The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

-JSO- Combat Module
52 Comments
Jolly 8 Dec, 2017 @ 1:04am 
update from my 2014 comment,
I am willing to pay for a Vermintide melee combat mod for Skyrim... oops probably shouldn't bring up buying mods nowadays *crouches and disappears*
Dornek 3 Apr, 2017 @ 4:20pm 
v not possible
Undead Wolf 22 Nov, 2014 @ 5:47pm 
Do you know if, with proper animations and maybe SKSE, you could make more varied attack types(like the overhead, swing and thrust from Chiv) with different strengths and weaknesses? I loved the attack style in Civalry, but hated the fact that you just die(really easily too) and respawn with any chosen class and equips. That kind of combat depth(although not the die-in-one-hit part) is exactly what is lacking in Skyrim combat(along with the swing obstacle detection, like in both Chiv and Dark Souls, but that is most likely an engine issue that can't be walked around with mods).
steven_omalley 18 Nov, 2014 @ 10:11am 
can i get just a better combat engine in general, hack and slash gets lame no matter how many mods.
Lexdrix 9 Nov, 2014 @ 10:47am 
Shouldn't Maces and Warhammers do more effective damage than Heavy Armour. I mean "It's COMMON SENSE! Although I did subscribe, id like to see some common sense implemented into this mod. PLEASE! DON'T disregard my comment put it onto the thinking board Please.
Jolly 6 Sep, 2014 @ 1:44pm 
@Swaggomancer I am willing to pay money for a Chivalry mod for Skyrim. Any leads?

@ShiningForce (EQVES) Borderlands also has that and it is also Action-RPG not MMO.

