Duke Patrick's Heavy Weapons Combat

Post » Sun May 27, 2012 10:29 am

So I decided to start a fresh character.
First of all, stamina seems to be regenerating too fast. I can sprint endlessly without a weapon drawn (doesn't work with a weapon unsheathed), and in combat I get from 0 tol full stamina in 2-3 seconds if not less. Tested it also on my clean save nord (the one I sent you Spooky) and at least I can also sprint endlessly, in combat it's less noticeable but also very fast.
On my fresh character with all the mods installed I also managed to break the power attacks somehow, they now cost as much stamina as the normal ones. o_O
I'm noticing the following strings in my logs:
[04/26/2012 - 03:04:16AM] warning: Property temp2 on script aadpSwingStaminaScript attached to Active effect 4 on (FF001F48) cannot be initialized because the script no longer contains that property
[04/26/2012 - 03:04:16AM] warning: Property Temp on script aadpSwingStaminaScript attached to Active effect 4 on (FF001F48) cannot be initialized because the script no longer contains that property
Might be related somehow.
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Melissa De Thomasis
 
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Post » Sun May 27, 2012 5:47 am

1- Oh, yes that is known geezz I forgot to mention that bug, because I said there was a bug with endurance already so I did not think to also note the sprint issue.

2- That is still ok as long as that is while you are standing still. I just do not want the player attacking more than 3 or 4 times with most weapons without stopping at all. Basically the player needs to be mimicking the attack and rest cycles that NPC do. But I may be forced to put in a player adjustment that only adjusts up and down about 20%. So you could remove an attack or add one to the cycle but not adjust it so high that you are breaking the combat pacing. There seems to just be too much that is unknown about Skyrim to set a firm rate on my PC and expect it to work for all PC. :nope:

3- huh? please explain that again with different words, do you mean they are not costing more stamina than normal attacks? That would only happen if somehow you (or a mod) made a change to the game settings. ARE you loading my mod LAST!!??

4- mmmm... I will look at that tonight and fix it, if it is TEMP then it may only be a testing functions I left in (it would not effect the game play) but I will check to be sure.


1- First of all, stamina seems to be regenerating too fast. I can sprint endlessly without a weapon drawn

2- and in combat I get from 0 tol full stamina in 2-3 seconds if not less.

3-Break the power attacks somehow, they now cost as much stamina as the normal ones.

4- I'm noticing the following strings in my logs: Might be related somehow.
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Kara Payne
 
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Post » Sun May 27, 2012 1:31 am

mmmmm...not specifics, but yes I can give you a “general" idea to help you as a player to better use the Locational Hit feature:

One thing to keep in mind is that there is a type of collision system in the game for things like stepping up stairs or bumping into walls or even arrows hitting trees. But there is no collision for melee weapons combat. It is all “faked” in the hardcode by comparing distances, angles and timing of the animations.

My locational hit system is done in a similar way with the key point of interest being the head. The current elevation of the head being the most critical.

A dragon’s head is a little easer to hit than a dogs head only because the dragon as a target is bigger and easer to hit than the dog. But not “easier” as it should be considering the dragon’s head is more than 50 times the mass of the dog.

Giants in this game are not really all that tall, but if a head is farther UP than the reach of your weapon and you are in a positive elevation area you should miss the head. In such a case you want o hit their legs to make them fall or do something to get them to bend down at you or as you said get up on something to raise you up to reach the head.

In negative elevation area I am using a default 6 foot actor height for all actors, but I am testing another way to get the actors height so it is more accurate. But both the default way now and the new way I am testing will not tell me the current z position of the head so if they are getting up off the ground form a fall for example the head shot would still not be precisely accurate (but only in negative elevation areas).

I have another problem with this, the more code I put in the script the more LAG we get from when you hit to when the target reacts or dies. So there are still a LOT of calculations I could do to differentiate between the mass of a dragon head and the mas of a dog head, but I am very hesitant to do them for fear of bringing back the 1 second delay for kills.

Locational damage includes the total armor resistance of each actor but I want to do loacation armor instead. That alone will increase the script size 30%. So I am not sure if I will be able to do that or not. I may be able to do the work in another separate script... maybe.
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YO MAma
 
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Post » Sun May 27, 2012 2:20 am

There is no such propety on aadpSwingStaminaScript.
Are you sure you are not using an old version?



