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166 downloadshttps://youtu.be/FDZoBM-ptOA Continue the legend of Umbra -now as a living, floating sword that will follow you in your travels and fight for you using custom animations. Includes two quests with good and bad endings, professionally voice-acted, and well-integrated with the lore. See the trailer! The sword has her own follower system with features to wait, dismiss and do favors, as well a lot of voice-acted commentary for various situations. It's a joy to see her fight for you with her custom animations, and I based her story on official lore as much as possible, including, loosely, some of the events in the "The Infernal City" novel. I'm intrigued by the philosophical dilemma of a living sword that committed all kinds of atrocities in the past, but has now been re-forged. Should it still pay for its past sins even if she has no memory of them? There are multiple endings depending on what is your answer to that question, and you will have opportunities through both quests to make your decision one way or the other. All the lore you need to know is already included in various materials within the mod, but you can always get a refresher. Compatibility Compatible with everything as far as I can tell, including mods such as: Followers as Companions II -so that she will hover by your side instead of behind you My Home is Your Home -so that you can assign her a permanent dwelling place eventually, although she will not sandbox for obvious reasons Amazing Follower Tweaks -in the sense that AFT ignores her and she ignores AFT, which is the way things should be for her Likely every other Follower framework out there, too -they should all ignore her and she should ignore them all That said, the following is law for every mod that integrates into vanilla Skyrim: as a modder you always have to touch a few things. For example: since I edited the text of a vanilla book slightly, then mods like Book Covers may lose their changes for just that one unique book. Could it be patched? Sure. Is it worth it? I personally don't think so, but I did it anyway and I'll be happy to accept any other patch submitted by anyone for tiny things like this (and please try to make them ESL to save people a slot in their load order). Other examples include vanilla cells which are frequently edited by all the popular light, shadows, or even music mods -the changes are so tiny and/or are done in cells so rarely-ever visited that I really don't think a patch is warranted. Spoiler: if you use 'T'Skyrim' this mod does overwrite its new Atronach Forge recipes, so you must sort this mod lower in the load order. Lastly, to start the quest you need to read a certain book which is found in common loot -this means touching two leveled loot lists: "LItemBook0All" and "LItemBookClutter". Again -it's not going to break anything and it doesn't really bother me, but merging leveled lists is a well-discussed subject in nine years of Skyrim modding Requirements You MUST have these two: CVR Follower Voices - although the voice actress graciously supplied many brand-new lines, the mod still uses her work as the "Rose Deep" voice in CVR. My mod makes some changes to "Rose Deep", so I don't recommend you share that same voice type with other NPCs. Dynamic Animation Replacer - this is a gem, everybody. I've met people who are leery of it -perhaps they fear it's like FNIS or Nemesis which requires doing special tasks with every install/uninstall: that's absolutely not the case. DAR is one of the most plug-and-play gems I've ever seen, safe as can be, and totally required to see the sword's unique, custom animations. I strongly recommend you also use this: Vibrant Weapons - Combined with the FloatingSword_VibrantWPN_Patch.zip, this will make her produce real light. Very cool. Don't forget to use the Power from that mod to enable effects on NPCs. Disable Follower Collision - it's a beautiful piece of SKSE witchcraft so that you will never again be blocked by your own housecarl while backing out of a small room! Your favorite ENB, since the flames of the sword do emit particle light. Looks very cool. Installation Copy everything to your Data folder and check the checkbox, or even better, use a modern mod manager. Safe to add to an on-going game, and safe to remove too: it would probably leave little traces behind but you can always clean your save file with tools such as Fallrim's. Getting started Read the "There Is No Umbra" book which appears in common loot, or find a copy of it -where else?