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Dark Souls Combat v1.5.3

dark souls combat parry backstab riposte roll poise

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#1
TheDriedFinger

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File Name: Dark Souls Combat v1.5.3

File Submitter: TheDriedFinger

File Submitted: 05 Aug 2015

File Category: Other

Requires: SKSE 1.06.15+, FNIS 5.5+, SkyUI4.0+ (optional)
Special Edition Compatible : No


Before we begin, if you do not have at least consistently 40 FPS, this mod is not for you. A high framerate is required to keep up with the scripting demand of this mod.

 

Dark Souls Combat is a mod for Skyrim meant to bring core elements of the combat system of the Soulsborne series (the Souls series and Bloodborne) to Skyrim. Previous work has focused primarily on the numerical aspect of this series' combat system - stamina regeneration or damage, for example - or has been stunted by a lack tools to manipulate the animation engine at the time of their development. Dark Souls Combat is meant to focus on delivering improvements in terms of new and appreciably apparent mechanics from the Soulsborne series that have not been attempted yet or attempted with this sort of depth. This mod is designed for combat to be played in third person.

 


Courtesy of er hong. A demonstration of some parries and ripostes (as they occur in v1.5+) is shown at 1:26.

 


Courtesy of Shinji72. A review of the features of this mod.

 


Courtesy of theDeModcracy. Features multiple mods, but has a review of the features of this mod at 5:00.

 

Five of the most fundamental mechanics from this series are brought to Skyrim:

 

Poise System
This entire mod was built off of my Poise System mod (effectively, this mod renders Poise System obsolete). The poise system of that mod is largely left intact with some minor improvements.
This mod's poise system is primarily based on the rules governing the poise system of Dark Souls, with some differences to better suit the already-present mechanics of Skyrim. Poise is calculated as the total weight of worn items, except for shields and weapons if equipped. Poise is damaged when one is hit by an unblocked weapon, unarmed attack, or arrow or bolt; magic does not damage poise. Power attacks will do more poise damage than regular attacks, by default. Poise damage from weapons is based on their weight. This is all configurable in the MCM.
Once an attack causes one's poise to reach 0, a stagger will ensue. Subsequent hits may cause subsequent staggers - a stunlock. The maximum stunlock combo can also be configured. Over time, if one is not hit, poise can recover; the amount and update time is also configurable. The poise feature can be disabled by setting the poise damage multiplier options in the MCM to 0.
The poise system extends to other NPCs in addition to the player, and to creatures as well.

 

Critical Hits
If, during the beginning of an attack, an actor is hit with a shield or weapon bash attack, the actor will enter a parried state, indicated by a downed animation. During this temporary state, on the next hit, the actor will take double damage, in the style of Bloodborne. If that hit strikes their front, a riposte animation will play. Ripostes are deadly; they can do large amounts of damage. Using the power of Fore's New Idles in Skyrim (FNIS), we can integrate killmove animations that won't automatically kill. In this way, it is possible to execute a riposte animation that does massive damage to NPCs, but does not outright kill them. The damage dealt is configurable in the MCM. It is calculated based on the executor's One-Handed or Two-Handed skill, depending on the weapon used for the riposte. Though now disabled by default, ripostes to creatures are not supported by this feature; they will automatically kill. Parries and ripostes may be executed by all NPCs.
When an actor is struck in the back with a power attack, the actor will also enter a downed state, in the style of Bloodborne. In this state, the first strike against the actor will also do double damage. If the actor is an NPC and the strike hits their back, a backstab animation will play, killing them. Backstabs can be initiated and executed by NPCs also.

 

Roll Mechanics
Using the power of FNIS, we can bring an equally powerful roll/dodge system to Skyrim. Previous work on dodge mechanics has relied on developer animation events, restricting both the animation itself as well as the time for dodging. Dark Souls Combat brings a roll system that is meant to complement the poise system. Roll weight is considered equal to the player's poise, in addition to any weapons, shields or torches that may be equipped. Roll weight is divided into three categories: fast, medium, and fat. The fast roll weight affords a greater invincibility time (time in which the player cannot be struck by any hit, as a method of simulating the dodging of an attack) as well as fast speed of rolling. The fat roll weight allows a much smaller amount of invincibility time and longer times to roll. Note that the invincibility time is not the entire duration of the roll animation. The medium roll weight lies somewhere in between. Roll weight thresholds are based on maximum stamina. The threshold for mid-rolling is by default maximum stamina divided by 4; the threshold for fast-rolling is half of that. Rolling can only occur if your weapons or magic are out. Rolling/dodging will prevent a poise break, but only fast rolling/dodging can escape a poise break stagger. In the style of Dark Souls 2, rolling can cancel a attack if it is executed early in the attack animation. Rolling can also break out of poise breaks. A poise break can be broken out of towards the end of the stagger. The window for this decreases with increasing roll weight. By default, 50% of the stagger must play before a fast-roll can break out, 65% for a mid-roll, and 80% for a fat-roll.
Rolling is four-directional. Quickly pressing and releasing the roll key (by default LAlt, the default sprint key; configurable in the MCM) while moving a certain direction initiates a roll in approximately that direction (forward, backward, left, or right). Pressing and releasing the roll key while standing still results in a backstep. In the style of Dark Souls, backsteps afford no invincibility time. The rolling feature also supports gamepad-users, such as myself. Remember to customize your roll key for gamepad! Rolling can be disabled by setting the Roll Key in the MCM to a key you will not use.

