Hard requirement (Alternative stamina consumption option)
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- Incorrect script adjustment and optimization - Increases the overall existing stamina damage ratio. (To make potsure broken better) - Kill timing duration increased from 5 seconds to 7 seconds
- Adjusted the enemy's projectile defense probability based on the level difference between the player and the enemy when blocking the bow. If the enemy is lower than the player's level -> Can't block arrows well If the enemy is higher than the player's level -> Block arrows well
Version 2.2.2
[FIX] - Fixed a problem enemy do not stagger when hit - Improved script
+ If you already have version 2.1 or 2.2 installed, just turn off MCM and turn it on again.
Version 2.2.1
[FIX] - Fixed a problem where stamina damage was not damaged when attacking with the left hand - Balance tweak - Ultimate Combat Compatible Patch : fix weapon damage 0 issue
+ If you already have version 2.1 or 2.2 installed, just turn off MCM and turn it on again.
Version 2.2
[FIX] - Improved posture damage formula (Smartly) - Balance Patch
+ If you already have version 2.1 installed, just turn off MCM and turn it on again.
Version 2.1
[SEKIRO HUD FIX] - Fix Fomod error for Vortex - Sneack Aim Fixed location of invisible
[ADD MCM OPTION] - NPC magic stagger option added - Npc is now stagger if it hits magic like a player. - NPC/player trunk damage multiplier option added - It can be adjusted to your taste according to your own environment. - NO kill move, damage increase X5 option added to the execution menu.
+ YOU NEED CLEAN SAVE TO UPDATE
Version 2.0
!! BIG UPDATE !! 1.6v → 2.0v
[SEKIRO HUD Upscaling] - UI position, resize, some icon retexture - ElderScroll style high quality HUD added - FOMOD support
[Death Screen Remake] - High definition, 60fps. - Added Dark Soul type - FOMOD support
[Perilous Attack Symbol Retexture Package Added] - FOMOD support
[Deathblow Symbol Retexture Package Added] - FOMOD support
[Add Weapon Parrying Sound] - Full modification of the sound file. Sink, height - Several weapon sounds replaced and added
[Overall Reorganization Of The Posture System] -Posture damage formula completely reorganized. -Now You can fight more dynamically.
Posture damage multiplier when attacking : (+weapon base damage) (+weapon weight) (+weapon skill) (+difference between enemy level and my level) (+power attack) - The higher the weapon's damage and weight, and the higher the skill level of the weapon, the more posture damage is incurred, and the more damage is dealt with a power attack.
Posture damage multiplier when parrying : (+weapon base damage) (+weapon weight) (+weapon skill) (+ difference between enemy level and my level) (+defense skill) (+shield defense) - When parrying, the shield defense (if equipped with a shield) and defense skill are additionally affected, so the parrying posture damage is slightly higher on average than the attack posture damage.
[Fist parrying Mechanism Added] - The higher gauntlet defense and fist buff, the higher the posture damage. - NPC fist parrying option MCM added - Fixed the issue of not splashing sparks during fist parrying - Fixed bounty when parrying during brawling - Fixed a issue where if you die in a brawling, you will die as it is
[Magic Stagger Mechanism Change] - Concentration magic (flame, frost or cloak magic.., etc.) does not give stagger. - Instead, Fire-type magic (flame arrows, ice spears, etc.) causes stagger. - The maximum number of stagger is 3 times as with a weapon, and if more than that in a row, you're in stagger immunity
[Other changes] - Fixed a bug where combat mod was not applied to allies - Fixed a bug that could be grown if a perilous attack was hit while in a werewolf or vampire state. - Added Black SoulGem consumption to the resurrection option in MCM
Version 1.6.4
Fix for no magikca damage when blocking magic Fix giant attacking flinch when hit Resize block sparks Improved timing of continuous parrying detection
+ Turn off MCM and on for update +
Version 1.6.3
Combat balancing adjustment Minor Bug fixes and script optimization Modify Spark effect Iimprove Enemy AI
+ Turn off MCM and on for update.
