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Версия 1.0
Размер 8 MB
Описание мода для Skyrim
Мод перерабатывает боевую систему Скайрима на боевку из Dark Souls. Смотрим видео. При атаке больше передвигаться нельзя. Не работает с FNIS, лучше использовать Nemesis, ибо по словам автора, Nemesis в разы лучше FNIS и полностью работает с этим модом и входит даже в число требований.
Требования: Nemesis
Установка: стандартная
Источник: tes-game.com
Skyrim SE «Ultimate Combat — Улучшение боевой системы»
Мод для Skyrim Special Edition существенно изменяет боевую системы в игре, добавляет новые анимации, атаки, возможно и модели поведения ваших врагов. Модификация улучшает интеллект и взаимодействие врагов, а также добавляет 19 новых приемов людям, 6 — драуграм и скелетам, а также 3 для фалмеров, 4 для великанов и по 5 для драконьих жрецов и двемерских центурионов.
Особенности:
- НПЦ станут вести себя более естественно и умно. Будет отрегулирована численность врагов, а так же то, как они реагируют на вас или друг на друга.
- НПЦ будут пытаться увернуться от вашей атаки или блокировать ее.
- НПЦ будут пользоваться вашими ошибками во время боя, атакуя вас (то же самое будет если вы будете вести себя очень пассивно)
- НПЦ будут использовать специ. атаки которые значительно мощнее обычных, так же они могут вас оглушать.
- Если у НПЦ будет мало выносливости — они не смогут провести спец. атаку.
- Улучшены анимации атаки у НПЦ.
- Если НПЦ будут использовать одну и ту же спец. атаку друг за другом — после 3ей такой атаки вы получите иммунитет к оглушению, то же касается и ваших атак.
- Если вы Wowремя блокируете атаку НПЦ — вы не потеряете выносливости и жизни.
- НПЦ будут использовать спец. умение при боях друг с другом
- Медленная скорость движения при атаке одноручным оружием
- Блокировка станет более эффективной
- Блокировка использует выносливость
- Уменьшена зона досягаемости оружия ближнего боя
- Противники — люди могут восстанавливать себе здоровье
Установка: Поместите папку Data в папку с игрой
Использование с FNIS
Мод работает без FNIS, для совместимости проделайте следующее:
1. Скачайте FNIS Behavior V6_3 Add-on 2.1 (tktk1 and Centaur race) и установите его
2. Запустите Data tools GenerateFNIS_for_Users GenerateFNISforUsers.exe.
3. Выберите tktk1’s «TK Dodge / Ultimate Combat» в списке патчей.
4. Нажмите «Update FNIS Behavior».
5. Играйте
Использование с PCEA
1. Сделайте бекап «Meshesactorscharacterbehaviors1hm_behavior.hkt, magicbehavior.hkt» перед установкой патча.
2. Установите содержимое папки «Option — PCEA patch folder» из архива с модом.
Источник: www.playground.ru
Combat Gameplay Overhaul SE
CGO adds several features and fixes to combat and movement. It has responsive dodge rolls, procedural leaning, grip changing, mid-air combat, striking with staffs, dual-wielding two-handed weapons, 1st endorse this mod to thank DServant for all the hard work put into it.
