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Amessagetoyou

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Everything posted by Amessagetoyou

  1. Well I could not feel any difference. There isn't any mod that REALLY affects performance. By the way thanks for your reply, I was looking for a reasonable and "technical" answer like yours. So what else will my GPU won't be able to handle well? Besides AA and AF? And I was really surprised how my laptop passed all the systemrequirementslab.com I assumed I could've run the game at least 30FPS everywhere but this was weird
  2. Thanks anyway :) But I'm not looking for dual wielding mod, In fact I looked at every single mod, which mimics/fakes/claims dual wield :) Unnecessary Violence 2 was the best of them so far. But the purpose of this topic is different. I'd like to learn the opinion of a modder about what I wrote above
  3. Hi everyone :happy: I really hope at least some of you experienced modders out there will provide insight on this topic. Searched the whole forum, there wasn't even one :ohdear: As the title implies, I'm gonna talk about "dual wielding" Now, most of the mods that claim to have "dual wielding" are either fake, game-breaking or simply impractical. Almost everytime the reason is explained as "Game engine registers shield only for left hand, it is not for attacking etc." type of stuff. So, I'm terribly sorry If what I'm gonna suggest is stupid or impossible, but please even if it is, mention it here :biggrin: STEP 1: OK, the first part of Dual wielding is easy and it is ALREADY done practically successfully by the mod "Unnecessary Violence 2" It is the transferring of weapons to the left hand. Optionally "Unnecessary violence also adds the way to change the grip of weapons (From 1 hand to 2 hand and vice versa). This feature was a little buggy on some weapons. For example (changing the grip of "Akaviri Katana" makes its enchantment (of course if there's any :biggrin: ) disappear. It might be this way with other weapons too but I only noticed it with Akaviri Katanas. Generic weapons seems to work fine. The even more optional feature added by UV2 was rotating the weapons' grip by 180 degrees. This was completely impractical as what it does is just drastically reducing the range of the weapon.STEP 2: Animations: There isn't much to tell on this one BUT few considerations should be made: The left handed attacks should be similar to the right hand one, i.e. regular swings should mimic the right hand one when it comes to their SPEED, RANGE and their ANIMATION itself, so should the power attacks (both standing and directional ones). These 3 attributes mentioned above were all problematic on UV2 especially the range and the speed. Animations MUST have the same speed as the vanilla ones so you can freely swing with either hand you want :cool:STEP 3: Damage Formula: The BIGGEST problem for UV2 left handed attacks was this one. There was NO way of using the same weapons on both hands and getting the same damage. So few considerations need to be made: As I mentioned the engine limitation case earlier, We have to accept that game CANNOT use left hand for attacks directly. But there IS a workaround of getting the same outcome indirectly: - As shown in the STEP 1, the transferring of weapons is already done practically successfully. So we need a script like this: 1) We transfer a weapon, let's say "Silver Longsword" to the left hand 2) A script which calculates the damage "as if" the same attack is made by using a vanilla one, i.e. it calculates what damage that "Silver Longsword" on the left hand could have done if it was transferred back to right hand. This way we ensure that the damage from the same weapons on different hands do EXACTLY THE SAME damage :happy: 3) The modifiers for power attacks MUST also be taken into consideration, i.e. just as vanilla power attacks done by the left hand would benefit from the same perks (Damage multiplier, Disarm, Knockdown and paralyze) depending on the skill level of the player on a particular weapon (Novice, Apprentice, Journeyman, Expert and finally The Master) 4) The minor stuff that's left is how the left handed attacks increase skill which should be calculated the same way as its right handed counterpart respectively That's probably it, Please modders, provide your insight, comments and suggestions and above all THANK YOU guys for taking time to read and hopefully telling your opinion :biggrin:
  4. hmm, I've looked at Duel before.It doesn't change or create new AI Combat Style records directly though. It makes a few changes to game settings, but nothing too significant. The AI changes it makes must be done by scripts. But, the source code for Duel is unreleased so there's no way for me to know how and what kind of AI changes Duel makes. If any at all. So far Duke Patrick's heavy weapons combat mod is the only one I've found so far with direct edits to AI Combat Style. Well, you should check the video the author put, he shows the difference between Vanilla fight and his mod's. The latter is significantly harder coompared to vanillas. Also you should check the mod description. But I'm not a modder, it only gives the description obviosly not the dark "technical" side of it :biggrin:
  5. I personally use "Duel Combat Realism" It is a Combat AI mod, pretty decent
  6. I wonder if it is possible to have an unpredictable AI, which reacts reasonably fast, or can change tactics or etc. With all the developing technology it is still super easy to kill any NPC one-on-one
  7. Good point, but can you clarify a point for me? If what you said requires hacking a game then there are only LEGAL issues right? IT IS technically possible to tweak that stuff, but it might be illegal am I right?
