[RELz] Deadly Combat

Post » Thu May 24, 2012 10:47 pm

Thanks. I know I keep asking for things and complaining about things, but that's only because I'm already at the point where I wouldn't want to play without your mods :)
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Mylizards Dot com
 
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Post » Thu May 24, 2012 6:03 pm

Some people on skyrimnexus comments page have reported problems with CTDs and corrupted saved games. I've just cleaned the mod a bit and ran rampant through skyrim killing everything for an hour long, made lots of saved games, no CTDs and all of the saved games work, so think it's fixed now. But please be careful until I've uploaded a new version (will be soon), and afterwards also make sure you back up your saved games.
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~Sylvia~
 
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Post » Thu May 24, 2012 9:47 pm

Just uploaded a new version to skyrimnexus which hopefully fixes the CTDs and corrupted saved games some people encountered
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Marie
 
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Post » Thu May 24, 2012 5:10 pm

Borgut, I am using Specialized Followers (http://skyrim.nexusmods.com/downloads/file.php?id=7245) and I noticed one thing...
If I have Brelyna Maryon as a companion, her heals make my screen shake like the "lite stagger" or whatever you call it in your mod.

Any chance you could take a look at that? Make sure that non-hostile spells don't shake your screen.

Cheers.
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jessica Villacis
 
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Post » Thu May 24, 2012 9:22 am

Borgut, I am using Specialized Followers (http://skyrim.nexusmods.com/downloads/file.php?id=7245) and I noticed one thing...
If I have Brelyna Maryon as a companion, her heals make my screen shake like the "lite stagger" or whatever you call it in your mod.

Any chance you could take a look at that? Make sure that non-hostile spells don't shake your screen.

Cheers.

Ah yes, I didn't consider positive spells from other NPCs yet really.. I'll take a look at that.

Can anyone confirm yet that they've succesfully used version 2.50 and haven't had any CTDs/corrupted saved games yet? I didn't get any in about 2-3 hours testing so I guess it's fixed, but would like verification :P
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Naughty not Nice
 
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Post » Thu May 24, 2012 10:13 pm

Run into a little problem with the mod: when I start a new game, the character gets stuck (walking in place) during the part of the cutscene where you have to walk to the chopping block. Tested it a few times with the mod and without, and I'm pretty sure its deadly combat that is causing it.

Anyway, great mod, its nice having to worry about staying alive again :)
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Sian Ennis
 
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Post » Thu May 24, 2012 5:24 pm

Run into a little problem with the mod: when I start a new game, the character gets stuck (walking in place) during the part of the cutscene where you have to walk to the chopping block. Tested it a few times with the mod and without, and I'm pretty sure its deadly combat that is causing it.

Anyway, great mod, its nice having to worry about staying alive again :smile:

Just tried and can indeed reproduce the problem.. will try to figure it out and fix asap :P
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djimi
 
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Post » Thu May 24, 2012 11:30 pm

I am using 2.30 and no dw parry, and I haven't had an issue with getting stuck on the way to the chopping block. So the problem must be due to one of the recent changes. Hope that helps!
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Russell Davies
 
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Post » Thu May 24, 2012 2:24 pm

Just tried and can indeed reproduce the problem.. will try to figure it out and fix asap :tongue:
By playing around with the ignore tag, I narrowed it down to DCInitQuest (or possibly one of the scripts connected to it).
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Rob Davidson
 
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Post » Thu May 24, 2012 10:47 pm

I'll give 2.5 a go.

Also, wanted to mention that with the current stagger delay, as a Level 9 character it's currently effortless for me to stunlock Draugr Wights or Draugr Death Lords to death. So, still hoping for an alternative with longer stagger delay :P

I'd fiddle around with the mod myself, but I don't know what script to edit.
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Georgia Fullalove
 
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Post » Thu May 24, 2012 4:22 pm

I'll give 2.5 a go.

Also, wanted to mention that with the current stagger delay, as a Level 9 character it's currently effortless for me to stunlock Draugr Wights or Draugr Death Lords to death. So, still hoping for an alternative with longer stagger delay :tongue:

I'd fiddle around with the mod myself, but I don't know what script to edit.

You'd just have to look for some spell (starting with ''DC'', and there are only a few spells there) and change the duration from 2 seconds to for example 3 or 4 or whatever :P
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Tanya Parra
 
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Post » Thu May 24, 2012 11:22 pm

Ah, excellent! Now I see how it works. If I come up with something I like, do you mind if I post it? (Exclusively here in your thread with all credit to you of course)
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Marquis T
 
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Post » Thu May 24, 2012 8:06 am

ehmm nope guess I won't mind :P
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Melung Chan
 
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Post » Thu May 24, 2012 3:44 pm

Is anyone else getting automatic right handed parries? Could be some other mod, i guess...

Nevermind, I think it may just be the recoil animation. I got it when a dragon flew really close over head too. Does Deadly Combat modify that animation?
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Kelly John
 
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Post » Thu May 24, 2012 9:15 pm

Is anyone else getting automatic right handed parries? Could be some other mod, i guess...

Nevermind, I think it may just be the recoil animation. I got it when a dragon flew really close over head too. Does Deadly Combat modify that animation?

