diff --git a/gameplay_stack.txt b/gameplay_stack.txt index 4de11db..5bb5a58 100644 --- a/gameplay_stack.txt +++ b/gameplay_stack.txt @@ -1,5 +1,5 @@ # NimmerSky Gameplay Stack -# Compiled: 2026-03-15 | Updated: 2026-03-18 (economy/loot/crafting finalized) +# Compiled: 2026-03-15 | Updated: 2026-03-19 (combat stack refined: SCAR out, TK Dodge RE + BRC V3 in) # Session with Chrysalis - Planning the gameplay layer for first real playthrough ================================================================================ @@ -68,17 +68,26 @@ Framework: - BFCO (Balanced Framework for Combat Overhaul) # Animation framework, movesets - Supports vanilla attack speed and directional heavy attacks - Compatible with ANY perk mod (Adamant, Ordinator, Vokrii) - - Works WITH SCAR (hands off when SCAR annotations exist) -Balance Layer: -- Blade and Blunt (SimonRim) # Stamina, stagger, damage, blocking +Balance + NPC AI Layer: +- Blade and Blunt (SimonRim) # Stamina, stagger, damage, blocking, NPC AI - DESIGNED to synergize with Adamant perks - DO NOT use Valhalla - B&B fills this role + - INCLUDES NPC combat behavior changes (attack commitment, tactical decisions) + - DO NOT use SCAR - B&B already covers NPC combat AI -NPC Combat AI: -- SCAR # NPCs fight intelligently - - Uses movesets properly - - Tactical behavior, not random swinging +Dodge: +- TK Dodge RE # Dodge rolls with i-frames + - Script-free rewrite (DLL-based, no Papyrus lag) + - Works with BFCO animations + - Stamina cost configurable + - DO NOT use TK Dodge NG - only adds standing dodge (not needed) + +Archery: +- Bow Rapid Combo V3 # Archery combat overhaul + - Smooth bow animations + - Combo system for archery + - Works with BFCO framework Polish: - Precision # Hitstop, weapon trails, collision @@ -89,10 +98,52 @@ Movesets: WHY THIS WORKS: - BFCO = HOW attacks look and chain (animations) -- Blade and Blunt = HOW attacks feel and cost (balance) -- SCAR = HOW NPCs use the system (AI) +- TK Dodge RE = Responsive dodging with i-frames (mobility, script-free) +- Bow Rapid Combo V3 = Archery feels fluid and combo-able +- Blade and Blunt = HOW attacks feel, cost, AND how NPCs fight (balance + AI) - Adamant perks reference B&B mechanics = FULL SYNERGY +DECISIONS (2026-03-19): +- REMOVED: SCAR + - Reason: Blade and Blunt already handles NPC combat behavior + - Stacking both = conflicting AI scripts, wasted overhead + - B&B is SimonRim-native, integrates better with Adamant +- ADDED: TK Dodge RE + Bow Rapid Combo V3 + - Fills mobility and archery gaps that BFCO+B&B don't cover +- SKIPPED: TK Dodge NG + - Only adds standing dodge feature - not needed + +COMBAT MOD REQUIREMENTS: + +TK Dodge RE (full chain - each overwrites previous in MO2 left pane): + 1. SKSE # Script Extender + 2. Address Library for SKSE Plugins # DLL version independence + - https://www.nexusmods.com/skyrimspecialedition/mods/32444 + 3. TK Dodge SE # BASE - original animations & assets + - https://www.nexusmods.com/skyrimspecialedition/mods/15309 + 4. TK Dodge RE # Script-free rewrite (uses SE's anims) + - https://www.nexusmods.com/skyrimspecialedition/mods/56956 + ⚠️ SKIP TK Dodge NG - only adds standing dodge (not needed) + ⚠️ NOT compatible with: TK Dodge Redux or other DLL replacers + +Bow Rapid Combo V3 (requires OAR, NOT DAR): + 1. SKSE # Script Extender + 2. Address Library for SKSE Plugins # DLL version independence + 3. Nemesis # Animation engine (run after install!) + 4. Open Animation Replacer (OAR) # Replaces DAR completely + - https://www.nexusmods.com/skyrimspecialedition/mods/92109 + 5. OAR - IED Conditions # OAR extension + - https://www.nexusmods.com/skyrimspecialedition/mods/92943 + 6. Animation Motion Revolution (AMR) # Root motion support + - https://www.nexusmods.com/skyrimspecialedition/mods/50258 + 7. Payload Interpreter # Behavior event handling + - https://www.nexusmods.com/skyrimspecialedition/mods/65089 + 8. Hot Key Skill # Combo key support + 9. dTry's Key Utils SE / dTry Plugin Updates AE # Key handling framework + 10. Bow Rapid Combo V3 # The mod itself + - https://www.nexusmods.com/skyrimspecialedition/mods/89308 + ⚠️ BRC V3 1.6+ uses OAR structure - DAR will NOT work! + ================================================================================ SIMONRIM SUITE ================================================================================ @@ -339,8 +390,12 @@ After adding gameplay mods: COMBAT: [x] BFCO -[x] Blade and Blunt -[x] SCAR +[x] TK Dodge SE (base animations) +[x] TK Dodge RE (script-free rewrite) +[ ] TK Dodge NG - SKIPPED (only adds standing dodge) +[x] Bow Rapid Combo V3 +[x] Blade and Blunt (includes NPC AI behavior) +[ ] SCAR - REMOVED (B&B already handles NPC combat AI) [x] Precision [ ] Movesets (choose favorites) @@ -475,8 +530,7 @@ TIER 2.5 - STACK SPECIFIC: - ESSENTIAL for our enchanting + loot + jewelry combo TIER 3 - NO PATCH NEEDED (Native Compatibility): -- BFCO ↔ Blade and Blunt: Different layers (animations vs mechanics) -- BFCO ↔ SCAR: Native support, BFCO defers to SCAR annotations +- BFCO ↔ Blade and Blunt: Different layers (animations vs mechanics+AI) - Campfire ↔ Adamant: Campfire skill system is standalone - Stress and Fear ↔ Pilgrim: Built-in (praying decreases stress) - Apothecary ↔ Last Seed: Native compatibility @@ -504,9 +558,11 @@ The order follows: Base Mods → Overhauls → Content → Patches SECTION 1: FRAMEWORKS & COMBAT (load early, other mods depend on these) ───────────────────────────────────────────────────────────────────────────── BFCO - Attack Behavior Framework +TK Dodge SE +TK Dodge RE +Bow Rapid Combo V3 Precision Precision - Enchanted Weapon Trails (if using) -SCAR ───────────────────────────────────────────────────────────────────────────── SECTION 2: SIMONRIM SUITE (load in Simon's recommended order)