Duke Patrick's Heavy Weapons Combat

Post » Sun May 27, 2012 10:32 am

2- That can change 4 attacks into 5 :yes: But I may increase the fine tune amount a little more, I just do not want to break the pacing, you should need to either slow down your rate of fire or perform tactical pauses or timed blocking to build stamina back up, not just step away from the attacker for 2 or 3 seconds. You should not be able to keep throwing blows one after the other nonstop. That is just not how real fights work, not necessarily because you get "tired" but for variety of reasons. The green bar is just s simple mechanic to stand in for those multitude of reasons.


3- Could be they tripped at the moment you hit them, more likely (if you hit low) you forced them to trip with your attack. But NPC do trip once in a while when thy are not careful, if their stamina is low and they do not circle but rather move backwards straight and try to cover too much distance in one shot they will trip to the ground once they bump into or over something (even an incline). But most of the time they are careful, they move back in short duration, they circle instead of move strait back (sometimes) and they DO manage their stamina better than most players try to.

4- Yes, I think I know what that is, I think I have seen it myself as well. I did a very dumb thing (I fixed something that was not broken). I finally broke down and changed my combat distance scale to 90 (up from 40) all the range related AI issues seem to go away. So after 2 weeks of this I thought I did not need some changes I made to the HAND reach. So I deleted them as of the Rev 4.03. I am wondering now if some of the HAND reach was part of the factors that the game uses to decide the range related decisions such as when to pull out a weapon. I mean that together the hand reach and the combat range scale solved the ai issues. So I will put back in the HAND reach changes. If that does not solve this issue then it may actually be related to the changes I made in the combat styles regarding H2H combat. But those changes have been in for a long time now. The only new thing I did in the last 2 REV that might cause this issue was delete the Hand Reach changes.

2. It's only a 20% regen speed bonus though, no?

3. Wait, you mean to say that when I hit them and they fall down they actually tripped? I always assumed it was due to the hit.

4- Other things I have observed, sometimes they only equip their melee weapon when they're next to me, they'll charge in with their fists up and when they're nearing me they equip their weapon.
User avatar
Flesh Tunnel
 
Posts: 3409
Joined: Mon Sep 18, 2006 7:43 pm

Post » Sun May 27, 2012 9:25 am

Oh I didn't read it as you being apologist :wink:

I meant "complicated" in the sense, that your scripts are likely rather robust and at the same time require good timing for best results, which wasn't so bad in older engines due to the fact that if you couldn't run the script fast enough, the whole game would slow down.

But to my other question - what was that script command you used to force full body stagger onto the player? I remember you posting about it before but I can't for the life of me remember it. I want to be able to check if a player has this command enabled, so I can temporarily disable it while I do things, then re-enable it so it remains compatable with mods that use this function.
User avatar
Hilm Music
 
Posts: 3357
Joined: Wed Jun 06, 2007 9:36 pm

Post » Sun May 27, 2012 1:13 am

No I never mentioned this before that I remember anyway, however I may have mentioned it in another thread such as the CT threads or the SKSE threads, where I sometimes talk about my script mechanics. I do not talk about the specific script mechanics of my mod in my Mod thread unless it is concerning bugs.

I will PM you about this as I do not see any issue for me by discussing this with you.

But to my other question - what was that script command you used to force full body stagger onto the player? I remember you posting about it before but I can't for the life of me remember it. I want to be able to check if a player has this command enabled, so I can temporarily disable it while I do things, then re-enable it so it remains compatable with mods that use this function.
User avatar
KiiSsez jdgaf Benzler
 
Posts: 3546
Joined: Fri Mar 16, 2007 7:10 am

Post » Sun May 27, 2012 3:57 am

I said: I have new ways to detect spells that hit an actor (as opposed to weapons) and it seems (so far with limited testing) like they may help. But I cannot decide if I WANT to stop fire (elemental attacks) head shots or not. This is only for spells that are cast not for enchantments on weapons (that so far is impossible to separate out). Any arguments for or against this? I will consider it over the weekend.


OK....so unless there is anyone that wants to present arguments to keep it in the mod it I will stop elemental Casted spells effects from trigger locational damage in the next REV. I Only feel this way because this is an archery and melee weapon combat mod and not a magic mod. Otherwise I would say elemental attacks SHOULD trigger Locational damage.
User avatar
Paula Rose
 
Posts: 3305
Joined: Fri Feb 16, 2007 8:12 am

Post » Sun May 27, 2012 4:07 pm

I agree with your sentiments.
Although having headshots for spells is cool, it's not realy the purpose of this mod and I think it's better to stick to physical combat mechanics for the moment.

