[RELZ] Duke Patrick's - Melee Combat NO RECOIL

Post » Thu Jun 23, 2011 7:40 am

Duke Patrick's Melee Combat No Recoil

(Based on my old SCA combat mod but bigger and MUCH better!)

Requirements: Oblivion Script Extender (OBSE) v20. NO BETAS


===============
History
===============

January 2006 first release of this mod.
This was the first real "Mod" I had ever made. I did a tiny bit of WAD authoring in the days of DOOM. And some Hex editing of other games. But the only other programming I have ever done was a very simple color basic language 4k game 30 years ago on a TRS80 PC. That modest work in color basic was the only way I was able to decipher the script language used in Oblivion today.


get it here:

http://tesalliance.org/forums/index.php?/files/file/914-duke-patricks-melee-combat-no-recoil/


This mod includes:

- NO MORE BLOCK RECOIL! Staggering and recoil will happen from hits and other combat related reasons but no more "hobbled" attack combos! And being "paralyzed" (non-magical) will almost never happen!

- Dead bodies get bashed to the ground violently instead of floating down thru the air like a feather.

- Locational hits with critical damage (INI configurable)

- Location armor for the head, body and legs. Wearing a good helmet may be all you need!

- Blunt damage will be more effective against light armor.

- Both the player and the NPC can Bob and Weave to avoid attacks. You will consume fatigue based on encumbrance load.

- Enemy melee AI is greatly improved and will also watch for the player's "tells", but this also means you can "trick" them!

- AI settings have been overhauled to attack, block and move more deviously, dynamically and ruthlessly.

- You can now use actual real-life sword and shield feints to land your shots (such as the "rising snap"!)

- BOTH Passive and Active blocking!

- Weapon/shield size matters! Bigger weapons/shields give you more geometric protection. But they also take more fatigue to parry with! The bigger the weapon/shield relative to your body size, the better your passive block chance. The better your block skill, the better your chance to parry. Bigger heavy shields / weapons have the advantage to absorb more damage than lighter/smaller ones.

- Weapons stats are now much more realistic. Weapon hit range is based on the actual model length of the weapon in the game. No more 20 foot long short swords! War hammers do not swing quickly like they are made of plastic. Weapon damage stats are not dramatically cranked up, they are only balanced relativistically with the speed and range of the weapon. This is all done via scripts "on the fly" so even custom weapons from other mods are included.

- Draining your fatigue completely with button bashing will result in blurred vision! ( INI configurable for the ...er...casual players.)

- Defensive Geometry and great timing is now more important than great player speed and reflexes. The angle of attack is a little tighter, so Offensive Geometry is more important in landing a shot.

- Footwork and range games are now very important for blocks and attacks.

- H2H now includes grapple blocks and throws.

- Fighting Giants is now a very scary undertaking, sometimes the only way to live is to run away!

- Bottle necking overwhelming numbers (such as with doorways) and other such tricks MUST be done or you will die!

- Weapon speed (timing) vs damage is now the second most important tactical consideration. Heavy one-handed weapons take an eternity to hit, but they hit HARD!

- Power attacks now require good timing to land but they do more damage!

- WRAPS This is a shot where you stand very close and swing your weapon to wrap around your opponent's shield thus reducing the benefits of a large shield.

- Aiming under their weapon or shield gives a bonus to land your shot.

- If a feint works, the shield or weapon will move out of position right before the attack lands. What this does is give you a view of the opponent being OPEN for the shot as you land the blow!

- Results are based on the attributes, actions timing, conditions and dynamics of the combat not on simplistic dice rolls. This means you can eventually learn to take advantage of the subtle factors in combat and predict your opponent's action.

- All blunt weapons now have a good chance to stagger or even "push over" depending on how heavy the blunt weapon is and how strong the attacker is (modified by his fatigue) versus the target's strength.


===============
1. DESCRIPTION
===============

This mod changes the combat to feel more like SCA combat, a worldwide historical organization that includes full armor, full speed and full contact western European medieval martial arts. (As much as I am able to do in an Oblivion mod.)

Please see my Web page: http://www.spookyfx.com/book/tromp.html

The mod is based on my 30 years of melee tournament and war experience. SCA wars consist, on a good day, of two teams of several thousand fighters all in one battlefield trying to knock each others' heads off with everything from short swords to 12 foot spears!


This mod is made to focus on the psychology and physics of melee combat.

