[RELz] Duke Patrick's Combat Archery Mod

Post » Sun Sep 04, 2011 3:50 am

I will have a new revision this weekend out, it has a small fix that may help reduce console spam that scruggsywuggsy the ferret found and help me with. And as I am using the new VERY STABLE OBSE 20 beta ver 6 now, so it may now "require" OBSE 20.


Thanks for the tip of your hat to me about Bethesda's interest in my mod. It is mixed feelings for me as it is affirmation for all the time I have put into learning about game DEV. But at the same time I feel bad for not buckling down to learn animation like I had planned to over the last year. If I had I would have had the best opportunity NOW to get a game Dev job IF I was a half way decent Animators. So I kind of feel like I may have missed a big opportunity.

I hesitated and procrastinated on if I really wanted to quit my job and go back to school. No ones fault but my own if I really did mis out this time around.

So because of this and because I believe the future of gaming is inevitably in the motion control systems including eye tracking and bio feedback, (not "clever" keyboard game mechanics anymore) I have decided to re-release an updated version of my Melee Combat NO RECOIL mod. Because of new OBSE commands I will be able to do a lot of new things like giving a bonus to the actors success for blocking with bigger parry weapons like Shields (relative to the size of the actor). Or eating less fatigue for ACTIVE parry with smaller weapons like swords, but making it harder (more fatigue) to block war hammers with a dagger. ALL this still FIRMLY rooted in the actors block skill so it is not "twitched based" the way time blocks are.

BOTH "Active Parry" AND "Passive Blocking" will be available at any time in combat and both will be more and or less useful depending on the situation.

It will have updated and integrated mods such as my Smash of the Titans and Combat Geometry as well as critical leg and head shots similar to my Combat Archery mod. It will have an INI file simular to my combat archery mod.

More info on this latter.


Spooky just to let you know if you haven't noticed http://www.gamesas.com/index.php?/topic/1173487-beta-oblivion-script-extender-obse-0020/page__view__findpost__p__17333475

I took a break for a while just to experience T.I.E sans Combat Archery, with the intent of coming back to it ... That got delayed along the way because I became dependant upon OBSE 0020 beta.

Anyway looks like I can safely jump onboard again, very much like the recent developments and especially incorporating Actors can Miss. Will give another feedback report one of these days, I must say I have seriously missed Combat Archery though, it makes so much difference to the game.

Oh and congratulations on influencing the development of the next TES mechanics - I wasn't going to get it straight away but having heard that, Skyrim is very much on our wish list :)

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Rudy Paint fingers
 
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Post » Sun Sep 04, 2011 11:04 am

these are the news I am waiting for so long...to see your melee combat mods return like your archery mod....if you could anyhow join forces with the Merp and Blade team which does an amazing job on animation and mounted combat we could have a combat system no other game provides...

just a thought (dream)

regards

onra
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Miss K
 
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Post » Sat Sep 03, 2011 10:37 pm

Rev 5 now on Tesalliance

Now critical shots at the legs can work on all actors including creatures.

My "Actors Can Miss Now" mod is merged into this Combat Archery mod from now on. Other small bug fixes.

Just a little detail: The readme of version 5 still says: "You should also use "Duke Patrick's Actor Can Miss Now" mod with this mod.", just above the "IN DEPTH explanations of features:". Since you're working on an update anyway. :D

PS Looking forward to the updated combat mod.
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Quick draw II
 
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Post » Sun Sep 04, 2011 8:48 am

I like the mod. I have to deactivate the sway motions through the ini file because It is giving me motion sickness.
What I do with broken arrows? Its dead weight to me.
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dav
 
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Post » Sat Sep 03, 2011 10:26 pm

Hey spooky!

As a loyal fan of your combat mods, I'd like to say in advance a big thankyou for your plans to update your Melee Combat NO RECOIL mod.

This mod revolutionised the melee combat system in Oblivion, and I have been hoping you would at some time get around to updating it like your other mods.

Seems my hopes have been answered!

Look forward to it, and many thanks for all your work in evolving Oblivion's combat system.
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Aman Bhattal
 
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Post » Sun Sep 04, 2011 2:39 am

I was wondering if you could add a option to this, or maybe ive missed it if its in it.

That you can have a hotkey set up so you can hit a key and it owuld drop the arrow case on the ground.
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Sharra Llenos
 
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Post » Sat Sep 03, 2011 10:51 pm

Spooky, I have all your mods from the last few years and still use most of them. You really need to get on a game development team. And I can't wait for a revised melee combat mod with all the relevant DP mods combined. Will you be combining momentum damage?
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abi
 
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Post » Sun Sep 04, 2011 1:37 am

um...yes I think so, but lets keep this thread clear of this "Melee mod" talk OK, sorry I know I started it but I only meant to mention it not start a sub-thread.


