[Relz] Dual Wield Parrying

Post » Sat May 26, 2012 11:24 pm

Dual Wield Parrying mod for The Elder Scrolls V: Skyrim
Forum thread: http://www.gamesas.com/topic/1347156-relz-dual-wield-parrying/
Download link: http://skyrim.nexusmods.com/downloads/file.php?id=9247

Version 2.20
8 April 2012
Borgut1337

-------------------------------------------------------------------
Requirements
-------------------------------------------------------------------
- A working version of The Elder Scrolls V: Skyrim
- The ScriptDragon version of the mod (which is in my opinion by far the best
version) requires Script Dragon to work. This tool is available here:
http://skyrim.nexusmods.com/downloads/file.php?id=8221

-------------------------------------------------------------------
Recommended
-------------------------------------------------------------------
- Deadly Combat: http://skyrim.nexusmods.com/downloads/file.php?id=5485

-------------------------------------------------------------------
Mod Description
-------------------------------------------------------------------
Shortly after dual wielding in skyrim had been announced, people started
wondering about the controls and whether bethesda would allow dual wielders
to parry/block. And ever since it was known that dual wielders in skyrim would
be unable to parry attacks, many people were disappointed and have requested
for mods to change this. So here I am to bring this mod!

There are multiple versions available of this mod. The first (and in my opinion by
far the best) version requires Script Dragon to be installed, but in this version
the player will not lose ANY control or moves at all and only gains moves.
This version also supports blocking for some other equipment combinations
(like weapon + spell and just fists), but because I know some people don't like installing
programs like ScriptDragon and some people use XBox controllers (which means they can't
use the extra hotkeys) the older, non-ScriptDragon versions remain available and supported.

-------------------------------------------------------------------
Different versions
-------------------------------------------------------------------
This section describes each .esp file from which you can choose. You should use ONLY ONE
PLUGIN!!! They are listed from what the author thinks is the best/most fun version to
''worst'', but the options all remain for you to choose:

1) Dual Wield Parrying_ScriptDragon.esp:
- This version requires Script Dragon to be installed.
- NO moves are lost and NO control is lost, this version pretty much has no downsides.
- The player can parry using a ''parry'' hotkey. The default key for this is the '' V ''
key.
- This key can be configured in the ''DualWieldParryingScriptDragon.ini'' file, located
in your Skyrim folder (NOT in Skyrim\Data!). Just open this file using any common text
editor like Notepad, and change the line which by default reads ''key=0x56''. How to change
this is explained in the .ini file itself.
- This parry key actually works for more equipment combinations than just dual wielding. This
key allows blocking/parrying with the following equipment combinations:
--> Two Handed Weapon
--> One Handed Weapon + One Handed Weapon
--> One Handed Weapon + Nothing
--> One Handed Weapon + Spell (though for this to work the spell MUST be in your LEFT hand)
--> One Handed Weapon + Shield
--> Nothing + Nothing (so fighting with your fists)
--> Maybe other combinations if I forgot any... though no, can't block with bows :(
- All of the above combinations which already supported blocking in vanilla Skyrim of course still
work through the default controls as well. The only (small) difference between this mod's hotkey and
the vanilla controls in these cases is that using this mod's hotkey you can't follow your block up with
a bash (so in these cases it's usually still better to use the good old Right Mouse Button!)
- This .esp file will do NOTHING (I think, it MIGHT bug your game but don't think so) if you don't have
Script Dragon installed or if you didn't install the files correctly. MAKE SURE TO READ INSTALL INSTRUCTIONS!

ALL VERSIONS DESCRIBED BELOW HERE ARE ADVISED ONLY TO BE USED IF:
- For some reason you don't want to install Script Dragon OR
- You're using an XBox controller and therefore can't use new hotkeys. (NOTE: as of version 2.20 there is
a possibility to use this Script Dragon version with an XBox controller, but it requires a more complex
installation. Please download the XBox 360 Controller Package which comes with an extra readme for this
if you wish to try it.)

