-
Posts
87 -
Joined
-
Last visited
Everything posted by DukePatrick
-
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
@ Slemo and other players in the same boat. Be sure to read the troubleshooting doc as that may have helped you in this situation much sooner. The following is assuming this is an issue with a long running game using the mod. If you just recently loaded the mod it is more likely a mod conflict or an install error. The first thing you should always do if the mod has been running fine for a long while then all the sudden something weird is happening is to click on the player script reset in the MCM. I try my best but sometimes I forget to set an AUTO reset in new revisions that need them. And NOT all revisions need them, otherwise I would just set up a script to detect the new rev and do the auto rest. The reset wipe out info that is gathered over time (like what weapons have been used and actor data like scale and race) so I do not like to do it if it is not needed. NEXT if that has no effect then turn on the Damage troubleshooting message in the MCM. Write down all the info and do this many times to get a good sample. Naturally it is best to do this in a saved battle that the issue is occurring in (that it is repeatable each time you load the save game battle). The sample data will often tell the story in most cases such as the fact that armor can prevent some arrows from inflicting damage or that an actor has too little stamina (possibly do to disease or lack of rest so on and so forth). P.S. For my curiosity, may I ask what frame rate you run at? -
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
NEW REV 47.8 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ REV 47.8New optional feature! Default is ON but can be turned off in the MCM. Actors will play an injured limping effect when health is very low but may not be low enough to cause the bleed out effect. However there are situations that may temporarily stop this from working because is intended as a visual effect and not a combat changer. It will still have a significant effect on combat as it will slow you and the other actors down whne running away or trying to sprint in combat. -
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
NEW REV 47.7.1 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ REV 47.7.1 Small edits to many scripts to remove old unused code and variables that was left in little by little over time. NPC that drop their weapons that are two heavy or awkward will have a back up weapon now. -
Using Specific Animation to Trigger Something on Any NPC?
DukePatrick replied to LaceEditing's topic in Skyrim's Skyrim LE
Assuming you know how to start up the CK, just go the the sleep packages and click the boxes on the sleep packages for the actors you want that removes the armor for sleep. At least that was how I did it in Oblivion but Skyrim must have similar check boxes for the sleep package. However if you only want them to remove boots that would need to be scripted. If the beds have some kind of script already on them you could add scripting to it (modify the existing script) to include removing boots via the unequipp function. But it will be tricky because you would need to detect the armor they are wearing on their feet in order to call that in the function. That would require yet another function for detecting the boots.And I believe this is only possible with SKSE: armor boots = ActorRef.GetWornForm(Armor.getMaskForSlot(37) as armor then later you would: ActorRef.UnequipItem(boots) And you would need to do a lot of "checking" in the script such as testing first if the "get boots" function even got any boots at all using: If (Boots as armor)ActorRef.UnequipItem(boots)endif And none of this will work without getting the actor Reference first: Actor ActorRef = ??? Where ??? is many ways to do this, none that are easy unless the existing bed script has this already done. If the bed has an "onactivate" type script function then the actor ref will be done for you. Depends on the Bed script if it indeed has one. You would also need to revers this after they "wake up" as the AI is not smart enough on it's own to put the boots back on after waking up. If the bed has no such script this all can be done as a script on the sleep package, however, I fear this this kind of scripting (and all the above) may not be for beginners. Meaning You likely will not get all this done in a weekend and have it ruining smoothly in your game the following week *. But this would make a great project to work on over the next several weeks or months (with a lot of trial and error) to learn some more advanced scripting. It would depend on how dedicated you are and how much time you can spend on the project. * Unless someone with time on their hands just outright writes the code for you and shows you exactly how to merge it into the game in the CK. That is possible, maybe. -
I agree it is silly, that is why I "fixed" this in my Oblivion mod and now my Skyrim mod: https://forums.nexusmods.com/index.php?/topic/5624707-duke-patricks-archery-heavy-light-h2h-combat/page-4 This mod includes leg cripple effects rather than death and deadly head shots. You will still see arrows stuck in "heads" if they are using heavy plate helmets however. Armor is 2 times protection against arrows. Well, unless you hit an armor gap that is. Then the armor is ignored. Heavy armor has more gaps than light armor but heavy will reduce the arrow damage more when a gap is not hit. And a lot more (about realistic damage evasion, deflection, mitigation, modification, multiplication etcetera) that is probably too much to list here. However these kind of unique and game changing combat features require a lot of new coded systems that must execute in milliseconds , so you will need 60 frame rate or more minimum to run this mod. You can see "Iriodus's Stream" for lets play using my combat mod tonight at 7:00 : https://www.twitch.tv/iriodus