Skyrim Как полностью переделать боевую систему в Скайриме 2022
Permissions and credits
Credits and distribution permission
- Other user’s assets All the assets in this file belong to the author, or are from free-to-use modder’s resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
- Turkish
- Spanish
- Russian
- Polish
- Mandarin
- Italian
- German
- French
Translations available on the Nexus
Turkish Author: kagitmiadam | Combat Gameplay Overhaul SE — Turkish Translation |
German Author: SkyHorizon | Combat Gameplay Overhaul SE — German |
Mandarin Author: syb888 | Combat Gameplay Overhaul Simplified Chinese Translation |
French Author: jihan02 | Combat Gameplay Overhaul SE — French version |
Polish Author: Lucivus Natteravn | Combat Gameplay Overhaul PL |
Russian Author: DServant | Combat Gameplay Overhaul SE — Russian translation (INCOMPLETE) |
Spanish Author: eslizon | Combat Gameplay Overhaul SE — Spanish Translation |
Italian Author: Jhon Silver | Combat Gameplay Overhaul SE — Traduzione Italiana |
Other Author: seikai15 | Combat Gameplay Overhaul SE Chinese Translation |
Changelogs
Version 1.1.0
- Added a dual-wield blocking hotkey to the MCM, allows blocking while dual-wielding, magic in left hand, and unarmed
- Added MCM toggles (Grip Notifications, NPC Grip Changing, NPC Dodging, Sweeping Hitboxes for 2H Grip)
- Added MCM toggle for unlocked power attack movement with separate settings for 1st Person, 3rd Person, and NPCs
- Improved leg animations for greatsword basic attacks while moving
- Dual-wield turning now uses your dual-wield pose on the upper body
- Player functionality is now re-added on game load, in case any abilities are dispelled
- Slight changes to the dodge animation
- Changed the dodge roll implementation from replacing an existing animation to adding a new animation, you can now use TK Dodge and CGO rolls together
- Sprinting attack speeds now change according to grip
- Left hand power attack speeds are now affected by 2H weapons and their speed change setting in the MCM
- Fixed 2H and LH animation skips (happened when you triggered a second swing or a power attack in the last 0.25 seconds of the first swing)
- Fixed footstep sounds while jumping
- Fixed doubled up footstep sounds when sprinting with certain weapon combinations (requires using the included 2hm_sprintforward, and 2hw_sprintforward animations)
- Fixed staggering occasionally cutting off the roll animation
- Fixed dual-wield attacks having different speed while swinging in 1H grip and 2H grip
- Fixed basic attacks while sprinting causing the legs to remain in sprint when you didn’t have the sprinting attack perk
- Fixed left hand not grabbing two-handed weapons for NPCs while moving or turning
- Fixed leaning not calculating correctly for backwards dodge rolls
- Fixed changing races reseting CGO’s animation variables (MCM settings) to default
- Fixed the camera rotation component of procedural leaning not functioning unless you had 360 Movement Behavior
- Fixed scripted dodge hotkey working while using furniture and crafting tables
- Fixed hotkeys set to the B button on a gamepad triggering improperly when exiting a menu
- Fixed sneak attack speed not being affected by grip
- Fixed dodges triggering incorrectly if you press the sneak key while holding a bow drawn and standing still
Version 1.0.1
- Fixed integration for 360 Movement Behavior (crashes and rotation issues)
Version 1.0.0
- Full Release Version
- Added a trial version for 360 Combat
- Removed grip changing sounds from NPCs
- Slightly spread the legs while performing basic attacks with two-handed weapons
- Increased the range on the NPC cloak
- Fixed NPC cloak showing up in the active effects window
- Fixed NPCs not attacking with two-handed weapons, NPCs can no longer use two-handed weapons with off-hand equipment
- Fixed NPCs getting stuck in a power attack if they haven’t performed a basic attack first
- Fixed NPCs punching with their left hand while wielding two-handed weapons
- Fixed movement speed for sneak movement while dual wielding spells
- Fixed left hand staffs skipping animations when wielding a two-handed weapon in the right hand
- Fixed jumping not animating on the legs when you have a crossbow drawn
- Fixed left hand attacks not playing on the upper body when jumping with magic in the right hand
- Fixed animation variables resetting when transforming from a vampire or werewolf back to human
- Fixed procedural leaning for backwards movement when using CGO with 360 Movement Behavior
- Fixed several papyrus errors in the NPC script
- Fixed dodge and grip change hotkeys triggering while in a menu
- Fixed jumping out of poses for poser mods (needs testing)
- Fixed weapons on back clipping into the body while jumping
Both straight donations and premium membership donations accepted
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- Dodge Rolls
- Procedural Leaning
- Smooth Grip Changing
- Striking with Staffs
- Mid-Air Combat
- Wield 2H Weapons w/ Spells, Weapons, Shields, Torches, or Dual-Wielded
- 2H Weapon Animations