 

Stamina Usage
Normal attacks now require stamina and attempts to swing a weapon with no stamina will stagger. The stamina consumed is a function of the today weight of items equipped in either hand. This applies to bows as well. Stamina does not regenerate while performing most weapon combat actions. There is also a delay on stamina regeneration after rolling and bashing, and critical hits will fail when Stamina is 0. This helps prevent the infinite roll- and bash-spamming that was previous possible. To balance this, stamina regeneration is increased by default for the player. You will notice your stamina usage to be very similar to what you would see in a Souls game. This entire feature can be enabled or disabled and customized in the MCM.

 

Counter Damage
While attacking, enemies will take 50% more damage when struck by the player. In the same vein, while the player is attacking, he will take 50% more damage as well. This is known as counter attacks in Dark Souls. While I really do hate features that are solely based on numbers and add nothing in the way of visible mechanics, the above is only half of this feature. Dark Souls 2 added a second dimension to counter damage compared to its predecessor: a counter also will do more poise damage to an opponent. In that style, this mod allows counter attacks to deal 50% more damage to poise. This is of course a comparatively minor feature, but one worth mention nonetheless.

 

Requirements
SKSE 1.06.15 or later
FNIS 5.5 or later
SkyUI 4.0 or later (optional for mod configuration)

 

Installation
Install the above requirements.
Install this mod's files from the download package. The ESM version is recommended for users.
Generate behavior files with FNIS, using its Generate FNIS for Users.
Enter the game, and optionally configure this mod at that time.
Remember that this mod is meant to be played in third person. The roll mechanics do not work otherwise.

 

"Updating" from Poise System
Use the "Uninstall" option in the MCM menu.
Save, then uninstall the mod.
Reload the game with the save and wait for the Poise System MCM to disappear.
Save again.
Follow the Installation instructions above.

 

Adding Sounds to the Experience
Certain combat sounds can be played while performing certain actions in this mod. All sound files played should be located in Data\Sound\fx\BB_DSC
You can add sounds that will play during a Fast Roll, a Medium Roll, a Fat Roll, a Parry land, and a Backstab initiation. Remember to convert them to XWM files using a program such as MultiXWM.

 

Fast Roll: Data\Sound\fx\BB_DSC\LightRoll.xwm
Medium Roll: Data\Sound\fx\BB_DSC\MedRoll.xwm
Fat Roll: Data\Sound\fx\BB_DSC\HeavyRoll.xwm
Parry land: Data\Sound\fx\BB_DSC\ParryLand.xwm
Backstab initiation: Data\Sound\fx\BB_DSC\BackstabLand.xwm

 

This is entirely optional; you may wish to add sounds for all of these events, some of them, or none of them. Note that there are direct audio extracts from Dark Souls on the internet, if that is what you are looking for.

 

Updating
Uninstall the previous version.
Install the new version.
Re-run (regenerate behavior files with) FNIS.
Enter the game and select in the MCM the "Reset" option, under the "Uninstall" page.

 

Uninstallation
In-game, select the "Uninstall" option, under the "Uninstall" page.
Uninstall the mod.
Rerun FNIS.

 

Installation (for Roll-Only version)
If a Full version is currently installed, perform an uninstallation procedure as described above.
Install the Roll-Only version following the steps described above for the Full package as well.

 

Updating to ESM versions
If an ESP version is currently installed (this includes all versions prior to v1.4.3 as well as the v1.4.3 ESP versions), perform an uninstallation procedure as described above.
Install the one of the ESM versions following the steps described above.

