[RELz] Adrenaline-Fueled Combat v2.0

Post » Wed Feb 23, 2011 10:47 am

http://obse.silverlock.org
http://tesnexus.com/downloads/file.php?id=20163

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

Adrenaline-Fueled Combat is a mod inspired by Morrowind's Combat Enhanced and designed to revamp the combat system by providing dozens more choices and options for the player that fit seamlessly into the game's regular combat. It contains a variety of optional modules, each of which changes or adds to combat in a different way- it's up to you to decide what sounds interesting.

1. Combat Moves
Combat moves provides around about forty different special attacks and defences. You can learn special powers that can throw enemies around, dodge around foes, or otherwise increase your range of tactical opportunities. Each weapon type (blade, blunt, marksman, hand-to-hand, shield, one-handed and two-handed) has a range of powers and a theme associated with it (e.g. bonus damage for blade, staggering and pushback for shield powers) and many non-combat skills like Sneak and Mercantile have moves too. Each special move can then be assigned to one of your powerattacks, allowing you to execute them at a moment's notice. The number you can assign varies on your skill, but as each weapon type can have it's own moves assigned, you finally have an incentive to learn more than one weapon skill, or carry a one-handed weapon as well as a two-handed one.

A full list of the moves follows, for those interested. Unless you want to spend five minutes reading descriptions, scroll past to the rest of the post.
Blade Moves:
  • Crippling Blow: Your damage is unhealable.
  • Maiming Strike: Your attack deals extra damage over time.
  • Brutal Eviscerate: You deal a great deal more damage, at the cost of massive damage to your weapon.
  • Deft Stab: You attack through your opponent's armour.
Blunt:
  • Knockback: Stagger or push back your enemy.
  • Stunning Blow: Deal significant fatigue damage.
  • Crushing Concussion: Deal some unhealable fatigue damage.
  • Batter Armour: Damage your foes' armour.
Heavy:
  • Sunder Weapon: Your attack significantly damages their weapon.
  • Shieldbreaker: Significantly damage their shield, even (especially) if they block the attack.
  • Cleave Armour: You deal significant damage to one piece of armour (determined by where you're aiming).
  • Sweeping Arc: Your attack hits everyone in your front arc.
Unarmed attacks have several themed styles available, and one universal move:
  • Disarm: You have a chance to disarm your foe and take their weapon.
Unarmed: Nordic Brawling Style
  • Throw: You hurl your target back, and knock down anyone they hit on the way.
  • Uppercut: You knock back and silence the enemy for a while.
  • Roundhouse kick: Everyone in your front arc is knocked back and takes fatigue damage.
Unarmed: Akaviri Serpent Style
  • Pain of a Thousand Needles: Temporarily drains fatigue.
  • Point of Confusion: Temporarily drains magicka.
  • Viper's Bite: Temporarily drains health.
Unarmed: Eleswyr Rain of Sand Style
  • Blaze of the Burning Sun: Your enemy cannot regain health for a time.
  • Rake of the Desert Winds: Your enemy cannot regain fatigue for a time.
  • Daze of Consuming Thirst: Your enemy cannot regain magicka for a time.

Several of the non-offensive skills have moves associated with them. You can use these just like you would weapon skills, only most aren't restricted to specific weapons.
Block:
  • Tide of Iron: You force your foe backwards (shamelessly lifted from 4e D&D).
Alchemy:
  • Virulent Delivery: Any poison on your weapon has double the effect.
Sneak:
  • Mug: You take one random non-equipped item from your foe.
Mysticism:
  • Soulleech: You drain your opponent's magicka to recharge your weapon.
Speechcraft
  • Intimidating Blow: You terrify your opponent into fleeing for a few seconds.
Acrobatcs:
  • Spring Attack: You strike, then jump out of harm's reach.
Athletics:
  • Relentless Assault: Until you let up on your attacks, each one deals fatigue damage.

Many of the non-offensive skills also have Reactions you can learn, special moves you can trigger on a successful block.
Block:
  • Shield Bash: You stagger your enemy.
  • Shield Sweep: You make all nearby enemies recoil.
  • Breakout: You flee for a few seconds, evading all damage.
  • Bullrush: You force your foe backwards.
Sneak:
  • Evasive Maneuvers: Your foe loses track of you for a few seconds.
Mysticism:
  • Aetherleech: You drain charge from your foe's weapon into your own.
Acrobatics:
  • Flanking Maneouver: You dodge around behind your opponent.
Athletics:
  • Second Wind: You gain a portion of fatigue back.
Speechcraft:
  • Mocking Taunt: You lower your opponent's confidence.


