[Relz]Duke Patrick's HammerBlade

Post » Sat Mar 19, 2011 4:26 pm

Duke Patricks - HammerBlade

Are your BASE skills up to the challenge?


OBSE 18 or better needed.


Get it here:
http://www.tesnexus.com/downloads/file.php?id=27949



The SCA portrayed in this mod is obviously loosely based on the real SCA. I could not make this mod SCA exactly like the real one as it would not fit well in a fantasy environment. So I took liberties and artistic license in the description of the organization in the mod.

This entire project was intend to provide me with a fun way to learn and practice 3d modeling, and then it is intended to give the player a very cool weapon that can do something complete new and original, something I have wanted to do for years but did not have the modeling skills yet.

And finally it is a Proof of Concept mod to try to demonstrate how good an NPC combatant can be without resorting to the clich? jacked up HP (or the God awful reflected damage thing) even with only a few of my Combat AI techniques. I would have loved to load the NPC up with all my knowledge of combat but that would have taken many months (a year?) to script! However the few I did include will give you a run for your money! If this NPC is too difficult for you consider becoming a squire in the game to learn the secrets to countering all my "moves".

However, these “moves” are all based on real life melee combat physics. So if you play the combat intuitively you may discover the “counters” to my moves on your own.


My featured combat AI for this NPC:

A very good dodging ability, he will glance, sidestep and bob and weave your attacks (rather than absorb 1000 weapon hits).

A "Brain" to evaluate and adapt to the combat conditions (such as health level, how the player is fighting, how the player is moving and defending).

This Brain will also manage his Fatigue better by making the NPC "rest" strategically instead of randomly by a dice roll as it is now in the vanilla game.

My original Player "Shield Charge" attack that many players asked that I give to the game NPCs.

A true to life shield technique called "Eclipsing". This will be a surprise, so I will not explain this any more than that. If you happen to have read my SCA combat book then you know what this is already and how to counter this move. Otherwise you will need to figure it out on your won OR become a squire in the game (join the SCA) to get training on how to counter this move. If you become a squire you will get a total of 7 specific lessons. But even after you get all those specific lessons you can still get bonuses for your Blade and Block and Blunt skill sets if you continue the sparing fights as a squire.


This mod has a few other AI tidbits!

For example I found a way to help prevent the NPC archers from shooting their friends in the back. This I may turn into its own mod (to effect all the NPC in the game) at about Christmas time after it has been played and tested in this mod.

I am not sure about that, but if my "Don't shoot me Bro" script has no issues in this mod it may be a "Duke Patrick's - Don't shoot me Bro" mod someday.


The NPC you fight are magically muted, silenced, and have zero magicka, but if you are running enemies auto heal or a similar mod you may see him "use a spell". I have taken steps to prevent this as I use enemies auto heal mod myself. But it is not 100% able to override that mod, so you may need to disable that mod for this tournament.


Hammer-Blade is the weapon that shatters shields.
It is expertly crafted by an SCA weapon smith to transfer power from the attacker into the target with physics (not with magic). The visual of the parts flying into the air is something I have wanted to do for years. and NO-ONE has ever done this before! (Lots of blender time to do this mod, but I also use a very clever "trick" in the scripts to get the job done in less than 5 years of 3d modeling!)

So this was the perfect mod for me to cut my 3d modeling teeth on!

ALL Shields, even custom Shields form other games.

Unfortunately it will work on any SWORD that is slotted for the shield slot as well, but it will look silly. I have no way to correct his except for patching for each mod that introduces blocking swords.

And I do not really think I will be doing that.

I might be able to fix this if there was a way to detect that the "shield" in use by the opponent was a sword model instead of a shield model. Such as if their path model had the word SWORD in it. But few custom mods are set up to give you that kind of information.

In the game Hammer-Blade is supposedly designed to take full advantage of perfect mass balance, the speed node (sweet spot) and the transfer of momentum from the attacker to the target to perform its devastating attacks on solid objects (like Shields) that are used to do static blocks (as apposed to active parrys while you deflect the momentum of the attack.)

Because of this, a parry with a sword will not break the sword but one handed parry will cause a great deal of pain to the defender.


As a SCA Knight you can receive large discounts with the SCA vendors, they are allowed to purchase MuMetal arrows and can get Master level training in Alchemy.


To be invited into the SCA chivalry (become an SCA Knight) you will need to win the tournament, and get a passing vote from the voting members of the SCA. The SCA members that do not vote are the belly dancers. The Duke Patrick NPC has veto power as well.