@Dragonbreath0 No he's talking about numbers that pop up above NPCs you attack to show you how much damage your weapon is finally dealing after defense etc.
woosinator 10 Jun, 2014 @ 1:01pm 
For some reason, a while after playing the game, the weapon damage for all of my weapons started to go down. Like I had a weapon that did 54 damage and then I looked back at my inventory because I noticed it was taking longer to kill something than it normally did. I looked at the same weapon and it was down to 24 :/ Had to unsubscribe unfortunately...
Self Defense 4 Apr, 2014 @ 12:13am 
I am looking for a chivalry medieval warfare mod as well
crazycraze2 1 Mar, 2014 @ 5:08am 
hey nice idead
could u try an do one that changes the actual strike animations
a pair of scimitars are not as cool when all you can do is 'one,two,one,two'
lets add some fancy shit in there!
Camus Moo 10 Oct, 2013 @ 2:55pm 
wait but this make axes OP. Why not just make them do nothing special, then it would be even.
DJ Post-It Note 22 Sep, 2013 @ 5:50am 
Im looking for a mod that will turn the combat into something like chivalry midieval warfare. I dont want to spend $$ and I cant find anything. Any leads?
This ain't nothing to me, man 21 Sep, 2013 @ 4:56pm 
I am currently looking for a mod that slows everyones swing speeds down. I feel like if you slow down the swing speed and up the damage the game's combat will feel tons better.
Penguin 25 Mar, 2013 @ 3:40pm 
its on nexus
Penguin 25 Mar, 2013 @ 3:40pm 
Collin There is Something If u Mean Like headshots Its Called Locational Damage
The Gallowglass 28 Feb, 2013 @ 2:41pm 
Collin it's an action-rpg not an mmo.
Crabwithgun 23 Feb, 2013 @ 4:54am 
Does anyone know where i can find a mod that damage numbers pop up when i hit someone or something kida like in borderlands
[BEER] Jimmy  [author] 18 Feb, 2013 @ 3:22am 
As I've said before, it affect weapons added by all DLC and mods unless they are no under the categorization of Sword, War Axe, Mace, Greatsword, Warehammer, and Battle Axe. So a mod which adds more War Axes is fine, but one that adds say flails and morningstars and says they are not affected by weapon perks or re-do the weapon perks to work with their mod, this will not be compatible.
master zero 17 Feb, 2013 @ 11:02am 
Does this mod affect weapons and armor created and added by other mods?
Fenthedog 15 Feb, 2013 @ 12:37am 
Actually its a myth that arrows could pierce plate steel armour. The iron tips would just bend when they hit steel. Might give you a bruise but nothing more. As the investigation into the battle of Agincourt showed. Most of the French casualties were caused by falling in the mud and being trampled to death or dispatched by daggers as they could not get up once they had fallen due to the nature of the thick claggy mud in that area.
phantasmal 14 Feb, 2013 @ 2:29pm 
@CCZKnight
You do know that arrows pierced the shit out of plate armor back in the Crusades and such? There are different types of arrows.
Thor, God of Thunder 11 Feb, 2013 @ 2:07pm 
I support victorps' idea of using this concept of passive armor bonuses in application to the three schools of magic as well: Fire dealing slightly more damage to light armor, Frost slowing and damaging both light and heavy armor equally, and Lightning dealing slightly more damage based on heavy metal armor's conductivity.
WOOWOHOOH 11 Feb, 2013 @ 8:26am 
Maybe also magic and enchantment? Fire burns through licht but gets blocked slightly by heavy, thunder gets conducted by metal in heavy armors and isolated by light whereas frost would be in the middle like axes. Though maybe it fits better in a magic mod I feel like this is more of a mod about armor strength and weaknesses then for weapon enhancement.
WOOWOHOOH 11 Feb, 2013 @ 8:21am 
What about armor rating enhancing spells? Also, please don't add any bonusses to unarmored cause there's already a bonus because of lack of armor rating. There should be a bonus to sneak attacks with daggers, bows and a little one for swords, think about it; an unsuspecting target, you're standing behind him, you have all the time you need to find a gap between the plates or a weak spot and stab your dagger in it. Archery and crossbows shouldn't have bonusses because they're so effective already.
Camus Moo 10 Feb, 2013 @ 10:55am 
1. Good job so far, but Axes, realisticly, would be more 8% against Heavy, 12% against light.
2. for arrows, they should do +100% for enemys not in armor, -10% heavy, -20% light
3. Crossbows, should be realeased in a seperate Dawnguard version, and should do +200% armorless, +20% Heavy +20% light, but you should also make them do -50% against dragons, or something like that just to keep it fair and not to OP
[BEER] Jimmy  [author] 10 Feb, 2013 @ 5:00am 
Thanks for the feedback man, you've reinforced my ideas for balancing, what with the current values and my ideas for bows etc.
deathsoldiers 9 Feb, 2013 @ 11:46pm 
listen to nameless
ttv/RogueArcade 9 Feb, 2013 @ 8:15pm 
One last thing, Crossbows need to be a seperate class from Bows IMO, example the Pope in 1139 banned the use of the crossbow because it was considered cruel and Demonic in nature. It was able to penetrate most armor variants and certain shields. It is considered a hybrid between archery and a firearm; just something else to think about! :D
ttv/RogueArcade 9 Feb, 2013 @ 8:06pm 
First off, Light Armor should protect against Archery, period. Look up the ancient Mongolian armors if you don't understand why :) Heavy armor should protect against slashing, this is why it was developed and blunt weapons make short work of Plate Mail, aside from specific reinforced cuirass shells; these were in fact improved upon in later medieval periods because people got so wrecked by flanged maces/morningstars etc. Axes IMO is going to be the toughest balance choice for you, since they are a heavy slashing weapon, which arguably does well against Light & Heavy, depending on the axe style. One last thing, don't forget to give DAGGERS some love too! This is what I know, feel free to use any of these ideas on your mod, it sounds great! :)
hash 9 Feb, 2013 @ 2:46am 
yes thats what i meant and ok i will test it
[BEER] Jimmy  [author] 9 Feb, 2013 @ 2:37am 
You mean Duel? I have yet to test it so have no idea, but check it out and get back to me!
hash 8 Feb, 2013 @ 10:13pm 
is this compatible with dual combat mod?
Pimpjira 8 Feb, 2013 @ 9:35pm 
@Gravy That and the Bodkin arrow.
Pimpjira 8 Feb, 2013 @ 9:35pm 
No,plate armor was originally made to stop blades,maces and warhammers were used against it as they would cause shock damage through the armor,after all,sure the helmet may stop you from being cut,but when that steel mace,and helmet both crash into your skull there's a chance of it being broken and a concussion is very likely.
Gundyr 8 Feb, 2013 @ 9:32pm 
Are you stupid jmv194, in what game or real life has that ever been the case???
blades cut through soft armour and ding off heavy armour. Blunt weapons where better for heavy because the force of impact goes through the armour to smash the bones inside.

