Jump to content

Search the Community

Showing results for tags 'attack'.

  1. I was wondering if there was any possibility for a move and/or weapon that functions similar to False Swipe in Pokemon, that would leave a Pal at 1 HP even if you keep attacking it with the same move or weapon? Just to make it easier to catch things, like how I always used the move in Pokemon. I wouldn't want the effect on all moves or weapons, since that would make catching the only way to resolve combat aside from running scared (my usual strategy works great sometimes), but as an option it would be lovely
  2. The last couple of settlement attacks seem to not progress properly. I get a warning that a settlement is under attack. I go there. There may or may not be anyone in sight, but I can find enemies lurking. And then nothing. I can spend all day - real life all day - at the settlement and nothing further happens. Yet when I fast travel away, I get the news that the settlement suffered damage in the attack. Has this happened to others and is there a fix? I'm level 51 in case that matters. Will post LO if you think it's mod related and not vanilla related. I have no mods that change attacks, but I have the better warnings mod.
  3. Realism VS Difficulty? For roleplaying purposes? Realism everytime. So how come I can't one-hit-kill NPCs that are just wearing clothing? Or even still, how come I can't one-hit-kill unaware NPCs at all? It would be much more realistic in my opinion for you to be able to OHK anyone so long as they are not in combat against you as you would be in casual conversation, then suddenly they'd find a sword in their stomach or an axe in their neck :ninja: So that's my mod request from all you talented mod makers, maybe it's cheat-y, but I'd like a mod where you can one-hit-kill unaware or under-protected NPCs. Please and thank you! :happy:
  4. It's been 8 years since the game is out and i don't know why a mod that lets you attack using melee weapons while in air/jumping hasn't been made, it's weird that you could do it in fo3/nv but can't in 4.
  5. Does any one know if it is easy to make a mod that only allows an enemy to do a certain type of attack, for example, having stormtroopers be only allowed to melee and not use any other weapon? What about modding for Cal? I want his character to not default face the enemy if he gets hit from behind. Or are these mods more involved? I tried looking through the defaulengine.ini file but don't know how to read it. would making these specific mods just require knowing how to edit the engine.ini file and generating a .pak file from it?
  6. Hey guys, how are ya? Been having a bit of a problem with Skyrim these days. I was more than a week away from my 300+ hour save because of work and after all that time I couldn't wait to load my game and go though a whole night of playing. Then I've noticed a problem: all of a sudden ALL NPCs simply don't attack me. They don't turn aggressive at all (the combat alarm doesn't start). All of their "getav aggression" values were over 1, which means aggressive. Still, they wouldn't attack, even if I attacked every one of them until they died. Tried using tdetect, tcai, recycle, resurrect, etc. Nothing works. The problem happens even if I start a new game. Can someone help, please? I have a loooooooong load order, and my game runs ok (no playthrough crashing after 30 minutes). Load order:
  7. Is it possible to let dogmeat do finisher moves right at the beginning of the battle, no matter if he kills the enemy? I haven't found any script or creation kit reference to manipulate this. Does anyone know how to do it?