To get this passing vote you must get a 90 AVERAGE disposition from the voting members and a 90 or more disposition with the Duke NPC.

This vote is made each time you leave the SCA encampment. So while you are in the SCA encampment you should do all you can to get the SCA members disposition up to 90 or more.


Tips for raising Disposition with the SCA members:

1. If you are an SCA squire keep your red belt on as this gives you a disposition bonus with SCA members.

2. Do not break any SCA rules.

3. Remember to show respect to the Royal peers by bowing,
this will give you an easy and steady way to get dispostion increased with all memebers.

4. Participate in the nighttime revels and take advantage of that situation to play the disposition mini game (or use an alternate persuasion mod as I do) with the SCA members. Keep in mind that the SCA npc do not have persuasion turned on except sometimes when you are drinking SCA pure grain alcohol at the nighttime revel. You can buy this drink from the vendor, or if your disposition is already 50 or more many SCA members will keep giving you this drink for free during the revel.

5. And never let your infamy surpass your fame!


To bow you need to be detected by the Royal Peer, with your game crosshair on them, then hold your block button and tap your sneak button at the same time. The bow animation will take a few seconds to complete. This will increase your disposition with the Royal Peer and the other SCA members if your current disposition is over 20 with them.

Drinking SCA pure grain alcohol has other effects besides breaking the ice with SCA members. It has immediate health benefits, it has temporary penalties to some skills and abilities. But also the longer you stay "under the effects" of the SCA pure grain alcohol the more chance you have of gaining the relaxation state. This relaxation state will banish your afflictions in the same way that praying at the alters of the Nine do. You get a 1 percent chance each second you are under the effects of the SCA pure grain alcohol.

Then if you go to sleep still under the effects you may wake up with your afflictions removed. However you also get a 1 percent chance per second of passing out drunk right on the spot. If this happens you will wake up many hours later with no chance at all of getting this relaxation state until the next time you start drinking again.

Passing out drunk will subtract 20 disposition from all the voting SCA members.

While you are under the effects of the SCA pure grain alcohol your vision will be blurred and you will sway a little.
You can stop the effects of the SCA pure grain alcohol by going to sleep at any time.



Q: Is this compatible with other combat mods?

A: “should be” this mod is not even subject to load order but please load it as last as you are able to, no permanent modifications are made to the game settings or any of the vanilla combat systems. (I do change the game speed for a slow mo effect for 3 seconds ONE TIME only.)Go into any menu to change it back IF you get stuck in slow mo for some reason.


However there are three NPCs you may fight that are heavily scripted for combat.
About 70 percent of what those 3 NPC do in combat will be directed by the "brains" I made them (scripted). So your mileage may vary.



One of the rules of the tournament is that you cannot use magic or raise your health during the combat in anyway. Mods like RBP may conflict because they add change the game so that some players will have a "natural" health increases that is automatic (not in control of the player). However Kyoma (from the gamesas.com/bgsforums ) wrote a script for detecting and compensating any Restore Health abilities. It will add a Damage Health ability with the total of the Restore Health so that GetAV Health detection won't fluctuate because of them.

But any unnatural restore health bonus (that got added by a scripted spell for example) will still result in a change in health (which in turn will be detected and disqualify the player from the tournament).


I am a fantasy based virtual reality addict not a “gamer”. Many of my friends think I am a "gamer" because I do modding, talk about PC games and play PC games a great deal.

But I am not a gamer, in fact I dislike MOST of the video games I have seen for various reasons. mostly because I do not like "game-ish" games that require you to do esoteric button combinations or actions to win the game that have little to do with real life combat and action. I do own several hundred PC games and have played probably twice that number as I am always in search of the "virtual reality" experience.

Oblivion has slowed down my consumption of PC games a lot as it can be modded to get close to my ideals. (Well close enough to try out many ideas I have had for Video games for over 30 years.)

Do not get me wrong, I love magical combat and fantasy creatures and all that, but when you can absorb a dozen arrow shots, jump 30 feet in the air and every swing of a sword produces "fireworks" (sound effects and colored lights") the WOW factor of a magic fire ball in the game is castrated! For magic to be magical in a video game the sword fights needs to lean more toward realism while at the same time still making the player feel like they are a hero (once they have earned their hero status with some effort of course.)


My mods are proof of concept projects for experimenting with realistic mental aspects of combat and simulating the physics of real combat.


