[RELz] Adrenaline-Fueled Combat v2.0

Post » Wed Feb 23, 2011 4:26 pm

I've been waiting for this to be released! Can't wait to try it out...after I finish setting up a full FCOM game...

Quick question: Can a mouse button be used for quick power attacks?
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Jennifer May
 
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Post » Wed Feb 23, 2011 2:35 pm

Made new char, finished sidewise cave, the cave with the witch in it near Roxey Inn, Vilverin (FCOM - More Wilderness Life).
Bow and 2h sword - not even a single CTD., I'd say in 150-200 combats - 1:1 and melees mainly.
And the green dust after arrow hits home is gone! Yey!

Seems to me AFC has undergone quite a bit of maturing. Very stable so far.
Tomorrow will try with my old character, hope it will be as perfect as today!

Thank you, TT! And, yes, let's face it - you ARE exceptional. I agree completely.

AFC may have matured but I don't think I have :P. Sorry for snapping at you in the old thread, and thanks for the complement :).

hoihoi8: It doesn't use poisons at all any more, although the original only did if you were using an old version of OBSE or an autopoisoner.

Solinarius: Doh, I forgot to mention them. Only three this time, Multishot/Rapid Shot/Piercing Shot, but they work much better this time round.

Shikishima: What are you doing when it freezes? I haven't used Decorator Assistant, so I don't know what could be happening.

shadeMe: You may run into problems if you try disabling the .esm, but just like the first version the .esm doesn't have any gameplay effects so you can disable everything else to effectively remove the mod. Or you can try using Wrye Bash to remove the .esm dependency.

Wooph: Yep, it makes things much easier if you do.
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Kyra
 
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Post » Thu Feb 24, 2011 3:41 am

Shikishima: What are you doing when it freezes? I haven't used Decorator Assistant, so I don't know what could be happening.

Casting the DA spell raises an alter which in turn offers a menu to help place items. This menu can't be activated or closed.
There's two versions of Decorator Assistant http://www.tesnexus.com/downloads/file.php?id=6021
The one without the need for OBSE works just fine, so something must be clashing when using the OBSE version.
- Great mod by the way from the brief time I was able to use it. :thumbsup:
Hope something can be worked out.
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Stu Clarke
 
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Post » Wed Feb 23, 2011 10:02 pm

Does locational damage still work for bows? No messages appear on the console if I headshot someone with my bow, though a "Locational: Blade" message does appear when I strike someone with a sword.
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Jack
 
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Post » Wed Feb 23, 2011 10:10 pm

shadeMe: You may run into problems if you try disabling the .esm, but just like the first version the .esm doesn't have any gameplay effects so you can disable everything else to effectively remove the mod. Or you can try using Wrye Bash to remove the .esm dependency.


Well, the problem arise'd when I disabled the Core esp of v1.5, when the ESM was loaded. And removing the master using Wrye Bash didn't help. And fortunately, this release doesn't seem to have that issue :)
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James Shaw
 
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Post » Thu Feb 24, 2011 3:31 am

I'm getting some strange behavior from the power attacks. It seems that after I use a quick power attack, it starts "sticking". Power attacks will then activate even when i use a normal attack, though I may be able to get 1 or 2 normal attacks occasionally. Using the quick power attack with a bow causes the left mouse button to completely lock up.

I did this testing without acquiring any of the special moves and with loads of other mods active. I'll disable all other mods later and do more testing.

Confirmed: I disabled all mods except AFC2. Started a new game. Waited for the Power Attack select prompt to appear. Chose mouse button 4(a side button). Raised my fists. Clicked left mouse button to do a normal attack, only to have my character immediately follow up with a power attack.

So basically the character is automatically doing a power attack after a normal attack.
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Nancy RIP
 
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Post » Thu Feb 24, 2011 5:10 am

I'm getting some strange behavior from the power attacks. It seems that after I use a quick power attack, it starts "sticking". Power attacks will then activate even when i use a normal attack, though I may be able to get 1 or 2 normal attacks occasionally. Using the quick power attack with a bow causes the left mouse button to completely lock up.

I did this testing without acquiring any of the special moves and with loads of other mods active. I'll disable all other mods later and do more testing.

