[REL] Doc's Mods

Post » Wed Aug 18, 2010 2:31 pm

This is a list of my mods. All feedback is welcome.

new http://tesnexus.com/downloads/file.php?id=34242
Replaces female iron and chainmail armor with designs derived from the male versions.


new http://tesnexus.com/downloads/file.php?id=34173
This mod helps prevent you from accidentally hitting your companions.


http://tesnexus.com/downloads/file.php?id=30384
Changes weapons so that all weapons of the same type do the same amount of damage. All daggers do the same damage, all maces do the same damage, etc.


http://tesnexus.com/downloads/file.php?id=28318
Helps you dodge melee attacks easier.


http://tesnexus.com/downloads/file.php?id=21629
An alternate way to cast shields, resists, reflects, and spell absorption. Set up any combination of these effects as your "spellshield," and these effects will activate and consume magicka only while you're blocking. Your spellshield does not take up any equipment slots.


http://tesnexus.com/downloads/file.php?id=23813
Adds 10 scripted magic abilities for your character. Interrupt attacks and spellcasting, or knock down vulnerable enemies. Slow down or deflect incoming magic projectiles. Grab an incoming magic projectile and shoot it as your own. Guide and speed up your own magic projectiles. Stop incoming arrows. Strip weapon, shield, and quiver from vulnerable enemies.


http://tesnexus.com/downloads/file.php?id=25951
Helps make the bad guys focus on killing you instead of targeting your allies and summons. Does not affect your enemies' own summoned creatures.


http://tesnexus.com/downloads/file.php?id=25316
Cancel your attacks or spellcasting by pressing block.


http://tesnexus.com/downloads/file.php?id=25513
Cast your magic projectiles at an extremely fast rate, one shot per frame. Does not consume magicka.


http://tesnexus.com/downloads/file.php?id=24846
Dispels the following active effects on you if they are caused by constant effect enchantments: shields, resists, reflects, and spell absorption. However, you get these effects back when you block.

This mod works OK for me, but based on the sparse feedback I've gotten, it doesn't work for others. I have been told that the oldest version works (labeled "Release 1 Type A"), but it works in a significantly different way than the new versions. If you are interested in the Constant Curse, this may be a good alternative for you.


http://tesnexus.com/downloads/file.php?id=27557
Script for grmblf. Demonstrates one way to cast a fireball whose power depends on how long you hold down your cast key. grmblf has since made his own http://tesnexus.com/downloads/file.php?id=27746 mod.


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http://tesnexus.com/modules/members/index.php?id=821003
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herrade
 
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Post » Thu Aug 19, 2010 2:35 am

wow some nice mods ive never heard of.. thanks for this thread!
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Bigze Stacks
 
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Post » Thu Aug 19, 2010 1:59 am

Thanks for all your mods, doc. I just got me Stickier Enemy Targeting since I've wanted this fix for a long time. I didn't know someone had made it. :)
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Damned_Queen
 
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Post » Wed Aug 18, 2010 6:27 pm

wow some nice mods ive never heard of.. thanks for this thread!

Yeah, some people have been bugging me to make a thread with my mods for a while. Maybe now they'll get off my back. :)
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Tom
 
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Post » Wed Aug 18, 2010 6:03 pm

I think I love the idea of Spellshields.

If it was possible to use a shield with a staff, I think I'd love to combine it with this: http://www.tesnexus.com/downloads/file.php?id=24415
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Chloe Yarnall
 
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Post » Wed Aug 18, 2010 1:50 pm

I think I love the idea of Spellshields.

If it was possible to use a shield with a staff, I think I'd love to combine it with this: http://www.tesnexus.com/downloads/file.php?id=24415


I'm not sure what you mean. All the items in spellshields are slotless, so you can have a spellshield as well as your normal set of gear.

After rereading my original post, the wording is kinda confusing. I'll change it a little.
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Rex Help
 
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Post » Wed Aug 18, 2010 7:53 pm

No, I understood that. It's just that since it's only active when blocking, I think it would be cool to have an actual magical shield appear when the spellshield is active.

But since mages often use staffs, that wouldn't work.