I have been pleasantly surprised to find players that really enjoy the realism, this realism movement in Oblivion (known as immersionists) is something I think will be the NORM in the future instead of fantasy based combat.

I think games will get more realistic (in the near future) because the advantages serve both the players and the game companies. The advantages will include shorter learning curves because the more realistic a game is the more intuitive it is as well.

Older people will be able to use their life experience to succeed in games rather than reflexes and memorization.

More people (with lots of money) will play such games, more money can be made by the game developer and more money will go into the game R&D.




To start your adventure go have an early breakfast at the "Feedbag" in the IC market district.




REQUIREMENTS
------------------------

OBSE 18 or better needed.



Legal
.................
I worked very hard on this mod. But this mod is a product more of creativity, sweat and tears than script writing talent.

DO NOT distribute or use any of my 3d models, resources or scripts.
You should only find this mod distributed from TesNexus!
If any other web site is distributing this work they are doing so illegitimately.


JDFan made the juggling fire balls so ask him about using that resource as it is not my work. Same for Kyoma's Health detection compensator script.
You can contact them both here:gamesas.com/bgsforums


You MAY use my scripts and my other resources for making a mod only as long as it has NOTHING to do with visually tearing apart shields.
I.E do not make a disguised knock off!

And you must credit me fully and include my "legal" as shown above.






THANKS TO
-----------------

DreadKnight
Luchaire
Awia


Speail thanks to
Psymon for playtesting as well as tweaking the mod with tools I do not know how to use yet.

JDFan for his mesh and 3d modling adivce.

Reneer for his unquie knowlegd of hadling AI-crime and the crime handlining script "chunks" I used for this mod.

Kyoma For the Health detection compensator script.


The OBSE team (They make it possible for me to make the impossible!)

and...

All the people that write the Wiki
and the active members on the Oblivion CS forums for feedback in my WIP thread!

Last but not least of course Bethesda for allowing all of us to shape and personalize our own virtual playgrounds!


For the most advanced SCA combat with sword and shield:
http://www.spookyfx.com/book/tromp.html
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Leanne Molloy
 
Posts: 3342
Joined: Sat Sep 02, 2006 1:09 am

Post » Sat Mar 19, 2011 5:01 pm

I am thinking of making a blocking comb ( a sword breaker) mod but I will not even start to look into this at all for a while, I am playing Left 4 Dead 2 now and I have some serious family business to follow up on as well.
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Felix Walde
 
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Post » Sat Mar 19, 2011 7:02 am

best of luck on your family business dude, and thanx for all your awesome mods :)
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jodie
 
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Post » Sat Mar 19, 2011 4:21 am

Duke-

Congrats on release - will soon play through tournament and explore more of that part again.

Question though about Persuasion Overhaul patch - is it necessary with persuasion overhaul_LITE?

I use the LITE version of PO (comes packaged with regular PO). I would imagine it is and would check for that if I knew what to look for.

thanks
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RaeAnne
 
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Post » Sat Mar 19, 2011 6:54 pm

oops...forgot about the LITE version.


I will be back after checking this, if it also needs a patch I will upload this tonight, if not I will return here and let you know.




Duke-

Congrats on release - will soon play through tournament and explore more of that part again.

Question though about Persuasion Overhaul patch - is it necessary with persuasion overhaul_LITE?

I use the LITE version of PO (comes packaged with regular PO). I would imagine it is and would check for that if I knew what to look for.

thanks

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Nathan Barker
 
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Joined: Sun Jun 10, 2007 5:55 am

Post » Sat Mar 19, 2011 6:56 pm

Concerning the LITE version of Strategy Master's rework of the Persuasion Overhaul mod:

This version dose NOT use the "NoDdisposition Faction" and was not made to add the topic "persuasion" to your npcs to eliminate the mini game.

This version only alters the formulas for success in the mini game to make the mini game much harder to win.

So NO (as best as I can tell from my examination of the mod) you do not need any patch if you only use the Persuasion Overhaul mod LITE version.
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c.o.s.m.o
 
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Post » Sat Mar 19, 2011 2:23 pm

OK that is good to know.

Probably this weekend sometime I will run through and become squire and all that.

I want to take my Nord into stydying alchemy too so this should be a nice roleplay impetus.

thanks again
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Shiarra Curtis
 
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Post » Sat Mar 19, 2011 6:50 am

Micro Update!