Although I very much favor shield and sword, after finishing the mod and play testing it seems that lighter faster fighters (such as single sword fighters) more often "beats" heavy slow weapons and shield IF the light weapon's fighter was at the most extreme levels of skill in Weapons, Block, H2H, Strength, Agility, Speed and Fatigue. I had believed (wanted to anyway) that it would to be the other way around were an expert with a weapon and shield would beat an expert with say a bastard sword.

If you train your skills up around 75 or more in all the skills I just listed (and you earn them not just cheat your skills up in 15 minutes) you will probably then complain to me that combat is too easy when fighting against sword and shield man even if you only have a dagger.

You may ask "why would I need to earn them, why not just cheat them all up to 75?"

Because there is some player skill needed as well. You will need to learn how to use the mod features correctly. The only way to do this is to earn your skills in game by putting in the play time. This is the part that I hope will keep the player interested even once their character has reached master levels in all their skills.


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2. INSTALLING THE PLUGIN
========================

************* take time to backup your KF files before using *****************

BACK-UP THESE FOLDERS IF YOU WANT TO UNINSTALL MY MOD LATER!

\Oblivion\Data\meshes\characters\_male

Now extract the mesh, textures and sound files from my zip to the proper folders in your Oblivion Data directory.

There is a set of optional animation files in the folder called:

meshes - OPTIONAL attacks animations


These are a few attack animations I tweaked from vanilla to look much better in 3rd person. They look terrible in 1st person as the timing for the climix of the attack is incorrect. I never used to fight in 1st person so this did not bother me at first. Now I am looking for other animation files that will work for both 1st and 3rd as I am spending more time theses days in 1st person. Sorry, the choice is a bad one because the vanilla animations these replace are very very silly and may not look right in some situations with this mod.

The spinning animations for left and right power attacks are horrible, unrealistic and will not visually work well with this mod. I have provided reworked left and right power attack animations with this mod but they have small timing issues in 1st person. You can use any other custom animations as long as they are not acrobatic in style. If you can make new attack animations for my mod I will include them with credits to you. Any acrobatic animation would probably still work (even the terrible vanilla spins) but sometimes it would look unrealistic and strange in combat.


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3. PLAYING THE PLUGIN
=====================

Playing a new character will be the most rewarding over time. Low level characters will find it extremely difficult. Just to survive you will need large shields, long weapons and heavy armor. But once you pay your dues and obtain master levels in most of your combat skills you will be able to easily take on a large Orc in full plate armor swinging a war hammer while you are butt naked with only a dagger as a weapon!
You may not appreciate that (you will feel you are overpowered) unless you start this mod with a low level character with heavy equipment and work your way up to lighter equipment by gaining skills.

Your combat skills will all need to be about 60 or higher to see all the perks in full force.
But even a low level player as a small chance to perform any of the features in this mod.


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Weapon Attributes
=====================

BASE weapon damage, range and speed for melee weapons have necessary adjustments for the mod to work. However these adjustments make the weapons more realistic as well. For example, weapon hit range is adjusted for the sweet spot of the weapon, not the tip. War hammers do not swing quickly like they are made of plastic. Weapon damage stats are not dramatically cranked up, they are only balanced relativistically with the speed and range of the weapon. Dramatic critical damage is done via scripting. It is recommended you do not reduce the damage rate because armor is more effective now and blocking skill is much more effective at reducing damage if a block is successful. However, if you really still want a higher mouse click to kill ratio then first try adjusting critical hit damage in the INI before adjusting the weapon damage scale.

Blunt damage will be more effective against light armor,

So if you have an opponent with a light helmet (chain hood or leather ) and you want to do more damage with the head shot damage then hit him with a blunt weapon!

All blunt weapons now have a good chance to stagger or even "push over" depending on how heavy the blunt weapon is and how strong the attacker is (modified by his fatigue) versus the target's strength.





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Blocking and Parrying
=====================

Term: "parry weapon" refers to anything that is used to block or parry.

A parry weapon can be a shield or sword or even a chair (no, blocking with a chair is not in this mod... yet!)

The bigger the parry weapon (sword, shield, 2h axe, mace and etc.) relative to your body size, the better your passive block chance. The better your block skill the better your chance to parry.

All weapons and shields (parry weapons) and even H2H are able to block up to 99% damage. However, that will only happen if your block skill is at 100%, you do not miss your block and you only use active parry. The way the system works a H2H parry of a sword blow is very hard, a weapon parry of a sword is less so and a shield parry is much easier. However if you have the required skills, you can do close in grapple blocks that can even stop a war hammer by impeding the limbs that swing the weapon instead of taking the force of the weapon from the head straight into your arm.

