[WIP] Deadly Reflex 6 - Hopefully the last WIP thread

Post » Mon Nov 01, 2010 7:48 pm

Deadly Reflex 6 Beta - Readme released (see below)!

It`s already time for a new thread. The previous one can be found here: http://www.gamesas.com/index.php?/topic/1137566-wip-deadly-reflex-6/

SkyCaptain made a teaser of DR6 beta. Grab it here:

http://www.tesnexus.com/downloads/file.php?id=35603

Newest update on the release status of DR6 beta:

Hey guys, I actually only now finished the readme - and I still don′t have v6 credits, configuration and un/installation sections. :dead:

But since you ALL should read the feature descriptions - and many of you may not even have a good idea what′s coming, here′s the practically the complete readme for you - and the INI. It saves you some time if study those now, right?

Even if I uploaded now (which I can′t do, have to go to work first), you still would have spend time reading it first. Right? :)

Spoiler
====================
1. SHORT DESCRIPTION
====================

Deadly Reflex - Combat Moves is combat enhacing mod for Oblivion, which adds new dimension, tactics and violent action to the Oblivion Combat by adding new combat moves for both the Player AND the NPCs.

Version 5 was a total rewrite with enchanced NPC interactions, new total STABILITY, determistic stat based success system and of course, new moves, finishers and blood system with upgrades like new animations to older features.

Version 6 makes practically everything better, and brings in new features like 1st person horse combat, gruesome weapon throws, acrobatics based kick system, momemtum based chance system, on screen blood and more immersive and dynamic 1st person animations. (see below for what attempts to be a complete list of new features)


v6 IS ALSO THE MOST COMPLICATED DEADLY REFLEX TO INSTALL, SO EVEN OLD USERS - READ THIS README! ;)



=============================
2. List NEW features in short
=============================

1. New combat mechanics: momemtum and unpredictability. Now it actually matters A LOT which attacks or moves you use, and when! Prepare to feel more involved in the combat!

2. Power attack perks - now DR criticals are more part of the perks you gain on different weapon skill levels.

3. Powerattacks rewamped (related to above) - many animations have been replaced, either by reusing Vanilla attack or by introducing totally new ones. Powerattack damage multipliers tuned.

4. More dynamic 1st person experience - 1st person animations are now replaced by 3rd person versions (note: not the view, the animations), pain-stakingly hand edited get the best of both worlds. This gives you more "feel" of the move you are performing.

5. Kick system - 4 kicks and a headbutt, fully working in 1st person as well. Acrobatics is now a "kick skill", making this skill a very important one for a melee fighter.

6. Horse combat - it′s back, it′s rewriten, it′s designed especially for 1st person, and the mechanics are very dynamic, with complete damage formula and angular speed speed damage modifiers!

7. Throw your weapon at your enemy - and see it STICK to his body, where it hits, how it hits, with locational bleeding and diverse dying animations!

8. Throw your torch to light up the path ahead - or throw it at your enemy while you are at it, and inflict some fire damage. Who knows, maybe he burns alive?

9. New guts - the intestines are even havoked like real ones.

9. Better blood emitters and stains.

10. Blood on screen! (optional)

11. Targetting remade - you don′t have to point at the target exactly with your crosshair to score criticals etc. This also removes some minor bugs caused by activation distance tricks used by DR5.

12. Better and more accurate hit detection - now DR knows exactly who hit whom.

13. Multiple magic critical hits at once - by any spell casted by any source! Now area spell casted by a common Imp MAY freeze an entire family of rats into icy statues!

14. Some new or new versions of criticals (these were obviously not the main target in this release!), most importantly a handy "quick impale", to stab fallen enemies that are already trying to get up.

15. Chance system rewritten, to avoid extreme cases or low or high chances, and to give the player more obvious control on the different success chances (via INI and momemtum & unpredictability system)

16. So many little fixes, many things rethought, many things just better done.



=====================================================
3. Understanding Deadly Reflex basic combat mechanics:
=====================================================


Deadly Reflex gives you new moves that work as part of your normal combat, like shield bashing, kicking, dodging, and flipping, and also critical hits to finish off your enemies. The basic combat moves, as well as one selected critical hit, are used by the NPCs as well.

In Deadly Reflex, your skills, level and physical health are compared to the enemy skills at all times, and they are determine both your and the enemy′s success rates in using these moves against each other.

This means that even ordinary moves, like shieldbashing, are not successfull often if for example your blockskill is weak, if you are out of breath and or/almost dead, and/or the enemy is much more experienced fighter. It′s the SUM of these things that matters, at all times.



There aren′t necessarily one single stat that helps. The formulae used are complicated, like reality is, and therefore not listed here. You can simply trust they make sense intuitively. For example, if the enemies block your bashes a lot, and keep returning them to you, it helps to build up your block skill and strength (see the individual feature list). On the otherhand, if you get kicked down a lot, invest in better agility (and less head-on tactics and better physical condition).


The physical health factor makes fights more deterministic. Don′t let the enemy get the upper hand, criple him instead. Keep care of your health, avoid damage, and deliver it always when possible. Wounding the enemy lowers his ability to dodge or counter your moves, so even skilled enemies can be toned down by brute force and wise tactics.

Understanding these basic logics behind everything that happens in Deadly Reflex is important to avoid frustration. Keep care of your health and fatigue, develop your stats to fair better in combat, and learn patience. :)



(NEW!)

While in DR6 almost all skill and stat based chance formulae are rewriten to scale better against all kinds of enemies, there′s also one totally new and important factor introduced - Momemtum.

Momemtum, which can be displayed as a statusbar on your HUD (see Installation section), affects every chance calculated regarding knockdowns and critical hits, and basicly represents "how well you fight".

In addition to momemtum, the "Unpredictability" of your every move (attack, bash or kick) affects the success chance of THAT particular move and counter chance of the enemy. Suddenly, it matters *which* attack you decide to use as well!


"Unpredictability" and "Momemtum" are linked - "Unpredictability" is what adds to your momemtum. This is explained in more depth in Momemtum section below.



==============================================
4. Understanding Momemtum and Unpredictability
==============================================


-Unpredictability-


Never stopped to think that it′s pretty much all the same if you use just one powerattack in Oblivion, or all of them? It makes no difference - you probably mostly use the one you like the most, or consider the "best one".