Revision 1.1 slight increase to SCA armor AC and now there is more information about the combat lessons you get as a Squire in the book "Squires duties and benefits". Plus a tweak to the belly dancers to try to prevent them from wandering off from the encampment.


Get it here:
http://www.tesnexus.com/downloads/file.php?id=27949
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Michael Korkia
 
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Post » Sat Mar 19, 2011 6:06 am

:facepalm:


I forgot to put this:


If me != player
return
endif


in the drunk effect for the SCA pure grain alcohol.

So this means if ANY NPC drinks some of this you will see the drunk effects until you go to bed.

This will be fixed in the next update. But for now just grab the 3 bottles that are siting on a table in the bellydancers part of the SCA encampment to prevent the NPCs from drinking them in the morning eat package.

They are not set to any ownership so they are free for you to take.
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Ownie Zuliana
 
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Post » Sat Mar 19, 2011 1:49 pm

:o

Thanks, DP!

P.S. L4D2 Rules!
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Je suis
 
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Post » Sat Mar 19, 2011 6:32 am

Mod on hold for now, I discovered a serious bug that can erase all your sca points just as you get to 24 points and before you can get your squire training. I am investigating this now.


Edit: YES!!! I found the bug, will upload a rev 2 soon.
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Tammie Flint
 
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Post » Sat Mar 19, 2011 7:07 pm

Easy fix once I found it.

The mod Rev 2 is uploading now to TesNexus.
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roxanna matoorah
 
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Post » Sat Mar 19, 2011 11:26 am

Easy fix once I found it.

The mod Rev 2 is uploading now to TesNexus.


oh good i was about to download it but its not there yet
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Connor Wing
 
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Post » Sat Mar 19, 2011 6:30 pm

I have given this file my endorsemant.

This mod is great. But there's something to say:

1. Sometimes other SCA NPCs will accidently disturb the tournament by "help" me fight but I don't like that.

2. The tournament never continued after I got my first victory for unknown reason. I see the victory messagebox after I killed that "Conan Lion" and that's all?

3. By using the console to change the TourneyStage in aadpHammerbladeQuest, I can able to continue the tournament. But when I start battle against Duke Patrick, the victory music accidently start and the bullet time scene slow down all my actions, and Duke Patrick greets me like I've hit him very hard and give me the hammerblade for a price... but I havn't even start the fight!! I want to fight!!

4. Players with custom races may sometimes have natural restore health ability(like my hatsutoli tiefling races...) but during the training combat that's forbidded and the messagebox just show up and show up again, tell me "Duke Patrick was angry about what you've done"... but I did nothing!! That kind of situation can be fixed by add conditions:
=================================================
your original script:

if playerhealthlog > player.getav health && LessonHasStarted == 1

set playerhealthlog to player.getav health

elseif playerhealthlog < player.getav health && LessonHasStarted == 1

aadpDukePatrickRefID.SetCombatStyle aaDPTrainingNoAttack

messagebox "No Health regeration is allowed during combat training, Duke Patrick is irrtated with you and has stop the sparring!"

--------------------------------------------------------
I fix the problem with Players have natural restore health ability by simply add ONE conditions:
--------------------------------------
if playerhealthlog > player.getav health && LessonHasStarted == 1

set playerhealthlog to player.getav health

elseif playerhealthlog < player.getav health && LessonHasStarted == 1 && player.GetTotalActiveEffectMagnitude REHE > player.GetTotalAEAbilityMagnitude REHE

aadpDukePatrickRefID.SetCombatStyle aaDPTrainingNoAttack

messagebox "No Health regeration is allowed during combat training, Duke Patrick is irrtated with you and has stop the sparring!"
======================================================

"player.GetTotalActiveEffectMagnitude REHE" can detect player's currently active restore health effect value, and "player.GetTotalAEAbilityMagnitude REHE" can detect player's currently active restore health effect value added by ABILITY. This way can be easier than your default doing in tournament scripts by add damage health effects.

For more information about these two functions, check:

http://cs.elderscrolls.com/constwiki/index.php/GetTotalAEAbilityMagnitude

and

http://cs.elderscrolls.com/constwiki/index.php/GetTotalActiveEffectMagnitude
=========================================================

Sorry for my poor english, hope these informations may help you.

Anyway, I love this mod! Nice concepts as always!! :D
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Sandeep Khatkar
 
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Post » Sat Mar 19, 2011 4:49 pm

Congrats on the release. I love your mods. This sounds like another great one.
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Soph
 
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Post » Sat Mar 19, 2011 8:04 am

thanks, but if you alter the mods scripts it is extremely hard to troubleshoot your issue. Are you using 2.1.2?


