Duke Patrick's Archery And Heavy Weapons Combat Rev 6

Post » Thu Jun 21, 2012 3:06 am

mmmmmm....so it looks like the "swing is too fast to even see the attack" bug may be in the game not necessarily in my mod:

http://www.gamesas.com/topic/1385457-conflict-or-bethesda/page__pid__21019359#entry21019359

I rarely have that bug in my game, but it may be caused by Vsync being forced off... but I have still experienced it occasionally But very rarely so it might have something to do with other things as well. Seems like scripts in Bethesda games can act rather funky if FPS gets too low or high. (Like NPC shedules getting out of wack with VSYNC Being forced off in graphics driver settings)

Of course a clean save game is a must... which is why I have the habit of starting new games so often and NEVER really getting to play with a high level char but I don't mind as each playthrough of Skyrim is like a new adventure with Alternative Beginnings and Scaling Stopper.
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Jason Rice
 
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Post » Thu Jun 21, 2012 1:39 am

Have you tested the new torch behaviour? It's really quite bizzare, you can only do power attacks. If you're not holding a weapon, it's the same except the actor will attack with the torch (with their left). Two bare hands display similarly weird results. On top of that the blocking is just as broken as before. Since it seems to be such a big obstacle for a tiny fix, I really suggest going back to the old "block when tired" if you don't plan on enbaling attacking at zero stamina. Other than that I agree with everyone that you should take a break.
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James Rhead
 
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Post » Thu Jun 21, 2012 7:25 am

You are "complaining" to the wrong guy Banned! :wink:

The "Vanilla" condition settings for the tab for "normal" left hand attacks:

Left Hand Attack
IsWeaponOut == 1 <--------------- this is a little misleading, it really means "are your hands up ready to fight."
GetEquippedItemType >= 1
GetEquippedItemType <= 4

Item Types:
  • 0: Nothing (Hand to hand)
  • 1: One-handed sword
  • 2: One-handed dagger
  • 3: One-handed axe
  • 4: One-handed mace
  • 5: Two-handed sword
  • 6: Two-handed axe/mace
  • 7: Bow
  • 8: Staff
  • 9: Magic spell
  • 10: Shield
  • 11: Torch
Now MAYBE this was different in PRE 1.6 Skyrim but either way my mod has nothing to do with this "bizarre" behavior (not by design anyway).

I guess I could try to fix this for you as I do agree that it is silly that the left hand cannot attack except for power attacks.
IF this is a mistake that Bethesda made (they changed and rearranged many of the animation branches when they added Mounted Combat) and they latter "fix" this that will mean my mod and many other mods that make edits to the animations are going to be broken AGAIN by their update and "fix". So keep this in mind for the future (maybe even in their coming DLC).


Edit: you know, MAYBE they did this on purpose so that they could introduce some kind of blocking with the left hand for h2h or two weapon? Maybe I should not be so quick to change this until after the DLC.

Edit2: Looking at the animation branches I do see a H2H LEFT hand attack ABOVE this Left hand attack branch, so there may also be a change in the hkx animation behavior files that CANNOT be changed by a moder (well they can be but I know of only 2 moders right now that can do it because it requires Havok's proprietary program and professional level knowledge to do it.) :shrug:


Try unloading all your mods and see if you can do what it is you want to do, remember NO MODS so we know what vanilla can and cannot do.


Have you tested the new torch behaviour? It's really quite bizzare, you can only do power attacks. If you're not holding a weapon, it's the same except the actor will attack with the torch (with their left). Two bare hands display similarly weird results. On top of that the blocking is just as broken as before. Since it seems to be such a big obstacle for a tiny fix, I really suggest going back to the old "block when tired" if you don't plan on enbaling attacking at zero stamina. Other than that I agree with everyone that you should take a break.
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TRIsha FEnnesse
 
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Post » Thu Jun 21, 2012 11:31 am

Is my mod too hard?

Yesterday I had a brief experience with this mod. Last version available at that moment and game patched to version 1.6. No other mods installed besides some texture mods.