2) Dual Wield Parrying_RandomAttacks.esp:
- You can parry with your right mouse button. Parrying works just like in vanilla
Skyrim, for as long as you hold the mouse button you keep parrying.
- You no longer have control over which attack you execute when striking with a single
weapon. This is controlled semi-randomly (sometimes you swing with left hand, sometimes
with right hand).
- This version is the ONLY version where EVERY SINGLE MOVE remains available, instead the
trade-off in this version is that you can't control with which hand you swing.
- In fact, a kind of ''extra move'' was accidentally added, which is a quick version of the
left hand power attack. It can be executed by pressing your left mouse button whilst blocking,
very much like how shield bashing works. It works very nicely to immediately counter after having
blocked an attack.
- As of version 2.20, this version also works with your fists.

3) Dual Wield Parrying_LeftHand.esp:
- You can parry with your right mouse button, just like in the above version.
- You can no longer perform normal strikes or power attacks with your left hand, although
the same ''quick version of the left hand power attack'' described in the last point above
can also be performed in the same way.

4) Dual Wield Parrying_DualAttack.esp:
- You can enter a ''parrying mode'' by tapping both mouse buttons at the same time. This puts
you in a kind of automatic blocking mod (which works the same as holding your block button with
a shield would, the difference being that you don't actually hold the button in this case).
- Tapping both mouse buttons again breaks the ''parrying mode''.
- Holding both mouse buttons will still execute a dual power attack (breaking the parry mode in
the process if you were in parrying mode).
- You can no longer perform a dual normal attack (because tapping both mouse buttons now has a
different effect).

5) Dual Wield Parrying_DualPowerAttack.esp:
- You can enter the same ''parrying mode'' described in the previous version by tapping both mouse
buttons.
- By holding both mouse buttons, you enter a similar parrying mode which you also automatically leave
after a short duration again.
- You can leave the longer duration parrying mode by holding both mouse buttons.
- Both dual normal attacks and dual power attacks can no longer be executed.
User avatar
Dona BlackHeart
 
Posts: 3405
Joined: Fri Dec 22, 2006 4:05 pm

Post » Sat May 26, 2012 6:36 pm

This sounds great, but wouldn't it better to replace the off-hand power attack instead of the dual power attack?
User avatar
Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Sat May 26, 2012 6:35 pm

This sounds great, but wouldn't it better to replace the off-hand power attack instead of the dual power attack?

The way it works now works, so I want to get that out there as soon as possible. Afterwards, I will see how other things work and will probably make different versions to replace different moves.
User avatar
:)Colleenn
 
Posts: 3461
Joined: Thu Aug 31, 2006 9:03 am

Post » Sat May 26, 2012 11:58 pm



The way it works now works, so I want to get that out there as soon as possible. Afterwards, I will see how other things work and will probably make different versions to replace different moves.

The off-hand power attack doesn't really serve much purpose except symmetry with the main-hand, but the dual power attack is actually really useful. So I'd love to see a version that replaces the less-used move.

But really excellent work regardless. It's awesome that this is done so soon :)
User avatar
Sammie LM
 
Posts: 3424
Joined: Thu Nov 30, 2006 1:59 pm

Post » Sat May 26, 2012 6:55 pm

Edited the OP with a download link. Could a moderator maybe change the topic title to [RELz] instead of [WIPz] (or do I have to PM a moderator for that?)
User avatar
Doniesha World
 
Posts: 3437
Joined: Sun Jan 07, 2007 5:12 pm

Post » Sat May 26, 2012 7:05 pm

Edited the OP with a download link. Could a moderator maybe change the topic title to [RELz] instead of [WIPz] (or do I have to PM a moderator for that?)
Use the "report" link, next time. I've already done it so you don't need to. :)
User avatar
Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

Post » Sat May 26, 2012 2:40 pm

Can we get some blocking love for weapon/spell configs?