Well that changes now. In DR6, you actually WANT to think which attack to use next. You want to combine different attacks, you want to use ALL the attacks, you want to kick from time to time, you want to use ALL the kicks and you want to use the bash. I′ll explain why.


If you always use the same powerattack, or favor just two of them, it makes you predictable. If you overuse the bash, it makes you predictable. What′s UNpredictable, is your LEAST used move or attack. So in DR6, it′s always your LEAST used move that the enemy is least likely to counter and/or that′s most likely to cause a critical or knockdown.

If you haven′t bashed a lot in a particular fight, your next bash is very likely to succeed. On the otherhand, if you spam some certain powerattack in hopes of a critical, your chances to succeed just go lower and lower. But then, decide to throw in your first kick in the whole fight, and it′s granted to take the enemy off guard! See how this works?



When in combat, DR6 keeps track of the (1) powerattacks, (2) kicks and (3) bashing you do. When ever you perform a kick, for example, DR6 calculates an "Unpredictability factor" of the move. The resulting number consists of

- how much that move GROUP have been used compared to other groups (attack, kick, bash)

- how much that particular MOVE has been used compared to other moves INSIDE the group (for example, how favored that particular kick has been). Bashing doesn′t have this second calculation level, cause the whole group is just one move.


The resulting "Unpredictability" factor is used ín TWO ways:

- if the unpredictability is higher than the average for all the moves, it adds to your MOMEMTUM - the more the more unpredictable it is.

- it directly affects the success chance of the move itself, the move you are performing at the very moment



Unpredictability factor behaves exponentially, so if you have already used a wide variety of moves, but not some certain move at all, that move gets especially high unpredictability multiplier when first deployed.




-Momemtum-


Momemtum is like a "score" between 0 and 100, that measures how overwhelmed your enemies feel in front of your moves. You gain momemtum with unpredicatable moves, and lose momemtum when you take damage and also slowly over time.

Momemtum directly governs you chances of critical hits or knockdown - indeed, Momemtum determines your base critical chance.

The base critical chance in DR6 is set in the INI file. In action, this is multiplied (in addition to stat and level comparisons with the enemy):


- the unpredictability factor of the attack

- your Momemtum


So with 30% critical chance set in the INI, and 50% Momemtum, your base critical chance is 15%. This is multiplied by the unpredictablity factor of the move itself, and further modified by level and stat comparisons between your character and the enemy.

Nevertheless, making your momemtum visible in the HUD (see Installation) gives you a good idea of your relative chances of scoring a critical. Furthermore, it makes the decisions in combat much more interactive, with visible feedback in form of the momemtum bar.



The % of momemtum lost (of current momemtum!) by taking damage is by default the % of damage taken, the % of momemtum lost every second (% of current momemtum!) is 1% every second.

Example: you have 100p or health, and you have 50% momemtum, and you take 10p of damage -> by default you lose 10/100 * 50% = 5% of momemtum, and are left with 45% of momemtum.

Example2: you have 50% of momemtum, and one second of time passes -> by default you lose 1/100 * 50% = 0.5% of momemtum, and are left with 49,5% of momemtum.

(see INI to configure momemtum increase and decrease values and rates)



A good general tactic:

Use all the different moves diversely. This way your "pool of used moves" is wide, and no move is considered predictable -> your average success chance is good, and your momemtum rises steadily.


Sneaky tactic:

Save a move with a potential to score a critical to the end of the fight. While this means all the other moves you use are slightly less unpredictable as one move is missing from the calculated average, once you deploy the move:

-it′s "super suprising" -> very high unpredictability factor -> very high per-move multipler

-high one time insta boost to your momemtum

-the enemy is in low health

->-> the chance to score a critical is unusually high



So using your imagination is allowed - you don′t by no means HAVE TO cycle through the moves like a machine! ;)



NOTE: as DR6 brings kicking part of the momemtum system, and makes Acrobatics a "kick skill" (3 of the kicks are actually Acrobatic moves), you want to train yourself in Acrobatics to reach your full potential as a melee fighter.


================================
5. INDIVIDUAL FEATURES (player):
================================


The different moves are triggered by either by normal melee or projectile attacks, or via Deadly Reflex special controls, which include Block + Attack, Throw key, Bash key and Dodge key.

In the following list, the features are listed as shortly as possible, divided in corresponding sections starting with Deadly Reflex special controls.


NOTE: Because the concept of Momemtum is better explained separately, it′s not mentioned in this section. Just keep in mind that Momemtum′s concepts "govern" all the combat related chances mentioned here.


-------------------------
Block + Attack - KICKING:
-------------------------

DR6 introduces 4 different kicks and a Headbutt, that are used with Block + Attack + directional keys. All kicks requiring a directional key are actually replaced Acrobatic moves, so you need Acrobatics 50 to use them.

All kicks cause damage, the formula used is the same as with Hand to Hand, except the skill part uses Acrobatics skill, and the base damage is set in DR6 INI file.


Acrobatic
- - - - -

Block + Attack + Forward = Jump Kick

Block + Attack + Right = Roundhouse kick

Block + Attack + Left = Rotating sweep kick



Non-acrobatic
- - - - - - -

If the enemy is staggering, and you press Block + Attack, you perform a so-called knockdown kick. If you are really close - even if the enemy is staggering - you automatically use headbutt instead.

Using Block + Attack + Forward also triggers knockdown kick or headbutt, if the enemy is staggering and you are close enough.



While all kicks may knock down the enemy, Knockdown kick and Jump Kick carry the highest chance (3x), sweep the second highest (2x). Only the knockdowns against staggered enemies give "full knockdowns", with enough time to try and impale the target.

Acrobatics and strenght boost your knockdown chance, together with lighter main (upperbody) armor used. Archers are overall more easy to knock down.



Jump Kick, Knockdown kick and HeadBut can also Stun your enemy - see the Bash key section for what this means.



--------------------
DODGE KEY - DODGING:
--------------------


If your Agility is over 25, you can press dodgekey to perform a quick duck.

If you Acrobatics is over 50, you can press a backward + dodge at the same time, to trigger an acrobatic backwards "retreat" dodge.


Dodge key: Duck

Backward + dodge = spinning backwards dodge (usefull to retreat quickly backwards in battle)



-------------------------------------
BASH KEY - BASHING AND SPECIAL MOVES:
-------------------------------------

NOTE: Bash key ALSO is your special move key:

NOTE2: Some of these special moves only work with Blade weapons - for some of the "thrust" type moves I simply didn′t have a good alternative blunt idea/animation.


