[RELz] Deadly Combat

Post » Thu May 24, 2012 8:10 pm

I just upgraded from Deadly Combat 2.55 to 3.01 and was blown away by the improvements. And I was already a big fan. :)

If you're a first time user of this mod, you are in for a big treat. If you are upgrading, be on the safe side and "clean-save" the heck out of your save games. Some people are having issues with the recoil-on-normal-hit effect not functioning. And for everyone, Make sure you load this puppy last, since it deserves (and probably needs) that kind of respect in your load order.

In case anyone is interested, I am using hardcoe Damage, No Attack Distance Changes, and No Armor Changes. And I am playing on Master on a newer character lvl 10 Redguard who is roughly a Sword & Board Paladin-Type. He's the one I use to test out combat mods.

Other mods that I am using that may overlap with Deadly Combat in terms of AI and stamina regen:

PISE
Deadly Dragons
Hypothermia
Vinis Legit Food and Rest
User avatar
adame
 
Posts: 3454
Joined: Wed Aug 29, 2007 2:57 am

Post » Thu May 24, 2012 3:27 pm

Hi Borgut,

There is a feature that I'd love to see in your mod if you're up to it: hits that land on the opponent's back deal extra damage.
This feature would offer a reward to the player who, with skilfull footwork, manages to circle his opponents and reach their backs. It would be a useful tactic to use against NPCs armed with shields for example, and it would also be an effective way to deal with slow bosses such as centurions and high level draugr (who tend to have plenty of health).

As for how to implement it, I remember reading that there was a command called "isfacingup" that checked wether an actor was facing you or not. Perhaps you could use this command because, in the end, if an actor is not facing you and you are fighting him, then it must mean that you managed to reach his back or a close to it.

What do you think? Interested? Feasible?

Interested? Yes. Feasible? Can't say, might be easy, might be impossible, gotta take a look at all the functions available.

I'm on the fence with this mod, do this and Duke Patrick's mod both do the same thing? Which would you guys recommend at this point? They both sound great

What the others have said too :P Many things are pretty much equal in our mods, and we sometimes talk about how we implemented things too if we know of each other that we want it in our mod as well.

The difference is that Duke Patrick is a long-time expert and knows everything about real life combat in medieval times and knows VERY much (if you think ''that much!'' nope, he probably knows more :P) about the physics and techniques involved in combat, and aims to get the most realistic experience he possibly can in his game.

I, on the other hand, just aim to get it realistic enough for average joe to believe it, and apart from that try to make combat fun in the way that I define it - which is fast-paced, quick reactions, and deadly (which might not always be truly realistic but imo it's the most fun).

So in the end it's really just about what you prefer. If you like both ideas, you can just do one playthrough with one mod and the other playthrough with the other mod, so you also get a bit of variation between playthroughs when it comes to combat gameplay :)
User avatar
Lakyn Ellery
 
Posts: 3447
Joined: Sat Jan 27, 2007 1:02 pm

Post » Thu May 24, 2012 8:12 pm

I am seriously liking 3.01! I did find 2 new minor issues though:

1). If you hold down block, then the enemy NPC will act like you did a perfectly timed block on the 2nd or 3rd hit.

2). Perfectly timed blocks are easier now because the window seems longer than 0.5 seconds. Or maybe the scripting optmozations just make it seem thay way? Since enemies recoil now almost every time they attack me, I can now see that the block recoil time is a bit longish and exaggerated. But that's probably an animation issue that will have wait for the SKSE team I guess?

Again, these are very minor issues and I think these are actually beneficial to gameplay given how challenging the mod is. I just thought I'd bring them to your attention in case they weren't intended.
User avatar
Ebony Lawson
 
Posts: 3504
Joined: Fri Feb 16, 2007 11:00 am

Post » Thu May 24, 2012 3:35 pm

I'm getting weird behavior fighting draughs (sp? The skeleton things). Whenever I frost them (the one that deals damage over time), they get slowed like normal, and then they awkwardly stagger, and then they awkwardly stagger a second time.

Also, sometimes they staggered randomly even when I haven't done anything, but that was before I downloaded v3.01, and I don't if that bug is still there or not
User avatar
Lily
 
Posts: 3357
Joined: Mon Aug 28, 2006 10:32 am

Post » Thu May 24, 2012 5:36 pm

OMG! This mod is amazing!! I actually enjoy playing skyrim now. The battles were a breeze and a chore now every encounter is a challenge and I have to think. I love how it has a Dark Souls feel.