Version 1.6.2
Improved Papyrus log Script Bug Hot fix Reduce parrying sound Add Bash Stamina Cost Setting in Easy Addon MCM
+ Turn off and on MCM for update
Version 1.6.1
Fixed that death screen appears twice when player die Fixed that sometimes weapon damage value is 0. Now Spell Perk Item Distributor required Added shield parrying sound. Added Inpa Sekiro Combat - Easy Addon - optional file + YOU NEED CLEAN SAVE TO UPDATE
+ MCM off in game and esp removal -> load save file and resave -> run Resaver -> re-install mod
Version 1.6
Fixed the location of the less intrusive hud version of Sekiro HUD Addition of stagger function when hitting an enemy by a teammate. Basic OFF Fixed an issue that could not turn off even if the probability of perilous attack is set to 0 Fixed a problem that couldn't turn off even if sneack execusion was off Fixed automatic magic parrying when turning mcm up script slightly optimized
+ MCM off in game and esp removal -> load save file and resave -> run Resaver -> re-install mod
Version 1.5.2
Fixed draugr's stuck corpse bug when flying Other script improvements
+ Just Update. turn on and off MCM
Version 1.5.1
Lightweight 'Sekiro UI' file size (UI CTD prevention. No other changes) Fixed headshot effect not working when applying the Ultimate Combat compatibility patch
Sneak Execution Bug Hotfix Sneak Execution Damage Multiplier MCM added Decreased player posture broken time Ally's posture broken time -> changed to 10 sec When parrying, stamina recovery changed from 5% to 10% Removed defense penalty option for huge creatures Cold resistance distributed to enemies 80% -> 50% (like Nord)
Improved parrying detection for fast enemy attacks Balance adjustment for OP of enchantment or magic that reduces staminia. Added dragon stamina multiplier adjustment menu to MCM (for users who say that dragon is too easy) Fixed sneak script animation being not released right away Overall script optimization, bug fixes, and balancing minor updates.
MCM off in game and esp removal -> load save file and resave -> run Resaver -> re-install mod
Now, if you hit a human enemy posture broken from behind, you can backstab killmove them.
Fixed an issue where the enemy's alarm would sound twice when player was out of the enemy
Balancing Minor Patch
+ Just Update. Not need clean save
Version 1.4.3
Change the stagger immunity time when success parrying
Now, parrying can prevent poison or disease attacks. (ex. Spider, Falmer's poison melee attack)
Eliminates stagger from allies' magic.
Fixed 'Violens killmove/increased damage' option not working
Improving the killmove system. Monsters added as mods are now automatically triggered in script animation/increase damage format.
Now bow and crossbow bash no longer consumes stamina
Fixed the bug sparks remaining when save load
Add and refine MCM options
Version 1.4.2
Fixed an issue in which defense rolls are made when Draugr gets out of the coffin.
Now npc holding a shield can parry magic.
Alleviates player magic stagger. (less hard)
+ Turn off MCM and just update. no need save cleaner.
Version 1.4.1
Update Customizable SEKIRO UI = Fix compatible issue with Legacy of the Dragonborn - The Curators Companion
+ Minor Update
Version 1.4
If the parrying is successful, you enters the state of 'stagger immunity' for a short time (Also the stagger immunity time is applied differently for each weapon held).
If you are in frequent staggering, you enters the state of 'stagger immunity' for a short period of time (Prevents gameplay impossible due to infinite staggers).
Improved player stagger response speed.
Removed attack speed buff system when parrying (Decision for perk mod compatibility).
Parrying decision reaction script improved (Recommend to use mouse).
Diversify counterattack (special attack) after the enemy parrying the player's attack.
Each weapon applies its own staggered time when hit.
Increased invincible timer during killmove motion (Prevents being hit and killed during killmove).
Allies are now unconditionally stagger when hit like a player.
Distant enemies (wizards, archers) are now unconditionally staggered when they strook.
There is feedback that it is difficult to distinguish between normal defense and parrying spark, so I reduced normal defense spark.
