Duke Patrick's Combat Magic II

Post » Wed Sep 01, 2010 9:27 am

WIP Duke Patrick's Combat Magic II

I have been itching to work on my old Combat Magic project the I never finished. But this time I want to take an entirely different approach to the way the mod will do the behind the scenes work.

Combat Magic was a Proof Of Concept project to make fighting with magic "feel" more like RL fighting. One of the most interesting revelations I discovered in my years of RL combat was that there are universal concepts that apply to all combat and all weapon forms no matter if it is light or heavy weapons or even no weapons (H2H) , arrows or crossbows or mêlée, blunt or cutting blades, throwing a spear (or in this case throwing a fire ball) etcetera ...

They all shared fundamentals such as defense and offense geometry, timing, accuracy verse initiative, speed (or rate) verses power and much more!
I do not see why fighting with Magic would necessarily need to break this universal combat law.


See The Work In Progress Video here:

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

NEW:

http://www.youtube.com/watch?v=3LLGoyUMX2I&playnext=1&videos=k4gvlFT_TkU&feature=mfu_in_order


Thanks to JDFAN for his work on the magic spilling from the hands effect. I textured it for multi colors but he did the REAL work and I would not have this in my mod if he had not been so gracious and generous with his help.



So Combat Magic expands on this concept. The core of my project was a defense called an omni shield, it can block "all" magic attacks but prevents the Combat Magic Practitioner from attacking at the same time. Add to this extremely lethal attacks, where the closer you are to the combat magic practitioner and the better your combat geometry the more deadly the magic attacks can be!

The concept actually worked extremely well but I ran into issues with the inner workings of the scripts in that it was difficult to actually make the Omni shield work with the rest of the games magic system with out a lot of bugs. One of the issues that plagued my project was sometimes the magic users would become immortal and could not be killed. Their health would get stuck up at at 10000 points and would regenerate as well. But now I found a way to create the Omni Shield so this will not be a problem anymore.


I am more than 50 percent done with the first draft of this mod. But Halloween is coming up fast so I am not sure how much I can work on this mod over the next few months.

PM me if you are interested in Alpha testing this mod.


Finished Work In Progress:

Omni Shield is done and works very well. This will stop almost all attacks such as missile attacks, spells, melee attacks, touch spell attacks and h2h attacks. But each time it is hit with an attack it eats the Combat Magic Practitioner's 's Magicka. It will only block attacks from the front (like a melee shield. It has the appearance of a blue force field like floating DISK about 3 foot in diameter.

The OS can block spells or bound them back at the attacker depending on the Combat Magic Practitioner's skills and timing. The lower your PC skills the tighter the widow of opportunity will be for the player to do this. Blocking such attacks eats more magic than bouncing them. Bouncing them in a random direction will eat less magic than blocking but not less than bouncing (in a controlled manner) back at your opponent. This only works on Projectile type spells.

This Omni Shield must be turned off in order for the Magic Practitioner's to make any kind of attack (not including summoning).

Silence magic will work to stop the OS from going up but only if it is inflicted on the Combat Magic Practitioner's before they get up the Omni Shield.

The OS will work for you even if you have a shield, staff, 2h weapon, sword, bow, or any other blocking weapon in you hands as long as you are not attacking. You only need to be holding your block button to turn on the OS.

A New powerful health potion (but it comes with a risk) is carried by the Combat Magic Practitioner. this is both your reward for killing them and another threat if they use the potion for themselves. This potion will restore health extremely fast but in the process makes you 100% weakens to magic for 60 seconds.

All REFLECT MAGIC and REFLECT DAMGE has been neutralized to remove their effects from the game. These two spell types are the worst thing about the oblivion magic system. Please do not ask me to make this an option. It will not ever be made an option for this mod. In part because it would prevent the mod from working as intended and most importantly because the REFLECT DAMGE magic effects group is cannibalized by my mod to create the new Plasma Magic attacks for the Combat Magic Practitioners.