2. Locational Damage
This module makes attacking specific body parts cause effects dependent on them- basically, stab your foes to damage their attributes. Striking their head will damage their intelligence, strength and agility for their arms, speed and agility for feet, and so on. Blunt weapons and unarmed attacks damage skills instead, hurting blocking and hand-to-hand for attacks on the left arm but blunt, hand-to-hand and blade for attacks on the right, and so on. Arrows tend to do a mix- dealing more damage to single stats, and give 50% bonus damage on headshots. Against tough melee combatants you can open up combat with a bow and fire at your opponent's legs to slow them down long enough for you to get a few move shots in, or if your foe is a caster you can rush in and try and bash them about the head to weaken their magical assault on you.

3. Combo Chains
A fairly minor module, Combo Chains rewards a relentless, fast-paced assault over a repetitive back and forth, and gives capable combatants a bonus for their skill. Each blow you land and each attack you block successfully increments your combat skills, increasing your damage. Your bonus is zeroed if you take a hit. Hence, skill and risk-taking is now more rewarding than the dull back-and-forth of attack/block/attack.

4. Misc Stuff
The scripts I've made to do it all are quite versatile, so a couple of extra mods using them are included. Quick Powerattacks adds a single button that causes you to powerattack, so you can perform moves easier. Damage Text displays how much damage each of your attacks deals. Gauntlet Weaponry displays some example hand-to-hand weapons you can make with the scripting system (instructions for how to use the scripts if you want to make any more are included in the readme).

So there you go! It's a few days late, but :P. Questions, comments and suggestions in the thread!
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Sian Ennis
 
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Post » Wed Feb 23, 2011 4:29 am

wow this looks incredible!! Thanks so much!

Queston though, i'm sorry if it sounds dumb, but, is this compatible with deadly reflex?
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Lauren Denman
 
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Post » Wed Feb 23, 2011 5:57 pm

yeah its done.............how is this on the framerates?........it sound script intensive. thanks for all the hard work.
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Marion Geneste
 
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Post » Wed Feb 23, 2011 9:02 am

Thaaanks! been waiting it as nothing else!
Already disabled 1.05, ready to update.
Thanks.

Still compatible with the other long expected combat mod DR 5.0?
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Stephy Beck
 
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Post » Wed Feb 23, 2011 10:22 am

wow this looks incredible!! Thanks so much!

Queston though, i'm sorry if it sounds dumb, but, is this compatible with deadly reflex?

Why *would* it be incompatible?

reallybigjohnson: It's quite script intensive but only on the frame you hit anyone, and even then it's optimised as much as possible. You shouldn't see any performance hit (or at least, I certainly haven't).
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Katy Hogben
 
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Post » Wed Feb 23, 2011 1:16 pm

This sounds amazing. Too amazing... Do you have any videos of this mod? Is the combat moves spells? How does this all work?
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A Dardzz
 
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Post » Wed Feb 23, 2011 5:12 pm

Does this effect NPCs with it's changes (as in, add the moves to them)? And also, are there any visible locational damage effects?
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Kirsty Collins
 
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Post » Wed Feb 23, 2011 1:17 pm

I'm sorry i just assumed, since both seem to change combat, that it could or could not be incompatible, didnt mean to be disrespectful, sorry If I did. :)
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Beat freak
 
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Post » Wed Feb 23, 2011 5:40 pm

I don't have any half-decent videos as my old computer was starting to give up the ghost. I'll try to get some decent ones soon.

Do you mean, how does it work in-game, or behind the scenes?
For the combat moves in-game, you go to a fighters' guild or skill trainer, learn the moves from them, then assign those moves to one of your directional powerattacks. Then the move's effects (like "damage dealt is unhealable") are applied to that attack whenever you perform it.
For Locational Damage, you don't need to do anything special. It does it all without you needing to learn anything new.

Behind the scenes, the mod uses scripts to track every attack you make and every arrow you fire, and executes scripts as appropriate.
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Lisa
 
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Post » Wed Feb 23, 2011 9:29 pm

AFC v2.0 very nice been waiting to see this one TT great job..
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lydia nekongo
 
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Post » Wed Feb 23, 2011 7:42 am

Thanks for sharing and the linky, will add this to the list ! ! ! !
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WTW
 
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Post » Wed Feb 23, 2011 5:14 pm

Nice to see this one out. Like many, I have been waiting for it for some time now. Thank you TT and (I'm sure) good work!

