ACE - Comprehensive Enhancements

Post » Sun May 27, 2012 9:36 pm

Thanks Theo! (Gaia?)

And here is a sneak peek of the next addition to the ACE family!!


ACE BYOG Collection Released!!
(Balance Your Own Game)
Check the Miscellaneous files section.

---

Featuring a collection of esp files which will increase or decrease specific aspects of the game.
Best part is, you can choose exactly which you want!

Here are the current available modifications:
Make sure you copy both the esp&bsa files to the /data folder.
(if applicable, effects apply to enemies also, not just player)


Files that affect weapons & armor:
* BattleAxes u25 = +25% damage with and from Battle Axes
* Bows u25 = +25% damage with and from Bows
* Daggers u25 = +25% damage with and from Daggers
* Greatswords u25 = +25% damage with and from Greatswords
* Maces u25 = +25% damage with and from 1-handed Maces
* Swords u25 = +25% damage with and from 1-handed Swords
* War Axes u25 = +25% damage with and from War Axes
* Warhammers u25 = +25% damage with and from Warhammers

* Heavy Armor u25 = +25% armor rating for heavy armor, enemies too
* Light Armor u25 = +25% armor rating for light armor, enemies too
* Vital Torso u50 = +50% armor rating on torsos and -50% on others

* Melee u25 = +25% damage with and from all melee weapons
* Melee1H u25 = +25% damage with and from 1-handed weapons
* Melee2H u25 = +25% damage with and from 2-handed weapons

Files that affect magic:
* Alteration Power u25 = +25% effect to all alterationspells
* Conjuration Power u25 = +25% effect to all conjuration spells
* Destruction Power u25 = +25% effect to all destruction spells
* Illusion Power u25 = +25% effect to all illusion spells
* Restoration Power u25 = +25% effect to all restoration spells

* Magic Power u25 = +25% effect to all spells
* Magic Cost d25 = -25% cost for all spells
* Magic Duration u25 = +25& duration to all spells

Files that affect general gameplay:
* Buy Prices u100 = buying prices are doubled
* Sell Prices d50 = selling prices are halved
* Sneaking d50 = sneaking is twice as difficult


You can mix&match them in any way you want,
they are all perfectly compatible with any mod.
They make no modifications to any items, it's all transparent.
Load order makes no difference.
Finally you can match different mods together and tweak with BYOG!


---

I am doing this because even though ACE is well balanced with itself, it doesn't exist in a vacuum and with other mods some aspects may need slight balancing.

These don't need to be used with ACE though, they are all standalone.

I'm also taking requests for more effects people would like to see!

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Ashley Hill
 
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Post » Sun May 27, 2012 8:17 pm

Everything you do is fantastic. Looking foward to using these once I can get the goddamned game to work properly.
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Sasha Brown
 
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Post » Sun May 27, 2012 8:44 pm

thank you :)
I still have a lot of work to do but everything is definitely playable!
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Jason King
 
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Post » Sun May 27, 2012 7:37 pm

ACE - Speech Module Added!


Mod details
Money becomes important again, you will want to collect that loot, and increase your carry weight
Shops will do their best to rip you off, and if you're a svcker they'll bleed you dry
Shops won't give you as much gold for your 2nd-hand blood-soaked items
Buying prices are generally higher and selling prices are generally lower
Shopping in armor will give you much worse prices, about 20%

Speech Perks
Haggling - reduced to 3 levels - buying and selling prices are 10% - 20% - 30% better.
Bribery & Corruption - Everyone has their price, especially guards. Bribing and persuasion are a lot easier.
Dress to Impress - 15% better prices when wearing fine clothes.
Flirtatious - Prices are 15% better with the opposite six.
Loyal Investor - Investing 500g in a shopkeeper allows you to sell stolen goods to him and permanently increases his gold.
Presence - Magical charm and fear effects last twice as long, and intimidation is two times easier.
(Note: There are 3 fewer perks than the vanilla tree, you may need to redistribute some perks)



next version includes:


- Racial factors in prices, shopkeeper vs player

- a few more perks merged together to save up 5 perks

- perks that add speech options with followers, buffs etc

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michael flanigan
 
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Post » Mon May 28, 2012 12:52 am

Very interesting mod i am going to give it a try and use everything but smithing since i have a mod that does that already (Lorecraft FTW) Keep up the good work lookin forward to the future improvements of this mod
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bonita mathews
 
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Post » Mon May 28, 2012 4:12 am