-Bashing-

In a normal combat situation, it works as your defensive attack key, and allows you to either shieldbash or weaponpunch the enemy in order to stagger him. Don′t overdo it - the more the enemy staggers, the more he concentrates on countering the stagger attempts, predicting your moves. The harder you press the harder they resist, so give them some room to make the their own mistakes, and remember to use plain old blocking and attacking as well, don′t initate your every attack with a bash.

Blockskill makes for more efficient bashing, strength naturally helps, shield bashing is a bit more effective - it′s all pretty intuitive in the end.



-Stunning-

If the enemy is running towards you, or charging, a well timed bash against his face may broke his nose. The enemy will step back, shake his head, grab his face.

Use this opportunity to finish him off with any of the finishers described here.



-Impaling / Smashing-

When the enemy is knocked down, get close to him, target him and press bash key to impale him with your blade or stave, or to smash him dead with your blunt weapon. The enemy may dodge or block the impale, and once again it comes down to your weapon skill and the enemy agility or block skill, and how beaten or not you both are.


-Quick Impale-

If the enemy falls down, but starts to instantly get up, you can′t use the full impale. Then you′ll automatically use a quick stab with a blade, which is less deadly but still pretty damaging.


-Standing impale-

When the enemy is stunned, you can drive your blade weapon through him by pressing the bash key. After wathcing your enemy to arch his back in pain, your character kicks him down to pull out the weapon.



-Ambushing-

Ever sneaked around in a dungeon, using the shadows or some invisibility potion to get withing a couple of meters from the enemy, and then wondered how to benefit from it?

Now you can start the melee with style. Target the enemy from a charge-distance away, press the bash key, WHILE SNEAKING, to perform a jump attack that takes your target by supprise. If you are not detected by the target when the attack starts, you have a chance to make a perfect stike, causing a critical melee hit and killing the enemy with a single blow!

You weaponskill, acrobatics and strength play a role in success chance, together with usual physical condition and level differencies. The enemy may manage to react, and send you flying with a kick, he may dodge or block, or you may get a partial hit which still knocks the enemy down and damages him.


Note that sneak skill plays NO role in success chance, but this move only works outside combat, against unsuspecting victims - so a good sneak is skill IS usually needed, to get close to hostile without alerting them. Also note that this is not a silent attack, you will draw attention.



-Throath slitting-

Get behind an unsuspecting victim, and slit his throath. Unlike Ambush, this move calls finesse, and allows silent instakills. However, good sneak and blade skills are required for success, and experience through levels helps agaist experienced targets.

Failing means you are detected before you get the blade comfortably on the victims throat. He may duck or turn and bash you down. Getting caught trying to murder someone counts as a normal attack, and the consequnces are exactly the same, a fight will follow and guards will appropriately defend a friendly citicen.



-Sleep stab-

Slitting throaths is the most effective strategy when the target is awake. But when someone sleeps soundly before you, it′s most convinient to simply stab him quicly a few times.

Press bash key to stab a sleeping NPC to death. It′s best to kneel over him, simply crouch on his bed. Your character will stab the target 4 times in a row. Sleep stab is a 100% sure way to kill anyone.




---------------------------------------------------
THROW KEY - THROWING YOUR EQUIPPED WEAPON OR TORCH:
---------------------------------------------------

This was supposed to be a critical throw "cut scene" a la Dark Messiah, but as tech suddenly allowed it almost accidentally grew into something more complete and dynamic.


Weapon throw
- - - - - - -

To throw your equipped weapon, aim and press the throw key. The throw is deadly, if the weapon hits in the correct angle. How to affect this? Position yourself correctly, it′s the distance that counts and your personal experience that determines the success.

The throw is intentionally something you can′t do "machine gun style", it′s the weapon you have in hand that you throw, and you need to equip a new one to throw again. It′s a finesse move, often best used as a desperate stunt attempt in combat or as an assasination move when undetected.




Details:

- blade′s hit angle spans 90 degrees, axes a bit less

- only succesful hits above waist stick to the body and are lethal, weapons only stick to body not limbs

- non-axe blunt weapons are only lethal when they hit the head, and never stick (-> skull crush)

- ALL blunt hits have a fair chance of knocking down the target, determined by the weight of the weapon

- all non-succesful hits cause damage, equal to the base damage of the weapon, and stagger the target

- throwing weapons against creatures is not recommended, as you can′t score critical/lethal/perfect hits on them, it′s a tech restriction

- weapon throws do not stick to environment - I simply found this feature unneeded, and often more unrealistic than something that would be worth the effort.

- the weapon is automatically given back to you when you activate your dead target - this is not some odd-ball trick, but a compatibility tweak for Enhanced Economy, which can be set to remove inventory items from dead enemies.


Torch throw
- - - - - -

If you have torch in hand, you will always throw that instead of a weapon. Throwing torches is handy for lighting up the path ahead (note: this requires Drop Lit Torches mod like Drop Lit Torches OBSE).

You can also throw torches at enemies, which will cause some fire damage. Sometimes you may get lucky, if the torch hits tip first, and the target catches on fire and dies like with Fire magic criticals.




--------------------------------
MELEE ATTACKS (Blade and Blunt):
--------------------------------

Melee powerattacks have the chance of causing direct criticals against enemies, but only THOSE powerattacks you gain as perks when advancing in your weapon skill.


The criticals will automatically trigger when you powerattack against for example stunned enemy, or when you succesfully ambush someone.



In normal combat situations, in theory you may any time cause an instant, bloody death, but in practice it usually requires your condition is better than the enemy condition, and/or your stats are better and you have built up enough momemtum.




List of critical effects (list of attacks and which triggers what follows)
- - - - - - - - - - - - -


-Decapitation, Cut in half, and melee throat slit-

"Decaps" usually start with a slow motion. During this time, you need to aim to the head of the target. If you aim to the waist, you cut the enemy in half. If you are using dagger, the decapitation is a throat slit instea, and cutting in half is not possible. Also note that due to technical restrictions, enemies with "robes-like" clothing cannot be cut in half.


- Skull crush

Mechanics for skullcrush are similar to decapitation, and may also start with a slow motion. If you are using a blunt weapon, and go into slow motion when initiating an attack, aim for the head.



-Wristcut (and other possible outcomes)-

If the enemy blocks a decapitation, skull crush or cut in half attempt, there are a few options. If you are using blade, and the block happens with a shield or a one handed weapon, your attempt simply fails.