Spooky, I have all your mods from the last few years and still use most of them. You really need to get on a game development team. And I can't wait for a revised melee combat mod with all the relevant DP mods combined. Will you be combining momentum damage?

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Sierra Ritsuka
 
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Post » Sun Sep 04, 2011 1:34 am

Dam the web traffic has had the forum robot kick me into only posting once every few minutes?. Sorry but I cannot deal with that so I will return to replying on this thread latter tonight.
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Killah Bee
 
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Post » Sun Sep 04, 2011 3:15 am

This is great news Spooky!

I've really enjoyed playing all your mods this past year and look forward to new revisions of your archery mod and especially your melee combat.

I've been playing with a static level mod, with the end result being that the whole game world doesn't level with you anymore- i.e. bandits spawn randomly between levels 1-6 or so- goblins or ogres are both spawned, advanced weapons are available at shops from game start, but are somewhat rare and expensive, guards are a static level 24, etc. It's nice, and makes the game remind me more of first-person version of one of my all time favorite computer RPGs: ADOM. Combined with your mods, it forces you to think a lot more before you decide to engage. It's quite easy to find yourself outnumbered by higher level creatures if you aren't staying alert to your suroundings. Also, you learn that some areas are just too dangerous to wander into without some sort of plan or backup (I'm using a mod that allows you to recruit companions if they like you enough and are close enough to you in level, as well).

Playing the game with your mods and the static level mod reminds me of one of my dreams for an RPG: one that felt a little closer to real life and made real life considerations part of the experience: less difference in health between a novice and a veteran.

My experiences in competitive shooting have shown me that the differences between a mildly experienced shooter and a top-level shooter are usually measured in a one to five second difference in speed in the course of a 30 second engagement scenario- beyond getting a grasp of the basics, it's all about polish of decision making skills, physical fitness, and eliminating little errors and wasted movement.

My idea was to start with that static level mod as a base and then make my own addon mod to try and tweak the NPC and Player level-up system and attributes so that there would be a much more subtle difference between a level 1 character and a level 50 character- to eliminate the "Superhero" effect. This would result in a level 50 character having a slight, but still advantageous, advantage in speed, health and other attributes, with perhaps a more moderate advantage in a characters specialty attributes (strength for a warrior class, for instance).

The effect I'm thinking of is one where combat is always a risk, even if you're an expert facing a complete novice. Even a novice can get lucky or pop up unexpectedly and bash the unwary expert in the head with a club. A sword thrust/hammer strike to the head should be pretty likely to be fatal, no matter how experienced you are. Experience just gives you that 'edge', rather than making you a god-like, dragonballZ "my levels are at 9000 and your bullets are but pebbles to me" character. ;) I prefer this idea to the game's current "game levels up with you" method, as the current method means you never get to enjoy any advantage over the majority of the game world's inhabitants as you become more experienced/stronger- nor do you ever have to deal with certain areas being to dangerous to be explored without preparation, nor do you ever see especially powerful equipment that would really be worth your time to try and save up a massive amount of gold to purchase (or risk stealing).

I've always thought that the best fantasy or roleplaying game should start out with a reality-like simulation as its base, and then add the fantastic elements on top of that. This would result in a game where more natural human things like common sense could apply, rather than just requiring players to learn how to play, or exploit the weaknesses of, that particular game.

Again, I can't wait to see more of your progress!

Wishing you well,

Aries
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Cat Haines
 
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Post » Sun Sep 04, 2011 6:29 am

I also play with a mod that randomizes all the "generated" aspects of the game.

My goal for the future of this kind of gaming is to make games for "older" people with "experience". The games should allow a person to use intuition and their knowledge of common sense physics and TIMING learned from living life rather than just focus on lightning fast reflexes. Reflex has its place, even an old guy like me can maintain a basic "gamers" level of reaction but it should never be more important than good rhythm, anticipated and induced actions and geometric tactics. And the game should teach these things to younger players.

I am limited by the fact I am modding a game and not making one from scratch. But the above is what I try to do when I can in all my mods.

We have a a yearly contest in the SCA call "Over & Under". This is were all highest ranked fighters under 40 fight all the highest ranked over 40 guys. The old guys almost always win. Not because the old guys are smarter, stronger or faster but because they know what the young guys will do but the young guys do not know what the old guys will do as the old guys normally have played the game twice as long as the young guys. You can be slow if you know what your opponent is about to do and when they will do it.

