Duke Patrick's Heavy Weapons Combat

Post » Sun May 27, 2012 12:37 pm

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:
Yeah... If the three of them a cross dependant that would be... :(

Still i'll try to check some ingame mass values to see how much they are dependant on height and weight. I thought mass were only to check how easily a body can be dragged after death.

EDIT: Checked the following mobs with "getav mass" command:


Dragon - mass 4.00 = mass in CK / height 1.00 / weight 1.00
Deer - mass 2.00 = mass in CK / height 0.85 / weight 0.85
Elk - mass 2.00 = mass in CK / height 0.85 / weight 0.85
Wolf - mass 1.00 = mass in CK / height 1.20 / weight 1.00
NPC - mass 1.00 = mass in CK / height 1.00 / weight 1.00
SnowFox - mass 1.00 = mass in CK / height 1.20 / weight 1.00
Frostbite Spider [Small] - mass 0.25 = mass in CK / height 0.75 / weight 1.00

So far seems like mass value returned by "getav mass" command do not depends on height and weight values.

EDIT 2: Changed Horse Race Base Mass to 100. Getav command returned it correctly and there were no anomalities in horse (and mesh) behavior. After i killed horse i wasn't able to drag the corpse it was like glued to the ground. Additionally seems like the effect of Unrelenting Force shout was somewhat mitigated by mass

Ooops, horses can't be dragged. My bad. But unrelenting force has a bigger effect on horse corpse with 0.25 Mass. Will proceed to experiments on NPC.

EDIT 3: Changed Nord Race Base Mass to 100. Getav command returned value correctly. No behavior changes or other anomalities. Effect of unrelenting force was almost nonexistant - seems like NPC with mass 100 immune to staggering effect of 1st level of Unrelenting force.
On death NPC fall on the ground and almost immidiatly stop ragdolling but their corpses still can dragged around.
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Chris Cross Cabaret Man
 
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Post » Sun May 27, 2012 3:19 pm

That is some good research, but, yeah, I will not be using Mass as part of the formula for strength. Fox and other small creatures that are set to 1.0 (1.0 is also used for humans) would cause the same issue as we have now with the tail. And I am not going to change all the race mass settings outside of what they are now. That is asking for too much incompatibility and other issues.

However I have added getscale to my formula. In some rare cases there are actors that are scaled way up or down such as the famous GIANT mudcrab from Oblivion. And I found an error with shields. If you have a shield equipped but not necessarily in your hands you would still get the shield mass bonus. I have corrected this now and it will be in the next REV. And I will add "form list" check to scan for vanilla a rats and spiders to reduce their strength 50% because of tails and legs making the bounding box deceptively big. Sorry that as good as it gets until SKSE can scan the NAMES of actors so I can detect the word "rat" in actors from other mods. That is how it was in Oblivion as well.

Edit: The actual size of the shield will be detected as well to increase the bonus you get from the shield anytime I use the shield size for a calculation.
So if you are small weak fighter you may want to use a LARGE shield until you raise your stats to overcome your size.


Dragon - mass 4.00 = mass in CK / height 1.00 / weight 1.00
Deer - mass 2.00 = mass in CK / height 0.85 / weight 0.85
Elk - mass 2.00 = mass in CK / height 0.85 / weight 0.85
Wolf - mass 1.00 = mass in CK / height 1.20 / weight 1.00
NPC - mass 1.00 = mass in CK / height 1.00 / weight 1.00
SnowFox - mass 1.00 = mass in CK / height 1.20 / weight 1.00
Frostbite Spider [Small] - mass 0.25 = mass in CK / height 0.75 / weight 1.00

So far seems like mass value returned by "getav mass" command do not depends on height and weight values.

EDIT 2: Changed Horse Race Base Mass to 100. Getav command returned it correctly and there were no anomalities in horse (and mesh) behavior. After i killed horse i wasn't able to drag the corpse it was like glued to the ground. Additionally seems like the effect of Unrelenting Force shout was somewhat mitigated by mass

Ooops, horses can't be dragged. My bad. But unrelenting force has a bigger effect on horse corpse with 0.25 Mass. Will proceed to experiments on NPC.

EDIT 3: Changed Nord Race Base Mass to 100. Getav command returned value correctly. No behavior changes or other anomalities. Effect of unrelenting force was almost nonexistant - seems like NPC with mass 100 immune to staggering effect of 1st level of Unrelenting force.
On death NPC fall on the ground and almost immidiatly stop ragdolling but their corpses still can dragged around.
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Robyn Lena
 
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Post » Sun May 27, 2012 10:56 am

yeah, I will not be using Mass as part of the formula for strength. Fox and other small creatures that are set to 1.0 (1.0 is also used for humans) would cause the same issue as we have now with the tail. And I am not going to change all the race mass settings outside of what they are now. That is asking for too much incompatibility and other issues.
I understand. And if SKSE will allow to get correct size values based on actual ingame model it will be much better and will include new mobs too.