 

Thanks
egocarib, for a fundamental component of the script used for the poise system
Fore for giving me suggestions on working with some of the newer aspects of FNIS
canderes and Reena, for guiding me through editing animations
WorshipTheSatan and urielmanx7, for invaluable testing and suggestions
GIF images made with ezgif.com

 

Bugs/Other Issues
First and foremost, this mod does use running scripts, necessary for the poise element of this mod. There are certainly mods out there much more script intensive than this, so on the grand scale, it's not that bad. The fact is that if you really want to change the way your game is played, you need a healthy dose of scripts!
There may be animation issues. It happens; sometimes, and I'm sure you've seen this in un-modded Skyrim, you may see some NPC or creature animating strangely, and it can happen from this mod too. The most common issue (which is actually not common at all) may occur after a roll/dodge. The player character may finish the dodge with their weapons/magic still out but not in the normal combat stance, but rather appearing in a non-combat stance. This can be easily fixed by rolling/dodging again, or by entering first person, unreadying and then readying your weapons/magic again, then re-entering third person. The same issue can occur after a riposte. NPCs may also suffer from this after being downed for a riposte or backstab. However, this is uncommon, but of course a natural side effect of making ambitious leaps with animations.
Depending on how many scripts are already running, staggers from the poise system may be slightly delayed by a split second. In the same vein, rolls may be less responsive, especially if magic is equipped.
The stamina usage feature does not affect the dual-wield normal attack yet.

 

Version History
v1.0:
- Initial release.
v1.1:
- Added a bit to the backstab and riposte scripts to help to reduce the likelihood of a victim not drawing their weapons. Not something you can fix entirely, but this will help a little.
v1.2:
- Further edits to help decrease the likelihood of borked combat stances from NPCs in the backstab and riposte scripts.
- Decreased the length of the parry window against NPCs.
- Fixed a part of the poise/roll mechanics script that was generating many repeated errors.
v1.3:
- Backsteps are now considerably faster at all roll weights. Previously, there was no advantage to backstep over backward rolling.
- Rolling/backstepping can cancel attacks if they are executed early in the swing (prior to the "preHitFrame").
- Weapons, shields are torches that are equipped now also count towards the roll weight.
- Counter damage feature added.
- Roll Feature-only version added
v1.4:
- MCM option-set roll thresholds removed; replaced with a formula based on maximum stamina.
- Ability of fast-roll to automatically break out of staggers removed; replaced with specific timings to roll out.
v1.4.1:
- Allowed rolling earlier after the swing of an attack, immediately after the HitFrame animevent.
- Set Actors or Races with the ImmuneParalysis to have virtually infinite poise. I felt that if the developers didn't feel it was appropriate to paralyze these Actors and Races (or perhaps didn't even include the data necessary to properly do so), it would be hazardous to allow staggering, even if it was not necessarily game-breaking. Notable races include the Wisps, Magic Anomalies, and Werewolves (since that playstyle would include having no intrinsic poise yet requiring close combat this change makes sense).
v1.4.2:
- Improved rolling feature. Previously, spamming the roll key would actually cause significant script delays; this has been mitigated, though it is still not a good idea to try to spam the button. A sort of queuing feature has been added so that a roll can flow nicely into another roll if you tap the button towards the end of the first animation.
v1.4.3:
- Edits from v1.4.2 added into the main packages.
- .esm version added. .esm (master plugins) are believed to exhibit better script performance than .esp.
v1.5:
- Ripostes on humanoids no longer force the riposted actor into a ragdolled state afterwards. The bug where riposted NPCs cannot attack afterwards is largely resolved.
- Stamina use on attacks that previously required no stamina, and stamina regeneration delay during attacks, bashes, and rolls. This prevents the infinite roll-spamming that was possible previously. It also punishes bash-spamming with a larger stamina regeneration delay. Normal attacks with 0 stamina will stagger the player.
- New MCM options added to customize stamina usage.
- By default creature ripostes are disabled. There is a new MCM option to enable/disable this.
v1.5.1:
- Stamina cost for attacks now calculated as intended.
- Ripostes and backstabs will fail if stamina is 0.
v1.5.2:
- Script optimizations based on the suggestions and advice of Borgut1337, FBplus, and WorshipTheSatan. This version features much greater stability than previous versions, but much more work potentially remains.
- Option to disable rolling entirely added to MCM.
- Creatures no longer have a delayed death when they have been parried but subsequently killed normally, while the Creature Riposte option is disabled.
- Creatures not explicitly supported by the mod's poise feature have poise automatically calculated based on maximum health and stamina.
v1.5.3:
- Weight calculations for rolling weight class and stamina consumption on attack were not being run as intended due to changes made in v1.5.2. This has been corrected.
- Further script optimizations for improved stability.

 

Permissions
Please do not reupload, make a derivative work, or use assets from this mod without my permission.


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#2
Vivi

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Awesome ^^ now i might actually start playing the game.


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#3
Desi

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Awesome, can't way to try it out! Will you ever make it compatible if First Person?
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#4
Mud

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Whoa, whoa, whoa, are you saying you've made actual, functional dodge roll mechanics?! Holy shiiiiiiit.

 

Is it possible to use only those mechanics? I'm not really sure if the other stuff can fit well into certain styles of play, like say anything that uses ASIS to increase spawns.