I have given this file my endorsemant.

This mod is great. But there's something to say:

1. Sometimes other SCA NPCs will accidently disturb the tournament by "help" me fight but I don't like that.

2. The tournament never continued after I got my first victory for unknown reason. I see the victory messagebox after I killed that "Conan Lion" and that's all?

3. By using the console to change the TourneyStage in aadpHammerbladeQuest, I can able to continue the tournament. But when I start battle against Duke Patrick, the victory music accidently start and the bullet time scene slow down all my actions, and Duke Patrick greets me like I've hit him very hard and give me the hammerblade for a price... but I havn't even start the fight!! I want to fight!!

4. Players with custom races may sometimes have natural restore health ability(like my hatsutoli tiefling races...) but during the training combat that's forbidded and the messagebox just show up and show up again, tell me "Duke Patrick was angry about what you've done"... but I did nothing!! That kind of situation can be fixed by add conditions:
=================================================
your original script:

if playerhealthlog > player.getav health && LessonHasStarted == 1

set playerhealthlog to player.getav health

elseif playerhealthlog < player.getav health && LessonHasStarted == 1

aadpDukePatrickRefID.SetCombatStyle aaDPTrainingNoAttack

messagebox "No Health regeration is allowed during combat training, Duke Patrick is irrtated with you and has stop the sparring!"

--------------------------------------------------------
I fix the problem with Players have natural restore health ability by simply add ONE conditions:
--------------------------------------
if playerhealthlog > player.getav health && LessonHasStarted == 1

set playerhealthlog to player.getav health

elseif playerhealthlog < player.getav health && LessonHasStarted == 1 && player.GetTotalActiveEffectMagnitude REHE > player.GetTotalAEAbilityMagnitude REHE

aadpDukePatrickRefID.SetCombatStyle aaDPTrainingNoAttack

messagebox "No Health regeration is allowed during combat training, Duke Patrick is irrtated with you and has stop the sparring!"
======================================================

"player.GetTotalActiveEffectMagnitude REHE" can detect player's currently active restore health effect value, and "player.GetTotalAEAbilityMagnitude REHE" can detect player's currently active restore health effect value added by ABILITY. This way can be easier than your default doing in tournament scripts by add damage health effects.

For more information about these two functions, check:

http://cs.elderscrolls.com/constwiki/index.php/GetTotalAEAbilityMagnitude

and

http://cs.elderscrolls.com/constwiki/index.php/GetTotalActiveEffectMagnitude
=========================================================

Sorry for my poor english, hope these informations may help you.

Anyway, I love this mod! Nice concepts as always!! :D

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josh evans
 
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Post » Sat Mar 19, 2011 6:39 pm

"player.GetTotalActiveEffectMagnitude REHE" can detect player's currently active restore health effect value, and "player.GetTotalAEAbilityMagnitude REHE" can detect player's currently active restore health effect value added by ABILITY. This way can be easier than your default doing in tournament scripts by add damage health effects.
Easier, perhaps. But then you still get the health regen bonus during the tournament, which is not what spookyfx.com intended (if I understood correctly). If you mean that there are situations where you are in combat/in the tournament and you did NOT get the damage health ability or you still got the messagebox then something went wrong. Best bet is to explain exactly at which point this was as there are multiple points in the script that have the relevant code.

[edit-while-typing]
I just noticed the aadpTrainingQuest (which seems like the code that popped up the messagebox you got) doesn't have the 'regen-health-compensation code' so adding it should suffice in this case. Ofcourse your methode can still work but as I said above, that would result in a working regen health during a tournament/training. :shrug:
[/edit-while-typing]

P.S. Oh and I'm only talking about ability-regen-health stuff, not potions/scrolls/other spells etc.

-kyoma
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gary lee
 
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Post » Sat Mar 19, 2011 4:52 pm

Right, the Health regeneration is not allowed, and using Conan Scarface script change would be unfair to the players that do not have the health regeneration. My intention is that you go into the fight and win or lose with what "what you got" going in!

Regeneration covers up "bad form".


Now I will need to check the training quest as I THOUGHT kyoma's script was in that, but maybe I forgot.
If I forget I will upload a rev soon. But as I said before it would be difficult for me to get the time to troubleshoot an issue if you "tinkered" with the scripts with the CS or the Console (such as advancing the quest stage).


