>>389692313
Planck helps a lot. On top of rewriting how collisions work you can grab and even pick up weakened enemies. Finishing dudes off by throwing them off cliffs is FUN. I think the best combination of melee combat mods right now would be Planck, Strike Obfuscation System for blocking, Physical Dodge VR for proper dodging, Blade & Blunt for attack commitment and generally overhauling Skyrim's combat, and SkySA 2 for replacing NPC behavior (It doesn't affect players in VR) so attacks are telegraphed and ice skating is removed. Get JH's Animations for SkySA as the default Dark Souls esque ninja moves are a bit too fast for VR. Also, Speed & Reach for Synthesis and Retimed Hit Frames for Nemesis so enemies have hitboxes that are actually 1:1 with their weapons and attacks.

Making NPCs physics based does have some quirks. In this pic the knigga got physically hooked on Lydia's sword as his arm wrapped around it, so I needed to grab his arm to unhook him and send him on his way. Planck has an option to give NPCs full physics interactions with terrain too. Think Boneworks where zombies can trip over objects, but a bit less bad in Skyrim's case. I have that turned off as I'm terrified of potentially breaking pathfinding, but it is cool.