Duke Patrick's Heavy Weapons Combat

Post » Sun May 27, 2012 2:05 am

Is this right? I guess that explains why I have not really seen many (any?) kill moves even when using The Dance of Death mod.
Makes sense actually, if you take an enemy from 70% to dead in one hit on the head the prerequisite for a kill move won't trigger. I was definitely seeing *some* killmoves at least though, maybe not as often as usual.
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Claire Lynham
 
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Post » Sun May 27, 2012 10:08 am

Yeah, it isn't a big deal, more like it explained to me why the dance of death mod didn't really seem to be doing anything for me. :biggrin:

Iluf you sound like you're quite the expert combatant with the mod so I might ask you a question (others are free to answer too of course!): I have some fights where it feels to me like feints have stopped working? Basically I no longer get feedback of feints and the like in text messages, but I'm not sure if that actually means the feints have stopped? Is this normal? I'm pretty sure it was mentioned in one of the older posts I read that there is sometimes a lag in terms of the message about the feint showing up and when the actual feint is thrown, so I wondered if it was just that it got stuck somewhere (the message that is).
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Chelsea Head
 
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Post » Sun May 27, 2012 6:06 am

Hmm last time I have had this issue was during a really bad script lag, which can happen in a very populated area, for example when you're visiting Whiterun with Warzones mod installed. It certainly isn't normal and personally I wasn't able to reproduce it again after reverting to an older save before the bug occurred.

The lag you can consider "normal" is something of a 100-1000 ms delay between your hit and the message about the feint. If you're getting bigger numbers, have a look at your mods, especially IMCN is known to eventually "clog" the script channel, I don't recommend using it until Imp releases a much awaited update (if he does, the man hasn't been around the forums or nexus for almost a month).

The easiest way to check if you're actually having a bad case of script lag is to attack a couple of times and then stand still and monitor your stamina. If you're not regenerating at fastest rest speeds (visible), or, worse even, not spending stamina on normal hits (very very visible), then there's your problem.

I also noticed a couple of cases where feints weren't happening even though every other feature of the mod was working fine, but I think Spooky has fixed all of these with one of the latest updates which reworked the method of attaching scripts to actors - at least I haven't noticed this issue for a while.
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luis ortiz
 
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Post » Sun May 27, 2012 5:21 am

Finally got home and managed to play for about an hour with the new release.
The stamina returns as well as the new block system are working nicely. I can also confirm that fast rest speed is tied to the game performance, or, in measureable terms, to FPS. It was actually quite funny when I decided to fraps the scary fast speed at which my stamina was regenerating and then it got pretty much halved when I started frapsing as my fps went from 55 to 25. But anyhow, at 60 fps it was definetely too fast (in 1 second I was getting maybe one third of a bar), and 25-30 it was a bit too slow (althoh close to perfect, maybe 10-15% faster would be ideal). But I'm definitely hoping that Spooky will find a way to script around this, as otherwise every pc is going to have a different experience with the mod.

Now, maybe I found an important issue. For some reason wolves in my game don't seem to be affected by the scripts. That is, they only take the base damage of the weapon without any bonus, they don't give stamina back when hit by axes and hammers, they are not subject to locational damage and they are immune to feints.
Long story short, they're a royal pain in the ass, especially if we're talking ice wolves who can very well deal some damage, more so when there's more than one wolf.
I'll be doing more testing but it doesn't look like other creatures are affected by this bug (at least, cats and horker are not), and humanoids are most assuredly not affected. I guess it might be related to their height and maybe wolves don't have "locations" assigned to their bodies, I dunno.
I remember knocking some wolves down when hitting their legs though in earlier versions so I'm not sure what is happening.

Also, I still need to test it with my fresh nord to see if the bug reproduces. I guess it's possible to summon some ice wolves (the normal ones die too fast for them to be agood testing material) and test how it works.
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Cheryl Rice
 
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Post » Sun May 27, 2012 8:07 am

About wolfs: Try to change locational damage multipliers. Seems like wolfs get only leg damage.
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CArla HOlbert
 
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Post » Sun May 27, 2012 2:31 am

About wolfs: Try to change locational damage multipliers. Seems like wolfs get only leg damage.
Thank you Zoolimar, I'll give it a try! My legs modifier was set to one, just saying.

