This page was last updated on 26 October 2024, 3:12PM
Changelogs
Version 2.0.6a
Fixed issue with 1h parry bonus being consumed on a bash attack.
Version 2.0.6
Fixed issue with timed blocking not working if the timed block bonus effect is hidden in the UI.
Fixed conflict with timed blocking not playing well with the Quick Reflexes perk.
Fixed issue with percent weapon stamina cost not updating beyond initial install.
Fixed issue with left hand attacks not dispelling the parry bonus. Now uses OnHit effect to detect actual hits instead of swings.
Stamina based damage reduction now also applies to bash damage.
Increased damage to PC modifier: Expert from 135% to 150%, Master from 165% to 200%, Legendary from 200% to 250%.
Set NPC stamina regen bonus to disabled by default. This option was added to work in conjunction with the old NPC block fatigue effect isn't really necessary at this point.
Version 2.0.5
Increased Stamina Percent Floor from 25% to 50%.
Reduced Weapon Weight Mult from 1.0 to 0.5.
Adjusted Timed Blocking script so that a properly timed block removes the lockout.
Version 2.0.4
Reduced Stamina Percent Factor from 80% to 75%.
Increased Stamina Percent Floor from 20% to 25%.
Normalized and increased power attack costs.
Version 2.0.3
Fixed DualFlurry50 attack speed bonus for NPCs.
Blocking arrows no longer causes NPCs to stagger.
Version 2.0.2
Reduced base chance to be affected by a combat effect from 20% to 5%.
Removed additional stamina cost drain while blocking arrows.
Adjusted the incoming damage multiplier for expert, master, and legendary difficulties.
Added Effects Threshold slider to the options menu. This settings adjusts the minimum chance for effects to occur regardless of trauma damage sustained. Base is 5%.
Version 2.0.1
Tweaked the Block Timing script.
Blocking now costs 10 + 15% of total stamina for PC and NPC alike.
Performing a timed block negates this extra stamina cost.
Version 2.0
Welcome to version 2.0, a complete overhaul of the original version of this mod.
Significantly trimmed the fat from the original version and went through each effect and script to further increase efficiency. As a result the mod is much more streamlined.
As a result of the slimming down, I've gone through and tweaked the balance of various aspects of the mod as well.
The work done on this version is far too significant to list every change here, however I've updated the description that reveals all of the pertinent information regarding the mod and how it now functions. It's still very much the same design principle but with less, unnecessary bloat.
No longer requires my SM Framework mod.
Version 1.8.1
Adjusted cloak affect responsible for applying health regen and armor bonuses to NPCs to exclude Serana. For reasons unknown to me she doesn't appear to be part of the PlayerFollowerFaction and so unintentionally benefitted from those effects.
Fixed issue with stun effects not processing properly.
Version 1.8
Reworked the way the health regen interrupt effect works. Previously it required the full duration to elapse before it could be refreshed. Now every hit will refresh the effect to its full duration.
Added two new MCM options under "Misc Settings", each allowing users to increase or decrease the health regen interrupt effect duration from 0 to 12 seconds for melee and ranged, respectively.
Base melee interrupt effect duration increased from 3 to 6 to give melee users a little more respite between attacks.
Removed the ability for dragons to regenerate whilst flying. They will resume normal regeneration upon landing.
As always, please perform a clean save upon updating.
Version 1.7
Added a slider for the stamina rate mult bonus, with ranges between 0-100%.
Discovered an issue where the block timing bonuses that were based on skill were not saving between game sessions as the SKSE function that is used to change the effect magnitudes and durations are reset upon game load. This has been remedied for the block timing script and the newly added stamina rate mult bonus slider.
As always, please perform a clean save upon updating.
Version 1.6
Updated the Dynamic Combat script to enable/disable the armor damage portion of the mod with an accompanying MCM option. Behind the scenes the armor damage calculations are still taking place as they're also part of how the effects triggers work - the lower your armor value the greater chance they have to trigger and do not trigger if you take no armor damage. However, the actual incoming damage increase portion of the script no longer has an effect when disabled.
Discovered a bug in the stamina cost script. The Stamina Percent Floor value was still set to a static 0.25 when checking the minimum floor which was the setting prior to setting up the MCM options. It will now correctly use the dynamic floor setting that the MCM uses.
Version 1.5
Changed the way I addressed the attack speed fix. No longer modifies the player attribute directly and instead uses a spell effect to add/subtract the value. This change was done to avoid conflicts with other mods that used the same scripted method for applying the fix.
Version 1.4
Important Update Notice: You 'do not' have to update to v1.4 if you are currently using version 1.3 unless you plan to also use my newly released "Cyan's Extra Perks Mod". Both CEP and v1.4 of Dynamic Combat require my newly released SM Framework to function correctly.
Removed the script that updates certain other script variables when a given skill gains a level. If you plan to update, make sure you also download the SM Framework.
This change is necessary to avoid having multiple scripts in my mods that send the same mod event from sending multiple events simultaneously which could lead to potential issues down the road as I decide to release new mods that all require the script functions in the SM Framework.
Version 1.3
Increased minimum and maximum resist damage from 1% and 10% to 5% and 15% respectively.
Adjusted racial bonuses and added vampire racial frost resist bonus that scales up or down depending on the active stage.
Fixed Max Armor Rating and Max Player Resistance settings to correct values. Previously (and erroneously) used floats of 0.8 and 0.85 as a percentage of 1 but the actual values call for 80 and 85 in the game settings. Whoops!
Upon testing vampiric racial bonuses I stumbled upon a stack overflow issue when accosted by several vampires at once to contract the disease. This issue is caused by the fact that each of the five vampires I summoned were attacking rapidly and casting their drain spells all at the same time that continually tick every half a second, overloading papyrus. I have remedied this issue by filtering out common vampire drain spells which aren't even relevant to the mod and as such is a non-issue. Keep in mind, this is a worst case scenario. I will continue to monitor for such issues going forward.
Version 1.2
Added an update message when the mod is finished updating.
Gave the version update script its own quest so updates will be simpler in the future when changes need to be made to the parent quest.
Reordered the effects in the dynamic combat script so that the effects for stuns et al have a snappier response.
Version 1.1
Discovered an issue that prevented game settings changes from taking effect on any game session after the first launch with the mod installed. Settings like damage to/by the player, stamina regen rate in combat, and others that are INI-based were no longer in effect after saving the game, and loading again.
I discovered this bug while testing another mod. This issue was overlooked because I never loaded a save game to test. I always used COC to load up a fresh character every time so I never noticed that combat stamina regen wasn't working anymore after loading a save. This has been remedied.