  8. There's this glitch I've had where when I raise my shield or block with my weapon and then try to attack after letting go of RMB, (i.e. to counterattack after blocking) my character will do some bash/sort of no effort bash. I've had this bug for a while now and always figured it was just a bug in the vanilla game, but recently it's been really bothering me and I decided to load up the vanilla game to see if it was. But turns out I can attack as soon as I let go of RMB. I'm guessing this is caused by Ultimate Combat or Action Combat since I have had those for quite a long time. Help would be fantastic. I also had a look at this kind of old thread: http://steamcommunity.com/app/72850/discussions/0/535150948599911190/ It could be of some help. (as in removing old outdated mods) Help would be fantastic. My load order: Skyrim.esm Update.esm Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp HearthFires.esm Unofficial Hearthfire Patch.esp Dragonborn.esm Unofficial Dragonborn Patch.esp Wyrmstooth.esp JSwords.esm Omegared99-Compilation.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp Unofficial High Resolution Patch.esp AmazingFollowerTweaks.esp Convenient Horses.esp SkyUI.esp Dual Wield Parrying_SKSE.esp AOS.esp Combat Evolved.esp Immersive Sounds - Compendium.esp dD - Enhanced Blood Main.esp Wintermyst - Enchantments of Skyrim.esp dD-Dragonborn-Dawnguard-EBT Patch.esp faster vanilla horses.esp Guard Dialogue Overhaul.esp 3DNPC.esp Purity.esp MoreBanditCamps(Explorer'sEdition).esp Artifact Disenchanting.esp Action Combat.esp Enchanting Freedom.esp ethereal_elven_overhaul.esp OBIS.esp Scarcity - Less Loot Mod.esp Dark Light Templates.esp Hothtrooper44_ArmorCompilation.esp Immersive Weapons.esp aMidianborn_Skyforge_Weapons.esp KamiTH.esp BFT Ships and Carriages.esp Rayg_AshstormNoSnow.esp UniqueWeaponsRedone.esp Unique Uniques.esp Darker Nights_10bl.esp WarmongerArmory_Vanilla.esp WarmongerArmory_DLC.esp Lore Weapon Expansion.esp WarmongerArmory_LeveledList.esp High Level Enemies.esp Cloaks.esp ktxcompleteskyforge.esp SMIM-Merged-All.esp Skyrim Shadow Striping Fix.esp JSwordsDistributionBalancePlugin.esp getSnowy.esp Footprints.esp Lightweight Potions and Poisons.esp Radiant and Unique Potions Poisons and BOOZE.esp Immersive Potions.esp iHUD.esp OBISDB.esp IHSS.esp JSwords_Load_Screens.esp AHZmoreHUD.esp NameYourHorse.esp craftingstuff.esp Omegared99-WeaponSets.esp Standard-15Percent.esp RaceMenu.esp RaceMenuPlugin.esp Random Alternate Start.esp RAS - Riverwood CharGen.esp Scarcity - 4x Merchant Item Rarity.esp Scarcity - 6x Loot Rarity.esp SFO - Dragonborn.esp Skyrim Flora Overhaul.esp Slightly Reduced Distance NPC Greetings.esp SmartCast_1_0.esp Supreme Fog.esp TCOSS.esp The Dance of Death - Ultimate Edition.esp TKDodge.esp WeaponRangeFix.esp UltimateCombat.esp attack commitment movement speed fluid 3.esp Mortal Enemies.esp unreadbooksglow.esp ValuablePelts.esp VHVP.esp Chesko_WearableLantern.esp Bandit Patrols.esp DSerArcheryGameplayOverhaul.esp Mehrune's Razor Power.esp Artifact Disenchanting - Dawnguard.esp Equipping Overhaul.esp Artifact Disenchanting - Dragonborn.esp Ordinator - Perks of Skyrim.esp FormsEdit.esp SkyTweak.esp Customizable Camera.esp BDYEB.esp Bucklers Only.esp Insanity's Shields.esp High Level Enemies - Dawnguard.esp High Level Enemies - Dragonborn.esp KTAAncientShroudedArmor.esp AOS2_EBT Patch.esp AOS2_GDO Patch.esp AOS2_Purity Patch.esp General Sam Final.esp KK_Lola_companion_wolfdog.esp ISCompendium AOS Patch.esp ISCompendium Enhanced Blood Patch.esp Cloaks - Dawnguard.esp Hothtrooper44_Armor_Ecksstra.esp Bashed Patch, 0.esp EzEMapSolstheim.esp EzEWorldMap.esp Also mod list because load order might have obscure things that aren't recognizable: +Bashed Patch Envir +Cloaks of Skyrim 1-2 Dawnguard +Alternate Ancient Shrouded Armor +B-D-Y-E-B Shield Mod +-Remove 3D Map Camera Limits- +Insanitys Shields +Real Bows +EzE's Artifact Disenchanting +Ordinator - Perks of Skyrim +Archery Gameplay Overhaul +TK Dodge +Combat Behavior Improved +Ultimate