[RELz] Door Exploit Begone!

Post » Fri Aug 20, 2010 2:06 am

== Door Exploit Begone ==

This mod increases the amount of enemies that can follow you through a load door in combat and decreases the fade in/out time of actors going through load doors.

By default only two actors can follow you through a load door in combat. That is a(nother) nice little exploit you can use to defeat large amounts of enemies. Six marauders at once are too much for you? Go through a load door! You should be able to handle two of them at once. When you're done heal yourself or maybe even sleep for a while to regain lost health and magicka before you lure the next two guys into your death trap. That is just silly. Now up to six actors can follow you through a load door instead of just two.

I also noticed that the fade in time for actors after going through a load door is quite long (1 second to be exact). During that time they're unable to move or perform any other actions which basically means a free, unblocked power attack for you. I decreased the fade time to 0.5 seconds so you still see the effect, but you will have less time to land a free hit.


= Installation =

Put the PTDoorExploitBegone.esp into your Oblivion/Data folder and check it in the launcher.


http://www.tesnexus.com/downloads/file.php?id=32027
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Bloomer
 
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Post » Fri Aug 20, 2010 12:07 pm

http://www.tesnexus.com/downloads/file.php?id=32027


Cool. May also be pretty funny when you get (6) Minotaurs to follow you into the Ill Omen Inn. You need to make a furniture and dish breaking mod to go with it. :woot:

Or does 'actors' mean NPCs only?
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(G-yen)
 
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Post » Fri Aug 20, 2010 10:28 am

Your mods are going to make my game impossible to play, as I'll keep getting ass kicked by all kinds of creatures and NPC's :hehe:
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Emily abigail Villarreal
 
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Post » Fri Aug 20, 2010 5:23 pm

Cool. May also be pretty funny when you get (6) Minotaurs to follow you into the Ill Omen Inn. You need to make a furniture and dish breaking mod to go with it. :woot:

Or does 'actors' mean NPCs only?


It means all actors, including creatures. I'm actually not sure why Bethesda limited it to two actors. Small interiors combined with lots of large creatures could be a reason. But I rather have a crowded interior with no place to move than an exploit. I tested the mod in an Ayleid ruin and it worked fine with six actors.

Your mods are going to make my game impossible to play, as I'll keep getting ass kicked by all kinds of creatures and NPC's :hehe:


I hope so, that is what I'm personally looking for in my game - at least if my character is low-mid level. Not that I'm a masochist, but exploits make games boring for me since I'm not a big fan of 'personal rules'.
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Cash n Class
 
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Post » Fri Aug 20, 2010 11:29 am

I love the concepts of all your mods, but I'm going to have to change my gameplay style dramatically, I think.

It depends on how many of the exploits I've been unknowingly taking advantage of.
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Horse gal smithe
 
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Post » Fri Aug 20, 2010 1:08 pm

Goodness, you just keep on dishing out awesome mods.
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krystal sowten
 
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Post » Fri Aug 20, 2010 5:37 pm

I was just gonna post about how I never noticed this in my recent play time, then I found that Supreme Magicka does the same (as part of the multiple summons thingy). Still, nice little mod you got there. :)
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Naughty not Nice
 
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Post » Fri Aug 20, 2010 11:53 am

exploits be gone! thanx Phitt :)
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Jennifer May
 
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Post » Fri Aug 20, 2010 7:58 am

Nice. I never noticed that the number of actors that could follow you was so limited.
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lolli
 
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Post » Fri Aug 20, 2010 9:28 am

Man you are on a roll with these mods. Isn't this addressed at all by existing overhauls? I thought it was.

I'm all for an all inclusive version though as I only have about 4 mod slots to play with most of the time (need to knock down more quests). If you do then please an option to turn individual features off.

What name would it be? 'Phitt's Oblivion Pain' ... 'Oblivion hardcoe' ... 'bring the pain.'

I welcome most of the changes these mods are bringing. Even if I use an alternate set for some of them (Duke).

thanks
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Nichola Haynes
 
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Post » Fri Aug 20, 2010 11:44 am

Man you are on a roll with these mods. Isn't this addressed at all by existing overhauls? I thought it was.

I'm all for an all inclusive version though as I only have about 4 mod slots to play with most of the time (need to knock down more quests). If you do then please an option to turn individual features off.

What name would it be? 'Phitt's Oblivion Pain' ... 'Oblivion hardcoe' ... 'bring the pain.'

I welcome most of the changes these mods are bringing. Even if I use an alternate set for some of them (Duke).

thanks


Not sure about overhauls, I just change things that I notice in my game and upload. The only overhaul I use is Fran's, which doesn't change it. Kyoma already pointed out that the same thing is changed by Supreme Magicka, so I guess other mods might change it as well. You just need to look in your game how many enemies follow you by default and how long it takes for them to fade in.

I always wanted to make a mod called 'Phitt's Oblivion Overhaul'. Just because I would love to see the abbreviation getting used. 'I love POO! Do you use POO yet? It's great, I always play with POO.'
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Destinyscharm
 
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Post » Fri Aug 20, 2010 6:23 pm

Not sure about overhauls, I just change things that I notice in my game and upload. The only overhaul I use is Fran's, which doesn't change it. Kyoma already pointed out that the same thing is changed by Supreme Magicka, so I guess other mods might change it as well. You just need to look in your game how many enemies follow you by default and how long it takes for them to fade in.

I always wanted to make a mod called 'Phitt's Oblivion Overhaul'. Just because I would love to see the abbreviation getting used. 'I love POO! Do you use POO yet? It's great, I always play with POO.'

I recall a mod pack about a year ago called Popehats Oblivion Omod Pack which was a torrent ... so he called it a torrent of POOP.

