How can i disable the stagger system from elden rim but keep the special impact animations? I hate the fact that ANY attack staggers me or the enemy and we can easily be stun locked to death, it is really broken, but on the other side i love sending enemies flying with a heavy attack or smashing them into the ground with a great mace. Honestly this is the reason i downloaded elden rim in the first place. Is there any way to disable just the stagger from attacks? I'd prefer to keep loki's poise to handle this part of the game, i can still get stun locked, but it is much harder to happen and it's easier to recover.
I have a question, what does the stagger effect $ES_HeavyStrikefly do? I replaced the $ES_Strikefly from an animation for $ES_HeavyStrikefly but nothing happened when i hit the foe. I thought it would make the enemy fly higher/farther
Edit: My mistake, i accidentally put two $ before the variable name in the annotation, now it worked, but it didn't work the way i thought. I will put $ES_Strikefly back
Approximate PIE$ The special impact of ES-HeavyStrikefly does not actually attach special effects to your attack trajectory, but rather to your forward collision.This annotation applies to collision skills
You can use PIE.$ ES_HeavyParalysis_Mark, This will attach special effects to your attack trajectory, suitable for some long blade weapon skills
But this annotation takes 0.2 seconds to take effect, please try to make it 0.2 seconds before the HitFrame timeline
Thanks Achang! The heavy paralysis mark tip was really useful, now the special staggers are registered with the weapon swing as they should, but what i'm trying to achieve is actually giving me a headache. I have Modern Stagger Lock, i disabled RimImpactOfPlayer.esp and RimImpactOfMob.esp, and i can't seem to trigger the special staggers consistently. if i disable enemy ai with tcai command before he starts attacking me, i can make the special staggers like ES_Strikefly and ES_HeavyStrikefly work most of the times, but i want them to always work when i perform specific attacks (for example, the upward swing from Lothric Knight Greatsword always makes enemies fly in Dark Souls 3, but here in Skyrim it doesn't). When i enable enemy ai, though, i can almost never make the special staggers work on them, and vice versa. I'm not sure if it is a mechanic from Elden Rim, but for my game i would want them to always work, because the attacks are so heavy that for me it doesn't make sense that the enemy wouldn't fly with the impact. Thanks again for your help, and amazing work!
I'm using ER Weapon Arts and Maxsu's stagger lock without any problems, and I can set up and play all the stagger effects from those mods. Maybe you're referring to MaxsuPoise? There is a stagger effect cooldown and immunity after the first stagger if you're using the default MaxsuPoise. Check the documentation and settings; it's easy to tweak or turn off. Once that's resolved, all stagger effects from those mod will always be played, if set up correctly, of course.
If it's not this mod and/or MaxsuPoise, you might have another poise mod installed or simply mod incompatibility. If that's the case, sorry I couldn't help you further.
You are right, Loki's Poise was indeed interfering with the staggers from Elden Rim. I guess i can't really combine both mods, but that's okay, Elden Rim has a lot more features i like over Loki's Poise, so i'm staying with Elden Rim.
When testing enemies, you need to pay attention to their status, because under the mechanism of Elden rim, when the health of a human enemy exceeds 80%, its weight will be tested for 2, so your special impact force is difficult to immediately take effect
If the enemy attempts to use skills, their mass may exceed 2
For this type of situation, you can use the special stagger skills again. Whenever the enemy's weight is greater than 1, you can use the skills again to make them shake
The cumulative upper limit is 3, which means that enemies weighing 3 or more need three skills to shake, which is very effective for larger enemies
This interleaving effect is currently limited to War Ash skills, as most of them use Mark Class Comments
These skills that require cumulative effectiveness will skip the maxsupose algorithm and resilience armor
Is it possible to find a tutorial somewhere? Because I have no idea which item is for what. And there is absolutely nothing explained in the descriptions.