Be a very neat effect though.
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naomi
 
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Post » Thu Aug 19, 2010 1:15 am

documn,
I read what Stickier Enemy Targeting does a little too fast and mistakenly thought it fixed the all-enemies-target-my-summons "bug". I find Summon spells way to overpowered because of this vanilla feature. I actually like what your mod does but I wondered if you might be willing to make enemies target the PC instead of always targeting your Summoned Creature?
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Lalla Vu
 
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Post » Thu Aug 19, 2010 3:19 am

That's actually the main reason I made it - my conjuration-specialized characters were too powerful too. Have you tried the mod already? Based on previous feedback it works as intended, but if it doesn't seem to work for you let me know and I'll see if I can fix it.
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Captian Caveman
 
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Post » Wed Aug 18, 2010 3:10 pm

Full auto cheat? Instant download, dude. :goodjob:
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james reed
 
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Post » Wed Aug 18, 2010 7:31 pm

This is a list of my mods. All feedback is welcome.

Current project: Doc Melee Defense System
Makes changes to dodging, blocking with a shield, and blocking with a weapon.

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http://tesnexus.com/modules/members/index.php?id=821003


sounds very promising! does this have a WIP thread? im hoping this mod is what i think it is. for instance, someone was supposedly working on a revamp of galerion's unarmored skill and we discussed evasion/dodging as an alternative to the usual armor bonus. im hoping this makes it as part of your mod.

also, i dont play OB without Duke Patrick's combat mods and im wondering about possible compatibility issues. for example, will blocking retain the annoying recoil/rebound effect?

thnx and good luck on this!
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Marta Wolko
 
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Post » Wed Aug 18, 2010 12:46 pm

Nah, no WIP thread. I have seen how Duke Patick and Skycaptain removed recoil, and as far as I know, their no recoil system should override my changes to recoil. I generally do not discuss upcoming projects, but if you really want to know, this project will stick with my usual philosophy of no passive defensive mechanics. For example, dodging will not be chance-related calculation to avoid all damage, nor will it be some kind of damage-reducing self-buff; you really must actually dodge the attack, and my mod will help you do that.
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Loane
 
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Post » Thu Aug 19, 2010 1:39 am

That's actually the main reason I made it - my conjuration-specialized characters were too powerful too. Have you tried the mod already? Based on previous feedback it works as intended, but if it doesn't seem to work for you let me know and I'll see if I can fix it.


My bad. I mis-read what your mod does again :embarrass: I didn't test either but I can now see that it actually does exactly what I've been looking for. I'll go ahead and put in my load order and I think it'll be staying there. :) Thanks!
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Tamika Jett
 
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Post » Wed Aug 18, 2010 1:53 pm

The full auto mod is AWESOME!! :gun:
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Betsy Humpledink
 
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Post » Thu Aug 19, 2010 12:53 am

Hey Doc :)
I tested Stickier Enemy Targeting and it works as it should. I like that I'm the combat target now instead of my summons and companions.
I've encountered a problem though. Whenever I enter a certain cave (added by a mod: Dexwood Family Saga v4.4) I get a CTD. I've narrrowed it down to your mod but it's the only cave that has this problem (so far). The loading bar will finish and then as I'm about to see the inside of the cave I get the crash. I've read in the readme how the mod adds tokens actors when entering new cells to I'm guessing that's where the problem may be found.