Usually I make suggestions with a mod but to be honest I cannot think of a bad thing to say! Well done and endorsed on nexus!
User avatar
Lauren Denman
 
Posts: 3382
Joined: Fri Jun 16, 2006 10:29 am

Post » Thu May 24, 2012 1:17 pm

I am seriously liking 3.01! I did find 2 new minor issues though:

1). If you hold down block, then the enemy NPC will act like you did a perfectly timed block on the 2nd or 3rd hit.

2). Perfectly timed blocks are easier now because the window seems longer than 0.5 seconds. Or maybe the scripting optmozations just make it seem thay way? Since enemies recoil now almost every time they attack me, I can now see that the block recoil time is a bit longish and exaggerated. But that's probably an animation issue that will have wait for the SKSE team I guess?

Again, these are very minor issues and I think these are actually beneficial to gameplay given how challenging the mod is. I just thought I'd bring them to your attention in case they weren't intended.

I'll look into these. About point 1), do you happen to remember whether you were at low stamina at some point? If you're blocking whilst at low stamina, you will get staggered, so if you continue blocking afterwards it will count as a new block again I guess.

I'm getting weird behavior fighting draughs (sp? The skeleton things). Whenever I frost them (the one that deals damage over time), they get slowed like normal, and then they awkwardly stagger, and then they awkwardly stagger a second time.

Also, sometimes they staggered randomly even when I haven't done anything, but that was before I downloaded v3.01, and I don't if that bug is still there or not

Taking a look at this too

Also, thanks to topeira for making a video of my mod!

http://www.youtube.com/watch?v=PcZQrqMK44g&feature=player_embedded
User avatar
Emily Jeffs
 
Posts: 3335
Joined: Thu Nov 02, 2006 10:27 pm

Post » Thu May 24, 2012 9:50 pm



I'll look into these. About point 1), do you happen to remember whether you were at low stamina at some point? If you're blocking whilst at low stamina, you will get staggered, so if you continue blocking afterwards it will count as a new block again I guess.

http://www.youtube.com/watch?v=PcZQrqMK44g&feature=player_embedded

I think that was actually at low stamina, but I'm pretty sure I wasn't staggered. I'll do some more testing to be sure, but as I recall it wasn't very repeatable, so if it's real it's a minor glitch. With a few exceptions, turtling in this mod is usually not the smartest choice anyway.

@Topeira,

Epic video! When you combine each of these AI elements together, the NPCs becomes seriously challenging. In PISE most humanoid encounters will be with NPCs of higher level, and the enemy actually gets "smarter" and can take advantage of more of the scripting in Deadly Combat. Imo, this is one of many reasons why this mod is so great. Combined with PISE and on Master, and just getting past a guard's shield feels like a real accomplishment. I wish I had your video editing skills so I could show you guys what I'm talking about.
User avatar
Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Thu May 24, 2012 4:40 pm

Hm I was just trying an older version of this I had installed (2.4) with newly installed PISE and when I do the block-slow time it was bugging out and lasting over a minute, lol. It was pretty funny, especially blood effects! Gona give the new version a try and see if it still happens.

Edit: Yep working fine now.
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Thu May 24, 2012 9:35 pm

Taking a look at this too

Also, in case this helps you debug: I'm starting a new character so I'm only level 2, which means the draughs are low level (whatever level PISE would make them to be), and probably have low stamina, maybe relevant?
User avatar
Bird
 
Posts: 3492
Joined: Fri Nov 30, 2007 12:45 am

Post » Thu May 24, 2012 9:59 am

Played with this mod for about 15 hours and must have died about 50+ times lol on Adept. I didn't even die 20% as much as this before. Must have died at least 20 of them by mages with fireballs.

Loving it. I had to use the attackdistance plugin though I found the default one too short. I literally had to be on top of them with my greatsword. It might be about right for a one-handed but the two-handed weapons needed a little more distance considering their length.
User avatar
cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Thu May 24, 2012 11:36 pm

Just thought I'd give a quick update.