 

Can the player get riposted as well or is that an ability only for us?


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#5
devildking

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Is the rolling system only used by the player or are NPCs dodge-rolling now too?


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#6
TheDriedFinger

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I don't think it'll ever be possible to get this to work in first person because I don't know how to make first-person animations and get them to happen with FNIS (if that is even possible).

 

NPCs can parry each other and the player yes, and ripostes can happen as well.

 

Only the player rolls/dodges.


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#7
Killing Joke

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It's been forever since a mod made me wanna play skyrim, and this mod is one of them. Time to reinstall!


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#8
Protean66

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This looks awesome. Are you planning to add any other features, or is it just tweaks and bug fixes now?


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#9
skyaxe

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Thank you for sharing this great mod. Really enjoyed roll mechanic.
 
Too bad  my processor can't handle script load, and particular script don't stop throwing stacks in my log. (B_Poise_MonitorPoiseScript.psc)
 
Here is example:

Spoiler

 

Same lines repeat.

I have tested it on new game with couple of others non combat mods.


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#10
TheDriedFinger

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@Protean66: No, all other major mechanics I can think of have been well-developed, such as lock-on for example.

 

@skyaxe: It happens. As I was developing Poise System, I tried my best to minimize those issues. It's just the woes of using a cloak spell to dynamically attach a running script.


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#11
Feliks

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Holy shit holy shit holy shit

 

If this works even halfway this is going to be literally the best mod ever released.


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#12
DoeLime

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Why haven't you uploaded this to the nexus?!?! O_O

You would have top mod in like a day.


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#13
TheDriedFinger

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If this mod is good enough... and that's a big if... I kind of have this weird fantasy that the big mod reviewers (you know, the ones who wouldn't even hesitate to denounce this place as the worst place on earth) would have to swallow their pride and link to Loverslab (maybe even say it by name; "the place that shall not be named" ffs... so derpy, this isn't Voldemort!).  :sleepy: Granted, a huge if!


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#14
GrimReaper

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I'm a bit worried about the poise system, though. There are already mods that influence stagger chance and duration. Gonna try it out, though. What could go wrong?


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#15
TheDriedFinger

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Everything is disable-able in the MCM, directly or indirectly

Poise - set all poise damage mults to 0

Rolls - set key to something you'll never press

Crits - disable (simple, that one)


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#16
Supertin

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This seems amazing! Cant wait to test this, but I have some questions about the 'crit/riposte' killmoves. Is it always one specific animation or does it randomly choose from multiple killmoves? And does it use vanilla killmove animations? Is it possible to create custom animations that then can be used for the 'crit/riposte' animations? 

 

Im asking because I'm currently working and learning to create combat/magic animations and would like to do killmoves animations aswell and I think to have more specific non-lethal killmove animations would be badass if the mod works as it seems so far.

 

 

 

 


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#17
TheDriedFinger

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That would absolutely be possible for the ripostes against NPCs. If you'd like to talk more about this, if you have questions about how they are used in this mod, PM me.

 

And, yes, there are specifically chosen animations, not random.


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#18
GrimReaper

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One issue I've found is that sometimes parried enemies don't attack anymore after they get up again. They are still hostile and follow you around, but they won't attack nor block. Don't know if this is an issue with the mod itself or a conflict somewhere, though.

 

More of a balancing issue: In Dark Souls, parry spamming gets punished really hard. You miss the parry frames, you get your face beaten in. The shield/weapon bash mechanic is a safe bet though because it's actually an attack and can stagger enemies. Also playing safe until the enemy does a very telegraphed power attack is a good way to get a parry because you can just hit them whenever during their animation with a bash, no timing required.

 

But other than that, your mod might be the mod to fix Skyrim combat. Gonna play around and disabling other combat mods and see how this plays out - Ultimate Combat in particular is a mod that doesn't play well with other mods anyway. Anyone can recommend a mod that makes enemies at least somewhat smarter?


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#19
TheDriedFinger

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Yeah, I'll have to think up a good reliable fix for that. It's easy IM) to fix things that happen reliably, but animations, especially when you're calling them to occur when they aren't designed to occur, hardly seem to be that predictable.


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#20
reibushido

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Love the concept, especially the intention of admitting "that place that shouldn't be named" should be linked to. We aren't the scum of the internet here, we clean up our messes. *finishes brushing RCOTS under the rug*

 

But I should give this a try after my next breakdown of modding forces me to uninstall all my heavy scripting mods again. Someday I'll get to that end-game content I installed last year... And this fighting system might help make that possible for me in solo play, depending on what actually is in those dungeons.


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Also tagged with one or more of these keywords: dark souls, combat, parry, backstab, riposte, roll, poise