DukePatrick Posted June 12, 2017 Author Share Posted June 12, 2017 NEW REV 47.4 HOT FIX get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ REV 47.4 HOT FIX I screwed up on the last Rev! The new damage formula in the previous revision used speed as a factor but I forgot that “speed” in this game is a combination of attack speed and recover speed. So the faster counter balanced blades were doing 1/10th the damage they should be doing. This is now fixed. Sorry this was an amateur mistake on my part. The knock back formula is still not right, I am working on that now for the next revision. Link to comment Share on other sites More sharing options...
DukePatrick Posted June 15, 2017 Author Share Posted June 15, 2017 NEW REV 47.5 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ REV 47.5 Knock back force scripts now in sync with damage and speed formulas. Basic Knock Back Force = Tip Weight x 0.5 x (Tip Speed x Tip Speed). This is NOT the same formula for impulse force (damage)! Tip Weight increased for top heavy weapons, reduced for counter balanced weapons and Tip speed is increased for counter balanced weapons. The complete calculation has many other Knock Back modifiers such as from perks and your body momentum. And now the target's stamina plays a more important part. Stamina regeneration delay (pause before regeneration when you hit zero stamina) cut in half from 3 seconds to 1.5 seconds. To prevent issues with grip changing, now trying to swing a weapon that is too big/heavy/awkward will not make the player drop the weapon. It now will only cause a stagger effect. NPC will still drop weapons for technical reasons. And this is no longer an optional feature (setting removed from the MCM configuration). Unfortunately there are times when the weapon stat re-calculations will be delayed for a few seconds after a grip change. Sometimes it is immediate. So the notification that tells you the weapons has changed stats will not happen now until after the stats actually have changed. Link to comment Share on other sites More sharing options...
DukePatrick Posted June 15, 2017 Author Share Posted June 15, 2017 Tonight RIGHT NOW is a extra game today, normally this is only on monday night, See "Iriodus's Stream" for lets play using my combat mod: https://www.twitch.tv/iriodus NEW REV 47.5.1 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ REV 47.5.1Fixed discrepancy between what script damage was shown in the inventory for weapons. This was only a visual issue in the menu and had no effect on the actual damage you did but it was confusing. Link to comment Share on other sites More sharing options...
DukePatrick Posted June 18, 2017 Author Share Posted June 18, 2017 NEW REV 47.5.2 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ 47.5.2Found and fixed a CTD issue in the dragon trample feature. Tweaked the dragon breath blow back feature. Link to comment Share on other sites More sharing options...
DukePatrick Posted June 18, 2017 Author Share Posted June 18, 2017 NEW REV 47.7 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ REV47.7 Huge improvement! I found a way to allow the two weapon fighter to block even if they press the two weapon block button before they stop attacking! Before the player would just not be able to BLOCK at all if they tried while the attack animation was still running down. Now that is not an issue anymore as there is just brief a delay on the block if the player tries to two weapon block while they are still attacking! Link to comment Share on other sites More sharing options...
DukePatrick Posted June 22, 2017 Author Share Posted June 22, 2017 NEW REV 47.7.1 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ REV 47.7.1Small edits to many scripts to remove old unused code and variables that was left in little by little over time.NPC that drop their weapons that are two heavy or awkward will have a back up weapon now. Link to comment Share on other sites More sharing options...
DukePatrick Posted June 24, 2017 Author Share Posted June 24, 2017 NEW REV 47.8 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ REV 47.8New optional feature! Default is ON but can be turned off in the MCM. Actors will play an injured limping effect when health is very low but may not be low enough to cause the bleed out effect. However there are situations that may temporarily stop this from working because is intended as a visual effect and not a combat changer. It will still have a significant effect on combat as it will slow you and the other actors down whne running away or trying to sprint in combat. Link to comment Share on other sites More sharing options...
slemo Posted June 24, 2017 Share Posted June 24, 2017 (edited) I've been having an issue in my current playthrough recently that I've been meaning to ask about. I've been using Duke Patricks in conjuction with a large list of mods from the start of the game (nothing that changes AI behavior or combat mechanics in the slightest however), and am currently level 30. Anytime in the past 5 levels I've encountered a large bandit force, they're almost all archers, like fifteen of them. Normally this wouldn't be an issue, since I would just use my bow as well, however for some reason or another I'm finding that more often than not my arrows do absolutely no damage to the NPC. My save currently, I'm in the dwemer ruins that takes you through to Black Reach and am fighting ten or so Falmer, and they all have bows - I managed to cheat a bit and find an area where I could shoot a Falmer but he couldn't shoot me, and I laid all 20 arrows in my quiver into his head and it had only done around 10 points of damage. My archery is level 68, I have all the perks that I could with that level of archery, and it's not just bows. I also tested it with the crossbows and it was just as bad. I'm more confused than anything right now because anytime I encounter a wolf or a bear and deliver a headshot, they instantly die. It only appears to be humanoid NPCs, and it only started occurring in the past 5-10 levels. I should also mention that this is not at all the case for NPCs however, every arrow that hits me is a definite death. EDIT: It seems as though updating to your latest revision and having it reset has fixed the archery issue, enemies are back to taking damage like normal. Though am still confused as to what caused it. Edited June 24, 2017 by slemo Link to comment Share on other sites More sharing options...
DukePatrick Posted June 25, 2017 Author Share Posted June 25, 2017 @ Slemo and other players in the same boat. Be sure to read the troubleshooting doc as that may have helped you in this situation much sooner. The following is assuming this is an issue with a long running game using the mod. If you just recently loaded the mod it is more likely a mod conflict or an install error. The first thing you should always do if the mod has been running fine for a long while then all the sudden something weird is happening is to click on the player script reset in the MCM. I try my best but sometimes I forget to set an AUTO reset in new revisions that need them. And NOT all revisions need them, otherwise I would just set up a script to detect the new rev and do the auto rest. The reset wipe out info that is gathered over time (like what weapons have been used and actor data like scale and race) so I do not like to do it if it is not needed. NEXT if that has no effect then turn on the Damage troubleshooting message in the MCM. Write down all the info and do this many times to get a good sample. Naturally it is best to do this in a saved battle that the issue is occurring in (that it is repeatable each time you load the save game battle). The sample data will often tell the story in most cases such as the fact that armor can prevent some arrows from inflicting damage or that an actor has too little stamina (possibly do to disease or lack of rest so on and so forth). P.S. For my curiosity, may I ask what frame rate you run at? Link to comment Share on other sites More sharing options...
slemo Posted June 25, 2017 Share Posted June 25, 2017 Oh okay, I did read the troubleshooting doc and tried not to miss anything but it was already after a long night of modding so I must have forgotten about that. I'll definitely try the damage troubleshooting if I come across it again, I would go back and check with the old revision but I've already saved over the quicksave I had where it was repeatable. As for framerate, I'm running on average at 60fps while outside in the world, goes down to 45 at the least in the most demanding areas, but in less demanding areas as well as interiors I get a consistent 120fps. I have everything set up as suggested for VSync and the frames command in the INI. Also a 144hz Monitor if that means anything. Almost have no script lag at all, only when it drops below 50fps do delays become noticeable. Link to comment Share on other sites More sharing options...
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