In case you wanna see my LO:
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Waalx Animals & Creatures.esm04  Cobl Main.esm  [Version 1.73]05  CustomSpellIcons.esm06  Armamentarium.esm  [Version 1.3]07  Artifacts.esm08  Progress.esm  [Version 2.2]09  Wondrous Items.esm0A  EnhancedWeather.esm  [Version 1.3.6]0B  HorseCombatMaster.esm0C  Unofficial Oblivion Patch.esp  [Version 3.2.0]0D  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]10  MRP - Loading area.esp++  [GFX]_Initial_Glow-all.esp11  Let There Be Darkness - Cyrodiil + SI.esp12  Ownership.esp13  Francesco's Optional New Adventurers.esp++  Francesco's Optional Vendor Tweaks.esp14  Francesco's Optional Leveled Quests.esp15  Francesco's Optional Files 3.esp16  Francesco's Optional Files 2.esp17  Francesco's Optional Leveled Arena.esp18  FranTweak.esp19  FranOBSEConfig.esp  [Version 0.5]1A  AmbientTownSounds.esp1B  Tamriel VWD v0.5.esp1C  moDem's City Life.esp1D  Castle_Seaview.esp1E  Shadowcrest_Vineyard_COBL.esp1F  MTCRiverShackv1.2.esp20  treasure maps captus demus.esp21  Natural_Habitat_by_Max_Tael.esp22  Enhanced Vegetation [150%].esp23  xulAncientYews.esp  [Version 1.4.1]24  EnhancedWeather.esp  [Version 1.3.5]25  mz_Shields.esp26  Vvardenfell_Imports.esp27  Wood Bows and Leather Armors.esp28  Andragorn_Weapons_Armors.esp29  JQ-Amulets.esp2A  MyTweaks3.esp2B  RealisticForceMedium.esp**  Darkgreen Glass Armour.esp2C  Rainbows.esp2D  Dungeon Actors Have Torches 1.6 DT.esp2E  LevelerCheat.esp2F  Deadlier Traps.esp++  Visually Enchanted Frost 2.esp++  Visually Enchanted Fire 3.esp++  Visually Enchanted Shock 1.esp30  GuildOwnership1.2.esp31  Choices and Consequences.esp32  FightersGuildContracts.esp33  StealthOverhaul.esp34  Adventures Gear.esp35  SSA.esp  [Version 2.0]36  Pitcher Plant.esp37  Alchemy Pocket.esp  [Version 1.1]38  actors_in_charge.esp39  P1DseeYouSleep.esp3A  Thingamajigs Broken Armor DD Edit.esp3B  kuerteeNoLootingDuringCombat.esp3C  ReneersGoldMod.esp3D  Mimics!.esp3E  PersuasionOverhaul.esp  [Version 1.4]3F  Crowded Roads Revisited.esp  [Version 1.1]40  ArmamentariumArtifacts.esp  [Version 1.3]++  ArmamentariumLL.esp  [Version 1.3]++  ArmamentariumLLVendors.esp  [Version 1.3]++  ArmamentariumTweaks.esp41  Gift of Kynareth.esp42  Adonnays Classical Weaponry.esp43  BHC_Expanded.esp  [Version 1.2]44  Kragenir's Death Quest.esp45  TheOubliette.esp46  DexwoodFamilySaga.esp47  ThePaleAdventurer.esp48  Bottomless Cavern.esp49  Nords With Beards.esp4A  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]4B  bgBalancingEVCore.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalBetterRedguards.esp**  bgBalancingEVOptionalNPCDiversity, Beautification Better Redguards.esp  [Version 10.0EV-D]4C  WAC.esp4D  WAC - Magic.esp4E  WAC - OverSpawn.esp4F  WAC - Player Summons.esp50  WAC - TCOS.esp++  WACtweaks.esp51  Potable Pastiche.esp52  Happyhannah's Wines.esp  [Version 1.1]++  Better Wine SI.esp53  Wondrous Items.obse.esp54  Cliff_Roleplayingcharacter.esp  [Version 2.1]55  S.P.A.M.esp56  marksman_challenge.esp57  TryBeforeYouBuy.esp58  Combat Fumbling.esp  [Version -03]59  BetterBlocking.esp  [Version 1]5A  Rivalry's Shield Unequipper.esp5B  DropLitTorchOBSE.esp  [Version 2.1]5C  stickierenemytargeting.esp5D  DD_ProximitySneakPenalty.esp5E  SM Hand Combat.esp  [Version 1.0]5F  SM Security.esp  [Version 1.1]60  DS Storage Sacks.esp  [Version 1.21]61  ReneerNPCNameMod.esp62  KDQ - Rural Line Additions.esp63  ProgressMBSP.esp  [Version 2.0]64  ProgressArmorer.esp  [Version 1.0]65  ProgressMercantile.esp  [Version 1.11]66  Kyoma's Spell Renamer.esp  [Version 2.0.4]67  AudaciousMagery.esp68  DS Summon Luggage.esp69  MidasSpells.esp6A  MidasTweaks.esp++  Better Scrolls.esp6B  bgMagicEV.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]6C  bgMagicEVPaperChase.esp  [Version 1.68EV]6D  SupremeMagicka.esp  [Version 0.88d]6E  SM_ShiveringIsles.esp  [Version 0.86]6F  Shining Flame Atronachs.esp++  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]70  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]71  RealisticHealth.esp72  Pestilent Afflictions.esp73  bgIntegrationEV.esp  [Version 0.96]74  Enhanced Economy.esp  [Version 3.1]75  sr_super_hotkeys.esp76  CustomSpellIcons.esp77  Duke Patricks - Near Miss Magic And Arrow Shots Alert The Target.esp78  kuerteeEatAndSleep.esp79  kuerteeBattleFatigueAndInjuries.esp7A  kuerteeAttributeAndSkillBasedDamageModifiers.esp7B  kuerteeAutoSaveAndTime.esp7C  SM Encumbrance and Fatigue.esp  [Version 2.5]7D  Duke Patrick's Lockpick challange Manual.esp  [Version 2]7E  Cobl Glue.esp  [Version 1.73]7F  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.73]80  Salmo the Baker, Cobl.esp  [Version 3.08]++  Cobl IngredientsTweaks.esp81  Bashed Patch, 0.esp82  DeadlyReflex - Combat Moves.esp