  8. Are you sure? Because I checked with systemrequirementslab.com, and it passed perfectly for both recommended and minimum. In fact, I have mesh optimization mods + I don't use any grass and shadows. But game still sucks. What's confusing me is, "Why a decent laptop of 2010-2011 can't run a game from 2006?" Since you said I would barely be able to play at minimum settings?
  9. First, thank you very much :happy: So, from what I understood from your post is that Win7 64-bit can cause around 2% FPS loss, which is not a big deal right But If I install a new OS (By the way Which OS do you consider best for oblivion?) would I be able to get rid of crappy FPS? In my opinion late 10s in the worst case are perfect for me. I don't really need to play on 30-40FPS, One last question, would you please comment on my laptop Specs? Should oblivion be playable in high settings? Thanks in advance :cool:
  10. You're completely right, I would also like to see a mod in which fighting someone one-on-one would be challenging. It really kills the enjoyment when you know that you can kill anyone easily even though it is 1 to 1. I think there MUST be a mod project like Unofficial SKYRIM AI (like unofficial skyrim patch) or something similar, where the ridiculous AI behaviours would be eliminated gradually and make the game practically impossible to exploit. Sad truth is a lot of people rely on mods that change trivial stuff. It was no surprise for me to see that no one replied to this topic :ermm:
  11. I'm wondering If I make my skills past 100 by leveling up, will the other leveled actors be the same? I mean the animals who are leveling with the player, will the stay at 100 or increase? Thanks in advance :)
  12. Hi guys. :happy: As I mentioned on the title, I'm having problems I would not have had (supposedly). So, Here are my specs: And here's my load order: First thing I did was to check Oblivion on systemrequirementslab.com and it perfectly passed both minimum and recommended settings for the game. Other than that, I use IOBIT game booster + Put oblivion on High priority (Sometimes "Above Normal" or even leave it on "Normal" by default to see how it works. As my load order suggested I also use "Oblivion Stutter Removal", "Streamline 3.1". In addition, I make use of BOSS to get proper load order. Despite all these, average FPS I get outside is around 10, In caves and forts it is around 20ish. Is there anything to do about it? When game is around 20 or little more fps it looks perfect to me, so my goal is to get 20fps in the worst case (which probably is outside + fighting) I also attached my ini file, in case there is something reasonable to change :biggrin: . Anyone's help is greatly appreciated. Thanks in advance :wink:
  13. Hi folks, I am trying to edit left handed attacks and make them as fast as right handed ones for BOTH player and NPCs using creation kit Which value should I edit? I know tht leftweaponspeedmult has to be the same as weaponspeedmult but I can't get to them. And I would like ALL NPCs to have same regenerating abilities (health, and if different, stamina and magicka) as the player. Any help is greatly appreciated :turned:
  14. Now I see your point :) So I will have to edit those values using the engine in order for it to work :) Thanks for support
  15. But is there any way to to apply it to NPCs too? Since it is controlled by a multiplier for player character, there has to be soomething affecting NPCs also, am I right?
  16. Hi, I am looking for a mod, which will make NPC stats (Health, Magicka, Stamina) regenerate the same way as player does. I tried to search for it in database but did not get any result. Is there any mod for that? Thanks in advance for any help :) :teehee:
  17. Oh, now I realize that it was too simple :) But if I do that, will it apply to any NPC too? And do I have to do it, every time I load the game or just once? Thanks for your reply by the way :)
  18. Hi, First of all I am sorry if this is the wrong place. Here is a statement from UESP (http://www.uesp.net/wiki/Skyrim:Combat#Dual-Wielding_Weapons): "Your main hand swings about 15% faster than your off-hand". I think this feature is totally unreasonable, is there any way of making off-hand attacks fast as main hand? I searched the database but could not find any mod. Thank you in advance :) Any help is greatly appreciated :thumbsup:
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