- on Farengar's desk. Then it's all quest markers from there! If you get stumped at the part which requires you to operate a certain piece of arcane machinery, my sincere recommendation to you is to read its manual! Quick QA SSEDIT says your ESP has two errors? A: Ignore it -the Floating Sword is not supposed to have footstep sounds, and I did remove some glowing mushrooms from a cave -they were in the way Will this work in Oldrim, or VR? A: It's been confirmed to work fine in VR! People report it works fine in LE too, but you'll need to overwrite this mod's meshes and textures with the LE version of Abyssal Sword. Can this be an ESL? A: Probably in the future. I could compact the IDs in CK and push it out as an ESL master but I don't feel the time is right yet. I anticipate possible changes and fixes if any bugs or incompatibilities are eventually discovered. Wait, how many scripts? A: Relax, most of the files in the scripts folder are just fragments to advance the quests through dialogues, and the few that aren't don't do anything crazy like cloak spells or permanent onUpdate papyrus load. Everything is as safe as can be. I don't see her flames! A: You have to turn on the Vibrant Weapons effects for NPCs, using a spell power from that mod. (more Qs and As to be added over time) Credits Netwalker123: without his flying sword animations this simply wouldn't be possible. And they're so beautiful! He was very supportive of my project, and I'm proud that he helped. Also, he took the beautiful screenshots you see in the media section. What a guy. Kerstyn Unger: she is the best voice actress many of us have worked with. Her work in the original CVR Follower Voices inspired me to shape the sword's personality, and then she very graciously contributed even more custom lines just for this mod. If you enjoy her amazing performance as the haughty, mellifluous living daedric artifact please buy her a coffee at https://ko-fi.com/kerstynungerva and visit her site to see more of her work. Shawn L. Koch: he's just getting started as a voice actor, but you'll agree with me he can go as far as he sets his mind to. Also an author! Cinnamine for the sword model, Trion77 for the beautiful pulsing textures, and PraedythXVI for not just making the weapon available as the stunning Abyssal Greatsword, but also making its permissions so generous that modders like me could use it. I searched for and found many, many beautiful unique swords in the Nexus, but the fact that this one had such open permissions is what made me choose it. Creative Commons, people! jg1: for being equally generous with the permissions for his flaming effects in the stunning Vibrant Weapons. When you see the sword light up a dark cave is because of this guy. Ckord: she helped me test this mod and gave me the motivation to add new stuff (like the entire Dragonborn portion of the second quest!). Don't miss her underrated "Thalmor Dialogue and Quests"! Bethesda. I don't always agree with them, but this game has stood the test of time. Going nine years strong. This community. I know saying this sounds as cliche as 'the real treasure was the friends we made along the way' but frankly, the people in various Skyrim discords who helped me in various ways all made a huge difference. I don't feel I'm coding in a vacuum -instead I'm part of something. This feels good.
137 downloadsDescription You can configure how easily your enemies should surrender, and you can choose to knock them out rather than killing them. You can also knock people out in other ways, even if they don't surrender. Lightweight, compatible with everything, no 'cloak spells' nor attaching scripts to actors, everything configurable in MCM. Basically you don't have to just murder everyone in your path anymore, Dragonborn. Unless you want to, like Miraak. See the 90-second video that explains most everything: Knockout You can knock someone out in any of these ways: Wait until he surrenders, then bash him Sneak up behind him, then bash him Hurt him until he's in 'bleed out' (on his knees, bleeding), then bash him Hurt him until his health is low enough, then bash him Reverse-pickpocket a knockout poison on him (if you have the Toxic Touch perk from the Pickpocket skill tree) Hit him with an arrow or bolt that has knockout poison applied on it (you can make the poison with Alchemy, or buy it from vendors, find it in loot, etc.) Enable the "any attack" option, set the minimum health and random chance to your liking, and simply hit your enemies any way you like Cast a knockout spell at him (from the Illusion school; you can find Spell Tomes in all the usual places) Any bash will do, no matter if it's with a shield, or unarmed, etc. (works great with Simple Dual Wield And Unarmed Block). Sometimes they'll drop their weapon. If you're using Quick Loot you can also rob them blind while they're knocked-out, and since they're in ragdoll, you can drag them around as if they were dead. But they're alive, and after about 5 minutes they'll wake up. If you don't want to wait, just bash them again and they'll wake up. If you're concerned about your bash attack killing them off, then you can reduce your own bash damage in the MCM. In fact, all of the above is configurable in the MCM (see image), and you can also add a random chance factor if you wish. NPCs cannot knock you out, nor each other. You can craft knockout poisons using Alchemy (Canis Root plus Imp Stools) or you can find them in ordinary loot and vendors. You can find the Knockout Spell Tome books in all the same places where you usually find Illusion Spell Tome books. Surrender When deciding whether to surrender or not, an enemy considers: His skills and health (warrior types go by whichever skill corresponds to their equipped weapon -One-Handed, Two-Handed or Archery, while mage types go by their Destruction skill) Your skills and health (same as above) How many others are also fighting you (even if they belong to other factions, as long as they are hostile to you) How many of your followers are still fighting