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Found 8 results

  1. Version 2.0.4

    258 downloads

    Ever wondered why the guards and other NPCs can use practice dummies to train on (even if it's not real) but you can't? Perhaps you want to boost your combat skills before heading out into the big bad world to make a name for yourself, but have been unable to do so. Maybe you just like sticking dummies with sharp objects because they don't bleed all over everything and make a big mess on that nice rug in your basement. Practice Dummies allows you to train your 1H and 2H combat skills, archery, and magic skills with frost, fire, and shock spells. You can do this up until skill level 30, after which you will gain no more insight from attacking the dummies. This is accomplished through the use of a simple script attached to combat dummy objects which are already present in the game but never used. Archery targets required the creation of a second object to replace the normal static target objects. Support for Falskaar and Wyrmstooth is included.
  2. Ever wondered why the guards and other NPCs can use practice dummies to train on (even if it's not real) but you can't? Perhaps you want to boost your combat skills before heading out into the big bad world to make a name for yourself, but have been unable to do so. Maybe you just like sticking dummies with sharp objects because they don't bleed all over everything and make a big mess on that nice rug in your basement. Practice Dummies allows you to train your 1H and 2H combat skills, archery, and magic skills with frost, fire, and shock spells. You can do this up until skill level 30, after which you will gain no more insight from attacking the dummies. This is accomplished through the use of a simple script attached to combat dummy objects which are already present in the game but never used. Archery targets required the creation of a second object to replace the normal static target objects. Support for Falskaar and Wyrmstooth is included. Download Locations AFK Mods Bethesda.net - PC Bethesda.net - XB1 Installation Requirements Skyrim Special Edition 1.5.73 or greater. Falskaar add-on requires Falskaar by Alexander J. Velicky Wyrmstooth add-on requires Wyrmstooth by Jonx0r. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Practice Dummies.esp and Practice Dummies.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Additionally, copy any of the extra plugins you want for your game and make sure they're in the proper load order. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Practice Dummies.esp and Practice Dummies.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT (https://loot.github.io/) should be used for optimal placement. Compatibility Will work with any mod that places the standard CombatDummy01, CombatDummy02, and CombatDummy03 objects instead of the PracticeDummy01, PracticeDummy02, and PracticeDummy03 objects. Archery targets will require a patch for any mod which places those since a script capable version of them does not exist in the vanilla assets. Credits dAb - For the initial help in getting this off the ground. We miss you bro! Hana - Playtesting and stuff. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  3. Happy Holidays and best wishes to you and your family's 1:30min of Electro Swing Music all mixed by DJ Sah Played & made by Sah
  4. Combat Skyrim Unleveled - I like the concepts that this mod applies to the game - armor is penalized for what type is worn. Arrows don't penetrate armor but bolts do. Swords don't penetrate heavy armor but are good against light and no armor. Maces are better against armored opponents. Also the unleveled versions of NPCs and locations give the new meaning to being ready for combat. No longer could my archetype Assassin sneak his way through Bleak Falls Barrow. I would have to buy training or go hunting to get my skills set to a point where I can complete Bleak Falls. Using EFF, I can bring some tank players and a few mages to help out. However, for Bleak Falls Barrow its where I meet the advanced enemies: My followers didn't scale with the mod, but I've added Special Edition Followers which gives all the followers a better combat package. So I might try this mod with SEF and see if my experience changes. High Level Enemies - Another combat mod that brings more enemies into the world at level 10 and has an option to scale all enemies to your level. It also makes some changes to the enemies combat abilities. In addition to more enemies, scaled level, there are a couple of add-on's that change the maximum caps for four spells so they can be useful later on and raise the maximum resistance cap to 90%. I'm curious if this would be a good addition to Skyrim Unleveled. Combat Evolved - Another great mod for combat AI changes. I believe this mod would be a good addition to the Skyrim Unleveled and I like this mod over Deadly Combat. Combined with Skyrim Unleveled and Vigor (no injuries) or Vigor SOT (injuries to players and NPCs). would give a good balance at the normal Adept level. Advanced Adversary Encounter - I like this mod for adding in the dangerous skill sets to some really nasty foes. I specifically like having the changes to certain foes such as Centurions who are not very vulnerable to cold spells. I've read the posts under Skyrim Unleveled and this is a must add to the combat list. Archery - Found this mod via searching NMM. It was created by a player who shoots bows in real life. I've always been a firm believer of realism - take a look at truecombatelite.com for a modern weapon game - and this mod adjusts the archery system in Skyrim. I'm looking forward to putting this mod to the test with Skyrim Unleveled. Wildcat and Smilodon - I have used both and I find them useful, but I'm a fan of Vigor since that mod only covers the combat buffs and debuffs with some NPC AI. It also has a much longer lasting effect on injuries and there is an alternative Vigor that adds injuries to NPC's. Vigor - I might use this mod without injuries as Skyrim Unleveled are going to have tougher enemies along with HLE adding 874 more to Skyrim at level 10. However, since I'm not changing the combat level and I'm not using the multiplier, it might be advantageous to use injuries as that makes the most sense for a complete immersion. I'm not a fan of penalizing the player's attack damage to gain a benefit of immersion or game play. I feel at a one-to-one ratio, the best way to be immersed is to make combat real: armor types, weapon types, and skilled combat should be far more important than increasing or reducing damage. For this reason, I've used the non-multiplier version of Skyrim Unleveled. I'll be posting an Armor mod and a Skill mod separately so I don't overwhelm this post. Please post advice, comments, and critiques. Thanks for reading.
  5. hello every one this is a combat related Video Thread if you have any combat you wish to show off please feel to post your char in action
  6. Version 1.50

