[RELz] True Yield

Post » Wed May 23, 2012 2:27 pm

Available http://skyrim.nexusmods.com/downloads/file.php?id=7252.


Sick of enemies pretending to yield, then getting right back up and throwing themselves at your sword? True Yield can help, letting opponents you best in combat actually yield to you.


The current version will break hostile NPCs who fall to their knees out of combat. When they get up, they'll run from you. If you chase them down, they'll get back into combat as normal. Let them run and they'll break from combat fully, yielding to you.
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Scotties Hottie
 
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Post » Wed May 23, 2012 3:29 am

Does this stick a calm or fear spell on them?
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Angela
 
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Post » Wed May 23, 2012 2:27 am

Very nice! I'm impressed. Does it affect mindless creatures such as Draugr? Or feral creatures such as wolves and spiders?
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Kortknee Bell
 
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Post » Wed May 23, 2012 9:34 am

It uses calm and fear effects that have no visuals effects, yes. This is the most I can work with enemy AI without the Creation Kit.

For a better idea of how it works, just open the file in SkyEdit. The True Yield perk applies three abilities to the player: True Yield Cloaks 1 through 3. These cloaks give constantly active auras that check for the right conditions to apply their effects.


Very nice! I'm impressed. Does it affect mindless creatures such as Draugr? Or feral creatures such as wolves and spiders?

This only affects things with the ActorTypeNPC keyword. Only NPCs can enter Bleeding Out status anyway, but I still stuck a check in there to be safe. If this does for some reason affect draugr, let me know and I'll throw in a check to make sure the target isn't undead. It will stop working on vampires if I do that, but that isn't a huge loss.
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loste juliana
 
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Post » Wed May 23, 2012 5:14 am

It uses calm and fear effects that have no visuals effects, yes. This is the most I can work with enemy AI without the Creation Kit.

For a better idea of how it works, just open the file in SkyEdit. The True Yield perk applies three abilities to the player: True Yield Cloaks 1 through 3. These cloaks give constantly active auras that check for the right conditions to apply their effects.


Cool Nice approach to doing it. :)
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Catherine N
 
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Post » Wed May 23, 2012 11:20 am

This only affects things with the ActorTypeNPC keyword. Only NPCs can enter Bleeding Out status anyway, but I still stuck a check in there to be safe. If this does for some reason affect draugr, let me know and I'll throw in a check to make sure the target isn't undead. It will stop working on vampires if I do that, but that isn't a huge loss.

Nice, you've clearly thought this through. I was fairly certain Draugr had fallen on their knees before me, but I guess it isn't quite the same since they don't stay down as long as humans (if I recall correctly).
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rheanna bruining
 
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Post » Wed May 23, 2012 10:21 am

Very clever and finally done. Thank you so much.

Any idea how companions will react? I guess they will still chase them to the end of the world to brutally slaughter them?
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Gemma Archer
 
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Post » Wed May 23, 2012 3:31 am

Just one last question before I try this out.
I noticed you have to do player.addperk etc to use this,
to uninstall will player.removeperk then restore my game to normal so I don't run into that perk crash that happened with FO3?
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Skrapp Stephens
 
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Post » Wed May 23, 2012 1:32 pm

That perk crash was fixed by patch in Fallout 3, was never in New Vegas as far as I know, and doesn't seem to exist in Skyrim's engine from what I've seen.

That being said, it certainly wouldn't hurt to remove the perk if you plan to uninstall. I apologize for even requiring that you must use the console at all, but without the Creation Kit I can't write scripts to do this stuff for you.


EDIT: I just tested a worst-case scenario right now. I gave myself the perk then got one target calmed by the effect and had another downed. I then quicksaved, left the game, removed the file entirely from my data folder, and loaded that quicksave.

The calmed guy immediately attacked me and his friend got up quickly to attack me. As I thought, there seems to be no issue. The magic effects, spells, and perk will all just disappear if you uninstall this.
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rolanda h
 
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Post » Wed May 23, 2012 10:12 am

That perk crash was fixed by patch in Fallout 3, was never in New Vegas as far as I know, and doesn't seem to exist in Skyrim's engine from what I've seen.

That being said, it certainly wouldn't hurt to remove the perk if you plan to uninstall. I apologize for even requiring that you must use the console at all, but without the Creation Kit I can't write scripts to do this stuff for you.

No problem, was just making sure, you are all surprising me on just how much CAN be done without the CK.
Going to go try this mod out, I'll be honorable and let the yielder go, but I can't speak for Lydia ;)
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Shiarra Curtis
 
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Post » Wed May 23, 2012 6:12 am

No problem, was just making sure, you are all surprising me on just how much CAN be done without the CK.
Going to go try this mod out, I'll be honorable and let the yielder go, but I can't speak for Lydia :wink:

For every mod I've made so far, huge thanks must go to the creators of TESsnip TESV edition and SkyEdit. Those programs have given us months of time to work on things before the Creation Kit.

