[Relz] Duke Patrick's CombatTweaks

Post » Sat May 19, 2012 7:22 pm

I am VERY sad to see MANY of the oblivion game settings are NOT in this game. For example I have not found any setting that will adjust the HIT CONE
that extends from the actor. Without this it seems it will be impossible for me to make the melee attacks more focused (meaning the attack hits in a smaller area in front of the actor). And that is one of the PRIMARY changes that makes all the other changes I want to make feasible such as LOCATIONAL damage and COMBAT GEOMETRY!

Without any way to change the hit cone I am not sure how much I will really mod this game.

But this is just pessimistic speculation until I get the CK.
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Susan Elizabeth
 
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Post » Sat May 19, 2012 7:07 pm

Well there is decapatations like in Fallout3 and since there was a kind of locational damage in fallout3 with dismemberment then there may be a way to add them in. Have to wait and see.

I'm not liking how sprinting trumps all other actions. No sprint to jump.

I'm curious of the mini-movie/vats animations can be accessed by the character while not in that mode.

Modding perks will probably be easier than some have feared I think. In Fallout it was common to adjust, replace, and add perks. What is different here is the perk trees which may not be as adjustable. And since skills are an integral part of the character growth I predict that Perk mods are going to go the way of overhauls in that they will have to either not touch the perks of other mods OR patches OR all encompassing. There are several threads where people are talking about shifting perks to other trees in order to add their own trees. That will increase incompatibility.

I have confidence Spooky that you will find a way. You always do.
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oliver klosoff
 
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Post » Sat May 19, 2012 8:54 pm

the 2 handed sideways power attack allows you to hit enemies in a cone (with the perk), perhaps it is possible? or are you referring to something else?
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dell
 
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Post » Sun May 20, 2012 5:39 am

Looking over my game setting changes I am not seeing anything to explain this and I have not seen this in my game yet. But I will keep my eye open for this issue.

Are you loading my mod last?

Yes, it's loaded last in a set up that has PISE installed. However, I uninstalled every mod except yours and the same issues occur. I'll keep picking fights with everything to see if I notice anything else unusual that's related.
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Guy Pearce
 
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Post » Sun May 20, 2012 8:31 am

Ohoho I was waiting for you spookyfx.com, Duke Patrick mods are always a great adittion in any Bethesda game looking forward to see what you can do with Skyrim :celebration:
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sam smith
 
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Post » Sun May 20, 2012 12:14 am

do you think it's possible to make the armour cap variable? e.g. it's normally 85%, but when you equip a shield it goes up to 90-95%.
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Luis Longoria
 
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Post » Sun May 20, 2012 7:28 am

I had sincere doubts about melee combat in this game pre-launch. It has turned out to not
be as bad as I first feared and with the return of the Duke, this could turn out really good
in the end. Thank you.
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Tamara Dost
 
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Post » Sun May 20, 2012 1:33 am

On the subject of giants I've noticed that a lot of their stomp and club attacks aren't hitting me at all. I managed to kill a giant whilst being directly in front of him, not moving, with said level 7. All the while he was kicking at me and swinging his club. The attacks are registering (I get staggered, the camera shakes, the controller rumbles) but I take no damage.

Since Duke stated that any change in weapon reach will be accounted by the AI, here is another thought:

Duke said in the description that this mod disables auto-aim and, therefore, both players and NPCs/creatures will miss more often. I wonder if, with no auto-aim at all, NPCs/creatures are rendered hopeless when it comes to aiming...

I say this because in the other combat-tweaks mod at the nexus ("duel"), nobody mentioned the issue of enemies missing a lot of blows and, upon inspecting the features of that mod, I realized that autoaim was not modified there.
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Samantha hulme
 
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Post » Sun May 20, 2012 4:51 am

Since Duke stated that any change in weapon reach will be accounted by the AI, here another thought:

Duke said in the description that this mod disables auto-aim and, therefore, both players and NPCs/creatures will miss more often. I wonder if, with no auto-aim at all, NPCs/creatures are rendered hopeless when it comes to aiming...

I mention that because in the other combat-tweaks mod in the nexus ("duel"), nobody mentioned the issue of enemies missing a lot of blows and, upon inspecting the features of that mod, I realized that autoaim was not modified there.

Sounds about right. I went and installed 'Duel' and had none of the aforementioned issues with giants.
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Steve Bates
 
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Post » Sun May 20, 2012 3:06 am

Sounds about right. I went and installed 'Duel' and had none of the aforementioned issues with giants.

Wonderful! Now Duke will be able to address the issue. Perhaps he can decrease autoaim slightly (instead of getting rid of it) or, if even that proves insufficient, then let that feature untouched.
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Meghan Terry
 
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Post » Sun May 20, 2012 8:14 am

Kudos for this mod.

