Duke Patrick's Melee Combat Mod Beta testing thread.

Post » Fri Jun 17, 2011 8:59 pm

Duke Patrick's Melee Combat Mod Beta testing thread.
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Brooke Turner
 
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Post » Fri Jun 17, 2011 6:23 pm

I was thinking today I may make a radical change to how the mod works. Instead of manipulating the block skill I may create my own "block skill" that mirrors what ever your real one is. Then I will run all my calc on that instead of the real block skill. And when I need to reduce the block skill to ZERO instead of scripting it I will use a "reduce block skill" spell or enchanted item. The problem with this solution is that it will mean no more option to have the twitch parry. You will have only the "binary" parry (and the passive block as well).

This may take me a few days to do as it is no small change to my mod.
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Joe Bonney
 
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Post » Fri Jun 17, 2011 4:34 pm

I was thinking today I may make a radical change to how the mod works. Instead of manipulating the block skill I may create my own "block skill" that mirrors what ever your real one is. Then I will run all my calc on that instead of the real block skill. And when I need to reduce the block skill to ZERO instead of scripting it I will use a "reduce block skill" spell or enchanted item. The problem with this solution is that it will mean no more option to have the twitch parry. You will have only the "binary" parry (and the passive block as well).

This may take me a few days to do as it is no small change to my mod.


Yea I'm 100% sure that the script AADSPsetblockskill is responsable for the CTD's near Layawiin that I was experiencing because I deleted just that script to test it out and all the CTD's stopped happening. HOWEVER I'm 99% sure that's the passive block token so would I be right in saying that NO passive blocking will work with it deleted and will it mess with active blocking?

What do you mean Twitch Parry? Do you mean deflecting attacks the exact moment they strike? I think the biggest problems with Oblivion's combat was there was too much recoil, too much stagger and blocking wasn't effective so the most effective way to play default Oblivion was to make sure that you never get hit and never try to parry either. It was freaking ridicules.

The blocking system I have been using for my game is BetterTimedBlocking which pretty much removes the need for the block skill and instead refines it to pretty much totally depend on player timing. I know it's not realistically how people fight but for my limited skills it made Oblivion's blocking actually take effort to be good at and made blocking actually worth performing and also made shields worth having which was a good accomplishment.

I still really like this mod though and definitely want a version that isn't so buggy.
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Prohibited
 
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Post » Fri Jun 17, 2011 8:33 am

I was thinking today I may make a radical change to how the mod works. Instead of manipulating the block skill I may create my own "block skill" that mirrors what ever your real one is. Then I will run all my calc on that instead of the real block skill. And when I need to reduce the block skill to ZERO instead of scripting it I will use a "reduce block skill" spell or enchanted item. The problem with this solution is that it will mean no more option to have the twitch parry. You will have only the "binary" parry (and the passive block as well).

This may take me a few days to do as it is no small change to my mod.

Wouldn't this also reduce compatibility? This way then what if another mod bolsters or drains block skill?

I thought Kuertee and TheNiceOne had worked out the kinks in mods that script changes to skills and attributes. I recall Kuertee doing it all with tokens. But I'm not on the level of you folks, so I could be overgeneralizing one fix for to others.

If the blocking really is to blame then for Sculelos' issues then is there any settings he should be looking up in tes4esdit (with all mods loaded) - that may not be able to detect other mods that alter through scripts but it might catch 'regular' modding of block.

And you may want to include the download link in the first post - as there is not even a link to the last thread.
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Karen anwyn Green
 
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Post » Fri Jun 17, 2011 8:04 am

Well it was less diffcult to do than I thought.

Beta 1.6 for now is working as I decribed before.


http://www.spookyfx.com/Oblivion/Duke Patricks - Melee Combat NO RECOIL.esp


But again you had to have already downloaded the support files for this to work.
This is only a test to see if this stops the block skill from getting stuck with the penality. It still needs work IF I decied to go in this direction (using the ability spell).

@ Psymon

This is a vanilla ability with a drain of 100, Bethesda does the same kind of thing with the poison apple. I am still not entirely sure I want to go this way but unless I can find the issue with doing it the other way this seems to work and it is making the shield block damage more in the way I wanted. But as I said this beta 1.6 is experimental only and still would need work to include shield mass as a bonus and a few other lose ends in the scripts.

I know that drain ability spells used on some attributes such as fatigue and speed could cause a lot of issues but there are many vanilla enchantments and spells and poisons that do this with the block skill so I am not worried too much about it at this time.
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JLG
 
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Post » Fri Jun 17, 2011 11:52 am

Yeah weird crash is still intact with 1.6, I'm running some of my own test to try and diagnose the issue. Duke what program did you use to write such long scripts since I don't think it's natively supported by the construction set?

Hmmm, not quite sure what is causing the crash. It seems like something is causing a super fast memory leak but what I am not sure.

Edit: Disreguard my crash test. Something in the game is causing me funky issues, I'll look into that before I start testing your mod again.
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Pants
 
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