Nope it doesn't change the recoil animation.. though it might play the animation where it didn't play in vanilla
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XPidgex Jefferson
 
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Post » Thu May 24, 2012 10:14 am

Nope it doesn't change the recoil animation.. though it might play the animation where it didn't play in vanilla

The actual animation that I see is the one you normally see when an NPC blocks a standard melee attack. It looks like a Parry actually (the one that caused the launch rumor that so-called "timed parries" made it into the game). While in vanilla the animation plays when I attack, it now plays randomly when being attacked by an NPC. It's like I'm an NPC now? Very strange. It looks cool, when it fits the combat situation but I don't like feeling like someone else is driving my PC. Maybe I'll just think of it like an involuntary flinch from a jumpy Dovahkiin.
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Theodore Walling
 
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Post » Thu May 24, 2012 3:24 pm

The actual animation that I see is the one you normally see when an NPC blocks a standard melee attack. It looks like a Parry actually (the one that caused the launch rumor that so-called "timed parries" made it into the game). While in vanilla the animation plays when I attack, it now plays randomly when being attacked by an NPC. It's like I'm an NPC now? Very strange. It looks cool, when it fits the combat situation but I don't like feeling like someone else is driving my PC. Maybe I'll just think of it like an involuntary flinch from a jumpy Dovahkiin.

Well it's really just a quick fast reaction, a bit like a stagger but not so much the player being pushed back by a blow but more like the player quickly raising his weapon to defend himself and doing a quick step back. The animation might confuse some people when they see it the first time, but I didn't think it looked too bad and gameplay wise it's much more fun than the long stagger.
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ladyflames
 
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Post » Thu May 24, 2012 1:45 pm

In my 15 hours or so of playtime with this mod, I think the timed block could use a slightly larger window. I rarely succeed in timing it correctly, and when I do it seems to be out of luck than actual timing.

Just a little bit of feedback, regardless, the mod is amazing :biggrin:
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Leilene Nessel
 
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Post » Thu May 24, 2012 9:59 am

In my 15 hours or so of playtime with this mod, I think the timed block could use a slightly larger window. I rarely succeed in timing it correctly, and when I do it seems to be out of luck than actual timing.

Just a little bit of feedback, regardless, the mod is amazing :biggrin:

Maybe you're constantly raising your weapon to block and lowering and raising again etc rapidly? Because the scripts require a little bit of time to react they have an in-built mechanism against this kind of exploit (imo it's cheating if this is what you're doing :P) and they'll just count it as blocking for longer.

If that's not what you're doing.. you should try not to only start blocking when you see them swinging, but attempt to predict their moves. I like it the way that it should not be easy to pull off.. I want to have the combat in skyrim a bit harder, but not harder in the way bethesda's difficulty system works with multipliers to damage and health. Just harder as in that you should use tactics, respond, make smart use of chokepoints, position yourself well, think of your companion's position (maybe you can get enemies to turn their backs to companions so they can easily stagger your opponents?) etc :P
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Mr.Broom30
 
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Post » Thu May 24, 2012 3:34 pm

The flamethrower type spells make it really easy to stagger an enemy repeatedly, effectively locking them in place.
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Darian Ennels
 
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Post » Thu May 24, 2012 6:04 pm

snip
i don't know if this is the same behavior but when i get staggered ( the animations wherein the screen sort of gets shaky) , i noticed that when in 3rd person mode the shakiness persists (all my enemies are dead but still the screen is shaking persistently) though in 1st person mode its already gone. I have to sprint in order for the shakiness to subside.(i try to play 3rd person coz i think 1st person mode is limiting my view). don't know if this a bug or intended but could you look at it.
also when changing the staggering config thru the scroll, it always says "player can..." so there is no way to confirm if you don't want it. it should show "player cannot..." if you don't want that action.
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Bones47
 
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Post » Thu May 24, 2012 3:04 pm

The flamethrower type spells make it really easy to stagger an enemy repeatedly, effectively locking them in place.

Yes I think these spells are still slightly overpowered indeed... will look into tweaking it for next version

Speaking of which, next version should be soon, finally managed to fix the execution scene bug in intro, so wanna get that out asap
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Dylan Markese
 
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Post » Thu May 24, 2012 10:08 am

i don't know if this is the same behavior but when i get staggered ( the animations wherein the screen sort of gets shaky) , i noticed that when in 3rd person mode the shakiness persists (all my enemies are dead but still the screen is shaking persistently) though in 1st person mode its already gone. I have to sprint in order for the shakiness to subside.(i try to play 3rd person coz i think 1st person mode is limiting my view). don't know if this a bug or intended but could you look at it.
also when changing the staggering config thru the scroll, it always says "player can..." so there is no way to confirm if you don't want it. it should show "player cannot..." if you don't want that action.

I'll take a look into third person.. I never play in third person myself so could be why I never noticed it :tongue:

About the stagger configuration.. well the menu says that there is an option below (called ''Prevent stagger spam'') and that the option is enabled by default. Also, when you pick an option you'll get a popup explaining what mode the option is in now, so if you accidentally switched to the wrong mode you can always switch back

EDIT: just checked, I wasn't able to reproduce the third person problem... is it possible you have some mod which sometimes adds a constant ability to the player which has negative effects? If so, I think I'll include a condition not to stagger if the caster and the target of a spell are the same, that might fix this problem in that case..
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sophie
 
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Post » Thu May 24, 2012 10:14 am

Just uploaded a new version to skyrimnexus with a couple of bugfixes and a balance tweak for mages
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Bethany Watkin
 
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Post » Thu May 24, 2012 2:12 pm

May I ask how you adjusted the range for melee attacks? I'm currently working on dodge mechanics for my mod, and would like to tweak the range setting a bit for testing purposes, but I can't find a reliable setting.
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Esther Fernandez
 
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