However, if you end up making a magic combat mod, you could always slip it back in again =P


I said: I have new ways to detect spells that hit an actor (as opposed to weapons) and it seems (so far with limited testing) like they may help. But I cannot decide if I WANT to stop fire (elemental attacks) head shots or not. This is only for spells that are cast not for enchantments on weapons (that so far is impossible to separate out). Any arguments for or against this? I will consider it over the weekend.


OK....so unless there is anyone that wants to present arguments to keep it in the mod it I will stop elemental Casted spells effects from trigger locational damage in the next REV. I Only feel this way because this is an archery and melee weapon combat mod and not a magic mod. Otherwise I would say elemental attacks SHOULD trigger Locational damage.
User avatar
Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Sun May 27, 2012 1:48 am

This is what I am working on now:


Rev 4.05: The Configuration fill aadpCombat can now be installed in the DATA file with the ESP.
I need to look back in this thread to see who discovered this and give credit to them, this will make it a little easier.

Much improved system for head shots in the negative elevation areas. The slight inaccuracy will only occur if the target is on the ground or getting up or sneaking.

Much improved detection of spell attacks so that they are not included in Locational damage and stamina drain (for cast magic and shout spell attacks).

Strength is now based on the SIZE of the actor with %10 of health added as a modifier.
Females get a 25% reduction in strength but 200% increase in accuracy to hit the head.

New Global switch to disable my mod for an extra CLEAN clean-save.
User avatar
stephanie eastwood
 
Posts: 3526
Joined: Thu Jun 08, 2006 1:25 pm

Post » Sun May 27, 2012 9:54 am

"Strength is now based on the SIZE of the actor with %10 of health added as a modifier.
Females get a 25% reduction in strength but 200% increase in accuracy to hit the head. "

1. This is discrimination! As female character must protest ! But nice idea.
2. Draugrs and skeletons have x% reduction in strength and y% decreasing of accuracy, but fights with no stamina cost ?

3. But I don't understand why strength of hit doesn't depend of actual stamina pool (LogRaam - "Duel" author way). Especially with your "percentage way" of stamina burning.
Example - I've invested in stamina. I'm doing power attack. It costs more then I was a few levels "younger", but damage I give is the same. Where is the additional energy ?
User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Sun May 27, 2012 4:58 am

1. Females TEND to have better "hand & eye coordination" and men TEND to have a biological advantage for strength. I would be happy to make this LESS simplistic (where women can perform 3 times more work than a man to get the same muscle as men because of their chemistry) but Skyrim is designed to be ....simplistic. :shrug:

2. Huh? what do you mean? All actors use the SAME scripts.

3. Now I really am lost, I have no idea what you are saying. :nope: I think you are asking if Stamina effects how much damage you do. IT DOES.... as it says in the read me doc:

DAMAGE IS A PRODUCT OF....


Strength

Skill (one and two handed)

Stamina Percentage (No more hitting hard with only 1% stamina.)

Armor Damage Resistance (this will mimic the vanilla system more or less exactly.)

Hand Modification = 2/3 for the right and 1/3 for the left hand (just like the Vanilla game.)

Locational Damage Multiplier

Plus 1/2 Skyrim normal damage.


"Strength is now based on the SIZE of the actor with %10 of health added as a modifier.
Females get a 25% reduction in strength but 200% increase in accuracy to hit the head. "

1. This is discrimination! As female character must protest ! But nice idea.
2. Draugrs and skeletons have x% reduction in strength and y% decreasing of accuracy, but fights with no stamina cost ?

3. But I don't understand why strength of hit doesn't depend of actual stamina pool (LogRaam - "Duel" author way). Especially with your "percentage way" of stamina burning.
Example - I've invested in stamina. I'm doing power attack. It costs more then I was a few levels "younger", but damage I give is the same. Where is the additional energy ?
User avatar
OJY
 
Posts: 3462
Joined: Wed May 30, 2007 3:11 pm

Post » Sun May 27, 2012 1:46 am

Ad 2.
This is some proposition. You are going to make some diversification on grounds of size and six of actors. I'm just trying to expand this idea.
Ad.3
I'm talking about something like -
I have 300 stamina base max. - the factor to get damage value is "300" ,not 100%
I'm tired a bit. Have 150 stamina points - the factor is "150" not 50%
I'm talking about damage. Stamina should burn your percentage way.

