The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Wildcat - Combat of Skyrim
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Update: Sep 17, 2017 @ 10:38am

Update: Sep 17, 2017 @ 4:01am

Dynamic combat
- Effects are no longer applied to Tolfdir.

Game settings
- Reverted fMagicCasterSkillCostMult from 1 -> 0.5. (NPCs don't typically have cost reduction perks, so this multiplier acts as a replacement for those perks and setting it to 1 is not right.)

Update: Mar 19, 2017 @ 7:38am

Movement
- Removed slowed sideways/backwards movement when holding a spell.
- Removed reduced rotation speed when casting a spell.

Note: automatons, daedra and undead are deliberately immune to impact effects.

Update: Mar 19, 2017 @ 7:24am

[Incorrect entry created by Steam Workshop - no changes were made]

Update: Feb 3, 2017 @ 6:32pm

Difficulty
- Legendary: increased damage dealt from 0.5 -> 0.75.

Update: Feb 2, 2017 @ 12:00pm

Misc
- Damage reduction vs. massive targets no longer includes spell duration.
- Increased experience gain of combat skills.

MCM
- Updated some strings.

Realistic Damage Plugin
- Created. (Not available on Steam Workshop; see the Nexus.)

Update: Feb 2, 2017 @ 11:37am

A huge update to fix some controversial features (stagger lock, full body stagger, incapacitating injuries) and reach the same level of polish as Smilodon.

Note: if you made some customisations using the MCM, many of them have been reset.

Dynamic combat
- Redesigned the Dynamic Combat ability (upon updating, the mod will automatically remove the old ability and give you the new ability).

- Stamina costs reduced from 10/15/10 -> 5/10/5 (this is not retroactive, use the MCM or configuration power to change them).
- At zero Stamina, actors deal 35% less damage -> are slowed by 15%.
- Added Stamina cost when swimming (ported from Smilodon).
- Full body stagger is now DISABLED by default and must be enabled using the MCM or configuration power.
- Timed blocking now improves block by 15% -> 25%.

Injuries
- Stagger is now tied to injury chance instead of occurring all the time when crossing a Health threshold.
- Added toggle to switch from threshold injuries/stagger to rekt-o-meter (burst) injuries/stagger.
- Updated default settings: two Health thresholds (30% and 15%) and 30% chance to cause an injury.

- Arm injury: changed impact event to always unequip and never drop the weapon; no longer deals damage on attacks, but staggers 25% -> 33% of the time.
- Chest injury: changed impact event from draining 50% of current Health -> draining 50% of current Stamina.
- Head injury: changed impact event from elemental backlash -> draining 50% of current Magicka. (While neat, the elemental backlash scaled poorly with anything and the injury was mostly useless in terms of actually shutting down magic use.)
- Leg injury: changed impact event from variable slowdown -> knockdown. (This was a fairly heavy and fail deadly script.)
- Spine injury: changed impact event from paralysis -> draining 50% of current Health, changed lingering effect from knockdown -> stagger.

This gives each injury a more distinct identity, makes the impact effect match up with the lingering effect, and fixes some toxic cases (permanent knockdown, item loss) and scaling issues.

Magic
- Wards protect against trauma (but not against the lingering injury effect).
- The duration of injuries is reduced by 2 seconds per level of Restoration.

- Several items have been added to the mod, but are not yet available in the world. They will be added in a later update, or can be added with the console for fun:
--- Potion of Treat Injuries
--- Spell Tome: Treat Injuries
--- Spell Tome: Treat Other
--- Spell Tome: Transfer Injuries
--- Spell Tome: Agony's Embrace
--- Scroll of Treat Injuries
--- Scroll of Treat Other
The reason they have not been added yet is that many people do not use injuries and items added to levelled lists can't easily be removed from them.

Combat styles
- Updated a few combat styles.

Attacks of opportunity
- Added x10 critical strike against sitting or sleeping humanoids (ported from Smilodon).
- Added reduced damage and spell effectiveness against massive targets (ported from Smilodon).

Difficulty
- Modified difficulty settings (ported from Smilodon).
- This means Legendary difficulty is no longer the special "realistic" difficulty! Instead, there is now a Realistic Damage Patch. [NOT YET AVAILABLE IN PREVIEW.]

Game settings
- Increased maximum resistance/block from 75% -> 80%.
- Increased NPC casting cost from 50% -> 100%.
- Reduced Magicka and Stamina regeneration in combat from 100% -> 75% (ported from Smilodon).
- Slightly reduced enemy Health scaling with level.
- Improved weapon block multiplier from 0.15 -> 0.25.
- Increased armor value from 0.10 -> 0.125 (ported from Smilodon).
- Reduced the cost of bashes from 30 -> 15 (ported from Smilodon).
- Reduced the cost of power bashes from 50 -> 40 (ported from Smilodon).
- Modified several other game settings (ported from Smilodon).

MCM
- Redesigned the MCM to match the new features. (You may need to open it, stare at a broken MCM, then close it and wait a minute or so.)
- Added a configuration power to the SSE version.

Load screens
- Updated load screens to match other changes.

Update: Oct 31, 2016 @ 3:32pm

Mechanics
- Ability is now applied to the player after a delay.
- Using the configuration power resets abilities in case an upgrade broke them.

Lethality
- Reverted Legendary to x4/x4.

Update: Oct 31, 2016 @ 3:25pm

Misc
- Includes the upgrade fix from 5.08SSE.

Lethality
- Legendary difficulty: x4/x4 -> x3/x3.

Dynamic combat
- Injuries, full body stagger and threshold stagger are now disabled by default for new installs. Use the "Wildcat" configuration power to enable them.

Update: Oct 31, 2016 @ 3:17pm

Misc
- Now has a new Player Ability Quest, which should solve issues related to updating an existing save from 5.06. Make sure the old version with the different filename is actually uninstalled so you don't have two copies.