- Reworked Attack Animation Blending
Dodge Rolls
The Player and NPCs can perform dodge rolls with and without weapons drawn
Dodge rolls have animations for 1st and 3rd person which work in 8 directions
Dodging uses modified sneak controls (dodge if moving, toggle sneak if stationary), which creates a no-lag input
NPCs will occasionally dodge attacks and may retreat with dodges when their health is low
There are MCM options to use a scripted hotkey, add i-frames, and remove stamina cost
Procedural Leaning
The Player and NPCs lean based on their acceleration and turning speed
Leaning is applied on top of your animations, it doesn’t replace them
Leaning is a continuous element without jarring transitions, making animation more cohesive
There are separate sliders to adjust first person and third person leaning in the MCM
Grip Changing
Wield striking weapons with one hand or two hand grips, switching with a hotkey
One hand grip is precise, two hand grip hits all enemies in a 180° arc
Skills switch along with the grip — affecting damage, perks, and where XP goes
Change grip during an attack combo to make custom combinations
Attack speed changes when changing grip, you can adjust the amount in the MCM
Mid-Air Combat
Attacks and spells work while mid-air, for first and third person
Directional jumping is slightly changed, rotation is now done procedurally
Weapon Animations
Greatswords (1st 3rd Person): Basic attacks, idle*, walks*, runs*, turning* and equip (* — when left hand is filled)
Swords/Daggers/Axes/Maces (3rd Person Only): Idle Animation
Reworked Attack Animation System
Basic attacks are generated differently with CGO, the system was changed prevent a glitch in the attack animations related to changing grip
Normally there are 9 attack animations (1 in-place, 4 walking, 4 running) for each attack, with CGO the directional animations are generated in the behaviors using the in-place attacks
The upper body uses the in-place attack animation, the lower body uses the movement animations, and a rotation is applied to the whole body
This may allow for more advanced attack systems in future updates, with different animations for each weapon type and perhaps some new weapon sub-types
Unlocked Movement For Attacks
Move freely during power attacks, sneak attacks, dual-wielding attacks, attacks while casting spells, and block bashes
Power attacks are selected based on your movement direction at the start of the attack
If you continue to move in the same direction, the animation plays on the whole body
If you move in another direction, it will continue on the upper body and the legs will move in that new direction
In first person, the animations are unaffected and you can move around without any changes to the animation
Other Features
— Added a second swing for left hand weapons, to match the right hand behavior
— Attack speed is boosted by 30% (non-stacking) while standing still — adjustable in the MCM
— Attacks have a 50% chance to glance off a block instead of bouncing back, letting you attack again
— First person camera noise adds movement to first person view — adjustable in the MCM
— Fixes the sneak movement bug, drawing or sheathing weapons doesn’t make you move faster
— Removed the strafe animations from the movement behaviors (runstraferight, runstrafeleft) due to redundancy
— Adds a blocking hotkey for dual-wielding, magic in left hand, and unarmed
— A 360° combat mode is included for basic attacks with vanilla races, it will be finished in future updates
Compatibility
Mods that contain behavior files (found in datameshesactorscharacterbehaviors or datameshesactorscharacter_1stpersonbehaviors) will conflict with CGO
If certain features are not working correctly, it’s most likely a conflict between CGO and another behavior mod
Nemesis is a tool that allows you to use multiple behavior mods together, there’s a patch included with CGO and instructions below
Modded staffs will not have sounds or hit particles, you can manually create a patch or use the zedit script (credit to cuyima) provided here
360 Combat requires changes to the vanilla races inside the esp. If you want to use this feature, you may need to create a patch with TES5Edit to fix a conflict with another esp file
Mods that change the directional attack animations (e.g. Every Attack Different) won’t work properly, since CGO disables those animations
FNIS is not compatible with CGO
IMPORTANT: Nemesis should be installed manually if you’re using Vortex mod manager
1. Download Nemesis Unlimited Behavior Engine SSE Beta (make sure it’s the SSE version)
2. Install Nemesis with your mod manager or manually extract the rar archive and place the «meshes», «Nemesis_Engine», and «scripts» folders inside your Data folder
3. Run «Nemesis Unlimited Behavior Engine.exe» through your mod manager or inside «Nemesis_Engine»
4. Click on «Update Engine» and let the patcher do it’s thing
5. Check off any mods you want to use
6. Click on «Launch Nemesis Behavior Engine» to generate merged behavior files
Tools Used
Источник: www.nexusmods.com