My answer to your question: I found the difficulty in your mod to be fairly inconsistent. 2 examples:

Me against wolves: while I was fighting a wolf a second one surprised me with a leap attack from behind. I fell down as a result (cool! - I thought- that IS realism). The problems: a) from the moment I fell to the moment I stood up the wolf kept damaging me, b ) since the wolf was attacking relentlessly, as soon as the stand up animation finished I was sent to the floor again. I didn't have time to block or move out of the way. So, in practice: get knocked off once and you're dead.

Me against bandits: that was the other side of the coin. I don't know if it is because I play Dark Messiah and I'm used to go for the head, keep my distance and control my stamina but, well, I was basically getting so many bonuses with each hit that I could kill any bandit with two blows (the first one leaving them with 1% of their health bar or less and the second one being the killing blow). The problem here is that I was not having the impression that I deserved all those bonuses; I mean, in the end I was just moving a bit and going for the head but, according to my screen, I was actually performing feints, gaining momentum bonuses and so on. It felt a bit ackward. And I know you say that serendipity in combat is a good thing but, for me, pulling off great moves without actually wanting to feels like luck as opposed to skill.

Perhaps those bonuses should be a bit more difficult to obtain? For example: you need to attack while sprinting (and sprint for at least x seconds) if you want to pull off a linear momentum bonus. Or, for a feint to work, there must be a good distance between the body part you were originally aiming at and the body part you ended up aiming for (legs-head would work but legs-torso would not if the opponent is carrying a shield).

On a completely different note I would like to praise the slower 1-handed weapons' movement in first person. It felt MUCH better.
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helliehexx
 
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Post » Thu Jun 21, 2012 4:18 am

Colourful *snip*
Hmm strange, I actually *haven't* updated to 1.6. Is this not happening for you? It's not just that the "left hand cannot attack except for power attacks", attempting to do a right power attack while holding a torch cause the character to hit people with the torch (lol). Left does nothing(should normally block). Right does nothing without holding it down.

If both hands are free I think either power attack causes a left power attack, non-power attacks still impossible.

That's why I thought it was bizzare. With the last revision the only bug was that you could no longer block with a torch(or anything else if a mod enables it). The last time a torch block worked was when the "left attack turns into block" behaviour was still present.


Re: difficulty, I share tiny's sentiments that everybody falls down far too often, whether through titans, headshots or legshots it's hard to tell (lag makes it even more confusing), but it seems like headshots cause people to flop ot the floor more than attacks to the leg.

A less serious issue is I think the stamina requirements may be a little steep, I say this because I barely get by on a character almost entirely pumped in stamina, but it must be hell for lower level characters that spent a single level in anything else. I think I remember others commenting that youir mod makes combat with more than one or two opponents impossible(not my opinion). I understand your goal for realism, but when the stamina stays at zero for extended peroids of time and the player can do nearly nothing at all it may be a bit too detrimental to the fun.



@tiny I don't think charging at your opponent and especially for an even longer time should really be encouraged. While the AI won't react, you're telegraphing "I AM GOING TO ATTACK NOW" long enough for a turtle to get out of the way.
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REVLUTIN
 
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Post » Thu Jun 21, 2012 10:11 am

@tiny I don't think charging at your opponent and especially for an even longer time should really be encouraged. While the AI won't react, you're telegraphing "I AM GOING TO ATTACK NOW" long enough for a turtle to get out of the way.

Quite true, however things may be different if you charge against an enemy who has not yet spotted you. I used to do this frequently enough in the oblivion version of this mod; I would slowly approach an enemy from behind and, when close enough, I would charge at him. By the time he would ready his weapon and turn around it would already be too late.

On the other hand, signaling that you're going to attack may be advantageous sometimes. Don't feints work because your opponent thinks that you're going to attack (x part of his body) when in reality you're not?
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JD FROM HELL
 
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Post » Thu Jun 21, 2012 1:31 am

About Difficulty: It's harder than default Skyrim but there is one thing - for me it's much easier. I am a Jedi Academy MP player for almost 2 years and NPC don't have AI to account for all changes that you have implemented in Skyrim while i can. They can give some fight but your mod encourages mastery on the player side and not so much relies on PC stats.