I'm noticing the following strings in my logs: [04/26/2012 - 03:04:16AM] warning: Property temp2 on script aadpSwingStaminaScript attached to Active effect 4 on (FF001F48) cannot be initialized because the script no longer contains that property
[04/26/2012 - 03:04:16AM] warning: Property Temp on script aadpSwingStaminaScript attached to Active effect 4 on (FF001F48) cannot be initialized because the script no longer contains that property

Might be related somehow.
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Tyler F
 
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Post » Sun May 27, 2012 8:12 am

ok, so the next rev will have the Fast Rest cut way back ( it really was too fast) but I have included a player settable global called aadpFastRestFineTune.
Default is 0.8 but you can set it all the way up to 1.0 thus giving you 20% faster fast rest. This is not intended to be used to change the combat pacing but rather to "fine tune" the fast rest rate to compensate for individual computer speeds and other hidden factors that seem to be hindering my attempts to make a "one rate fits all" standard.

I also went back to my original script so the regen rate will not be as smooth but I am still using the time throttle and that seems to help the old script a lot.
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Jason Rice
 
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Post » Sun May 27, 2012 7:03 am

my stamina is being consumed when i hit enemies with spells / staffs, atleast with the channeled destruction spells. Stamina is not consumed if i dont hit anyone. I have done clean save, and your mod is last in loadorder. Otherwise it has seem to been working very nicely.
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MR.BIGG
 
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Post » Sun May 27, 2012 1:24 am

Just to confirm since it wasn't mentioned anywhere else, even with this new version the Companions bug still persists (where you have to train with Vilkas). He still says you are using magic if the mod is enabled. The solution as was posted in an earlier thread is just to turn off the mod for this part only and turn it on again later. This is what I have done anyway.

Easy fix! :biggrin:
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Jessie Rae Brouillette
 
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Post » Sun May 27, 2012 1:50 am

ok, I found out why the Endurance script was doing strange things. about 3 rev ago I change a global from int 10 to a float 0.05.
Well the game still thinks the global is 10. I found this by putting this a a script:

debug.messagebox("global " + UserEnduranceGlobal.getvalue())

The only way I could fix this was by deleting this global and introducing a new one with a new name. :glare:

So this means several things, one the dam game did not care that I changed it in the CK. It evidently used old data in the savegame.
Now there is a setting in the CK on globals to do this, to make them save in the savegame on purpose. BUT I DID NOT CHECK THAT BOX!

So it may be possible that this is broken in the CK and all globals once set will be stuck in the save game. But I do not think that is exactly the case because
I have been able to move to a new cell in the game and get my configuration Bat file to change the globals. So I just do not know what to think.

Anyway, the Endurance Feature seems to work now but I need to do more testing. I will have a new rev tomorrow if I do not get it done tonight.

Good news: the stamina regen is still SMOOTH! At least ion my computer. I think the time throttle is doing a better job than I expected, but I also do have kind of a high end gaming PC.
So the proof will be when you guys with the older PC try it I guess.
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Avril Louise
 
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Post » Sun May 27, 2012 2:55 pm

I thought I fixed that, I put "something" (do not remember off hand) in some script to fix that... but I guess the player constant cloak spell is what is triggering this. I should put this in my Read me. Thanks.

Just to confirm since it wasn't mentioned anywhere else, even with this new version the Companions bug still persists (where you have to train with Vilkas). He still says you are using magic if the mod is enabled. The solution as was posted in an earlier thread is just to turn off the mod for this part only and turn it on again later. This is what I have done anyway.

Easy fix! :biggrin:
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Loane
 
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Post » Sun May 27, 2012 1:07 pm

ah....gezz..... I put a fix in the active script (on the actor attacking) but I may have forgotten to do the same in the passive script (the actor being attacked). I will look at this now.
Thank you.

my stamina is being consumed when i hit enemies with spells / staffs, atleast with the channeled destruction spells. Stamina is not consumed if i dont hit anyone. I have done clean save, and your mod is last in loadorder. Otherwise it has seem to been working very nicely.
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Chrissie Pillinger
 
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Post » Sun May 27, 2012 5:02 am

3- huh? please explain that again with different words, do you mean they are not costing more stamina than normal attacks? That would only happen if somehow you (or a mod) made a change to the game settings. ARE you loading my mod LAST!!??