Confirmed: I disabled all mods except AFC2. Started a new game. Waited for the Power Attack select prompt to appear. Chose mouse button 4(a side button). Raised my fists. Clicked left mouse button to do a normal attack, only to have my character immediately follow up with a power attack.

So basically the character is automatically doing a power attack after a normal attack.


I had that problem too, I managed to fix it by disabling quick power attack.esp
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Alberto Aguilera
 
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Post » Thu Feb 24, 2011 2:32 am

Hey Sir TheTalkieToaster :goodjob:

What a marvellous dish'o'mods you have served us here. We are spoiled rotten! No more no less!
I am really looking forward to dwelving deeper into the intricates of your labour of love.

A little observation from this happy camper is however passed on here as I can confirm the former issue mentioned by Sir Erahgon, i.e. I to do not get any hit message from your otherwise cracking AFC v2 Damage Text.esp when hitting foes with my bows'n arrows. I do get plenty and fine damage text when hitting with blade, blunt and hand2hand .. just not with bows! I tried turning almost all my mods off but to no avail. I have all your 6 AFC v2 *.esp's and the .esm turned on.

Another small one for the above mentioned .esp is the placing of the hit text. I like it full well in the top left corner where it appears in my game but this is contrary to your fine ReadMe that states "Damage Text adds a notification of how much damage your weapon attacks deal to the top-right corner of the screen. Simple as.". However this might simply be down to me using DarnUI and I like it as is.

Another small report is no bug at all, but simply an observation on overriding game settings from TES4View with Duke Patricks SCA Melee Combat mod and your own AFC v2 Combat Moves gem.
AFC: fKnockdownChance = 0.000000 ; iPerkBlockStaggerChance = 0
SCA: fKnockdownChance = 15.000000 ; iPerkBlockStaggerChance = 1
(I am guessing that you have zero'ed them in the .esp only to raise'em by scripts when gaining skills at run-time?)
Anyway latest mod loaded 'wins' as per design. I am only mentioning this as many people will probably be using these mods together and might even throw Deadly Reflex into the mix and this might be something to consider both for modders and users.

Will test some more and report back! just tried with Damage text .esp solitaire => same result
Once again, a resounding thank you and all the best
Frans
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Jennifer Munroe
 
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Post » Thu Feb 24, 2011 3:32 am

I had a problem with the previous version, and I want to ask this before I try v2.0.

After installing the mod, all the scripted weapon effects that were added like poisons to the blade (like the Light of Dawn or Sentient Weapon) were showing that annoying poison cloud each time I hit someone with the weapon. And the poison icon for the weapon. Is that fixed now?

EDIT: doesn't use poisons for the scripts anymore, so it should work. Downloading.
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Isaac Saetern
 
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Post » Wed Feb 23, 2011 2:52 pm

I had that problem too, I managed to fix it by disabling quick power attack.esp

Okay, that's odd. It should be setting the powerattack delay time back to 0, it isn't for some reason. I'll fix it. I'll also fix the problems with using it with bows, I totally hadn't considered what'd happen (I basically used it to make testing easier and bundled it with everything else).

Erahgon: I removed the comments from the archery scripts, but not from the melee scripts. It should be working fine, but it can't hurt for me to double-check.

Shikishima: So you can't press any of the buttons? Hm. Try opening the console and typing "Enablecontrol 4" when it happens, see if that works. I'll try and download DA and test myself sometime soon (internet by Friday, hooray).

HawkerT: I can't tell my left from my right, is what the problem is. I blame being a southpaw :P.
The powerattack gamesettings are zeroed to try and avoid imbalances with different powerattack effects stacking (the 'disarm' powerattack chance is supposed to be replaced by the Disarm Move, for example). You can use SCA's settings if you want, it won't cause any crashes but it may mess up moves sometimes (e.g. if you try to use Intimidating Strike but you also get the 5% paralyse chance on your attack, the enemy won't be able to flee).
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hannaH
 
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Post » Thu Feb 24, 2011 5:52 am

Shikishima: So you can't press any of the buttons? Hm. Try opening the console and typing "Enablecontrol 4" when it happens, see if that works. I'll try and download DA and test myself sometime soon (internet by Friday, hooray).