    274 downloads

    An overhaul catering to roleplayers. Now also including the Shivering Isles! Get ready for a jolt to the system. Although only vanilla (default) resources were used, T.I.E. is a tiny overhaul that carries major impact on the way Oblivion is played. The gameplay is much tougher on hack and slash players while favoring stealth gamers in general - although with the release of 1.26 onwards, both Mages and Fighters can survive well in TIE too. How does TIE favor stealth gameplay? By having NPCs and creatures deal out far more damage, by raising sneak attack perks, and having real consequences for engaging in melee combat unprepared (for starters). High level loot and armor and weapons are also much rarer, far more TNRish NPCs now populate Cyrodiil (800 in this release), diseases are easier to catch, etc. You will also find most mid to high level shops (as well as many Imperial city homes) guarded by hired guards, so no more thieving to your heart's content and filling your loot bag. Now you have to actually WORK to be a good thief. You'll also come across secret entrances to all cities and castles. Some are underground, some require swimming, climbing, or jumping - or a combination of all three. You will see thieves making grabs for loot (and getting chased), deadly assassins, tomb raiders and morally ambiguous scavengers in wilderness areas as well as underneath the Imperial City sewer system - which is now interconnected via trapdoors, and grates. So have fun in the new Tamriel, but beware. More danger than you can conceive of lurks both on the surface and below. Only the prudent and vigilant will survive and thrive. Garrett would be proud. * TIE no longer caters exclusively to the stealth type gamer. Previous versions of TIE used to be tailor made for Thief types (RIP Looking Glass Studios), but Mages can now enjoy a greater thief-like environment blended in with the arcane. Fighters will also find their path in TIE - especially with the prolific use of shields and certain potions available from merchants and bartenders. * TIE features ONLY vanilla content. That means no resources found outside the Construction Set made their way into here. Custom scripts are fine as long as they're small, but visually speaking, everything you see and witness inside TIE comes directly from the game. This of course has a direct effect on the download size. As it currently stands, with more than 800 added TNR NPCs, and with a file size of just 5 megabytes, T.I.E. is a far smaller download than most other overhauls out there (with the exception of Adventurers). IMPORTANT: If you are using Better Cities 5.4.1 or higher, download "TIE For BC 541.7z". Version 5.4 and up of BC include the Blood & Mud mod and has a new wall configuration in Bruma as well. If you are sticking with a version of Better Cities which DOES NOT incorporate the Blood & Mud mod, download the file simply called "TIE.7z" instead.
  7. After finishing The Forgotten City Mod I exited the Forgotten Ruins and a Dragon flew past me and I have experienced a nonstop loop of the combat music since that moment. I have tried fast traveling, exiting and reentering the game, fighting and killing enemies. Nothing is working
  8. Version 1.2f