The mod will change NPC reflect magic items or reflect spell items in their inventory into resist magic and shield magic items. Player also gets a spell to do the same thing for their own inventory if needed.


Plasma Attacks:

Equip your Combat Magic Kit (in your spell list) to use the Omni Shield, Magic enhanced H2H and Plasma attacks. Anytime you block (with a weapon or your hands) the Omni shield will go up to protect you as long as you have a little magicka and you are not incapacitated by things like knockdowns, staggers or low fatigue.

Taping your cast button will discharge a high speed arc of plasma at your target. This is a low power attack that cost 10% of your magicka.

Hold the cast button down for more than a tap will cast a slow but powerful plasma ball.

Hold the cast button for more than 1 second will cast a touch spell that "dumps" all your magicka into your target drowning them in a extremely high power attack. You are exposed (cannot block) for that moment of time! This is true of the other attacks as well but for much less of a duration.

Note: You will not be able to "load" the Magicka "dump" touch attack and just wait for a target to walk up to you before you release it. If you hold your cast button for too long (1.5 seconds) your magicka drains to 0 and you will be unable to cast a magic attack until your magicka is back up over zero. A sound effect will warn you of this magic drain before it happens. Custom sound effects will clue you to most of the timing concerns.

Poor player timing can be compensated with good PC stats and vice versa because many of the important timing windows are based on your PC stats. This is an idea I have had for combat games for years. Because of Oblivion I now am getting to try the idea in a real game.

Damage of all CM attacks (except for the plasma balls) will be a % (as low or high) as your magicka. But that percentage will rise and fall depending on the following factors:

Attributes
Level
Fatigue
How well your "kinetically cast" the spells (your moment toward and around your opponent).
Player Timing

The Fast plasma Bolt attack and the Touch attack damage magnitude is calculated by your level, willpower, intelligence and your currant level of magicka modified by your fatigue percentage. Your target's magic resistance defense is also used in this calculation. I could not do the same calculations for the Plasma Ball for technical reasons. There was just no practical way to record all the stats involved and attach this data to the projectile without it also effecting all the plasma ball spells moving in the air during combat. So the Plasma Ball would hit with a random power depending on who cast the last plasma ball attack. This was not a issue with the touch attack and the arc attack because the spell is near instantaneous where the ball attack can take up to 10 seconds or more to reach the target. So the Plasma Ball is set at 30 cost to magicka and 30 BASE damage .

All Combat Magic damage will be scaled by the difference from the vanilla WeapSteelWarhammer compared to your to your currant WeapSteelWarhammer weapon. So if you have a mod that increase your WeapSteelWarhammer to 2 times normal the Plasma ball will hit at 2 times 30 points.

I designed this WeapSteelWarhammer damage comparison "script trick" to be used to detect your level of preferred damage and it applies to all the Plasma Attacks. In this way the Combat Magic is automatically in balance with your chosen level of mêlée damage.

Please note that to make the fast bolt attack hits at lighting speed, I had to change the shock attack in the game from a slow bolt to an instant hitting bolt. This again cannot be an option for technical reasons.

The CM attacks and the Omni shield all have custom made visual and sound effects that provide the player with obvious clues to timing as well as make it all look really cool!

So far I have not found a practical way to upgrade the magnitude (how much damage they will cause) for all the other elemental attacks in the game such as Fire and Frost attacks. This is a real shame.... but may change with new OBSE revisions in the future.

Alas...for now it is an unavoidable disadvantage of this mod. But not one that I will let stop me from making this mod. For now the NPC will just not be allowed to use these weak attacks in combat as long as they are classified as a Combat Magic Practitioner.

All Actors that are labeled in the CS as "Class Specialization Magic" get the Combat Magic "kit".


Ghost Dodge
I wanted to try something other than the "bullet time" dodge or the cliché transporter (pop suddenly from here to there) type of dodge, I wanted something very different that is not seen in games often and would offer a slightly different kind of result (a magical one) then normal dodging but still keeping the fundamental timing and limitations (strategy) found in normal dodging.

