Duke Patrick's Heavy Weapons Combat

Post » Sun May 27, 2012 8:53 am

What is your skill level with your weapon? That and both your stamina and your opponent's has a lot to do with feints working.
I will be looking at trying to make feints better, I just do not know how yet wit the skyrim lag I do not have many options because
I cannot make the block stop in the same moment that the attack triggers the feint.

But one thing I want to do is some how allow you to aim under the shield or weapon (at the legs) to get past the block.

While I was looking at my script I saw a bug that prevented the dynamic stamina blocking burn from working. I had a check for a bow set backwards.
So that means right now you are only getting the vanilla block stamina burn. Sorry about that. It will be fixed in the next REV.


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.
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Bitter End
 
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Post » Sun May 27, 2012 1:31 pm

My skill level with one handed weapons is around 30 or 40 on a new level 10 character . Stamina is around 140ish from memory . Don't get me wrong , I am not complaining , more like seeking advice on how to fight better. Enjoying the mod and the constant improvement s you brinvg toit!
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!beef
 
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Post » Sun May 27, 2012 1:54 am

Damn, I was really looking forward to your combat overhaul. It made combat much more challenging for me and I like it, but responsiveness is killing it. I don't mind enemies dying a second after they've been hit, but there are too many situation, when I simply think "did he get damaged by my swing?". Your plan is to make combat as realistic as possible, however in real life I'd see, if my enemy is wounded. Games have health bars to compensate and I think this is the most important issue I have - unpredictably updating health bars. Are you planning to optimize this in any way?
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Gavin boyce
 
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Post » Sun May 27, 2012 4:00 pm

Well... my internetlessness (also a word) was shorter than expected (loving the new apartment) so I'll give this a try tomorrow.
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Lifee Mccaslin
 
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Post » Sun May 27, 2012 6:55 am

Bethesda made dragons and giants cast spells that LOOK like they are attacking with their limbs. :wallbash:
So all my scripts think they are magic attacks and ignoring them. Their spell casting animations are made to look like bites, tail swats and backhands...

I do not know what I am going to do about this, I guess I will have to poll for theses specified spells, that is going to add more complication
(more stuff the script must do in the moment of an attack ). So your Dragon and Giant Fights are going to be a little too easy right now with the last REV.


Edit: mmmm... so it seems that they are attacks but in Skyrim you can attach spells to the attack. Kind of like an enchantment on your claw or fist.
However it still is seen by the scripting language as spells not as limb attacks...I will keep working at this to find some way around this issue.

Edit 2:
Ok, so there was an easy way to patch this for now. There is a special list that can be made were I drag and drop in all the spells that look like melee attacks.
This way I only do one small check in the script instead of 20. The problem with this is that it will not work for any custom made "melee attack" spells from other mods. Nothing I can do about that, maybe SKSE will help in the future. For now I do not know of any mods that would conflict on this because it is very hard to put in new creatures.
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Wayne W
 
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Post » Sun May 27, 2012 1:29 am

OMG this was TOTALLY WORTH IT! Fighting the giants is so much freaking fun now! :biggrin:

We (the guards and myself) look like little kids as we are ruining away and then back around to his backside to attack. HE turns to look back around and swing but we run from his attack and then another of our attackers hits him while he is turning around, if we constantly strike at him this way it is a fun kill (like we are a pack of wolves).

But God be with you if he gets his hands on you! You are smacked around mercilessly and thrown across the battlefield!

I may have this REV out before I go to bed tonight...
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Hairul Hafis
 
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Post » Sun May 27, 2012 10:41 am

But God be with you if he gets his hands on you! You are smacked around mercilessly and thrown across the battlefield!

You like it when our Characters suffer don't you? :biggrin:
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teeny
 
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Post » Sun May 27, 2012 11:01 am

Rev 4.2

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


Fix for Bow Stamina Burn.



NEW Feature Smash of the Titians

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
and Power Attack.


Note: so I am not entirely happy with how the Titians throw you across the battlefield. There is some strange issue with the command "push actor away" that was NOT in Oblivion. No matter were I position the activator that does the work the actors seem to only get pushed MOSTLY up or down. I think this issue is why the giants have that reputation for throwing the player up into the air several miles on a death blow.

