will circle around its opponent at a normal distance, maintaining a reasonable range to look for openings and attack opportunities. The NPC won't overextend or stay too close, instead keeping a balanced position while trying to outmaneuver its target.
Fallback Multi = 1.0:
The NPC will retreat a moderate distance when it feels outmatched or needs to recover, such as when low on health or stamina. The retreat will be measured, allowing the NPC to regain composure but without falling back too far or losing too much ground.
Flank Distance = 1.0:
The NPC will attempt to move around its opponent to get to their side or rear at a reasonable distance. This gives the NPC a chance to gain a tactical advantage, but it won't excessively distance itself from the opponent in the process.
Stalk Time = 1.0:
The NPC will pause and observe for a standard amount of time before making a move. It won't rush into an attack too quickly, but it also won’t hesitate for too long. This gives the NPC a balanced approach to timing their strikes during combat.
All followers now have a minimum level of 10 and are no longer level capped.
All followers will level at 1.5x times the player when leveling up
All followers have had their confidence stat set to Foolhardy.
Version 6.0
Mod has been flagged as an ESL and will no longer take up a plugin slot
Version 5.0
All CombatStyles have been adjusted and after some testing humanoid NPCs will go out and look for staffs to use against there targets
Version 4.0
Humanoid Update
All Human Combat Styles have 50% chance of avoiding threats.
All Human Combat Styles will flank instead of running towards the player.
All Human Combat Styles will stagger at the same rate like Fallout 4 companions.
Some of the Human Combat Styles will be able to chance weapons on the fly excluding Combat Styles where an npc is unarmed only.
The Offensive Mult, Defensive Mult and Group Offensive Mult are all set to 1 for all Humaniods to fight together rather than alone.
Forgot to address the melee combat styles back in version 2 of the mod.
Version 3.0
Dragon, Draugr and Dragon Priest Update
Dragons, Draugr and Dragon Priests will have 50% chance of avoiding threats
Dragons, Draugr and Dragon Priests can switch between weapons on the fly
Dragons, Draugr and Dragon Priests will flank instead of running towards the player
Dragons, Draugr and Dragon Priests will stagger at the same rate like Fallout 4 companions
The Offensive Mult, Defensive Mult and Group Offensive Mult are all set to 1 including the equipment score multipliers (forgot to mention this values in the previous notes) of Dragons, Draugr and Dragon Priests and previous npcs and creature from previous updates allowing them to also use whatever spells, weapons and staffs in their inventory against their targets.
Version 2.0
Dawnguard and Hearthfire DLC Update
All creatures in both DLCs will have 50% chance of avoiding threats
All creatures in both DLCs can switch between weapons on the fly including magic
All creatures in both DLCs will flank
Serana the Dawnguard companion/follower can switch between weapons on the fly including magic, as well as having her avoid threats whenever possible.
The Offensive Mult, Defensive Mult and Group Offensive Mult are all set to 1 for all creatures in both DLCs to fight together rather than alone.
All creatures in both DLCs will stagger at the same like Fallout 4 companions
Version 1.0
Initial Release Of The Mod Starting With The Dragonborn DLC CombatStyles
Dragonborn DLC creatures and npcs will have 50% chance of avoiding threats
Dragonborn DLC creatures flank instead of running towards the player
Dragonborn DLC creatures will stagger at the same rate like Fallout 4 companions
Dragonborn DLC npcs will change weapons on the fly.
The Offensive Mult, Defensive Mult and Group Offensive Mult are all set to 1 for all Dragonborn DLC creatures to fight together rather than alone
The goal of this mod is to uncapped the combat AI in Skyrim by editing the combat styles, without the use of scripting.
For example, most followers currently use only melee weapons or magic, regardless of enemy type or their distance from the target. Additionally, followers tend to avoid combat when in groups, fighting defensively rather than independently. They also tend to move toward the enemy instead of flanking. This mod aims to fix these limitations, giving NPCs and followers more freedom when initiating combat, allowing them to choose their actions based on the situation.
In addition to improving combat behavior, the mod also adjusts various stats like AI responsiveness. It's primarily made for fun and out of curiosity to explore how far combat AI can be pushed.
The changelog will be regularly updated with detailed descriptions of what each new version includes. It will also contain more technical details, including any changes made to game mechanics.
The mod has been tested and is compatible with both the Standard Skyrim and Anniversary Edition (AE) versions.