Has locational damage been removed?

Post » Tue Jun 19, 2012 10:25 pm

Damage multipliers are no longer editable (the field is grayed out) for body part data in the CK. Anyone know if it has been taken out entirely? No way to get this back?

I guess I could wait for the next iteration of SkyEdit and see if they are editable in there.
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Rachael
 
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Post » Wed Jun 20, 2012 2:50 am

It looks like it's no longer supported by the engine, unfortunately.
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Lucy
 
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Post » Tue Jun 19, 2012 2:39 pm

It looks like it's no longer supported by the engine, unfortunately.

Was it supported by Oblivion's engine? Did modders implement it in Oblivion?
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Kari Depp
 
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Post » Tue Jun 19, 2012 3:49 pm

Was it supported by Oblivion's engine? Did modders implement it in Oblivion?
It wasn't. It was hacked in using scripts. While I don't doubt this will eventually happen for Skyrim, it's not quite the same as having engine based locational damage.
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Samantha Wood
 
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Post » Tue Jun 19, 2012 6:55 pm

It was used in Fallout 3, and there are some categories from that game left in the CK, but I don't think those categories are used by Skyrim's combat at all.
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Sherry Speakman
 
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Post » Tue Jun 19, 2012 9:33 pm

It looks like it's no longer supported by the engine, unfortunately.
Yeah, I'm pretty sure it's been hardcoded straight out of the engine just like underwater combat. No underwater combat svcks like black holes. The ones in outer space of course.
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Julie Serebrekoff
 
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Post » Tue Jun 19, 2012 3:38 pm

They cut out the entire system because they hated how bad it was. They said they didnt want to have it in a game until they could do it well. Perhaps they will add it back in with Fallout 4, done better than previous games. :/
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Mandi Norton
 
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Post » Tue Jun 19, 2012 7:40 pm

They cut out the entire system because they hated how bad it was. They said they didnt want to have it in a game until they could do it well. Perhaps they will add it back in with Fallout 4, done better than previous games. :/
Which one, the locational damage system or the underwater combat system, because I think they said they removed both systems because they didn't like how they turned out in previous games, and do not want to bring either system back until they could do it well. Though I really don't like this no underwater combat stuff because of the slaughterfish, which are more annoying than ever because you've got to get to a shoreline in order fight them now, instead of just fighting them in the water where they are like in previous games. Also, slaughterfish will occasionally swim above the water now, too, though I don't know if this is really related to the no underwater combat thing, but it's certainly more likely to happen if you have to fight them on a shoreline.
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Johanna Van Drunick
 
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Post » Tue Jun 19, 2012 11:27 pm

Which one, the locational damage system or the underwater combat system, because I think they said they removed both systems because they didn't like how they turned out in previous games, and do not want to bring either system back until they could do it well. Though I really don't like this no underwater combat stuff because of the slaughterfish, which are more annoying than ever because you've got to get to a shoreline in order fight them now, instead of just fighting them in the water where they are like in previous games. Also, slaughterfish will occasionally swim above the water now, too, though I don't know if this is really related to the no underwater combat thing, but it's certainly more likely to happen if you have to fight them on a shoreline.
They said that specifically about gibbing and location damage. Though I agree with the water combat. They have a water enemy, but no way to combat it, unless they wanted it to be a difficult thing to kill. In which case it's like a piranha which is a good game mechanic really.
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Jarrett Willis
 
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Post » Tue Jun 19, 2012 1:39 pm

Getting into technicality here I guess but realistically you're not going to take your sword and jump into the water to fight some piranha like creatures, and if you were willing to muck up your weapons and armour to do so - swinging a blade underwater isn't going to be fast enough to fight a fish.
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Max Van Morrison
 
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Post » Tue Jun 19, 2012 5:39 pm

PaladinRider has a point, unless you're standing in water swinging at something on the surface, there's too much drag underwater for anything to really work properly.

