So in vanilla Skyrim fighting is vary similar to a bunch of retards slobbering over themselves while exchanging hits--not really professional. This mod adds some intellect to those retards and teaches them how to duck as well as dodge. Fighting will become more immersive and rewarding.
This is a more realistic alternative to the above mod. It increases enemy AI and and even let's multiple enemies work together in a team to flank you. It is very fast paced deadly action and very satisfying too.
With a name like "Bleed Them Dry" how could we resist? This mod adds penalties for bleeding to both the NPCs and the player. It is also very customizable so you can determine how hardcore you want to play. This also adds a whole new element of danger and encourages the player to not go charging in like a boss. Instead you'll find yourself trying to avoid taking blows--as it should be--while at the same time making you think of how to use these new penalities to your advantage.
FUN FACT: Use alongside Battle Fatigue and Injuries (see the "Survivalist" section) for an extra brutalizing and difficult time. It actually may be "over kill"....yeah, we had too.
Announcement: Due to the SoT team's request, lesi123 has graciously made a compatibility patch for Death Alternative. For her kindness, we request of you to please give her a kudos as well as a brief thank you post to show her proper gratitude. (Be sure to say you were sent from the SoT site.)
A brutal little mod that works along with the majority of other combat enhancing mod. Action Combat is a fitting name too because it makes combat incredibly intense! (In fact, when used along with Combat Evolved maybe too intense--which is how we tested.) This adds a slight stagger to everything (though is completely customizable). That means no more leisurely walking about while surrounded in a fight. Because now if you get ganged up on, it is almost impossible to get up and out (like in a real life fight). You will most likely need to take along an extra follower or two (on top of your current three) for any attempt to take over a fort now. (Sorry, no more parties of two claiming forts.) Further, the stagger affects NPCs too--which can come in handy for when the need arises to humble someone.
FUN FACT: We're absolutely positive that with this and Combat Evolved it is possible to take a fort claimed by pyro-mages. We just haven't figured out how yet.
This one is the icing on the cake for any combat overhaul mod. It enables NPCs to perform fatalities just like the player. This means when a bandit party decides to ambush your party, heads will quite literally roll. It is important to know that fatalities won't trigger constantly so you don't get overwhelmed with them, but rather rewarding when you see one. (This mod in no way changes combat mechanics. It simply adds the ability for NPC fatalities.)
NOTE: We recommend using the NPC to NPC only version of the mod.
This mod will dominate you and play with your corpse like a chew toy. And when it's done with that, it'll eviscerate your family just for giggles. For all of that, we highly recommend it! This mod adds new abilities and unique AI to a multitude of bad guys. Installing it will greatly enhance difficulty.
This mod is an alternate to the above mentioned mod. It also adds unique AI and abilities to enemies as well as comes packaged with a few additional options (such as more dangerous poisons). It comes down to personal preference when deciding which to use. The author of this mod was banned from the Nexus (for copying the above mod author's work) though and hence the mod removed. Clicking the link will take you to his personal website where the mod is located now (you'll need to scroll down a bit to find the small download link).
This mod works alongside either of the above listed mods. It alters the combat behavior of enemies without using any injection scripts. So, your smarter enemies become even more skilled and intelligent. So, now you get to fight against an enemy worthy of your full attention.This mod guarantees that you will be eviscerated in ways that would make even the devil shutter.
This mod is to animal NPCs what Combat Evolved is to humanoid NPCs. It alters the behaviors of animals so that they aren't instantly aggressive, but instead defensive--meaning they don't go out of their way to maul you unless you are close enough to make them feel threatened. Plus, their AI is overhauled so they work in packs better and have a few surprise attacks hidden up there hairy sleeves. Just like his other mod, this one is also script-free.
No more ducking out of battles and swimming across lakes and streams. With this, the enemy will dive right in after you. Obviously the adds to the thrill when you run away and cross a river only to disover your pursuers are hot on your trail. Plus, it works with everything right out of the box.
Ever enter into an awesome fort/dungeon only to discover that it would be super convenient for you and your party of (anti)heroes? I know right?! Like totally if there was a way to like claim that rad place all for ourselves man. It would be like, epic and stuff. Well, now it is possible. You can order your followers to hold and defend an area and it will no longer respawn. However, best make sure you have what it takes. It is possible your party isn't strong enough to withstand the enemies knocking at the door.
FUN FACT: SoT could still allow a spawning event to occur in a fort being held (while sleeping for example). This could emulate a "raid" for those that really enjoy some goold ole' RPG randomness.
Imagine this: you and your party of heroes are seiging a fort taken over by ruthless bandits. The dirt bags are getting the upper hand and you are in desperate need of a hand. You raise a horn and a defening sound can be heard over the clanging of swords and axes. From a short distance away, a small group of soliders can be seen rushing towards your aid with swords raised. Cool right? Yeah! And now it's possible. However, flexcreator is always a step-a-head in his way of thinking. Reinforcments don't popup out of nowhere, rather they have to come from a nearby fort or town, thus making you plan in advance how you will utilize them. (Did we also mention this mod lets you and/or a companion use catapults? No? Well, it does.)