Edited:
Sorry I had to go.
To explain - I think about dynamic damage change system depending on current stamina.
User avatar
Sarah Unwin
 
Posts: 3413
Joined: Tue Aug 01, 2006 10:31 pm

Post » Sun May 27, 2012 2:25 am

I am still not getting exactly what he is saying, if anyone else has a better idea of what he is saying please help wkomarecki and me by posting what you think he means. I may not be able to understand because I am too familiar with my own scripts and I may not have the needed perspective of someone that knows less than I do about my scripts to see what the issue is from his perspective.

@ wkomarecki

I think you are saying to use stamina percentage to make more damage or less damage, if that is what you are saying than that is already how it works.
But if you are saying that BASE stamina should also effect how much damage you can do in one attack than I disagree and will not be changing the mod to work that way.


Energy is the capacity for doing work. You must have energy to accomplish work, it is like the “currency“ for performing work.
Power is the RATE energy is used to perform work. (The rate of exchange.)

In this game (with my mod) Strength(power) is how well your body can convert Stamina(energy) into damage. You can have 9999999 stamina but if your body is only designed to turn energy into momentum at a particular RATE you are never going to hit any harder than if you only had 99 stamina.

Mechanical power comes from the potential to USE energy. MORE energy does not automatically give you more power. I once read about a study done with small Children and LARGE pro football players where the football players had to mimic everything the kids did all day. These big strong professional athletes became exhausted long before the kids did.

A strong body builder may be able to lift 4 marathon runners over his head but he will not be able to walk farther than they can.

The runners may have more energy than the body builder but that does not mean they have more strength.

Yes this is a little simplistic and there is more to bio-mechanics than this but this game will not allow for long complicated scripts.

New REV 4.05 will be out latter today or tonight. It will have the Uninstall feature to help with clean saves. The REV is actually working now but I want to try to further optimize the scripts as there is a very slight increase in lag in the attack dynamic stamina consumption now from previous rev. I also raised the fast rest FINE TUNE to 1.1 up from 1.0 as the maximum giving you up to 30% rate increase IF needed. But please do not use this to break the combat pacing.

Edited:
Sorry I had to go.
To explain - I think about dynamic damage change system depending on current stamina.
User avatar
Hannah Whitlock
 
Posts: 3485
Joined: Sat Oct 07, 2006 12:21 am

Post » Sun May 27, 2012 6:39 am

Concerning the Brawl bug (brawler whips out a weapon and starts to fight you for real):

I cannot seem to fix this yet, so it will still be in REV 4.05. I know it is script related but I have not been able to find it yet. It may even be a combination of certain scripts and not just one by itself thus making finding it exponentially harder to do. However I know it is a script issue and not a game setting issue because if you disable all the scripts in my mod the brawl fight acts normally.
User avatar
louise tagg
 
Posts: 3394
Joined: Sun Aug 06, 2006 8:32 am

Post » Sun May 27, 2012 1:11 am

Lol, I guess the residents of Skyrim are bad losers =P


Concerning the Brawl bug (brawler whips out a weapon and starts to fight you for real):

I cannot seem to fix this yet, so it will still be in REV 4.05. I know it is script related but I have not been able to find it yet. It may even be a combination of certain scripts and not just one by itself thus making finding it exponentially harder to do. However I know it is a script issue and not a game setting issue because if you disable all the scripts in my mod the brawl fight acts normally.
User avatar
Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

Post » Sun May 27, 2012 10:12 am

funny, I was thinking the same thing when I was about to win a test brawl, I thought to myself, hey I fix this finally...then he attacks with a sword and my companion cuts of his head with a 2h axe.

Speaking of fixed bugs I THINK I fixed the bug were the NPC keeps sheathing their weapon repeatedly. But if not then you need to turn off Ducking in the mod (that is the script causing the issue).

set aadpAllActorsDuckSwitch to 0


Florentine weapon blocking has changed. You can block with your left in the same way you would a shield (by pressing the block button) but only IF you do not have enough stamina to attack with. Once your stamina is up enough you can attack again with the left by lifting your finger off the block button and then press it again for the attack. Remember that this feature can be turned off in the configuration file if this is not comfortable for you. Soon I should be able to use SKSE so that you can block whenever you want to.