Be advised that using a Ward in one hand to advance on a mage then power attacking while the ward is still raised is a viable counter against enemy mages and shouldn't be hampered.
User avatar
zoe
 
Posts: 3298
Joined: Sun Nov 12, 2006 1:09 pm

Post » Sat May 26, 2012 7:37 pm

If I may suggest a method as I did in the original Dual Wield Parrying thread.

Keep all Vanilla moves the same, but either allow Parrying when holding down the Sprint key, or replace the DW Power Attack with Parry and make DW Power Attack actioned by holding down the Sprint key.
User avatar
kirsty joanne hines
 
Posts: 3361
Joined: Fri Aug 18, 2006 10:06 am

Post » Sat May 26, 2012 6:51 pm

Use the "report" link, next time. I've already done it so you don't need to. :smile:

thanks :D

Can we get some blocking love for weapon/spell configs?

Be advised that using a Ward in one hand to advance on a mage then power attacking while the ward is still raised is a viable counter against enemy mages and shouldn't be hampered.

I'm afraid not using the workaround I've used now :( Although I'll keep looking for other ways.


If I may suggest a method as I did in the original Dual Wield Parrying thread.

Keep all Vanilla moves the same, but either allow Parrying when holding down the Sprint key, or replace the DW Power Attack with Parry and make DW Power Attack actioned by holding down the Sprint key.

I'll see what I can do, but no guarantuees because I'm far from an expert at how these animation things work, I just tried something which happened to work :P That doesn't stop me from continuing to try though.
User avatar
Stefanny Cardona
 
Posts: 3352
Joined: Tue Dec 19, 2006 8:08 pm

Post » Sun May 27, 2012 1:27 am

thanks :biggrin:



I'm afraid not using the workaround I've used now :( Although I'll keep looking for other ways.




I'll see what I can do, but no guarantuees because I'm far from an expert at how these animation things work, I just tried something which happened to work :tongue: That doesn't stop me from continuing to try though.
Congratulations on releasing a valuable mod. I'll be sure to try this out. :foodndrink:
User avatar
BEl J
 
Posts: 3397
Joined: Tue Feb 13, 2007 8:12 am

Post » Sun May 27, 2012 4:37 am

thanks :biggrin:



I'm afraid not using the workaround I've used now :( Although I'll keep looking for other ways.




I'll see what I can do, but no guarantuees because I'm far from an expert at how these animation things work, I just tried something which happened to work :tongue: That doesn't stop me from continuing to try though.
Can I ask what method you used to get this to work? This is really interesting to me.
User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Sat May 26, 2012 6:12 pm

Can I ask what method you used to get this to work? This is really interesting to me.

Sure

If you're in the CK, in the top menu bar go to Gameplay --> Animations, which will open a new window.
This window seems to control all kinds of ''actions'' or ''animation events'' or something like that, where you have to collapse the Actors\Character...\ tree to see the player/NPC animations. There I pointed DualWieldPowerAttack found under ActionDualAttack to send a ''blockStart'' event instead of whatever event it sends by default, and I think some animation under ActionDualPowerAttack points to a ''blockStop'' event. Not 100% sure on the details, but you can check it yourself by opening the CK :)
User avatar
Lexy Corpsey
 
Posts: 3448
Joined: Tue Jun 27, 2006 12:39 am

Post » Sat May 26, 2012 7:58 pm

Great mod. I really hope that this means that dual wielding NPCs can block as well.
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Sun May 27, 2012 2:12 am

I'm curious to know, how did you do this? What exactly "happens" when you parry, is it just like blocking pretty much?

I'm wanting to do something similar for a mod down the road I'm planning on doing (though it's geared twoards parrying in-general and redesiging the perk tree, not just adding an ability for duel wielding) and was wonding how'd I'd pull of execution for moves like that and more. I've yet to look into the perk/character abilities section of the CK though.
User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Sat May 26, 2012 4:47 pm

Removing the dual wielding power attack is unacceptable for me. I agree with some of the previous suggestions in the thread. Either replace the off-hand power attack with the parry, or make parrying triggered by holding the sprint or some other key.