Combat +The Dance of Death 4-0 Beta - Ultimate Edition +Action Combat +Immersive Sounds - Compendium +Audio Overhaul for Skyrim 2 +Enhanced Blood Textures +Mortal Enemies - De-aimbot Your Foes +Attack Commitment +YY Anim Replacer - Natural Jump +First person sword on back animation and sound +Skyrim Weapon Positioning +YY Anim Replacer - Mystic Knight +Enhanced Animation +Young Female Face Texture +Wyrmstooth +Wintermyst - Enchantments of Skyrim +Wearable Lanterns 3 0b +Warmonger Armory Leveled List +Warmonger Armory DLC +Warmonger Armory Main +Vanilla Hair Variety Plus +ValuablePeltsV2 +Unread Books Glow +Unique Uniques +Unique Weapons Redone +True Wolves of Skyrim - 1k +Treehouse British English Version +The Chronicles of Steel - Skyrim +Supreme and Volumetric Fog +Static Mesh Improvement Mod Update +Static Mesh Improvement Mod +Smart Cast +Slightly Reduced Distance NPC Greetings +SkyTweak +A Quality World Map and Solstheim Map - With Roads +AOF Detailed Mountains +Skyrim Shadow Striping Fix +Skyrim Flora Overhaul Update +Skyrim Flora Overhaul +Skyrim -Community- Uncapper +SKSE +Skeletons of Daggerfall +Scarcity - Less Loot Mod +RUSTIC CHILDREN +Random Alternate Start +Radiant and Unique Potions and Poisons HD +RaceMenu +Purity +Pseudo Parry Animation +Omegared99 - Armor Compilation +OBIS +noboringsleepwaitmenu +No Weight For Crafting Stuff +Name Your Horse +moreHUD +More Bandit Camps Explorers Edition +Mike Foxs Darker Dungeons +Melee Weapon Range Fix +Lore Weapon Expansion Blade Of Woe +Lore Weapon Expansion +Lightweight Potions and Poisons +JaySuS Swords Compatibility Patch +JaySuS Swords V13C to V13D Update +JaySuS Swords +Insanitys Ebony Sword Replacer +Improved Horse step Sounds v2 +Immersive Weapons +Immersive Potions +Immersive NPCs +Immersive HUD +High Level Enemies NO FALSKAAR +Hidden Traps +Guard Dialogue Overhaul +Get Snowy V4 +General Sam Follower 2.2 +Fuz Ro Doh +Footprints v1 00 - Legendary +Fine Face Textures for Men +Faster Vanilla Horses +Ethereal Elven Overhaul +Equipping Overhaul +Enhanced Camera +SkyUI +Enchanting Freedom +Elven Weapons for Silence +Dual Wield Improved Animation +Dual Wield Parrying +Dragon Animation Replacer +Darker Nights Bl10 +Customizable Camera +Convenient Horses +Complete Skyforge +Combat Evolved +Cloaks of Skyrim 1-2 +Cell Stabilizer +Bucklers Complete - Bucklers Only +AshstormNoSnow +aMidianBorn Textures For Immersive Armors and Lore-Friendly Armor Pack +Immersive Armors +aMidianBorn Book of Silence - Weapons +LeanWolf's Better Shaped Weapons - All in One Installer +aMidianBorn Book of Silence - Unique Items +Mehrunes Razor -Improved- +aMidianBorn Book of Silence - Dragonborn DLC +aMidianBorn Book of Silence - Armors +Better Fast Travel - LOOSE FILES +Amazing Follower Tweaks +Unofficial High Resolution Patch *Unmanaged: HighResTexturePack03 *Unmanaged: HighResTexturePack02 *Unmanaged: HighResTexturePack01 +Unofficial Dragonborn Patch +Dragonborn - CLEAN *Unmanaged: Dragonborn +Unofficial Hearthfire Patch +Hearthfires - CLEAN *Unmanaged: HearthFires +Unofficial Dawnguard Patch +Dawnguard - CLEAN *Unmanaged: Dawnguard +Unofficial Skyrim Patch +Update.esm - CLEAN
  9. The Companions, that is, Aela, Farkas and Vilkas attack the player when they use Beast Form. Now I solved the issue of them attacking when transforming. They need to be removed from the Guard Faction in the CK otherwise they will react to the 'crime' of being a Werewolf. But if the player accidentally swipes them or uses Howl of Terror near them, they still attack. I have been trying to figure out how to stop them reacting to 'friendly fire'. I figured the 'fear' effect of the howl was like being hit so I tried upping their level to make them immune but that didn't work. This is a ridiculous oversight on the devs part and has gone on long enough. They are Werewolves too! THEY TURN THE PLAYER! Someone with more knowledge of the ins and outs of this game must know a way to stop this nonsense. They should be perfectly fine with the player being a Werewolf.
