TheDriedFInger
Dark Souls Combat by TheDriedFinger. A real Dark Souls combat mod in my opinion :)! Hats off to TheDriedFinger, your mod is finally here! Read detailed instructions below
Screenshots 1 screenshots
About this mod Machine translation
Dark Souls Combat by TheDriedFinger. A real Dark Souls combat mod in my opinion :)! Hats off to TheDriedFinger, your mod is finally here! Read detailed instructions below
I told TheDriedFinger about his permission (he's in LL) and he said, "Absolutely no problem. Upload wherever you want. Good luck."
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This is TheDriedFinger's original description, all credit goes to him:
Before we begin, if you don't have at least a consistent 40 FPS, this mod isn't for you. A high frame rate is required to keep up with the scripting demands of this mod.
Dark Souls Combat is a mod for Skyrim designed to bring the core elements of the Souls series combat system (Souls series and gore) to Skyrim. Previous work has primarily focused on the digital aspects of the series' combat systems - such as stamina regeneration or damage - or was hampered by a lack of tools to manipulate the animation engine during development. Dark Souls Combat aims to focus on delivering new and obvious improvements in mechanics from the Soulsborne series that haven't been attempted or attempted with this depth. This mod is for third person combat.
Watch the video for reference.
Poise system
The entire mod is based on my Poise System mod (effectively, this mod makes the Poise System obsolete). The mod's balance system remains largely unchanged, with some minor improvements.
This mod's balance system is primarily based on the rules that govern Dark Souls' balance system, with some differences to better fit Skyrim's existing mechanics. Poise is calculated as the total weight of worn items, excluding shields and weapons (if equipped). When one is hit by an unblocked weapon, an unarmed attack, or an arrow or bolt, the Poise is damaged; magic does not disrupt the balance. By default, power attacks will do more damage than regular attacks. Weapons' balanced damage depends on their weight. These can all be configured in MCM.
Once an attack causes one's balance to reach 0, staggering occurs. Subsequent hits may result in a subsequent stagger - a stun. The maximum stunlock combination can also be configured. Over time, if one does not take a hit, the balance can be restored; the amount and update time are also configurable. The balancing feature can be disabled by setting the Balance Damage Multiplier option in the MCM to 0.
In addition to players, the balance system extends to other NPCs and also applies to creatures.
critical hit
If an actor is hit by a shield or weapon slam attack at the start of an attack, the actor will enter a parrying state represented by a knocked down animation. In this temporary state, on the next hit, the actor will be doubly damaged in bloody fashion. If hit in front of them, a counterattack animation will play. Counters are deadly; they can deal massive amounts of damage. Leveraging the power of Fore's new generation (FNIS) in Skimim, we can integrate killmove animations that don't automatically kill. This way it's possible to perform a counterattack animation that does massive damage to NPCs, but doesn't kill them outright. The damage caused is configurable in the MCM. It is calculated based on the performer's one- or two-handed skill, depending on the weapon used to counterattack. Although now disabled by default, this feature does not support counterattacks on creatures; they are automatically killed. Parries and ripostes can be performed by all NPCs.
The actor will also go into a knocked-out state in bloody fashion when he's hit in the back by a powerful …
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.