Passive blocks can block up to 75% damage and have less chance of success than an active parry but require almost no skill (neither player skill nor character skill).


-------------Fatigue consumed in blocking---------------

The bigger the attacking weapon and stronger the opponent as compared to your parry weapon, the more fatigue will be consumed in blocking.

So there are two things that happen when you block or parry; a check is done to see if you miss the block/parry, if that happens all the damage hits you, you will actually see the actor's weapons/shield/arms get knocked aside. If you do not miss your parry/block then your block skill is used to see how much damage is deflected. Bigger heavy shields/weapons have an advantage of absorbing more damage than lighter smaller ones.

Chance to succeed is based on the size of the shield/weapon combined with your block skill and then modified by many factors such as if it is active (the first .5 of a seconds you press block) or passive (all the time after .5 of a second), as well as fatigue, any feints, whether it is a power shot or not (power shots are easier to catch because they are slower and have a lot of body language broadcasting).

If you use a big weapon and you are small and weak you will use up more fatigue to active parry and to move your parry weapon into place the first time for passive blocks!
And when you are hit by bigger weapons you use more fatigue! But the bigger your parry weapon (and shield) the less fatigue you consume for the Passive block.

I hope this is making sense concerning the attacker's weapon weight, the defenders parry weapon weight and the act of moving the parry weapon to active parry and the act of moving the weapon to passive block. This is all very logical and even common sense as far as momentum goes ( no esoteric heavy weapons fighting knowledge needed ) but it is so different from most games I fear it could be confusing for players about how fatigue is drained for parry and blocking.


-----------------------Feints----------------------

Start a blow aiming at the feet and finish it at the head (this is known as a rising snap) and it will greatly hinder your opponents chance to succeed at the parry/block. Same with starting a blow out of range, or starting a blow at one flank then finishing on another. IF you can manage it you can combine all these as well.


-------------------Hand to Hand----------------

If you are in H2H range and with no shield you can sidestep while you hold your block button to trigger a grapple type flip (with some basic animations).

If you do not side step but are in H2H range you can do a grapple parry where you hinder the movement of your opponent's limbs/shoulder/hips instead of deflecting the blade of the attacking weapon (also with basic animations). This means H2H can "stop" a great sword attack but again only if you are at a very close range and your block and h2h skills can succeed in doing so. Most of the formulas use a bell curve instead of tapered levels. Meaning even a level 1 PC has a chance to grapple parry a great sword attack but it is very unlikely to happen.

You can Grapple block and Grapple throw with a weapon in one hand but you there is a 25% penalty to the success.

I also use a diminishing returns philosophy in some of the calculations when going from a skill 80 to a skill 90, it will not give you the same jump in results as you did from skill 40 to skill 50.

You may Grapple Block and Grapple Throw with no weapons or even with a 1H weapon and no shield! So if you are out of H2H range you parry/block with the sword, but in H2H range you do the grapple parry and you can do the grapple throws.

This gives a great tactical reason to fight with a sword but no shield if your skills are up to it. At beginning levels you will need a big shield to survive fights. And when you come up against really good opponents that block like a devil you can trick them with feints!

All this makes changing range in combat VERY important, and the size of your shield/parry weapon is important as well, giving you many options in fighting style while still being as close to realistic combat as Oblivion will allow me to make it.

H2H skill, fatigue and block skill play the biggest part in the grapple blocks and throws.


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Bob And Weave Dodging
=====================

I hate button combos and hotkeys. I only use what I call "action triggers" whenever I can. These are actions that as much as possible logically and intuitively performed in combination with each other to trigger new actions. In this way more complicated actions can be controlled in the game based on only a few familiar keys.

I wanted to make the "actions trigger" the left, right and down controls but for technical reasons I had to make the Bob and Weave action trigger as follows:

Block action plus Crouch action

So press or hold your block control and tap crouch to do one bob and weave. There were too many issues with trying to artificially force the crouch on the player by disabling and enabling buttons. Under some conditions the player can end up with their controls stuck on off.

There are some ways to monitor that and revert the controls but this mod is already very complicated so the best thing was to include the crouch action as part of the trigger to do the bob and weave.

NO tripping in this version and you can repeat this action as often as you want but it consumes fatigue each time you do it based on your encumbrance load.

The chance to succeed is based on H2H skill, Agility (a little of Luck ), Acrobatics skill, Block skill, your encumbrance load and current fatigue.

