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 just found out the issue, I think. I don't have the EldenSkyrim_RimSkills.esp downloaded anywhere at all. I'm getting a missing masters notification and no matter how many times I try to redownload your mod I can't seem to get that esp. It'll appear for like a second while Vortex downloads it, and then the .esp will disappear. I need help.
I just found out the issue, I think. I don't have the EldenSkyrim_RimSkills.esp downloaded anywhere at all. I'm getting a missing masters notification and no matter how many times I try to redownload your mod I can't seem to get that esp. It'll appear for like a second while Vortex downloads it, and then the .esp will disappear. I need help.
I love this mod, and it adds a whole new level of aggression in my gameplay I never thought was possible in skyrim. But I can't seem to wrap my tiny little head about how to discover new skills. I never spawned in with the elden rim- meditation spell, only Rebreath. When I press the power/shout button with Rebreath activated it doesn't open up a menu or anything either, like I see in youtube videos. Am I doing something wrong?
Where is 5-EldenMcoScripts file? The mod manager says there is new update but I need to download it manually, yet there is no file like that in FILES section.
I have a problem with the update Player keeps using default ash of war even tho i added a different skill. If i spam the ash of war a lot of times, sometimes it plays the correct animation. I'm using BFCO with all requirements and correct load order. Never had this problem with all the previous versions.
Edit: The Ash of war power works fine and playing correct animation, the items ash of war dex,for,str etc.. have the above issue.
You can try dropping the item, making a new one, or creating a new save file to test. As far as I know for now, when your frame rate is too low, this problem will occur.
When your proficiency exceeds 20, you can coalesce qi at the start of a battle. When you have qi, there will be no cooldown when using the Ashes of War.
3392 comments
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
Player keeps using default ash of war even tho i added a different skill.
If i spam the ash of war a lot of times, sometimes it plays the correct animation.
I'm using BFCO with all requirements and correct load order.
Never had this problem with all the previous versions.
Edit: The Ash of war power works fine and playing correct animation, the items ash of war dex,for,str etc.. have the above issue.