Spooky, I'm not sure if this is bad news but definitely something I need to mention. Went to check my papyrus logs with the new version and was astonished to find the size of these. A log for a session that ran for 3 minutes top was weighting 65 megs. When I went to check what's going on, it was filled to boot with the same repeating line:
stack:
[ (0E001F87)].Actor.GetAnimationVariableBool() - "" Line ?
[None].aadpFastRestScript.OnEffectStart() - "aadpFastRestScript.psc" Line 17
[04/24/2012 - 12:15:16AM] error: (0E001F87): cannot fetch variable named bInMoveState of type bool, returning false.
Of course the time stamps were different and there were a few "Line 23" instead of "17". But yeah. 250 thousand matches for "aadpFastRestScript.psc" in the log.
I'll be turning logging off until the next REV, but anyhow there it is, the info.

That's on the old character.
With a fresh character using my save from yesterday the situation is a bit better with a log of 2.40 mb after 5 minutes.
It's still full of strings like:
[ (FF00085B)].Actor.GetAnimationVariableBool() - "" Line ?
[None].aadpBowSway.OnEffectStart() - "aadpBowSway.psc" Line 24
[04/24/2012 - 12:30:47AM] error: (0009B0DD): cannot fetch variable named bInMoveState of type bool, returning false.
stack:
[ (0009B0DD)].Actor.GetAnimationVariableBool() - "" Line ?
[None].aadpFastRestScript.OnEffectStart() - "aadpFastRestScript.psc" Line 17
[04/24/2012 - 12:30:47AM] error: (0009B0DB): cannot fetch variable named bInMoveState of type bool, returning false.
stack:
[ (0009B0DB)].Actor.GetAnimationVariableBool() - "" Line ?
[None].aadpFastRestScript.OnEffectStart() - "aadpFastRestScript.psc" Line 17
[04/24/2012 - 12:30:47AM] error: (FF00085B): cannot fetch variable named bBowDrawn of type bool, returning false.
stack:
[ (FF00085B)].Actor.GetAnimationVariableBool() - "" Line ?
[None].aadpBowSway.OnEffectStart() - "aadpBowSway.psc" Line 24
[04/24/2012 - 12:30:47AM] error: (0009B0DD): cannot fetch variable named IsBlocking of type int, returning 0.
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Tammie Flint
 
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Post » Sun May 27, 2012 4:27 am

To detect some events such as an actor moving or pulling a bow string in a skyrim script you must use:

Actor.GetAnimationVariableBool(whatever) == true

And this will return true or false depending on what the actor is doing.
But this will also report to the script log such as:

[04/24/2012 - 12:15:16AM] error: (0E001F87): cannot fetch variable named bInMoveState of type bool, returning false.

You are going to see hundreds of lines such as the above in the script log because of the numerous times such checks are required for all the actors in combat.

As there are no options for this in the script log there is no way around this that I know of. Players will either need to turn off the scrip log or wade thru the this in the reports.... or do not use this mod. But I am hoping the mod is worth the inconvenience. :shrug:

After I set up the script throttle this will be reduced but there will still be a LOT.

With a fresh character using my save from yesterday the situation is a bit better with a log of 2.40 mb after 5 minutes.
It's still full of strings like:
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Jennie Skeletons
 
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Post » Sun May 27, 2012 4:43 am

So the time "throttle" on my FastRest script seems to be working and it even stop some other issues I was going to have to fix such as stamina not going down fast enough while sprinting.

I am going to test for another hour or so and maybe it will have fixed the broken endurance feature as well. You should also also see a big reduction in the script log.
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James Potter
 
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Post » Sun May 27, 2012 9:13 am

Question time... If I have read correctly your mod uses the "frames" to run the scripts (updates happen per frame)? Would this also affect fast stamina regen? So, if I cap my Frames Per Second to 30 would that be bad?
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laila hassan
 
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Post » Sun May 27, 2012 12:15 am

Ah alright Spooky, so it's working as intended then. I'll just turn off logging no worries.
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Penny Courture
 
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Post » Sun May 27, 2012 8:28 am

Yes, but the throttle I am working on will solve this. The bad part is that the stamina regen will not be as smooth as it was before.

The idea is that if the last time the script ran was a longer time than before it will give MORE stamina back. If it is a shorter time it gives less.
This way no matter how fast the frames are going the amount of stamina will be about the same amount, but it may in some cases make the stamina bar jump a little
rather than smoothing rise.



