Any mod to fix block-chaincasting exploit?

Post » Wed Dec 14, 2011 12:19 pm

One odd thing about Oblivion is that when you cast while blocking, your casting rate is 30-50% faster than when not blocking.

I find this a bit annoying because some of my characters do like to hide behind a shield between shocking touches but I don't want to exploit the game.

Is there any mod that fixes this, or an easy workaround in the construction set I could do myself?

Thanks!
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Javier Borjas
 
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Post » Wed Dec 14, 2011 4:09 pm

That is an animation issue, and I have also noticed it myself. Not easy to fix unfortunately, you would need to edit the animation files somehow and the CS is not the tool for that.

Maybe an animation replacer might mitigate that, but I haven't tried and don't remember which ones dealt with spellcasting.
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Victor Oropeza
 
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Post » Wed Dec 14, 2011 6:52 am

Hmm.. is there any way to just slow down (all) casting animations so that the new block-cast is as slow as the old nonblock-cast? After all I'm generally going to have my weapon out at least when casting urgently so I can just block every time :)
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Kim Bradley
 
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Post » Wed Dec 14, 2011 8:13 pm

This sounds like a job for Phitt! Unless it isn't. And he's probably busy with Skyrim anyway. But still. Help us, Phitt! You're among our only hopes!
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Maeva
 
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Post » Wed Dec 14, 2011 10:18 am

Well after a slight brainstorm I came up with a fairly exotic workaround..

..swapped the "block" and "ready weapon" control commands - block is now F and ready weapon is now rightmouse button, cast is still C.

Since both F and C are pressed by my left index finger in normal play, I can't block and cast at the same time :biggrin:

A mod would still be better though <_<
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Ernesto Salinas
 
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Post » Wed Dec 14, 2011 7:32 pm

This sounds like a job for Phitt! Unless it isn't. And he's probably busy with Skyrim anyway. But still. Help us, Phitt! You're among our only hopes!

I have to wonder why upon reading the last part of that I thought of a stubby cylinder-like white and blue robot playing a message in which a white-gowned lady said that... ah crap, such long sentences are never funny.
To the OP: well, you've come with a good enough solution by placing restrictions on yourself, I don't believe you need a mod then. But if you do, you could make a little OBSE mod to automate that:

int checkBegin GameModeIf PlayerRef.IsBlockingIf check == 0DisableControl 7let check := 1EndIfElseIf checkEnableControl 7let check := 0EndIfEnd

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Bloomer
 
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Post » Wed Dec 14, 2011 5:19 pm

Your mod already exists.
http://www.tesnexus.com/downloads/file.php?id=19494
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Justin Hankins
 
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Post » Wed Dec 14, 2011 11:08 am

Enable and disable Controls rapidly like this can get very messy! Espcialy in combat!

If you are going to do this you had better also add this:


Menumode

EnableControl 7
let check := 0

end


And DONOT use any If check == whatever in the menu block!

I cannot tell you exactly why, it is just part of the inefficiency of ruing scripts in the game (sometimes they do not fire correctly EVERY frame)
but I will bet you a years salary you will eventually have issue where your controls get mysteriously locked up when interacting with other mods.

So this HARD reset in the menu block is necessary to easy get back to normal when this event happens.


I have to wonder why upon reading the last part of that I thought of a stubby cylinder-like white and blue robot playing a message in which a white-gowned lady said that... ah crap, such long sentences are never funny.
To the OP: well, you've come with a good enough solution by placing restrictions on yourself, I don't believe you need a mod then. But if you do, you could make a little OBSE mod to automate that:

int checkBegin GameModeIf PlayerRef.IsBlockingIf check == 0DisableControl 7let check := 1EndIfElseIf checkEnableControl 7let check := 0EndIfEnd


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Leanne Molloy
 
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Post » Wed Dec 14, 2011 1:27 pm

Your mod already exists.
http://www.tesnexus.com/downloads/file.php?id=19494


Thanks!! This fixes my issue perfectly! :D
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Kara Payne
 
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