If the enemy is using a twohanded block (2h weapon, hand to hand), you cut off his wrists, and are free to finish the sobbing, bleeding enemy with multiple ways like with stunned enemy, only that this enemy will never recover even if you just leave him be. He will bleed to death in 60s.

If using a blunt weapon, the enemy gets knocked down in every case by the power of your blunt weapon, and his weapon or shield may break.



-Critical chest wound-

The enemy falls on his knees, with his lungs punctured or collapsed, and your character automatically follows up with a stylish special spinning jump that decapitates the enemy or breaks his skull in pieces.



-Critical stomach wound-

Struck by the sudden pain, the enemy wavers for a short moment, before you automatically kick him down.




Different attacks
- - - - - - - - -

DR6 makes changes to blade and blunt animations, reweights power attack damage multipliers and opens new critical hit opportunities when you gain new levels in your weapon skill. For reference, default Oblivion powerattack damage is 6,25x (standing powerattack 7,5x).

The damage multipliers have been assigned from the gameplay perspective, but I wont go deeper into the reasoning here. The IDEA is that you read this list like a game manual, and then make the best out of your available options.



-Standing Powerattack-

Damage: 7,5x

Apprentice Perk (1h & 2h): a quick thrust, with a chance to cause a Critical Chest Wound



-Forward Powerattack-

Damage: 6x

Before Master level perk (1h & 2h): this attack is a charging thrust. You can move freely during the attack - use this to time the hit so that your running speed transmits extra damage to your attack! (note: running in place against the enemy gives no bonus)

Master level perk (1h): a leaping thrust attack, with a chance to paralyze and/or cause a Critical Chest Wound

Master level perk (2h): running overhead swing (same as default Oblivion), with a chance to paralyze and/or crush the skull of the target



-Left Powerattack-

Damage: 9x

Journeyman Perk (1h): a quick and powerful rotating swing with both hands, cabable of crushing the skull of the enemy

Journeyman Perk (2h): a fast rotating "backhand swing", which can cut your enemies head off clean or smash it like a ripe melon



-Right Powerattack-

Damage: 9x

Journeyman Perk (1h): a rotating finesse attack, that can trigger a slow motion mode allowing you to choose between decap/skullcrush/throat slit or cut in half

Journeyman Perk (2h): different attack, same benefits as above



-Backward Powerattack-

Damage: 6x

Before Expert Level Perk (1h): a counter swing with both hands, cabable of causing knockdowns, even lethal ones.

Before Expert Level Perk (2h): An overhead smash, cabable of causing knockdowns, even lethal ones.

Expert Level Perk (1h & 2h): A sneaky rotating move with a thrust in the end, perfect for catching the enemy off guard, knocking him down or causing critical Stomach Wound




SPECIAL NOTE ON CREATURES:

Creatures are different from NPCs from a techical point of view. Out of melee criticals, only Impaling and Ambushing can be used on creatures.
However, using any enchanted melee weapon on a creature may cause elemental spell critical hits (see Projectile attacks -> Magic section below).



-------------------
PROJECTILE ATTACKS:
-------------------

-Bow Shots (non-enchancted)-

Try to hit the enemy′s upper chest area, to occasionally puncture the victim′s lung, making him gasp for air and collapse on his knees, his life fading away.

Critical bow hits usually take place when the enemy is severely wounded already, and the hit is required by default to cause at least 30% damage (take away 30% of the enemy′s remaining health).

Only works on non-creature enemies.


Alternatively, you may score a skullcrush with a perfect shot to head.



-Bow shots (enchanted)-

If your bow or arrow used is enchanted with a fire, shock or frost damage, your critical bow hits cause elemental spell effects instead (read on for details). Works normally with creatures.

Enchanted arrows can also cause non-enchanted bow shot criticals for non-creature NPCs.



-Magic attacks-

Whether you are attacking with a enchanted weapon or casting a spell or shooting your staff, you have a chance at causing a critical elemental magic hit. This applies to effects with fire, frost or shock damage.

The more you cause damage compared to remaining enemy health, the higher your chance is. The base chance is determined by your intelligent and willpower stats compared to your target, also the regular physical condition and level differencies play a role - I′m sure you are getting the idea behind all success chances. :)

Causing 30% of damage, or killing the target is required to even have a chance at causing a critical magic hit.

Fire roasts the victim alive. Shock has a similar effect, NPCs have their equipment melt partly in to their skin. Frost freezes your target to a statue! Strike or kick the statue to cause it to shatter in pieces!


Notes:

-Melee elemental effects apply to creatures only, which have no decapitations and such criticals.

-only instant effect spells apply at the moment, as the damage is detected for one frame on hit only. Even 1s duration spells will not work (unless you configure the threshold damage to 0 in the INI)

-frost effect is not technically possible if the spell kills the target



-Combustive Convulsion-

This a special spell you can use once a day to EXPLODE YOUR ENEMY in pieces, if the average of your health, willpower and destruction skill overcomes the enemy health and willpower.

To obtain the spell, the average of your willpower and destruction must exceed 50. After *successfull* use, the spell is removed from you, having exhausted this "greater power" (it′s not a greater power, it just behaves like one). You will gain the spell the next day again, provided you still meet the requirements.





==============================
6. INDIVIDUAL FEATURES (NPCs):
==============================

The NPCs have the ability to use the bashing, dodging and kicks, and knock you down and try and impale you. DR creates individual "style" for each NPC you encounter, which basicly decides how much they for example prefer dodging over bashing. This preference has nothing to do with how succesful they are using those moves, however, their success rates are guided by similar calculations as the player′s.

The NPCs know how to duck projectiles at the right time, or to followup stagger with a kick, a knockdown with an impale attempt. NPCs may simply fail to time a duck perfectly just like you, or restrain from trying to impale if they don′t believe in their chance at succeeding.

It′s all best seen in action, this info is just to set your mind on a right path so you can better appreciate the features. :)




================
7. HORSE COMBAT:
================

DR6 brings back the horse combat - better than ever!

Horse combat allows you to fight from the horseback, either in 1st or 3rd person. Because 1st person view allows you to actually turn the player without turning the horse, the dynamics in 1st person are more "in depth" and it′s the recommended fighting view.