  10. Hello! I would like to see a mod where you can disguise yourself using clothes that a faction would commonly wear. <Main Questline Spoiler Below> On the mission where you invade The Prydwen with the railroad using BOS fatigues and a vertibird, I thought it would be super cool to do that at any time with the Brotherhood, raider gangs, triggermen, gunners, etc. Like with gunners for example, if you were to kill a gunner silently without any others noticing, then you could take their outfit, wear it, and be able to walk past any gunners. But once you hurt one, get too close, or try to take something from a locked place, they will then know you aren't one of them, and try to kill you.
  11. Hopefully this is the right forum section :S Need some help, got Serana aggroing (and consequently attacking) on the whispering spirits inside Soul Cairn; which are of course not only passive, but immune as well, lol, except that doesn't stop her. I cannot stop her either. Problematic, because you cannot talk to her and eventually you need to. Anyone has any ideas/workarounds for an issue like this? Not familiar enough with the CK to know what i need change so as to stop this.. any help would be appreciated. edit: she does the same to other passive NPCs, such as foxes and ( /Elmer on) wabbits ( /Elmer off), but that i could live with, least they can die and she eventually stops. To spare you the time, the mods that affect her and are currently active are, in order of load priority: - Serana dialogue edit - Marriable Serana - tweak of mine to change her max level to 81 + give her alchemy and skill boost perks (so she can benefit from any active enchantment) I doubt either has anything to do with this, but just in case.
  12. I recently got into playing Overwatch and one of the features of the game is that if you hold the attack button - left mouse button for me - your character will continuously fire/attack with their weapon, regardless if they don't have an automatic weapon (like a revolver for example). Even if they run out of ammo while you're doing it, you can keep holding the attack button through the reload and they resume firing as soon as they finish. No idea what this feature is officially called (or if it even has an official name), but it's one I've come to like. If you haven't guess what my request is yet, I respectfully request that this feature be modded into Fallout 4.
  13. Probably way too complicated without CK, don't even know if possible with CK. Spectacle Island attacks are not immersive as the enemies are just spawned onto the island; there is no indication of how they got there. Requesting a mod that spawns a shored transport vehicle along with the random settlement attack event. The enemies always spawn at the same location so the vehicle just needs to spawn on that corner. After fast traveling/sleeping/resetting the cell, the vehicle should disappear. Ideally the vehicle would correspond to the enemy faction (landed vertibird for BOS, boat for gunners/raiders, wooden rafts for super mutants, none needed for teleporting synths); if not possible then one universal vehicle (wooden raft most neutral)
  14. Hi there, I've been working for the past few hours now on a model for a skyrim weapon. It's the sword from attack on titan which the characters use to slay the Titans. I understand there are mods out there which give you Titans and alsop Titan Transformation Abilities, yet no weapon mods. So, as I was saying, I have been working on it and created the model and the texture (It's in 3ds format so I know the texture is already in there). But when I came to following various tutorials and such in order to put it into the game via the creation kit and nif scope and all, I just couldn't for the life of me work out how to do the modding. So, if anyone is up to the task and wants the model to put into a weapon mod (Credit given of course please) that would be much appreciated, and then my last few hours of 2016 wouldn't have been in vain. I understand that some people like 3DS and others like OBJ so I can give you both. Comment below for it and please keep me updated Thanks, Tom
  15. I have seen a lot of interest in bringing some of the Souls games' feel to skyrim and I am one that holds such an interest. I am trying to bring backstabbing into skyrim where when an attack is done to the back of an enemy then a backstab animation is initiated (there should be some animations already in the game that can be used for this) and does critical damage like in the souls games. I believe I can set this up with custom weapons that have a hidden weapon enchantment. I have a few details to hash out though. What variable determines if an attack is on the back of an actor? What variables would be needed in the creation of the enchantment and what exactly is a hidden enchantment? and the big one: How the heck do I write a script to initiate an animation when the enchantment on the weapon activates? Also what I would like to see is if it would be possible to script it to where the enchantment could be applied to weapons dynamically on an event call such as when weapon is equipped or drawn, if this would be too resource heavy or too complex. Would someone please help me out here? I have almost no scripting knowledge. I have a papyrus guide but I only understand about 20% of what I'm reading. Please, help me figure out this enchantment and how to set up a script for it. Any ideas, advice, tips, and pointers in the right direction would be greatly appreciated.
