New Features:
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* Elemental Effects. A new critical hit system for Frost, Shock and Fire Damage. Yes, works with any spell/staff, AND FOR CREATURES, from other mods as well.
-> Fire may set the victim on fire, burning him to a smoking corpse
-> Shock may shoot the victim out of his boots, melting parts of his equipment against his skin and charring parts of his body
-> Frost may actually freeze the victim to an icy statue, which shatters like glass on strike
* Neck Stab. A new, alternative insta-kill sneak attack, with a success rate tied to your sneak and blade skills.
* A piercing shot. A direct bow shot may cause a critical hit that makes your enemy collapse on his knees, gasping his breath for the last time.
* Enemies Explode effect on creatures overhauled - the creatures actually explode to chunks of homogenous meat now. Also has A NEW NAME DUE TO A REQUEST:
-> Combustive Convulsion
* NEW GORE: intestines fall from the middle section, blood shower is smoother, and "plugs" are included for every cut wound.
* A new shield bash animation and sound system. The default sound is "swoosh" now, and the "clang" occurs only on connected bashes.
* A new power attack animation for melee weapons, replacing the basic swing power attack with a quick THRUST - you´ll love it like me and the NPC´s do!
* Substantially upped Horse Combat Damage and smoothed out the speed control system.
-> the damage now takes into account if you use any upped weapon damage mods (like a plugin from this mod)
-> the stationary damage should be about your normal hit damage, and riding at full speed with a fast horse more effective than your power attack.
-> the horse accelerating should not have any weird "jerking"
FIXES:
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First of all serious stability issues were found, taken care of and lots of things rewritten. I believe I nailed them all.
I fixed or at least I think I fixed every single thing I have been reported of.
It´s pointless to list them, if you had any problems, it was VERY VERY likely being taken care of.
A few tweaks, that may not have been considered problems, and ones I can actually remember right now:
-Decapitation or cutting in half take place more reliably, as the requirement for aiming towards the NPC while power attacking is now less strict
-BULLET TIME COMPATIBILITY enhanced - punching or decapitating no longer take you out of your original bullet time after the move
-enemies with no weapon or fists out dodge with a jump animation now (they could not play the dodge animation with no weapon or fists out)
-enemies with no weapon or fists out always react to bashing or punching by falling down, unless they dodge (they cannot play stagger animation)
-casting a spell on self does not trigger enemies to dodge