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gameplay [2025/02/03 14:18] – [Combat Essentials] ghostgameplay [2025/02/03 14:18] (current) – [Combat Essentials] ghost
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 | [[https://www.nexusmods.com/skyrimspecialedition/mods/72347| Precision]]\\ [[https://www.nexusmods.com/skyrimspecialedition/mods/74887| Precision for creatures]] | Skyrim's default hit detection is rudimentary and paints in broad strokes. In Vanilla skyrim you effective just check an area around you on swing based on a static 'reach' number based on your weapon type. Which means all weapons of the same type have the same reach and weapon models don't matter. People have attempted to fix this in the past but it was just a more granular approach to the reach or simply just better values[[https://github.com/Synthesis-Collective/speedandreachfixes| like this synth patcher]] based on this older [[https://www.nexusmods.com/skyrimspecialedition/mods/29847/| zedit patcher]] based on probably some older just form edits.  Precision changes all that by directly calculating a hitbox based on the model itself. In addition its a proper hitbox which means your animation also now matters instead of everything essentially being a fan. I can't imagine a type of play-through that doesn't benefit from this | | [[https://www.nexusmods.com/skyrimspecialedition/mods/72347| Precision]]\\ [[https://www.nexusmods.com/skyrimspecialedition/mods/74887| Precision for creatures]] | Skyrim's default hit detection is rudimentary and paints in broad strokes. In Vanilla skyrim you effective just check an area around you on swing based on a static 'reach' number based on your weapon type. Which means all weapons of the same type have the same reach and weapon models don't matter. People have attempted to fix this in the past but it was just a more granular approach to the reach or simply just better values[[https://github.com/Synthesis-Collective/speedandreachfixes| like this synth patcher]] based on this older [[https://www.nexusmods.com/skyrimspecialedition/mods/29847/| zedit patcher]] based on probably some older just form edits.  Precision changes all that by directly calculating a hitbox based on the model itself. In addition its a proper hitbox which means your animation also now matters instead of everything essentially being a fan. I can't imagine a type of play-through that doesn't benefit from this |
-| [[https://www.nexusmods.com/skyrimspecialedition/mods/89042| Comprehensive Attack Rate Patch]] | Attack speed in vanilla skyrim is fucked. It needs a fix and this is the most modern version of the fix. Previously [[https://www.nexusmods.com/skyrimspecialedition/mods/10741| Attack Speed Framework]] would have been my goto but CARP has some significant improvements on it. If you want to know the exact details of the attack speed issue read either mod page as they both go into it in depth. One note about CARP is that it has the requirement Perk Entry Point Extender, or PEPE, to quote it's page\\ //"Not currently compatible with a fix in Scrambled Bugs that allows for multiple returns from the ApplyXSpell perk entry points. Coordinating how to implement may take a bit. To clarify, this is if one is using the entry point, not an incompatibility across the board."// \\  Some mods may require you to have that enabled, in which case you might have a bit of a conflict so keep that in mind. |+| [[https://www.nexusmods.com/skyrimspecialedition/mods/89042| Comprehensive Attack Rate Patch]] | Attack speed in vanilla skyrim is fucked. It needs a fix and this is the most modern version of the fix. Previously [[https://www.nexusmods.com/skyrimspecialedition/mods/10741|Attack Speed Framework]] would have been my goto but CARP has some significant improvements on it. If you want to know the exact details of the attack speed issue read either mod page as they both go into it in depth. One note about CARP is that it has the requirement Perk Entry Point Extender, or PEPE, to quote it's page\\ //"Not currently compatible with a fix in Scrambled Bugs that allows for multiple returns from the ApplyXSpell perk entry points. Coordinating how to implement may take a bit. To clarify, this is if one is using the entry point, not an incompatibility across the board."// \\  Some mods may require you to have that enabled, in which case you might have a bit of a conflict so keep that in mind. |
 | [[https://www.nexusmods.com/skyrimspecialedition/mods/51614| TDM]] | I originally thought this was only important if you were using a controller but its ridiculously customizable and has the features of 10 other mods. To sum it up quickly: you can walk toward the camera.\\ [[https://www.nexusmods.com/skyrimspecialedition/mods/49648| Better Power Attack Direction Control (1.5.97)]] Might not be needed with more modern mods as they use dtry's keyutils to build oar conditions for the same effect | | [[https://www.nexusmods.com/skyrimspecialedition/mods/51614| TDM]] | I originally thought this was only important if you were using a controller but its ridiculously customizable and has the features of 10 other mods. To sum it up quickly: you can walk toward the camera.\\ [[https://www.nexusmods.com/skyrimspecialedition/mods/49648| Better Power Attack Direction Control (1.5.97)]] Might not be needed with more modern mods as they use dtry's keyutils to build oar conditions for the same effect |
 | [[https://www.nexusmods.com/skyrimspecialedition/mods/41252| SmoothCam]] | 3rd person camera improvements, works well with TDM and almost required if you're using 3rd person combat mods below | | [[https://www.nexusmods.com/skyrimspecialedition/mods/41252| SmoothCam]] | 3rd person camera improvements, works well with TDM and almost required if you're using 3rd person combat mods below |
gameplay.txt · Last modified: 2025/02/03 14:18 by ghost