[youtube]vWs4o9GiKrk[/youtube]
[size=4]Thanks to [url=https://www.nexusmods.com/skyrim/users/3329368]Tyroine[/url] for making this awesome video! (The place seen there is NOT part of this mod though, it's a mod called World of Rudra)
[/size][quote][size=4]A huge Thank You goes to [url=https://www.nexusmods.com/skyrim/users/5493833]LertKrush[/url], author of [url=https://www.nexusmods.com/skyrim/mods/101125]Sekiro Combat[/url] for SE & LE, who offered me to use his hand-made deflect visual effects in this mod! (Previously I was using the vanilla sparks model)
Basically, this means that from version 1.2.0 on both our mods will [i]LOOK [/i]exactly the same when it comes to parrying. But they are still different:
His mod is a modification and extension of [url=https://www.nexusmods.com/skyrim/mods/36006]Ultimate Combat[/url], which changes its "timed blocking" feature to resemble Sekiro's Deflect. That means you'll get all the great combat changes UC does together with his mod.
[/size][size=4]My mod on the other hand is standalone, and adds a few more Sekiro-specific features like Shinobi Executions, Perilous Attack and Resurrection mechanic (and will be steadily expanded in the future).[/size][/quote]
[size=4][b]
UPDATES:[/b][/size][size=4]
[/size][list]
[*][size=4]1.2.3: READ THE README FILE INCLUDED IN THE MOD FOLDER! Nearly everything is customizable now, you can turn all feautes on or off by just editing a single number in that file, and then typing "bat sekiro_readme" in the console in game!! [/size]
[*][size=4]Shinobi Deathblow does not outright kill anymore, instead it now deals percentage health damage based on the level difference between player and enemy. This makes it so that stronger opponents act kind of like Sekiro's minibosses, where you have to deal multiple deathblows to kill them[/size]
[*][size=4]Posture damage now isn't a flat amount anymore, but takes into account the attacker's power and target's block skill[/size]
[*][size=4]workaround for the dying on Shinobi Execution bug. After extensive testing, I didn't encounter this bug anymore, if it still does for you, tell me, it's because one of the scripts is too slow in you setup[/size]
[*][size=4]1.2.1: I am an idiot and had forgotten to include a texture from Sekiro Combat. So, unless you had also installed and loaded that mod, you won't have seen the new sparks in their full glory. Also, death & resurrection animations should now play correctly.[/size]
[*][size=4]1.2.0: Added Sekiro's resurrection system. This finally gives some meaning to Shinobi executions! See Features below for more details[/size]
[*][size=4]Thanks to the beautiful deflect flash & spark effects made by [url=https://www.nexusmods.com/skyrim/users/5493833?tab=user+files&BH=0]LertKrush[/url] in his own mod [url=https://www.nexusmods.com/skyrim/mods/101125]Sekiro Combat[/url], which he provided to be included here, this new version of the mod will from now on look 10 times more stylish than before![/size]
[*][size=4]1.1.1: Added a readme file that doubles as a menu to adjust all settings. [/size]
[*][size=4]Shinobi execution should work on creatures now, if it doesn't you can change it from doing the special animation to just increased damage normal attacks.[/size]
[*][size=4]The sparks now fly into the proper direction[/size]
[*][size=4]1.1.0: most of the problems users reported (shinobi execution not triggering, permanent damage immunity) seemed to come from one essential script being too slow. I streamlined that one and transferred some of its work to others, so I hope these problems are solved now. Sorry for the inconvenience![/size]
[*][size=4]1.0.4: Added notifications on the top left of the screen, each time you hit an enemy, it will display their current Posture.[/size]
[*][size=4]1.0.3: Arrows will now bounce off the blade as intended when blocked or deflected, instead of still impaling the character. Blocking them now consumes Posture, Deflecting does not[/size]
[*][size=4]Added a "killcam" effect where the camera focuses onto the enemy during Shinobi Execution. If you don't want this or if your camera somehow gets stuck, "set sekiro_killcam to 0" in console[/size]
[*][size=4]1.0.2: You can now change the Perilous Attack alert. Type "set sekiro_peril to 0" in the console to turn it off completely, or "set sekiro_peril to 1" for just the Kanji and sound without the slowdown effect. Default is 2 for both. (If you want the slowdown but no Kanji, move/rename/delete sekirolike_perilous.pex from the scripts folder)[/size]
[*][size=4]1.0.1: Added a Lesser Power on startup that activates / deactivates the mod. Can be used to restart if it isn't working. I'd recommend deactivating before you uninstall the mod[/size]
[/list][size=4]
This mod was made with the idea to bring "The Clashing of Swords", which Sekiro's swordsplay tries to capture, into Skyrim.
It is a standalone combat overhaul that adds some of the features found in Sekiro's combat system, and tries to do so in the most minimalistic and performance-friendly way I could think of.