Question time... If I have read correctly your mod uses the "frames" to run the scripts (updates happen per frame)? Would this also affect fast stamina regen? So, if I cap my Frames Per Second to 30 would that be bad?
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Philip Rua
 
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Post » Sun May 27, 2012 12:36 am

If this becomes a huge problem for people I will go back to the way I was doing it before but that will mean very jerky fast rest stamina regen.

Ah alright Spooky, so it's working as intended then. I'll just turn off logging no worries.
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Karine laverre
 
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Post » Sun May 27, 2012 3:00 pm

Yes, but the throttle I am working on will solve this. The bad part is that the stamina regen will not be as smooth as it was before.

The idea is that if the last time the script ran was a longer time than before it will give MORE stamina back. If it is a shorter time it gives less.
This way no matter how fast the frames are going the amount of stamina will be about the same amount, but it may in some cases make the stamina bar jump a little
rather than smoothing rise.

Good news... and thanks. As a note, I don't play the this game with the hopes that everything will be perfect... I understand there will be issues and I am grateful for your support in making this the best game ever... :)
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Hot
 
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Post » Sun May 27, 2012 2:26 pm

No creature (that is not using a weapon) will be effected by feints. Feints are only to trick "thinking" types to move their blocking weapon/shield into a bad position. Wolves should not be blocking (do they?)

The other symptoms indicate they are not getting the scripts needed yet. I have been using your savegame 2h axe nord for all my testing now. My wolves seem ok to me but then I am using an updated version at this time.


Now, maybe I found an important issue. For some reason wolves in my game don't seem to be affected by the scripts. That is, they only take the base damage of the weapon without any bonus, they don't give stamina back when hit by axes and hammers, they are not subject to locational damage and they are immune to feints.
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Catherine Harte
 
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Post » Sun May 27, 2012 6:15 am

No creature (that is not using a weapon) will be effected by feints. Feints are only to trick "thinking" types to move their blocking weapon/shield into a bad position. Wolves should not be blocking (do they?)

The other symptoms indicate they are not getting the scripts needed yet. I have been using your savegame 2h axe nord for all my testing now. My wolves seem ok to me but then I am using an updated version at this time.
Yeah my bad with the feints. :D
I'll test it again once you release the new version of course.
I tried Zoolimar's solution with upping the leg damage multiplier in the current REV but it didn't seem to work (and indeed, why would it if the issue is the wolves not receiving the scripts). It's more of a question WHY the wolves in my game are so chosen to not be affected by the scripts.
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Amber Hubbard
 
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Post » Sun May 27, 2012 9:23 am

REV 4.02

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


Add script throttle to Fast Rest so that it is not effected by cpu stress (er...so much).

Greatly reduced the critical hit (head shot) script lag so scripted kills do not take a full second to trigger.

Player setting aadpCombatEndurance has been changed to a float default 0.05

Note: The Combat Endurance is resetting back to normal after combat for some reason. I am working on this bug. It will have no ill effect on your game however you will not need to do any sitting or sleeping to reset your combat endurance after combat while this bug is still in the mod.
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Erich Lendermon
 
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Post » Sun May 27, 2012 10:11 am


Note: The Combat Endurance is resetting back to normal after combat for some reason. I am working on this bug. It will have no ill effect on your game however you will not need to do any sitting or sleeping to reset your combat endurance after combat while this bug is still in the mod.

I like it this way. Need to sleep or sit only distracts me from another tempting fight. :smile: And I can relax a bit and regain some powers also while standing in reality too.
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Anthony Santillan
 
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Post » Sun May 27, 2012 5:40 am

I tried Zoolimar's solution with upping the leg damage multiplier in the current REV but it didn't seem to work (and indeed, why would it if the issue is the wolves not receiving the scripts). It's more of a question WHY the wolves in my game are so chosen to not be affected by the scripts.
Hmph, in my game wolfs definetely get some script damage.
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Mashystar
 
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Post » Sun May 27, 2012 10:25 am

For now, when your base actor value stamina is upgraded or otherwise changes it is not recorded into the script until your character sleeps.
If I did not do this then your endurance level would drop suddenly in a strange way when your base stamina went up from leveling up or magic items.

I am trying to change this so that all the math resets when your base stamina changes.

Here is the script for the Endurance Feature, if one of you is a programmer or math-a-magician, if you want to please make specific suggestions on the script (working code please not just theoretical suggestions ) as this has more to do with math/programming than it has to do with my RL combat experance.