  16. Whenever you get a notification that a settlement is attacked it's accompanied by a long loud siren sound. Totally shatters immersion. Could somebody make a quick fix for this? I hope it's as easy as replacing it with a silent one and it doesn't share the sound file with the normal siren, because otherwise it'll probably need to be an F4SE plugin.
  17. EDIT: I managed to fix this, but I have another problem. I want to heal only attackers, which attack in close combat (no any projectiles including spells), but this not work - when I cast fireball, I get healed. Can anyone help me please? Here is my script: Scriptname CH_LifeLeechScript extends ActiveMagicEffect Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) Actor Attacker = (akAggressor As Actor) Float RP = Game.GetPlayer().GetLevel() ;restore health based on player level if (akSource as Spell) == None && akProjectile == None Attacker.RestoreAV("Health", RP+15) endif EndEvent
  18. Hello! Recently I've been playing as a one-handed melee character. I've S.P.E.R.G enabled and I've picked the 'Fighting Stance' and 'Bladesman' perk. With both perks enabled, I'm making a bugged move by hitting enemies twice. First my character makes a non-powerattack move and hits the enemy but doesn't complete it. In the middle of that move the power-attack is made, hitting the enemy for the second time. It's a little bit overpowered so I want to get rid of it. I've spend for about 2 hours on the internet now but I've not found a solution yet. I've sorted my load-order with LOOT, ran the FNIS-tool, enabled the speed fix in the SPERG in-game menu. But it all doesn't load. I could choose to only pick one of the perks or use the command player.setav weaponspeedmult 1, but it's not a really satisfying option to be honest. My load order is: http://pastebin.com/QighVbqK I would be really grateful if someone could help me :)!
  19. So in DA2 as a mage when you got into the melee, instead of shooting a magical bolt, your weapon's elemental energy showed on your staff blade, which you swung at people and actually drew blood. In DA:Inquisition, mages in the melee go through their standard sequence, and the staff blade upgrade to staves it completely pointless in function other than for boosted stats. It is just a prop. Could anyone import those animations from DA2 and make it so that mages actually have a melee change? It would be swell for Knight-Enchanters who don't want to always use spirit blade, or for Necromancers who need to be fairly close range for many of their passive powers to work. Also melee combat is exciting and the threat of deal as a melee mage adds a nice challenge to things. If anyone could make this, I would be very grateful!
