Wait Your Turn was my 2nd mod ever released on the Nexus, and it was (and still is) one of my most popular mods to date. I've always regretted it a bit, because the idea was great, but the implementation was lacking.
Now, it's been over 3 years and it's time for a second shot at the combat puzzle. So here it is. Wait Your Turn, remade from the ground up entirely in a SKSE plugin.
No lag, no Papyrus or Creation Kit hacks, and with the foundation for more customization than what the original mod offers; circling behavior for everyone (if desired), not just the player.
What is circling? (Skip this if you know or have used the original mod)
Have you ever played any games from the following franchises: The Witcher, Arkham, Assassin's Creed, Spiderman, or hell, any modern ARPG/Hack n'Slash? Think of the combat from those games, when you're fighting multiple enemies.
Have you ever played a modded Skyrim game with BFCO/MCO, SCAR, CPR, or any modern combat overhaul? Group combat can be painful when fighting many enemies, and why? Because everyone comes at you at once in clumps, and you die from 7 different directions at once (unless you're overlevelled or have some insane form of mobility).
The circling mechanic is, essentially making enemies perform the same in combat but with one crucial difference; they're limited to x amount of any attackers at one time. You may not notice it, but it's what makes group combat "fair" to the player in other games. They "wait their turn", and maybe if you play well enough you will get your turn to rip them apart.
Wait Your Turn attempted to add this mechanic, though not without its own share of bugs, on top of the fact that it was quite laggy because of relying on Papyrus scripts.
This is a complete remake of that original mod that is more stable, lagless, and bug free. If the feature list seems short right now, that's because all the features from the original mod need to be remade (and hence why it's in alpha).
Features:
Enemy circling behavior
Configurable via ini:
Whether the mod is player-exclusive (only adds circling behavior to enemies targeting the player) or not.
Amount of attackers at any one time (enemies not circling).
The minimum time window of how long an attacker stays before switching out.
The maximum time window of how long an attacker stays before switching out.
Whenever an enemy swaps out from circling, the time they get to attack is randomized between the min and max.
What's to come:
Option to have followers as the target of circling (they get the same benefits as player when targeted).
Option to have every npc targetable for circling (one on one samurai style duels, anyone?),
ADDED in v0.2.0-alpha: "Retaliations" : something I found a bit dissatisfying with the original mod is that circling enemies would only block on being attacked and nothing else. This feature should let attacked enemies stop circling for a short moment to block/attack/bash using their combat AI, and then go back to circling without counting towards the iMaxAttackers limit.
Make enemies wait their turn when the target is in a killmove (will be configurable)
Make enemies wait their turn when the target is locked in a transform animation (e.g werewolf).
MCM Helper.
ESL conversion.
Install:
Cytho
2025-05-27 03:33:44 +0000 UTC