I only need this mod to use for some movesets i have installed and some additional attacks and powers. I dont want or need the rest of the systems. How do i safely remove the soul sediment and meditation system without breaking mods that depend on it?
Yeah thats one solution i managed to consider somehow! Because thats like not an obvious solution at all! Thanks for your genuine educational feedback. Endorsed af <3
When my character block it literally stagger while blocking. Removing the Rimimpactofplayer.esp make the block dependant of stamina and i want to keep this system and i also want to keep the stagger system except while blocking. Any idea of what to change or delete into the RimImpactofplayer ESP to keep all the stagger system except while blocking ?
Is there a plan to add magicka costs to arts in the future like Elden Ring arts do? Some of them are really strong and it's imbalanced to be able to use them without limit.
Actually, I don't think adding mana consumption can effectively limit some skills.Adding mana consumption to limit skills is actually detrimental to the build of the warrior gameplay. This is because mana is a meaningless attribute for warriors. It's not cost - effective for them to sacrifice level - related attributes just to use a skill one more time.
At present, some powerful skills in Elden Rim already require mana consumption, which has already imposed restrictions.In addition, if you don't have QI, your skills will be weakened by 50%. This limitation results in your skill damage being lower than that of a normal weapon attack, turning it into a normal attack that requires stamina expenditure.
You can directly mention which skill it is, and I can take a look later.
In Elden Ring you would likely put levels into mana in order to use war ashes more, even if you had a warrior build. I liked this sort of balancing because it would be a stat trade-off in order to use powerful attacks more frequently, instead of being able to use powerful attacks while also retaining maximum stats for warrior gameplay, which is my current experience with this mod.
For example, the dual wield ash "demon dance" or unarmed ash "storm fist" both deal many hits, enough to kill most enemies in 1 usage. Since they only cost stamina, I can easily use it endlessly against enemies and not even need to use normal light/power attacks. If they were limited by magicka costs, then it would at least restrict usage until my magicka slowly regenerates, or force me to build magicka stats/equipment if I want to spam it more, at the cost of other stats/enchantments in order to maintain balance and not become overpowered.
You make a valid point, but the mana resource in Elden Ring is limited, depending on the upper limit of your flasks, and your flasks can't be replenished until you rest. Moreover, while it may seem like mana restricts skill usage, in reality, during a boss fight, you rarely run out of mana, making it effectively an infinite resource at that point.
In The Elder Scrolls, mana is a resource that's easily replenished—it regenerates automatically and can even be restored by waiting. This is why I'm skeptical about whether skills need to have a mana cost.
But you're right—some skills are worth being weakened.
My suggestion wasn't to severely limit the usage of arts (due to the reasons you stated), but to add magicka costs so that magicka/magicka regeneration would act as a "cooldown" for arts usage.
If you weakened certain arts to not be completely better than using normal light/power attacks, then they would simply not be worth using at all, and if you didn't weaken them enough they would still be better than normal attacks and you'd have the same problem of only using arts in combat because everything else isn't worth it.
Meanwhile, adding magicka costs so that you can't solely rely on strong arts in combat (for example if storm fist cost 100 magicka I would only be able to use it once before waiting for my magicka to regen to be able to cast it again, or upgrade my magicka stat to use it multiple times in a row), relying on normal light/power attacks while waiting for magicka regen, would be a balanced approach in my opinion. And if a player wants to shorten the magicka "cooldown" then they would build for magicka regeneration enchantments, trading other enchantment slots to maintain balance. It would also balance weaker arts if they had a lower magicka cost than the stronger ones, because right now when I find an art that's a "skill beyond the reach of most" I typically mainly use it and never use the "regular" arts ever again.
The only problem would be that for arts that deal many hits, a weapon enchanted with absorb magicka would completely offset the cost, but that's the same problem with absorb stamina right now offsetting stamina costs for arts, I'm not sure how that could be balanced besides purposely not using it.
i'm having trouble getting draugr to move forward when they use that animation where they bash you with their elbow. i'm actually not certain its even from this mod, but if it is, how do i fix that?