-Horse Combat Mode-

Because you just can′t draw your weapon while riding, you need to have your weapon in hand, and press the Horse Combat Key to enter "horse combat mode" BEFORE mounting the horse. Unfortunately, if you save while riding with a weapon in hand, and later load that save, your character automatically sheats the weapon, and you need to unmount and enter horse combat mode again.



-Riding in horse combat mode-

-control the riding speed with forward and backward buttons - the horse keeps running at that speed then by itself.

-it′s easier to turn the horse at low speeds, so slow down while trying to make a steep turn



-Stealing horses in horse combat mode-

It′s harder to control a reluctant creature when trying to handle a weapon as well, so unless you win the cooperation of the horse, it will throw you down as soon as you mount it. Your Personality and Speechcraft determine how good a "horse whisperer" you are.



-Horse combat controls-

Attack key: slash from the right

Attack key (hold): thrust

Block + Attack: slash from the left

Block: block

Bash key: bash

Casting key: cast "on self" spells on yourself, "on touch" friendly spells on your horse, "on touch" hostile spells in front of your horse, and "on target" spells where you aim



-Melee damage in horse combat-

General damage formula in Horse Combat is exactly like in normal combat. However, the way you combine your riding and attack have a huge impact on the final damage.

When thrusting, it′s all about the riding speed. In first person, it′s also about the DIRECTION of the thrust - if you thrust 90 degrees to your side, your speed does little to help the damage.

When slashing, the speed similarly adds to the damage. But note how the weapon swings - you want to *line the weapon′s swing direction with your speed* to get full advantage.

Also, your turning speed can be used to add damage to slashing attacks - and very powerfull skill to master, as it allows delivering good damage while riding at lower speeds. For example: slash FROM the right, TO your right, while TURNING left.

NOTE: longer weapons gain higher damage bonus from turning speed, because the tip of the weapon physically travels faster.



-Some notes and tips for horse combat-

Horse combat is not easy, and especially in 1st person you really need to aim with your crosshair, the hit detection is accurate and pretty "harsh" on the player - you need to aim at the enemy the moment the hit would connect. 3rd person is much easier with this regard, but lacks some of the damage dynamics as well.

Requiring skill from YOU is what makes it interesting, and balances out the fact that you can avoid damage more easily than when on foot. Also, the damage you can potentially deliver per blow is higher.

Another factor that makes horse combat challenging are NPCs that cast spells or shoot arrows. Why? Because they tend to hammer your horse down first. It may well be a good strategy to counter groups of spell casters or archers on foot instead.



=====================
8. OPTIONAL FEATURES:
=====================


-Timed block-

The optional Timed Block esps are designed to make blocking an active, rather than passive part of the combat. In normal Oblivion system, you are pratically encouraged to hold down the block key, while waiting for the enemy to recoil, which makes the combat dragging and boring.


Timed block esps make your block effectiveness to rely on how well the block is timed. When you press the "block", your block skill starts draining down, so the longer you have been holding the block, the less effetive it is when the stike hits.

This simulates the fact that no enemy would hit straight into your block, should you be just holding it stationary before and waiting him to strike. No, he would try and go around it. To simulate ACTIVE blocking, full effectiveness is given only to blocks that pratically start only after the enemy attack has started.

Perfect timings are rewarded with a small but nice boost compared to normal Oblivion′s block effectiveness. Beyond that, the block effectiveness drains to 25% in about three seconds. You always get that 25% effectiveness, however, no matter how long you have been holding the block.


If you release the block, the effectiveness is INSTANTLY restored. You are only required to THINK about blocking, instead of automatically sitting on the block control. Try it out, it′s amazing what a difference it actually makes. ;)



-Higher damage and durability-

Timed block comes in three flavours. While the Timed block feature in exactly the same in all three esps, you are given an option to have higher weapon damage across ALL oblivion and mod addded weapons. This makes combat quicker and more deadly, more exciting.

The two different higher damage esps come with settings that make any armor take more time to break, to compensate for the higher damage.

Recommended: 250% damage version (beware though, it actually makes the game feel harder).



-Blood on Screen-

The "DRSplatter" esp enables a feature where melee criticals splash blood on the screen. Note that this esp requires OGE (Oblivion Graphics Extender) installed (see Installation section).



-Casting from Horse back-

While this is considered part of the Horse Combat, it′s a separate esp, originally made by FlyFightFlea, and later edited by me and then ShadeMe, and is fully optional. If enabled, you can cast while on horse back even when not in Horse Combat mode.


INI:

Spoiler
;CONFIGURE THESE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;KEY CONFIG - see http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed2 to see which keycode matches which keyboard button
set skycaptainsSb.bashKey to 45 ;shield bash/special move key, 45=x-key
set skycaptainsSb.flipKey to 33 ;dodge key, the variable name is simply old, 33=f-key
set skycaptainsSb.horseCombatKey to 48 ;48=b-key
set skycaptainsSb.kickkey to 47 ;47=v-key
set scc.giveDrResetItem to 1 ;adds a hourglass into player′s inventory, that can be clicked to reset the mod
set scc.resetMod to 0 ;set to 1 to reset the mod if you don′t have the hourglass - remember to change back to avoid reset on every game start

set scc.axeString to sv_construct "axe" ;weapon names that include this string will cause blade criticals
set scc.bluntThrowKnockdownWeightMod to 100 ;knockdown chance with throwed blunt weapon is weaponweight / bluntThrowKnockdownWeightMod, so with setting 100 weapon weighting 30 means a 30% chance.

set drScreenSplatterStayTime to 5 ;blood on screen time (s)
set drScreenSplatterFadeTime to 2 ;blood on screen fade time (s)

set scc.kickbasedamage to 5 ;kick base damage
set scc.chargeDamageSpeedMult to 300 ;charge damage running speed modifier. LOWER values give MORE damage MORE EASILY (with less running speed)
set scc.momemtumincreasemult to 5 ;how quickly less predictable moves add to your momemtum
set scc.horseCombatMomemtumIncreaseMult to 5 ;how quickly dealing damage in horse combat adds to your momemtum
set scc.momemtumDecreaseHealthMult to 1 ;how quickly sustaining damage decreases your momemtum, 1 means taking 20% damage cuts 20% away from your momemtum
set scc.momemtumdecreasetimemult to 1 ;how quickly your momemtum lowers over time, 1 means 1% every second ->
;NOTE! not one "point", but percent of CURRENT value, for example 1% from momemtum of 50 (momemtum is between 0 and 100) it′s 0.5 points, and so on)