There is no such propety on aadpSwingStaminaScript.
Are you sure you are not using an old version?
I am loading the mod last and I always do a clean installation for each new REV, that is, I remove all scripts with "aadp" in their names from the scripts folder prior to making a clean save, and then put the new scripts from the archive of the new REV into the folder, so I am certain I'm not using any leftovers from the old versions.
Basically power attacks were using as much stamina as they usually did with the mod (a lot) when I started my character (as intended), until at some point that just "broke" and they started only draining as much stamina per power attack as per a usual attack. I've no idea how to reproduce this really, except for trying to use a lot of power attacks in the span of one fight, because that's how it happened to me - I was playing very aggressively with this character weaving power attacks into my combat flow a lot more often than usual.

I thought I fixed that, I put "something" (do not remember off hand) in some script to fix that... but I guess the player constant cloak spell is what is triggering this. I should put this in my Read me. Thanks.
In addition to this Companions quest not working correctly, I think I've noticed an issue during the brawls where the actor you're fighting will unsheath his weapon and really start fighting you to death if you hit him once with your fists. I guess it's because the bonus damage always counts as "lethal" and it probably only can be fixed by disabling the mod for the brawl's duration.
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Alexander Horton
 
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Post » Sun May 27, 2012 10:17 am

Ok, so as I thought I do have spell checks in both scripts. And I just did a few fire stream attacks with my right and left hand in fight just now and did not lose stamina.
But I will put some more checks in using some new things I learned and we will see how it goes.


ah....gezz..... I put a fix in the active script (on the actor attacking) but I may have forgotten to do the same in the passive script (the actor being attacked). I will look at this now.
Thank you.
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djimi
 
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Post » Sun May 27, 2012 12:27 am

Yes I have seen this also, I have not had time to look into it. I do already have a check for brawl so that you do not "critical script kill" them with your punch even if you hit their head.

In addition to this Companions quest not working correctly, I think I've noticed an issue during the brawls where the actor you're fighting will unsheath his weapon and really start fighting you to death if you hit him once with your fists. I guess it's because the bonus damage always counts as "lethal" and it probably only can be fixed by disabling the mod for the brawl's duration.
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naana
 
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Post » Sun May 27, 2012 2:03 pm

sorry guys, but no new rev tonight. I am too tired and still have testing to do. Probably tomorrow night.
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Roy Harris
 
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Post » Sun May 27, 2012 10:44 am

Just a quick question Duke.... sorry if it seems a little silly but what exactualy are the effects of the confused status on the player? Is it the same as the effect on NPC's?
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Dylan Markese
 
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Post » Sun May 27, 2012 7:54 am

Hey Duke, I have a question. In my mod I'm going to want to stagger the player under certain conditions but I want it to be like the standard "stagger" - in that it just applies a screen shakeup for the most part. I know your mod however makes staggering actual full-body stagger though, like the NPC's. Whats the Papyrus command you used to enable this? So I can be sure to check if was set to full body, then temporarily disable to apply my stagger, then set it back to whatever it was before?

Ideally I'd like for what I'm doing to be as compatable as possible with mods like yours and anyone else that uses such settings.
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aisha jamil
 
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Post » Sun May 27, 2012 2:27 pm

I think the scripts in my game are taking a wee bit too long to execute. I've had moments where I've hit a dude have him run off and then die 1-2 seconds later. Same thing happened to me. I get hit by a lightning bolt, retreat behind a pillar, and then die 1-2 seconds later. Or stuff like stamina regenration and depletion being out of sync with my actual moves. I could have sworn I've read somewhere in your doc files that you can turn off a feature to gain more performance but I can't find it.

Anyway, I'll try out the ini tweaks you suggested and see how that works.

PS: I like the mod, wish it was more responsive (not blaming this on you or the mod I'm pretty sure the problem is on my end or the way Skyrim handles scriptign this time around.
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Phillip Hamilton
 
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Post » Sun May 27, 2012 2:48 pm

I think the scripts in my game are taking a wee bit too long to execute. I've had moments where I've hit a dude have him run off and then die 1-2 seconds later. Same thing happened to me. I get hit by a lightning bolt, retreat behind a pillar, and then die 1-2 seconds later. Or stuff like stamina regenration and depletion being out of sync with my actual moves. I could have sworn I've read somewhere in your doc files that you can turn off a feature to gain more performance but I can't find it.

Anyway, I'll try out the ini tweaks you suggested and see how that works.

