Duke Patrick's Combat Magic II

Post » Wed Sep 01, 2010 9:10 am

I am interested in that mod but only after it has been in use for a long time. I have too many players with issues/conflicts from other mods as it is.

For my own personal game I have less than 100 mods, 1/3 I made myself. And 1/3 are MMM esp... so I almost never have compatibility problems.
Because of this I find that many issues with my older mods (the ones that have been out for years) really turn out to be mod conflicts.
That is why the first thing any player needs to do when they have an issue with my mod is to check for mod conflicts.

What if you use the oblivion magic extender plugin coming out soon could you use that to create a modifier so that all spells cast while pressing the modifier would be converting into an aoe, or on touch version?

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Ezekiel Macallister
 
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Post » Wed Sep 01, 2010 10:52 am

I am interested in that mod but only after it has been in use for a long time. I have too many players with issues/conflicts from other mods as it is.

For my own personal game I have less than 100 mods, 1/3 I made myself. And 1/3 are MMM esp... so I almost never have compatibility problems.
Because of this I find that many issues with my older mods (the ones that have been out for years) really turn out to be mod conflicts.
That is why the first thing any player needs to do when they have an issue with my mod is to check for mod conflicts.

The response I expected since it makes sense. I know you aren't the kind of mod creator that likes to have requirements. Maybe a CM III once it comes out though and has been field tested so to speak? With dynamic adjustments for aoe, on touch, or on self solutions as well as elemental spells that scale with your power and level? Would be nice to have 1 spell instead of 20 that do the same thing lol.
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Stacy Hope
 
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Post » Wed Sep 01, 2010 11:27 pm

Scaleable elemental spells in general would be nice. It makes sense to me that as a mage grows in power (willpower, intelligence, destruction, etc. increase) so should the damage and effects of his spells. My biggest problem as a mage in oblivion is having far to many spells, and too few cool ones to be honest. An AoE "slow" spell and a cool (but balanced) force push would be awesome!
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Poetic Vice
 
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Post » Wed Sep 01, 2010 1:06 pm

Combat Magic Hand to Hand Summery
(This H2H feature is now 75% working. And it has turned out to be a lot of fun to fight this way! :D )

Each punch (power or normal) will be buffed using your magicika. The amount of magicka used and the amount of increased damage is dictated (kinetically spell casted) by your combat geometry and your movement.

Movement forward while punching = about 1/5 the maximum.
Power Attacking = about 2/5

Moving left or right will increase the damage/consumption depending on how far around you are relative to your opponent. So If you swing around directly behind them this will give you about 2/5 the maximum. If you only get half way around them to attack their left or right side you will get about 1/5 the maximum.

Therefor if you manage to swing behind your opponent while throwing a power attack and move forward at the same time you will have an outrageously devastating magically buffed kill shot at 5/5 of your current magicka added to your attack !

This is then reduced by your opponent's magic resistance.

Remember also that CM damage is modified up or down (does any one modified the weapon damage down?) depending on your chosen scale of damage for your mêlée weapons. In this way Combat Magic will be automatically and perfectly in balance with the rest of your game. So if you have a mod that scales your weapons 2 times normal than the damage done in Combat Magic is also scaled up 2 times.

Moving backward while attacking will use no magicka at all but will not buff your attack either. Even if you are power attacking or back behind your opponent.

If you hit your opponent with a power attack at the time they are staggering, or stagger them with the same power punch, you will swat their bodies away from you in the same manner you see people go flying when hit with a shotgun blast in the movies. They will go flying backward on a mostly straight trajectory until they hit a wall or tree or other solid object.

They will be flung more or less straight back thru the air FAST and hit the wall viciously! This is a great move against multiple opponents, thus briefly incapacitating one opponent while you deal the other.
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Emerald Dreams
 
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Post » Wed Sep 01, 2010 8:57 pm

Everyday yields more progress! I am dying for this mod!


Duke, could you reconsider re-releaseing your old combat mod? I know someone stole it and used it without permission (i think I know who, I recognize some of those animations) but I loved it as it was such a great mod.
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Jenna Fields
 
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Post » Wed Sep 01, 2010 1:08 pm

Ha! funny....

I have the OS working now for both the player and the NPC.

I shot a plasma ball at the NPC and it bounced off her OS back at me, I put up my OS franticly and it bounced off my OS back at her...