If you're referring to the occasional issue where its movements don't result in displacement, I think it's caused by the draugr itself, especially when it collides with your model.
If what you're saying is that you can't interrupt its attacks, it's because some skills have resistance that makes them hard to interrupt.
Would It be possible to make it more specific when dividing War Ashes due to weapon kinds? For example, one-handed swords/dual-wield swords/sword with shield/sword with a dagger use different sets of war ashes Now it doesn't figure if I use a one-handed sword with a shield or not, so I can't have two different sets of war ashes for a western style sword-shield knght and a eastern style katana samurai.
I don't think this is appropriate because I can't ask others to install a weapon mod that isn't strongly related to Elden rim. Currently, the weapon types specified in the skill framework are all basic types from the original game.
What I mean is that the ring now won't distinguish "wielding just a one-handed sword" and "wielding a sword and a shield" as two different conditions to apply different war ash sets. I just wonder if it is possible to let the mod figure that.
Ash of War is just a trigger, and it has nothing to do with the weapon skills you carry. If you simply want to make this skill usable only with specific weapon combinations, you just need to modify the OAR conditions of the skill.
I didn't make it clear... I was talking about the ring "Proficient Martial" you added to allow different sets of war ash skills due to weapon types. Now it doesn't differ one-handed swords only from one-handed swords with shield, so using a shield or not the weapon skill set stays the same. I was asking whether it's possible to let it distinguish those two conditions.
All war ash conditions are done through OAR so you can edit your own, so if you want a 1-hand war ash to not be usable with a shield then you can simply add the shield requirement in the OAR configuration.
I never want to alter any weapon arts I just want to know if it is possible to have two different sets of weapon arts according to wielding a one-handed weapon with a shield or not while using the ring "Proficient Martial"... Never mind... It does not matter any whether I can get this through or not...
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Edit: My mistake, i accidentally put two $ before the variable name in the annotation, now it worked, but it didn't work the way i thought. I will put $ES_Strikefly back
You can use PIE.$ ES_HeavyParalysis_Mark, This will attach special effects to your attack trajectory, suitable for some long blade weapon skills
But this annotation takes 0.2 seconds to take effect, please try to make it 0.2 seconds before the HitFrame timeline
0.3 PIE.$ ES_HeavyParalysis_Mark(0.1-0.3)
0.5 HitFrame
If it's not this mod and/or MaxsuPoise, you might have another poise mod installed or simply mod incompatibility. If that's the case, sorry I couldn't help you further.
If the enemy attempts to use skills, their mass may exceed 2
For this type of situation, you can use the special stagger skills again. Whenever the enemy's weight is greater than 1, you can use the skills again to make them shake
The cumulative upper limit is 3, which means that enemies weighing 3 or more need three skills to shake, which is very effective for larger enemies
This interleaving effect is currently limited to War Ash skills, as most of them use Mark
Class Comments
These skills that require cumulative effectiveness will skip the maxsupose algorithm and resilience armor
EldenKey.ini
然后在键盘编码的地方修改你的按键,键码自己查,然后去掉键盘编码的双引号,让这行设置生效
鍵盤編碼;EldenCharge = ""|0X839|EldenSkyrim.esp[KeyTrace_EventID_Mouse]
然後在鍵盤編碼的地方修改你的按鍵
鍵盤編碼;EldenCharge = ""45|0X839|EldenSkyrim.esp[KeyTrace_EventID_Mouse]
然後去掉鍵盤編碼的雙引號,讓這行設定生效
鍵盤編碼;EldenCharge = 45|0X839|EldenSkyrim.esp[KeyTrace_EventID_Mouse]
是這樣改嗎?