With your mod i was able to kill Bandit Maradeurs with level 2 character. Without your mod they kill me without any questions.
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Bee Baby
 
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Post » Thu Jun 21, 2012 4:51 am

REV 6 of my mod is made with skyrim 1.6 animations branches.

This has a different set of behavior conditions as well as entirely new branches of the animation tree.

I am not surprised then that you are having bizarre effects if you are using a 1.5 version of skyrim.
It is like you are trying to use a half life 2 upgrade patch on half life 1 game.

The mod has no code to make Head Shots result in fall downs unless you die or you are hit with a strong push force relative to your strength verses your attacker's weapons and attributes. That is true for any attack no matter where it hits you.

I guess I will not worry about "difficulty" TOO much until all the DEV (and my mods) "upgrading" is mostly done and everyone has a stable and common "base" install to make fair comparisons to.

And that is part of why I would like to see the config settings you guys are using, falling down "too much" when you have the leg tripping feature turned off or low hit damage in the configuration file is a hell of a lot different than when you do not.


Hmm strange, I actually *haven't* updated to 1.6. Is this not happening for you? It's not just that the "left hand cannot attack except for power attacks", attempting to do a right power attack while holding a torch cause the character to hit people with the torch (lol). Left does nothing(should normally block). Right does nothing without holding it down.

Re: difficulty, I share tiny's sentiments that everybody falls down far too often, whether through titans, headshots or legshots it's hard to tell (lag makes it even more confusing), but it seems like headshots cause people to flop ot the floor more than attacks to the leg.
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jodie
 
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Post » Thu Jun 21, 2012 7:53 am

Fatal Headshots is a Funny thing. Very funny. Almost on Uncle Sheo level.

In the fight at the Whiterun Western Watchtower dragon died at 9/10 HP to a Fatal Headshot from one of the guard archers.

P.S. I will never go into combat without a heavy helmet.
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Fam Mughal
 
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Post » Thu Jun 21, 2012 4:44 am

So here are some changes I am kicking around in my head to try to address some of your "annoyances" in ways that are realistic and do not break the goal of this mod:

Slow Stamina Rate: Perks and maybe skill levels will increase the rate a little at a time as you advance.

Reason: The so called Stamina in this game is (per my mod) a combination of energy burn, lactic acid levels in the muscles, perception, opportunity and ability to respond. So the more skilled and experienced actors would perceive more opportunities and be able to react to them a little faster.


Tripping: Falling to the ground is just like getting hit in the head, it may be annoying way to die but it is also avoidable with effort. Simply turning this off is just a way of avoiding the effort to adapt and overcome it. However I also realize there needs to be a option that allows the actor in the game to balance the player’s inexperience. because the game will not allow ground fighting, you will (instead) sometimes be able to do a roll to the ground and jump back up instead of falling flat on your face. This will depend a LOT on the actors skill.

Reason: The mere act of walking is a continuous cycle of losing and regaining your balance. So it makes sense that even if you are forced to fall you should have a chance to regain it gracefully. Because the game already has the animations and mechanics for this action I think I can do this without it becoming a technical head ach for me.


Deceiving the opponent into no(or poor) defense is too easy to do (FEINTS): Actually this is not easy to do ON PURPOSE. But it is very easy to do serendipitously. It happens all the time in combat otherwise no one would ever miss their block. The problem is the mod message is telling you it is a “feint”, which is interpreted by the p[layer naturally as "on purpose". So I will change the message system so that you do not get the “reward” of being told you got the feint unless you are trying to do it. I am not sure yet HOW the player will tell the mod they are TRYING to do a feint. Any suggestions that do not involve special “key” press as I cannot do this kind of thing until SKSE give us control events, and I personally hate the overused "out" of dozens of hot keys and key combos anyway.

I am thinking I would want something like a stance, were you would turn your body in a certain way before doing the attack or some such thing like that. I call this ACTION triggers. Were you trigger a combat event using the actions you already have at your disposal with the basic actions controls you already have on your keyboard and mouse.
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Melung Chan
 
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