Can you guess what happen next? :laugh:
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ONLY ME!!!!
 
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Post » Wed Sep 01, 2010 2:08 pm

Well if I know this modded game at all I would guess a ctd.
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JLG
 
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Post » Wed Sep 01, 2010 11:27 pm

no no..actually the spell bounced back and forth a dozen times until the NPC dropped her OS because she was out of magicka. Each bounce eats a little magicka.
But I was laughing my head off when it happen as I did not think about the results of both the NPC and the player with this feature until I saw it happen.


Well if I know this modded game at all I would guess a ctd.

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LuCY sCoTT
 
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Post » Wed Sep 01, 2010 3:32 pm

Just got this working, if you punch an incoming ball type spell (cannot punch bolts as they are are too fast nor fog as it is to "swirly" ) with your magicka enhanced H2H attack it will burst the spell into a cascade of magic embers.

Your success to do this will be: Fatigue Percentage * ( agility + handtohand + luck )

It will cost the same magicka as deflecting the spell would with your Omni Shield.
I will see what I can do with punching incoming arrows.
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Susan Elizabeth
 
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Post » Wed Sep 01, 2010 11:13 pm

question, will the amount of magicka the OS costs for each "type" of block be configurable?
imo it doesn't make sense for the reflection to be the cheapest one when it would be the largest amount of work, with a deflection being the least.
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Nomee
 
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Post » Wed Sep 01, 2010 8:58 pm

That is WHY it is the cheapest one, because it takes more work!
Otherwise there is not enough of a tactical reason to do it. ;)

Energy is not created nor destroyed it is only transformed. As in all my combat formulas (RL and game ) it is a balance of energy (effort) efficiency (mechanical advantage) and work (the results).

Physical energy + Magickia energy = the sum total of the character's Bio-energy!

Although deflection should probably not be the least, did I say it was? I will change that if I did. Deflection should cost more than a block.

question, will the amount of magicka the OS costs for each "type" of block be configurable?
imo it doesn't make sense for the reflection to be the cheapest one when it would be the largest amount of work, with a deflection being the least.

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Sarah Kim
 
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Post » Thu Sep 02, 2010 12:56 am

Will these abilities be related to existing attributes or skills. I'd think all this lies under alteration and destruction.

Then I can foresee the number one question you will get after 'is this compatible with OOO/FCOM' ... and that is - is this compatible with existing magic overhauls like LAME or Supreme Magicka?

How will the omni shield work against supposed non physical forms of attack such as drain attribute or fatigue or magicka or spells that are simply damage an attribute or derived attribute like health, fatigue, etc.

How will plasma effect work against shields - especially in a mod where shields have their protective ability upped. Should one consider the plasma attack a mostly physical kind of attack?
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helen buchan
 
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Post » Wed Sep 01, 2010 9:36 am

You:
Will these abilities be related to existing attributes or skills.

Me:
Um yes and no. The "way" of Combat Magic is defiantly related to things like fatigue, agility, luck, H2H, Magickia regeneration speed etcetera. But it is not related to school levels as CM is its OWN special branch of Conjuration. This is for technical reasons, I would have preferred to make it independent of conjuration, but I cannot..


You:
I'd think all this lies under alteration and destruction.

Me:
No, Reflect magic and Reflect Damage is deleted from the game, with Reflect Damage Magic Category cannibalized for the Combat Magic effects. But as CM attack spells are set as the conjuration school (plasma ball, plasma bolt and the touch attack plasma plunge) casting one will raise your conjuration skill.

You:
Then I can foresee the number one question you will get after 'is this compatible with OOO/FCOM' ... and that is - is this compatible with existing magic overhauls like LAME or Supreme Magicka?

Me:
I do not use them so I would not know. But my guess would be yes it will be "mostly" compatible with the exception that any Reflect Magic and Reflect damage types spells will no longer work. They will be called "fake magic" in the game and will do nothing. I have code to change all reflect magic/damage items to shield type magic items with the same magnitudes. This cannot be changes for technical reasons as well as my unwaivering dislike for that god awful reflect damage /magic. Like "Recoil" it has no place in any of my mods! Also unless an OBSE miracle happens Combat Magic will match your Melee level of damage but the other spells cannot be altered. So common vanilla Fireballs will be wimpy compared to a plasma ball unless your melee weapons are vanilla level damage.