Lydia should stop attacking as soon as a target drops, then if she has no other combat target, she should resume attacking when they stand up and run. After a short run distance, targets will calm again if you didn't chase them, regardless of whether your allies did. At that point, Lydia should leave them alone again. This isn't exactly perfect, but it's very close. Allies will leave downed targets alone and should only chase running targets f they have no one else to fight. Runner calm again anyway after a short run, after which allies ignore them again.
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Leticia Hernandez
 
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Post » Wed May 23, 2012 2:06 pm

Cool, will check this out. Sounds just about perfect. :smile:

How far will NPCs run away? Do they actually get far enough away to break combat?

EDIT - Nevermind, didn't notice the calm effect.

This should work pretty good. Thanks again.
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Hayley Bristow
 
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Post » Wed May 23, 2012 4:45 pm

The perk applies three cloak-like auras to the player.

Your first aura checks targets. If they are hostile NPCs who fall to Bleeding Out status, they constantly get a 10 second fear effect, 13 second blank timer, and 1 second calm effect re-applied. When they stand up, the calm wears off and they'll have around 9-10 seconds of fear to make them flee. This aura goes out to 250 feet.

Your second aura checks to see if targets are not in range, do not have the fear effect, and have the timer. Because the timer lasts longer than the fear, this is an effective way to detect when the fear ends. This goes out to 2500 feet.

Your third aura re-applies a 2 second blank range effect constantly. It goes out to 25 feet. This is used by the second aura to make sure you're not too close.
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Cat
 
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Post » Wed May 23, 2012 8:32 am

Do you have plans to add the perk automatically once the CK is out?

Or otherwise expand this.
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NO suckers In Here
 
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Post » Wed May 23, 2012 12:30 pm

Will this affect your companion if they enter into a wounded state too?
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Victoria Bartel
 
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Post » Wed May 23, 2012 2:41 am

Do you have plans to add the perk automatically once the CK is out?

Or otherwise expand this.

I'm thinking this could be a low-level Speech perk, but I could just write a script to give it to you for free.



Will this affect your companion if they enter into a wounded state too?

No. This only affects things that are hostile to you.
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Jynx Anthropic
 
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Post » Wed May 23, 2012 4:44 am

Thanks for this mod

Just looked at your other mods on the nexus and downloaded them all lol

can't wait to see what you will be making with the creation kit

awesome
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ezra
 
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Post » Wed May 23, 2012 1:08 am

Hmmm, not having any luck starting the perks.

I put in Player.AddPerk 1E001004
and I get "Compiled Script not saved"
"item 1E001004 not found found for parameter perk"
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Lucky Girl
 
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Post » Wed May 23, 2012 10:29 am

Update.ESM is always loaded. Use whatever your load order claims TrueYield.ESP is at and add 1. In your case, you should try 1F001004.
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Sanctum
 
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Post » Wed May 23, 2012 5:38 pm

Update.ESM is always loaded. Use whatever your load order claims TrueYield.ESP is at and add 1. In your case, you should try 1F001004.

Thanks! That did the trick.
Maybe I'll add that to the NMM wish list in order to get the true load order.
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Music Show
 
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Post » Wed May 23, 2012 4:52 pm

OK, one glitch/bug I'm getting is when the esp is enabled, my spells that have projectiles don't show.

I.E. I cast Frenzy on someone far away, I don't see the "spell Ball" flying towards the person, I only see my Casting animation, then the Swirl animation around the target.
Same with the first Fire Spell you Get, instead of seeing a jet of flame, there's only the flame around my hand and no flame extending from my hand to the target.
The lightning spell seemed display OK, but Frenzy and The Flame spell are definitely affected.

Anybody else?
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Beat freak
 
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Post » Wed May 23, 2012 5:36 am

You mentioned a fear effect, so if an enemy runs away, say deeper into a dungeon, and runs into some of his pals will they all aggro on you and head toward you? I've always thought it was pretty stupid that a lone bandit you've nearly killed keeps attacking you instead of running away to grab all his bandit buddies.
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Ysabelle
 
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Post » Wed May 23, 2012 12:20 pm

Spell projectiles disappearing is a known glitch that happens in the game sometimes. Close and reopen the game and it should go away. Sometimes just loading a save has fixed it for me too.

I suppose a running enemy could alert others, but they really don't run very far.
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Emmi Coolahan
 
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Post » Wed May 23, 2012 2:16 pm

Unfortunately this breaks some (if not all) random encounters with usually neutral NPCs. For example, the couple of rich Imperials withe their bodyguard who are headed for Solitude for a wedding, attack on sight when this mod is activated.

I really hope you can find a solution for this, since Skyrim needs a mod like this.
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Lilit Ager
 
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Post » Wed May 23, 2012 7:23 am

Unfortunately this breaks some (if not all) random encounters with usually neutral NPCs. For example, the couple of rich Imperials withe their bodyguard who are headed for Solitude for a wedding, attack on sight when this mod is activated.

I really hope you can find a solution for this, since Skyrim needs a mod like this.

None of the effects are marked as hostile, so NPC AI should be ignoring them when determining combat targets. Are you entirely certain this mod has caused this behavior?
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danni Marchant
 
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