[RELz] Adrenaline-Fueled Combat v2.0

Post » Wed Feb 23, 2011 11:43 pm

They'll just say it the next time you greet them. I need to use the greeting to add the correct factions to them before you could possibly recruit them- otherwise, if you tried to recruit them before selecting the topic you suggest, they'd end up somewhat broken.
New thread is up anyway.
User avatar
Niisha
 
Posts: 3393
Joined: Fri Sep 15, 2006 2:54 am

Post » Thu Feb 24, 2011 1:32 am

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.

Ahhhh the joys of Christmas ...

With OBSE v16 so generously out for grabs this here fine day, the Christmas whish of having a fixed and updated version of AFC to play with during the holidays is sparked relentlessly within my sorry self!
Here's to Sir TheTalkieToaster ... the one and only! May his Christmas spirit be as high and mighty as the quality of his mods!
:foodndrink:

Best season whishes
Frans
User avatar
Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Thu Feb 24, 2011 5:23 am

Dumb curiousity, but I haven't seen Combo Chains function even once for me, even with everything purged out of the load order but AFC v2 Core.esm and the Combo Chains.esp files. By a look at the Combo Chains scripts, there SHOULD be a notification that it's functioning in typical messages area, informing you that the combo count is rising and that you're dealing accumulated damage with a power strike and whatnot. Any thoughts? Is this simply because of OBSE 16? Is something like Pluggy needed for AFC's CC to function?
User avatar
Kara Payne
 
Posts: 3415
Joined: Thu Oct 26, 2006 12:47 am

Post » Thu Feb 24, 2011 2:29 am

C'mon, there's gotta be someone else with this problem. It's the same with a completely fresh Oblivion install, so perhaps there's a busted script in there and that's the issue? There's usually just one tiny problem screwing up the whole thing and preventing it from working, and the Combo Chains portion of it is a GREAT idea and seemingly integrates well even into DR installs. :I
User avatar
stevie trent
 
Posts: 3460
Joined: Thu Oct 11, 2007 3:33 pm

Post » Thu Feb 24, 2011 8:54 am

Supreme awesome idea that you have ! Great work.
User avatar
rolanda h
 
Posts: 3314
Joined: Tue Mar 27, 2007 9:09 pm

Post » Wed Feb 23, 2011 11:07 pm

Hey TheTalkieToaster

In hope everything is dooddly-dandy and a-ok at your end of this here crazy lil'old world!

I have been doing some debugging on AFC2 thinking that maybe I could solve the problem with the lack of locational damage caused by bows. A short recap of the problem (from posts ealier in this thread):
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.
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.
... ...

I have tracked the problem to be with the condition in line 273 of your [AFC v2 Core.esm \ Script \ 01003101 ] quest script.
261		if(hittype)262			if(arrow)263				set npc to getfirstref 69 1264				set arrowbid to 512265				set target to 0266				label 10267				if(npc)268					if(hittype==1)269						if(npc.getsoundplaying "*Hit*")270							set diffX to npc.getpos x - arrowX271							set diffY to npc.getpos y - arrowY272							set arrowDiff to abs diffY + abs diffX273							if(arrowDiff < arrowBid )274								set target to npc275								set arrowbid to arrowdiff276							endif277						endif

The if(arrowDiff < arrowBid) condition is never fulfilled, at least I am not able to when debugging, and thus the 'target' variable is not set causing a bypass of the big if(target) condition block from line 294 to 374 where the hitlocation is set and parsed for further damage processing by the AFC v2 Locational Damage.esp \ Script \ 02000EDC script.

The above causes the AFC v2 Core.esm to malfunction for bows and subsequently also the AFC v2 Locational Damage.esp and AFC v2 Damage Text.esp again for bows.

At least for me the bow stuff is what drew me into using locational damage in the first place as the ability to do more and diverse damage from hitting special parts of the body was a sure winner ... Ahhhh the thrill of that long shot hitting home on the body part of your aim even if using your excellent http://www.tesnexus.com/downloads/file.php?id=9445 mod.

I really hope that you are up to completing your plan:
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.

I am willing to follow up on my open mouth here and help/test however big or small the task you can delegate! I hope I am not being a nuisance and that it is obvious that I am only speeking out due to my appreciation of your fantastic work.