So I will be looking at trying other ways to toss the actors, there are a few other options, but I was very familiar with "push actor away" from oblivion so that was my first attempt.



:devil:

You like it when our Characters suffer don't you? :biggrin:
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Leanne Molloy
 
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Post » Sun May 27, 2012 4:07 am

I like the look of the new smash feature. I wonder though if Im using the Realistic ragdoll & force mod that it will negate the effect?
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Eileen Müller
 
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Post » Sun May 27, 2012 11:03 am

I like the look of the new smash feature. I wonder though if Im using the Realistic ragdoll & force mod that it will negate the effect?
No. At least if you load Duke Patrick's mod at the end.
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Ana Torrecilla Cabeza
 
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Post » Sun May 27, 2012 2:59 pm

Bethesda made dragons and giants cast spells that LOOK like they are attacking with their limbs. :wallbash:
So all my scripts think they are magic attacks and ignoring them. Their spell casting animations are made to look like bites, tail swats and backhands...

I do not know what I am going to do about this, I guess I will have to poll for theses specified spells, that is going to add more complication
(more stuff the script must do in the moment of an attack ). So your Dragon and Giant Fights are going to be a little too easy right now with the last REV.


Edit: mmmm... so it seems that they are attacks but in Skyrim you can attach spells to the attack. Kind of like an enchantment on your claw or fist.
However it still is seen by the scripting language as spells not as limb attacks...I will keep working at this to find some way around this issue.

Edit 2:
Ok, so there was an easy way to patch this for now. There is a special list that can be made were I drag and drop in all the spells that look like melee attacks.
This way I only do one small check in the script instead of 20. The problem with this is that it will not work for any custom made "melee attack" spells from other mods. Nothing I can do about that, maybe SKSE will help in the future. For now I do not know of any mods that would conflict on this because it is very hard to put in new creatures.

In the CK can you tell if there is a flag or something similar on either the MagicEffect, Spell or the Animation that specifies it is a melee attack? If it is a flag somewhere, I am sure we can get to it and expose it.
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Sheila Reyes
 
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Post » Sun May 27, 2012 1:31 am

Just a comment concerning anyone experiencing script lag... My solution was to install iHUD and remove the enemy health bar. No more issues :biggrin:

It does make combat feel different when you do not have a health bar to look at anymore.
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Nicole Mark
 
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Post » Sun May 27, 2012 2:16 pm

If an opponent hits me when I am blocking (doesn't matter if it's a shield or a weapon) - and I clearly block the blow - but I still recoil and stagger as if it is a big clear hit on me, does that mean there was a feint by the opponent? Or does it just mean that they have more 'power' than I do?

Similarly, sometimes opponents block but my blow still kills them. Is that just sheer weight of the hit? Mostly I use single handed swords.

And even killing giant spiders is tough now, I seem to be a lot more vulnerable to monsters. Maybe I need to block against them more?

Just trying to understand what I'm seeing on the screen. I already get knocked around so the 4.2 update is probably going to be brutal for me lol!
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JUDY FIGHTS
 
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Post » Sun May 27, 2012 8:39 am

NEW Feature Smash of the Titians

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.

Small problem with REV 4.2 - skeavers get the Smash of the Titans feature. Yeah, this small ratlike creatures toss you around the room like a true monsters. :)
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Stephani Silva
 
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Post » Sun May 27, 2012 3:30 am

YEP! This is covered in the known issues in the read me file.

Normally I am very slow to respond to anyone that I think did not read the read me file... :dry:

But I will make a deal with you, read the read me file and then you post here WHY this happens and I will post about what I might try to do to overcome this known issue. :tongue:

Hint: This was the SAME in Oblivion with the rats for the SAME reason. But MAYBE I can overcome this in Skyrim (Skyrim has some new stuff that may help) at least for Vanilla creatures, but there was no way to fix this for custom made mod creatures in Oblivion, and probably not for Skyrim either.