不是双引号
;EldenCharge = sprint|0X839|EldenSkyrim.esp
EldenCharge = 45|0X839|EldenSkyrim.esp
;EldenCharge = 45|0X839|EldenSkyrim.esp
中间这行会生效
The person who found this problem solved the situation by reducing the file hierarchy
;disable npc dodge
;Perk = 0xEB6~EldenSkyrim.esp|-PlayerKeyword|NONE
↓
;disable npc dodge
Perk = 0xEB6~EldenSkyrim.esp|-PlayerKeyword|NONE
我在安装mod的时候遇到了一个问题,就是安装06文件,也就是汉化包,之后启动游戏的时候出现了ctd,我本身自己已经安装了烽火全家桶和您的环战技全家桶,但mo2的排查日志显示06文件中的scsi文件,即烽火技能树的汉化文件,存在问题,我尝试用禁用该esp的方式来解决但仍然不行,请问您是否有方法解决,或者是上传一个只针对您的环战技系列文件的汉化包呢
When my character block it literally stagger while blocking. Removing the Rimimpactofplayer.esp make the block dependant of stamina and i want to keep this system and i also want to keep the stagger system except while blocking. Any idea of what to change or delete into the RimImpactofplayer ESP to keep all the stagger system except while blocking ?
Thanks =)
https://ibb.co/mCBSDYnM
https://ibb.co/wNF01c9P
At present, some powerful skills in Elden Rim already require mana consumption, which has already imposed restrictions.In addition, if you don't have QI, your skills will be weakened by 50%. This limitation results in your skill damage being lower than that of a normal weapon attack, turning it into a normal attack that requires stamina expenditure.
You can directly mention which skill it is, and I can take a look later.
balancing because it would be a stat trade-off in order to use powerful attacks more frequently, instead of being able to use powerful attacks while also retaining maximum stats for warrior gameplay, which is my current experience with this mod.
For example, the dual wield ash "demon dance" or unarmed ash "storm fist" both deal many hits, enough to kill most enemies in 1 usage. Since they only cost stamina, I can easily use it endlessly against enemies and not even need to use normal light/power attacks. If they were limited by magicka costs, then it would at least restrict usage until my magicka slowly regenerates, or force me to build magicka stats/equipment if I want to spam it more, at the cost of other stats/enchantments in order to maintain balance and not become overpowered.
In The Elder Scrolls, mana is a resource that's easily replenished—it regenerates automatically and can even be restored by waiting. This is why I'm skeptical about whether skills need to have a mana cost.
But you're right—some skills are worth being weakened.
If you weakened certain arts to not be completely better than using normal light/power attacks, then they would simply not be worth using at all, and if you didn't weaken them enough they would still be better than normal attacks and you'd have the same problem of only using arts in combat because everything else isn't worth it.
Meanwhile, adding magicka costs so that you can't solely rely on strong arts in combat (for example if storm fist cost 100 magicka I would only be able to use it once before waiting for my magicka to regen to be able to cast it again, or upgrade my magicka stat to use it multiple times in a row), relying on normal light/power attacks while waiting for magicka regen, would be a balanced approach in my opinion. And if a player wants to shorten the magicka "cooldown" then they would build for magicka regeneration enchantments, trading other enchantment slots to maintain balance. It would also balance weaker arts if they had a lower magicka cost than the stronger ones, because right now when I find an art that's a "skill beyond the reach of most" I typically mainly use it and never use the "regular" arts ever again.
The only problem would be that for arts that deal many hits, a weapon enchanted with absorb magicka would completely offset the cost, but that's the same problem with absorb stamina right now offsetting stamina costs for arts, I'm not sure how that could be balanced besides purposely not using it.
If what you're saying is that you can't interrupt its attacks, it's because some skills have resistance that makes them hard to interrupt.
For example, one-handed swords/dual-wield swords/sword with shield/sword with a dagger use different sets of war ashes
Now it doesn't figure if I use a one-handed sword with a shield or not, so I can't have two different sets of war ashes for a western style sword-shield knght and a eastern style katana samurai.
Never mind... It does not matter any whether I can get this through or not...