-
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
NEW REV 47.7 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ REV47.7 Huge improvement! I found a way to allow the two weapon fighter to block even if they press the two weapon block button before they stop attacking! Before the player would just not be able to BLOCK at all if they tried while the attack animation was still running down. Now that is not an issue anymore as there is just brief a delay on the block if the player tries to two weapon block while they are still attacking! -
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
NEW REV 47.5.2 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ 47.5.2Found and fixed a CTD issue in the dragon trample feature. Tweaked the dragon breath blow back feature. -
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
Tonight RIGHT NOW is a extra game today, normally this is only on monday night, See "Iriodus's Stream" for lets play using my combat mod: https://www.twitch.tv/iriodus NEW REV 47.5.1 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ REV 47.5.1Fixed discrepancy between what script damage was shown in the inventory for weapons. This was only a visual issue in the menu and had no effect on the actual damage you did but it was confusing. -
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
NEW REV 47.5 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ REV 47.5 Knock back force scripts now in sync with damage and speed formulas. Basic Knock Back Force = Tip Weight x 0.5 x (Tip Speed x Tip Speed). This is NOT the same formula for impulse force (damage)! Tip Weight increased for top heavy weapons, reduced for counter balanced weapons and Tip speed is increased for counter balanced weapons. The complete calculation has many other Knock Back modifiers such as from perks and your body momentum. And now the target's stamina plays a more important part. Stamina regeneration delay (pause before regeneration when you hit zero stamina) cut in half from 3 seconds to 1.5 seconds. To prevent issues with grip changing, now trying to swing a weapon that is too big/heavy/awkward will not make the player drop the weapon. It now will only cause a stagger effect. NPC will still drop weapons for technical reasons. And this is no longer an optional feature (setting removed from the MCM configuration). Unfortunately there are times when the weapon stat re-calculations will be delayed for a few seconds after a grip change. Sometimes it is immediate. So the notification that tells you the weapons has changed stats will not happen now until after the stats actually have changed. -
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
NEW REV 47.4 HOT FIX get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ REV 47.4 HOT FIX I screwed up on the last Rev! The new damage formula in the previous revision used speed as a factor but I forgot that “speed” in this game is a combination of attack speed and recover speed. So the faster counter balanced blades were doing 1/10th the damage they should be doing. This is now fixed. Sorry this was an amateur mistake on my part. The knock back formula is still not right, I am working on that now for the next revision. -
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
NEW REV 47.3 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ REV 47.3Damage calculations updated to match the speed calculations. The result is that now a 2h battle axe does terrifying damage to un-armored targets and light weapons do a little less than before but as per the previous rev they are faster. -
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
NEW REV 47.2 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ REV 47.2 The speed calculations were missing a factor for the counter balance on great swords. I was treating them like they were a staff weighted the same from top to bottom. Counter balance is now in the calculations making great swords faster to attack and recover. -
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
NEW REV 47.1 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ REV 47.1 Tweaks to the "stuck animation" feature in the MCM to work better and to work on the "cannot stop sprinting" bug. However I also added an auto correct in the mod to solve this automatically when it happens so you may not notice it happening anymore anyway. After a week of research on contact mechanics and talking to knowledgeable professionals and instructors on a physics form I decided to double the mace bonus /penalty to 50% less damage and 50% less hit miss stamina cost in the next revision. That is going to make a world of difference between axe and mace/hammer. Giving these two weapons truly their own sets of identity and tactics. -
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
After a week of research on contact mechanics and talking to knowledgeable professionals and instructors on a physics form I decided to double the mace bonus /penalty to 50% less damage and 50% less hit miss stamina cost in the next revision. That is going to make a world of difference between axe and mace/hammer. Giving these two weapons truly their own sets of identity and tactics. -
I am confused, why not use the "headless" feature that is already built into the game? Just look at the headless horse man actor. I mean that is what you are doing right? A non-ghost and dead version of that actor. Skyrim ghosts are just normal actors with a special voice type and shader. That is basicly all.