alongside you (guards don't count nor do other neutral parties even if they get involved) The settings in the MCM So, as their health winds down and their buddies start to fall around them left and right, baddies will be more and more likely to call it quits. Likewise, if your health drops and your followers die, maybe someone who had already surrendered can change his mind and start taking swings at you again! In order to judge you and figure out their chances they first to need to see how you attack. The most important factor (after the MCM slider of course) is HP. After all, if you're very low on HP you really don't care if the entire army is backing you up -you just want to survive the next ten seconds. But remember fear can spread -if one guy calls it quits, that slightly demoralizes everyone around him and maybe now someone else quits, and then another, and then you get a snowball effect. Sell-sell-sell like a market panic. It can go the other way too -one guy who had already surrendered eventually recovering enough HP to feel gutsy again and standing up can cause his buddy to also rise again, and so on. These snowball scenarios are somewhat rare (because everyone needs to be more or less close to the edge between quitting and not quitting) but entirely possible. Importantly, your followers (vanilla and modded) will try their best not to kill people who already surrendered, or who are knocked-out. Compatibility Should be compatible with everything. I notice no performance/FPS issues -everything wraps up cleanly even if you leave the cell and come back, resurrect people in the console, or whatever other shenanigans I could think of. It uses perks to trigger the knockout effect -I tested with Ordinator and found it is compatible. It also uses a bunch of obsolete variables that Bethesda coded in for every actor, but never actually implemented (such as "FavorPointsBonus" whatever that was supposed to be!) so if any other mod uses those too there could be a conflict, but I'm not aware of any. It works beautifully with my other mod, Melee Power Knockback, which adds a cinematic oomph to your power attacks. The knockout portion is incompatible with Racial Body Morphs SE because that mod uses skeletons that are a bit old. Instead, use that mod's more modern replacement, FK's Diverse Racial Skeletons -knockout works just fine with that one. Not compatible with Tyrannical Trolls nor Sinister Spriggans -their nif skeletons don't react well to ragdoll. Why am I not like the other girls There are other yield mods out there, but they don't do knock-out, and they use cloak spells to attach scripts to every actor around you. Now, not all cloak spell scripts are bad things, but many bad things are cloak spell scripts, so I went the extra mile to avoid them. Then there's the follower issue: in those mods even if you accept the baddies' surrender your follower may still finish them off anyway. This was a hard nut to crack because I didn't want to mess around with AI packages (because doing so then messes around with custom followers' AI and now you need a patch for Inigo, yadda yadda -it just gets bigger). Instead I found a decent compromise: your followers will still give chase for a few seconds for flavor, but after that they'll let them live. Everything I did is meant to be as unobtrusive/reversible/light as possible. Also, there are other knockout mods out there, but they don't do yield, and in addition to the cloak spell issue above, they rely on the paralysis magic effect to simulate knockout -this makes the NPCs stiff. I wanted ragdoll instead, and I got it. Lastly, some other mods are limited to only certain weapons (maces) and I wanted more flexibility. Installation Install this mod first, then let MPK's knockbackViaRace.zip (latest version) overwrite the script files. Sort to the bottom of the load order, below MPK. Or seriously, do yourself a favor and just install Mod Organizer 2 or Vortex already; it's not 2012 anymore. As soon as the game launches you'll get a little notification saying "Knockout and Surrender installed. Don't forget to enable Surrender in the MCM menu!." -if you see that, it means the mod is installed and should work. Don't forget to enable Surrender in the MCM menu. You also have a new minor power to toggle the knockout effect on and off. Upgrading from previous versions: Basically you need a clean save. If you already know what that means, then just do that, carry on soldier. If you don't know what a clean save means then here is an explanation: uninstall knockout.esp or esl and clean your save file using Fallrim tools. Then launch the game without the mod, and in the console enter setstage SKI_ConfigManagerInstance 1 . This will remove the MCM menu -do confirm that it's gone. Save again: now you have a clean save (or as clean as it gets in Skyrim). Now you can install this mod again, normally, and enjoy the new options in the MCM menu (and this is true for any mod with an MCM: if it takes too long to show up after installing, you can always enter the code above in the console and wait a minute. It will come). Upgrading from an ESP version: just overwrite the file, everything should work fine. Uninstallation Remove the esp and the scripts -or turn off in MO2. Nothing much should be left behind in your savegame, but