You:
How will the omni shield work against supposed non physical forms of attack such as drain attribute or fatigue or magicka or spells that are simply damage an attribute or derived attribute like health, fatigue, etc.

Me:
The omni shield will stop all bolt, ball (but not fog or AOE) type magic projectiles and all touch spells. Fog and AOE "blasts" attacks will wrap around the OS. The OS will stop all types of Melee attacks. There is a very VERY slight chance of failure (the attack will push thru to hit). This slight chance is due to the imperfection of moding not because of design. The way to defeat the OS is to maneuver around it, or time your attack to hit when it is down, or trick your opponent into dropping it, or wear it down with a barrage of attacks thus eating up up the Combat Magic Practitioners magickia.

You:
How will plasma effect work against shields - especially in a mod where shields have their protective ability upped. Should one consider the plasma attack a mostly physical kind of attack?

Me:
The same as with any script effect spell. Normal shield will not block the attack unless you use a mod that alters the shield to block spells. I have made such a mod (to block elemental attacks) but it is not ready for publication. However I believe you may have a early version of it as you were a playtester once for the mod it was in.
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Haley Merkley
 
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Post » Thu Sep 02, 2010 12:27 am

The same as with any script effect spell. Normal shield will not block the attack unless you use a mod that alters the shield to block spells. I have made such a mod (to block elemental attacks) but it is not ready for publication. However I believe you may have a early version of it as you were a playtester once for the mod it was in.

If that is the elemental wall spell - I think I have that somewhere, but will of course wait for new and improved.

My current character would not even use these kinds of abilities he is a nucklehead and prefers to fight with swords and such, but the next playthough I want to do an assassin/mage kinda build. That may a few months even. Anyway I was thinking alteration as it seemed to be about altering physical reality, but I see the logic of conjuration - not that the six divisions mean that much to me.

But I also like magic to do much more than just physical damage, so will be using/testing with other magic mods. So the plasma ball is not to be considered a strictly physical energy?

Sure would like to see a video of plasma ball.
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My blood
 
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Post » Wed Sep 01, 2010 10:36 am

That is WHY it is the cheapest one, because it takes more work!
Otherwise there is not enough of a tactical reason to do it. ;)

Energy is not created nor destroyed it is only transformed. As in all my combat formulas (RL and game ) it is a balance of energy (effort) efficiency (mechanical advantage) and work (the results).

Physical energy + Magickia energy = the sum total of the character's Bio-energy!

Although deflection should probably not be the least, did I say it was? I will change that if I did. Deflection should cost more than a block.

So it's the cheapest magicka because otherwise you don't think it would be useful enough?
Free attack, higher damage per second, can follow through with your own attack for a quick burst of damage.
If you're reversing somethings momentum or ke, it should cost the most magicka (reflection). If you're only adding some in the direction perpendicular to it's current motion it would cost a lot less, (deflection).
least to most amount of work: dodge. deflection. stop. reflection
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Matthew Barrows
 
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Post » Wed Sep 01, 2010 5:34 pm

Eagerly watching this mod Duke. This is the overhaul oblivion magic is missing!


I am kinda wondering about the omni shield only blocking non-area spells. I am not quite sure, but I am worried if NPC casters cast spells with 5ft effects that they will all negate the use of the shield. Either way, I eagerly await this mod!
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Max Van Morrison
 
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Post » Wed Sep 01, 2010 7:49 pm

Well its not really a magic overhaul, just a major change (POC project) to how combat with magic "should be".

I am not worried about the AOE weakness. So far in my testing it has not been a big problem. But keep in mind the plasma ball blast will effect the caster and anyone els in the AOE. So strategy and "non-frantic" usage will be required (like with hand grenades).


Eagerly watching this mod Duke. This is the overhaul oblivion magic is missing!


I am kinda wondering about the omni shield only blocking non-area spells. I am not quite sure, but I am worried if NPC casters cast spells with 5ft effects that they will all negate the use of the shield. Either way, I eagerly await this mod!

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Dale Johnson
 
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Post » Wed Sep 01, 2010 4:49 pm

delete
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Blessed DIVA
 
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Post » Wed Sep 01, 2010 4:24 pm

I understand, but this mod is only addressing magic combat in the way that all weapons and all martial arts forms have some universal laws/similarities (physics that they all abide by ) so the physical aspects are the ones this project is focusing on. I am not a good enough programmer to overhaul the entire magic system Magic in games is the hardest of all to get right (not screw up the game and work most of the time).