-
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
NEW REV 47 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ REV 47 Mace will have the following bonus/penalty: 25% less damage (No sharp cutting blade.) 25% less hit-miss stamina (More opportunities, less effort to strike from any position to any position.) Same amount of knockback force. See my previous post to understand why I made this change. -
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
I have gone thru all the research I have available to me concerning the practical differences between mace and axe. I also asked for the opinions of some of my peers in the medieval martial arts community. This was difficult because there is extremely little about using a mace at all in period manuscripts translated to English. Most of what we know is derived from physical tests and use in real life combat tournaments. The bottom line is that an axe is a partway transition from sword to mace. Thus it will do more damage than a mace against flesh, but it takes more effort than a mace to use properly and requires more stringent angles of attack to land a shot true. Keep in mind that with my mod stamina is no longer just your "get up and go" rather a combination of fatigue level, opportunity, perception and reflex. In other games this is called "Action Points" So in my mod the mace will have the following bonus/penalty: 25% less damage (No sharp cutting blade.) 25% less hit-miss stamina (More opportunities, less effort to strike from any position to any position.) Same amount of knockback force. HOWEVER... There is no reliable way to detect a 2H hammer (2H axe and 2H hammers are all weapon type 6). I can test the name of the weapon for the word axe but that is only going to work "most of the time" as many weapons (especially unique weapons) have non- descriptive names. This means that you will get the mace/hammer penalty and bonus for a 2H "axe" ...sometimes. WAIT wait wait I forgot about the keywords, I can do this with the keywords. The keywords were not consistently used for a lot in Skyrim and especially by modders but for what ever reason the weapons get proper keyword treatment even by modders making new weapons. So this will be in the next revision. :dance: -
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
Real life 1handed mace and axe were actualy a little less total mass and shorter than a sword. This was to make them "swing plus recover" about as fast as a sword could. But in this game the mace and axe are often heavier. So the "swing plus recover" is more awkward. However, per my mod all the melee weapon stats are done using formulas that keep all the melee weapons relative. So even though the mace you are using may be slower it will do more knock back and often more damage. Damage gets tricky with a top heavy weapon. The heavier the head the more damage it could do but also the slower it may swing and thus the less damage it can do... The formula's include the balance, weight, length, and leverage (how many hands and how far apart they are placed) and are based on physics formulas for force and speed. Using two hands on a weapon does not make the attack all that much faster but can make the recovery much faster. Don't forget (I sometimes do myself) that the swing speed in this game is unfortunately a combination of BOTH the attack and the recover. So the recovery is faster than it should be and the attack is slower than it should be. Forgetting this can make it seem like the weapon speeds are not realistic. I really wish game companies would get a clue and separate these into two different animations as it would create a vastly improved combat experience and a new layer of weapon stats that would be tactical beyond the old and tired damage per second of melee weapons... If you want your actor to swing and recover with a mace or axe more true to real life just look around for a lighter than game-normal mace or get one via a mod. A mace or axe about 4 to 8 Skyrim mass should do the trick. The mod is smart enough to take into account if you have adjusted all your weapons mass. So if for example you use a mod that reduces all the weapon weights to the real world weights like a 2 to 3 pound steel sword instead of the 10 units of skyrim the mod will adjust all the math for this after detecting it. The nuance for the difference between axe and mace is so small that it may not be worth the effort and extra scripting, however I am looking into what the difference may translate to game mechanics and I might do for this for a latter rev. FYI: See "Iriodus's Stream" on Mondays at 7:00 pm for lets play using my combat mod: https://www.twitch.tv/iriodus -
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
Well... it was still a good question. One thing I have to try to keep in mind is that players can be unsure of what the mod is doing because they have been conditioned to expect erroneous mechanics from years of playing less than realistic combat games. -
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
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. -
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
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. -
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
NEW REV 46.4 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ REV 46.4If 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. -
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
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. -
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
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. -
Duke Patrick's Archery / Heavy / Light / H2H - Combat
DukePatrick replied to DukePatrick's topic in Skyrim's Skyrim LE
NEW REV 45.8.2 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ REV 45.8.2I 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).