Galahaut's Morrowind Mod List Wiki

 

Combat

Page history last edited by Kainee 1 yr ago

Combat

Mods that change or add to the combat experience in Morrowind.

 

Parent Category:

Game Improvements

Related Categories:

Aerelorn's Combat Enhanced Addons

 

Advanced Combat by Abdul

This mod contains several new game elements, which make combat more delicious. Adds Critical Hit, which are perfect hits that deal huge damage; Injury Effects, which decreases a character's stats when injured; Bleeding, which causes a drain to Health after certain conditions are met and must be stopped either with a Restore Health spell, a healing potion or a bandage; Combat Modes, which selects different combat behavior like blocking more, dodging more or fighting more, which get bonuses and handicaps; Paths, which are special abilities that are learned and give advantages and disadvantages.

 

Blocking Enhanced by Aerelorn

Requires MWE v1.2 or later.

Blocking Enhanced (BEN) is an attempt to make blocking more fun by bringing it under the player's control. Normally, no attacks will be blocked. When the player holds down a configurable key, they will block every attack but at the same time, cannot attack back. If the player has no shield, a sanctuary effect will be added to simulate parrying. See the manual for more information.

 

Combat Enhanced by Aerelorn

Requires MWE v1.2 or later.

Adds 30 different combat combos performed using simple combinations of the basic attacks (i.e. Slash, Slash, Thrust). There are 5 combos for each of the 6 weapon types (Long Blade, Short Blade, Blunt Weapon, Axe, Spear and Unarmed). The combos range from stat drains to knockdowns to decapitations. Adds Trance (ability to slow down time to give you a better handle on the fight and dodge attacks and arrows) and Rage (slows time even further than Trance while increasing your own speed) effects to combat. Also adds Difficulty Sliders that let you increase the health, magicka, strength, agility and speed of all enemies in the game, so you can adjust the difficulty of combat. See the manual for more information.

For addons to ACE, see Aerelorn's Combat Enhanced Addons.

 

Combat Moves by GhanBuriGhan

Requires Tribunal

Gives the player the ability to perform special attacks of various kind. The aim is to make melee combat more active and interesting by providing an incentive to try new tactics and by requiring more skill on the players part. There are 4 categories of weapons that all have different moves: One handed weapons, two-handed weapons, Polearms and Unarmed combat. The moves are triggered by performing combinations of strikes, jump-attacks, by using sneak mode, etc. The effects include knockout, real damage for hand-to-hand, disarming the opponent and much more.

 

Disarming Zero (Alternate Download Link) by Fliggerty

Requires Tribunal and Bloodmoon

Requires MWSE v0.9.2a or later

Adds the ability to disarm and be disarmed in combat to the game. When you are fighting an NPC and you are using either a long blade, a blunt weapon, a spear or an axe, there will be a chance that your opponent's weapon will fall out of their hands, flying to a random location nearby. And if you are proficient with hand-to-hand fighting, you may even be able to steal your opponent's weapon! If the NPC has no other weapons, they will be forced to resort to hand-to-hand, most likely giving you a huge advantage! You may even be disarmed now. Due to scripting and role-playing limitations, your weapon won't go flying out of your hands. But it will become un-equipped, and you will be "stunned" for a few seconds.

 

Dodge (Direct Download Link) by Aragorn

The dodge mod is for wizards, monks, thieves and barbarian fighters. It tries to balance the Unarmored Skill against the other Armor Skills. The maximal armor rating of Unarmored is pretty low and you have less enchantment slots than with armor in place. The only advantage is that you don't have to carry that much equipment. To balance this situation, this mod adds a dodge (i.e. Sanctuary) bonus between 0 and 50, based on your unarmored skill. Your ability to dodge is penalized though by the amount of armor you are wearing, so heavy armor hinders more than light armor.

 

Dodge Mod (Enhanced)-WD by LDones & WDog

Requires Tribunal

This is based on the mod by Horatio. Unarmored is now a far more formidable skill with this plug-in. Playing Unarmored now grants the player a Dodge/Sanctuary bonus based on skill level, making him/her harder to hit the higher it goes. Wearing armor will deplete and/or nullify this bonus, and only high-level characters can retain some bonus while wearing more then one or two pieces.

 

Improved Hand-to-Hand (Alternate Download Link) by Fliggerty

Requires MWSE

Changes hand-to-hand combat so that the player can now give and receive health damage. The amount of damage depends upon your skill and the type and amount of armor that your opponent is wearing (This also applies to the player). If you are fighting someone unarmed, and they are wearing lots of heavy armor, any damage you do will be minimal. You also stand a good chance of breaking your hand. If you do, you will not be able to fight until you have it healed with a restore health spell, or let it heal over time.

 

Melee Missile by Scruggs

Allows you to combine magical and melee attacks on the fly, without ever entering magic mode. Spells can be launched directly from your weapon by simply pointing and shooting.

 

Pursuit Enhanced (Alternate Download Link) by Yacoby

Requires Tribunal and Bloodmoon

Requires MWSE v0.9.2 or later

This makes up to 6 people or creatures that are attacking you, and within a certain distance from you follow you through load doors. The time it takes for them to go through the load doors is based on factors like the distance away from the door when the player goes through it, and weather the NPC can see the player when he or she goes through the door. The NPC won't be able to follow you through the door if you lock it, unless they have a high security.

 

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