FPS and Sword and Shield actions type games have not understood this yet, or maybe it is because they thought their customers were only the younger guys.

This is great news Spooky!

I've really enjoyed playing all your mods this past year and look forward to new revisions of your archery mod and especially your melee combat.

I've been playing with a static level mod, with the end result being that the whole game world doesn't level with you anymore- i.e. bandits spawn randomly between levels 1-6 or so- goblins or ogres are both spawned, advanced weapons are available at shops from game start, but are somewhat rare and expensive, guards are a static level 24, etc. It's nice, and makes the game remind me more of first-person version of one of my all time favorite computer RPGs: ADOM. Combined with your mods, it forces you to think a lot more before you decide to engage. It's quite easy to find yourself outnumbered by higher level creatures if you aren't staying alert to your suroundings. Also, you learn that some areas are just too dangerous to wander into without some sort of plan or backup (I'm using a mod that allows you to recruit companions if they like you enough and are close enough to you in level, as well).

Playing the game with your mods and the static level mod reminds me of one of my dreams for an RPG: one that felt a little closer to real life and made real life considerations part of the experience: less difference in health between a novice and a veteran.

My experiences in competitive shooting have shown me that the differences between a mildly experienced shooter and a top-level shooter are usually measured in a one to five second difference in speed in the course of a 30 second engagement scenario- beyond getting a grasp of the basics, it's all about polish of decision making skills, physical fitness, and eliminating little errors and wasted movement.

My idea was to start with that static level mod as a base and then make my own addon mod to try and tweak the NPC and Player level-up system and attributes so that there would be a much more subtle difference between a level 1 character and a level 50 character- to eliminate the "Superhero" effect. This would result in a level 50 character having a slight, but still advantageous, advantage in speed, health and other attributes, with perhaps a more moderate advantage in a characters specialty attributes (strength for a warrior class, for instance).

The effect I'm thinking of is one where combat is always a risk, even if you're an expert facing a complete novice. Even a novice can get lucky or pop up unexpectedly and bash the unwary expert in the head with a club. A sword thrust/hammer strike to the head should be pretty likely to be fatal, no matter how experienced you are. Experience just gives you that 'edge', rather than making you a god-like, dragonballZ "my levels are at 9000 and your bullets are but pebbles to me" character. ;) I prefer this idea to the game's current "game levels up with you" method, as the current method means you never get to enjoy any advantage over the majority of the game world's inhabitants as you become more experienced/stronger- nor do you ever have to deal with certain areas being to dangerous to be explored without preparation, nor do you ever see especially powerful equipment that would really be worth your time to try and save up a massive amount of gold to purchase (or risk stealing).

I've always thought that the best fantasy or roleplaying game should start out with a reality-like simulation as its base, and then add the fantastic elements on top of that. This would result in a game where more natural human things like common sense could apply, rather than just requiring players to learn how to play, or exploit the weaknesses of, that particular game.

Again, I can't wait to see more of your progress!

Wishing you well,

Aries

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Hilm Music
 
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Post » Sun Sep 04, 2011 1:44 am

I prefer "action triggers" (like pointing the arrow to the ground to denock it) that are logical not esoteric button pushing combinations that must be memorized. I hate "hot keys" one of the reasons I hate console games. I almost never script in such "paddle type controls" into my mods. Only when I have found no other way to do it "right" and I still kick and scream about it.

However, there are hot key mods that may do the trick for you, ask TheNiceOne if his hot key mod will work for you as he also uses Combat Archery.

Remember however that the idea of the arrow case is NOT suppose to be "convenient". The more convenient you make the arrow case the less it can perform the job it is intended to do.

If the arrow case mechanics are not fast enough or it is too annoying then it is probably better if you turn it off in the INI file as it would seem the fundamental mechanic is not really what you want to play.


I was wondering if you could add a option to this, or maybe ive missed it if its in it.

That you can have a hotkey set up so you can hit a key and it owuld drop the arrow case on the ground.

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LijLuva
 
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Post » Sun Sep 04, 2011 7:47 am

Thanks...the web page is fixed (somewhat)

Read me file needs to be fixed also.


Just a little detail: The readme of version 5 still says: "You should also use "Duke Patrick's Actor Can Miss Now" mod with this mod.", just above the "IN DEPTH explanations of features:". Since you're working on an update anyway. :D

PS Looking forward to the updated combat mod.

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Mark Churchman
 
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Post » Sun Sep 04, 2011 8:58 am

Doc says "Don't break your arrows!"