Edit: I did some tinkering and I managed to get the block working if you're walking backwards and you do a left hand attack. I think I like this setup the most.
User avatar
Jack
 
Posts: 3483
Joined: Sat Oct 20, 2007 8:08 am

Post » Sat May 26, 2012 6:16 pm

A question: Is this going to mean that NPC's (such as dual wielding Forsworn) will charge at me and then block rather than attacking? This does seem it will affect the combat quite a bit. Still, once you manage to link it to the off hand power attack or something similar, it shouldn't conflict with combat AI as such (although they will still not know when to block unless you edit the AI)
Once this is tweaked a bit, I'm sure I won't play without it.
User avatar
Kirsty Collins
 
Posts: 3441
Joined: Tue Sep 19, 2006 11:54 pm

Post » Sun May 27, 2012 12:00 am

As long as the AI knows the difference between a block and a power attack, I'm cool with the replacement for the double power attack. I didn't find it very useful anyway, since it commits you to a full on defenseless stance for 3+ seconds.

Also, could you let us know if this mod will be compatible with the big combat mods like PISE and Deadly Combat? The block mechanic and AI changes to each of these could potentially lead to strange behaviors otherwise.
User avatar
Chris Ellis
 
Posts: 3447
Joined: Thu Jul 26, 2007 10:00 am

Post » Sun May 27, 2012 3:16 am

Great mod. I really hope that this means that dual wielding NPCs can block as well.

I'm not sure if they can, but in my game they don't seem to. Though maybe after changing their combat styles they could.. either way, I first want to make everything work perfectly for the player before having NPCs work as well.

I'm curious to know, how did you do this? What exactly "happens" when you parry, is it just like blocking pretty much?

I'm wanting to do something similar for a mod down the road I'm planning on doing (though it's geared twoards parrying in-general and redesiging the perk tree, not just adding an ability for duel wielding) and was wonding how'd I'd pull of execution for moves like that and more. I've yet to look into the perk/character abilities section of the CK though.

Look 2 posts above yours where I explained to Ronyn how I did it :P

A question: Is this going to mean that NPC's (such as dual wielding Forsworn) will charge at me and then block rather than attacking? This does seem it will affect the combat quite a bit. Still, once you manage to link it to the off hand power attack or something similar, it shouldn't conflict with combat AI as such (although they will still not know when to block unless you edit the AI)
Once this is tweaked a bit, I'm sure I won't play without it.

Actually dual wielding NPCs still do their normal power attacks. Honestly don't know why, but they do :P

As long as the AI knows the difference between a block and a power attack, I'm cool with the replacement for the double power attack. I didn't find it very useful anyway, since it commits you to a full on defenseless stance for 3+ seconds.

Also, could you let us know if this mod will be compatible with the big combat mods like PISE and Deadly Combat? The block mechanic and AI changes to each of these could potentially lead to strange behaviors otherwise.

I doubt this is incompatible with PISE seeing how I really just change 2 small things in an animations tab, which is completely untouched by PISE. And it should work very well with Deadly Combat mod.. I'd be crazy if I wouldn't make my own 2 mods compatible wouldn't I? Actually Deadly Combat was one of the reasons why I really wanted to make this mod as well; because the parrying is so much more important in Deadly Combat.
User avatar
Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Sat May 26, 2012 5:24 pm

Wouldn't the flow of combat be better if you reversed the bindings?!

Tap to block for a second and press to enter the stance??

Then you can add a second esp (configuration option even better) where there is no stance, just the temp parry and the dual power attack is preserved..
User avatar
butterfly
 
Posts: 3467
Joined: Wed Aug 16, 2006 8:20 pm

Post » Sun May 27, 2012 1:40 am

You might look into SKSE. In Oblivion, many mods give you a popup menu to assign keys to special functions. I would use something like that and give players a popup "Select key for dual-wield parry" and map your function to what they press. That way, people get the full range of function of dual-wield, and can use a completely separate button (or multiple buttons?) to block/parry.