If you are doing things in the CS you must be a modder also.
So if you are a modder then I hope you can understand why I may not be able to help if you make changes to my mod.


Easier, perhaps. But then you still get the health regen bonus during the tournament, which is not what spookyfx.com intended (if I understood correctly). If you mean that there are situations where you are in combat/in the tournament and you did NOT get the damage health ability or you still got the messagebox then something went wrong. Best bet is to explain exactly at which point this was as there are multiple points in the script that have the relevant code.

[edit-while-typing]
I just noticed the aadpTrainingQuest (which seems like the code that popped up the messagebox you got) doesn't have the 'regen-health-compensation code' so adding it should suffice in this case. Ofcourse your methode can still work but as I said above, that would result in a working regen health during a tournament/training. :shrug:
[/edit-while-typing]

P.S. Oh and I'm only talking about ability-regen-health stuff, not potions/scrolls/other spells etc.

-kyoma

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Philip Lyon
 
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Post » Sat Mar 19, 2011 12:32 pm

Another great releases from Duke Patrick! Thanks, the NPCs in Oblivion have became much more intelligence at combat due to your previous SCA combat mods. One question though, why does it require Shivering Isles? The way I understand it, HammerBlade main feature is the scripts (and some new custom meshes for the new weapon)
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Rob
 
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Post » Sat Mar 19, 2011 7:13 am

I apologize to you XtremeRampage if you do not have SI.
It is my bad for assuming this would not be an issue for 99 percent of Oblivion players.


The concern is that I have interwoven so much of SI with the main game now I am "oblivious" to what is SI and what is not while I am working in the CS.
This mod defiantly has books and clothing from SI so you do need SI for it to work (the meshes are required.).

I assumed that by now all serious Oblivion players had SI, I mean last time I check it was $20 for the entire package of Oblivion and all the DLC plus SI!

In fact I myself purchased this "game of the year all in one package" just in case my Original Oblivion disks get too scratched to use.
I think I log about 4 hours a day on this poor little CD I bought over 3 years ago...


Were you just wondering or is it that you do not have SI?

Please let me know what your situation is exactly OK?


Another great releases from Duke Patrick! Thanks, the NPCs in Oblivion have became much more intelligence at combat due to your previous SCA combat mods. One question though, why does it require Shivering Isles? The way I understand it, HammerBlade main feature is the scripts (and some new custom meshes for the new weapon)

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Adrian Powers
 
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Post » Sat Mar 19, 2011 10:53 am

I should be the one to apologize instead for not being too clear, before the mighty Duke Patrick :bowdown:

I was just wondering because I am under the impression that HammerBlade contains mostly scripts for combat techniques and NPC fighting styles by reading the descriptions and watching the video, hence my question about SI.

Anyway SI shouldn't be an issue for me, and my question doesn't need to limit your creativity. You already made fantastic work-of-arts.
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Emma Copeland
 
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Post » Sat Mar 19, 2011 8:23 am

Hey Duke-

regarding the Persuasion Overhaul mod - was the problem found in the scripts of that mod?

I ask because I was thinking of trying http://www.tesnexus.com/downloads/file.php?id=20807 mod out and don't think I can look up the no faction thing in edit to see if it is there.

What will happen in the hammerblade mod if the persuasion is not working right?

thanks
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Alex [AK]
 
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Post » Sat Mar 19, 2011 9:28 am

5:50?

Do you ever sleep?

(I should talk, I live in a sleepless haze...)

anyway, the last word on this was it worked with Persuasion overhaul, no knowledge of why it did not at first, but it worked eventually.

:shrug:

So... go for it an t let me know what happens.



Hey Duke-

regarding the Persuasion Overhaul mod - was the problem found in the scripts of that mod?

I ask because I was thinking of trying http://www.tesnexus.com/downloads/file.php?id=20807 mod out and don't think I can look up the no faction thing in edit to see if it is there.

What will happen in the hammerblade mod if the persuasion is not working right?

thanks

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MatthewJontully
 
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Post » Sat Mar 19, 2011 3:55 pm

I just slepted - mom!

Alright I'll test er out.
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Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am

Post » Sat Mar 19, 2011 8:52 pm

This mod is on hold. There is a serious bug that gave the player SCA points 100 times faster than the mod should have.
I am working on fixing this now.

It is probably related to timescale in some way...

Oh man....I really just wanted to PLAY Oblivion for few days, but I cannot stand finding such bugs and cannot relax and play until it is fixed.

:shakehead:
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

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