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Duke Patrick's Incursion into Fortress Of Fear
Combat Magic mod and Horror Survival Quest mod.
The quest has new? highly original monsters, new features, a new weapon, new ingredients and new style of game-play and dungeon.
Get it here:
http://tesalliance.org/forums/index.php?/files/file/780-duke-patricks-combat-magic-ii-duke-patricks-incursion-into-fortress-of-fear/
(WARNING! THIS IS NOT THE ENTIRE READ ME FILE!)
Duke Patrick's Combat Magic II Requirements:
OBSE but it must not be a BETA version!
Universal Silent Voice.
English version install of Oblivion only!
Shivering Isle may be needed as some reference to SI resources were used.
Be sure to load the INI file in the same directory as the ESP file.
Be sure to load the Combat Magic ESP AFTER the Fortress of Fear ESP.
(You may remove the FoF esp after the quest is completed.)
Other Mods will conflict if they make a change to:
The Actor value "Confusion"
The Magic effects called "Reflect Damage" and "Reflect Spell".
The Lighting bolts for Shock Magic
The vanilla oblivion object TestKurtMarker
The NPC Delphine Jend must be alive in your game.
The same wilderness area as this mod. One such mod may be Unique Landscapes - Snowdale. But LOAD my mod after such a conflicting terrain mod and it may be OK!
Introduction to Combat Magic
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The basic idea of Combat Magic is to use Range, Rhythm and Geometry for defense instead of high health points, low damage magic attacks or magic "cocoons" that require no skill or effort from the player. Then Combat Rhythm and Counter Geometry to penetrate those defenses. Combat Magic should feel more intuitive to a real fight rather than a game of "spread sheets", energy levels and menu trees.
There are universal concepts that apply to all combat and all weapon forms. They all share fundamentals such as defense and offense geometry, timing, accuracy verse initiative, speed (or rate) verses power and much more! The core of the Combat Magic system is a defense called an Omni Shield, it can block most magic attacks but only if the player uses proper shield positioning and it also prevents the Combat Magic practitioner from attacking at the same time. Add to this extremely lethal attacks, where the closer you are to the target and the better your combat geometry the more deadly the magic attacks can be!
COMBAT MAGIC will be like fighting with weapons were you must maneuver 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. These features are an "add on" to the existing magic system. It adds a set of powers (attacks, shield, hand to hand buffs) that are gained via a quest.
If set to do so in the INI file it will also buff most of the combat spells from vanilla or other mods. The mod is intended to interact with the vanilla spell system and other magic mods with as few exceptions as I was able to manage and still stay true to my mod design.
Quest Trailer on you tube:
http://www.youtube.com/watch?v=kaztiL01Zf4
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Combat Magic Movies:
http://www.youtube.com/watch?v=3LLGoyUMX2I&feature=related
http://www.youtube.com/watch?v=ZTOynB6Z-Rw
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Quest:
http://www.youtube.com/watch?v=GJko_OpAx7M&feature=mfu_in_order&list=UL
http://www.youtube.com/watch?v=5EankCEgz3w&feature=mfu_in_order&list=UL
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Current Thread:
http://www.gamesas.com/index.php?/topic/1146143-duke-patricks-combat-magic-ii/page__hl__%22combat+magic%22
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Older threads:
http://www.gamesas.com/index.php?/topic/1107578-duke-patricks-combat-magic-ii/
Finishing the Quest
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There are 3 choices:
1. Finish the quest and DO NOT give the scroll to the mage guild (lie to them that you did not get the information ) Now If you DO NOT kill the hiding Necromancer and do not give the scrolls to the mage guild NO ONE in the game gets CM except for 1% of the Necromancers and Conjurers (That are in Evil factions only) in the game. Then this 1% grows each day to 100% after a YEAR (365 game days) as the secret to CM gets slowly passed on from one Necromancer to another. This is for players like MYSELF that are not all that interested in using Magic (I prefer sword and shield melee combat) but hate how EASY the conjurers are to kill in the vanilla game because their magic is so weak.