I hope this mod thought about people who plays unarmed coz that's what I'm playing right now. =)
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Lily
 
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Post » Sun May 20, 2012 6:57 am

Not until I can reproduce the so called "issue".

I just spent an hour getting my butt kicked by Giants, so I am seriously thinking that anyone seeing this in their game has some other interacting component effecting their game.

The Giants did not run away from me, they hit me hard (tossing me into the air 100 feet on some critical hits) and their weapons and fists and feet damaged me when I was not blocking their attacks.

At least one other poster here said they did not see this Giant "cant touch me" issue either, so I wonder if it has to do with the version of the EXE? I am using the DAY ONE EXE. ( I hate steam and so far I have had none of the game breaking issues other players have had except for the UI problems so I have had no good reason to update and become a slave to steam ..... yet...)

Just as an experiment I may make a TEST version without the auto aim changes for you to try. But seriously, keeping the auto aim as it is in the game now will make most of my future mod features not work as intended. So if the auto aim elimination really is the issue for some players then my mod may not be for everyone. Maybe once the CK is out this will be solved.


Wonderful! Now Duke will be able to address the issue. Perhaps he can decrease autoaim slightly (instead of getting rid of it) or, if even that proves insufficient, then let that feature untouched.
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leigh stewart
 
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Post » Sat May 19, 2012 11:31 pm

I can confirm that with the current version of the mod, Giants can miss even though they're right in front of me. They smack the ground, causing a quake, but I take no damage (my health bar appears like I was hit). Doesn't seem to effect any other enemies so far, and Giants don't always miss, they just have a chance to now (about 50% of the time for me).

Tested with no other mods but yours on Patch 1.3. Without the mod, Giants hit me every time.
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sas
 
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Post » Sat May 19, 2012 5:33 pm

As I said in my last post I am unable to reproduce this issue some players are having. But for those that have this "giants always miss me" issue try this:

experimental TEST version uploaded only for play testers to try concerning Giants. If you do not have any issue with the giants do not use this TEST version as it does not have all the features of the full version.

get it here ONLY :

http://tesalliance.org/forums/index.php?/files/file/1066-duke-patricks-combattweaks/
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He got the
 
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Post » Sun May 20, 2012 6:33 am

mmmmmmm... now that sounds NORMAL to me, they are suppose to miss a lot more than before. Hitting the ground should not "hurt" you that much (at all really). Sounds like I just need to dial in the inaccuracy a little more. OR you are blocking the little bit of damage that this hit the ground attack does? Remember that blocking is MUCH more effective now to stop damage.

It is the players with giants that NEVER hit that bothers me.


edit: Oh for gods sake I wonder if the VSync issue is at work here as well? I have turned my Vsync back ON after it caused too many issue with physics int he game by turning it off. Is your Vsync on or off?



I can confirm that with the current version of the mod, Giants can miss even though they're right in front of me. They smack the ground, causing a quake, but I take no damage (my health bar appears like I was hit). Doesn't seem to effect any other enemies so far, and Giants don't always miss, they just have a chance to now (about 50% of the time for me).

Tested with no other mods but yours on Patch 1.3. Without the mod, Giants hit me every time.
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Alister Scott
 
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Post » Sun May 20, 2012 3:41 am

mmmmmmm... now that sounds NORMAL to me, they are suppose to miss a lot more than before. Hitting the ground should not "hurt" you that much (at all really). Sounds like I just need to dial in the inaccuracy a little more. OR you are blocking the little bit of damage that this hit the ground attack does? Remember that blocking is MUCH more effective now to stop damage.

It is the players with giants that NEVER hit that bothers me.


edit: Oh for gods sake I wonder if the VSync issue is at work here as well? I have turned my Vsync back ON after it caused too many issue with physics int he game by turning it off. Is your Vsync on or off?

Vsync is disabled in the game, but forced on through the Nvidia Control Panel. Additionally I use a FPS Limiter to make sure my FPS is ~30. In the case of the Giant "missing" me, the animation shows his club clearly connecting with my character. I've been running this setup for a while (as in ~50 hours) and this is the first time I had this occur...

Still have yet to find an enemy that can "miss" me like Giants can with this mod.
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Sara Lee
 
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Post » Sat May 19, 2012 7:55 pm

You misunderstood me, I meant that there is some factor different from my game to your game that is casing this to happen WHEN using the mod. Because I do not see this myself, at all.

What is your armor rating? My is 161 at this time. (I also hate this armor rating system, why could they not keep it a 0 to 100 % ?)

So I was just wondering what the different factor is, perhaps the Vsync as many people have turned that off in the games INI file, perhaps not. Did you try the TEST version of the mod yet? If that works for you that would pin point the issue to the auto aim feature, I hope that is not the case however as that "magnetism" must be off or at least reduced a great deal to allow my other planned combat mechanics to work in my upcoming versions of the mod.