Here's to you Sir TheTalkieToaster.

Thank you, respectfully and with all the best
Frans
User avatar
Carolyne Bolt
 
Posts: 3401
Joined: Mon Jul 10, 2006 4:56 am

Post » Thu Feb 24, 2011 5:59 am

Hi everyone!

First of all Many many many tanks to TT, this looks just awesome! (I know I'm a bit late for compliments, but I just discovered this mod :( )


I have only a couple of questions that I hope any advanced user could answer...

I've got the "Maiming Blow" and "Brutal Eviscerate" set to my L & R powerattacks... Everything works fine, but the damage I get from BE is the same I get from MB and is actually LOWER than the damage I get from a normal thrust (the replaced Standing Still powerattack from DR 5.0) (28.1 BE / 28.1 MB / 31.3 from the "normal" one)

Is this some sort of conflict or the damage from BE is applied via other means (like a spell) wich is not recorded in the damage text?!?

Anyway is fine for me :) I just wanna know if I have some reasons to use it beside seriously crippling my blade!

I loaded AFC before DR (wich needs to be loaded very last IIRC...) and before Supreme Magicka too, in order to avoid the change to the spell icons...
User avatar
Juan Cerda
 
Posts: 3426
Joined: Thu Jul 12, 2007 8:49 pm

Post » Thu Feb 24, 2011 3:58 am

Ah, what a great improvement,I can't begin to thank you enough.

I do miss something though.
you didn't mention dismemberment anywhere.
Has it been scraqed out of this version?
That would be a pity, since I really liked the way you implemented it(minus the occasional 'double-corpse'bug).

Love the new skills and moves!

Edit:
Also, what a relief that the disappearing arrow bug has gone, truly wonderful.
User avatar
Alexandra Ryan
 
Posts: 3438
Joined: Mon Jul 31, 2006 9:01 am

Post » Thu Feb 24, 2011 9:11 am

Is this compatible with http://www.tesnexus.com/downloads/file.php?id=8273 and http://www.tesnexus.com/downloads/file.php?id=16459?
User avatar
noa zarfati
 
Posts: 3410
Joined: Sun Apr 15, 2007 5:54 am

Post » Wed Feb 23, 2011 8:09 pm

Redubbed Adrenaline Fueled Confusion -
AFC would be wonderful, I bet, if I could get it to work. The post here helped clarify things a bit, but here's my problem. I've been playing a good long while, and my combat stats are such that I can't 'get' training anymore. Does this mean I'm SOL on getting the books for the new moves? By the by, I'm using Combo Chains and the main file only. I tried loading them all up at once, and the game began behaving oddly (I couldn't put down my bow, then I couldn't quit without using the console). Your advice is appreciated. Thanks.
User avatar
e.Double
 
Posts: 3318
Joined: Tue Jul 24, 2007 11:17 pm

Post » Wed Feb 23, 2011 9:39 pm

... ...
The if(arrowDiff < arrowBid) condition is never fulfilled, at least I am not able to when debugging, and thus the 'target' variable is not set causing a bypass of the big if(target) condition block from line 294 to 374 where the hitlocation is set and parsed for further damage processing by the AFC v2 Locational Damage.esp \ Script \ 02000EDC script.

The above causes the AFC v2 Core.esm to malfunction for bows and subsequently also the AFC v2 Locational Damage.esp and AFC v2 Damage Text.esp again for bows.
... ...

I found the darned buggar :woot:

There is a endif to much in the below elseif section of the script causing the final arrow position segment of the script to never run thus causing the above to happen:
378   elseif(arrowLAST != arrowTEMP)379		set arrowLAST to arrowTEMP380			if(arrowLAST.getprojectilesource == player)381				if(arrowLAST.getprojectiletype == 0)382					set arrow to arrowLAST383					set arrowAngle to arrow.getangle z384					set arrowBASE to arrow.getbaseObject385					set arrowtemp to 0386387					set hitframe to 1388					set loop to 0389					label 255390					set item to getnthlevitem loop listARROW391					if(item)392						item.activate player 1393						set loop to loop +1394						goto 255395					endif396					set hitframe to 0397398				endif399			endif400		endif401402	elseif(isformvalid arrow)403	   	set arrowX to arrow.getpos X404	   	set arrowY to arrow.getpos Y405		set arrowZ to arrow.getpos Z406	endif407   endif408   end

So to get the bows working with AFC2 just remove line 400 and TheTalkieToaster's labour of love springs to life with a vengeance!!!!!