Lol, I guess the residents of Skyrim are bad losers =P
User avatar
Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Sun May 27, 2012 1:52 am

Rev 4.1

get it here:

http://tesalliance.org/forums/index.php?/files/file/1139-duke-patricks-heavy-weapons-combat/

http://skyrim.nexusmods.com/downloads/file.php?id=3646


The Configuration file aadpCombat can now be installed in the DATA folder with the ESP. Much improved system for head shots in the negative elevation areas. Much improved detection of spell attacks so that they are not included in Locational damage and stamina drain for cast magic and shout spell attacks.

Strength is now based on the SIZE of the actor with %10 of health added as a modifier.
Females get a 25% reduction in strength but 200% increase in accuracy to hit the head.

New Global Switch to turn off the scripts in this mod for an extra clean CleanSave.

Florentine weapon blocking has changed. You can block with your left in the same way you would a shield (by pressing the block button) but only IF you do not have enough stamina to attack with. Once your stamina is up enough you can attack again with the left by lifting your finger off the block button and then press it again for the attack. Remember that this feature can be turned off in the configuration file if this is not comfortable for you. Soon I should be able to use SKSE so that you can block whenever you want to.

Included now is a save game file that is to be used for troubleshooting if you have issues. See the known Issues read me file for more information.
User avatar
Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

Post » Sun May 27, 2012 1:40 pm

Looking forward to SKSE blocking. I think it was realy stupid of Bethesda to not allow blocking with dual wielding, and weapon/magic combinations.
If your holding a weapon you should be able to parry with it.

Thanks for the updates Duke



Florentine weapon blocking has changed. You can block with your left in the same way you would a shield (by pressing the block button) but only IF you do not have enough stamina to attack with. Once your stamina is up enough you can attack again with the left by lifting your finger off the block button and then press it again for the attack. Remember that this feature can be turned off in the configuration file if this is not comfortable for you. Soon I should be able to use SKSE so that you can block whenever you want to.

User avatar
Jessica Lloyd
 
Posts: 3481
Joined: Fri Aug 25, 2006 2:11 pm

Post » Sun May 27, 2012 1:42 pm

ummm... I just realized I did not test my "size to strength to damage" system on DRAGONS! In Oblivion there were no creatures anywhere near that big, so I have no idea how much damage they will be doing now. Can someone please report here about a dragon fight if they get a chance? I am just too tired now to do anymor moding. I have been at it now from 6:00 this morning. I have to eat and go to bed soon.

Thanks for the updates Duke
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Sun May 27, 2012 4:05 am

Florentine weapon blocking has changed. You can block with your left in the same way you would a shield (by pressing the block button) but only IF you do not have enough stamina to attack with. Once your stamina is up enough you can attack again with the left by lifting your finger off the block button and then press it again for the attack. Remember that this feature can be turned off in the configuration file if this is not comfortable for you. Soon I should be able to use SKSE so that you can block whenever you want to.
Hmph. There is the mod Dual Wield Parrying on Nexus and it has two versions - one relying on Script Dragon which allows to use assigned key to block and second version which doesn't need anything but allows blocking only with base key and random attacks while you press attack key.
User avatar
Pixie
 
Posts: 3430
Joined: Sat Oct 07, 2006 4:50 am

Post » Sun May 27, 2012 3:05 pm

Hmph. There is the mod Dual Wield Parrying on Nexus and it has two versions - one relying on Script Dragon which allows to use assigned key to block and second version which doesn't need anything but allows blocking only with base key and random attacks while you press attack key.

Dual Wield Parrying work fine with this mod. Just set the the Dual Wield function in aadpCombat to 0 if you use that instead. Im using the Script Dragon version without any problems. You can use a program like Xpadder to map it to a controller button.
User avatar
Michelle Serenity Boss
 
Posts: 3341
Joined: Tue Oct 17, 2006 10:49 am

Post » Sun May 27, 2012 1:07 am

Dual Wield Parrying work fine with this mod. Just set the the Dual Wield function in aadpCombat to 0 if you use that instead. Im using the Script Dragon version without any problems. You can use a program like Xpadder to map it to a controller button.

