An SKSE-based (.dll file) re-write of my old-school "Dual Wield Parrying" mod. C++ instead of Papyrus should give better responsiveness. Also includes a fix for the long-standing "double attack bug".
Optional. Install if you can't block while unarmed.
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File credits
- Ersh for some addresses I took from Precision. - powerof3 for code I used as example for reading/writing .ini files.
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Changelogs
Version 1.7.0
Added option in .ini file to allow dual wield blocking while in dialogue.
Added optional second modifier key for the optional second main key.
Version 1.6.1
Maybe fix for modifier keys on gamepads?
Version 1.6.0
Added optional modifier key, which (if specified in the .ini file) must be held in addition to the parrying key being pressed.
Fixed a bug (for users who have their parry key set to be equal to the left-attack key, primarily for MCO users) where enchanted/poisoned weapons were recognised as spells.
Version 1.5.1
If the blocking button for my mod is set to be equal to the base game's blocking/left attack button, and you have a Spell or Staff equipped in the left hand, the button will allow you to cast as per usual.
Version 1.5.0
Will no longer process key input when the Player is in dialogue, or when inventory/system menus are opened for users with mods installed that stop such menus from pausing the game.
Version 1.4.0
Added optional support for a second keybinding in the .ini file. If you want to use a second keybinding in addition to the first one, add a line like this in the .ini file: "ParryKey2 = 1000000" (but with an appropriate keycode; the huge number 1000000 does not match any actual keycode)
Version 1.3.0
Fully fixed double-attack bug, instead of only mostly working around it.
Fixed issue where the player would bash instead of attack when clicking during transition from blocking to not-blocking.
There is no longer a slightly awkward/jittery at the end of the transition animation from bashing to blocking.
Significantly cleaner and more simple implementation behind the scenes in C++.
Removed the .esp file, since it is no longer necessary.
Version 1.2.0
Fixed key codes for mouse buttons.
Version 1.1.0
Fixed controller inputs
Dual Wield Parrying SKSE
Version 1.7.0 16 July 2023 Borgut1337
An SKSE-based (.dll file) re-write of my old-school "Dual Wield Parrying" mod. C++ instead of Papyrus should give better responsiveness. Also includes a fix for the long-standing "double attack bug".
(In)compatible Skyrim Versions - Skyrim version 1.5.97 is compatible (personally tested). - Skyrim versions 1.6.xxx should be compatible (not personally tested). - VR is probably technically compatible, but not recommended (I recommend using Dual Wield Block VR instead).
Description - Lets the player parry/block with a new key, even if they're holding a second weapon (or a spell or a staff) in their left hand. Or also if the player has nothing equipped (i.e., just fists). - The default key for this is "V". This key may be changed in the .ini file. There is no MCM. - No Papyrus scripts. All input detection is implemented in C++. - Includes a fix the long-standing "double attack bug", which seems to have affected all variants of Dual Wield Parrying mods across LE and SE since 2013. See details below.
The "double attack bug" is a rare and weird and difficult-to-reproduce bug, seemingly caused by (re)loading saved games while in combat / after dying. After appearing, the bug would appear to get baked into your saved game, but also possibly only show up in certain cells (not all cells). This bug supposedly affects my original LE version of the mod from 2013, but also all the different Dual Wield Parrying/Blocking mods currently available for SSE. The symptom of the bug is that, in first-person mode, the player still plays bash animations when attempting to bash, but the game registers these hits as non-bash hits (rather treating them as normal attacks or double normal attacks or power attacks, not sure which).
Older versions of this mod included a partial workaround for this bug, and as of version 1.3.0 it is fully fixed.
Installation Same as any other standard mod, recommend installing using a Mod Manager. Safe to install or uninstall mid-game.
(In)compatibilities - Valhalla: in Valhalla's MCM, go to the compatibility section, and indicate the key that you use for blocking with my mod. - No known incompatibilities.
Disclaimer - THIS MATERIAL IS NOT MADE, GUARANTEED OR SUPPORTED BY ZENIMAX OR ITS AFFILIATES. - ALL FILES IN THE DOWNLOAD ARE PROVIDED ''AS IS'' WITHOUT ANY WARRANTY OR GUARANTEE OF ANY KIND. IN NO EVENT CAN THE AUTHOR BE HELD RESPONSIBLE FOR ANY CLAIMS, WHETHER OR NOT THEY ARE RELATED TO THE DOWNLOAD.
Credits - Ersh for some addresses I took from Precision. - powerof3 for code I used as example for reading/writing .ini files. - Bethesda Game Studios for The Elder Scrolls V: Skyrim, and The Creation Kit