set skycaptainssb.criticalchance to 100 ;critical chance multiplier in all critical calculations
set scc.StrikeDownMult to 0.1 ;chance to strike enemy down mult
set scc.BashdownMult to 0.1 ;chance to stun enemy mult
set scc.KickDownMult to 0.2 ;chance to kick enemy down mult
set scc.blockMult to 0.8 ;chance to block enemy impale mult
set scc.dodgeMult to 0.8 ;chance to dodge enemy impale mult
set scc.disarmmult to 0.1 ;chance to disarm enemy with left powerattack mult

set scc.magiccriticalmult to 1 ;additional mult for magic criticals
set scc.magicCriticalDamageThreshold to 0.3 ;0-1, percentage, how much damage the attack must cause (of current health) for the critical to be even possible
set scc.arrowcriticalmult to 1 ;additional mult for marksman criticals
set scc.arrowCriticalDamageThreshold to 0.3 ;0-1, percentage, how much damage the attack must cause (of current health) for the critical to be even possible
set scc.victimacromult to 0 ;not used atm
set scc.victimFlipMult to 0 ;not used atm
set scc.victimbashMult to 0.1 ;NPC bash chance mult
set scc.victimBashDownMult to 0.1 ;NPC bashes player down mult
set scc.victimDodgeMult to 0.1 ;NPC dodges player move mult
set scc.victimBlockMult to 0.1 ;NPC blocks player move mult
set scc.victimKickMult to 0.1 ;NPC kicks chance mult
set scc.victimKickDownMult to 0.1 ;NPC kicks player down mult
set scc.victimCriticalChance to 0.1 ;NPC kills player with a critical hit (impale)
set scc.victimimpalemult to 0.5 ;NPC impale likelyhood mult
set scc.victimdisarmmult to 0.1 ;NPC disarms player with left powerattack mult
set scc.victimstrikedownmult to 0.1 ;NPC strikes player down mult


;ADVANCED CONFIG - Form id of a torch to be dropped - default is from Drop lit torches OBSE
set scc.dropTorchModName to sv_construct "DropLitTorchOBSE.esp"
set scc.torchId to sv_construct "000CE7"



Please note: After the release of DR6 Beta there is going to be a daily updated official bug report thread. You will be able to report the bugs or awkward behavior you encountered while testing DR6, make suggestions for further improvements or requests for compatibility (bugfixing will have the highest priority though). If you think your comment or question is served better in there, write everything down and post if after DR6 Beta is released and the bug report thread is opened.
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MatthewJontully
 
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Post » Mon Nov 01, 2010 4:28 pm

That thread went by really fast heh.
Hopefully all is gonna go well tomorrow for Skycaptain. The release is so close, I can almost taste it.
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Channing
 
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Post » Mon Nov 01, 2010 10:31 am

I've got a few questions about horse combat. Does the speed your horse is moving at affect the damage you deal when you attack? Why do I ask this? Because, of course, I wanna know if it's possible for two horse riders to joust each other! (though the lack of spears kinda ruins the idea, but still) So yeah, would be awesome if it were possible to one-shot people with a full speed galloping impalement, since I'd imagine it would be really hard to pull off a hit like that.

Also, will the player ever have to face mounted enemies? Roving bands of bandit calvary would be so awesome, even more so when they clash with mounted legionnaires!
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Jack Bryan
 
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Post » Mon Nov 01, 2010 6:04 pm

As Skycaptain said in previous thread, it is impossible to have NPCs fighting mounted, they automatically dismount upon entering combat. You can't change that realistically.
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Laura Wilson
 
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Post » Mon Nov 01, 2010 1:36 pm

Ahoy,

Got a few questions here. I play with craftybits installed, but there was an incompatiblity between DR5 and CB due to the critical hit chance I believe. Anywhoo my question is, if I reduce that hit chance to zero, can I still slit throats, throw knives etc? These are the things I really wanted, but I don't want to sacrifice CB either.

Cheers,

Drekes
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Bellismydesi
 
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Post » Mon Nov 01, 2010 1:17 pm

I know I have left many questions unanswered, and I′m sorry about that - but many of them are covered in the readme, which I′m trying to put together, so I′m focusing on that instead of repeating myself here. :)

One more question for you, dear users. As I added OblivionXP support, I would like to know if my defaults are ok. They are set in the INI, here′s the copypaste:

;Oblivion XP support
;define the XP reward you should get from killing the lowest or highest possible level NPC with a critical hit
;DR calculates an exponent used to calculate XP you get from enemies that are between these levels, using the min and max value

;for reference, if you set them so that level55Xp = 55 * level1Xp, the experience reward grows linearly, the reward is always enemyLevel * level1Xp
;anything higher or lower, and the experience reward is exponential, level1Xp * enemyLevel^exponent, so that level1Xp * 55^exponent = level55Xp.

set scc.level1Xp to 100
set scc.level55Xp to 10000


Do you understand what I′m saying in the INI, so you know how to configure it, and also are these defaults ok?

Does the speed your horse is moving at affect the damage you deal when you attack?


The damage formula is pretty complicated - it′s a total implementation of Oblivion′s default damage formula, which is multiplied by

1. You riding speed, modified by the direction of the attack - if you ride towards the enemy and thrust, the speed modifier is full, but if you thrust to your side the speed multiplier is reduced, following the laws of trigonometrics. On the otherhand, if you slash, you want to rotate your view 90 degrees, to line the sweep of your sword with your riding direction, to get the full speed advantage.

Thrust damage is gains 50% more from the speed.

2. Your turning speed - the scripts aproximates the extra speed your sword gains from turning the horse while slashing (speed mult is added to this), and you can gain pretty hefty extra damage by skillful riding even with low speeds.

Of course,while you can slash from right or left while looking either side of the horse, the turning speed only gives benefits if it′s in the same direction as the slash. :)

Ahoy,

Got a few questions here. I play with craftybits installed, but there was an incompatiblity between DR5 and CB due to the critical hit chance I believe. Anywhoo my question is, if I reduce that hit chance to zero, can I still slit throats, throw knives etc? These are the things I really wanted, but I don't want to sacrifice CB either.