  Scriptname aadpEnduranceTracking extends activemagiceffect  int StaminaSwitchint recheckint stepfloat EnduranceNumfloat BaseStaminaLogfloat StaminaPercfloat levelSPELL Property Endurance  Autoactor MeGlobalVariable Property UserEnduranceGlobal  AutoEvent OnEffectStart(Actor akTarget, Actor akCaster)Me = akTargetMe.removespell(Endurance)BaseStaminaTracking = me.getbaseactorvalue("stamina")EnduranceNum = BaseStaminaTrackingBaseStaminaLog = BaseStaminaTrackingRegisterForSleep() ; Before we can use OnSleepStart we must register.if BaseStaminaLog > 0 && EnduranceNum > 0RegisterForSingleUpdate(0.1)endifEndEventEvent OnSleepStart(float afSleepStartTime, float afDesiredSleepEndTime)if BaseStaminaLog > 0Me.Restoreactorvalue("Stamina", BaseStaminaLog - EnduranceNum)endifStaminaPerc = 1Me.removespell(Endurance)EnduranceNum = me.getbaseactorvalue("stamina")BaseStaminaLog = EnduranceNumendeventEvent OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)if (abHitBlocked)  if Me.GetAVpercentage("Stamina") <= 0.05	if EnduranceNum > 0	 EnduranceNum = EnduranceNum - (BaseStaminaTracking * UserEnduranceGlobal.getvalue())	endif  endifendifendeventEvent OnUpdate()if UserEnduranceGlobal.getvalue() == 0RegisterForSingleUpdate(5)Me.removespell(Endurance)returnelseRegisterForSingleUpdate(0.2)endifif (Utility.IsInMenuMode())returnendIfBaseStaminaTracking = me.getbaseactorvalue("stamina")if (EnduranceNum < BaseStaminaLog) && step <= 0   step = 10	   if (me.GetSitState() == 3)		 EnduranceNum = EnduranceNum + 5		   elseif !me.IsWeaponDrawn()				   if 0.05 + StaminaPerc >= (EnduranceNum / BaseStaminaLog)					   EnduranceNum = EnduranceNum + 1				   endif	   endifelseIf step > 0step = (step - 1)endifStaminaPerc = Me.GetActorValuepercentage("stamina")If EnduranceNum > BaseStaminaLogEnduranceNum = BaseStaminaLogMe.removespell(Endurance)StaminaPerc = 1endifif StaminaSwitch != 0   ;do nothing	elseif StaminaPerc <= 0		staminaSwitch = 1		 If EnduranceNum > 0		   EnduranceNum = EnduranceNum - (BaseStaminaTracking * UserEnduranceGlobal.getvalue())		 endif	elseif StaminaPerc > 0.1	staminaSwitch = 0  endifIf EnduranceNum < 1 ;just never want it to be zero or less.EnduranceNum = 1endiflevel = 1If StaminaPerc <= 0.1Level = 0.1elseIf StaminaPerc <= 0.15Level = 0.15elseIf StaminaPerc <= 0.2Level = 0.2elseIf StaminaPerc <= 0.25Level = 0.25elseIf StaminaPerc <= 0.3Level = 0.3elseIf StaminaPerc <= 0.35Level = 0.35elseIf StaminaPerc <= 0.4Level = 0.4elseIf StaminaPerc <= 0.45Level = 0.45elseIf StaminaPerc <= 0.5Level = 0.5elseIf StaminaPerc <= 0.55Level = 0.55elseIf StaminaPerc <= 0.6Level = 0.6elseIf StaminaPerc <= 0.65Level = 0.65elseIf StaminaPerc <= 0.7Level = 0.7elseIf StaminaPerc <= 0.75Level = 0.75elseIf StaminaPerc <= 0.8Level = 0.8elseIf StaminaPerc <= 0.85Level = 0.85elseIf StaminaPerc <= 0.9Level = 0.9elseIf StaminaPerc <= 0.95Level = 0.95elseIf StaminaPerc <= 0.99Level = 0.99endifIf Level > (EnduranceNum / BaseStaminaLog) && level != 1 && Level >= 0.1 && StaminaPerc >= 0.1if (Me.Hasspell(Endurance) == false)	 ME.ADDSPELL(ENDURANCE, false) ; this stops the stamina green bar from rising.endifelseif (Me.Hasspell(Endurance) == true) && (level == 1 || Level < 0.1 || Level <= (EnduranceNum / BaseStaminaLog) || StaminaPerc < 0.1)	 Me.removespell(Endurance)endifendEVENT
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Jennie Skeletons
 
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Post » Sun May 27, 2012 12:39 am

1- I get lots and lots of Kill moves, about every 3rd fight myself. :shrug: I would like to stop them all then only trigger them for criteria hits. But that is way in the future.