Still a no go.... :sadvaultboy: :nope:
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Erin S
 
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Post » Wed Feb 23, 2011 9:54 pm

Once the quick power attacks are fixed, this mod will be perfect. Well...almost. The descriptions of the special moves disappear too soon and I am unable to read all of it, but it's no big deal.

On the side: Is it possible to disable power attacking with the left mouse button?
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adame
 
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Post » Wed Feb 23, 2011 3:22 pm

Played with it for a few minutes, I have a few problems:

- why does it modify the mysticism spell icons? I use LAME and I don't think there is a way to restore the old icons without disabling AVC, since LAME has the icons in a BSA.

- messed up icon for Whirlwind Arc (the move for heavy weapons that does damage to everyone around you, I think that is the name), but that could be because of me, although I copied all the files in the right place.

- the delay for the quick power attack key is a bit too short, sometimes it works, sometimes it doesn't, but maybe that's for the best, the moves are already too easy to perform.

To be honest, I prefered the old way, with the combinations of keystrokes. It was much more exciting. Plus, I really don't like that if you want the new moves you need to overwrite the vanilla combos. Maybe make it possible to assign other hotkeys for the new combos?

What's the difference between the vanilla disarming technique and the new Disarm powerattack? Improved chance of disarming plus the chance to drop your weapon if you fail?
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Mr.Broom30
 
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Post » Thu Feb 24, 2011 2:32 am

Well, I said I'd have it done for September. That was a lie.

I think we'll live :) Looks nice TTT
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City Swagga
 
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Post » Thu Feb 24, 2011 5:46 am

Once the quick power attacks are fixed, this mod will be perfect. Well...almost. The descriptions of the special moves disappear too soon and I am unable to read all of it, but it's no big deal.

On the side: Is it possible to disable power attacking with the left mouse button?

Do you mean the descriptions in dialogue? Use Elys' dialogue plugin for OBSE, and it'll work fine.

I can make quick powerattacks disable normal powerattacks, yep. I've also figured out the problem- if the powerattack delay is lower than the length of a few frames (how many, I'm not sure- maybe 2-4) then it does a normal attack then a power instead. I need to readjust the script to it sets the delay to a value dependant on your rate.

Shadoweave: I didn't think it modified the mysticism icons, I'll double-check though.
By messed up icon, what do you mean? As in, it's a Blade icon or something, or it's a pink texture-missing error?

I liked the old technique, but a lot of people had problems with it, and it would've been hell to find workable key combinations for forty-odd moves. It is intentional that they replace the old powerattack chances, as it gives more differentiation between weapons- so you don't have the same chance to disarm or knockback if you're wielding a rapier or a warhammer. Assigning them to a new key could be done, but... they need to be attached to a powerattack as they're balanced around that, so it would basically just be a "Do powerattack" key.

The disarm move has a base 40% chance to disarm IIRC, modified by your weapon skill and your foes' agility (so if you've got Blade 60 and they have Agility 40, you'll have a 60% chance). I can't remember if the self disarm chance is modified down to a minimum, but it's base 10% IIRC and affected the same way.
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Cartoon
 
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Post » Thu Feb 24, 2011 12:40 am

Do you mean the descriptions in dialogue? Use Elys' dialogue plugin for OBSE, and it'll work fine.

I get the same thing too, I think you should make the sound file a bit longer, the dialogs disappear before I can read them, but I'm not a native Engligh speaker, so that's somewhat understandable.

...

Shadoweave: I didn't think it modified the mysticism icons, I'll double-check though.

I get the icons reverted to the burden icon with Duke Patrick's melee combat mode too (I don't even know what the default mysticism icon is :D).

By messed up icon, what do you mean? As in, it's a Blade icon or something, or it's a pink texture-missing error?

A few horizontal green lines, with space between them.

...

The disarm move has a base 40% chance to disarm IIRC, modified by your weapon skill and your foes' agility (so if you've got Blade 60 and they have Agility 40, you'll have a 60% chance). I can't remember if the self disarm chance is modified down to a minimum, but it's base 10% IIRC and affected the same way.

Thanks for the info!