This mod should not interfere with the other aspects of magic in the game such as charming or opening locks or summoning etcetera.

I really wish I could make the Plasma balls strictly "physical". But I am limited by the game engine itself.

I want to try to get some Youtube videos done this weekend, but I am also very busy with October events so I am not sure if that will happen.

But I also like magic to do much more than just physical damage, so will be using/testing with other magic mods. So the plasma ball is not to be considered a strictly physical energy?
Sure would like to see a video of plasma ball.

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Sabrina garzotto
 
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Post » Wed Sep 01, 2010 6:01 pm

Had to make a change tho the "punch the spell out of the air feature". It was way too easy to get up close to the opponent and just mash your attack button to BOTH negate their spell attacks and hit them at the same time.
This made the feature way over balanced when you were up close. The OS will not have this issue as it is not an attack. After all the punch the spell action is intrinsically an attack. The answer was to not allow the feature to work if the spell flying through the air has not traveled very far. If it travels too short a distance then the one trying to punch the spell would not have enough time to react to it properly. Think of it as trying to catch arrows when the archer is only 10 feet from you. That is almost impossible, but at a greater distance you have time to get it right.

So the formula to succeed at spell punching is now:

set TmpX to ( FlyingProjectile.GetProjectileLifetime / .3 )
if TmpX > 1
set TmpX to 1
endif

if TmpX * ( player.GetFatiguePercentage * ( player.getav agility + player.getav handtohand + player.getav luck ) ) > getrandompercent

So you have no penalty at about 20 feet (remember the spell travel slower than arrows) but at 10 feet you will have 1/2 the chance to succeed. At H2H range of 5 feet you will only have 1/4 the chance to punch a spell shot at you at that range.

Get Projectile Travel Distance would have been more accurate however that command will not work on arrows and I may still allow arrows in as part of this feature in some fashion.
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R.I.P
 
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Post » Wed Sep 01, 2010 12:51 pm

I don't mean to digress from the punching goodness but anyways.
While it is much easier to block an arrow with shield and such then to deflect, this is with a solid object with mass and weight.
Deflecting something by using something like your armor or buckler or a weapon such as a sword or w/e is pretty much impossible because of the calculations needed to predict its target point and the very small time window available to react.
However positioning your 3ft across shield so that it impacts it at an angle rather than having to stop the projectile completely and using as much energy as the projectiles KE you only have to use a much smaller portion of that ke since it won't be head on, and it should be proportional to the cosine of the angle on incidence.
Now I could very well be mistaken, as I haven't done classical mechanics in awhile but this is my intuition.

On another note, % of success based on distance and agility sounds good :D
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Vicki Gunn
 
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Post » Wed Sep 01, 2010 5:00 pm

Well, instead of doing what I was suppose to be doing today I made this video (only took 12 hours) :shakehead:


http://www.youtube.com/watch?v=ZTOynB6Z-Rw
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Bird
 
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Post » Wed Sep 01, 2010 9:40 pm

Wow.

Well sorry it took so long because after seeing that I now wish you had used the time to work more on the mod.

So my next character is going to specialize in hand to hand that I can see. I was under the impression the omni shield would be more cocoon like (with the name omni and all). It seems small. Could an archer shoot the feet of one casting it?

Seems like with the combat geometry aspect it should train the shield skill - just a thought.

looking forward to this.
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Katie Louise Ingram
 
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Post » Wed Sep 01, 2010 9:37 am

Well, instead of doing what I was suppose to be doing today I made this video (only took 12 hours) :shakehead:


http://www.youtube.com/watch?v=ZTOynB6Z-Rw



Holy dookie batman! That was freakin AWESOME!!! Just because of that video I dont think I can even play Oblivion now till that mod is released! It totally fits with what I have planned for my "Unarmed Monk" character I love to play.


One note though= The caster NPC appears to use the omni shield TOO well. Was that just for video testing purposes? Or is some more tweaking in order?
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Colton Idonthavealastna
 
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Post » Wed Sep 01, 2010 10:01 pm

This belongs on the front page, seriously. =)
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Tanya Parra
 
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