Since this is my very first own mod, expect it to be buggy. Also, I have zero experience about how to balance such a mod, so I'd gladly take any kind of feedback and suggestions for improvements. Just tell me if you want something changed or addded.
The mod is far from finished and will be updated regularly. I'm planning on adding more "situational" special moves, like Mikiri Counter, Jumping off enemies, Ninjutsu. Also, I'll try to make some of the Combat Arts (like Ichimonji, Dragon Flash, Ashina Cross etc.) as far as it's possible within the bounds of Skyrim's behaviour.
[/size]
[youtube]vTe3_BqNyRM[/youtube]
[b]FEATURES:[/b]
[list]
[*][size=4]Stamina is "Posture". Getting hit by undeflected attacks damages one's posture (in proportion to one's Block skill) in addition to health, [s]and causes stagger[/s]. Blocking reduces health damage, but does not prevent Posture damage. Unlike in Sekiro, sprinting and performing power attacks still costs Stamina. While blocking, and not getting hit, Posture regenerates fast. From version 1.2 on, Posture regeneration scales with your current health (low health -> slow posture regen). Be aware that your opponen's posture regenerates in the same way, so be aggressive while they still have a lot of health[/size]
[*][size=4]Posture damage is calculated as: [/size]
[*][size=4]Posture damage = (attacker weapon base damage + attacker's skill with weapon - target's block skill) * posture damage multiplier[/size]
[*][size=4]You can change the multiplier to any value via "set sekiro_posturedamage_mult to X" in the console, and that way scale posture damage to a level you're comfortable with for your character and setup![/size]
[*][size=4]Blocking at the perfect time will "Deflect" attacks and negate any damage it would have dealt, while damaging the opponent's Posture in return. Deflection can parry any weapon and even arrows. Of course, there will be flashy spark effects![/size]
[*][size=4]When you swing your blade to attack at the exact same time as your opponent, you will also parry their strike and the two blades will clash with each other, with the Posture of both opponents deciding who comes out on top. [/size]
[*][size=4]Power attacks are "Perilous Attacks". They CANNOT be blocked or deflected and should be evaded. They'll be telegraphed very clearly. This really shines when you use a Dodge mod together with mine. Weapon swings in vanilla are usually too abrupt to really dodge them, so I added a slowdown effect. In the future I want to add some "Mikiri Counter" and jump kick feature to reward timed dodging[/size]
[*][size=4]When an NPC's Posture is depleted or "broken through", they will enter a state in which the player attacking them results in a special "Shinobi Execution" finisher move. When the player's Posture is broken, they get staggered.[/size]
[*][size=4]Shinobi Executions remove a percentage of the target's health, independent of their armor or resistance. The damage is calculated as:[/size]
[*][size=4]Execution damage = Target's Max Health / (Target level - your level + 1)[/size]
[*][size=4]For example: If you fight an opponent that's one level above you, a deathblow will take away 1/2 of their health, if they're 2 levels above you, they lose 1/3 and so on. If on the other hand they are the same level as you or below, they're instantly killed. With this, strong opponents act like Sekiro's minibosses with multiple healthbars![/size]
[*][size=4]Alternatively, you can turn the finisher animation off and just deal increased damage to the target while it is posture broken. If you have a killmove mod installed and set the chance to 100, you could see a vanilla killmove every time you break an opponent's posture![/size]
[*][size=4]Shinobi Executions can also be performed while Sneaking, on any target that hasn't noticed you.[/size]
[*][size=4]Some animation conditions are changed: Hitting a blocking target no longer makes you and NPCs recoil. GETTING hit while blocking now makes you and NPCs recoil from the force. Deflecting attacks instead of blocking does NOT cause recoil. GETTING your attack deflected by the opponent leads to recoiling.[/size]
[*][size=4]The Dragon's Heritage runs strong within the Dragonborn as well. Everytime they kill a living creature with Shinobi Execution, they absorb a part of the opponent's life force, which manifests as a "Dragonsoul Shard" (no lore to be found here, I just made that up). If they have accumulated at least ten such soul shards, they can use up that stored excess life force ro resurrect from death once - only to probably die again soon after.[/size]
[/list]
[youtube]VU9jZZjNNwk[/youtube]
[size=4]
[quote]As you can see, my PC is a potato. Anyone with a decent graphics card is more than welcome to make a more stylish showcase video for this mod, and I'll put it here.[/quote]
[b]REQUIREMENTS: [/b]
This mod is Standalone, except that it requires SKSE.
[b]SETUP:[/b]
The changes should be automatically applied when loading the game with the mod installed.
You can basically deflect everything anyone throws at you, and your deflecting will sooner or later poisebreak anything that has a stamina bar.
Enemies will receive the same abilities as you, but only after the've attacked you once. If an NPC with the ability attacks someone else, they too will receive them.