Exactualy, I'm using that mod at the moment myself; however I'm looking forward to a SKSE version being integrated with Duke's mod so that I don't need to fiddle around with other stuff.

I'd rather have the one mod to overhaul melee combat and reduce my load list. Also the less reliance on script dragon the better, not that there is anything wrong with it; no doubt alexander blade is skilled... It's just that I've used script extender since morrowind, and you know they're always quick to update, provide support and it's something I can rely on.


@duke: I'll go hunt some dragons and have a look... Now that you mention that I'm fully expecting to get owned =P
User avatar
Big mike
 
Posts: 3423
Joined: Fri Sep 21, 2007 6:38 pm

Post » Sun May 27, 2012 5:44 am

Might just be me, but when I draw a bow now no stamina is consumed now whereas there used to be (and I think there is supposed to be). Duke, if I were to use your save game to test this out, I'm assuming I should disable all active mods except yours correct?

Edit: It seems that stamina is consumed only after an arrow is fired and hits the target. If my stamina bar is full and I keep shooting arrows repeatedly without hitting anything/anyone, there is no consumption of stamina. Previously (on full stamina bar) when I drew the bowstring (not firing), a certain amount of stamina would appear to be consumed on my stamina bar.
User avatar
GabiiE Liiziiouz
 
Posts: 3360
Joined: Mon Jan 22, 2007 3:20 am

Post » Sun May 27, 2012 8:36 am

Might just be me, but when I draw a bow now no stamina is consumed now whereas there used to be (and I think there is supposed to be). Duke, if I were to use your save game to test this out, I'm assuming I should disable all active mods except yours correct?

Edit: It seems that stamina is consumed only after an arrow is fired and hits the target. If my stamina bar is full and I keep shooting arrows repeatedly without hitting anything/anyone, there is no consumption of stamina. Previously (on full stamina bar) when I drew the bowstring (not firing), a certain amount of stamina would appear to be consumed on my stamina bar.

I noticed this as well and thought it strange. Is this intentional Spooky? Or do you think this is a mod conflict?
User avatar
Lew.p
 
Posts: 3430
Joined: Thu Jun 07, 2007 5:31 pm

Post » Sun May 27, 2012 2:41 am

oops accidentally deleted my post while cutting and pasting. :shakehead:
User avatar
le GraiN
 
Posts: 3436
Joined: Thu Mar 22, 2007 6:48 pm

Post » Sun May 27, 2012 10:18 am

I always found it annoying that getting knocked over induced 3rd person. ragdolling down a hill in first person would be awesome.


I wonder if it is possible to do some kind of "reverse" first person camera control (like with arrow follow cam) so that you can have a first person perspective of being smacked 60 feet back on your backside.
User avatar
Avril Louise
 
Posts: 3408
Joined: Thu Jun 15, 2006 10:37 pm

Post » Sun May 27, 2012 9:49 am

I think I found the bug in the Bow stamina burn and fixed it.


I have also added my Smash of the Titans feature where any actor can be bat around like a rag-doll if the other actor is much bigger and stronger. The weapon mass you block with and the weapon mass that is used to hit you are factors in this as well. So if you have a large male orc use a war hammer to smash a small female elf blocking with her shortsword she is going to get knock around the room.

But if that same orc is slapped by a dragon that orc is most likely going to fly across the battlefield.

Factors include:

Weapons mass
Strength (size of actor + 10% health)
Stamina of the attacker
Power Attack

Once it is possible to get the weight carried by the NPC actors this will be included as well so that heaver armor with a large shield will give you a chance against giants and dragons. Until then you may need to use some kick butt esoteric strategy or powerful magic or lots of arrows to fight dragons.

I will be testing this all day then upload tonight.
User avatar
Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Sun May 27, 2012 1:21 pm

This sounds like I'll be running away a lot! : )

Also with your mod installed I find I need to vary my tactics because you can't just rush multiple enemies. Personally I find some one on ones tough too. Sometimes I just can't seem to pull off feints so I can't get beyond the NPC enemy block. It's fun trying though. I think I just need to get better!

I play in 3rd person and I often wonder if I'm trying to pull off the feints correctly.
User avatar
Julie Serebrekoff
 
Posts: 3359
Joined: Sun Dec 24, 2006 4:41 am

PreviousNext

Return to V - Skyrim