Fixed bug that the enemy keeps flinching when the poise break
Fixed bug in which the red circle mark and sound occurred twice during killmove
Cannot perform execusion while on horseback
violens profile update
→ you need clean save for update
Version 1.3
MCM game setting active fix
Now can block magic splash damage
Add variety script animations
Ultimate Combat compatible patch update
Minor script optimization update
Version 1.2
Dragon preist, falmers' unlimited heal AI bug fix
Dragon frozen bug fix
Minor script bug fix
+ Add Sekiro UI skyhud "simple style"
+ Add MCM option "protect ally from execusion"
Version 1.1.2
Fix floating corpse when enemy died ultimate combat compatible patch update !!
Version 1.1.1
didn't work player stagger hot fix
Version 1.1
Fix twice dead 死 effect
Now beastRace(werewolf,vampire lord) is not staggering .
Add Souls Quick Menu UI. more sekiro.
Add new vanilla difficulty setting on MCM. You can change taken damage.
minor script Update
Version 1.0
release
What is this MOD? ? This is a hardcore Combat mod that completely overturns the boring Vanilla battle system and transforms it into a Sekiro battle system.
? I know there are already exist other sekiro mods 'Sekiro Combat SSE' or 'Shinobi Combat'. Although The theme of parrying enemy attacks is the same, but the driving method is completely new and different. (less bug, more faster, more dynamic, more action, more sekiro)
? As a mod for hardcore users, this is strongly aim for Soul-Like gaming.
What changes?
Stamina → Posture System
? This mod completely replace the vanilla stamina with the posture.
? Posture acts similarly to Stamina, providing the player with the capacity to block and deflect attacks.
? Yes like Sekiro, if your stamina is 0 (posture bar reaches max capacity), the player or enemy becomes vulnerable.
Poise System
? If the player is hit by any attack, include arrow or magic, you are unconditionally staggered. If you don't want to get stagger, defend yourself.
? If you are in frequent staggering, you enters the state of stagger immunity for a short period of time (Prevents gameplay impossible due to infinite staggers).
? The enemy has its own poise value. If a certain amount of poise is accumulated by continuously applying attacking, enemy will cause big stagger. (This is the default setting for Soul-like Games)
?If the parrying is successful, you enters the state of stagger immunity for a short time (Also the stagger immunity time is applied differently for each weapon held)
? Most attacks can be blocked. Not only melee, but also arrows and magic can be blocked.
? The parrying timing is very tight. You must quickly press the block key to match the enemy's attack. If you are scared and defend even a little first, you will inevitably fail your parrying.
Arrow Parry
? Stamina(posture) decreases when defending against melee or arrows.
? If your Stamina(posture) is 0, you're in knock out.
? If the parrying is successful, the player does not take any health or stamina damage.
Magic Parry
? When you defend the magic, the magicka decrease.
? if the magicka is 0, you can no longer defend magic and become stagger.
? If you succeed in parrying, you can reflect magic. The reflected magic flies according to your aim. However, shout(thu'um) cannot be reflected.
Recovery system
? While keeping a blocking, stamina(posture) quickly restores.
? Recovery rate of stamina(posture) depends on how full the Helath gauge.
? High helath recovers stamina faster, and low helath slows recovery.
Bash system
? Vanilla Skyrim only consumes 35 base stamina, while installing this mod now consumes 20% of total stamina.
? Of course, if stamina(posture) is 0, you will be knocked back, so it is dangerous to cut stamina(posture) by yourself with bash. Use it only in situations where you need the bash.
? If you succeed in parrying the enemy's bash attack, enemy is staggerd. However, this system applies to both NPCs and players, so you should use bash attack carefully.
Perilous Attack 危
? Perilous attack(危) cannot be defended or parryed.
? You must Dodge to avoid, or Bash to break enemy's Perilous attack.
? When successful bash a enemy's perilous attack, there is no consumption of stamina and inflicts double potsure damage to the enemy, and the enemy is fully staggered. (MIKIRI system)
Rapid Parrying
? If you succeed in parrying the enemy's quick attack 3 times in a row, you can stop the enemy's attack and cause stagger.