See a video of the Ghost Dodge here:

http://www.youtube.com/watch?v=3LLGoyUMX2I&playnext=1&videos=k4gvlFT_TkU&feature=mfu_in_order

It will give you almost complete immunity to attacks but it will cost a lot! The magic drains fast as you trigger the ghost state. so you must learn to only enact it when absolutely needed and for a as short a burst as you can (to just avoid the attack). Also you cannot attack block nor move around during your ghost state in the "magic dodge".

I had to add this to the ghost dodge for technical reasons:

Significant pain will prevent you and the NPC from triggering the ghost dodge. The pain duration is determined by the Willpower stat.

The the more will power you have the shorter the time the pain will distract you. For will power stats from 1 to 100 the pain duration can range from 1 ( plus 0.1 second to 10 seconds more or less). The more damage done the longer the pain may effect you, but this is countered by the Will power:

If paintimer > 0 then you will not be able to ghost dodge. So if you are burning "painfuly" from a 5 second fire spell you will not be able to ghost dodge in the middle of that event unless the amount of damage being done to you during that time is very very low (about 2% or less of your health) . As said this also effect the NPC in the same way.

You must have the Combat Magic Kit equipped and then you press (or rather TAP) the Left and Right and Back Move buttons (I use the arrow keys) all at the same time. My other mod that does the bullet time dodge will detect this and not rigger at the same time unless you are out of magicka.


Mod Summery:

The bottom line is that COMBAT MAGIC will be like fighting with weapons were you must maneuver for combat geometry as well as attack at the right time to maximize your effect on your opponent. And the more powerful your attack the more you may open yourself up for counter attacks.

Throwing spells will have the same types of advantages and disadvantages as are found in my combat archery mod and blocking spells will have the same strategies as found in my Melee combat mods.

My own test fights with the Combat Magic Practitioner's s now are AWESOME! They are extremely lethal at very close range. If you are a sword fighter you must constantly keep just at your own weapon range so that they cannot touch you!

As an Archer it is especially challenging as most of your arrows will be deflected by their Omni shield.

But if you time your shots correctly the arrow will plunge into their weak small bodies when they lower their Omni shield to throw a magic attack at you!




For the most advanced SCA combat with sword and shield:
http://www.spookyfx.com/book/tromp.html
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Kaylee Campbell
 
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no_excuse
 
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Chelsea Head
 
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Anna Krzyzanowska
 
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Post » Wed Sep 01, 2010 3:06 pm

:woot:

I found a clever way to solve all the issues in one sweep!

I used a stone havoc plane.

It will be an static type activator (no weight) and can be held in front of the NPC/player with scripting.

In this way it will block arrows, spells, mêlée weapons and can be made to produce the ethereal "magic force field" look I want by playing shaders on it!
I have already tested my idea using a s tomb stone and all works as wanted so far... but I will make my own Nif in blender.

Dam I wish I had thought of this 2 years ago when I first tried to make this mod!
Doing this with the stone plane as the Omni shield is going to cut the list of old scripts in half and do away with all the old Omni shield bugs because no scripts means no bugs! :hehe:

Sounds interesting Duke, how you get this ironed out! ATM I just finished reading the dresden files and so am going to rp the main character to some extent. Will be have a magic shield type spell :D
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Lovingly
 
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Post » Wed Sep 01, 2010 9:09 am

Well my "stone" Omni shield idea has a flaw, it worked on arrows but not on weapons that are longer than the stone is wide.

So I will have to go back to magic blocking skill buffs for melee weapons. :meh:

But I will go forward with this anyway, it will just mean the OS will not work as well against melee weapons as it will against target spells and arrows. EDIT: I found a sixY solution to this by manipulating the animations rather than using the havoc system. :woot:
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Dark Mogul
 
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Post » Wed Sep 01, 2010 4:42 pm

Well my "stone" Omni shield idea has a flaw, it worked on arrows but not on weapons that are longer than the stone is wide.