If the attacker is power attacking it is much easer to succeed at the dodge.


AI factors for the NPC to decide when to attempt to dodge includes:

- If they have a shield or not.
- Their encumbrance load and current fatigue.
- The distance between them and the opponent.
- Their skill level and other attributes.
- Visibility
- Opponent movement such as circling around to their rear flank
- If they have a weapon out and if it is a 2H or 1H weapon
- If the attacker is power attacking.
- How fast the opponent is moving.

I wrote the AI based on my own "rules" for dodging. I seem to be a gifted dodger in real life combat. This surprised many of my opponents because I am heavy-set looking even back in the days I was fighting 4 days a week. The first real fight I was in was as a boy in High school, I "won" without throwing any blows by ducking, the other kid broke his hand on the nearby metal lockers. And I was always the last one to go down in dodgeball. That really frustrated the older and more athletic guys! :~)





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Locational damage
=====================

Locational armor for the head, body and legs. Wearing a good helmet may be all you need!

Like my archery mod, you can hit the head for extra damage. A power shot to a head that is not wearing a helmet can be fatal!

A blow that does enough damage to the legs can trip your opponent.

Head shots give the most damage, the body does about half of that head and the legs/feet do the least amount of damage. This is player configurable in the INI.

The scripts for detecting location are not made to work pixel by pixel, it may on some occasions not work 100% accurately as per what you are seeing on the screen but I doubt you will notice it that much, if at all!

Aiming under an opponent's weapon or shield gives a bonus to land your shot (they receive a penalty to block). So if they have a small shield or a weapon and you hit them in the body or legs you get a bonus. If they have a medium shield and you aim at their legs you get a bonus. Again the formula for this takes into account the size of the shield or weapon relative to the size of the opponent using that weapon/shield.

There will be messages at the top left of the screen to tell you about location shots, feints and other stuff. This can be turned off in the INI file. Some messages may not be in sync with actions. There is a delay that all the screen messages suffer from as they are placed in the cache to be displayed. So you often do not actually see them at the time they are called.

Critical locational damage will not happen unless your opponent missed their block or you are around to the side or back where they do not "block". Otherwise the damage will be normal low vanilla damage (the damage that is inflicted on one who is successfully blocking.)

So fights could be fast and brutal or go on for a long time depending on how well they block and what armor they are wearing versus what weapons you are using and where you hit them!

AC of the armor will reduce the damage directly.

So a HEAVY type helmet (steel plate) with AC 2 would reduce the critical head damage by 20% if hit with a sword and 20% if hit with a blunt.

A Light type helmet (chain hood) with AC 2 would reduce the head damage by 20% if hit with a sword and 10% if hit with a blunt.

The Agility attribute has a small effect on the actors' accuracy to hit the head. An actor must still aim at the head but if they are a little off-center they could miss if their agility is bad. A miss only means it becomes a body shot. So moving around a lot in combat could very well save you from a head shot! Accuracy is improved when directly behind an opponent. This in turn means critical damage is easier to achieve. So do not let an opponent slip around you and hit you from behind.

Shield or weapon will move out of position right before the attack lands. What this does is give you a view of the opponent being OPEN for the shot as you land the blow!

This is not how it is in real life as the combat is more subtle than the shield suddenly not being up for the block, but for the game it does give you that feeling of tricking your opponent into moving his shield in the wrong way and creating an opening to hit them.

This will happen if your feint works or any thing that would make their block skill go to 0 such as very low fatigue and a bit of bad luck on their part.

This mod has a feature that if an actor or player is getting up you can be knocked back to the ground if hit with enough force again. There is a time window for your opponent to do this. The stronger you are the smaller this window of opportunity is.

I hated the way actors could just slowly rise to their feet again even when they were being clobbered repeatedly on the back as they got up. This makes getting tripped to the ground very dangerous! However this can be turned off in the INI file.





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Wrap Shots
=====================

Also new are "wrap shots"! This happens when you get in close (H2H range) with a weapon that is either a top heavy weapon (blunt) or a blade that is longer than 2 feet and your opponent is blocking. Wraps are "scorpion" like shots that circle around the side or over or sometimes under the shield to land the blow. This produces a weaker attack but cuts the shield/weapon size (passive block chance) by 50%. To trigger this just get in real close with an appropriate weapon. No special animation for this, however most of the normal ones look good enough once you are that close.