you can clean it up with Fallrim tools -which is another must-have if you're into modding. FAQ Can I configure how long the enemies stay surrendered or stay knocked-out? It's not easy; unfortunately there doesn't seem to be a way to dynamically modify a magic effect's duration other than typing it in the Creation Kit. As of now, surrendering lasts an hour, and knockout lasts five minutes. Remember: you can bash them again to wake them up from a knockout, and if circumstances change anytime (if you take too much damage, or if they suddenly get healed or if they get new allies to fight you, etc.) they may decide to come out of their surrendered state and fight you again. Can enemies take other factors into consideration when deciding whether to surrender or not? Such the enchantments in my sword, or my Daedric armor, or my awesome sneak skill, etc? All technically possible, but I want to keep the algorithm really light, so for now the only thing that matters is the skill related to the weapon you and they are using (or Destruction if you or they are mages), everyone's health, and how many other people are in either side of the fight. You can always play with the slider in the MCM to find a balance that works for you. Okay, what if I have a sword in one hand and a spell in the other? Which one counts for intimidation purposes? Whichever is greater between your One-Handed and Destruction skills. Other magical schools don't count for surrender purposes. The enemies keep dying when I bash them! Or I killmove them with the shield! Your bash probably does a ton of damage -this can happen with certain perks. Use Violens to turn off shield killmoves, and/or use this mod's MCM to tone down your bash damage to something more pacifist if you'd like. The enemies have their hands up in surrender, or are crouching in fear, but in their idle dialog they don't sound panicked! I don't think I can mess with their idle dialog without involving package shenanigans, and I'm trying hard to stay very lightweight and avoid package shenanigans... but there might be no other way. I'm thinking about it... I knocked out / cowered everyone in the room, then I left to some other cell (through a loading door) and when I came back they had all woken up / weren't afraid anymore! This is by design -I don't want to make permanent changes to any NPC. I want the mod to be safe to install/uninstall anytime and don't leave too many footprints behind. How does this handle the infamous Brawl bug? How about that part of the Companions questline where you need to punch Vilkas? Both covered! Can you make it so that instead of killing someone to meet an objective you can just knock him out instead? For example, can you change it so that "Kill the leader of Serpent's Bluff Redoubt" becomes "Knock-out the leader of Serpent's Bluff Redoubt"? I admire your pacifism, but sadly no -I don't know how to accomplish that in any lightweight way that would also work for mods. Just have your followers kill them off -followers will still chase and attack enemies for a few seconds after they surrender. We can't Undertale 100% of Skyrim, just the in-between parts. Can you knock out a dragon, or make him surrender? Nope. Dragons and Dwemer automatons will never surrender. And there's a bunch of creatures that it doesn't make sense to knock out, realistically. The list includes: Undead (Draugrs and Skeletons), Lurkers, Chaurus, Ash Guardians, Werebears or Werewolves, Gargoyles, Vampire Lords, Dragon Priests, and Atronachs. You can still cower and knockout vampires and dremora though, as well as spiders, trolls, spriggans, bears, tigers, rieklings, dogs (you monster), and pretty much any other creature. Just let them see you swing your weapon and they'll decide what to do. Something terrible happened! Nazeem turned into a dremora! The Bannered Mare caught on fire! Ulfric is lollygagging! Unlikely to be from this mod -I don't attach scripts to actors -I don't even give them perks. Knockout is classed as a magicaleffect with a finite duration, and so is surrender. Experienced modders: please feel free to review my source code; I always welcome all feedback! Seriously, you made your other mod a requirement dude? Listen, I need to deliver the knockout spell somehow. When it was just bash, I could attach it a Perk entry point and be done with it, but to have *every* attack I needed a way into *every* attack and conveniently that's what MPK does. If I had just replicated MPK here I would have had to build a patch instead and that would be three files in your load order instead of two. But listen: if you don't want to knockback enemies all you have to do is use the MCM of MPK to reduce the chances to zero, and it'll be like it's not even there. Of course, I do hope you give it a try though -I think it's actually fun but I'm biased of course.