Small problem with REV 4.2 - skeavers get the Smash of the Titans feature. Yeah, this small ratlike creatures toss you around the room like a true monsters. :smile:
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Josh Lozier
 
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Post » Sun May 27, 2012 1:40 am

Stagger and knock back (knock down) will happen for several reasons:

You are much smaller than they are (or they have an issue with their strength that is in the read me file.)
They are using a momentum heavy weapon and or you are not using a heavy weapon to block.*
They were badly designed with a ridiculous amount of health (but it would have to be over 1000 to have a serious effect).
They are causing more than 20% damage on your currant health level in one attack.
They are hitting your legs a lot.
You have a conflicting mod.

Would any of that apply to your situation? If not use the savegame that comes with the mod to test. Try it FIRST with all you other mods then without to see if there is a mod conflict.

* If you are smaller and that is the cause of your issue I may need to increase the bonus that a shield gives until I can include your carried weight in the formula.
Right now there is no way to get the carried weight of NPC for some stupid reason. (really Bethesda ... Really!?)

What I may do for now (maybe) is include the armor resistance in the formula, which I have not yet done (except for the damage 20% health part of this mod) because I did not think of that at the time.


If an opponent hits me when I am blocking (doesn't matter if it's a shield or a weapon) - and I clearly block the blow - but I still recoil and stagger as if it is a big clear hit on me, does that mean there was a feint by the opponent? Or does it just mean that they have more 'power' than I do?

Similarly, sometimes opponents block but my blow still kills them. Is that just sheer weight of the hit? Mostly I use single handed swords.

And even killing giant spiders is tough now, I seem to be a lot more vulnerable to monsters. Maybe I need to block against them more?

Just trying to understand what I'm seeing on the screen. I already get knocked around so the 4.2 update is probably going to be brutal for me lol!
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Rob Davidson
 
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Post » Sun May 27, 2012 10:13 am

:blink: wow... that is an interesting idea. I do wish the animations (and maybe even the graphics) would show SOME damage, I am a little surprised Bethesda did not do this in Skyrim (have better animations for badly hurt actors in combat) . I know it would be a lot of work but still I was hoping for it. Have you tried all the other ways to speed up your game already (in the read me file)?

Just a comment concerning anyone experiencing script lag... My solution was to install iHUD and remove the enemy health bar. No more issues :biggrin:

It does make combat feel different when you do not have a health bar to look at anymore.
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Sarah Unwin
 
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Post » Sun May 27, 2012 2:05 pm

Hint: This was the SAME in Oblivion with the rats for the SAME reason. But MAYBE I can overcome this in Skyrim (Skyrim has some new stuff that may help) at least for Vanilla creatures, but there was no way to fix this for custom made mod creatures in Oblivion, and probably not for Skyrim either.
Hmph, is it possible to have a size check before applying this feature ? the mod already uses creature size to determine the power of the Smash but i don't know is it possible to have a check like this:

'If' attacker size < defender size 'then' no "Smash"

If such a check is possible then we can automatically remove all rats, wolves and other creatures smaller than the player from applying smashes.

EDIT: seems like smash from creatures is a result of having an Unarmed damage enchantment. Skeavers, wolfs, bears and so on get their damage as a constant effect that adds Unarmed damage. I'll try to make a khajit character and see will it work for player or not.

EDIT2: Nope. Khajit unarmed attacks work normally. No problems and flying enemies.
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Juan Cerda
 
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Post » Sun May 27, 2012 7:14 am

I will PM you about this. There is not AFAIK but I will look around some more and PM you with what I find. Thank you! :smile:

In the CK can you tell if there is a flag or something similar on either the MagicEffect, Spell or the Animation that specifies it is a melee attack? If it is a flag somewhere, I am sure we can get to it and expose it.
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Eve(G)
 
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Post » Sun May 27, 2012 8:36 am

:banana: :bunny: :clap: :twirl: :ahhh: :celebration:

ok....ok...I have to chill....

I think I found a way to make feints work in the same moment the attack triggers it.
It might mean getting those hundreds of not serious but annoying script log errors again, but that will be TOTALLY worth it to me...