=====================
Short Shots
=====================

This happens when you strike with the Center of gravity of a weapon that is not a top heavy weapons such as most swords. On most 1H swords that is just a few inches above the hilt. When you hit this way it is like hitting with a light weight mace. Thus all the same calculations used for a blunt attack (like a mace or axe) will now be used in your sword attack. The short shot happens when you are in H2H range of your opponent but they are not blocking.




=====================
Feints
=====================

Feinting is the act of starting a swing one way then changing mid-swing to another way.

Generally your player reflexes should not determine the success of the feint, your stats, your opponent's stats and other combat conditions should. You will need to be prompt and accurate in finishing your blow after a successful feint or you will lose your opportunity. I have several chapters in my SCA combat book on this subject but due to the limitations of modding Oblivion I had to adapt this vast amount of information to a very simple system but it is as close to real life as I could make it.

The fundamental of most feints is to reduce the amount of time your opponent has to respond to an attack. This is done by hiding or camouflaging the start or end or all of your attack as much as possible. You must either hide or camouflage the clues that tell your opponent where the attack will land, the pathway the attack will take, the threat level or the timing of the attack.

For the mod there are four kinds of basic feints that can be attempted:

Target Feint: Start high then finish low or vice versa
Flank Feint: Start the attack off-center on their left then finish on their right or vice versa
Range Feint: Start the attack at one range then finish at a much different range.
Blind Feint: Place and hold your shield in their face for a moment then throw a fast shot.


These basic 4 can then be combined into 10 other compound feints:

Blind Flank Target Range Feint
Blind Flank Target Feint
Blind Flank Range Feint
Flank Target Range Feint
Blind Target Range Feint
Blind Flank Feint
Blind Target Feint
Target Range Feint
Blind Range Feint
Flank Target Feint


This makes 14 feints total that can be used in the game.

You may attempt them whenever you want and as often as you like but when one of the 14 types succeeds (you land your shot) then that same feint cannot be used again until they are not expecting it any more.

These feints can only be used once per opponent until their memory timer is up. This memory timer is twice their intelligence in seconds.

Keep in mind I have the feint memory timers turned way down for now so that the feints can be repeated way sooner than it will be in the final mod.

You may still use the other 13 feints and so on until all the feints have been used. Then once the timer on each feint zeros out you can use that same feint again. There is no way to know when this is, you will need to use your intuition.

Success of feints is related to fatigue, so in some cases you may want to tire your opponent before throwing your easiest less powerful feints.

For a feint to work they must be able to see you and your false clues. So any attacks at 90 degrees to their side or more will not allow a feint to work.

There are many ways to do the feints, all you must do is throw your blow one way then finish it in another way using moves that do not fight against momentum.

For example to do a Target Feint, you could thrust at their feet then at the last moment finish the thrust at their head. Or swing the attack high and drop into a crouch to hit them in the legs. Or power attack at their legs and step up on a rock to land the blow on their head. In the game all you need to be aware of is where your cross-hair is aimed at and when. The shorter the time you spend in the "real" part of the attack the more effective it will be. So your best feints will be ones that combine the most false clues and then use the least amount of time to land the blow once you are no longer giving the false clues.

The Blind Feint is done by holding your shield up and lifting your cross-hair until the shield completely blocks the actors LOS. Basically you need to put your cross-hair in their eyes. Hold it for a brief moment then immediately fire a fast attack!

Range Feint is triggered by starting the attack at one range then finish the attack at a dramatically different range (30% change in range while still IN range).
In real life combat range transitions are where many fights are won or lost (the killing blow is often landed). This is because the angles of attack and the parts of the weapon that can strike you change as you move away or close in. A pommel attack can turn into a blade attack in this way for example.

These feints can be performed serendipitously as well! Meaning that due to the dynamic nature of combat an opponent can throw a high blow and without purposely doing so finish the blow low as if they miss your head and the blow pass on by, hitting your torso instead. So in a fight you may throw many feints without even realizing it. In truth, this is how many shots get by one's differences even when no feints are purposely used. This will happen in the game as well. You may be surprised to see that you succeed at this or that feint even when you did not know you were doing one.

As with all my mods the results of these feints are based on the attributes, actions timing, conditions and dynamics of the combat and not on simplistic dice rolls with only very few exceptions. This means you can eventually learn to take advantage of the subtle factors in combat and predict your opponents action. For example if your opponent shifts suddenly from your left to your right, closing in quickly from out of range and attacking after holding their shield up, you'd know this could well be a "Blind, Flank Range Feint". This would be very hard to block, your block calculations will be dramatically penalized, so ducking or moving out of range may be a better tactic than trying to move your shield to block!


