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Total Realism Overhaul


Mansh00ter

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So if combat overhaul makes it so that you can take down an opponent in few hits if they land, how this is going to affect leveling skills?

 

And also, if the weapon damage is going to vary just a little, how this is going to affect what kind of items npcs use depending on your level. I would really like it if no matter your level, most of npcs would use iron, steel, leather armor and only few would have glass, ebony and other higher tier armor and weapons.

Edited by Apstinentas
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I like the idea of weapon degradation though, and if I find a feasible way to implement it, I will certainly do it.

 

How about a script that would just lower the rating of the weapon or armor after combat?

if your sword is rated (fine) damage of say 30pts. then after combat the rating of (fine) could be removed and damage go down to 25. all you would have to do is go to a grindstone and re-fine your weapon back. the damage value goes up when your skill increases, why couldn't it go down when your striking with it? it seems plausible, smithing skills could make weapons/armor ratings last longer. they wouldnt need to break, just loose their effectiveness over time and then repair would be a normal procedure at the grindstone or workbench.

i dont know jack about scripting though, so i could be way off the mark.

thanks

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I like the idea of weapon degradation though, and if I find a feasible way to implement it, I will certainly do it.

 

How about a script that would just lower the rating of the weapon or armor after combat?

if your sword is rated (fine) damage of say 30pts. then after combat the rating of (fine) could be removed and damage go down to 25. all you would have to do is go to a grindstone and re-fine your weapon back. the damage value goes up when your skill increases, why couldn't it go down when your striking with it? it seems plausible, smithing skills could make weapons/armor ratings last longer. they wouldnt need to break, just loose their effectiveness over time and then repair would be a normal procedure at the grindstone or workbench.

i dont know jack about scripting though, so i could be way off the mark.

thanks

Is it possible to add more conditions to a weapon sort of like the fine, epic, legendary stats on a modified armor and weapons? If so, then you could just have so, they automatically go through the various stages with use.

 

....I probably just spouted something that's impossible. :psyduck:

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I like the idea of weapon degradation though, and if I find a feasible way to implement it, I will certainly do it.

 

How about a script that would just lower the rating of the weapon or armor after combat?

if your sword is rated (fine) damage of say 30pts. then after combat the rating of (fine) could be removed and damage go down to 25. all you would have to do is go to a grindstone and re-fine your weapon back. the damage value goes up when your skill increases, why couldn't it go down when your striking with it? it seems plausible, smithing skills could make weapons/armor ratings last longer. they wouldnt need to break, just loose their effectiveness over time and then repair would be a normal procedure at the grindstone or workbench.

i dont know jack about scripting though, so i could be way off the mark.

thanks

Is it possible to add more conditions to a weapon sort of like the fine, epic, legendary stats on a modified armor and weapons? If so, then you could just have so, they automatically go through the various stages with use.

 

....I probably just spouted something that's impossible. :psyduck:

 

basically, if your sword is "fine" over a period of battles, it could reset back to original status and if you keep using it, the status would go to "dull" with minimal hit point value.

i am reading up on papyrus. degradation does not seem like a hot topic, so maybe i can work on it myself. im getting board with making custom homes anyway.

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It would have to work as a chance-per-hit system that would give a sword a 3% chance of it lowering its condition whenever a power attack occurs. Condition of a weapon would be depicted as a keyword in its name. Example: I have a Iron Sword (fine) and I attack with it using a power attack, game checks for that 3% threshold and if its true then my sword changes name to Iron Sword (plain) and its damage is lowered.

 

Also, I would suggest redoing those keywords to something like that:

 

Iron Sword (fine) = Iron Sword ***

Iron Sword (plain) = Iron Sword **

Iron Sword (dull) = Iron Sword *

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It would have to work as a chance-per-hit system that would give a sword a 3% chance of it lowering its condition whenever a power attack occurs. Condition of a weapon would be depicted as a keyword in its name. Example: I have a Iron Sword (fine) and I attack with it using a power attack, game checks for that 3% threshold and if its true then my sword changes name to Iron Sword (plain) and its damage is lowered.

 

Also, I would suggest redoing those keywords to something like that:

 

Iron Sword (fine) = Iron Sword ***

Iron Sword (plain) = Iron Sword **

Iron Sword (dull) = Iron Sword *

 

hmmm, that makes total sense.

thank you

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So if combat overhaul makes it so that you can take down an opponent in few hits if they land, how this is going to affect leveling skills?

 

And also, if the weapon damage is going to vary just a little, how this is going to affect what kind of items npcs use depending on your level. I would really like it if no matter your level, most of npcs would use iron, steel, leather armor and only few would have glass, ebony and other higher tier armor and weapons.

 

The new combat system shouldn't affect leveling too much - fights will be more brutal and dangerous, but not necessarily shorter (unless you like to reload a lot). Players will, instead of taking time to whittle down opponents, now have to take time to plan their fights and fight well. When each hit sustained can land you a serious wound, you don't want to flail around too much.

 

Leveled lists will be fixed. High-tier weapons should be and will be, rare. But aside from a few practical issues such as only high-tier weapons working on certain enemies, players will be free to continue using that iron sword they picked up during the escape from Helgen, throughout the game if they so wish - it will be just as effective at gutting chieftains and generals as it was at gutting skeevers.

 

 

Concerning weapon stats - each item in the game has a limited number of stats as far as I know. Granted, I haven't done much research in that area, but unless I can assign an arbitrary stat to an item which can be saved for that item, then there is no way to do weapon degradation (condition also being a stat). Otherwise, it would be easy to plug condition degradation into the combat formula and even break the weapon/shield after a certain number of attacks or blocks. But ONLY if I can set a custom stat for items the player equips, or use something not already used by the game. If anyone figures that out, let me know.

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Hi,

 

I was reading this topic recently, and it made me really excited because I find the stock combat system not just unrealistic, but also boring, and dull. Something that's really need fixing. I tried all the available combat mods out there, but all of them still relies on leveling/+HP and other outdated mechanics. For now, I have two questions to you:

 

1.: You mentioned that there won't be significant difference between common and high-end weapons. Then what will make certain weapons "high-end"? What different attributes let's say an Elven or glass sword will have, compared to a steel or iron sword?

 

2.: How much 'till the first public release? :)

Edited by Magvedo
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1. They look pretty? :) But seriously, you will need high-end weapons to tackle certain kinds of enemies, such as werewolves, ghosts, vampires etc. Basically, common weapons will be just as effective at killing ordinary opponents, but special ones will require special weapons. Think something along the lines of Witcher - a steel sword for the usual fights, a silver (or better) for the unusual ones.

Aside from that, any other attributes, such as enchantment capacity, speed etc. will remain unchanged from vanilla.

 

2. I am overhauling the damage script to be more varied and intuitive, but also adding features such as active combat responses which should allow NPCs a degree of responsiveness closer to that of a human player. NPCs will block, parry, bash, dodge and sprint appropriately, as well as react to obvious threats such as the player aiming their bow at them (they will try to dodge or block arrows if they have a shield). First public release will be when I sort out that part, otherwise the fights can be too easily exploited in certain circumstances. Skyrim AI is unfortunately built around the fact that fights are mostly reduced to senseless bashing, so that has to be changed.

Edited by Mansh00ter
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So there won't be specific attributes for specific weapons other than "it can hurt x creature better"? :(

 

I thought maybe you'll add different "powers" to different weapon materials, like Elven stuff could provide magic resistance to a certain degree, and things like that.

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