Vsync is disabled in the game, but forced on through the Nvidia Control Panel. Additionally I use a FPS Limiter to make sure my FPS is ~30. In the case of the Giant "missing" me, the animation shows his club clearly connecting with my character. I've been running this setup for a while (as in ~50 hours) and this is the first time I had this occur...
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Rob Davidson
 
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Post » Sat May 19, 2012 8:46 pm

Yeah I hate the new system's use of higher numbers too. Makes it seem like a jRPG with its ridiculous numbers. I like a 1 difference in value to mean something. I think it also makes it harder to balance what with such a great disparity in damage and protection between material types which is further aggravated by the messed up crafting.

Duke do you play in 1st or third person? I've found that 3rd person makes it seem harder to hit. Range seems shorter than it should be as well. That said, its a ton of improvement over vanilla! It actually makes a nimble, footplaying (?) 2 handed character fun again. :thumbsup:
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Daniel Holgate
 
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Post » Sat May 19, 2012 5:41 pm

The fact that you got rid of that hideous hand-holding magnetism bs makes me love you. No issues yet but vsync off and ain't run into a giant yet. Will report anything if I see it
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Brad Johnson
 
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Post » Sat May 19, 2012 5:08 pm

As I said in my last post I am unable to reproduce this issue some players are having. But for those that have this "giants always miss me" issue try this:

experimental TEST version uploaded only for play testers to try concerning Giants. If you do not have any issue with the giants do not use this TEST version as it does not have all the features of the full version.

get it here ONLY :

http://tesalliance.org/forums/index.php?/files/file/1066-duke-patricks-combattweaks/

Played with this for a while and the issues still occur.

With the test version they still run away, but only after engaging in combat for about 15-20 seconds. Before they would run away as soon as I hit them.
The inability to attack still occurs with the same frequency.

These both happened with V-Sync on and off. I'm also patched to 1.3 which may or may not have an effect.
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Code Affinity
 
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Post » Sat May 19, 2012 8:49 pm

NEW REV 2

Combat distance extended 20% to try to fix a small issue some players have with giants.


Get it here:

http://tesalliance.org/forums/index.php?/files/file/1066-duke-patricks-combattweaks/
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Eliza Potter
 
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Post » Sun May 20, 2012 2:00 am

I seem to be noticing my follower dying more.

As I understand it they are set to essential unless you the player hit them and take them down - is that correct? Or is that bad information? It is correct according to this page: http://www.uesp.net/wiki/Skyrim:Followers

Who I have with me is Kharjo a Khajit I got after fetching his necklace. So far (even using version 1 of this mod) he has acted like all essential followers in that when he is hurt he kneels down till his health gets back up. Now with version 2 - is it possible that the essential flag is being removed from the followers. Combat is difficult for sure now, but this guy is fodder - he dies all the time.

Just tested without this mod active and where he died three times previously (I just hid and watched him get beat on) and he only kneeled down but did not die. I like a tough game but I want essential followers.

So maybe it is that this kneeling down they do is a sign that once their health is too low they do this and then the enemies move onto the next target, but if they are hit too hard then and exceed their health then they die as there is no time to trigger the kneeling.

I will try with this mod active: http://www.skyrimnexus.com/downloads/file.php?id=3111 ... and yes no death only kneeling.

I suspect that your mod is disabling essential status on followers.
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Nany Smith
 
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Post » Sun May 20, 2012 4:45 am

nope! :nope:

No such Game setting is used in my mod.

I suspect that your mod is disabling essential status on followers.
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James Potter
 
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Post » Sun May 20, 2012 3:19 am

Something is going on.

Without your mod no dead follower.
With your mod and another mod to set all followers to essential no dead follower.

Well I will wait to see if others report it and in the meantime use the mod to set them all essential.
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Kitana Lucas
 
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Post » Sat May 19, 2012 11:25 pm

As I understand it they are set to essential unless you the player hit them and take them down - is that correct? Or is that bad information? It is correct according to this page: http://www.uesp.net/wiki/Skyrim:Followers

I don't think that's correct. Last week I went to a cave with LOTS of draugr and a necromancer. It was impossible for me to win by myself so I brought Lydia with me. Well, in one occasion (I repeated the fight several times) Lydia died.

So I agree with your theory:
Followers can die. However that's difficult because when their health is low enough they kneel, wchich acts as a signal that the follower must be left alone for a while. Now if they are hit with enough strenght when they health is low (but not so low that they kneel) then they will die.

That's normal vanilla behavior, and should have nothing to do with Duke's mod.
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BRIANNA
 
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