All of these new maneuvers will now work in the game the same as it would work in real life, with some limitations due to the fact that I am molding an existing game and not creating one from scratch. For example, a great shot is to start a blow out of range aimed at the head on the left flank, then lunge in and finish the blow at the legs moving (side stepping) to the right flank. This combines the range feint, flank feint, target feint and wrap shot all in one and is very good at harvesting legs! This is a real life move and works in the game the same way.


Some players have removed their cross-hair. Cross-hair is not needed, it just makes explaining the feints easier. In truth it is ONLY the middle of your screen, basically where you are looking at, the zone of best perception that is straight out from your nose.

I fight 1/3 of the time in 1st person myself, many of the feints are definitely easier to do but can be done in 3rd with practice. However feints like flank and range are just as easy in 3rd as in 1st.

It is fun to watch the arena fight with this as well, they act WAY different than before, a little smarter. For example, if one has a long sword but no shield they will back up a lot more. A fist fighter will dodge in and out depending on whether they are trying to avoid a weapon attack and if they think they can do the Grapple blocks or not.




============================
4. KNOWN ISSUES AND CONFLICTS
============================

The following mods are merged into this mod. Do not use my old mods called :

Duke Patricks Smash of the Titans
Duke Patricks Shield Tricks
Duke Patrick's Momentum Damage And Jump Risk
Duke Patricks Basic Combat Geometry

Do not use mods that dynamically (using scripts) try to control combat AI in any way.

Do not use any betas with this mod. If you do then please at the very least have the personal responsibility not to report "bugs" to my mod threads.

Critical hits are calculated using the race scale and the editor scale of the actor and the bounding box dimensions. So any mod that affects these 3 items could potentially adversely affect the script.

Warning! Making any changes to my files using third party "compatibility" tools may cause issues with this mod. As I have said many times before the programs like Bash is not the issue, it is the people that use the programs erroneously that is the issue. Anyone that edits my files in any way will get no support from me whatsoever. And I will never participate in any way to help others edit my files even for personal use.

One person for example changed a sound effect in one of my mods thinking "hey no big deal it's just a sound." I use sounds sometimes as timing devices and changing the sound was like removing the timer from the script. If you know enough to safely make such changes in files you did not create yourself then you do not need my help anyway.

I cannot answer any questions you have related to "changes" to my files for the purpose of playing the mod.


------------------Short list of known ways to make this mod crash-----------------

- Used any mod that has deleted Vanilla references.

- Used an incompatible mod such as combat mods that dynamically change combat styles.

- Did not load the INI file in the same directory as the ESP file.

- Did not load the support files such as the Mesh files.

- Did not use OBSE 20 or better that is not a beta.

- Did any of the above, make a savegame, then try to use that same savegame after correcting the above issues.


I have a mod that has an extremely good fighter in it, he is HEAVILY scripted for combat and would be incompatible with this mod so I check for that NPC in this mod and then do not give him the scripts from this mod.

Unfortunately there is no way around that kind of thing. It is a variation on the "rule of one". In most cases all that would happen would be that the NPC would not move or attack very well (the mods animations would be fighting each other)

CTD issue with combat styles from CM Partners.esm which assigns styles on the fly to companions. When this record is deleted from the companion mod the game will no longer crash. You will need to delete the records manually if you want to use CM partners with this mod.

Feints messages not in sync with actions. There is a delay that all the screen messages suffer from as they are placed in the cache to be displayed. So you often do not actually see them at the time they are called.

There is no way to force actors to move their attack low to the legs. They may hit your legs serendipitously if you are on a slope, stairs, you are falling while they hit you or if they are in a sneak position and other such circumstances. When you hit a prone opponent on the ground it is almost always detected as a body hit and sometimes legs as there is no reliable way to detect head shots in a prone position.


================================
5. CREDITS
================================

Thanks to

Nao4288 for a great Shield Bash Animation

TheNiceOne for getting me to start to understand and start using Arrays. This version of my Melee Combat mod with the "shield size counts" features would not have been possible to do otherwise!

"Thank ye" Omeletted for helping with Read Me file. And any errors in this doc now are my doing not Omeletted's.

Psymon for feedback on this project months before I started the forum threads and open betas.

Skycaptain for the final piece of the puzzle I needed to get rid of recoil via a script. I was doing this years ago in my first release of this mod with tweaked animations back when everyone told me it was impossible to remove the recoil. But using all the new OBSE commands via a scripts is far better.