Cheers,

Drekes


Uh, I don′t see HOW a variable value in one mod would affect another mod. There′s either a conflict between the mods (that I haven′t even heard of), or there isn′t. One variable value doesn′t change a thing there as such. I need more info about the conflict however, to state more than general facts.
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ZzZz
 
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Post » Mon Nov 01, 2010 8:14 am

skycaptain i cannot wait for DR6! the horse combat is gonna be a dream come true for me!! i never ride horses just because i cant fight from their backs
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Keeley Stevens
 
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Post » Mon Nov 01, 2010 2:36 pm

I can't wait for the throwing weapons. Calculating weapon arc and which part actually hits the enemy? That's a more advanced system than Mount & Blade

Errbody gonna take an axe to the face
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Anthony Rand
 
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Post » Mon Nov 01, 2010 11:33 pm

BTW I forgot to say this - I want to thank Klaus - you are already doing an awesome job with the thread. :goodjob: :foodndrink:
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Darlene Delk
 
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Post » Mon Nov 01, 2010 5:53 pm

BTW I forgot to say this - I want to thank Klaus - you are already doing an awesome job with the thread. :goodjob: :foodndrink:


Thanks mate! As long my "secretary work" is appreciated, I love to do it.

About the Oblivion XP problem: I can`t say much about it, but I think you should ask Andalaybay about the right values and mechanics. I`m sure she can tell you more about it. I think I`m gonna leave her a message.
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rolanda h
 
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Post » Mon Nov 01, 2010 10:05 pm

Skycaptain, please check your tesnexus forum account. I send you a message with a new slow motion sound you maybe want to use in DR6. :)
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Marina Leigh
 
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Post » Mon Nov 01, 2010 6:58 pm

Out of curiousity, is it possible to reverse the slow motion and make the action... fast motion?
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Harry Leon
 
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Post » Mon Nov 01, 2010 4:19 pm

Skycaptain,

Oblivion XP support doesn't work that way. Ob XP will figure out how many points to award for kills. Now one thing you could manipulate is the level of the enemy, if you have custom NPC's or creatures. Oblivion XP has its own damage formula that takes the strength of the opponent into account. It also considers the level of the opponent. Lastly, it also takes companions or followers into account, so if one of your companions kills something, you get points for it. This is all balanced against the number of points needed to level, so significantly altering this could upset the pace at which the player levels.

If this mod has quests, then that is the part that can be customized and Ob XP has variables that you can set so that points are awarded for quests. If DR6 doesn't have any quests, then Oblivion XP will work with it as long as the miscellaneous stats are updated after a kill. These are the stats obtained by GetMiscStat 5 and GetMiscStat 6. Sometimes updating these stats manually doesn't work, but there is a work-around for that. So as long as those stats are updated, there isn't anything else you need to do for Oblivion XP support.

If it's some kind of bonus you wish to reward for a certain move, maybe you could pm me with the details and we can discuss further.
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Motionsharp
 
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Post » Mon Nov 01, 2010 1:39 pm

Seeing as I did not get a response to this in the last thread how will the throwing weapons compare to Unnecessary Violences implementation of this, will this end up causing a conflict or are you using a different implementation? I really love the ease of use Hex_off allows, but your criticals just look SO much more bad ass so I really don't want to give up either one. Great work so far and here is to you making me want to play Oblivion again :foodndrink: .

PS I would suggest holding down shift and hitting attack as your throw, but that is just personal preference.
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Calum Campbell
 
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Post » Mon Nov 01, 2010 6:46 pm

Will there be any way to throw weapons with no spin?

Having javelins and throwing spears would just be awesome
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Ana
 
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Post » Mon Nov 01, 2010 2:28 pm

Skycaptain,

Oblivion XP support doesn't work that way. Ob XP will figure out how many points to award for kills. Now one thing you could manipulate is the level of the enemy, if you have custom NPC's or creatures. Oblivion XP has its own damage formula that takes the strength of the opponent into account. It also considers the level of the opponent. Lastly, it also takes companions or followers into account, so if one of your companions kills something, you get points for it. This is all balanced against the number of points needed to level, so significantly altering this could upset the pace at which the player levels.

If this mod has quests, then that is the part that can be customized and Ob XP has variables that you can set so that points are awarded for quests. If DR6 doesn't have any quests, then Oblivion XP will work with it as long as the miscellaneous stats are updated after a kill. These are the stats obtained by GetMiscStat 5 and GetMiscStat 6. Sometimes updating these stats manually doesn't work, but there is a work-around for that. So as long as those stats are updated, there isn't anything else you need to do for Oblivion XP support.

If it's some kind of bonus you wish to reward for a certain move, maybe you could pm me with the details and we can discuss further.


The xp is from kills with "kill" command - I assume I must add XP from those myself? I was requested for a support to get XP from criticals, so I read this:

To give XP to the player, all the mod maker needs to do is add the following lines to the action that yields XP:

CODE
if ( isModLoaded "Oblivion XP.esp" )
runScriptLine "set ObXPMain.interOpGainedXPMessage to sv_Construct %qDid stuff!%q"
runScriptLine "set ObXPMain.interOpGainedXP to 50"
endif



Seeing as I did not get a response to this in the last thread how will the throwing weapons compare to Unnecessary Violences implementation of this, will this end up causing a conflict or are you using a different implementation? I really love the ease of use Hex_off allows, but your criticals just look SO much more bad ass so I really don't want to give up either one. Great work so far and here is to you making me want to play Oblivion again :foodndrink: .

PS I would suggest holding down shift and hitting attack as your throw, but that is just personal preference.


I don′t think there′s any conflict.

Will there be any way to throw weapons with no spin?

Having javelins and throwing spears would just be awesome


Not at first, but I was already offered a spear throwing animation. The only thing I need to figure out is what that means - it would look stupid if the spear didn′t stick, then again it would look stupid if it did and the target didn′t die.
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Emmi Coolahan
 
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Post » Mon Nov 01, 2010 8:34 am

Where did you get that quote from? I think it got taken out of context.

Here's the actual quote from the Ob XP release thread:
If your mod requires OBSE, then all you need to do is add a couple of lines of code to the result script for the quest completion stage, as follows:

if ( isModLoaded "Oblivion XP.esp" )
runScriptLine "set ObXPMain.interOpGainedXPMessage to sv_Construct %qCompleted the blah blah quest%q"
runScriptLine "set ObXPMain.interOpGainedXP to 100"
endif

Replace "blah blah" with the name of the quest. Replace the 100 in the second line with the number of points you wish to award.