The only time heavy armour fell to penetrating weapons was when the crossbow was invented.
VeryCool 7 Feb, 2013 @ 5:30pm 
It should be the other way around. light armors like leather and cloth were hard to cut with blades but easily penetrated by blunt weapons. plate armor was originaly made to prevent blunt damage but denting and absorbing the blow. i feel like the only thing that should be good against heavy armor is arrows... but that is problematic because it is wildly unbalanced. perhaps you could make heavy armor slow you down a gratuitous amount to make up for that?

this is all just my opinion though, love the idea!
[BEER] Jimmy  [author] 7 Feb, 2013 @ 10:03am 
I always thought that leather would soften a blunt blow much better than heavy armour. It doesn't make as much sense for some light armours (glass for example) but that was my reasoning. Also balancing. I like the ideas guys, I plan on doing similar stuff for bows aswell in the future, hopefully...
johann_fuchs 7 Feb, 2013 @ 4:38am 
also, dont forget bows!
johann_fuchs 7 Feb, 2013 @ 4:32am 
yea light armour should be arrow resistant or something not mace/warhammer. that said, i like where this is going.
Cpt. Carnage™ 7 Feb, 2013 @ 2:34am 
I think the mod sounds awesome and its nicely balanced so I'm not suggesting you change it -but why would you be more resistant to a mace or hammer in light armor?
Godsfoot 6 Feb, 2013 @ 9:59pm 
Sorry for double post, but I just thought you could also implement the same features for other items as well. Sharp points will damage light armor more than blunts, vice a versa for Heavy. Similarily sharp blades would be dulled by striking heavy plates more so than light leather/chainmail.
Godsfoot 6 Feb, 2013 @ 9:55pm 
I know this is way out of the initial scope of the mod, but to me, rather than having the light armor take less damage, have the heavy armor suffer more "Structural Degredation" ( Needing repair) since heavy blunts will dent armor plates, but simply flex light armor. Equal pain, but the need to repair heavy armor more after combat. Food for thought if you wanted to ever tackle armor's effectiveness degrading with use. All in all I think this is a good mod, and after I clean up my mod folder I plan on giving it a try!
Yanker 6 Feb, 2013 @ 6:39pm 
@leto85
I believe it's for balancing reasons, but you do have a point.
But I also like what SchinkenBlubb said.
leto85 6 Feb, 2013 @ 3:43pm 
About the Light armor: why is it that you take 20% less damage from maces and warhammers? I see the point as in being it the total opposite of Heavy armor, but the thing is that I guess that Maces and Warhammers will do a lot of damage on whatever armor the get smashed on. The more damage on Heavy armor does indeed make a lot of sense as the damage will go through the whole armor set, if you know what I mean, but with light armor, it simply will hurt, I'm not sure why it would hurt less.
The Cyber System 6 Feb, 2013 @ 3:26pm 
@[BEER] Jimmy: Will do.
Wutpulver 6 Feb, 2013 @ 3:02pm 
@AlphaQ23
yes but thats beacause of the lower armorrating.
the "special" thing about maces are that they deform the armor wich doesnt happen against leather chainmail etc. so the dmg reduc is somewhat correct.
Q 6 Feb, 2013 @ 1:06pm 
But wouldn't someone getting smacked with a hammer hurt worse if they wern't wearing armor?
[BEER] Jimmy  [author] 6 Feb, 2013 @ 4:10am 
Unfortunately if they add new weapon types it does not affect them; I may do a compatibility patch in the future though so stay tuned!
The Cyber System 5 Feb, 2013 @ 4:25pm 
The name of the mod I was talking about is 'Heavy Armory - New Weapons' and the author is PrivateEye.
The Cyber System 5 Feb, 2013 @ 4:22pm 
Very nice, simple yet effective little mod. Does it affect weapons and armor from mods as well? For example halberds and clubs, etc from Better Weapons Armory? (Not actually sure about the name. I'll check.)
Yanker 5 Feb, 2013 @ 4:16pm 
@ tharp76.
I forgot what it was called, but there is already a mod that I checked out on skyrim workshop where it has those settings. I think it's something like realistic combat. I don't know, but I just wanted to let you know :)