[Relz] Better Timed Blocking

Post » Tue Mar 15, 2011 9:27 am

Download Link: http://www.tesnexus.com/downloads/file.php?id=37055 Now Updated to Version 1.1 with Timing Based Ini support.

Well I decided Oblivion needed a better blocking system so I looked for mods to aid it. I found Picador's better blocking but didn't like the random chance based blocking since I felt that if I block an attack with good timing I should block it no matter what (even if it knocks me over afterwords). Anyways here is a modification of Picador's original. Now what this mod actually does.

* Adds Timing based blocking, no longer does character skill play a major role in blocking,
* Shields block for up to 2 seconds while weapons only block for .25 seconds simulating the need to parry.
* It is also adds a random chance for your weapon/shield to shatter if you take a very large blow (Normally 50% of your health or more)
* Small Fatigue burns for blocking as well (Tested to work well with Realistic Fatigue)

Known Mod Conflicts
* Deadly Reflex Timed Block (Only use one or the other)

If you encounter any problems let me know. I barley know how to script so any technical help I can supply will be limited but on my end this mod is working flawlessly.

All Credit goes to Picador for supplying me with the necessary scripts to modify, thank you even though I don't think you've been active for quite a while. If you see this let me know what you think of it and thank you for making your work open ended.

Version 1.1 Adds the ability to change the timing in the readme.
aaWeaponTiming controls the time needed to block with a weapon and aaShieldTiming Controls the time needed to block with a shield.

The formula for shield is 4 seconds / aaShieldTiming, default is 2 so 2 seconds of effective blocking but setting this number higher will give you less time and lower will give you more time. The formula for weapons is 1 second / aaWeaponTiming, default is 4 so .25 seconds of effective blocking set this number differently to change to your settings.

Hopefully this description is sufficient, if you need help with anything or have any other suggestions I'll try to implement them if I know how.
User avatar
Leilene Nessel
 
Posts: 3428
Joined: Sun Apr 15, 2007 2:11 am

Post » Mon Mar 14, 2011 9:03 pm

Does this have an ini like picador's mod?

Can I adjust the length of time the block is effective?
User avatar
Flesh Tunnel
 
Posts: 3409
Joined: Mon Sep 18, 2006 7:43 pm

Post » Tue Mar 15, 2011 9:45 am

Does this have an ini like picador's mod?

Can I adjust the length of time the block is effective?


Right now it doesn't. Picador's original Fatigue adjustments and Shield shatter settings are intact so those are easily changeable. If I'm write I think I can change my timing number to a number in the ini so it's easily configurable for both shields and weapons. Hand to Hand doesn't have it's own line so hand to hand values would be the same as weapons however not really sure why someone would try to block when fighting hand to hand as you still would take full damage.

Edit: now added those features and it only took me half an hour. Not nearly as complex as I thought it might be.
User avatar
Cathrin Hummel
 
Posts: 3399
Joined: Mon Apr 16, 2007 7:16 pm

Post » Tue Mar 15, 2011 7:27 am

Does this have an ini like picador's mod?

Can I adjust the length of time the block is effective?


Just updated this mod so you can change the timing varibles in the INI to suit your playstyle.

Version 1.1 Adds the ability to change the timing in the readme.
aaWeaponTiming controls the time needed to block with a weapon and aaShieldTiming Controls the time needed to block with a shield.

The formula for shield is 4 seconds / aaShieldTiming, default is 2 so 2 seconds of effective blocking but setting this number higher will give you less time and lower will give you more time. The formula for weapons is 1 second / aaWeaponTiming, default is 4 so .25 seconds of effective blocking set this number differently to change to your settings.

Hopefully this description is sufficient, if you need help with anything or have any other suggestions I'll try to implement them if I know how.
User avatar
Samantha hulme
 
Posts: 3373
Joined: Wed Jun 21, 2006 4:22 pm

Post » Tue Mar 15, 2011 8:22 am

I don't think the H2H block animation really conveys what a H"H block is. It is possible to deflect the force of an attack with your hands, you just have to be very good at it. For example, a sword has two largely flat surfaces you can apply force on to deflect the blade.

As in, H2H block should be total deflection too, it should just require very good timing.
User avatar
Mari martnez Martinez
 
Posts: 3500
Joined: Sat Aug 11, 2007 9:39 am

Post » Tue Mar 15, 2011 5:44 am

I don't think the H2H block animation really conveys what a H"H block is. It is possible to deflect the force of an attack with your hands, you just have to be very good at it. For example, a sword has two largely flat surfaces you can apply force on to deflect the blade.

As in, H2H block should be total deflection too, it should just require very good timing.