139 downloadsDescription Power attacks will: Knock enemies down and send them flying a short distance Trigger a 1 second slow-mo moment for coolness reasons Works with any weapon, or unarmed. You can customize in MCM whether you want this for all power attacks or just kills, just 2-handed weapons, whether you want the slow-mo effect or how often, etc. NPCs can knock you back too, or they can knock back each other. The lighter the enemy (by his 'weight' attribute) the farther away he will knock-back. You can knockback corpses too, as Nazeem will surely find out. See the 20-sec video: Compatibility You can pick the new knockbackViaRace.zip version, the main file, which is compatible with everything except mod races (although there are patches for the Half-Dragon, Dagi-Raht, and Ohmes-Raht races already). Or you can pick the old knockback.zip version in the miscellaneous files, which works with any mod race but may conflict with some perk overhaul mods and lacks all the new features. I prefer knockbackViaRace.zip because it makes NPCs knock you back too, which evens the playing field a lot. Sort this to the bottom of your load order since it modifies the attack data of vanilla races, which means that if you're still using Racial Body Morphs you should probably upgrade to FK's Diverse Racial Skeletons instead, which uses a more modern skeleton, and then use the patch for this mod in the optional files section. It does use scripts, but the scripts are tiny and only fire during the knockback moment. Only 4 variables -I don't see how this could bloat your savegame or cause any kind of CTD. See the scripts in the source folder; I think they're pretty tidy in how they get in, do their thing, and get out, but I always welcome feedback if you think they could be tidier. Why am I not like the other girls There are other knockback mods out there, but I learned that they don't work if your attack happens to kill the NPC. I think the reason why those mods fail at that moment is that PushActorAway(Target, PushForce) only works on the living, and by the time the script kicks-in the NPC is already dead. I got around this limitation satisfactorily, I think. Also, I prevent the bug that makes NPCs invincible if a killmove happens to trigger during knockback. Also, the way other mods work is by either enchanting a certain weapon -which is too limiting, or by attaching combat spells to individual attacks in the PC record -I think that's too dangerous, don't mess with the Prisoner refid 14 kids. Instead, I either use perks (which works on any race, vanilla or modded) or race (which works with any perk overhaul mod). And lastly, as of version 1.3, this is apparently the only mod with vector-based knockback. So this is a little wonky to explain but the easiest (and laziest) thing to do with ApplyHavokImpulse is to just send the NPC straight up in the Z-axis and don't bother calculating the other two axes. No more. Now I'm using the angle the player is facing to figure out the correct X and Y components of the vector also, so the NPCs fly away from you, instead of just up. Anyway, if this is all too complex, just see this video: Installation Unzip to Data folder and tick the checkbox for knockback.esp. Or seriously, do yourself a favor and just install Mod Organizer 2 already; it's not 2012 anymore. IMPORTANT: if you also use Knockback and Surrender (and you should! ) then sort that file below this one in your load order. Make sure you use the latest version of both. As soon as the game launches you'll get a little notification saying "Power Attacks will now knockback your enemies." -if you see that, it means the mod is on and should work. You also have a new minor power to toggle the knockback effect on and off. (Note: if upgrading from version 1.0, either start on a clean save, or use the console to manually give yourself the new power that toggles the effect on and off. If upgrading from version 1.01 then either start on a clean save, or force SKY UI to rescan for mods by entering setstage SKI_ConfigManagerInstance 1 into the console. If upgrading from the previous ESP version simply overwrite the old mod and carry on, no worries). Uninstallation Remove the esp and the scripts -or turn off in MO2. Nothing much should be left behind in your savegame, but you can clean it up with Fallrim tools -which is another must-have if you're into modding. F.A.Q. Is this compatible with X? It likely is. Use knockbackViaRace.zip if you're concerned about conflicts with perk overhaul mods. Can you get knocked back too? Yes you can -just use the knockbackViaRace.zip version. NPCs can knock back one another, too. Fun times. Wait! I want to knockback NPCs but I don't want to get knocked back myself! Ah, you're no fun! Fine, then use the knockback.zip version where you're the only one able to knockback people. Milk drinker! Can you remove the slow-mo effect? What? You've never played Max Payne? Gah! Fine, just reduce the chances to 0% in the MCM menu. Can you limit it to just two-handed attacks? Or just kills? Or make it trigger at random once in a while instead of all the time? Yes to all! MCM menu! Aaah, the blur effect! It's hurting my eyes! MCM menu! Disable it there! ESL when? I don't know how, bro. I only know how to do that in SSEDIT, and SSEDIT is telling me I need to renumber forms in Creation Kit. No idea how to do that. Does this work in Oldrim? Does this work in VR? No idea! I have neither of those, please try it out and let me know! This makes combat too easy -I just kill them while they're knocked down on their butt trying to get back on their feet! You could set it up in the MCM menu so this only fires when you actually kill the NPC, and not before. Remember NPCs can knock you back too, so that makes it fair.