The OBSE team

All the people that write the Wiki and the active members on my beta threads for feedback!

Bethesda for allowing all of us to shape and personalize our own virtual playgrounds!


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LEGAL
=========================

I worked very hard on this mod for several years now. This mod is more a product 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 TesAlliance. If any other website is distributing this work they are doing so illegitimately.You MAY (with conditions) use my scripts and my other resources for making a mod only as long as it has NOTHING to do with COMBAT. I.E do not make a disguised knock off that conflicts with this mod.And you must credit me fully and include my "legal" as shown above.

However the treatment in "Duke Patrick's crash course in SCA style Oblivion sword and shield combat" is copyrighted material and cannot be legally or ethically "borrowed" in any way.

Nao4288 is the animator that made the new Bash Animation KF file. I am using it with permission per his read me file. And I acknowledge it as his very fine work not mine.

Real Life Sword And Shield Combat : http://www.spookyfx.com/book/tromp.html
User avatar
Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Thu Jun 23, 2011 10:45 am

Just to clarify, is this the reworked version of your SCA combat mod, the buggy one you wanted removed from Planet Elder Scrolls? I have got a bit confused by which mods you are working on and combining. Anyway, the description sounds great and I will download immediately. For me your combat mods are the best so thanks again.
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Chris Cross Cabaret Man
 
Posts: 3301
Joined: Tue Jun 19, 2007 11:33 pm

Post » Thu Jun 23, 2011 8:00 am

Congratulations on this!

Must feel good
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steve brewin
 
Posts: 3411
Joined: Thu Jun 21, 2007 7:17 am

Post » Thu Jun 23, 2011 5:11 pm

Congrats, grabbing. :happy:
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Dan Wright
 
Posts: 3308
Joined: Mon Jul 16, 2007 8:40 am

Post » Thu Jun 23, 2011 10:22 am

thank you so very much for a masterpiece :)
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Kelvin Diaz
 
Posts: 3214
Joined: Mon May 14, 2007 5:16 pm

Post » Thu Jun 23, 2011 2:08 am

Right

Planet Elder Scrolls has been asked repeatedly for years to take that file off their site.

They have no Honor. :nono:


Just to clarify, is this the reworked version of your SCA combat mod, the buggy one you wanted removed from Planet Elder Scrolls? I have got a bit confused by which mods you are working on and combining. Anyway, the description sounds great and I will download immediately. For me your combat mods are the best so thanks again.

User avatar
jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Thu Jun 23, 2011 1:14 pm

yeah it is a strange combined feeling of emptiness and relief! :tongue:

And now I SO want to just PLAY one last oblivion play thru now until Skyrim....

Congratulations on this!

Must feel good

User avatar
Suzy Santana
 
Posts: 3572
Joined: Fri Aug 10, 2007 12:02 am

Post » Thu Jun 23, 2011 8:32 am

And thank you again for all your hard work on the read me file. As you may have noticed I messed it up a little again with a few more of my own edits before uploaded it. :blush:


Congrats, grabbing. :happy:

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Jerry Cox
 
Posts: 3409
Joined: Wed Oct 10, 2007 1:21 pm

Post » Thu Jun 23, 2011 4:51 pm

I can finally try out your melee combat mod, congratulations on the release spookyfx. :celebration:
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Amy Cooper
 
Posts: 3400
Joined: Thu Feb 01, 2007 2:38 am

Post » Thu Jun 23, 2011 4:00 pm

I am getting constant crashes when I load this, just after the weapon array message appears. As far as I can see I have done everything properly. Could you possibly be more precise about which other mods are incompatible? For example, are other archery mods incompatible with it? Which other mods may cause problems? Thanks.
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Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

Post » Thu Jun 23, 2011 4:59 pm

Are you loading with a brand new character? Or with an existing game? Did you use any of the beta versions?

Have you tried a clean save?

Tried loading after the bashed patch?

If already with an old game - try a new one?

This is one of many mods I would not load right with a new character due to so much being set at chargen. Make the character then load these types of mods.
User avatar
My blood
 
Posts: 3455
Joined: Fri Jun 16, 2006 8:09 am

Post » Thu Jun 23, 2011 6:41 am

I am using an existing savegame and I did not try the Betas. I don't want to start a new game really. I have OBSE 20 full version. Is it a bad idea to use it with an existing savegame?
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D IV
 
Posts: 3406
Joined: Fri Nov 24, 2006 1:32 am

Post » Thu Jun 23, 2011 8:02 am

omg u didi it again ! one box of cookies for YOU Sir !
gonna play with this next week :)
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Georgine Lee
 
Posts: 3353
Joined: Wed Oct 04, 2006 11:50 am

Post » Thu Jun 23, 2011 5:14 am

I am using an existing savegame and I did not try the Betas. I don't want to start a new game really. I have OBSE 20 full version. Is it a bad idea to use it with an existing savegame?

