gdarknight Posted May 7, 2009 Share Posted May 7, 2009 I have recently worked out an excellent animated activator system which can closely mirror the actions of the player, and applied it to magical damage for H2H combat. (see "Proof of Concept" video) This differs from previous attempts at adding magical H2H damage in the aspects that: 1) No permanent modifications are made to actors or creatures in the game or CS; 2) the mod does not erroneously trigger off of other types of damage to the target (i.e. health damage from another spell); & 3) It does not alter any in-game combat settings that may be affected by other mods. Now I'm looking for ideas concerning different enchantments for the H2H gear, and even ideas for "monk" gear. I would also like to know if people think the "spells" should only be determined by the gloves/gauntlets worn, or expanded to rings, headbands, etc? If there is a particular mod of "monk" gear that would benefit from this, please include the link. :devil: Link to comment Share on other sites More sharing options...
nachtefuchs Posted May 7, 2009 Share Posted May 7, 2009 Are you sure you're not psychic? Because I was thinking up a Monk-based concept very similar just a few nights ago o_O Imo, you should include every 'touch' based debuff spell you can (It'd be a bit strange to have Healing/Chameleon giving fists :wink: )(Just off the top of my head, include:FireFrostShockDamage HealthDrain Heath/Fatigue/MagickaBurdenParalysis maybe even Turn Undead as an Idea) Try to limit the damage-causing items to one item (Gauntlets/Gloves would be the most suited) and make sure that NPCs are able to use these items too. Make these items random loot and include 'special' placed Items that are more powerful than the random loot found. Make sure to specifically add these items to H2H users in-game too (IE; Vampire Monks) and maybe make a few 'boss' ones yourself :D Limit as much reliance you may have for OBSE or similar as you can: Not everyone can/will use programs like these and it makes it feel less 'alien' to not have to rely on it. Watch this space for more idea updates as I get them. also, YOU. ARE. AWESEOME. for making this work. Link to comment Share on other sites More sharing options...
gdarknight Posted May 7, 2009 Author Share Posted May 7, 2009 Well, I will say that limiting the enchantment to gloves/gauntlets certainly eliminates numerous issues. As for the NPC's having the same gear, it won't work perfectly, because I can't always have a detection activator placed at every NPC wearing the special gear. However, if we assume the odds of more than two NPC's in the cell having the same special gloves/gauntlets on is very low, than it shouldn't be a problem. Link to comment Share on other sites More sharing options...
gdarknight Posted May 7, 2009 Author Share Posted May 7, 2009 All attempts to make this work well without OBSE have failed (unfortunately). Although I did not set out to make it dependable on OBSE, some of the required functions are only available thru OBSE, and cannot be simulated with the standard function list. Link to comment Share on other sites More sharing options...
Germandeathkittiez Posted May 8, 2009 Share Posted May 8, 2009 I think this should only happen if you get some magically enchanted gauntlets or something, because running around with fire coming out of your fists just isn't very realistic. Maybe you could make it in a way that it adds "fire damage on touch" to gauntlets and stuff. Link to comment Share on other sites More sharing options...
Cremdogz Posted May 8, 2009 Share Posted May 8, 2009 That is so good! I'd love to download this mod the moment you put it up, I'd love the excuse to use H2H combat, especially with Seph's kicks, that would be awesome. I also have an idea for this mod. I'm wondering if maybe you can make damage happen by making it possible to enchant your Wrist Irons. While I'm uncertain whether you could do that in the past, the thing is, they are equipable, so maybe they are enchantable and you can take damage from them. Just thought it might be a good idea. Of course, the other ideas about the gauntlets could work too. Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted May 8, 2009 Share Posted May 8, 2009 Perhaps the time for punch daggers / kattars has cometh? Link to comment Share on other sites More sharing options...
Vagrant0 Posted May 8, 2009 Share Posted May 8, 2009 Personally, I see the biggest limitation is how high h2h physical damage can get. How are you adjusting for this? Beyond that, might be cool to have a certain ability to cripple your opponent, knock them backward/upward, and be able to string effects together, one after the other... combos. Link to comment Share on other sites More sharing options...
gdarknight Posted May 8, 2009 Author Share Posted May 8, 2009 -Ninja: The magical damage is only going to come from "enchanted" gloves/gauntlets/knuckles/etc. And, until I can find a way to "skin" a particle node, we won't have literal flaming fists (I've tried really hard too). - Vagrant: You're right to be concerned, and I'm going to make sure that enchanted H2H combat isn't more powerful than an enchanted claymore. The max damage bonus will probably be 20 with glass gauntlets/H2H skill of 100, and 25 if you're wearing the best spiked knuckles/H2H skill of 100. Since this mod adds a chance of magical damage, and not a bonus with every single strike, it should be balanced. - Cremdogz: The original release will be for the vanilla animations. I'll need to check the system with Seph's kicks, and possibly make a different version. I'm in the final stages of tweaking the system for NPC's, which will add a lot more balance to the system. The enchanted gloves/gauntlets will be in random loot and leveled lists, so you may get a dose of your own medicine. Link to comment Share on other sites More sharing options...
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