I agree with you however Oblivion seems hardcoded in the fact that a blocked weapon attack will damage you. If anyone knows how to change this then go for it but I haven't came up with a solution yet.
User avatar
Kitana Lucas
 
Posts: 3421
Joined: Sat Aug 12, 2006 1:24 pm

Post » Tue Mar 15, 2011 1:07 am

I agree with you however Oblivion seems hardcoded in the fact that a blocked weapon attack will damage you. If anyone knows how to change this then go for it but I haven't came up with a solution yet.

Oh, I was unaware of that. That's a pity, that :(
User avatar
[ becca ]
 
Posts: 3514
Joined: Wed Jun 21, 2006 12:59 pm

Post » Tue Mar 15, 2011 4:25 am

So stats now don't matter at all? Can the player block any attack with the same ease regardless of oponent's skill level, weapon damage, or if he's power attacking or not (besides it may knock you out/stagger, etc)? Is there some kind of progressive effect, like the fatigue loss being proportional to the damage of the impact and how well blocked it's been or so? or rather the "outcome" of blocking an attack is always the same in terms of health and fatigue loss? I'd thank you if you could make that clear.

Have you changed weapons/shield shattering chances? Are weapons meant to shatter when the damage blocked was 50% of actor's health or weapon's health? the first one doesn't make much sense to me, is it the way it was intended to be?

Btw, I don't get it, what's the difference between playing your mod or playing Picador's one and setting all the modifiers at 0 and block time to 2 in the ini?
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Tue Mar 15, 2011 12:31 am

Oh, I was unaware of that. That's a pity, that :(


Indeed, I'm thinking of ways to add a temperary 100% shield effect or 100% resistant to weapons effect to simulte 100% hand to hand blocking but it might take me some time to implement that if I can implement it at all. We shall see but in my game I modded hand to hand attacks to be very damaging to fatigue and reasonable damage making a hand to hand fighter a leather opponent agaisn't anything that isn't immune to regular attacks.


So stats now don't matter at all? Can the player block any attack with the same ease regardless of oponent's skill level, weapon damage, or if he's power attacking or not (besides it may knock you out/stagger, etc)? Is there some kind of progressive effect, like the fatigue loss being proportional to the damage of the impact and how well blocked it's been or so? or rather the "outcome" of blocking an attack is always the same in terms of health and fatigue loss? I'd thank you if you could make that clear.

Have you changed weapons/shield shattering chances? Are weapons meant to shatter when the damage blocked was 50% of actor's health or weapon's health? the first one doesn't make much sense to me, is it the way it was intended to be?

Btw, I don't get it, what's the difference between playing your mod or playing Picador's one and setting all the modifiers at 0 and block time to 2 in the ini?


Stats matter with lower blocking skills because at block level 50 or below you are going to get tired pretty quickly if you try and block attacks. Shattering only happens at 50% or more damage of the actors health, it's easily configurable in the ini if you want lower shatter settings. I might try seeing if it's possible to make it item based.

The main difference between my mod and Picadors mod is I changed some settings around so timing is the only thing that matters when it comes to actually blocking attacks. Picadors mod makes it for example that a character with 50 Block 50% fatigue and 50% health with perfect timing would probably only block damage about 75% of the time. That simply svcks to be hit with an attack when your using a high damage mod where you die in 2-3 hits.

Again this mod is simply my personalized version of his that I use with high damage mods that actually gives me a chance to survive when fighting mobs of 10+ enimies, it might not exactly be your cup of tea though.
User avatar
Nicole Elocin
 
Posts: 3390
Joined: Sun Apr 15, 2007 9:12 am

Post » Mon Mar 14, 2011 11:19 pm

Actually that's the way I play it, high weapon damage and very effective blocking. I'm currently playing Picador's mod with MinBlockChance to 1 to ensure each blocked hit is actually blocked and it works fine. Anyway I'll give a try to your mod, I guess there will be some noticeable differences in timming and that. Fatigue drain formula is still the same?
User avatar
Jah Allen
 
Posts: 3444
Joined: Wed Jan 24, 2007 2:09 am

Post » Tue Mar 15, 2011 2:23 am

Actually that's the way I play it, high weapon damage and very effective blocking. I'm currently playing Picador's mod with MinBlockChance to 1 to ensure each blocked hit is actually blocked and it works fine. Anyway I'll give a try to your mod, I guess there will be some noticeable differences in timming and that. Fatigue drain formula is still the same?


Yea, I toned down the fatigue burn in the ini file but you can easily increase them to however much you like. Just put in the old values if you liked Picador's original settings.
User avatar
Michelle Smith
 
Posts: 3417
Joined: Wed Nov 15, 2006 2:03 am


Return to IV - Oblivion