I'm off course not certain it is your mod that causes the CTD but I thought I'd mention it here anyway.
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Jerry Jr. Ortiz
 
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Post » Wed Aug 18, 2010 2:21 pm

Thanks for the report. I can't say when I'll get around to investigating it though.
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Carolyne Bolt
 
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Post » Wed Aug 18, 2010 1:03 pm

It's me again. I think my crashes has to do with OBGE, not your mod.
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Mashystar
 
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Post » Thu Aug 19, 2010 2:41 am

http://tesnexus.com/downloads/file.php?id=25951
Helps make the bad guys focus on killing you instead of targeting your allies and summons. Does not affect your enemies' own summoned creatures.


Exactly what I've been wanting for a very long time. Thanks! Installing now. :)

PS. Seems to be working perfectly!
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Amanda Leis
 
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Post » Wed Aug 18, 2010 7:18 pm

Exactly what I've been wanting for a very long time. Thanks! Installing now. :)

PS. Seems to be working perfectly!

Actually I did notice a goofy scripting mistake a couple days ago, but apparently it hasn't really affected how this mod works. I'm gonna fix this sometime though. But anyway, thanks for the feedback!
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Lyd
 
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Post » Wed Aug 18, 2010 1:20 pm

Actually I did notice a goofy scripting mistake a couple days ago, but apparently it hasn't really affected how this mod works. I'm gonna fix this sometime though. But anyway, thanks for the feedback!


I haven't checked the scripts so I'm not sure how it's working, but if you're going to fix it I think it would be nice to make it a bit more differentiated/randomized if possible. I'd guess that most NPCs would go for the summoner rather than the summoned creature - much as the PC (hopefully) does. But then there are some really stupid NPCs out there - plus in some cases they might not have observed that the creature is summoned in the first place - so once in a while they would rather go for the summon instead. Also, most creatures would probably not realize the difference between a summoned creature and a real one/the summoner so I think it ideally should be a tossup which they go for first. In short, a differentiation based on intelligence would be ideal I think. Meanwhile, this makes for a much more logical and challenging solution than in vanilla.
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DeeD
 
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Post » Wed Aug 18, 2010 10:50 pm

Wow, these are great, great mods, I feel exactly the same way about passive defense, in my opinion that makes a bigger difference to the excitement of combat than all the cinematic moves that Deadly Reflex provides or all the cool features that Unnecessary Violence can give you.

Keep up the good work!
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ashleigh bryden
 
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Post » Wed Aug 18, 2010 8:11 pm

Released Doc Dodge. This mod makes it easier for you to dodge enemy melee attacks. I have some other features planned, but they are still under development.

http://tesnexus.com/downloads/file.php?id=28318
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saxon
 
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Post » Wed Aug 18, 2010 7:28 pm

Hi documn.
Doc Dodge is amazing combat mod.
I very enjoy a battle.
Thank you !

-Bug Report
When I knock out (hand to hand,etc...) an enemy, enemy animation is freeze for several seconds.
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sara OMAR
 
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Post » Thu Aug 19, 2010 2:23 am

Thanks for the report. I'll look into it.
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Marcia Renton
 
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Post » Wed Aug 18, 2010 9:41 pm

Submitted Normalized Weapon Damage for beta testing.
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Avril Louise
 
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