скайрим мод mortal enemies
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Mortal Enemies SE
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About this mod
Improves Skyrim’s combat by removing the aimbot-like attacks of creatures, and imposing movement limits on NPCs while they are attacking.
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Author’s instructions
File credits
taro8 for Attack Commitment, which was used to create this mod.
snaresNX for discovering creature values needed to create this mod.
Donation Points system
This mod is opted-in to receive Donation Points
Translations available on the Nexus
Both straight donations and premium membership donations accepted
CATCH ME LIVE @ https://www.twitch.tv/vandal05
GOOD GOD HES SIGNALING THE ELBOW
I THINK HES GONNA DO IT FOLKS
OFF THE TURNBUCKLE
MORTAL ENEMIES SE
Whats wrong with vanilla combat?
1. Vanilla monsters have a really fast turn rate, which isn’t a problem until you are right next to them and they’re so fast they never miss.
2. Vanilla monsters also have a huge attack cone that will hit you even if you somehow managed to dodge the actual animation of the hit.
Whats the use of moving around if your enemy will always hit you if you’re in range? Melee combat is reduced to trading hits and the only mitigation you have is blocking.
BORING. Mortal Enemies fixes this.
How is does M.E. fix this?
1. M.E. tunes the turn rate for every creature in the game so they are not perfect aimbots in melee.
2. M.E. tunes every single attack cone on every attack creatures can do in game to match their animation more closely. Draugr stabs/chops have narrow cones, wide sweeps have bigger ones but all are smaller than vanilla. Wolfs can miss their leaps at you. Bears are slow but have big reach and wide cones. Giants are cumbersome.
You will need to be precise with your attacks to win!
4. There are also some movement changes for combat.
While Blocking you are faster than vanilla.
With a 1H/2H drawn you are slower than vanilla.
Recommended Mods
SMILODON
TKDODGE(when its released)
What is next?
Currently testing the next big step for Mortal Enemies that will normalize all attack cones from all humanoid races. Vanilla Skyrim has huge discrepancies between humanoid races that make no sense, the attack cones will also be closer to the combat animations. This will also allow me to relax attack rotation restrictions so the effect becomes more subtle but just as effective as previous iterations.
Additional Info
If you have a preferred attack commit setting you can load it after M.E.
Load this mod after any mods that modify creature/npc stats.
Please request a compatability patch in discussion tab for your favorite mods that you want supported but are in conflict.
Thank you for checking this mod out!
Suggestions, compatability requests, comments welcomed in discussion tab.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
Improves Skyrim’s combat by removing the ultra-precise aimbot attacks of Creatures, and imposing movement limits on Humanoid NPCs while they are attacking!
DLC requirements
Mods requiring this file
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
taro8 for Attack Commitment, which was used to create this mod.
snaresNX for discovering creature values needed to create this mod.
Donation Points system
This mod is opted-in to receive Donation Points
Translations available on the Nexus
Both straight donations and premium membership donations accepted
READ THIS: If you want to use the SIC patch, you can use SIC patch 1.3 + Mortal Enemies 1.4 together without a problem!
SSE Version is up @ http://www.nexusmods.com/skyrimspecialedition/mods/4881/?
Version 1.3 is available now!
Tips for v1.3
— Enemies generally have wider attack cones than v1.2
— Enemies generally are slower than v1.2
— Werebeasts of all types are brutally dangerous
— Wild Animals are dangerous up close
— Enemies with 2 handed weapons have wide swing arcs, side dodging is less effective against them. Get in, hit, and get out quickly
— Enemies with 1 handed weapons have narrower swing arcs, side dodging and up close brawling are effective against them
— Stab and chop attacks have narrower hit cones than lateral slashes do (Weapon using creatures like Draugr follow this rule)
— Have fun and remember to give feedback here!
Version 1.0 of Skyrim Immersive Creatures Patch is now available!
-Ever tried to dodge a draugr’s attack in vanilla Skyrim?
Sorry. it won’t work, he will track you with 100% accuracy. This is why tkDodge needs invincible frames. Until now, atleast, thanks to snaresNX digging in to creature data and finding some important values for combat!
This mod removes that annoying ultra accurate tracking on all creatures (even the DLCs)!
— Ever feel like bandits just can’t miss in melee?
They can’t miss. Unless you use Taro8’s awesome Attack Commitment mod!
Attack Commitment has been merged into this mod to effectively cover all enemies in game!
1. The way most creatures work in Skyrim is they all have 250ms to get up to top rotational speed. This is really, really quick and is the reason they can track you all the way through a power attack (or any attack). What this mod does is tune that acceleration rate for every creature in the game, as well as decreases and tunes the size of their melee hit cones for all attacks. Wild animals such as sabre cats, wolves, and bears are still very dangerous BUT they are not perfect aimbots anymore. Draugr are still capable warriors, but without perfect tracking during all attacks. Every different creature has been tuned by testing each type individually until I was having fun trying to dodge the different attacks. Creatures have flavor now, they aren’t all the same!