2. Finish the quest and DO NOT give the scroll to the mage guild (lie to them that you did not get the information ) Now if you kill the hiding Necromancer and do not give the scrolls to the mage guild NO ONE in the game gets CM. If you keep the CM esp loaded you will still get some other features, such as the Caltrop weapons and vanilla spell damage boosts (see below). If you do not want any of these features then you should take the Combat Magic esp out of your load order and your new savegames will be free of both ESP and all the changes. This choice is for the players that want to play the quest but not utilize Combat Magic in their game.
3. Finish the quest and give the scroll to the mage guild. You will eventually get the Combat Magic Kit after the Mage's guild has time to study the scrolls. Once the Guild has developed this new school of magic it will be available for sale to anyone with the gold to buy it and the skill to use it. Every NPC that qualifies as a magic specialist class has a chance to get it that starts at 3% and go up each day to 100% after 60 game days.
They will favor the Combat Magic for combat, but they will also use all other spells as well. Now you may remove the Fortress of Fear quest ESP.
In all of the above cases if you keep the Combat Magic esp in your load order (and depending on your ini setting for this feature) MOST of the spells (both vanilla and many spells from other mods) will be adjusted to match what ever your melee weapons are set to do. So if you have a melee weapon mod that multiples your melee weapon's damage 3 times, then the damage done by vanilla spells (and most other spells) will be multiplied 3 times as well.
The player must finish the quest to get the Combat Magic for the same reason the developers require you to do a quest to get any unique or powerful weapon in this game. However you will be able to "transfer" your Fortress of Fear completions status to any new PC you start.
Read how to do this in the FULL READ ME FILE that is in the zip pakage.
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/player reflect magic items and reflect spell items in their inventory into resist magic and shield magic items.
Equipping The Combat Magic Kit
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Once you have the Combat Magic Kit you can equip it in your spell list to use the Omni Shield, the magic enhanced H2H features and the plasma attacks. You will have all of the features of combat magic as long as the kit is equipped and you adhere to the other requirements as will be describe below.
Omni Shield
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If your Combat Magic Kit is equipped, then 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.
The Omni Shield will stop bolt, ball (but not fog or AOE) type magic projectiles and touch spells. Fog and AOE "blasts" attacks will wrap around the OS. The OS will stop most Melee attacks. 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 the Combat Magic Practitioner's magickia.
Time your block as late as possible to Reflect a spell back at your opponent. But Spell deflection is not something you "try to do". This is something that may happen if you fail to Reflect the spell. Deflection is a halfway successful Reflection. The player and the NPC have the choice to either Dodge, Reflect or Block the spell. The results of those choices can be evading the spell, stopping the spell, bouncing the spell back at the opponent or into a random direction.
The Omni Shield is set to only work with the Combat Magic Kit. However after you "advance" in your combat magic skill you then can use it outside of the Kit. The combination of the other Combat Magic Spells used with the OS is what balance the OS. Using the OS outside of the combat magic kit feels overpowered. So I want the player to use it as intended for good amount of play time to experience my combat magic concept it as intended. Then later when the player can earn the perk of using the OS outside of the Combat Magic Kit.
Plasma Attacks
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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. There is an area of effect to the plasma balls and it is a dangerous one. The caster and the caster's allies will all be just as effected as their opponents if too close!
Touch Spell Attack
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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 those other attacks it will be 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 your magicka drains to 0 and you will be unable to cast a magic attack until your magicka is back up over zero. A particular sound will warn you of this magic drain before it happens. There are a variety of sounds that will clue you to most of the timing concerns.
IMPORTANT!
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 a game mechanic idea I have had for a long time for this kind of action/RPG game. This mod is the first time I have got to try it to this extent. However I have tried this idea to a much lesser extent in some of my melee combat mods.
Combat Magic Spell Damage
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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:
Character level
Current Willpower
Current Intelligence
Current Fatigue
Current Magicka Level
How well you "kinetically cast" the spells (your moment toward and around your opponent ) for the H2H attacks. Player Timing for the touch attack.
All Combat Magic damage will then be scaled by the difference from the vanilla WeapSteelWarhammer compared to your to your current 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.
The Plasma Ball is set at 30 cost to magicka and 30 BASE damage.
After the damage is calculated it is then reduced by magic resistance up to 85% or what ever your melee armor protection limit is set to in your game settings.