My next version will have many tweaks and fixes to deal with hopefully all issues which have been mentioned here and on skyrimnexus comments section (that is, if I didn't forget to add any of them to my to-do list). However, I do have a kind of busy week at uni right now, so it'll probably take a little bit longer than it took me to pump out new versions previously. Expect the next update somewhere next week.
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Thu May 24, 2012 2:43 pm

Expect next version to be finished somewhere tomorrow. Will includes lots of tweaks and fixes to issues raised.
User avatar
Leonie Connor
 
Posts: 3434
Joined: Mon Mar 12, 2007 4:18 pm

Post » Thu May 24, 2012 11:04 pm

@ Borgut1337

Could you post a changelog for the new version coming tomorrow?
User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Thu May 24, 2012 10:05 am

Expected features for tomorrow (most already 100% finished, so not so much expected as known :tongue:):

- Fixed lots and lots and lots of issues with stamina costs for normal attacks. Now they should always be correctly applied in correct amounts.
- Shield Wall perks will now reduce the extra stamina cost for blocking too long (in addition to their previous effects, because of the increased blocking efficiency overall in this mod the shield wall perks didn't have as much of an impact as they should)
- Stagger chances from arrows and magic are range-dependent. At very close range, they'll stagger much more often.
- Player will get staggered for a bit longer when he's time-blocked by enemies
- Scripts for player-timed blocking react faster, now those rare cases where you block ''too perfectly'' resulting in the scripts not realising yet that it should be a timed block should be fixed.
- The window of time in which a block counts as a timed block is slightly shortened (very slightly :tongue:)
- If you have the Quick Reflexes perk (the perk which slows time when blocking a power attack) and the perk causes time to slow down, your block will continue to count as a timed block if you were blocking for short enough before the timed slowed down. If you were already blocking for too long before time slowed down, it will not count as a timed block. This makes the Quick Reflexes perk viable again instead of a hassle.
- Stagger animation for the player has been improved, so it will be SLIGHTLY longer (an actual stagger instead of just a quick interruption of his current action) and can no longer be mistaken for an automatic blocking animation.

EDIT: forgot this one:
- Damage over time effects will no longer randomly stagger the target hit. Spells will only stagger when they visually hit their target, and not when their longer-duration effects trigger over time.
User avatar
SexyPimpAss
 
Posts: 3416
Joined: Wed Nov 15, 2006 9:24 am

Post » Thu May 24, 2012 10:28 am

This mod now also featured in Gamespot's Top 5 Mods of the Week: http://www.gamespot.com/features/top-five-skyrim-mods-of-the-week-march-3-6363927/

And latest version still planned to be released today!
User avatar
Amy Siebenhaar
 
Posts: 3426
Joined: Fri Aug 10, 2007 1:51 am

Post » Thu May 24, 2012 3:58 pm

I'm liking the new changes but I am having a concern.

I play as an archer and I am being constantly stun locked by mages due to stagger, especially ones that use low-level spray spells like flames, frost and lighting hands! I can barely get a shot off by the time it takes to draw the arrow aim and then shoot. I was fighting this mage called Vals Veran and he had this amazing lightning technique that would keep you in perpetual stun while his deathlords and raised deathlords would own you lol

I think it would be great then when fighting a new npc the first one or two hits from them have a higher chance of staggering than latter attacks from the same npc. The reason for this is that the first couple of attacks would be a 'shock' to you but then you would just push through it and some staggering chances should decrease.

I went to fort amol and I literally cannot get a shot off before two mages destroyed me and yet I've killed hargravens, wight lords, dragons and deathlords much easier but an apprentice or adept mage can destory me no problem because I can't attack them.

Lastly,I'm loving the no stagger for over time effects and the range dependent staggers for arrows and magic, perhaps this will alleviate my problem. I'm loving your mod :biggrin:
User avatar
Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am

Post » Thu May 24, 2012 9:34 pm

I'm liking the new changes but I am having a concern.

I play as an archer and I am being constantly stun locked by mages due to stagger, especially ones that use low-level spray spells like flames, frost and lighting hands! I can barely get a shot off by the time it takes to draw the arrow aim and then shoot. I was fighting this mage called Vals Veran and he had this amazing lightning technique that would keep you in perpetual stun while his deathlords and raised deathlords would own you lol

I think it would be great then when fighting a new npc the first one or two hits from them have a higher chance of staggering than latter attacks from the same npc. The reason for this is that the first couple of attacks would be a 'shock' to you but then you would just push through it and some staggering chances should decrease.

I went to fort amol and I literally cannot get a shot off before two mages destroyed me and yet I've killed hargravens, wight lords, dragons and deathlords much easier but an apprentice or adept mage can destory me no problem because I can't attack them.