2. Attack Commitment has been merged into this mod with some minor changes. Normal swings from both 1H and 2H weapons are a little bit quicker and allow more movement than in Attack Commit, however Power Attacks remain unchanged from Attack Commit. This mod locks the player or npc into a small degree of movement when during an attack animation, instead of being able to track a target during a swing with 100% accuracy.
-Compatability
READ THIS: The plugin should be put below Ultimate Combat.esp or otherwise the attack commitment does not work.
If you use DRAGON COMBAT OVERHAUL put it AFTER this mod or some of DCOs features wont take effect.
Put after mods that modify combat attack speed and creature attack stats
— Compatible with Skyrim Immersive Creatures with the SIC patch in the optional files
— Compatible with Combat Evolved
— Should be compatible with everything else
-Installation/Uninstalling
Place Mortal Enemies V1.0.esp into your Data Folder
Any mod that reduces Vanilla melee range for the PC!
— a patch for the Requiem mod
— a final small pass that will increase the effects of the mod while keeping the difficulty balanced,
after that will come a major overhaul of this mod that will attempt to tune every type of attack even further within every creature class. The focus of this overhaul will be to match attack animations with accurate cones of fire, swing angles, and make the underlying combat system mirror what the game is showing the player visually.
— Vanilla Only version
— Alternate versions with faster Attack Commit speed tweaks for the player
— No Movement Changes version with no changes to weapons draw/blocking movement speeds to be compatible with your favorite movement tweak mods.
— Better Dragon tuning
— Slight tuning to differentiate overlapping classes (snowy sabre cats will be different than regular sabrecats, but not by a whole lot). Currently they have the same exact statistics, as do all undead/draugr.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
Mortal Enemies SE
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
Improves Skyrim’s combat by removing the aimbot-like attacks of creatures, and imposing movement limits on NPCs while they are attacking.
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Author’s instructions
File credits
taro8 for Attack Commitment, which was used to create this mod.
snaresNX for discovering creature values needed to create this mod.
Donation Points system
This mod is opted-in to receive Donation Points
Translations available on the Nexus
Both straight donations and premium membership donations accepted
CATCH ME LIVE @ https://www.twitch.tv/vandal05
GOOD GOD HES SIGNALING THE ELBOW
I THINK HES GONNA DO IT FOLKS
OFF THE TURNBUCKLE
MORTAL ENEMIES SE
Whats wrong with vanilla combat?
1. Vanilla monsters have a really fast turn rate, which isn’t a problem until you are right next to them and they’re so fast they never miss.
2. Vanilla monsters also have a huge attack cone that will hit you even if you somehow managed to dodge the actual animation of the hit.
Whats the use of moving around if your enemy will always hit you if you’re in range? Melee combat is reduced to trading hits and the only mitigation you have is blocking.
BORING. Mortal Enemies fixes this.
How is does M.E. fix this?
1. M.E. tunes the turn rate for every creature in the game so they are not perfect aimbots in melee.
2. M.E. tunes every single attack cone on every attack creatures can do in game to match their animation more closely. Draugr stabs/chops have narrow cones, wide sweeps have bigger ones but all are smaller than vanilla. Wolfs can miss their leaps at you. Bears are slow but have big reach and wide cones. Giants are cumbersome.
You will need to be precise with your attacks to win!
4. There are also some movement changes for combat.
While Blocking you are faster than vanilla.
With a 1H/2H drawn you are slower than vanilla.
Recommended Mods
SMILODON
TKDODGE(when its released)
What is next?
Currently testing the next big step for Mortal Enemies that will normalize all attack cones from all humanoid races. Vanilla Skyrim has huge discrepancies between humanoid races that make no sense, the attack cones will also be closer to the combat animations. This will also allow me to relax attack rotation restrictions so the effect becomes more subtle but just as effective as previous iterations.
Additional Info
If you have a preferred attack commit setting you can load it after M.E.
Load this mod after any mods that modify creature/npc stats.
Please request a compatability patch in discussion tab for your favorite mods that you want supported but are in conflict.
Thank you for checking this mod out!
Suggestions, compatability requests, comments welcomed in discussion tab.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
Mortal Enemies SE RU
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
Улучшает бой в Скайриме, Теперь при замахе врага поворот не возможен и его можно обойти.
Credits and distribution permission
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 not opted-in to receive Donation Points
ПОЙМАТЬ МЕНЯ В ОНЛАЙНЕ @ https://www.twitch.tv/vandal05
ДОБРЫЙ БОГ, ОН СИГНАЛИЗИРУЕТ ЛОКТЕМ
Я ДУМАЮ, ОН СОБИРАЕТСЯ СДЕЛАТЬ ЭТО НАРОД
ОТ ПОВОРОТА
Mortal Enemies SE
Что такое смертельные враги?
