Jakisthe Posted January 28, 2012 Share Posted January 28, 2012 Very nice link! Problems I foresee though:-animations would be very hard to do (as ever) -most of the weapon styles feature various "spinning" or otherwise deflection techniques. I think the controls, as well as the first person view, for that would be convoluted and disorienting. What's more, I question the gameplay effect, since it's still effectively wild swinging and I do not think that without a massive overhaul, the current engine would allow for such complexity in weapon strikes (which is what many of those styles rely on). For instance, a good number of the moves are how they are in that they allow for attacking while also deflecting...but is such a property capable in Skyrim? Would the AI even be able to respond to it? -Without doing the above (writing responses for every move of every style), it becomes significantly more difficult to make the styles stand out. They boil down, quite quickly, to statistical bonuses, which I assume defeats the point of the mods since it makes the actions have less weight. THAT SAID, I would clearly love to see a workaround, and how one can integrate the different in using a fencing sword compared to, say, a one handed hafted weapon. But I simply cannot think of a way to have meaningful differences in a way that wouldn't require essentially creating an entire new game. Link to comment Share on other sites More sharing options...
sputnik323 Posted January 31, 2012 Share Posted January 31, 2012 -Without doing the above (writing responses for every move of every style), it becomes significantly more difficult to make the styles stand out. They boil down, quite quickly, to statistical bonuses, which I assume defeats the point of the mods since it makes the actions have less weight. THAT SAID, I would clearly love to see a workaround, and how one can integrate the different in using a fencing sword compared to, say, a one handed hafted weapon. But I simply cannot think of a way to have meaningful differences in a way that wouldn't require essentially creating an entire new game. Sadly from the combat mechanics in the existing game, I dont see any workaround either. However, the statistical differences for the combat mechanics each style brings would add enough variety to change current combat play for the better. To emphasize this Ill give an example. Fencing vs Normal:Let say nobles use a fencing style and you come upon a situation where the noble is fighting a bandit who is using normal combat. Bandit attacks noble with a sideways attack. Almost caught off guard the Noble attacks back. Because of the bonus of style, the Noble is able to block and attack in one motion. It would be overpowered for this to happen every time, so some things would have to depend on timing and chance (e.g. 40% chance to block while attacking when using "fencing" style). As another bonus the noble does quick thrusts and can attack 2 times (in the time the bandit attacks once) with jabs (also with greater range) but does less damage. The bandit, pissed from being stabbed twice does a power attack and does significant damage to the Noble. However as another bonus for fencing style could increase the critical hit chances (maybe the only way to do significant damage in this style) and stabs the bandit in the heart killing him. So while that is just an example there are many mechanics that can be altered by a "martial arts style" and each could be altered or enabled by different styles:BlockingMovement speedCombat movement speedAttack speedRangeCritical hit chanceParryingMultiple HitsCounter StrikesBlocking while attackingStriking while blockingJabs vs swingsArmor differences -meaning damage differences to light armor vs heavy vs none-Hitting multiple enemies vs single enemiesPower attacksRecovery timeKnock downWeapon draw speedWeapon switch speedControl or lack of control type of attacksprobably more but you get the idea So the benefits of a martial art style could depend on if you make a monk mage character you want to have good at avoiding damage, or a powerful assassin who does quick deadly strikes, or other combinations of characters with styles. Link to comment Share on other sites More sharing options...
GomuGomu64 Posted January 31, 2012 Share Posted January 31, 2012 Eh. I find it extremely easy to animate in Maya.And with the ragdoll system already in Skyrim, it should be quite easy to do this sort of thing.Just need an exporter/importer of sorts. Link to comment Share on other sites More sharing options...
Accidentaly Posted January 31, 2012 Share Posted January 31, 2012 Needs to be a Boxing class also, complete with new weapon type, Gloves Link to comment Share on other sites More sharing options...
peregrine111 Posted January 31, 2012 Share Posted January 31, 2012 A heads up: that would be incredibly hard to animate. Well it has already been done for Oblivion, I guess it wouldn't be so hard.. The bigger problem is that there is no unarmed combat skill (aka just l/r punch, l/r power punch and dual punch).- 1.) you can't block by any means - taking enormous damage- 2.) camera is WILDLY moving while you are punching, so even if you land first punch, the camera will be so much off that the next will hit just air..- 3.) damage is TERRIBLY low, even with heavy armor perk+gauntlets although some falcon punches and roundhouse kicks would be nice.. suggestion: make 1 version for realists, and 1 anime-like version with kicking enemies few metres back etc. Link to comment Share on other sites More sharing options...
sputnik323 Posted February 10, 2012 Share Posted February 10, 2012 The creation kit is out. Will work for this mod begin? Also if you are looking for inspiration you could also check out Unnecessary Violence 2 mod for Oblivion. Link to comment Share on other sites More sharing options...
huntsman2310 Posted February 10, 2012 Share Posted February 10, 2012 Don't know if this has been stated but. Fist of the North Star. Link to comment Share on other sites More sharing options...
philip141091 Posted February 10, 2012 Share Posted February 10, 2012 Guys, id just like to tell you that we cannot add new animations to skyrim yet, due to Bethesda not releasing their Havok Behaviour graph tool, so you need to wait for someone to create a third party tool before we can add our own custom animations to the game. Link to comment Share on other sites More sharing options...
sputnik323 Posted February 17, 2012 Share Posted February 17, 2012 Guys, id just like to tell you that we cannot add new animations to skyrim yet, due to Bethesda not releasing their Havok Behaviour graph tool, so you need to wait for someone to create a third party tool before we can add our own custom animations to the game. Well there is obviously some way to do it. There are already mods that add in new kill moves which are new animations. Link to comment Share on other sites More sharing options...
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