mortal enemy
Contains adjustments to NPC attack angles and unarmed range monster races. Requiem and AZ adjusted versions.
Screenshots 5 screenshots
About this mod Machine translation
Contains adjustments to NPC attack angles and unarmed range monster races. Requiem and AZ adjusted versions.
Requirements - Enemies of Death
Based on the original Requiem patch for Center 05 (see linked credits)
LE VERSION
So, what exactly does this do?
The most important aspect of this patch is changing the rotation of NPCs and PCs when attacking - meaning you and your enemies are no longer able to swing more than 100 degrees mid-way. You can still rotate a bit, but it requires more mouse movement. It's actually now possible to avoid attacks by moving backwards instead of backwards (see screenshot to see how the angle has been weakened).
While the above only affects weapons-wielding characters, non-human races will also undergo changes - namely being unarmed, with increased rotation speed and attack changes (improved attack/strike angles). What this means in practice is that, most notably, the angle at which wild animals can't reach you from a distance is slightly reduced. Also, changing races will be slower, I think - the thing is, the description in CK is weird - I'm assuming that if acceleration represents the time it takes for the character to reach full speed, then angular acceleration is also the time in seconds (so it's not a speed value) when turning. If that's the case, I think that's fine, since turning faster doesn't make much sense, especially with bigger monsters.
Does Requiem need a patch? Can't I just use the original mod?
It needs a patch because Requiem introduced additional costs for racial records (such as natural armor for wild animals, stealth/poison immunity perks, special resistances, etc.). If you hit the original mortal enemies on top of Requiem, you'll end up with weaker monsters. The only change that isn't directly conflicting is the movement restrictions when attacking and dragon enemies.
What didn't transfer from the original mod?
Changes in movement speed of players and NPCs when attacking and holding weapons. With it, you can take serious damage while swinging, which is bad. Keep in mind that by default, movement speed when attacking is reduced even if you don't use the mod. Nerfing it further would render perks like Vexing Flanker useless and make combat uninteresting. With just the rotation adjustments, combat works just as expected in Requiem (minus the targeted robot attacks, of course).
Additionally, I decided to respect the values that Requiem sometimes changes (such as the Bear's adjusted acceleration rate or the Skeleton and Draugr's unarmed range). Therefore, everything other than combat statistics such as base attributes, quality, or stagger values are removed from dead enemies. Namely: acceleration rate, unarmed range and attack angle.
compatibility
incompatible:
Changes to race records for non-human races (Wilds, Draugr, Dragon Priests, Autobots, spriggans, Elementals, Falmer, etc.)
Changes to NPC_Attacking_MT, NPC_PowerAttacking_MT, NPC_Attacking2H_MT
Load order
Requiem Edition - Just load after Requiem. I recommend putting it last before the SkyProc patch, as there may be some mods in your LO that you wouldn't question editing race records. If you're sure you're good, load in anywhere after Requiem.
AZ Tweaks version - Same as above but loaded with AZ tweaks.
You don't need the original mod, just use the esp file for this mod.
integral
Deadly Enemy - Center 05
my other ways
my skyrim font
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REQUIEM - MORTAL ENEMIES
Based on original Requiem patch by center05 (see credits for link)
LE VERSION
So, what does this exactly do?
The most important aspect of this patch is changing rotation of NPCs and PC when attacking - this means that no longer neither you nor your enemies can change direction mid-swing by 100+ degrees. You can still rotate a bit, but it needs more mouse movement. It's actually now possible to avoid attacks by moving in other direction than backwards (See screenshots to see how angles were n …
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.