Also, yeah, kind of figured those multipliers got taken out of the damage calculating code, just wanted a second opinion and I guess I got it.
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Chris Duncan
 
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Post » Tue Jun 19, 2012 1:04 pm

They cut out the entire system because they hated how bad it was. They said they didnt want to have it in a game until they could do it well. Perhaps they will add it back in with Fallout 4, done better than previous games. :/
Location damage in Fallout 3 was mostly for ranged combat, that would be restricted to archery in Skyrim.
I actually thought the system worked well in Fallout 3.
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m Gardner
 
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Post » Tue Jun 19, 2012 4:56 pm

Location damage in Fallout 3 was mostly for ranged combat, that would be restricted to archery in Skyrim.
I actually thought the system worked well in Fallout 3.
Eh. It was rough and somewhat absurd at times. I don't think it fit the feel of the game they were going for, and I don't think they did either.
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Dorian Cozens
 
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Post » Tue Jun 19, 2012 5:25 pm

Yeah, I'm pretty sure it's been hardcoded straight out of the engine just like underwater combat. No underwater combat svcks like black holes. The ones in outer space of course.

Underwater Combat is not HardCoded out -> http://www.youtube.com/watch?v=Cisn0z5KxqM&list=UUFPYvc_Hb0k5CNForvnqdmg&index=1&feature=plcp -> its just does not exist within the default Character Actor Behavior Graph, I had this working from a rough very rough Hex editing of the Behavior Graph early last month -> Before hkxcmd could convert them to xml files, but realistically working in xml getting anything more complex then just some basic Special Idles working takes a ton of time and frustration as the files are all interlinked and making sure you included every new state/transition/event in every behavior file required gets very tedious.
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JLG
 
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Post » Tue Jun 19, 2012 10:32 pm

Underwater Combat is not HardCoded out -> http://www.youtube.com/watch?v=Cisn0z5KxqM&list=UUFPYvc_Hb0k5CNForvnqdmg&index=1&feature=plcp -> its just does not exist within the default Character Actor Behavior Graph, I had this working from a rough very rough Hex editing of the Behavior Graph early last month -> Before hkxcmd could convert them to xml files, but realistically working in xml getting anything more complex then just some basic Special Idles working takes a ton of time and frustration as the files are all interlinked and making sure you included every new state/transition/event in every behavior file required gets very tedious.
At long last!!! :banana: :clap: :twirl: :thanks:
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LuBiE LoU
 
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Post » Tue Jun 19, 2012 12:48 pm

What we need in skyrim are headshots, I bet the only reason they were not implemented is because you can't aim that well on consoles
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Johanna Van Drunick
 
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Post » Tue Jun 19, 2012 8:41 pm

What we need in skyrim are headshots, I bet the only reason they were not implemented is because you can't aim that well on consoles
I think they add locational damage to fallout 3 because it was an important part of gameplay in fallout and fallout 2. Surelly it will return in fallout 4.
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sally coker
 
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Post » Tue Jun 19, 2012 9:22 pm

What we need in skyrim are headshots, I bet the only reason they were not implemented is because you can't aim that well on consoles

Yeah.

I don't really care about dismemberment, its more the damage mults that I miss.
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Kate Murrell
 
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Post » Tue Jun 19, 2012 5:13 pm

PaladinRider has a point, unless you're standing in water swinging at something on the surface, there's too much drag underwater for anything to really work properly.

Also, yeah, kind of figured those multipliers got taken out of the damage calculating code, just wanted a second opinion and I guess I got it.

A dagger might be effective in water depending what you are fighting, and would give another reason to learn dagger skills perhaps?
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Mark
 
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Post » Tue Jun 19, 2012 12:43 pm

Yeah, I'm pretty sure it's been hardcoded straight out of the engine just like underwater combat. No underwater combat svcks like black holes. The ones in outer space of course.
http://1funny.com/wp-content/uploads/2009/06/water-hole.jpg?

Getting into technicality here I guess but realistically you're not going to take your sword and jump into the water to fight some piranha like creatures, and if you were willing to muck up your weapons and armour to do so - swinging a blade underwater isn't going to be fast enough to fight a fish.
It would be far more effective to stab while in water anyway. you could get a lot more power behind it since you don't have to fight the resistance caused by the water as much.
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Marguerite Dabrin
 
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