No one follows my character through a door because he doesn't run.

but yeah I will check that next time I'm being humbled.
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GPMG
 
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Post » Fri Aug 20, 2010 8:05 am

OOO definitely does not change the 2-actors-per-load-door limit.
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Laura Richards
 
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Post » Fri Aug 20, 2010 5:47 pm

Damn you, Phitt. Now I will have to download and install this, & won't anymore be able to use that convenient exploit for slaughtering groups of marauders...... :swear: I'll have to find some other way to 'cheat'...... :P

Good work though...... :tops:
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QuinDINGDONGcey
 
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Post » Fri Aug 20, 2010 9:31 am

Will this stop me from running away froma dozen imperial guards? into the sewers? I struck someone to test a weapon on purpose and fought the guards a bit, when I knew I couldnt win I ran into the arbortoreum and took the sewer entrance there. not one followed me down.
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Baylea Isaacs
 
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Post » Fri Aug 20, 2010 8:12 pm

Actually, having a think about it, this mod could help you...
Ever notice how dungeons with Marauders inside seem to have bandits camped outside? Sneak past the bandits, rable raise the maruders, run outside, turn invisible and watch all merry hell break out! Then pick up the spoils!

Seriously though, I never new there was a problem with only 2 bods following you through doors. I remember reading how Ob was better that MW because actors would follow. I makes sence now, because when I run away out of a dungeon, killed who followed me, then gone back in, there'd be a group of them just the other side of the door!
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Greg Swan
 
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Post » Fri Aug 20, 2010 11:50 am

Great mod tho phitt! I usually try not to run through doors because of this, but the temptations usually to much :shakehead: . Now I wont feel like a cheater and a wuss at the same time!

I'll have to find some other way to 'cheat'...... :P

Good work though...... :tops:


rocks are defiantly your best friend buddy. Hmmm, is this an exploit that needs fixed??
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LuCY sCoTT
 
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Post » Fri Aug 20, 2010 4:46 am

rocks are defiantly your best friend buddy. Hmmm, is this an exploit that needs fixed??


Personally I use WoW's rule.. if they can't get to you and they can't hurt you from a distance, they evade everything you try :)
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Laura Mclean
 
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Post » Fri Aug 20, 2010 10:56 am

rocks are defiantly your best friend buddy. Hmmm, is this an exploit that needs fixed??
Duke Patrick's Combat Archery makes them run up hills and jump up on rocks to get you. Deadly Reflex 6 will include a fix for this as well.
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jessica breen
 
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Post » Fri Aug 20, 2010 5:19 pm

Duke Patrick's Combat Archery makes them run up hills and jump up on rocks to get you. Deadly Reflex 6 will include a fix for this as well.

Hmm... Phitt, this sounds like a keeper, and something I want without the rest of those other two mods. Should I look at integrating it with what we're working on?
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A Dardzz
 
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Post » Fri Aug 20, 2010 7:15 pm

Hmm... Phitt, this sounds like a keeper, and something I want without the rest of those other two mods. Should I look at integrating it with what we're working on?

Tejon, secrets dont make friends. Spill the beans. lol seriously tho you just got my imagination running. I enjoy both of your mods and cant wait to see what you can cook up together!
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stacy hamilton
 
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Post » Fri Aug 20, 2010 8:23 pm

Haha... just a combination of several of Phitt's mods, with a few extra features and a shared .ini file for configuration. No secret, it's been discussed publicly in one of these threads. Phitt hasn't properly named it yet, thus the seemingly vague reference. ;)
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Matt Bigelow
 
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Post » Fri Aug 20, 2010 3:59 pm

Haha... just a combination of several of Phitt's mods, with a few extra features and a shared .ini file for configuration. No secret, it's been discussed publicly in one of these threads. Phitt hasn't properly named it yet, thus the seemingly vague reference. ;)

Lol, now that you mention it, i remember reading your post were you offered to make the ini's for him. Ini's are always good imo so its good news none the less!
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Celestine Stardust
 
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Post » Fri Aug 20, 2010 9:45 am

I would definitely request Phitt and Tejon to come up with a merged mod with all of Phitt's amazing creations! I would love to incorporate them, but I have 2 slots left in my heavily modded FCOM-BC-UL setup, and just don't have space for adding another set of mods.

Just a quick questions: Which mod are being planned for merging into one mod - I guess this one, as well as improved attack for creatures while running (I forget the actual name, but allows creatures like wolves and Xivilai to attack while moving)? Also, can we add "Phitt's Artifacts" into this compilation as well?
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Life long Observer
 
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Post » Fri Aug 20, 2010 1:37 pm

I would definitely request Phitt and Tejon to come up with a merged mod with all of Phitt's amazing creations! I would love to incorporate them, but I have 2 slots left in my heavily modded FCOM-BC-UL setup, and just don't have space for adding another set of mods.

Just a quick questions: Which mod are being planned for merging into one mod - I guess this one, as well as improved attack for creatures while running (I forget the actual name, but allows creatures like wolves and Xivilai to attack while moving)? Also, can we add "Phitt's Artifacts" into this compilation as well?


The all-in-one mod is almost done, I can tell you that Tejon did some great work. Mods merged will be 'Actors Care', 'Phitt's Damage Multiplier', 'Door Exploit Begone', 'Less Knockback' and 'No Running while using Bows or Spells' (the latter will include much more options than before). All of these mods can be tweaked or toggled on/off in an ini file.

'Phitt's Artifacts' doesn't really fit to the rest of the mods since it's not a combat gameplay tweak, so it won't be merged. But you can use TesGecko to merge small or simple mods if you have too many of them.
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Jessica Raven
 
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