? You need to parrying 3 times quickly within a short period of time, but parrying a slow attack 3 times will not have any effect.
Shinobi Execution
? When the enemy's stamina(posture) becomes 0, the posture broken.
? At this time, a red circle appears in the center of the body, indicating a kill-movable state. When attacking (optical mouse click), you perform a killmove.
Resurrection
? If player are killed by an enemy, you can resurrect.
? If you attack an enemy in stealth state without being noticed by the enemy, you performs a killmove (Sneak Execution). The enemy loses half of his health.
AI Parry
? NPCs with weapons now exchange Offense Defensive Transition like Sekiro.
? This is the same for draugrs, skeletons, and falmers (except for giants), but quadruped creatures who cannot hold weapons are of course unable to parry.
◆ When enemy parries attack, the enemy counterattacks and becomes a super armor state (stagger immunity) for a certain period of time.
◆ When player parries attack, player's attack speed increases for a certain period of time. You can attack first before the enemy attacks again.
? NPCs with weapons can parry arrows or magic. However NPC Magic parry is only performed when he is equipped with an enchanted weapon or shield.
? In addition to that, the basic vanilla AI is improved more difficult.
Balancing
Q. If you apply sekiro system to Skyrim, isn't the game too easy?
A. It may or may not be. This mod is not simply porting the Sekiro system to Skyrim, but has been redesigned to fit the Skyrim RPG element leveling environment. In many ways, there are minor differences from the original Sekiro system.
- First, stamina damage inflicted by an enemy's health at 90% and 50% is different. You must reduce the enemy's HP by a certain amount, not just only parrying.
- Second, the stamina value that the enemy recovers from 90% and 50% is also different. If the enemy's health is full, he will recover his health very fast.
Q. Isn't it necessary to increase stamina when leveling up?
A. No. stamina damage mult is determined by weapon damage and weapon skill level. Therefore, there is a big difference between an enemy with a weapon skill of 20 + an iron sword and an enemy with a weapon skill of 50 + an ebony sword inflicted on me. For stamina management, it is necessary to invest points in stamina in the same concept as physical strength.
Q. What about the stamina behavior in this mod (running, PowerAttacking, bash)?
A. Bash explained above, PowerAttack no longer needs stamina. Sprinting consumes less stamina. (You can change in MCM)
Q. Killmove is not working well :(
A. Get as close as possible to the enemy and hit fast mouse clicks. The killmove related bug is not a mod problem, but a vanilla bug.
Q. Player suicide when killmove :(
A. This is because the resurrection option provided by this mod is not used, but a different mod is used. In this case, change the script animation to Increased Damage in the SHINOBI EXECUSION menu in MCM.
Q. There are creatures that cannot killmove.
A. There are quite a few creaturess that do not have a killmove scence. (Reclining horses, ruckers, plugs, werewolves, whisper mothers, ...etc) If you report any creatures that cannot killmove, I will make patch right away. Also, if you use the creatures addition mod, you cannot killmove them using a custom race, so this also requires its own compatible patch.
Not Recommend (You Don't Need or Already included)
❌ Shinobi Combat, Sekiro Combat SSE, BlockingAndFlash.esp ❌Wildcat Combat / Vigor Combat (compatible. but use only injure system) ❌ Enhanced Enemy AI Reborn / Combat Evolved / Intense Combat Experience ..etc any change AI mods (already included)
❌ Power Attacks Require Stamina (already included) ❌ Arrow Block (already included) ❌ Spellbreaker Maxi (already included) ❌ You Died SE - A death screen mod (already included) ❌ Mortal Enemies Attack / Commitment No turning during attack (compatible. but not recommend)
Load Order
★ So that possible record overlapping does not occur, Plz put it at the bottom. .. AI change MODs .esp .. Combat MODs .esp .. .. any MODs .esp.. .. Inpa Sekiro Combat .esp ← bottom