Этот мод лишает всех врагов возможности отслеживать игрока со 100% точностью во время боя. Рукопашный бой больше не о том, кто может нанести больше ударов, а о расстоянии, реакции, тактике и позиционировании.
Что не так с ванильным боем?
1. Ванильные монстры имеют очень высокую скорость поворота, что не проблема, пока вы не окажетесь рядом с ними, и они настолько быстрые, что никогда не промахнутся.
2. Ванильные монстры также имеют огромный конус атаки, который поразит вас, даже если вам каким-то образом удалось уклониться от реальной анимации удара.
Как МЕ исправит это?
1. ME настраивает скорость поворота для всех существ в игре, чтобы они не были идеальными прицельными ботами в ближнем бою.
4. Также есть некоторые изменения движения для боя.
Во время блокировки вы быстрее, чем в ваниле.
С высунутыми 1H / 2H вы медленнее, чем в ваниле.
Что дальше?
В настоящее время тестируется следующий большой шаг для Mortal Enemies, который нормализует все конусы атаки всех гуманоидных рас. В Vanilla Skyrim есть огромные несоответствия между гуманоидными расами, которые не имеют смысла, конусы атаки также будут ближе к боевым анимациям. Это также позволит мне ослабить ограничения вращения атаки, чтобы эффект стал более тонким, но таким же эффективным, как и предыдущие итерации.
Дополнительная информация
Если у вас есть предпочтительный параметр фиксации атаки, вы можете загрузить его после ME
Загружайте этот мод после любых модов, которые изменяют характеристики существ / NPC.
Запросите исправление совместимости на вкладке обсуждения для ваших любимых модов, которые вы хотите поддерживать, но конфликтуют.
Спасибо, что посмотрели этот мод!
Предложения, запросы на совместимость, комментарии приветствуются во вкладке обсуждения.
Скоро обновление, пока только начальная загрузка SE. До скорой встречи.
Отправляйте запросы в обсуждение.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
Mortal Enemies SE RU
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
Улучшает бой в Скайриме, Теперь при замахе врага поворот не возможен и его можно обойти.
Credits and distribution permission
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 not opted-in to receive Donation Points
ПОЙМАТЬ МЕНЯ В ОНЛАЙНЕ @ https://www.twitch.tv/vandal05
ДОБРЫЙ БОГ, ОН СИГНАЛИЗИРУЕТ ЛОКТЕМ
Я ДУМАЮ, ОН СОБИРАЕТСЯ СДЕЛАТЬ ЭТО НАРОД
ОТ ПОВОРОТА
Mortal Enemies SE
Что такое смертельные враги?
Этот мод лишает всех врагов возможности отслеживать игрока со 100% точностью во время боя. Рукопашный бой больше не о том, кто может нанести больше ударов, а о расстоянии, реакции, тактике и позиционировании.
Что не так с ванильным боем?
1. Ванильные монстры имеют очень высокую скорость поворота, что не проблема, пока вы не окажетесь рядом с ними, и они настолько быстрые, что никогда не промахнутся.
2. Ванильные монстры также имеют огромный конус атаки, который поразит вас, даже если вам каким-то образом удалось уклониться от реальной анимации удара.
Как МЕ исправит это?
1. ME настраивает скорость поворота для всех существ в игре, чтобы они не были идеальными прицельными ботами в ближнем бою.
4. Также есть некоторые изменения движения для боя.
Во время блокировки вы быстрее, чем в ваниле.
С высунутыми 1H / 2H вы медленнее, чем в ваниле.
Что дальше?
В настоящее время тестируется следующий большой шаг для Mortal Enemies, который нормализует все конусы атаки всех гуманоидных рас. В Vanilla Skyrim есть огромные несоответствия между гуманоидными расами, которые не имеют смысла, конусы атаки также будут ближе к боевым анимациям. Это также позволит мне ослабить ограничения вращения атаки, чтобы эффект стал более тонким, но таким же эффективным, как и предыдущие итерации.
Дополнительная информация
Если у вас есть предпочтительный параметр фиксации атаки, вы можете загрузить его после ME
Загружайте этот мод после любых модов, которые изменяют характеристики существ / NPC.
Запросите исправление совместимости на вкладке обсуждения для ваших любимых модов, которые вы хотите поддерживать, но конфликтуют.
Спасибо, что посмотрели этот мод!
Предложения, запросы на совместимость, комментарии приветствуются во вкладке обсуждения.
Скоро обновление, пока только начальная загрузка SE. До скорой встречи.
Отправляйте запросы в обсуждение.