PS: I like the mod, wish it was more responsive (not blaming this on you or the mod I'm pretty sure the problem is on my end or the way Skyrim handles scriptign this time around.
You're probably referring to aadpPrecarious setting which controls the chances of tripping. I believe tripping is the most script intensive part of the mod so you might try setting aadPrecarious to 0 to see if it makes things better.
Also, if you're running IMCN it's known to lag the scripts alot.
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x a million...
 
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Post » Sun May 27, 2012 7:42 am

Yeah, I think the general gist of Skyrim's scripting is that, with it being threaded, it's much less likely to cause serious FPS drops when theres a lot of script information being passed. Maybe some, but not to the level of Morrowind or something. Instead the script engine as a whole will just run a little slow (which can be an issue when everything in the game is based off scripts to a certain extent - every character for example is a single instance of the "Actor" master script.

Judging by what Duke's accomplished using only Paprus, and that a lot of his stuff is extremely dependent on accurate timing, I can only assume his scripts are massive and complicated. So in certain situations they might be slower to "activate", and with things being so timing-based, this can mean the mod features can potentially run delayed.

EDIT: What's IMCN?
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Alexandra walker
 
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Post » Sun May 27, 2012 8:03 am

Imp's more Complex Needs.
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Colton Idonthavealastna
 
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Post » Sun May 27, 2012 5:54 am

What's IMCN?

http://skyrim.nexusmods.com/downloads/file.php?id=10639

Edit: Ninja'd
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Sarah Kim
 
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Post » Sun May 27, 2012 11:05 am

Have you tried to modify the INI settings for Papyrus? I am just wondering if anyone else is seeing an improvement. You can find more information in Duke's readme "Know Issues Read Me".

Skyrim scripting management was implemented to help prevent low FPS but it is
HORRIBLE for combat scripts that require more precise timing than 1/2 a second cycles.

EXPERIMENTAL: .ini tweaks. Find Skyrim.ini in C:\My Documents\My
Games\Skyrim\. Under the [Papyrus] section, you can add certain settings which are
explained here: http://www.creationkit.com/INI_Settings_%28Papyrus%29 .
The following settings seem to be related to these issues and might be able to help
them, but I did not personally test them and cannot guarantuee whether they'll help or
what the effects will be of changing them:
- fUpdateBudgetMS
- fExtraTaskletBudgetMD
- fPostLoadUpdateTimeMS
- iMinMemoryPageSize
- iMaxMemoryPageSize
- iMaxAllocatedMemoryBytes

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jenny goodwin
 
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Post » Sun May 27, 2012 12:53 am

Set the values from the default 1.2 to 5.0 and I just had the most awkward death ever. I'm fighting these bandits and I manage to kill 4/5 and I'm fighting the last one, the toughest of the bunch. I hit him in the head, back up to try to avoid a possible attack (which he connects) and then I decide to try to hit him again. As I'm starting my swing he drops dead. Now here comes the fun part, as I'm standing there thinking "well... he's dead at least" I just drop down and die. It's like having network lag but in a singleplayer game.

@ Iluf
I'll try that, thank you.
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Guy Pearce
 
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Post » Sun May 27, 2012 2:46 pm

1. Hi
2. Someone above mentioned he couldn't save game after 4.2 was removed. Confirmation.
Generally some option (bat fie ? ) to stop scripts and create clean save after, if clean save is possible in Skyrim at all, would be useful. There is no other way I know then using save unaffected by your mod at all to be sure safely implement a new rev.
3. Something new (for me)
Was fighting with Dragon Priest. Me and him only - no other NPCs. He was using a staff to hit me by fire. I was getting "head shots" and dying.
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Claire Mclaughlin
 
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Post » Sun May 27, 2012 1:36 pm

Tried it, still no luck I think I'll have to remove this for now :( It just feels way to unresponsive for me, like I'm in their face ready to hit them and I get a you are confused or they hit your head etc. from a hit that happened before I closed in which leaves me quite vulnerable. I can still take on multiple bandits but it feels so random. And it's a real shame, because I really like this mod, that part I love most is the Blade of Darkness-like stamina mechanic, that even normal attacks drain your stamina and if you run out of stamina you can't hit or block.

I think I'm going to try a new save with only this mod loaded to see if it feels more responsive.

