Skyrim VR's melee now runs on Blade & Sorcery's real combat rules, read straight from your own Blade & Sorcery install every time you play.
What changes
- Speed matters. B&S's minimum speeds apply: a lazy flick does nothing, and a committed swing does your weapon's full Skyrim damage. Maces and hammers hit harder the faster you swing, following B&S's damage curves.
- Cut, stab or slap. Thrust toward the tip and it's a B&S stab. Swing across the blade and it's a cut. Drag the blade along its length and it's a weak blunt hit.
- Cutting in and deep stabs add B&S's penetration damage.
- Where you hit counts. B&S's body-part numbers apply: the head, neck and torso take the most, limbs less, hands and feet least. A throat cut or a dagger to the head can do up to 4x damage (capped so bosses survive).
- Enemies react like B&S enemies. B&S's hit-reaction table decides what each hit does from how hard it was, where it landed, and what the enemy was doing (unaware, fighting, attacking, already staggered). They shrug it off, stagger lightly or heavily, or get knocked flat into a ragdoll.
Works with swords, daggers, war axes, maces, greatswords, battleaxes, warhammers and fists. Solo, in any save. Your quests, perks and saves are untouched.
Needs: Skyrim VR and Blade & Sorcery (both Steam), installed. No script extender needed.
Credits: Blade & Sorcery by Warpfrog. Its rules are read from your copy, and nothing from it is included. Skyrim VR by Bethesda Game Studios. Skyrim VR addresses from alandtse/skyrim_vr_address_library and layouts from alandtse/CommonLibVR (both MIT, used as reference). Plugin code is MIT.