In some rare cases there are actors that are scaled way up or down such as the famous GIANT mudcrab from Oblivion
At least here it is much better. Scaled up spiders (like Giant Frostbite Spider) are given higher Mass value.

Sorry that as good as it gets until SKSE can scan the NAMES of actors so I can detect the word "rat" in actors from other mods.
That too won't make an all out change cause names can be anything but not the "Rat" and still have a ratlike model. Or they can be much bigger than Skeaver and have a "Rat" in the name.

The only reliable method is to somehow get accurate model dimensions on 'per actor' level... :(

Edit: The actual size of the shield will be detected as well to increase the bonus you get from the shield anytime I use the shield size for a calculation.
So if you are small weak fighter you may want to use a LARGE shield until you raise your stats to overcome your size.
All Hail shield from Witcher. Pavise is good! :)
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Robert
 
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Post » Sun May 27, 2012 10:10 am

Spooky,

Great work as always! But i just decided to report two issues: horses attack enemies and sand them up in the sky))) (guess its clash of the titans working) and locational damage does not do any additional harm :( (started after i reversed to your latest rev. Thank you!
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CSar L
 
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Post » Sun May 27, 2012 6:35 am

The first proposition - If you can't see my "English", don't west your time, just snip over this post. It's just my poor communications ability and I can nothing do about it.
Concerning 4.4 the new feature after very short time of playing (might be pointless)

You said in read me " Factors include: Weapons mass, Strength (size of actor + 10% health), Stamina of the attacker
and Power Attack "
I vote for adding to the list "an actor under attack is blocking or not".
"Is blocking" means in this context - He is lowering his center of gravity, standing firmly on the feet. He is harder to make him like a bird being.
It should give an actor another option to prevent the flight (the first is food work of course).
To make the thing clear - I think about it as something makes the chance to be thrown into air lower only.
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Ashley Campos
 
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Post » Sun May 27, 2012 2:00 pm

Hand Modification = 2/3 for the right and 1/3 for the left hand
Why do you hate my left handed character?

Re: the pushactoraway, with so many problematic animals don't you think it's better to do it the other way round? ie. Search for "giant" "dragon" instead of excluding "rat" (because they're called skeevers). There aren't too many "titans" anyway, and while many creatures would be able to knock a person down the ragdoll effect in bethesda always ends up exagerated. This is is exacerbated by how the actors goes limp when ragdolling. There's no knockdown animation is there?(bloody morrowind had it)

By the way are older versions or the .psc files available for download?
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Kate Murrell
 
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Post » Sun May 27, 2012 8:20 am

I've been using this mod in my current playthrough and it's oustanding even in its unfinished stage. Can't go back to vanilla or other combat mods. It's a pity Bethesda gave so little thought to melee combat other than visual appeal. Challenge and difficulty based stricly on more hitpoints felt like a very outdated and lazy solution, and it always bugged me there was little impact or weight from melee weapons. Swinging your sword at your opponents used to feel like hitting the air or a wall.

I have nothing better to add, except that I'm checking daily for updates with much enthusiasm. Thanks for all the hard work!
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Danielle Brown
 
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Post » Sun May 27, 2012 3:33 am

About this "problematic animals".
Maybe rather something like "if size of the fighting actors is more or less comparable, they can't make flying the opponent other way then by power attack" ? (these animals don't do power attack)
As addition it prevents situation - "I hit you and throw you on the ground, you are trying to get up, but I hit you and you are laying again ..." (stamina)
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Michelle Smith
 
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Post » Sun May 27, 2012 1:57 am

This is truly a great combat mod, but it seems to conflict with Realistic Ragdolls and Force, which I simply won't play without. I noticed this mod was overriding the Realistic Ragdolls and Force mod when killing a few mudcrabs with arrows; they flew up into the air! :( Anything that can be done about this??
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djimi
 
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Post » Sun May 27, 2012 3:18 am

Nope,

It does not conflict, I use Realistic Ragdolls and Force myself. What you are seeing is from a completely different system.
But I will put in some kind of switch to turn off or cut in half the power of the Smash of the Titans Feature in the next rev. But this adjustment will effect all actors (concerning the feature) and it is not something that can be "fine tuned". The push actor away command is hard coded to shove actors as if from an explosion.