Active Mod Files:
Spoiler
00  Skyrim.esm01  Update.esm02  HorseBranding.esm03  JSwords.esm04  Natural Characters and Companions.esm05  ApachiiHair.esm06  RaceCompatibility.esm07  breezehomelightfix.esp08  KeeningFix.esp09  Magnus20.esp0A  MatchingSetFixes.esp0B  Unofficial Skyrim Patch.esp  [Version 1.0]0C  Improved Combat Sounds v2.0.esp0D  SoS - The Dungeons.esp  [Version 1.10]0E  SoS - The Wilds.esp  [Version 1.0.1]0F  Better Dynamic Snow.esp10  Realistic Lighting.esp11  Realistic Lighting Patcher.esp12  SkyrimURWL.esp13  Auto Unequip Helmet.esp14  bloodierCombatv1.1.esp15  cMKCustomStorageSpells.esp16  Convenient Horses.esp17  Crimson Tide - Blood.esp18  DaedricCrownCraftable.esp19  DragonCrownCraftable.esp1A  DragonPlateCrownCraftable.esp1B  EbonyCrownCraftable.esp1C  ElvenCrownCraftable.esp1D  GlassCrownCraftable.esp1E  LightAndHeavyCircletsFix.esp1F  Legionettes.esp20  Auto Unequip Arrows.esp21  Mart's Savegame DeBloatifier.esp  [Version 1.4Beta]22  cartographers map markers.esp23  AncientNordArmorBuff.esp24  DCR_Blade_Set.esp25  Dread Knight Weapon Set.esp26  Jojjos Warglaives.esp27  JSwordsDistributionBalancePlugin.esp28  Omegared99-Compilation.esp29  Omegared99-WeaponSets.esp2A  Omegared99-Compilation-NPC Plugin.esp2B  Ring of Change.esp2C  RobedSteelPlateArmor.esp2D  Spriggan Armor 2.esp2E  Silverlight Armor.esp2F  survivor_armor.esp30  Werehide.esp31  TCOSS.esp32  WeaponsOf3E.esp33  zzALittlesixyApparelReplacer_wellfittedNoUnderwear.esp34  Smithing Perks Overhaul - Balanced.esp35  Weapons and Armor fixes.esp36  Weapons and Armor fixes - Hacks.esp37  Complete Crafting Overhaul - BS version.esp38  The Asteria - Dwemer Airship.esp39  No Axe or Pickaxe required.esp++  AT - Loot Arrows +100%.esp3A  AT - Faster Arrows Improved +100%.esp++  AT - Merchants Arrows +100%.esp3B  AT - Recover 50% More Arrows.esp3C  AT - Increased Progressive Damage +150%.esp3D  Waterbreathing Breathless Emerge.esp3E  BarenziahQuestMarkers_Droppable.esp3F  Headbomb's Better Sorting - Soul Gems (Ranked).esp40  Headbomb's Better Sorting - Books.esp41  Headbomb's Better Sorting - Ammo.esp42  Better Skill and Quest Books Names - BS.esp43  Headbomb's Better Sorting - Spells.esp44  Headbomb's Better Sorting - Food (Reduced Weight).esp++  Headbomb's Better Sorting - Miscellaneous.esp45  Headbomb's Better Sorting - Ingredients.esp46  Headbomb's Better Sorting - Potions (Light Weight).esp47  dD - Easy Lift Bodies and Objects.esp++  LaFemmeLycana.esp48  Mannequin.esp++  OpenFaceHelmets.esp49  WATER.esp4A  GreenWaterFixForWATER.esp4B  GreenWaterFix_LesserBlurPatch.esp4C  WATER - Get Wet.esp4D  RemoveAmbientInteriorFog.esp4E  RevampedExteriorFog.esp4F  UnlimitedBookshelves.esp50  dD - Realistic Ragdoll Force - Realistic.esp51  Spousetocustomhome.esp52  DeadlySpellImpacts.esp53  The Dance of Death.esp54  Duke Patricks - Heavy Weapons Combat.esp  [Version 4.02]55  leveling_3x_slower1_5.esp56  LovelyHairstyles.esp57  N_43 Hair Pack.esp58  TheEyesofBeauty.esp59  Natural Characters and Companions.esp5A  UFO - Ultimate Follower Overhaul.esp5B  UFO - AllwaysDrawWeapons.esp5C  EnhancedCharacterEdit.esp5D  Female Orc Walk Only.esp5E  Bashed Patch, 0.esp

EDIT
OK, it's an improvement... but it still feels too unresponsive :(
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Big Homie
 
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