  20. REALISTIC SETTLEMENT INVASIONS You know when you have to defend a settlement that's under attack, and when you get there you only have some raiders with a difficulty equivalent to legless ghouls. Well... f*** THAT. What the hell do you have a rocket turret for? FIREWORKS? Let's put that bad *censored* to use! I request a more realistic raids mod. This would include an increased amount of enemies during raids, as well as different enemy encounters. (If possible, ranked raids with titles) (Edited/Improved) and you would think that when a band of raiders assaulted the settlement, only to get their asses handed to them, you would think that next time they attacked, they would bring a lot more bodies with them. rather than the 3 tiers of raids you're suggesting, i think all settlements would start out by being attacked by a small raid, and if the settlement was successfully defended, the next attack will be larger. Eventually, it just might reach that 30,000 ghoul onslaught. And likewise, if you fail to defend a settlement, the next raid will be smaller. Could use the below number of enemies (most likely to be revised) (Original) Mild Raid: 5-10 Raiders (/Gunners), Ghouls, Mole rats, Mongrels/Hounds 5-8 Super Mutants Moderate Raid: 11-17 Raiders (/Gunners). 15-20 Ghouls, Mole Rats, Mongrels/Hounds 9-13 Super Mutants 1 Death Claw 1-2 Yao Guais Severe Raid: 18-30 Raiders (/Gunners), Mole Rats, Mongrels/Hounds 18-38 Ghoulds 3-5 Yao Guais 2-3 Death Claws 1-2 Behemoth (+ Some super mutants) 14-26 Super Mutants Thoughts/Suggestions?
  21. Be it melee, magic or bow I'm getting absolutely no response pressing the attack button while moving.....My Sheild/Block works just fine and standing still I can attack without any problems......It's just anything in my right hand that doesn't respond while moving in any direction.... I know it's not a problem with my computer button because it works perfectly well for everything else.... Any thoughts on this would be helpful and if you've experienced similiar issues please share.....Ultimately I'd like to find a solution to this problem
  22. So, I'm sure many of us know that Riften is one of the few closed cities that gets dragon attacks. That much is clear. But here is where I am confused. I have been experiencing an issue where I am constantly hearing the dragon roar, but no attack. This gets annoying very quickly. So, I used tfc in the console to try to find it, to which I discovered it stuck, untextered and unanimated at a nearby dragon lair. It couldn't move at all. Upon using tcl to try to fly over there and aggro it, I managed to get it to aggro on me. However, it was unable to attack me and whenever it flew about 50 or so feet away from me it would become stuck again. It was still untextured and unanimated when I got close enough to load it. Any help?
  23. Hey all, I'm a big fan of unarmed combat and am currently playing through with Way of the Monk and Unarmed Warfare - New Animations (both awesome mods). Something I'd like to be able to do, though, is a sprinting charge attack while unarmed (i.e. one that is distinct from the standing charge attack). How difficult might that be, from 1-10? Since I'm certainly not capable of creating any custom animations, I was thinking if I could just hijack the 1-handed sprint charge attack and just have it activate when unarmed. Any tips or general nudges in any direction would be very much helpful to me. Thanks! As a side note, I couldn't find any existing mods or topics for this, but does anyone know if this has already been attempted/accomplished?
  24. Yes , yes , we all know tktk1 and others have made mods to change and improve combat in Skyrim .. though they all seem to lack . Even if used together . Anyone who has played Assassin's Creed would most likely LOVE to see that style of combat implemented in Skyrim ! Dodging , parrying , counter-attacks , all without the delay found in other mods , and hell to put some icing on the cake make buildings able to be scaled and climbed like in AC ^.^ ! Also , smoother animations and being able to block-counter , attack-counter , any type of counter , jumping from one enemy to the next , but obviously not as easy as in AC . I feel AC made it too easy to mass kill enemies with it's automatic lock ons and such , so maybe halve the intensity and allows failures and misses ? The Skyrim and Nexus community would definitely love a mod like this !
  25. Is there any way to stop the other members of the Circle from attacking the player character when they transform as a Werewolf? This bug only occurs when they are NOT followers. When they are followers they are fine with transformations. When encountered wandering the wilds they will attack if the player character transforms as a Werewolf. Popular belief is that they are set as Guards and that is why they attack but upon downloading a mod that removes their guard faction status they still attack. Is there a console command to permanently PREVENT this issue? This is the last bug in Skyrim I have yet to see squashed. It is the last mod/fix I require and I cannot find ANYTHING to solve the issue after all these years! Completely absurd that a tonne of useless mods such as making NPCs naked are readily available but a true bug like this is still present and hasn't been addressed...
×
×
  • Create New...