This is truly a great combat mod, but it seems to conflict with Realistic Ragdolls and Force, which I simply won't play without. I noticed this mod was overriding the Realistic Ragdolls and Force mod when killing a few mudcrabs with arrows; they flew up into the air! :( Anything that can be done about this??
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adame
 
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Post » Sun May 27, 2012 2:55 pm

Grenoir and everyone else that asked about the push actor away (smash of the titian's feature) see my last post to http://www.gamesas.com/user/718644-skyrim-seeker/ concerning this feature and a new turn off switch/adjustment.

No Damage? I cannot reproduce this, (I am getting 2h axe one shot kills from head shots and massive damage from body shots) so be sure you have the latest (ver 4.2) you may need to go to the trouble shooting steps in the read me file.

edit: Typo edit for REV number

Spooky,

Great work as always! But i just decided to report two issues: horses attack enemies and sand them up in the sky))) (guess its clash of the titans working) and locational damage does not do any additional harm :( (started after i reversed to your latest rev. Thank you!
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Elea Rossi
 
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Post » Sun May 27, 2012 5:21 am

1- Talk to Bethesda about this, that is their formula, that everyone is right handed and they reduce damage by the same amount in vanilla. I am left handed myself in RL, but was forced to use my right hand by the missionary grade school teachers I had "back in the day". In a funny way it may have helped my fighting because now my defense is in my "primary hand". And defense is more important than offence when you use a shield.

2- See my previous post.

3- no

1- Why do you hate my left handed character?

2- Re: the pushactoraway, with so many problematic animals don't you think it's better to do it the other way round? ie. Search for "giant" "dragon" instead of excluding "rat" (because they're called skeevers). There aren't too many "titans" anyway, and while many creatures would be able to knock a person down the ragdoll effect in bethesda always ends up exagerated. This is is exacerbated by how the actors goes limp when ragdolling. There's no knockdown animation is there?(bloody morrowind had it)

3- By the way are older versions or the .psc files available for download?
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lacy lake
 
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Post » Sun May 27, 2012 2:24 am

1.I'm just after fight with some dragon. Fire breath may push the actor into air very high (fine). It's interesting what's about shouts.
2.Was watching Vilkas fight with giant. The companion is living on the moon now.
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SUck MYdIck
 
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Post » Sun May 27, 2012 12:48 am

Late tonight I think I will have REV 4.2.1

It will have:

A player adjustable setting to turn off the Smash of the Titians feature or to try to do some large macro adjustments to the power of the push force. (don't expect miracles from this adjustment however).

Shield SIZE will be detected now as part of the factor to reduce the threshold that an enemy can trigger the Smash of the Titians push on you.
This is only if you block however.

Formlist search is done for Race: Spider, Skeever(rat), COW, Swarms, Fox and Honkers and then their size is reduced %50 in the Smash of the Titians calculations.
This is to compansate for the long legs, long tails and SLOW moving type bodies.
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Emzy Baby!
 
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Post » Sun May 27, 2012 5:07 am

anyone know dos?

DEL "C:\Users\Spooky\Desktop\skyrim\Duke Patricks Heavy Weapons Combat\Scripts\*.*"

is not working in my windows 7 OS bat file I made. I can copy files just fine, but not delete. I looked for help on Google and nothing I found worked.

I am trying to make a bat file that will automatically pack my files into my mod folder right before uploading them to the web.

I did check the attributes and ran this as administrator.
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Jessica Thomson
 
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Post » Sun May 27, 2012 10:07 am

No Damage? I cannot reproduce this, (I am getting 2h axe one shot kills from head shots and massive damage from body shots) so be sure you have the latest (ver 4.2) you may need to go to the trouble shooting steps in the read me file.
I was able to reproduce it - somewhat. But you need to take dagger or smallsword.

Then you fight someone and he don't die after your last strike instead going to 'yield stance' (kneeling on the ground) you don't get script damage. At least not always. I play with Skyrim Scaling Stopper so mobs are always powerful around me and it is much easier to see such a thing.
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CArla HOlbert
 
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Post » Sun May 27, 2012 2:33 pm

anyone know dos? DEL "C:\Users\Spooky\Desktop\skyrim\Duke Patricks Heavy Weapons Combat\Scripts\*.*" is not working in my windows 7 OS bat file I made. I can copy files just fine, but not delete. I looked for help on Google and nothing I found worked. I am trying to make a bat file that will automatically pack my files into my mod folder right before uploading them to the web. I did check the attributes and ran this as administrator.