Also, have an auto-unequip inventory item that will bring this menu up again if they want to change keys. (Have it auto-run once from a quest script or something though the first time they start their game with your mod, and also give them the inventory config item at that time.)

Just a thought. Nice idea so far though. :wink:
User avatar
Quick Draw
 
Posts: 3423
Joined: Sun Sep 30, 2007 4:56 am

Post » Sun May 27, 2012 4:20 am

Wouldn't the flow of combat be better if you reversed the bindings?!

Tap to block for a second and press to enter the stance??

Then you can add a second esp (configuration option even better) where there is no stance, just the temp parry and the dual power attack is preserved..

Right now I have very little control over the controls, because I can only replace certain events sent by ''Idle objects'' which respond to controls, and hope it works. I'm trying to get various version though. In fact, I've just uploaded a new optional version which replaces the normal dual attack instead of dual power attack.

You might look into SKSE. In Oblivion, many mods give you a popup menu to assign keys to special functions. I would use something like that and give players a popup "Select key for dual-wield parry" and map your function to what they press. That way, people get the full range of function of dual-wield, and can use a completely separate button (or multiple buttons?) to block/parry.

Also, have an auto-unequip inventory item that will bring this menu up again if they want to change keys. (Have it auto-run once from a quest script or something though the first time they start their game with your mod, and also give them the inventory config item at that time.)

Just a thought. Nice idea so far though. :wink:

Yes I'm aware of how that worked. However, as far as I know SKSE doesn't have any new functions yet does it? So I'd have to wait for later versions.

Anyway, new version 1.10 is up now, with 2 .esp files to choose from!
User avatar
hannah sillery
 
Posts: 3354
Joined: Sun Nov 26, 2006 3:13 pm

Post » Sat May 26, 2012 12:58 pm

Hey Borgut, considering your findings...do you think it might be possible to change the game's control scheme a little bit?

Like for example 1 button power attacks instead of holding the button, 1 button parries, 1 button rolls, etc?
User avatar
Jay Baby
 
Posts: 3369
Joined: Sat Sep 15, 2007 12:43 pm

Post » Sat May 26, 2012 6:01 pm

Hey Borgut, considering your findings...do you think it might be possible to change the game's control scheme a little bit?

Like for example 1 button power attacks instead of holding the button, 1 button parries, 1 button rolls, etc?

Don't think so.

In the creation kit under gameplay --> animations you will find a window of ''Idle'' objects. These objects actually seem to control all animations (not just what's regularly known as idle animations), and these objects seem to have pretty much hardcoded controls (although you can also play them through the papyrus PlayIdle function, but the problem with that is that I have no key listening functions available), but they do have a field ''Animation Event'' (I think that's what it's called) which controls which animation should be played if this Idle is triggered by a control. In that way I can replace certain controls, by just pointing them to a different event.

These Idle objects also have conditions, and if you make duplicates of them in the same tree with different conditions those CAN also be run. So right now I have a version (will upload later today) where the right mouse button does a left hand attack against enemies who aren't attacking (if they're blocking, or staggered for example) but if there is no enemy in the player's crosshair or if the combat target is attacking you will parry with the same mouse button.
User avatar
Spencey!
 
Posts: 3221
Joined: Thu Aug 17, 2006 12:18 am

Post » Sat May 26, 2012 6:28 pm

That sounds a lot better! Looking forward to it.
User avatar
Josh Lozier
 
Posts: 3490
Joined: Tue Nov 27, 2007 5:20 pm

Post » Sat May 26, 2012 4:28 pm

Wouldn't the flow of combat be better if you reversed the bindings?!

Tap to block for a second and press to enter the stance??

Then you can add a second esp (configuration option even better) where there is no stance, just the temp parry and the dual power attack is preserved..

my exact thoughts.
as i PMed you, borgut - make tapping both buttons be a parry and holding them is the normal dual and power attack. that's all that mod needs, IMO.
you wouldnt be able to block but you are freaking dual wielding. i can understand that balance.
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Next

Return to V - Skyrim