Want to pop in and say thanks, used BAIN and the install went perfectly. I've put in a few hours and like the changes of everything so far. Thanks for your work on this and for combining it all into ACE (much easier than before).
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Breautiful
 
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Post » Sun May 27, 2012 2:03 pm

awesome!
yeah that's one of the reasons I kept it modular :)
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Horror- Puppe
 
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Post » Mon May 28, 2012 2:41 am

Just discovered this - I am VERY interested in the archery bit!!
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I’m my own
 
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Post » Sun May 27, 2012 1:51 pm

thanks! I'm about to overhaul the smithing too!
and make the fighting more realistic with direction and condition changes :-)
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Agnieszka Bak
 
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Post » Sun May 27, 2012 4:39 pm

Absolutely Great Mod , Thanks for Making and Sharing It

:smile:
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Nicole Mark
 
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Post » Sun May 27, 2012 6:17 pm

Is this mod compatible with Duke Patricks - Heavy Weapons Combat, Path of Shadows, Lorecraft and empowered Magic?
I plan on starting a new play-through with ACE as a core and add on a few mods on top.
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Agnieszka Bak
 
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Post » Mon May 28, 2012 1:49 am

ZerOMKD: This is fine with lorecraft since it doesn't change recipes at all. It should be fine with DP's mod, though the new way armor works will change a bit about how you fight (not a conflict however, just an added layer of tactics). I also use Empowered Magic with this and I see no conflict. I have no clue about Path of Shadows, as that is the only one you listed that I do not use.

EDIT: A quick look at the Path of Shadows tells me that they will DEFINITELY conflict. For example, both change how the light foot perk works. In fact, any perk changes in PoS will conflict with ACE, so load the one you prefer later in your load order.
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Nuno Castro
 
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Post » Sun May 27, 2012 9:36 pm

ZerOMKD: This is fine with lorecraft since it doesn't change recipes at all. It should be fine with DP's mod, though the new way armor works will change a bit about how you fight (not a conflict however, just an added layer of tactics). I also use Empowered Magic with this and I see no conflict. I have no clue about Path of Shadows, as that is the only one you listed that I do not use.

EDIT: A quick look at the Path of Shadows tells me that they will DEFINITELY conflict. For example, both change how the light foot perk works. In fact, any perk changes in PoS will conflict with ACE, so load the one you prefer later in your load order.

Thanks for the quick response.
I kind of knew that PoS would conflict. Mostly because it changes perks and removes muffle from the game.
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Zoe Ratcliffe
 
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Post » Sun May 27, 2012 4:22 pm

@Fallout 38
You're welcome! Thanks for trying it out! :)

@ZerOMKD
empowered magic - Yes it is compatible
path of shadows - Yes it is compatible (no overlap at all, I don't touch the light foot perk ...)
lorecraft - yes
duke patrick - haven't used it, but based on his mod's page, it seems perfectly compatible

@Spiffyman
I think you have another mod affecting your sneak tree which you are mistaking with mine o.O
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Mariaa EM.
 
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Post » Sun May 27, 2012 7:14 pm

☆☆ ACE Realistic Fighting ☆☆ Is now Part of the Master File (from v10m)

[img]http://skyrim.nexusmods.com/downloads/images/13976-1-1337347510.jpg[/img]
Attack from the back, the side, while running, go for Sure Footing. These factors and more all matter now!


A multitude of factors alter a variety of combat statistics, some of these factors are:
Sleeping, Prone (Crouched/Sneaking), Flat-Footed (Weapon Sheathed / Staggered), Casting, Power Attacking,
In-Combat (Weapon Drawn), Standing Still, Sure-Footed, Walking, Running, Sprinting, Damage from: side/back/front, and more

Mod details
* Sleeping ~ no armor protection and 100% get critical hit (A)
* Prone (Sneaking) ~ -50% armor, +33% get critical hit, and 2x stagger (A)
* Flat Footed (Weapon Sheathed / Staggered) ~ -25% armor, +16% get critical hit, and +60% stagger (A)
* Sure Footed (Standing Still or Walking) ~ +10% armor, and -25% stagger (A)
(Sure footed = NOT sleeping, staggered, swimming, sprinting, running, sneaking, dual casting, power attacking, or sheathed)
* Running ~ no penalties at all, this is the neutral state (A)
* Sprinting ~ -30% armor, +20% get critical hit, and +66% stagger if attacked from the sides or rear, +33% if from the front. (A)

* Rear Attacks ~ ignore 33% armor, +33% critical hit, and +33% stagger
* Side attacks ~ ignore 16% armor, +16% critical hit, and +16% stagger
See Direction Diagram here: http://static.skyrim.nexusmods.com/downloads/images/10037-1-1337325021.png
(Attack Direction portions are only implemented for player-attacks, enemy-attack direction not yet)
** Casting Spells is considered Flat-Footed unless caster has lvl50 in any magic skill.
** Power Attacking is considered Flat-Footed unless attacker has lvl50 in 1h or 2h skill.