    370 downloads

    This mod will add perks to vanilla and DLC's followers accordingly with their original fight style and class - they will now level along with the player and will be able to heal themselves in combat (some more than others depending on their class and mana pool). I added some corrections on some inventories and default outfits, as well as some unique weapons and fighting styles (in the case of Serana). The mod have been tested by two different machines and with different gameplays. This mod is intended to bring up the glory and usefulness of the original Skyrim followers, thus removing the urgent necessity of installing new followers for the Endgame play. This mod also correct the gender animation for the edited npc's if starting a new savegame. I used the following list to make this mod. If you like any other npc altered or have any suggestion please leave your comment. AFK mods Release: This is version 1.2f Legendary - Install only if you have all DLC's active. Aditionally, if you don't have all DLCs, but only one or two of them, you can install the Skyrim-only file, then choose from the optional files the ones corresponding to the DLCs you have from Nexus. Requirements: - Official Skyrim 1.9.32.0 or higher. Mod Management and loading order: Endgame NPC Overhaul must always be placed after UFO (or similar multi-management follower mods files) and always before any follower cosmetic change mod. Example: - UFO - Ultimate Follower Overhaul.esp - UFO - Dragonborn AddOn.esp - Endgame NPC Overhaul.esp - ENPCO Dawnguard.esp - ENPCO Hearthfire.esp - ENPCO Dragonborn.esp - My Home Is Your Home.esp - Aela.esp - Bijin Warmaidens.esp - Serana.esp - Marriable Serana.esp - Marriable Serana HF.esp - ethereal_elven_overhaul.esp - and so on.esp I recommend you use LOOT to sort out your loading order. ---------------------------------------------------------------- About Saadia: If you manage to "bat follower" Saadia you can gain a beautiful and powerful Ally; it was quite a surprise when I saw her engaging enemies for the first time. If you choose to make her a follower, please complete her quest line first to avoid any possible quest line breaking. About Mirri Severin: If you manage to "bat follower" Mirri, please complete her quest line first to avoid any possible quest line breaking. About Serana: Serana is now the ultimate Vampire Killing machine. She has her original powers tweaked into some superior versions and she will dual wield with her unique swords. A must have in my opinion if you like Serana. I included a patch for Bijin customization users (version info in the file). The correct place for "Serana.esp" patch included in this release must follow the above loading order example. About Quests: As I said earlier "Endgame NPC Overhaul" have been tested by two different machines and with different gameplays, from the beginning, and all quests have been done without quest line breaking. Compatibilities: UFO; - Other similar multi-management follower mods haven't been tested so I cannot guarantee their compatibility; - Follower or NPC cosmetic changer mods might require patch on request; - Works better in a new Gameplay; - Compatible with current savegames but followers still have their default level cap unless you "prid" them and type "setlevel 1000 0 1 100"; - Other than that must be compatible with almost everything. Incompatibilities: - Mods that change, or allows you to change, vanilla followers' skills, perks, gear, inventory or combat-styles. If you try to use said mods with Endgame NPC Overhaul, you may not see the changes this mod applies to followers and I cannot guarantee their compatibility. Recommended mods: Unofficial Skyrim Patches UFO Credits and Thanks: Gweneal for her reliant betatesting. Bethesda for the amazing Game.

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