Lastly,I'm loving the no stagger for over time effects and the range dependent staggers for arrows and magic, perhaps this will alleviate my problem. I'm loving your mod :biggrin:

Yes that last point I mentioned in changelog should help with your problem. If you then still get staggered too much I don't think I'll be nerfing the staggers more though... I think at that point you'll want to consider a more careful playstyle where you think of your positioning and try not to go in 1v5 :P
User avatar
Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Thu May 24, 2012 3:56 pm

Well the mages in interior cells are the problem mostly. You load in and there is two mages there and your automatically dead. I find that dragons with the Deadly Dragons mod are easier than 2 apprentice mages in confined spaces. Anyway, I will see how it goes with your new update.

How many hours until release please and I will test it for you in fort amol lol
User avatar
danni Marchant
 
Posts: 3420
Joined: Sat Oct 07, 2006 2:32 am

Post » Thu May 24, 2012 2:45 pm

Well the mages in interior cells are the problem mostly. You load in and there is two mages there and your automatically dead. I find that dragons with the Deadly Dragons mod are easier than 2 apprentice mages in confined spaces. Anyway, I will see how it goes with your new update.

How many hours until release please and I will test it for you in fort amol lol

Just doing some final tweaking and a test run I've gotten used to doing every time before a new release, which consists of fast travelling to random locations in skyrim and killing every living thing I see, to test if combat works fine :P And also gotta eat lunch. And for some reason CK takes a LOOOOOOOOONG time every time I need to launch it, so I'm just trolling forums now whilst waiting for it to finally launch.

But that's not really an answer to your question erm... yeah I'd say a couple hours, 3 hours max :P
User avatar
Shirley BEltran
 
Posts: 3450
Joined: Wed Jul 26, 2006 4:14 pm

Post » Thu May 24, 2012 1:45 pm

Another suggestion, I think this idea may differentiate you from the other modders.

Perhaps you could give enemies limited pools of stamina and magic like yourself and after they have exhausted it they will resort to melee attacks or whatever else they have. I am finding melee NPC's have unlimited sprints and unlimited power attacks. Mages can cast spells forever without needing to drink potions.

It gets really tedious trying to dodge enemies power attacks when they keep spamming them and then when you run away you run out of stamina but the enemies never does. It would then make weapons that damage stamina and magic pools useful.

I think this would make your mod MUCH bigger :tops:
User avatar
roxanna matoorah
 
Posts: 3368
Joined: Fri Oct 13, 2006 6:01 am

Post » Thu May 24, 2012 1:55 pm

Just doing some final tweaking and a test run I've gotten used to doing every time before a new release, which consists of fast travelling to random locations in skyrim and killing every living thing I see, to test if combat works fine :tongue: And also gotta eat lunch. And for some reason CK takes a LOOOOOOOOONG time every time I need to launch it, so I'm just trolling forums now whilst waiting for it to finally launch.

But that's not really an answer to your question erm... yeah I'd say a couple hours, 3 hours max :tongue:

Ok great... try Fort Amol it's "coc FortAmolEntrance" in console command.
User avatar
Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Thu May 24, 2012 10:50 pm

Another suggestion, I think this idea may differentiate you from the other modders.

Perhaps you could give enemies limited pools of stamina and magic like yourself and after they have exhausted it they will resort to melee attacks or whatever else they have. I am finding melee NPC's have unlimited sprints and unlimited power attacks. Mages can cast spells forever without needing to drink potions.

It gets really tedious trying to dodge enemies power attacks when they keep spamming them and then when you run away you run out of stamina but the enemies never does. It would then make weapons that damage stamina and magic pools useful.

I think this would make your mod MUCH bigger :tops:

Enemies already have limited amounts of stamina, actually in the latest version I'm some times wondering whether they don't run out of stamina too quickly when they block often (though on the other hand I think they should be punished for constantly blocking and doing nothing else :P). And in my mod when you block at very low stamina you will still get staggered, even though you blocked, so after beating someone up sometimes his defesive abilities will be greatly reduced.

Magicka idd does seem to be unlimited, though I do think that maybe that feature belongs more in a magic balance mod than this one.
User avatar
Kelli Wolfe
 
Posts: 3440
Joined: Thu Aug 23, 2007 7:09 am

Post » Thu May 24, 2012 8:12 am

EDIT:

actually nvm, almost post limit so I'll just make a new thread.

Next thread: http://www.gamesas.com/topic/1355683-relz-deadly-combat-2/
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Previous

Return to V - Skyrim