I am so excited I punched in my password incorrectly 4 times to log on to post... :smile:
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Ray
 
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Post » Sun May 27, 2012 3:37 pm

ok....so far ....TESTING SHOWS IT WORKS!!!!! :biggrin:

There are some drawbacks,

CON: After a successful or a failed attempt at a feint you must block or they must stop blocking to RESET the script for the next feint. (But this seems to not be all that noticeable in combat.)This MIGHT have a slight impact on FPS if there are a lot of actors in combat and in the line of sight of the player. (Not sure yet.)
I may not be able to offer compound feints (like a flank range combo feint) but you will be able to do several feints in the same attack however.
This means you get up to 3 chances that a feint will work but not a super power combo feint...does that make sense?

PRO: FEINTS WORK MUCH MORE REALISTICALLY! (Yay!)
It seems that if I "phrase" the poling in the script just right I can avoid the hundreds of annoying but not serious error messages in the script log. (Not sure yet.)
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Alisha Clarke
 
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Post » Sun May 27, 2012 9:04 am

1- No, the problem comes from the size of the creature, that IS the problem, the BIG size is(may be) a result of the long TAIL for rates or long legs for spiders (as it says in the read me file).

2- mmmm.... not sure what you mean.

3-IF they are doing 20% (or more) damage in one attack then yes they will stagger you.

The addition of armor Resistance to the stagger formula (may be in the next REV) may help but not if the stagger is a result of damage as damage is already reduced by armor. I will also put in a Form list that will include a 50% reduction in estimable size for spiders and rats. But as I said this will not help with custom mod creatures.

I have to go to work, be back in 10 hours...

1- Hmph, is it possible to have a size check before applying this feature ? 'If' attacker size < defender size 'then' no "Smash"

2- seems like smash from creatures is a result of having an Unarmed damage enchantment.

3- Skeavers, wolfs, bears and so on get their damage as a constant effect that adds Unarmed damage.
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WTW
 
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Post » Sun May 27, 2012 10:08 am

REV 4.3 ZIP file with the missing scripts

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


Sorry about that, :blush: this may not effect you if you did not delete the old scripts from rev 4.1 and all you did was add the new scripts
that came with 4.2.

If you did that shame on you because you are suppose to do a clean install remember! :tongue:


I am late for work, but I had to fix this first...
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Alex Vincent
 
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Post » Sun May 27, 2012 12:57 am

1- No, the problem comes from the size of the creature, that IS the problem, the BIG size is(may be) a result of the long TAIL for rates or long legs for spiders (as it says in the read me file).

2- mmmm.... not sure what you mean.

3-IF they are doing 20% (or more) damage in one attack then yes they will stagger you.
Ok. So the size of the creature is not correct. At least the one which goes to the script.

Is it possible to use Height/Weight/Base Mass from racial Data instead ?
I mean the values in Actor -> Race -> [Some Race] -> Body Data.

Even if they are somewhat off changing them will be easy and they will work for all actors of the race.

Examples of Base Mass from CK:

Dragon, Mammoth, Giant - 4
Troll, Sabrecat, Bear - 3.5
Humanoid, Wolf - 1
Skeaver, Wisp - 0.1

EDIT: Base Mass can be ripped through "getav mass" command - don't know if it will help or not.
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Bones47
 
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Post » Sat May 26, 2012 11:44 pm

I wish it were that easy. These settings are not what they might "sound" like. They are scales that alter the in game model.
So for example a fox is mass 1.0 (just like a human) and weight 1.0 and a height of 1.2 were an ELK is height of 0.85.

These are SCALING values that morph the original model to be fatter or shorter or longer etcetera.

The Elk may have been made too big in the modling process so in the CK they scaled it down to fit Skyrim.
These values are meaningless (useless) for calculating size and strength.
I am sure you can imagine what would happen if you start editing them to try to reflect the kinds of Girth values they "seem" to be at first glance. :shrug:


Ok. So the size of the creature is not correct. At least the one which goes to the script.

Is it possible to use Height/Weight/Base Mass from racial Data instead ?
I mean the values in Actor -> Race -> [Some Race] -> Body Data.

Even if they are somewhat off changing them will be easy and they will work for all actors of the race.
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Betsy Humpledink
 
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