Point guidelines:

* For simple quests that really only require you to talk to somebody, you would award about 50 pts. The Deliver the Amulet quest is a good example. The master training quests in which all you need to do is find the trainer and talk to him are also good examples.
* For quests that involve you doing bit of leg-work, you would award about 100 pts. The miscellaneous quests "The Potato Snatcher", "Raid on Greyland", "Go Fish" or "Bear Season" are all good examples.
* For quests that involve a small dungeon dive and retrieval you might award about 150 pts. The Daedric Shrine quests all fall into this category. "Find the Heir" or "Weynon Priory" are also examples.
* For quests that involve a more extensive dungeon dive or a lot of running around, you might award 200 to 250 pts. This is typically the upper limit.


So all this is for quest completion. Oblivion XP handles everything else, including kills. It should detect the kill command just fine - in fact I'm using the same mechanism in the poison script in Oblivion XP itself.

So bottom line: you don't need to do anything :) Now I did see something about bonuses for critical hits. If you want to do something like that, you could use the code quoted above, but the values shouldn't be too high or you'll have the player levelling everytime he makes a critical hit! If this is what you're trying to do, pm me with the details and we'll work out what the numbers should be. We would also have to figure out how to hook it up because the interOp variables may not be the best way to do this. Oblivion XP already hands out bonuses for sneak kills, so I'm wondering if we should do something like that.
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Marion Geneste
 
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Post » Mon Nov 01, 2010 5:13 pm

Not at first, but I was already offered a spear throwing animation. The only thing I need to figure out is what that means - it would look stupid if the spear didn′t stick, then again it would look stupid if it did and the target didn′t die.

I doubt it could possibly look any stupider than a guy getting stuck with 20 arrows and still being able to move about just fine as happens all the flippin' time in Vanilla oblivion. :)

Could you make it so the spear sticks for a few seconds, then falls out when the victim starts moving again if the blow wasn't fatal? That way you get to see a satisfying impalement from your mighty throw, but not have the silly spectacle of people walking around with spears stickin' out of 'em like it's no big deal.
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Chris Guerin
 
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Post » Mon Nov 01, 2010 2:55 pm

Where did you get that quote from? I think it got taken out of context.

Here's the actual quote from the Ob XP release thread:


So all this is for quest completion. Oblivion XP handles everything else, including kills. It should detect the kill command just fine - in fact I'm using the same mechanism in the poison script in Oblivion XP itself.

So bottom line: you don't need to do anything :) Now I did see something about bonuses for critical hits. If you want to do something like that, you could use the code quoted above, but the values shouldn't be too high or you'll have the player levelling everytime he makes a critical hit! If this is what you're trying to do, pm me with the details and we'll work out what the numbers should be. We would also have to figure out how to hook it up because the interOp variables may not be the best way to do this. Oblivion XP already hands out bonuses for sneak kills, so I'm wondering if we should do something like that.


It′s from this

4. Mod Interoperability Support

As of version 4.0.0, Oblivion XP features a new system to support mod interoperability. With this new system, mod makers can easily add in-built support for Oblivion XP to their mods without having to make extra patches, and without making their mod dependent on Oblivion XP. Note however that the mod in question will need to use OBSE v0017+ in order to make this possible

The following two variables are added:

- float interOpGainedXP
- string_var interOpGainedXPMessage

Oblivion XP constantly monitors these variables for changes and gives XP to the user depending on their values.

To give XP to the player, all the mod maker needs to do is add the following lines to the action that yields XP:

CODE
if ( isModLoaded "Oblivion XP.esp" )
runScriptLine "set ObXPMain.interOpGainedXPMessage to sv_Construct %qDid stuff!%q"
runScriptLine "set ObXPMain.interOpGainedXP to 50"
endif


Everything else is handled internally, including accounting for rested XP, increasing total XP, displaying the message, etc.
Note furthermore that Oblivion XP will automatically set the interOpGainedXP variable to 0 after giving XP to the player. Of course, the message can be changed to whatever you want, as can the amount of XP gained.


from here: http://www.tesnexus.com/downloads/file.php?id=15619


But of course you are right as the mod author - I got mislead somewhere, as I was asked for support to your mod. I assumed the "kill"s didn′t get counted. I′ll have to remove the function calls...I don′t want to give extra XP, cause that′s just stupid, I don′t want the chance to get criticals affecst your levelling, it should be freely configured without the need to worry any complicated long term levelling balance stuff.
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Lynne Hinton
 
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Post » Mon Nov 01, 2010 5:46 pm

It′s from this



from here: http://www.tesnexus.com/downloads/file.php?id=15619


But of course you are right as the mod author - I got mislead somewhere, as I was asked for support to your mod. I assumed the "kill"s didn′t get counted. I′ll have to remove the function calls...I don′t want to give extra XP, cause that′s just stupid, I don′t want the chance to get criticals affecst your levelling, it should be freely configured without the need to worry any complicated long term levelling balance stuff.


Yeah, that's the old version. Yes, the variables are still there, but SirFred didn't explain their usage very well. I've tried to make things clearer in the release thread (called Oblivion XP Update) on this forum. I've even started a Friends of Oblivion XP where I will list mods that have added quest support for Ob XP :)

Anyway sounds like it's all sorted. Hopefully Klaus can test to make sure it all works with Ob XP. If you have any issues, just let me know.
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Marnesia Steele
 
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Post » Mon Nov 01, 2010 4:57 pm

So any news since yesterday evening?
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Sophie Morrell
 
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Post » Mon Nov 01, 2010 11:57 am

So any news since yesterday evening?

Patience, young padawan. Take their time, good things do.:)
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Leanne Molloy
 
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Post » Mon Nov 01, 2010 10:32 am

Patience is a virtue wasted on people seeking revenge, or with Xanatos Gambits. We normal people like getting info right away, or knowing that we can blueshift and get the job done faster.
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ImmaTakeYour
 
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Post » Mon Nov 01, 2010 12:14 pm

Yes, a bit of patience guys!

Any news since the last two times? I saw the video on the nexus. Sweet... :rock:
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Ells
 
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Post » Mon Nov 01, 2010 8:10 am

Skycaptain had some problems with a persistent crash yesterday (No DR 6 related, probably a corrupt spawn), he was probably set a bit back since he has so little time and he (rightfully!) deserves some play[TEST] time ;)

Nothing "official" mind you, just a random piece of forum info. I do not know for certain if said crashes postponed DR 6, but anyway I hope he managed to find a solution.
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Suzie Dalziel
 
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