2- Not until SKSE allows us to.

3- Yep, Bethesda really screwed us on the attributes. This will eventually get better once SKSE allows me to measure the SIZE of the actors to help determine strength. Super strong Draugr is not illogical but 500 hp bandits sure are.


1- Purely estetic problem that you can't get kill moves cause enemies are dying as a result of script.

2- Is it possible to have a separate setting in aadpCombat which will change the base weapon damage ?

3.- Strength
Thats the problem of Bethesda gamedesign. Mobs have enormous health bars. Draugr of 21 level has 700 HP and around 300 stamina ! Thats like fighting a tank. So you can't balance strength feature around player without changing mobs health.

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Taylrea Teodor
 
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Post » Sun May 27, 2012 10:55 am

Forgot to post my impressions yesterday, although I didn't manage to play long enough.
But everything feels and plays very nice Spooky, and the logs are back to much more manageable sizes.
I'm still unable to figure out what the problem is with the wolves, the ones I was testing on were in the same cell as my character and I guess they weren't getting affected by the scripts soon enough after loading the game. A different pack which I found in a different cell distant enough from my save was okay and took bonus damage as intended. So in fact, maybe there's no problem.
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Dylan Markese
 
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Post » Sun May 27, 2012 3:22 am

How is the loacational hits working for you? The patch I made for the negative elevation issue should now be giving you legs shots if you aim very low and head shots if you aim very high. It will just not be as quite as accurate on smaller actors that are 1/2 or less tall than most humans.

And this will only be in the negative elevation areas. Funny but that is MOST of the outdoor locations in Skyrim, you would THINK the DEV would have made it all ABOVE zero elevation just for logic sake....

Forgot to post my impressions yesterday, although I didn't manage to play long enough.
But everything feels and plays very nice Spooky, and the logs are back to much more manageable sizes.
I'm still unable to figure out what the problem is with the wolves, the ones I was testing on were in the same cell as my character and I guess they weren't getting affected by the scripts soon enough after loading the game. A different pack which I found in a different cell distant enough from my save was okay and took bonus damage as intended. So in fact, maybe there's no problem.
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^_^
 
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Post » Sun May 27, 2012 2:13 am

I don't think logic was present much when Skyrim was being made. :P
Otherwise maybe the vanilla dragons would actually be stronger than bears.

I haven't done nearly enough testing to say anything with any degree of certainty yet, but I've managed to hamstring a wolf in a negative elevation area so I think it's working.

I'm curious by the way Spooky, how does the locational damage system in general work for animals? I mean, compared to humanoids, the heads of animals are much bigger targets and much easier to hit when aiming. But does the system take the kind of enemy we're fighting in account? The same with dragons, too. And as for the giants, realistically we should never be able to hit their heads unless we're standing on something to be able to reach them, right? I haven't tested all these cases, mind you, just wondering how the scripting for this system works.
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Sammygirl
 
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Post » Sun May 27, 2012 5:49 am

1- I get lots and lots of Kill moves, about every 3rd fight myself. :shrug: I would like to stop them all then only trigger them for criteria hits. But that is way in the future.

2- Not until SKSE allows us to.

3- Yep, Bethesda really screwed us on the attributes. This will eventually get better once SKSE allows me to measure the SIZE of the actors to help determine strength. Super strong Draugr is not illogical but 500 hp bandits sure are.

1. I love to play with high damage so locational damage set at 4(legs)-5(body)-6(head). Maybe thats the reason.

2. Pity. Loved to play with Normalized Weapon Damage in Oblivion - allowed to set damage for each weapon type.

3. As a quick patch i searched through humanoid templates and set mob HP/SP/MP to character level. So now draugr of 50 level have 500 HP and 200 SP and bandit of 20 level have 250 HP and 150 SP. Much more reasonable. But i think i screwed something cause i can't make a clean save after REV 4.

I can easily play with REV 4 mod but if i try to remove scripts and module game crashes on save attempt.
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Nicholas C
 
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Post » Sun May 27, 2012 12:12 pm

I can easily play with REV 4 mod but if i try to remove scripts and module game crashes on save attempt.
I had that issue as well in REV 4.01. Odd, will see if it happens with 4.02 too.
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P PoLlo
 
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