Ghost Dodge
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This 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.
You must have the Combat Magic Kit equipped and then you press (or rather TAP) the Left and Right and Back Move buttons all at the same time.
Significant pain will prevent you and the NPC from triggering the ghost dodge. The pain duration is determined by the Willpower stat. The more will power you have the shorter the time the pain will distract you. The more damage you take at one time the longer the pain may effect you.
Fast Rest
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If you stop and do not exert yourself in anyway you can fast rest or in this case "meditate" to regenerate your magicka a little faster than normal. This is in part to help make energy level less important than what you do with your energy.
Combat Magic H2H
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Fist De Cuffs:
To activate the Combat Magic H2H features you must not be wearing any armor or rings on your hands and then you must select the combat magic kit as you active spell. You will see a pulsing aura of magic spill out of your hands.
Punching in this state will increase the damage you can do to your opponents and can bat them around the battlefield like a rag-doll! And you may see a "flash of light" effect at the point of contact when the player punches an actor.
Each punch (power attack 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.
Therefore 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 !
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.
Spell Bursting:
If you punch into an incoming ball type spell (cannot punch bolts as they are too fast nor fog as it is too "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.
If the spell flying through the air has not traveled very far then trying to punch the spell would not have enough time to react to it properly. You have no penalty at about 20 feet but at 10 feet you will have 1/2 the chance to succeed. At 5 feet you will only have 1/4 the chance to punch a spell cast at you at that range.
Attack Chain Absorbed Fatigue Effect:
If you hit your opponent with several punches in a series inside of a short amount of time you will absorb some of their fatigue and they will stagger helplessly for a second. You can then press the attack, as long as you strike on target and come in with a good rhythm this speed bag effect will continue until you run out of magicka. Once you have landed the required number of fast blows inside of the time limit a stat comparison is done to see if it is possible to overtake your opponent.
target's strength + resistmagic times their fatigue percentage <= player's current magicka == succeed
The cost of magicka to do this is %5 of the player's current magicka. You will know you are in the "speed bag" cycle when your opponent is stumbling around after each of your hits and you may see flashes of blue, green and red lights splashing on your opponent if the room's light level is low. This feature cannot be used to "knock out" the opponent, only keep them at a exhausted level. However the normal H2H game system may still knock them out as each hit will reduce the opponents fatigue a little per the vanilla system.
INI file
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;Duke Patricks - Combat Magic II
; Set this to 0 if you do not want the mod to save your Omni Shield Skill level in your save game.
; If you do not set this to 1 your skill level will be lost if you unload the mod and reload it latter.
; Any mod that changes the persistent object called TestKurtMarker will conflict with this feature.
; In this case you will need to set this to 0 or unload the conflicting mod.
; Default is 1
; Set this to 1 if you want the Omni Shield to work all the time and not just when you equipped the Combat Magic Kit.
; HOWEVER this will not work until your Omni Shield skill level is 100%
; Default is 0
; Set OSTogState to 1 if you want to use a toggle key to toggle the Omni Shield awake or asleep.
; Default is 0
; set OSTogKey to the toggle key you want to use. Default is 209 which is the PageDown Key.
; To set the DEC code to assign OSTogKey to other keys see this link: http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed3
; Set OSTogMes to 0 if you want to turn off this reminder pop up message.
; Your Omni Shield will not work until you press the OS toggle button to wake it up.
; And remember that even when it is awake you still must perform a block to trigger it on.
; Default is 1
; Set this to 1 if do not want vanilla and custom spells damage (other than Combat Magic spells) to be boosted by this mod
; Default is 0
; Set this to 1 if you do not want the Omni Shield to work if player/actors have a shield equipped.
; It just looks silly to have the OS and a physical shield out at the same time. Default is 1
; If the player/actor stands still no blocking and no attack then magicka regenerates faster.
; Set to 0 to stop fast rest magickia regeneration.
; .01 is the default
; If You do not want the "Magus" "shaman" "Lich" "Xivilai" "Dremora" to ever be able to use Combat Magic set this to 0
; 1 is the default
For the most advanced SCA combat with sword and shield:
http://www.spookyfx.com/book/tromp.html