The usual question though: Should we be looking for something in particular as far as load order and compatibility goes? I'm a bit weary about using this with the Extra Wounding plug-in of MMM.

Thanks.
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Sheila Reyes
 
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Post » Wed Feb 23, 2011 4:20 pm

Thanks, you are an EXCEPTIONAL modder who has brought so much to Oblivion! Thanks a ton :D
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Blaine
 
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Post » Wed Feb 23, 2011 12:45 pm

Does this effect NPCs with it's changes (as in, add the moves to them)? And also, are there any visible locational damage effects?

Nope, NPCs don't get moves or locational damage as they wouldn't know how to use them intelligently. There's no visible locational effects either, as it's very difficult to apply meshes or textures to a specific part of an NPC without large problems (I'd have to equip 'blood' clothing).

Uzina: NP.

Galrick: Nope, it doesn't edit existing NPCs or such- if you've got any mods that edit the powerattack chance gamesettings you may want to load this after them, as otherwise it's a bit imbalanced.

sproaty: Hah, I think the OBSE team rather deserve more credit. They're the ones who make interesting mods possible.
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Gracie Dugdale
 
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Post » Wed Feb 23, 2011 10:36 pm

Looks pretty impressive. :D
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Nicholas C
 
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Post » Wed Feb 23, 2011 8:33 pm

You have my guarantee: if I get back into Oblivion, I'm using this mod.
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Lifee Mccaslin
 
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Post » Wed Feb 23, 2011 10:45 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.
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IsAiah AkA figgy
 
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Post » Wed Feb 23, 2011 8:10 pm

Hey, it's done. FREAKIN' SWEETROLLZ FO' ALL YO!
Alternately: CHEESE FOR EVERYONE!
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Olga Xx
 
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Post » Wed Feb 23, 2011 12:23 pm

I'll check it out, thanks for sharing and keep up the good work.


p
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David John Hunter
 
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Post » Wed Feb 23, 2011 11:40 pm

Superb. :dance:
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Gemma Archer
 
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Post » Wed Feb 23, 2011 8:22 pm

Does locational damage still prevent you from using poisons? That's why I had to remove it when I used it back in the day.
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Dewayne Quattlebaum
 
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Post » Wed Feb 23, 2011 10:17 am

^I'd guess you can use poisons again, as the effect from Alchemy appearantly doubles the effect from poisons used.


I just have a few questions regarding the Combo Chains, because I thought they sounded neat.

You mention that repeated blocking and attacking increase your bonus, whereas getting hit zeroes it out. Would I be right to assume as well, that your bonus trickles away with time?

To what degree are these chains capable of increasing your strength? IE how much do they do they actually effect your damage per successive hit/block?

Is the bonus capped?

Edit:
Nevermind my questions, I went ahead and downloaded the mod and noticed the answers were all in the readme. Good readme, by the way. Looked all purdy and orderly. :thumbsup:

-Forral
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victoria gillis
 
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Post » Thu Feb 24, 2011 2:12 am

Man this is incredible, I might cry! I'll definitely be playing this after I'm done getting my other mods together.. it's going to be a blast! This combined with the future DR 5 and Duke Patrick's many gameplay mods probably makes Oblivion the BEST medieval combat experience ever!! Ah, maybe I misread but it looks like you left out the archery combat moves. Care to point me the right direction? I remember some of the original moves; multi-shot, guided arrow.... are those still in?


:Edit: I'm going to go ahead and download and see if it's all in the readme, so an answer might not be required?
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lauren cleaves
 
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Post » Thu Feb 24, 2011 1:54 am

There appears to be a conflict with Decorator Assistant
I've tried using this three times in different loading positions, which I really want to do, but the Decorator Assistant Menu freezes with this activated each time and the only way to exit is to re-boot or by console command.
Help! DA is one of my must have mods......
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Lewis Morel
 
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Post » Thu Feb 24, 2011 1:35 am

First off, nice work :)

And then, does this version uninstall properly-because I had a problem with removing the 1.5 version ( when I did so, I got CTDs on saving ). Or maybe it was just me and my mods which are the problem ....
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Sylvia Luciani
 
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