EDIT: comments in bold.
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Lilit Ager
 
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Post » Wed Feb 23, 2011 6:59 pm

I've been testing the one hand blade attacks, with quick power attacks disabled, and they seem to be working pretty good. This is gonna be the mod that will make me play a fighter/warrior for once. I'd like some clarification on the mod though.

Are the "Heavy" attacks for Two-handed blunts and blades?

How do the unhealable attacks work? Do they "cap" the npc's health at its current value, or is the unhealable damage only counted from those specific attacks?
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Neliel Kudoh
 
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Post » Thu Feb 24, 2011 4:54 am

EDIT: comments in bold.

So... you actually mean the script effect icon instead of the mysticism one then? That uses the burden icon by default. Just load your icon-changing mod after mine and problem solved.

W.r.t. using silent mp3s, I don't use them. They're redundant now thanks to Elys' Silent Voice, and I'd rather not clutter up users' PCs with hundreds of sound files.

The 'green horizontal lines' thing is hell of a wierd, yeah. I'll fix that one.

Wooph: Yep, heavy is two-handed, light is one-handed. I probably should've specified that somewhere.
Unhealable attacks only make the damage the attack deals unhealable (I calc how much it should have dealt, heal that much, then modav their health by an equal amount.
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Marcin Tomkow
 
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Post » Thu Feb 24, 2011 4:54 am

Thanks for clearing that up. Perhaps two-handed blades and blunts could be separated for more variety, but that can be done another time.

Will the fixed Quick Power attack .esp allow us to disable left mouse button power attacking? I personally think it would be nice to have a power attack button that is separate from normal attacks.
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ILy- Forver
 
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Post » Wed Feb 23, 2011 6:26 pm

My character accidentally hit his horse during combat with a wolf (danged things get underneath the horse so you can't hit them), and apparently the locational damage affected his stats ... he walks at a crawl now. Resting doesn't help. Is there any way to reverse the damage to his speed?
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Dominic Vaughan
 
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Post » Wed Feb 23, 2011 10:02 pm

Just use a regular Restore Attribute spell.

Wooph: Well, two-handed blades have the Heavy and Blade move sets, and two-handed blunts have the Heavy and Blunt skillsets. It's designed around that overlap.
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Eduardo Rosas
 
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Post » Wed Feb 23, 2011 10:28 pm

Oh, i see. That makes sense. The "light" weapons don't get a skill set do they?

Do the block skills require you to equip a shield?
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Milad Hajipour
 
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Post » Thu Feb 24, 2011 3:31 am

Yep, Light weapons do. Did I forget to mention them in the OP? They get fewer, as you can equip a shield for the block skill moves, but theirs are Disarm, Swift Blow (ignores blocking) and another move that hits everyone adjacent, whose name I can't remember.

Block skill moves do require a shield equipped, yes.

I'm fixing the bugs, switching a few things to use OBSE v16 functions, and I'll have an update out when OBSE v16 comes out.
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Kyra
 
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Post » Wed Feb 23, 2011 8:01 pm

I'm in the process of getting a new pc, so unfortunately I still haven't had the chance to really use this mod outside of just testing.

The light weapon skill set wasn't mentioned. Update of the OP would be appreciated. It would be great if you could list the complete move sets in the readme or something.


Good to know things are being fixed. Even in its current state, I'd say this is a must have mod. Keep up the good work!
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Nitol Ahmed
 
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Post » Thu Feb 24, 2011 12:28 am

Very off-topic, but I was wondering if you could start a new thread for Companion Share and Recruit, since the most recent one is locked (too many posts).
I have a question related to that mod (which you may want to answer in that new thread): with the faction recruitment .esp, all fighter and mages guild members I meet for the first time greet me with the silent "Good day associate, you have been on another field expedition haven't you" (something like that). The problem is, I really miss each character introducing themselves and explaining their role in the guild the first time you meet them: Oblivion NPCs already have little character as it is, this brings them down to almost nothing. Can't a simple dialog topic do the job, instead of replacing the first greeting?

If you don't have time to fix this, maybe you could briefly explain how I could do it with TESEdit or the Construction Set. Thanks!
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Jesus Duran
 
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