Does your shield have collision properties?
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Jessica Stokes
 
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Post » Wed Sep 01, 2010 12:14 pm

Yes, that is why it would work on arrows.

The problem is that the distance from the attacker to the end of the weapon is longer than the width of the Omni "Shield" activator that is being held in the air by scripting.
I would have to make the width of the OS over 10 feet wide for this to work.

It is like when an attacker hits you thru a fence or wall with a 2H weapon if you get to close.


Does your shield have collision properties?

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Bones47
 
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Julie Ann
 
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Post » Wed Sep 01, 2010 11:32 pm

yes... after getting some sleep I was able to get this worked out:


The chance for the NPC to deflect a spell with the Omni Shield (as opposed to just blocking it) will be based on these stats:

NPC Agility
NPC Level
How fast the projectile will cross the trigger point. (Distance the spell traveled and how fast = projectile lifetime before it hits.)
Fatigue


So now a spell is shot at the NPC, the distance it must egress and the speed it moves will dictate the projectile lifetime.

If ( projectile life time ) >= ( 1 - ( ( ( ( Agility / 100) + (speed / 100 ) ) + level / 100 ) )
then the NPC MAY attempt the deflection. But it will fail if they do not pass a chance test of 100% times their fatigue %

So a level 4 NPC with a 25 in both stats will be able to react in time to a projectile that has traveled for up to .54 seconds.
But if the NPC only has a fatigue percentage of 0.6 they will only have a 60% to succeed. Failing this means the spell hit them because they misjudged their timing.

( 1 - (aggression times their fatigue % ) ) < ( ( projectile life time ) + ( Agility / 100) + (speed / 100 ) + ( level / 100 ) will determine their willingness to take the chance on the deflection or just use a safe block.

Changed to Confidence


For the player:

(Agility /100) + (speed/100 )) + level/ 100 ) * Fatigue % ) == window time in milliseconds for player.

So a level 4 player with .25 stats and a fatigue % of .75 will have .405 seconds after they trigger their Omni Shield to deflect the spell rather than just block it.
So you would have a window of opportunity of .405. This means that the players reaction time window gets bigger (easier) as you improve your stats and level.
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Ysabelle
 
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Post » Wed Sep 01, 2010 1:14 pm

What sinful soul dare not watch and comment on your progress :obliviongate: I'm loving the sounds of this, now to take a second read through to make sure I understand what Im reading.
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patricia kris
 
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Post » Wed Sep 01, 2010 10:11 pm

Thanks!

But I am still working it out in my head as I write (I just changed my formula 5 times so refresh your browser to be sure you get the last one).
I had once had all this worked out long ago (the mark 1 version) but with the new OBSE commands and my more experienced modding skills I am re inventing my own wheel here...

The bottom line is that COMBAT MAGIC will be like fighting with weapons were you must maneuver for combat geometry as well as attack at the right time to maximize your effect on your opponent. And the more powerful your attack the more you may open yourself up for counter attacks.

Throwing spells will have the same types of advantages and disadvantages as are found in my combat archery mod and blocking spells will have the same strategies as found in my Melee combat mods.


What sinful soul dare not watch and comment on your progress :obliviongate: I'm loving the sounds of this, now to take a second read through to make sure I understand what Im reading.

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Epul Kedah
 
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Post » Wed Sep 01, 2010 4:31 pm



Way forward plans (but may change as I work on this):

4 types of Combat Magic attacks (speed verses power)
Holding the cast spell button longer (before lifting your finger off the cast spell button) determains which of the 4 you cast.

less than 1/2 second = Shock attack (ultra fast lighting attack) damage equal to about a dagger. Use 25 Magicka

longer than 1/2 but less than 1 second = Fire ball attack ( normal fire ball speed) damage equal to about a sword. Use 50 Magicka

longer than 1 but less than 2 second = Frost ball attack ( 1/2 speed ) damage equal to about a axe/mace. Use 100 Magicka

longer than 2 seconds = "Dim Mak" Touch Attack damage equal to about a 2H warhammer. Use 200 Magicka





I love your Omni shield idea, as I have always found normal Oblivion magic combat lacking. I always pictured in my head the mage "blocking" and surrounding himself with a wall of pure force which also drains his mana. I would seperate the charged spell aspect into different elemental schools though, so we could use them against the appropriate enemies.



