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Duke Patrick's Archery / Heavy / Light / H2H - Combat


DukePatrick

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NEW REV 45.8



get it here: http://www.nexusmods...im/mods/78303/?



or here: http://tesalliance.o...weapons-combat/




REV 45.8


Fixed major bug in the strength formula that was making some NPC too weak and a few too strong. Dremora race will now be twice as strong as before.


I have decide to remove all the scripting I did for the NPC drink potion feature. Even when the feature is working properly the NPC is suppose to be out of your sight or very far from you before they drink to avoid getting attacked while performing the animation (the same way the player is intended to).


So it is just not worth the overhead and possible bugs for a feature you do not experience in game anyway. Dam shame as I put in over 40 hours of work on this. But in the end this is more trouble than it was worth.


Edit the read me docs to try to track down and remove some of the outdated info.


Add new code that sets the stagger direction on the scripted staggers. This will not work on all actors but it is a vast improvement over the previous way I did it before and only required a few new lines of code.


New attempts to get the skeleton archers to react to being hit while they draw a bow. This has been years of headache for me as the skeleton archers do not trigger the same functions that most other actors will for things like "IsBowDrawn". I would really like to know why Bethesda had to make them different from the other actors. This has been a thorn in my mod's side for years.
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NEW REV 45.8.2

get it here: http://www.nexusmods...im/mods/78303/?

or here: http://tesalliance.o...weapons-combat/

 

 

REV 45.8.2
I had to put a new restriction on grip changes. You will not be able to grip change a weapon that has not yet been processed for its stats (like range and speed). Otherwise your grip changed range will get fubar (until you quit and the start the game again).
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NEW REV 45.9



get it here: http://www.nexusmods...im/mods/78303/?



or here: http://tesalliance.o...weapons-combat/



REV 45.9

Major bug fix for hit the gap script. The bug made hitting the gaps happen way too often.


There is a lot of getting knocked to the ground in this mod (as there is a lot in real combat). So I have a special function that goes through many checks and stops any actor actions such as drawing a bow or sprinting. If I do not do this the actors can get stuck in the animation.


But today I just realized that rather than do a long list of all the actor actions I could just do the following:

Actor START Stagger

And then immediately after

Actor STOP Stagger


The Stagger animation overrides all other animations. So this will STOP them all without me having to run code for each one individually.


This is the same kind of trick I used in oblivion to stop all the silly block recoiling. I do not know why I did not think of this sooner for my custom function.
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NEW REV 46



get it here: http://www.nexusmods...im/mods/78303/?



or here: http://tesalliance.o...weapons-combat/




REV 46

I found a way to remove more of the issues that still remained in the Weapon grip switching. There are still many restrictions (such as no battle axe switched to a war axe then used with a shield) and still some things the player can do to end up with invisible weapons if you do not follow the read me directions for grip switching. These invisible weapons will fix themselves however if you un-equip then re-equip the weapon.


Keep in mind this feature is optional and offered as Is. Do not turn it on (it is default off) unless you are willing to take the bad with the good. This grip switch feature is the most complex script I have ever tried to write. It requires dozens of nuance processes for each weapon combination to make this work in the game engine.


Major improvements were made in the weapon stats script to make the weapons speed, damage and knock back a little more realistic. I was using a square formula for mass and length. But the stats (such as speed and knock back) of a weapon due to length is actually a quadrilateral formula not squared. I finally got this working correctly in script form. But factors like "speed" are more complicated than just mass and length. Such as the number of hands you use to wield the weapon and how far apart your hands are from each other will reduce the recover time after the swing, thus effecting the number of attacks per minute (weapon speed in this game). Complications like that is what made nailing down the working formula difficult.


And after 20 hours of my time working on this over the last week or so I found and fixed several other small bugs.

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NEW REV 46.4

get it here: http://www.nexusmods...im/mods/78303/?

or here: http://tesalliance.o...weapons-combat/

 

REV 46.4
If one actor attacks another actor from behind and the attacker is not the victim's combat target it will count as a sneak attack for the "hit the gap" calculations.
Fixed a bug I RE-introduced in rev 46.3.1 that hurt the speed data after grip changes.
More tweaks to the formula as well so now great swords will be a little faster.
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NEW REV 46.5

get it here: http://www.nexusmods...im/mods/78303/?

or here: http://tesalliance.o...weapons-combat/

 

REV 46.5

Reduced the cost of stamina for swinging great weapons by matching it up with the new quadrilateral formula for speed. Actually now all the scripts for knock back, damage and stamina cost have been converted over. You are going to see a big difference in the way weapons handle in this rev. The "Hit Stamina" in the weapon stats (seen in the inventory menu by pressing the contextual key which is the 4th mouse button by default) is now called "Hit + Miss Stamina" to be less confusing.
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Is there a difference between a random (and unexpected) blow from behind, vs. a sneak attack where you have time to choose the armor gap or anatomical target to strike?

 

 

Yes, the vanilla sneak attacks will do more damage when hitting a gap than the "combat" blindsided attacks when hitting a gap and the vanilla sneak attacks will do more damage when NOT hitting a gap than the "combat" blindsided attacks when NOT hitting a gap.

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