furzball Posted June 27, 2009 Share Posted June 27, 2009 Is there any way to make combat turn based in oblivion? I know, this seems odd. But if possible I think it would be interesting to try out. Link to comment Share on other sites More sharing options...
Vagrant0 Posted June 27, 2009 Share Posted June 27, 2009 Is there any way to make combat turn based in oblivion? I know, this seems odd. But if possible I think it would be interesting to try out.Not as far as I know. Anything even close would have rather huge complications involved. Link to comment Share on other sites More sharing options...
furzball Posted June 27, 2009 Author Share Posted June 27, 2009 Well of course. That's why I stated the "if possible" part meaning that most likely it is difficult to make. I can only think of a start and stop system. Which that in itself can figuratively be done. Probably it wouldn't mingle well with other mods. But here is my idea. Have some sort of targeting factor. Whenever an AI targets you, combat starts. Movement stops and a screen pops up that has a small bit of story that combat has started. After that popup is closed, movement is allowed. Then each person is given a timer that is their turn timer. physical attacks, Magic, and Items, etc. are blocked from use until that timer is full. Then another popup with options comes up and you can choose to attack, defend (means shield is pulled up), use a spell(Magic option), go to items menu, go to equipment menu, or go to magic menu to switch around hotkeyed spells in the magic option. Once you have done the action or exit out of a menu the timer resets and you can run around again. During this time you can even run away. I would also assume fast travel is blocked during combat. I dont know how much of this can be done but it would mostly be option menu activators. Most of the stuff can likely be scripted in the construction set. At least I guess it could. Link to comment Share on other sites More sharing options...
Vagrant0 Posted June 27, 2009 Share Posted June 27, 2009 Well of course. That's why I stated the "if possible" part meaning that most likely it is difficult to make. I can only think of a start and stop system. Which that in itself can figuratively be done. Probably it wouldn't mingle well with other mods. But here is my idea. Have some sort of targeting factor. Whenever an AI targets you, combat starts. Movement stops and a screen pops up that has a small bit of story that combat has started. After that popup is closed, movement is allowed. Then each person is given a timer that is their turn timer. physical attacks, Magic, and Items, etc. are blocked from use until that timer is full. Then another popup with options comes up and you can choose to attack, defend (means shield is pulled up), use a spell(Magic option), go to items menu, go to equipment menu, or go to magic menu to switch around hotkeyed spells in the magic option. Once you have done the action or exit out of a menu the timer resets and you can run around again. During this time you can even run away. I would also assume fast travel is blocked during combat. I dont know how much of this can be done but it would mostly be option menu activators. Most of the stuff can likely be scripted in the construction set. At least I guess it could.What I meant is that almost none of it can be done since scripts can't force player movements or most actions. Additionally, the AI is not designed to work within any system like this, and would probably be unable to perform. The "huge complications" I spoke of were not related to doing it so much as making it work. Nothing about the game is designed around turn based actions, there are no dice rolls. Even if you managed to emulate most of this through scripting, just the way in which the AI and combat is handled makes such a system buggy, prone to countless issues, prevents most behavior, and is generally totally impractical. Quite honestly, it would be like trying to turn the original Gameboy into a MP3 player. It could be done to some extent undoubtedly, but it wouldn't be plagued with problems and probably not be something that anyone would be able to use for long aside from just for the gimmick factor. Link to comment Share on other sites More sharing options...
Naminea Posted June 27, 2009 Share Posted June 27, 2009 Vangrant0 has a point. besides, Oblivion is one of the top selling RPG's in the states why change something that made it so good? Besides i really hate FF Fighting sytem, the games are fun just the fighting system sucks. Link to comment Share on other sites More sharing options...
TheCalliton Posted June 27, 2009 Share Posted June 27, 2009 yeah, combat isnt something you wanna mess wtih all willy nilly. deadly reflex alone mustve een a challange Link to comment Share on other sites More sharing options...
Maigrets Posted June 27, 2009 Share Posted June 27, 2009 I can't think of anything worse than turn based combat. Well, I can, but if Oblivion had been Turn Based I would have left it on the shelf. :biggrin: Link to comment Share on other sites More sharing options...
furzball Posted June 28, 2009 Author Share Posted June 28, 2009 ah well, not everyones cup of tea but I wanted to try it out. Alas for that. Link to comment Share on other sites More sharing options...
GWChapman Posted June 28, 2009 Share Posted June 28, 2009 Well considering that it has already been done for Fallout 3 (see Finally Turnbased), It could possibly beadapted for oblivion as well. I would try to contact Jedidia as he wrote the original, and could probably help you. Link to comment Share on other sites More sharing options...
Vagrant0 Posted June 28, 2009 Share Posted June 28, 2009 Well considering that it has already been done for Fallout 3 (see Finally Turnbased), It could possibly beadapted for oblivion as well. I would try to contact Jedidia as he wrote the original, and could probably help you.Unfortunately, no. That mod makes use of the existing VATs system, which on its own already performs most of that turnbased behavior. All that mod really does is that it forces the player into VATs as soon as combat starts. Even with VATs, melee combat doesn't work very well. Oblivion doesn't have any such system, and the player cannot be forced to move or attack through any amount of scripting. Furthermore, unlike in Fallout, where the AI is designed to work in that environment, the AI in Oblivion would likely have countless problems even if you did manage to get something working. Link to comment Share on other sites More sharing options...
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