As for your casting ideas I have some thoughts, making a group of completely seperate spells=
1. Charged TOUCH Frost
2. Charged TOUCH Fire
3. Charged TOUCH Lightning
4. Charged TOUCH Magic

also add (with higher mana costs)=
1. Charged RANGED Frost
2. Charged RANGED Fire
3. Charged RANGED Lightning
4. Charged RANGED Magic


It would be especially nice if these spells scaled with the player's skill in terms of damage, and hit for ALLOT of damage (to match your previous meele damage mods). Having these 8 spells would really also help reduce the magic user's clutered up spell book as they would only have to carry these 8 (or perhaps get rid of all the TOUCH attacks and make them all ranged). I would also love to one day see spells that transfer the energy into the casters fists for unarmed combat (seems reasonable). Allowing the "monk mage" to deal devastating elemental damage through his fists and feet using his own body as the spell medium. Great work as always!
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Monika
 
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Post » Wed Sep 01, 2010 8:43 pm

P.S.

I cant seem to find your SCA combat mods anymore, do you still work on/update them? I found them to be the best combat mods in Oblivion!
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sw1ss
 
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Cheville Thompson
 
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Post » Wed Sep 01, 2010 2:57 pm

Sounds really cool, I think the omni shield is what really caught my attention this should definitely make for some fun when it's finished :P
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KRistina Karlsson
 
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Post » Wed Sep 01, 2010 12:17 pm

Note: You will not be able to "load" the Magicka "dump" touch attack and just wait for a target to walk up to you before you release it. If you hold your cast button for too long (1.5 seconds) your magicka drains to 0 and you will be unable to cast a magic attack until your magicka is back up over zero. A sound effect will warn you of this magic drain before it happens. Custom sound effects will clue you to most of the timing concerns.
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Romy Welsch
 
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Post » Wed Sep 01, 2010 5:23 pm

You know what would be really cool is to have a dual-type spell that where you could "hold" a fireball (frostball, lightningball, etc) in your left hand to use for a shield type defensive magic and then be able to throw it at the enemy as an offensive spell as you charge up to them with your weapon in the right hand. There's several resources out there already that could be use, and the scripts for this shouldn't be too difficult. I recall seeing a mod that has several effects in your hand such as a torch-like fire in hand, a globe of magically energy. I haven't seen a "frostball" thing, but one of the others could easily be retextured for this. As for the scripts, all that would be needed is a simple spell script for the shield that uses your combat magic concept, and then another press of the cast key to make the script remove the magic effect and cast the related damage effect, such as fireball from the fireshield spell.

I dunno. I just thought about that as I read the first post and got this picture in my head.

Edit: A problem I just thought about with this idea is how this will affect shield users, and what the effect of a two-hand user will be?
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Cheryl Rice
 
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Post » Wed Sep 01, 2010 1:05 pm

How is the OS going to handle are of effect spells? A tactic that I like to use is relatively large area of affect spells, cast in the 'general area' of the target. (and any of his buddies that happen to be standing around.) Works great for hitting folks around corners and such.
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Roanne Bardsley
 
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Post » Wed Sep 01, 2010 11:52 pm

Yep…you found The Omni Shield’s biggest weakness! AOE spells (fire blasts, frost clouds, shock storms, etcetera ) will wrap around the OS just like they wrap around normal shields and around the corners of walls. But remember that as of OBSE 18 I do not have a practical way to increase the magnitude of all the vanilla /custom spells. So yes they can get around the shield to the Combat Magic Practitioner but they will not hurt them in the same magnitude as the Plasma spells will be able to unless you play a with no increase to your melee combat damage, meaning you do not use a mod to increase melee weapon’s damage .