* Movement speed is reduced by 10% with un-sheathed 2h melee weapons (A)
* Movement speed is reduced by 15% when running or sprinting with a weapon drawn (except 1h swords and daggers, and magic) (A)
* When stamina is below 25%, -30% stamina regen, -15% movement speed, and +50% stagger. (A)
* When health is below 33%, -30% stamina regen, and -10% movement speed. (A)

* Bows do 7% damage when not moving (affects damage displayed in inventory, open inv while moving to see base)
* Bows get 15% more zoom when crouching/sneaking
* Point-blank shots with bows do 15% more damage

* When holding a torch you: (A)
- get -100% sneaking
- get -20% incoming frost damage
- get +10% incoming fire damage
- your frost spells and weapon enchantments do -5% damage
- your fire spells and weapon enchantments do +15% damage

Notes
(A) = This can be seen in the Active Effects Menu
Unless noted, these apply to both the player and enemies
If the conditions of 2 or more of these effects are triggered, they will both apply and stack.



Not Implemented Yet:
(for all the critical changes above, heavy armor passively protects against these somewhat, except when sleeping)
* If the Archery skill is <33, arrows get 1/2 chance to do critical damage after medium range, if <66 then after long range, if >90 then full no penalty. Long and Light arrows would have different medium & long range values
* Light armor's dodge bonus does not apply while flat-footed or prone, is halved while standing still or sprinting, and is 50% better while walking or running
* When carry weight is within 10% overweight, stamina/magicka regeneration and movement speed are reduced by 25%
* When carry weight is between 10% and 20% overweight, stamina/magicka regeneration and movement speed are reduced by 50%
* When carry weight is between 20% and 30% overweight, stamina/magicka regeneration and movement speed are reduced by 75%
* When carry weight is between 30% and 40% overweight, stamina/magicka regeneration and movement speed are reduced by 95%
* When carry weight is 40% or more overweight, stamina/magicka regeneration and movement speed are reduced by 100%
(so max movable weight is at 39% overweight, so if you play with a base of 300, then with more than 417 weight you are unmovable)
(max movable weight will also be lower if other effects are currently reducing your movement speed, as they stack)

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Zoe Ratcliffe
 
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Post » Mon May 28, 2012 2:39 am

My mistake sorry. I thought your mod combined light foot and the unhindered perks. Don't know where I got that idea from, but since I don't go that route, I didn't realize I was wrong... Sorry :(

The new Realistic Fighting stuff looks like it would add some very interesting situations when combined with Duke Patrick's Combat Mod.
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Ysabelle
 
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Post » Sun May 27, 2012 7:49 pm

no worries :) and yeah it does!
it also works nicely with Duel Combat Realism.

in the Nexus thread there is discussion of changing the armor penalties to extra critical damage instead, so there isn't a feeling that the armor itself is getting worse...
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Channing
 
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Post » Mon May 28, 2012 12:34 am

about the Duke Patrick's Combat Mod compatibility, ran a preliminary test and it seams that your attackspeed changes are meshing with dukes changes causing really fast weapons (burned all my stam with 1 dagger in about a second) perhaps a compatibility patch is in order?

EDIT: also stam regen rates are way to high, about 5x what dukes is set to.
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Amy Cooper
 
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Post » Mon May 28, 2012 1:00 am

Yes this is a Bethesda bug
they forgot to set WeaponSpeedMult and LeftWeaponSpeedMult to 1.0, and left it at 0.0
so to make it +20% you have to add 1.2, and if another mod tries to do the same thing, the total goes to 2.4, which is +140% ><

The conflict this is referring to is only in the ACE Melee mod, the others don't touch weapon speed.

I WILL add a fix, it will be a command line for my mod to not set the base back up to 1.0, which means it will be 100% compatible with ONE other mod that alters weapon speed (but if there are 2+ other mods doing so then it'll crap out again)

So in other words, look forward to the next version of ACE Melee and it will have a command-line option to disable the ACE-Speed-Fix, and then let Duke's speed fix apply :)

Does that make sense?