All the best
Frans
User avatar
Jeffrey Lawson
 
Posts: 3485
Joined: Tue Oct 16, 2007 5:36 pm

Post » Thu Feb 24, 2011 4:49 am

...There is a endif to much in the below elseif section of the script causing the final arrow position segment of the script to never run thus causing the above to happen:...
this is excellent, frans! that would have been a hassle to track down.
User avatar
Theodore Walling
 
Posts: 3420
Joined: Sat Jun 02, 2007 12:48 pm

Post » Thu Feb 24, 2011 12:31 am

It took me half a year to actually start playing Oblivion proper with this mod running.

I really like how how it integrates with the existing combat system, and with the SCA Combat modding running along the side, melee combat is significantly improved over vanilla Oblivion.

However, I'm having some difficulty understanding the bow moves. How are they activated? I was able to do a rapid shot once by chance and couldn't figure out how to do it again.
User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Thu Feb 24, 2011 9:12 am

Could you elaborate more on how this works with Duke Patrick?

I'm curious to know how it effects playability, difficulty, do you see any weird glitches? and what is the load order on them?

Thanks.
User avatar
City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am

Post » Wed Feb 23, 2011 8:59 pm

AFC is supposed to be loaded quite early according to BOSS. The Duke Patrick mods are loaded last, after the bashed patch.

So it looks something like this for me:


AFC v2 Combo Chains
AFC v2 Combat Moves
AFC v2 Locational Damage
AFC v2 Temp fix - I followed the posts above and made a patch esp here



Duke Patricks - Friendship ring
Duke Patricks - Near miss alerts
Duke Patricks - Basic Combat Geometry
Duke Patricks - SCA Melee Combat
Duke Patricks - SCA Combat Archery

I haven't run into any serious problems so far, and i doubt i will, but i'm also pretty sure Duke Patricks mods will override some things in AFC. Some moves, like the one that allows you ignore an opponent's block, may or may not be working the way they should. More obvious moves, like disarm, are working properly as far as i know.

Edit: I found the Reaction "shattering block" to be far too powerful. This is easily rebalanced by editing its script and setting the damage multiplier to 2 or 1 instead of 6.
User avatar
Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm

Post » Thu Feb 24, 2011 5:08 am

Hi there! I tried removing line 400 of the script as HawkerT suggested, but each time I try to save I get the following message:

"script 'aaaCoreAttack', line 111: script command label not found"

I have no knoweledge at all of scripting, could someone point me in the right direction?
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Post » Wed Feb 23, 2011 11:39 pm

Hey all!

I've just installed this mod and, being a svcker for headshots, I tried to mess with the "AFC V2 Locational Damage" plugin.
What I did is basically change the line 23 of "aaalocationalactivatorMARKScript"

if(hitlocation == 1);head	set scratch to -damage*0.5	target.modav2 health scratch


Changed to

if(hitlocation == 1);head	set scratch to -damage*100	target.modav2 health scratch


Thing is, when I hit the save button, I have several error messages ("Script aaalocationalactivatorMARKScript, line 23: Unknown variable or function 'modav2') and the script just doesn't save...

Well, I'm aware location damage on bows is currently bugged anyway, but I want to make sure it'll work like I want when TheTalkieToaster fixes his masterpiece ;)

EDIT: Found it \o/
You just need to run the Construction Set with OBSE. To do so, make or shortcut to OBSE and add " -editor" at the end.
Full details here : http://cs.elderscrolls.com/constwiki/index.php/Category:Oblivion_Script_Extender

EDIT2 : I've made several tests (using the "message" command to check if the scripts are working correctly) and, whereas the BLADE script seems to work fine, the MARK script is never used. I deleted the "endif" on line 400 as suggested by HawkerT, but it doesn't seem to work :-/
User avatar
Jonathan Braz
 
Posts: 3459
Joined: Wed Aug 22, 2007 10:29 pm

Post » Thu Feb 24, 2011 5:05 am

I suppose this is kind of a bug report. I can walk up to someone and shoot them in the face or torso with an arrow and debug text tells me I've hit them in the right foot.
User avatar
phillip crookes
 
Posts: 3420
Joined: Wed Jun 27, 2007 1:39 pm

Post » Thu Feb 24, 2011 4:12 am

Woah, you leave a thread for 9 months and people fix your mod for you? I'll have to do that more often. I'll make the changes and put them in the mod.