However…

I will add an area of effect to the plasma balls. But it will be a dangerous one. The caster and the caster’s allies will all be just as effected as their opponents if too close! This is going to make the plasma balls very dangerous to use….so I love this idea!

Thanks for getting me to think about it.



How is the OS going to handle are of effect spells? A tactic that I like to use is relatively large area of affect spells, cast in the 'general area' of the target. (and any of his buddies that happen to be standing around.) Works great for hitting folks around corners and such.

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Kay O'Hara
 
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Post » Wed Sep 01, 2010 3:51 pm

After adding the new area of BLAST effect to the plasma balls I see now that this may significantly limit how often the plasma ball can be used. So I need to add another "standard" Combat Magic attack to the "kit". If you do not wear any armor or rings on your hands a flow of magic will spill out of your hands (while you are in Combat Magic mode).

Punching in this state will increase damage you can do to your opponents and can batt them around the battlefield like a rag-doll!

Thanks to the incredible work of modder JDFAN you will also see a visual effect of the flow of your magicka spilling from your hands in the game.
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Killer McCracken
 
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Post » Wed Sep 01, 2010 1:32 pm

After adding the new area of BLAST effect to the plasma balls I see now that this may significantly limit how often the plasma ball can be used. So I need to add another "standard" Combat Magic attack to the "kit". If you do not wear any armor or rings on your hands a flow of magic will spill out of your hands (while you are in Combat Magic mode).

Punching in this state will increase damage you can do to your opponents and can batt them around the battlefield like a rag-doll!

Thanks to the incredible work of modder JDFAN you will also see a visual effect of the flow of your magicka spilling from your hands in the game.



Sounds awesome!
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Chloe Botham
 
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Post » Wed Sep 01, 2010 4:24 pm

After adding the new area of BLAST effect to the plasma balls I see now that this may significantly limit how often the plasma ball can be used. So I need to add another "standard" Combat Magic attack to the "kit". If you do not wear any armor or rings on your hands a flow of magic will spill out of your hands (while you are in Combat Magic mode).

Punching in this state will increase damage you can do to your opponents and can batt them around the battlefield like a rag-doll!

Thanks to the incredible work of modder JDFAN you will also see a visual effect of the flow of your magicka spilling from your hands in the game.



I like the idea behind this change, though I kinda rope the rings can still be worn. Maybe just no armor on your hands?


Also do you think this will work with Seph's hand to hand animation replacer? or other such mod? Vanilla unarmed is preety amature brawler at best, at least visually.
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Jay Baby
 
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Post » Wed Sep 01, 2010 3:35 pm

The mod will work with any H2H animation replacer. I will be sure I do not try to monitor for specific animations so that I can grant your request.
However I cannot do anything about the rings. The way JDFAN has set up the hand magic visual effect (the only way we either of us knows how to at this time) is on left and right ring mesh.
So putting on another ring will remove this mesh, thus not allowing the visual effect to work.

Now when he gets time JDFAN said he may try working on another way to do this but for the foreseeable future this is only a "hope".
For now no rings, no gauntlets for technical reasons. But it makes sense as well from a role playing perspective.

As JDFAN told me, oblivion modding is often a trade off (at least until new OBSE commands solves the problem!)

Please note that I made some texture edits to JDFAN's original work so that the hands have a multicolored glow effect rather than a flame effect.
I also tweaked the nif so that viewing the effect from all angles will work inthe game. But other than that all credit goes to JDFAN for this awesome game visual!
I tried for hours to do it myself, JDFAN did it in a few minutes!


I like the idea behind this change, though I kinda rope the rings can still be worn. Maybe just no armor on your hands?


Also do you think this will work with Seph's hand to hand animation replacer? or other such mod? Vanilla unarmed is preety amature brawler at best, at least visually.

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Rachel Hall
 
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Post » Wed Sep 01, 2010 10:34 am

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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Gen Daley
 
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