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Training mod requested


Christensen

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Hi all. I dont know if this mod has already been done or requested, but i snooped around and it didn't seem like it. Basically I just got an idea that one of you (not me 'cause i'm no good with the CS) Great mooders might be willing to use. All I ask in return is that you mention that it was my idea. :happy:

Anyways, the idea that i got is to somehow give ragdolls and the other training equipment something like hit points or something, so that you get experience when you hit them. After all, why would you have training equpment and that stuff when it doesn't help the least bit? One other thing I thought of was that you could do something like make those destruction magic targets invunerable by normal weapons and do the opposite for the melee damage ragdolls.

 

Please respond to this forum. I hope you like the idea!

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Hi all. I dont know if this mod has already been done or requested, but i snooped around and it didn't seem like it. Basically I just got an idea that one of you (not me 'cause i'm no good with the CS) Great mooders might be willing to use. All I ask in return is that you mention that it was my idea. :happy:

Anyways, the idea that i got is to somehow give ragdolls and the other training equipment something like hit points or something, so that you get experience when you hit them. After all, why would you have training equpment and that stuff when it doesn't help the least bit? One other thing I thought of was that you could do something like make those destruction magic targets invunerable by normal weapons and do the opposite for the melee damage ragdolls.

 

Please respond to this forum. I hope you like the idea!

 

 

Ya I agree, I've requested this a while back and people told me it would just be too easy to work up weapon skills. But in the mean time you can cast spells targeting your self to work up magic spells. Sure whould be nice to have consistence in training.

 

Even if you get half the experience for hitting them would be nice.

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It wouldn't be a bad idea... I don't think the exp you get from practice targets should be even as high as half, though- more like a third what you would get against a live target. That would be fairly realistic, since the practice target neither moves nor fights back. Still, it would be nice to have some way of giving your skills an extra boost- especially the marksman skill, because that can take forever and a day to level if you sneak around one-shotting targets.

 

There's another thought- you should get more exp if you kill a target with your first attack. The game is set up so that you get the most exp out of prolonged fights in which you trade many blows with an enemy, but it makes more sense to reward the player for quickly killing an enemy. Perhaps an exp bonus for sneak attack kills with bows, a bonus for power attack kills with two-handed weapons, and both bonuses (though reduced for balance) for both one-handed weapons and hand-to-hand? It would also be fantastic if there were some sort of distance bonus for bow kills- the farther away the target is, the more difficult it is to hit, therefore you should be rewarded for making the shot.

 

All of that combined would make a pretty sweet system for leveling up weapon skills- there would actually be a good reason for all those practice targets, and the player would actually be encouraged to use all of the skills associated with their weapons in order to get the most exp out of combat.

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Well, I guess it would be two easy to level up. I just figured it would be nice to have a purpose for hitting the dummys appart from waching them bounce like crazy.

 

I guess i'll just have to keep mercilessly slaughtering bantits and marauders, and the ocasional civilian!

Anyways, thanks for writing. At least some people responded. Thats always nice! :happy:

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well theres kinda the issue that the targets would have to be npcs or creature to have health so the only way to do this would be to have a lot of scripting, if its even possible too much scripting to be worth doing

Not so much... It wouldn't be too hard to just set someone somewhere, and force them into a state where they don't react to anything. This could be done with setretrained, setunconscious, stoplook, setignorefriendlyhits applied to an actor with a travel package directing them to where you want them to stand. This will make it so that the target doesn't walk, fight back, or do much of anything other than stand there taking hits. They will however still make pain sounds, and there is no good way to prevent this on NPCs. Additionally, NPCs may still count as being assulted or murdered even with setignorefriendlyhits set, and things will still become aggressive once the number of hits is more than what is allowed by the related game setting. As one thing entering combat usually results in everything else in the area entering combat, this is usually a very BAD thing.

 

Really, it just tends to be a rather cheap way of raising skills, and isn't much better than just beating up on your summoned minions.

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To make it balanced, you could make the targets stop training a specific skill once it gets to a specific level. So you could train blade up to 75, but have to get that ast 25 on your own.
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well theres kinda the issue that the targets would have to be npcs or creature to have health so the only way to do this would be to have a lot of scripting, if its even possible too much scripting to be worth doing

Not so much... It wouldn't be too hard to just set someone somewhere, and force them into a state where they don't react to anything. This could be done with setretrained, setunconscious, stoplook, setignorefriendlyhits applied to an actor with a travel package directing them to where you want them to stand. This will make it so that the target doesn't walk, fight back, or do much of anything other than stand there taking hits. They will however still make pain sounds, and there is no good way to prevent this on NPCs. Additionally, NPCs may still count as being assulted or murdered even with setignorefriendlyhits set, and things will still become aggressive once the number of hits is more than what is allowed by the related game setting. As one thing entering combat usually results in everything else in the area entering combat, this is usually a very BAD thing.

 

Really, it just tends to be a rather cheap way of raising skills, and isn't much better than just beating up on your summoned minions.

 

oh i was thinking he meant the wooden dummies/targets

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Well, a way around the murder/assualt charges would be to have a creature like a goblin with no AI and a script that ressurects the creature on death. But, there is no way to make it so that you get less experience for attacking him and him alone (atleast from what I know I could be wrong). It is possible to change the amount of experience you get but it would affect everything in the game not just that creature/npc.
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