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Indeed, when facing a lone opponent, it can be easier to win if you strike at just the right moment, leveraging the stagger effect to your advantage. This approach seems more realistic to me than scenarios where adversaries show no reaction to being hit. However, when you're up against a group of enemies, the strategy backfires; you're likely to suffer from stagger effects much more than your opponents.
I just have a little concern: while i find it to be very balanced for the player, I feel bad for the enemies when they stagger. Staggering now last less, true. But it happens to the enemies a little to often I think. Once I get a hit in and they stagger, I can just keep hitting them and they'll be perma staggering. Or does this only happen with low level enemies?
Either way, fantastic mod!
Thank You for your comment.
I believe, however, and this is a personal opinion, that a two-handed sword against a group of archers is risky and that it is better in this situation to use a shield to protect yourself from arrows. If you don't have a shield, then you may have to approach discreetly and try to ambush the enemy archers.
Dueling makes some situations more complicated and you will have to use cunning to defeat your enemies.
No options available. You'll have to open the mod in the Creation Kit and modify the stagger values.
Note that you can still use your shield to block when staggered. And staggering the enemies is an advantage to consider.
The difficulty does not affect Duel precisely, if only because your enemies will be more resilient.
There is no option with this mod. However, the source code has been published on the Nexus website. You could very well start from the Papyrus scripts and modify them to remove some features.
If you want bows to be that deadly, the numbers in the game need to reflect that.
- Battle of Agincourt
Did you tried the Nexus version?
The answer: Skyrim deserves better than lightspam
Thanks. I was starting to suspect that much. The mod itself seems to be working just fine.
Not as much than a shield and a sword. But the challenge will make it rewarding and fun.
Put Duel last in your mod list order to be sure it will override potential mod conflicts.
About "..tend to keep draining stamina even after animation is finished.."
Duel is a scripted mod. Scripts stacks together and sometime lags may happens. Combat mods are heavily used during an intense fight and tend to lags if too much scripts stack together and form a queue. VioLens and Duel are both combat mods and I bet Duel's stamina draining feats (taht are configured with environment variables) are processed after combat scripts events.
Duel is already well optimized to minimize lags, but depending on your rig, the intensity of the fights, and all the combat mods working togethers, lags may happens.
Thank you so much!
Did not looked at BCAi source code but a couple of its features seems to overlaps Duel's.
I think you can try them and control their order in your mod list; were the topmost will override the features from the other one.
Parts of Duel's AI features comes from game params tweaking because it allows to lighten the scripted part and make Duel able to work with group melee with ease. The tweaked params may change the behavior of BCAi.