SoWhat2: That's expected behaviour. If the arrow takes less than 2-3 frames to hit the target (e.g. you fired it at point-blank range) the script to track the arrow's position doesn't have enough time to work, and it defaults to relative position 0,0- this will almost always be the NPC's right foot. I could look into having it use the melee locational code for shots that are that close, but it'd add a lot of complexity and bug potential to the mod to deal with situations that aren't really common or sensible.
User avatar
Micah Judaeah
 
Posts: 3443
Joined: Tue Oct 24, 2006 6:22 pm

Post » Thu Feb 24, 2011 4:52 am

If you in your toasty greatness would provide me with a foolproof system to change from Locational Damage to AFC i wovld be gratefull.
When disabling LD my game gets a CTD after a while.
When changing masters in savegame from LD to AFC = CTD
User avatar
Sarah MacLeod
 
Posts: 3422
Joined: Tue Nov 07, 2006 1:39 am

Post » Thu Feb 24, 2011 6:32 am

Oh, this thread is still kicking, huh? Well then I'd better take this opportunity to thank you for this fabulous mod.

Actually, all your mods are masterpieces. This mod in particular made my jaw drop at how awesome some of the special attacks are. It lets you customize your character's power attacks, and while they still look the same, the effects are amazing and add a lot more towards character customization. I was getting sick of the default effects each power attack had, so this mod was a godsend. It actually gives you reason to focus on more than one weapon style, and that 's a very good thing, indeed.

I have equal amount of praise for Enchantment Enhanced and Companion Share and Recruit; both are also equally great but now is not the time nor place for discussion on those two mods. So i'd like to offer my thanks for all the work you've done for the Oblivion modding community. Each of your mods added things that make me wonder how I'll ever manage to live without them. So again, thank you so much for all the work you've done, I really appreciate it.
User avatar
Tamika Jett
 
Posts: 3301
Joined: Wed Jun 06, 2007 3:44 am

Post » Thu Feb 24, 2011 12:22 am

If you in your toasty greatness would provide me with a foolproof system to change from Locational Damage to AFC i wovld be gratefull.
When disabling LD my game gets a CTD after a while.
When changing masters in savegame from LD to AFC = CTD
Basically I'd suggest dropping any items from AFC, going to an empty cell, waiting for a few days, then saving. Then remove the .esm from your save with Bash, load it, save again, then start using LD. Taking it in steps ought to work.

The only problem with patching it is I can't actually remember what changes I was making for the OBSE v16 update, so... I don't know how many half-finished bits of code are loafing about the place. I'll have to put some time in to check and fix it, along with my other N+1 projects, so the one-line fix might take a while to get uploaded.

GangstaWolf: Thanks for the support :). I'm always glad when other people find my mods useful.
User avatar
Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am

Post » Thu Feb 24, 2011 2:31 am

GangstaWolf: Thanks for the support :) . I'm always glad when other people find my mods useful.

In that case, let me thank you as well :goodjob: Used it and liked it,.
User avatar
Kevin Jay
 
Posts: 3431
Joined: Sun Apr 29, 2007 4:29 am

Post » Thu Feb 24, 2011 4:06 am

Thanks for the mod! Seems awesome. I picked up a lot of helpful info here, like Elys Dialogue OBSE mod... I was having a hard time reading what people were saying at the Fighters Guild as well.

I'm really looking forward to really using the mod, as I haven't had a ton of time to use it yet (Just reinstalled and added a ton of mods). Only thing that I see is lacking right now though, at least for my game, is the regular attack doing a power attack automatically, in the same way as the quick power attack button. I assigned mine to "R", but it does the same thing as left clicking. For the time being I guess I'll just disable the Quick Powerattacks .esp... would be curious if it has been sorted out yet though.

Again, thanks Toastie for all your work... you are awesome!
User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Thu Feb 24, 2011 4:36 am

Guess this topic is kind of dead, eh?
User avatar
Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm

PreviousNext

Return to IV - Oblivion