Combat SSE
A mod that fundamentally changes combat by adding the ability to resist weapon attacks, pain reactions to successful strikes, the ability to counterattack and exploit vulnerabilities.
Screenshots 1 screenshots
About this mod Machine translation
A mod that fundamentally changes combat by adding the ability to resist weapon attacks, pain reactions to successful strikes, the ability to counterattack and exploit vulnerabilities.
The original author says that anyone can use and modify his work, and that he is considered the original author of the work, as long as he does not sell it or collect donations.
Original author: Proksi
What makes this mod unique from other Commods?
-This is the only mod that can counterattack or hit the opponent's weapon, but this also depends on several factors, which you can read more about below.
NOTE: From here on, I've only copied the exact detailed description of the original mod from the Legendary Edition.
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Require:
Vanilla Skyrim: No DLC required
Skyrim Script Extender (SKSE)
MCM Menu: You must be using SkyUI 3.0 or higher to access the Mod Configuration menu, which allows editing options related to this mod.
Version 2.00: All content
I recommend starting a new game, or if installing on an existing save that has AC 1.56 installed, removing the old AC mod, then cleaning the save using a save game cleaner, and then installing the new version.
Some of the information in Brodual's videos is no longer current.
Action Combat is built around a simple premise that creates huge impact.
Weapon parry
pain response
exhausted
counterattack
vulnerability
Weapon Recruitment:
If the opponent strikes at the same time, the square is hit. There are two types of parry: offensive and defensive.
Attack: Hit the enemy first and their attack will be interrupted and they will take a small amount of damage.
Defensive: The player is hit first, his attack will be interrupted and he will take a small amount of damage
Damage taken is calculated as if blocked.
2.00 Additional features:
Recruiting a larger weapon with a smaller weapon will cause stamina damage depending on weapon size/type.
For example, parrying a warhammer with a dagger will cause a large amount of stamina damage to someone wielding a small arms weapon.
People holding small arms also take extra damage.
Stamina and damage to health can be configured in the MCM.
Power attacks also have more power than normal attacks when it comes to parrying, so I wouldn't try to parry if I were you.
Additionally, if your stamina hits zero due to weapon parry, there will be recoil. Please leave a comment on this effect!
Make other changes...
Parrying can now only occur between the player and the enemy, meaning that if two NPCs are fighting each other, they will not be able to parry each other's attacks. This is done to avoid having too many scripts causing many enemies to fight you at once. The only real downside is that the followers can't parry either, although I might change that in the future. All parry effects are now handled by one script, rather than one script for each enemy within range of the cloak.
Counterattack:
If an enemy is in the middle of an attack animation, the player can power attack them to initiate a counterattack. If the counterattack is successful, the attack will deal 2.5x damage.
If the enemy successfully counterattacks the player, they will deal 1.8x damage.
Pain response:
Regular attacks:
Regular attacks can trigger a brief staggering effect: the duration ranges from 0.2 seconds with a dagger to 0.7 seconds with a warhammer. The sedative system controls whether pain responses occur during regular attacks.
Powerful attack:
Regardless of whether the opponent blocks or parries defensively, a powerful attack applies the stagger effect regardless. Powerful attacks ignore balance. The size of the stagger depends on the type of weapon.
The vulnerability is triggered when players or NPCs are interleaved.
Vulnerabilities:
Surprisingly, all physical damage taken is increased by approximately 70%.
Balanced system:
Action Co …
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.