[Relz] Duke Patrick's CombatTweaks

Post » Sat May 19, 2012 5:03 pm

yeah, that was the same in Oblivion. The more damage you do in one attack the more likely you would get a stagger.
I was hesitating to crank up the damage like that in my skyrim mod ONLY because I will be using my critical hit system that will crank up the damage in a more clever and versatile way. Also from what I see with Skyedit those particular perks only work for the player. There are "conditions for example that apply only to the player in the perks such as "Does the player have this perk" (as a condition for it to work) and other such clues that the perks are only for the player. I will know for sure with the CK.

But I may crank up damage a little for now...not sure.

Edit: I decided to wait for for the CK so I can handle pain flinch, staggers and knock backs the same way I did in Oblivion with scripting. In that way there is much much more control and focus of who gets stagger, when and why.

CK should be out in a few weeks at the most.... I hope.


Hey Duke. http://www.skyrimnexus.com/downloads/file.php?id=5485mod has implemented a normal-attack-staggers tweak if you have the damage increasing weapon perks. Hope it's useful to you pre-CK.
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Matthew Warren
 
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Post » Sat May 19, 2012 8:07 pm

Modless Skyrim is not too bad (well except for my archery INI .7 fix that shoots arrows thu the cross hair and the CONTROLS fix mod, no way I could play the game without fixing the badly ported controls ).

But after playing modded Oblivion combat I can never again be happy with less (in melee combat games).

Speaking of the .7 fix, I spent almost 2 hours of trial and error getting that dialed in (then reported it to the INI tweak thread here on these forums) and some guy is listing it as his work on Tes Nexus. Several people have asked him questions about how this works that he could not answer so I know all he did was copy and past my settings to his Nexus entry. But it is such a small thing I am not going to make a bid deal about it to the Tes Nexus guys.

However I was wondering is if I should include it in my skyrim mod as well? It WILL be in the mod at some time as an automatic adjustment via scripting but for now I guess I could put it in my read me file as an INI tweak?

mmmmm... now that I think about it I might be able to do that in the games settings of the esp file instead of the INI... I will try this...


Great to see you jumping into Skyrim so early Duke Patrick. At the moment am perfectly happy with modless Skyrim but am starting to invesitigate whats out there. Mods like yours are great to see what else is possible. Keep up the excellent work and thank you for doing this.
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Penny Courture
 
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Post » Sun May 20, 2012 2:02 am

I am playing LA Noire right now as I want to save the rest of Skyrim for Mods. I have done about half of all the quests and dungeons in the Skyrim.

WOW (about LA Noire) .....Holy Uncanny Valley Batman!
It is amazing what can be done with the face in games now if you dedicate 80% of your PC power to just that and keep the rest of the game in a 10 year old program architectural.
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Farrah Barry
 
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Post » Sat May 19, 2012 7:42 pm

I am playing LA Noire right now as I want to save the rest of Skyrim for Mods. I have done about half of all the quests and dungeons in the Skyrim.

WOW (about LA Noire) .....Holy Uncanny Valley Batman!
It is amazing what can be done with the face in games now if you dedicate 80% of your PC power to just that and keep the rest of the game in a 10 year old program architectural.
I can't even get past 15FPS+stutter on that game... :(

Does http://www.havok.com/solutions/students-and-education have anything that might help Skyrim animation modding?
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Rudy Paint fingers
 
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Post » Sun May 20, 2012 4:33 am

WOW... that looks awesome but it is way above my head. I was kind of kidding that I could "make" animations at all, the most animating I can do is a few tweaks in Nifskope of exsting animations. I did get very very good at puppeteering existing animations via some "slight of hand" scripting however by starting an animation and stopping it and then starting another one to create the illusions (in the game Oblivion) of new animations!

Like I said, I sometimes had to use creativity and a lot of effort and a LOT of my time to make up for what I lacked in actual programming skill.

I can't even get past 15FPS+stutter on that game... :(

Does http://www.havok.com/solutions/students-and-education have anything that might help Skyrim animation modding?
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Ashley Clifft
 
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Post » Sun May 20, 2012 3:50 am

I was watching a follower fight a dragon, I believe anyone without any magic fire/frost protections should die in only a few seconds in such heat. It looks silly with people just standing there getting engulfed by the intense flames and still swinging away like they were in a night club fog blast instead of an infernal. I will probably add a push back effect and unless actors have a shield or high magic protections the fire will be super deadly.

I did the same thing in my Oblivion Quest mod (Duke Patrick's Dragon and the Sword of Might.)

In that mod I had the grass catch on fire and produce a lot of smoke that could blind you as well if you did not watch where the smoke was blowing.

Dragon should move a little slower per its massive size as well. Not standing in one spot will be the key to fighting a Dragon.
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Daramis McGee
 
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Post » Sun May 20, 2012 1:09 am

Pfft - I recently saw a dragon have half its life taken by a frost troll and then nearly finished off by a cave bear (or next tier bear up the chain). I ran to get the final blow.

Dragons so far are underwhelming.

I also think it would be a good idea to have their breath weapons have knock down/force effects as well as elemental effects.
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Monika
 
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Post » Sun May 20, 2012 1:03 am

Hey Duke, using perks there's an easy workaround to make the player's normal attacks stagger enemies, feel free to take a look at my Deadly Combat mod. No heavy scripting required :P http://skyrimnexus.com/downloads/file.php?id=5485

Probably going to require scripting to allow enemies to also stagger the player though. Couldn't find a way to make them do so now at least.
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xx_Jess_xx
 
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Post » Sat May 19, 2012 5:01 pm

"Probably going to require scripting to allow enemies to also stagger the player though. Couldn't find a way to make them do so now at least."

That is why I am NOT doing it (pain flinching as I did in my Oblivion mod) until the CK is out. Doing pain flinching on the player attacks and not the other actors is absolutely not acceptable.



Hey Duke, using perks there's an easy workaround to make the player's normal attacks stagger enemies, feel free to take a look at my Deadly Combat mod. No heavy scripting required :tongue: http://skyrimnexus.com/downloads/file.php?id=5485

Probably going to require scripting to allow enemies to also stagger the player though. Couldn't find a way to make them do so now at least.
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George PUluse
 
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Post » Sat May 19, 2012 6:09 pm

Will you add a ducking functionality? I really hate that sneaking does not alter collision detection and you can't use it to get under objects either.
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Elizabeth Lysons
 
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Post » Sat May 19, 2012 5:19 pm

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Astargoth Rockin' Design
 
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