Bite-Beast Fight
Enhance the threat posed by Skyrim's animals/monsters by attaching custom attack spells to their actions and through minor lore overhauls. Beast attacks are now able to produce multiple effects at once, such as bleed, critical, knockdown, and disarm.
Screenshots 4 screenshots
About this mod Machine translation
Enhance the threat posed by Skyrim's animals/monsters by attaching custom attack spells to their actions and through minor lore overhauls. Beast attacks are now able to produce multiple effects at once, such as bleed, critical, knockdown, and disarm.
summary
This mod is inspired by Amano and his philosophy. Animals and monsters should be fought differently from Tamriel's humanoid races. Specifically, their strength, power, and ferocity should give them an edge in melee combat.
Players can also use most of the effects included in Bite through the perk system. Animals cannot cause bleeding or critical hits in the same way as players or NPCs because they cannot use the associated perks. The bleed and critical hit perks require the player/actor to use a weapon, which requires the use of attack spells to replicate these effects.
This is the same strategy used by EtaYorius in the excellent mod SkyTEST. The only problem with SkyTEST's method is that the spell that applies the throwing force cannot cause bleeding or infectious disease, and vice versa. My solution was to create attack effects for each individual attack animation to achieve all of them at the same time, which also required creating a new system for how diseases work.
I've since added an optional plugin esp that makes Dragonborn more resistant to mob knockdown effects.
Attack the stars
Most creatures (including dwemer automata) now have special attack spells for their movement in their attack statistics. Here are 2 examples:
Wolf Forward Force Attack "Raid"
Blood draw: 1.5 damage/second, lasts 7 seconds
Knockdown: When the target's health reaches 40%, the knockdown ability is weak.
Infect: 2% chance to infect the target with Rockjoint.
Critical Hit: 20% chance to deal 3.75 additional damage.
Ice Soul Attack "Bite"
Ghost Bite: Ice damage 7/s, lasts 3 seconds.
Infect: 10% chance to infect target with Witbane or Wizard Fever
Blood draw: 1.7 points of damage per second, lasting 3 seconds.
Critical Hit: 20% chance of causing 20 extra points of damage.
Wolf attacks have a longer bleed duration than any predator in Skyrim. Put them around a target and they will quickly overwhelm them, however, they are also needed to deal maximum damage to downed targets. The Ice Ghost's original magical attacks have been merged into new attack spells, and are now able to infect victims with Witbane as stated in Heretane's book.
I haven't modified Gargoyle and Venomous Bite since version 1. These moves already have spell effects bound to them, but hopefully they'll be introduced in a future update.
I'll introduce the effects...
bleed
Creature damage per second and actual duration will vary. Animals that rely on bleeding in real life are better at it in the game, such as wolves and saber cats. The bleed damage from mammoth and cow gore is very effective on its own, but having a pack of wolves bite everyone at once will drain your health.
knock down
The impetus for making this mod was to make Skywild's knockdown effects more forgiving, yet more powerful. Most takedowns require the target to be below a certain health threshold. Among Skyrim's predators, only the Bear and Snow Bear's standing power attack can instantly knock down a target at full health. Knockdowns are divided into 4 levels: Push, Slam, Push and Launch.
Knock Down: Knocks the target into the ground. Most creatures have the ability to cause a severely injured opponent to fall if they use their own body weight. Health thresholds vary depending on the attacking creature. A sword-drawn man will only knock down humanoids at 20% health, while a snowy sword-cat will collapse at 80% health. You need to find a way to avoid power attacks in general.
Slam: Sends a few meters/feet towards the target. Strong ones like Netch and Centurions have the ability to run away from routine attacks, but Cows, Turkeys, and Trolls will run away from partial strength attacks. Still resistant to 90%-100% health.
Momentum: The power equivalent to …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.