This was done to avoid using a scripted cloak spell which could somewhat slow down performance a bit depending on you PC. I might change this in future updates depending on feedback.
I have no idea how to make MCM menus, sorry. You'll have to make do with manually changing the settings via console, or use the settings file that's contained from 1.1.1 onwards.[/size]
[quote]
[size=3][/size]set sekiro_hiteffects to 1 ; enable (1) or disable (0) sparks/flash and sound effects on block and deflect
set sekiro_posture to 1 ; enable or disable posture system
; (undeflected attacks damage posture, deflect damages enemy posture)
set sekiro_posture_regen to 1 ; enable health-based posture regenration scaling
set sekiro_posture_regen_block to 1 ; enable fast posture regeneration while blocking
set sekiro_posturedamage_mult to 1 ; posturedamage = (weapon base damage + skill with weapon type - target block skill) * sekiro_posturedamage_mult
set sekiro_posturecounter to 0 ; display enemy posture in top left screen each time you hit them
; (not too useful, since debug messages don't update fast enough, I can't change this unfortunately)
set sekiro_immortality to 1 ; enable resurrection system. Perform 10 shinobi executions to recharge 1 resurrection power
set sekiro_parrytime to 1.0 ; time frame in seconds for deflecting attacks
set sekiro_deflect_hyperarmor to 1 ; 1: invulnerable while deflecting, 0: not invulnerable
set sekiro_attackstagger to 0 ; enable stagger from unblocked attacks
set sekiro_perilous_stagger to 1 ; enable stagger from perilous attacks from melee weapons
set sekiro_unarmed_stagger to 1 ; 1enable stagger from perilous attacks from unarmed
set sekiro_npc_posturebreak to 1 ; enable NPCs enter posture broken state when posture is depleted
set sekiro_player_posturebreak to 1 ; enable player enter posture broken state when posture is depleted
sekiro_npc_break_percent to 5.0 ; if NPC posture percentage falls below this threshold, NPC posture is broken
sekiro_player_break_percent to 5.0 ; if player posture percentage falls below this threshold, player posture is broken
set sekiro_killmoves to 2 ; 2: killmove with special animation,
; 1: normal attacks do increases damage against targets in posture broken state,
; 0: breaking posture has no effect
set sekiro_killcam to 0 ; enable camera focus on target during execution animation
set sekiro_npc_deathblow to 0 ; NPCs can perform executions. Buggy, use at your own risk!
set sekiro_assassinate to 1 ; enable stealth deathblows
set sekiro_peril to 3 ; 3: kanji + sound + slowdown
; 2: time slowdown only
; 1: red kanji and sound only
; 0: no visual cue for perilous attacks
set sekiro_dss_required to 10 ; number of dragonsoul shards (get via shinobi executions) required to recharge 1 resurrection power
; (default 10 shards = 1 resurrection)
set sekiro_dragonsoulshards to 10 ; cheat number of current dragonsoulshards[size=3][/size][/quote]
[b]
[size=4]RECOMMENDED AND INCOMPATIBLE MODS:
[/size][/b][list]
[*][size=4]Definitely use a dodge mod of you choice![/size]
[*][size=4]Mods that change combat & difficulty numerically, like [url=https://www.nexusmods.com/skyrim/mods/56147]Combat Evolved[/url], will most likely go great together with this. Also mods that improve NPC AI, such as [url=https://www.nexusmods.com/skyrim/mods/76529]Wildcat[/url] or [url=https://www.nexusmods.com/skyrim/mods/36006]Ultimate Combat[/url]. HOWEVER: My mod has a lot of mechanics that e.g. Ultimate covers as well but in a different way (timed blocking, poise, stagger). So having both would not only be redundant but also double your script load for achieving the same things. So if you're using Ultimate, you should definitely disable timed block and stagger mechanics there![/size]
[*][size=4][url=https://www.nexusmods.com/skyrim/mods/44014/?]Pseudo Parry Animation[/url] for a more elegant parrying (blocking uses the Recoil animation now)[/size]
[*][size=4]some stylish Samurai-like Swordplay animations, for example a mix of [url=https://www.nexusmods.com/skyrim/mods/70108]OSEA[/url] and [url=https://www.nexusmods.com/skyrim/mods/81070]Katana Animations[/url], or the [url=https://www.nexusmods.com/skyrim/mods/98920]EAD[/url] mashup[/size]
[*][size=4][url=https://www.nexusmods.com/skyrim/mods/76768]No StaggerCamera[/url], this is just personal preference, it removes the camera sway from stagger but keeps the animation[/size]
[*][size=4]an audio overhaul that improves swinging, clanging and slashing sounds of weapons. The "Soulsborne Sound FX" mod could be a nice fit.[/size]
[*][size=4][url=https://www.nexusmods.com/skyrim/mods/97573]Sekiro's Mortal Blade[/url] is a must-have![/size]
[/list]