Possibility :
1. the path is too long
2. use "/f" and "/q" parameters
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CYCO JO-NATE
 
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Post » Sun May 27, 2012 3:41 am

1- Talk to Bethesda about this, that is their formula, that everyone is right handed and they reduce damage by the same amount in vanilla. I am left handed myself in RL, but was forced to use my right hand by the missionary grade school teachers I had "back in the day". In a funny way it may have helped my fighting because now my defense is in my "primary hand". And defense is more important than offence when you use a shield.
I know, I'm jesting. Do you know which game setting it is or is it hardcoded? Really. You'd think if that was the case most people would use shields in their right.

Another thing, do attacks actually follow the arc of the animation? For example, trying to "duck" a vertical chop should be useless. You don't actually change the layer's collision box do you? If that was the case "crouching" would actually let you under low obstacles- you know, the point of it with most games.
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Jonny
 
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Post » Sun May 27, 2012 8:51 am

Some of the very good fighters do switch over sometimes, especially when fighting "lefties". But I imagine that most people would not even if you showed them scientific proof for the same reason many soldiers and police will fight without a bullet proof vest even if they have one.

Not sure what you are asking, but this game has NO collision for melee combat attacks. It is all FAKED by poling distance, angle and animation timing. Oblivion was the same, and I believe so was Morrowwind.

I know, I'm jesting. Do you know which game setting it is or is it hardcoded? Really. You'd think if that was the case most people would use shields in their right.

Another thing, do attacks actually follow the arc of the animation? For example, trying to "duck" a vertical chop should be useless. You don't actually change the layer's collision box do you? If that was the case "crouching" would actually let you under low obstacles- you know, the point of it with most games.
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jessica robson
 
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Post » Sun May 27, 2012 5:48 am

Thanks for trying, but that is not it.

This works just fine: COPY "C:\games\steamapps\common\skyrim\Data\aadpCombat" "C:\Users\spooky\Desktop\skyrim\Duke Patricks Heavy Weapons Combat"

So why would this not work: DEL "C:\Users\Spooky\Desktop\skyrim\Duke Patricks Heavy Weapons Combat\Scripts\*.*"

I am thinking it has something to do with win 7 os because this DEL worked in XP.

Possibility :
1. the path is too long
2. use "/f" and "/q" parameters
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Russell Davies
 
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Post » Sun May 27, 2012 3:08 pm

Thanks for trying, but that is not it.

This works just fine: COPY "C:\games\steamapps\common\skyrim\Data\aadpCombat" "C:\Users\spooky\Desktop\skyrim\Duke Patricks Heavy Weapons Combat"

So why would this not work: DEL "C:\Users\Spooky\Desktop\skyrim\Duke Patricks Heavy Weapons Combat\Scripts\*.*"

I am thinking it has something to do with win 7 os because this DEL worked in XP.

Try "*" instead of "*.*".

See here: http://www.sevenforums.com/tutorials/55728-file-delete-command-prompt.html
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Kaylee Campbell
 
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Post » Sun May 27, 2012 5:33 am

I am done testing, I will upload in about 15 minutes. I have switch to using a havok push instead of push actor away. It is a less "dramatic" effect but seems to be more controlled.


EDIT: sorry guys but I am too tired to be sure I have done everything I need to to upload a proper zip for this new rev. It will have to be tomorrow.
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R.I.P
 
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Post » Sun May 27, 2012 4:24 am

NEW REV 4.2.1

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


Yes I know I stepped out of sequencing with the REV numbers. I jumped to far ahead with rev 4.4 and that is one of the reasons I did not want to upload this REV last night when I am too tired. Next REV will be rev 5 to get the sequencing back on track.


REV 4.2.1 A player adjustable setting to turn off the Smash of the Titians feature or to try to do some large macro adjustments to the power of the push force.

Shield SIZE will be detected now as part of the factor to reduce the threshold that an enemy can trigger the Smash of the Titians push on you. This is only if you block however.

A check is done for Race: Spider, Skeever(rat), COW, Swarms, Fox and Honkers and then their size is reduced %50 in the Smash of the Titians calculations. This is to compensate for the long legs, long tails and SLOW moving type bodies.
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kirsty williams
 
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Post » Sun May 27, 2012 9:28 am

post limit, so I have started a new thread (thread #5) and will ask the mods to lock this one.


see here: http://www.gamesas.com/topic/1372241-duke-patricks-heavy-weapons-combat-mod/page__view__findpost__p__20737087
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jess hughes
 
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Post » Sun May 27, 2012 11:44 am

post limit, so I have started a new thread (thread #5) and will ask the mods to lock this one.


see here: http://www.gamesas.com/topic/1372241-duke-patricks-heavy-weapons-combat-mod/page__view__findpost__p__20737087

Done :wink:

(and no, we don't have plans to change the postcount from 200 to 300 at present time) :tongue:
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Mario Alcantar
 
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