But seriously, I guess I could make them worth some small amount so you can sell them as "raw material". But this is price change thing would be a low priority for me at this time. It may or may not be int he next revision.


I like the mod. I have to deactivate the sway motions through the ini file because It is giving me motion sickness.
What I do with broken arrows? Its dead weight to me.

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Matt Bigelow
 
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Post » Sun Sep 04, 2011 1:45 pm

Whenever I try and sell the damaged arrows I get a ctd.

I'm not certain if Enhanced Economy is a factor in this.
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stevie trent
 
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Post » Sun Sep 04, 2011 6:46 am

I just tried it, broke 30 arrows then sold them...no CTD.

So yes it would seem to be a mod conflict.

I am using OBSE 20 rev 6 at this time.


Whenever I try and sell the damaged arrows I get a ctd.

I'm not certain if Enhanced Economy is a factor in this.

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Anne marie
 
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Post » Sun Sep 04, 2011 2:16 am

Hello and thanks Spookyfx for this fine Mod. I haven't used archery much generally...but you've made it much more intuitive and interesting for 'older' people. I appreciate your philosophy with regard to more intuitive/ knowledge based mechanisms in gameplay...as far as that can be implemented. I hope/ would wish Bethesda etc can/ would want to learn from your efforts....?

Thanks again for sharing
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Beast Attire
 
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Post » Sun Sep 04, 2011 4:08 am

I prefer "action triggers" (like pointing the arrow to the ground to denock it) that are logical not esoteric button pushing combinations that must be memorized. I hate "hot keys" one of the reasons I hate console games. I almost never script in such "paddle type controls" into my mods. Only when I have found no other way to do it "right" and I still kick and scream about it.

However, there are hot key mods that may do the trick for you, ask TheNiceOne if his hot key mod will work for you as he also uses Combat Archery.

Remember however that the idea of the arrow case is NOT suppose to be "convenient". The more convenient you make the arrow case the less it can perform the job it is intended to do.

If the arrow case mechanics are not fast enough or it is too annoying then it is probably better if you turn it off in the INI file as it would seem the fundamental mechanic is not really what you want to play.



Fair enough answer! i Still remember some nightmares of to many console buttons back on my old intellevision, well except disks of tron, thats the best game ever ;)


I am having a CTD when i do equip the arrow box, but im 99% sure its a mod configuration problem. I only mentioned that since someone above me mentioned a ctd on selling broken arrows. I have spent the last 4'ish day's doing a brand new install and it apears i messed up! If i do find anything capatable wise ill toss it up here.
Im basing my game/mod install around this mod actually.
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Raymond J. Ramirez
 
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Post » Sun Sep 04, 2011 1:56 pm

Well thanks to Duke Patrick aka SpookyFX saying this now works with OBSE 20B6 I am now playtesting OBSE 20B6 (19B works flawlessly). Only problem these days is I'm finding I am only computer gaming for like 5 hours per week which isn't enough time to really do any extensive testing. I haven't even played through Combat Magic yet which I've been planing to do.
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TASTY TRACY
 
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Post » Sun Sep 04, 2011 1:39 pm

Well I thought Spooky would have popped in by now, but he's probably got caught up saving a Damsel in distress in his other real life ...

So, pardon my stepping in (its public on TESA - so assume fit for consumption) on behalf of Spooky and for those who have not noticed here on gamesas....

Changelog ....
Rev 5.1.1 Broken arrows are now worth 1 gold, I wish I could make them worth only .2 gold but the game will not let me. Also a small change to one script to help reduce consol spam. Thanks to scruggsywuggsy the ferret for help on this.


Esp updated. Thanks again Spooky, development/refinement of CA is very much appreciated. Now installing this on the family machine too.
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bonita mathews
 
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Post » Sun Sep 04, 2011 12:25 am

Spooky I have an un-foreseen circumstance - Multiple users of the game on the same computer, and 1 ini

; The PC will make a comment such as "HA! Take that!" when you land a critial hit. Manually set this for custom races.
; 0 Let the mod detect your standard Oblivion race.
; 1 Argonian or Khajiit
; 2 Breton
; 3 DarkElf or HighElf or WoodElf
; 4 Imperial
; 5 Nord or Orc
; 6 Redguard
; Set to any number greater than 6 prevent this feature from being used.
; default setting is 0
set aaDPSCABOWSWAYquest.RaceIndex to 0

With the above, one user as khajiit, no problem. The other two users (one n_dywyll, one tabaxi) get an in-game message (forget the wording but basicly CA cannot assign a voice for the critical)

Without the ability to have three different ini's, could the message be supressed?

