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Exalderan

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Exalderan

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About this mod

Makes combat sound and feel way better by adding dynamic LOCATIONAL impact effects.

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Changelogs
🔧 What This Mod Does:

This mod makes combat sound and feel way better by using Core Impact Framework (CIF) to add dynamic impact effects based on:

  • 🛡️ Armor Type
    • Heavy: loud, metallic clangs
    • Light: leathery smacks
    • No armor: fleshy thuds
  • 🗡️ Weapon Type
    • Two-handed: more oomph, deeper impacts
    • Hammers: actually sound like hammers
  • 🧠 Hit Location
    • Headshots on unarmored targets = meaty hits
    • Body shots on armored targets = clinks, thuds, or cracks
  • 🏹 Extra Details:
    • Arrows bounce off heavy armor (with proper ricochet sound)
    • Sparks fly when your sword hits metal
    • Every hit respects what you're hitting and with what
No scripts. No plugins. CIF runs directly on the engine level = max compatibility.
This mod requires CIF because all the cool stuff above runs on its filter/modifier system.
💬 TL;DR:
More crunch. More sparks. More realism.

Your hammer should feel like a hammer. Your sword should scream against steel. This mod makes that happen.

⚠️Compatibility and Feature Clarification – Not the Same as Precision or Dynamic Impacts

🆚Precision (by Ersh):
Precision
overhauls melee hit detection and reactions using true physics collisions. It affects:
  • How hits connect (accurate weapon colliders)
  • Procedural hit reactions
  • Weapon trails, hitstop, and camera shake
    It does not handle impact sounds, visuals, or armor-based feedback.Use Precision for how hits land, use this mod for what happens when they do.
✅ Fully compatible – Precision determines if a hit happens, this mod handles what it sounds/looks like.

🆚Dynamic Impacts (by Goshbrindal):

Dynamic Impacts
plays impact effects based on the target’s body slot armor only:
  • If the body slot is heavy armor, every hit (even to unarmored areas) triggers heavy armor effects.
  • No per-limb or location-aware logic.
This mod, using CIF, is:
  • Per-hit, per-location, and per-armor-piece
  • Hits to unarmored parts sound like flesh
  • Hits to metal-covered limbs spark and clang
  • Arrows can bounce, ricochet, or pierce depending on coverage
  • 🎯 This is true locational impact logic, not just a global armor check.
❌ Only the esp (sounds) of dynamic impacts is fully compatible. You can still use both skse plugins together, but some impacts might not feel right.
TL;DR:
  • Precision = hit physics
  • Dynamic Impacts = simplified global sound swaps
  • This mod = accurate per-limb armor-aware impact effect
Credits
Big thank you to Seb263
for making such an amazing mod!