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Combat solution book

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About This Mod

This is a battle update that should be somewhat vanilla + experience integrated with the Oblivion RPG system. My design philosophy is to make the fight more interesting and at the same time not to forget that it is an RPG, and therefore character traits and skills should matter. Fatigue has a higher basic regeneration rate, but it is reduced by the weight of armor, and attacks are more expensive. The effect of fatigue on damage is significantly reduced, but such actions as evasion, power attacks and jumps cannot be performed without the required amount. In addition, fatigue is not restored during attacks. Each of the three melee skills - Blade, Sharp, and Hand-To-Hand - has its own unlockable power attack effect and cannot have a common effect. Please note that NPC with the appropriate skill also get these effects! The blades are usually aimed at direct damage. For example, they have power attacks that bleed or cut off several enemies. Blunt weapons focus on crowd control and debaffing, using their weight for effects such as heavy stun or armor piercing. Strength hand-to-hand attacks are aimed at completing combo and give special effects when attacking enemies with low fatigue levels. Stagger The probability of a stagger no longer depends on the damage. Instead, it is calculated based on the type of weapon, the presence or absence of a power attack, and the agility of the target. Blocking targets can only be stunned by power attacks, and power attacks are very effective at stunning. Blocking is more effective at all skill levels, and the penalty for not having a shield is significantly reduced. The penalty for not having a shield is also significantly reduced. A simple time-based blocking system depending on the player is introduced; the delivered block (window - half a second) cancels all physical damage from a blow. Hit Vanilla's passive random hit was disabled for players and replaced with an active hit that can be used at any skill level. Bash expends a large amount of fatigue, but can reliably stagger, making him useful for intercepting attacks and spells, increasing distance, and penetrating defenses. Bash is enhanced by the advantage of the "Blocking" skill (Bash does not deal damage. This is an intentional solution to make it also useful to push the NPC off the road). NPCs retain a vanilla passive ability to strike chances if they have the necessary skills, as providing NPCs with an unresponsive optional strike ability proved annoying in Skyrim. The Vanilla Evasion Park, which became available with level 50 acrobatics, was improved. To make dodging and dodging more useful, the ability to pivot during enemy shelling has been significantly limited.ARMOUR Armor further reduces speed, and the rate of fatigue recovery also decreases. Armor ratings are no longer skill-dependent, but are fixed. Instead, the penalty is influenced by the skill the armor possesses: higher skills reduce the speed and rate of fatigue recovery for a given type of armor. Heavy armor penalties are reduced from the skill to a lesser extent than light armor penalties - heavy armor penalties are never fully withdrawn. Armor advantages are replaced by new effects, creating a stronger difference in the game style. Armor is limited to 75, which cannot be achieved without spells, enchantments, and abilities. Shield spells have also been modified to match these changes. Compatibility: Many mods like to change the game settings through startup scripts that can undo these changes. In general, avoid combat mods that interfere with the mechanics or settings of the game. Mods that alter an opponent’s AI are not a problem. Basic physical activity - don't use it. It conflicts with the penalties of fatigue armor.

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all (Combat Reshoveled-54863-1-1-1739711881.zip)