Regarding stamina rates, either duke greatly reduces the stamina rate regen or there is a bug in my mod which increases stamina rate ....
To the best if my knowledge, my mod doesn't increase stamina regen... but I've been surprised by the bugs that can crop up so it may well be me :)
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Eve(G)
 
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Post » Sun May 27, 2012 6:27 pm

Yes this is a Bethesda bug
they forgot to set WeaponSpeedMult and LeftWeaponSpeedMult to 1.0, and left it at 0.0
so to make it +20% you have to add 1.2, and if another mod tries to do the same thing, the total goes to 2.4, which is +140% ><

The conflict this is referring to is only in the ACE Melee mod, the others don't touch weapon speed.

I WILL add a fix, it will be a command line for my mod to not set the base back up to 1.0, which means it will be 100% compatible with ONE other mod that alters weapon speed (but if there are 2+ other mods doing so then it'll crap out again)

So in other words, look forward to the next version of ACE Melee and it will have a command-line option to disable the ACE-Speed-Fix, and then let Duke's speed fix apply :smile:

Does that make sense?


Regarding stamina rates, either duke greatly reduces the stamina rate regen or there is a bug in my mod which increases stamina rate ....
To the best if my knowledge, my mod doesn't increase stamina regen... but I've been surprised by the bugs that can crop up so it may well be me :smile:

did some more testing on a completely new install, the stam regen bug was on my end, glad to hear your adding the command line for weapon speed :biggrin:
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willow
 
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Post » Sun May 27, 2012 6:52 pm

great! Saves me some testing later this evenig, thanks :)
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Jinx Sykes
 
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Post » Sun May 27, 2012 4:44 pm

I implemented the tweak to ACE Melee to add a console command which disables my weapon speed base fix, it works perfectly.

For example, if you use Dukes mod, or another mod that alters weapon speeds, then your attack speed will be through the roof.

If that happens, all you gotta do is type this in the console:
set WeaponSpeedBaseFix to 0
The default is 1, for on, 0 means off. After doing this it'll take a moment for the effect to knock in and then speeds will be accurate to the total bonus of my melee perks and stances and to whatever it is in the other mod that alters weapon speeds :)

If you later remove the other mod then just type this in to set things back to normal:
set WeaponSpeedBaseFix to 1

This will be included in the version 10p of the Melee module.

(note: I have to do this due to a bug introduced by Bethesda, they didn't set the base weapon speed correctly, but unfortunately only 1 mod can do that now, if 2 mods try to do it it just doubles weapon speed, in addition to bonuses
If Bethesda had done their job properly then multiple mods that alter weapon speed would be compatible with each other no problem just like any other Actor Value, sadly this isn't the case.)
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Nadia Nad
 
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Post » Mon May 28, 2012 1:09 am

Version 11 released!!


MELEE - Added a console command to disable Weapon Speed Fix, for compatibility with mods that alter weapon speed (Such as Dukes)
ALL ACE Mods and BYOG - Added a console command to disable all features of the mods, run it before uninstalling, don't run it by accident
RF - Modified states for more realism after discussion with players
(see the description page for all the changes.. there's a lot!)
SMITHING - Ebony bonus increased to 4%, Daedric bonus 6% and 5% longer conjuration spells
ARCHERY - Fixed Bound Bow draw speed (seriously.. starting to get tired of Bethesda bugs ...)

Weapon Speed:
ACE Melee fixes the vanilla Skyrim base weapon speed bug. Unfortunately if another mod also does this same thing, they will double-fix and then break again.
To disable the ACE Melee weapon speed fix, open the consile (~) and type this:
set WeaponSpeedBaseFix to 1
And things should go back to normal, make sure to set it back to 0 if you remove the other mod!

and

Run these console commands before removing any ACE mods:

Uninstall Commands:
Archery - set ACEArcheryUninstall to 1
Armor - set ACEArmorUninstall to 1
Enchanting - set ACEEnchantingUninstall to 1
Melee - set ACEMeleeUninstall to 1
RF - set ACERFUninstall to 1
Smithing - set ACESmithingUninstall to 1
Speech - set ACESpeechUninstall to 1
Synergy - set ACESynergyUninstall to 1

---
edit: except byog will be tomorrow, but will include magicka and stamina regen values, maybe even health ...
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naana
 
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Post » Mon May 28, 2012 12:34 am

Run these console commands before removing any ACE mods:
Does this include upgrading to a new version? or just removing when uninstalling?
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Suzy Santana
 
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Post » Sun May 27, 2012 4:18 pm

This looks like the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7904 of Skyrim! Well done, can't wait to try it!
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Manny(BAKE)
 
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