Edit: Ignore the above, just realised the answer as I posted it - Any number greater than 6 :)
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Ludivine Poussineau
 
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Post » Sun Sep 04, 2011 7:49 am

Thanks alt3rn1ty. I appreciate the help as I do get distracted by other things (RL and other pursuits) and in fact it is not unheard of for me to just "suddenly" be out of town and out of touch with some of my Internet contacts. So If I am not posting for a few days it is because I am sleeping in a hotel or someones couch and not because I have nothing to say....well most likely anyway.

And anyone that wants to answer the "annoying questions" like "why are my arrows breaking?" please feel free to do so. It saves me the frustration you know.

Please do not be hurt if I come on and correct any statement you (anyone) make however concerning my mods. I have some very esoteric ideas and reasons for doing things based on my decades of RL combat and the limitations of hacking a game rather than coding it (compared to the way things are normally done in games) so it is hard enough for me to explain things accurately let alone a third part person trying to so.

I do ask that you (meaning anyone) do not use this thread to discus editing my scripts However. I do not support nor even discuss that at all for the same reason SkyCaptin does not for his mods. If a player is knowledgeable enough to make scripting changes to my work then they do not need my help anyway.

The REV 5.1.1 was made using OBSE 20 Beta rev 6 so I was worried that this would prevent it from working for this that are not use the beta rev 6. Has anyone had this issue?

OBSE 20 beta rev 6 is VERY STABLE and is about to be released "out of beta" any day now.


Well I thought Spooky would have popped in by now, but he's probably got caught up saving a Damsel in distress in his other real life ...

So, pardon my stepping in (its public on TESA - so assume fit for consumption) on behalf of Spooky and for those who have not noticed here on gamesas....



Esp updated. Thanks again Spooky, development/refinement of CA is very much appreciated. Now installing this on the family machine too.

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rebecca moody
 
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Post » Sun Sep 04, 2011 8:24 am

What is the reason for changing the value of he broken arrows?

If it has to do with my report above - I've simply not had the time to test if my ctds are in relation to EE or another mod conflict.
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Lloyd Muldowney
 
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Post » Sun Sep 04, 2011 9:43 am

To make them worth selling as raw matériels to a merchant. This was sort of requested: http://www.gamesas.com/index.php?/topic/1171864-duke-patricks-combat-archery-mod/page__view__findpost__p__17343450


What is the reason for changing the value of he broken arrows?

If it has to do with my report above - I've simply not had the time to test if my ctds are in relation to EE or another mod conflict.

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Roy Harris
 
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Post » Sun Sep 04, 2011 12:08 pm

You could make a BAT file (just a TXT that is called something like PickMyINI.bat)

Make 3 copies of the INI and call it YOURFILEDad.ini and YOURFILEKid.ini and YOURFILEMom.ini


Then write this in the TXT file:

ECHO OFFCLS:MENUECHO.ECHO ...............................................ECHO PRESS 1 or 2 or 3 to select your task. 4 to ExitECHO ...............................................ECHO.ECHO 1 - Change (copy) Dad InI file?ECHO 2 - Change (copy) Kid InI file?ECHO 3 - Change (copy) Mom InI file?ECHO 4 - ExitECHO.SET /P M=Type 1, or 2, or 3, then press ENTER: IF %M%==1 GOTO CopyINIFIle1IF %M%==2 GOTO CopyINIFIle2IF %M%==3 GOTO CopyINIFIle3IF %M%==4 GOTO EOF:CopyINIFIle1COPY "C:\Users\Documents\My Games\Oblivion\YOURFILEDad.ini" "C:\Users\Documents\My Games\Oblivion\Duke Patricks - Combat Archeryini":CopyINIFIle2COPY "C:\Users\Documents\My Games\Oblivion\YOURFILEKid.ini" "C:\Users\Documents\My Games\Oblivion\Duke Patricks - Combat Archery.ini":CopyINIFIle3COPY "C:\Users\Documents\My Games\Oblivion\YOURFILEMom.ini" "C:\Users\Documents\My Games\Oblivion\Duke Patricks - Combat Archery.ini"GOTO EOF



Put the BAT file on your desktop. Click on it to start it. After it is done (takes a a fraction of a second) your ready to play!

You will need to customize the path way: "C:\Users\Documents\My Games\Oblivion\YOURFILEMom.ini" "C:\Users\Documents\My Games\Oblivion\Duke Patricks - Combat Archery.ini"




Spooky I have an un-foreseen circumstance - Multiple users of the game on the same computer, and 1 ini

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Sammygirl
 
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