No those are just various ways of testing.

I just loaded this up on both a save that had the most recent beta and then again after chargen with a new character with this load order:
Spoiler
Active Mod Files:
00 Oblivion.esm
01 All Natural Base.esm [Version 1.3]
02 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI]
03 Francesco's Optional New Items Add-On.esm [Version 4.5bSI]
04 Francesco's Optional New Creatures Add-On.esm [Version 4.5bSI]
05 Cobl Main.esm [Version 1.73]
06 Open Cities Resources.esm [Version 4.0.1]
07 Harvest[Containers].esm
08 Armamentarium.esm [Version 1.35]
09 Artifacts.esm [Version 1.1]
0A Better Cities Resources.esm [Version 4.9.5]
0B Progress.esm [Version 2.2]
0C CLS-Craftybits.esm
0D CustomSpellIcons.esm
0E PMSneakySummons.esm [Version 1]
0F Oblivifall Master File.esm [Version 1.1]
10 ScreenEffects.esm
11 DBBAM.esp [Version 1.46]
12 Unofficial Oblivion Patch.esp [Version 3.3.5]
13 DLCShiveringIsles.esp
14 Unofficial Shivering Isles Patch.esp [Version 1.4.2]
15 SM Plugin Refurbish - SI.esp [Version 1.30]
16 Better Cities .esp [Version 4.7.0]
17 Francesco.esp
18 All Natural.esp [Version 1.3]
19 All Natural - SI.esp [Version 1.3]
1A Immersive Interiors.esp [Version 0.8]
1B Immersive Interiors - Lights Addon.esp [Version 0.8]
1C Idle Dialogue.esp
++ Symphony of Violence.esp
++ Diverse Voices.esp [Version 0.1a]
1D All Natural - Real Lights.esp [Version 1.3]
1E WindowLightingSystem.esp
1F Duke Patricks - Who Goes There.esp [Version 1.2]
20 Fish!.esp
++ Item interchange - Extraction.esp [Version 0.78]
21 New Potions.esp
22 Personality Idles - Modified version.esp [Version 1.5]
23 Vows and Covenants.esp
24 Willful Resistance.esp [Version 4.0]
25 Enhanced Economy.esp [Version 5.3]
26 PTRoamingNPCs.esp
27 Display Stats.esp [Version 2.0.1]
28 DropLitTorchOBSE.esp [Version 2.4]
29 Enhanced Seasons.esp [Version 1.3.2]
2A kuerteeActorDetails.esp
2B Lock Bash Omega.esp [Version 1.5]
2C DLCHorseArmor.esp
2D SM Plugin Refurbish - HorseArmor.esp [Version 1.11]
2E DLCMehrunesRazor.esp
2F SM Plugin Refurbish - MehrunesRazor.esp [Version 1.30]
30 DLCSpellTomes.esp
31 Adonnays Elven Weaponry for NPCs.esp
++ Adonnays Elven Weaponry for NPCs - Vanilla placement.esp
32 Explosives.esp
33 Mage Equipment.esp
34 Francesco's Mage Equipment.esp
35 kuerteeHorseCommands.esp
36 Fran Armor Add-on.esp
37 Fran_Lv30Item_Maltz.esp
38 Francesco's More Wilderness Life.esp
39 Francesco's Optional Leveled Guards.esp
3A Francesco's Optional New Adventurers.esp
3B Francesco's Optional Leveled Quests.esp
3C Cobl Glue.esp [Version 1.73]
3D Cobl Si.esp [Version 1.63]
++ COBL-FransNewCre.esp
++ ArmamentariumLL.esp [Version 1.35]
++ ArmamentariumLLMagic.esp [Version 1.35]
3E ArmamentariumArtifacts.esp [Version 1.35]
++ ArmamentariumLLArmaVendor.esp [Version 1.35]
++ Adonnays Elven Weaponry for NPCs - Armamentarium piggyback.esp
++ Harvest[Containers] - Vanilla.esp
++ Harvest[Containers] - SI.esp
++ Harvest[Containers] - SI - Ore Respawn.esp
3F OBSE-Storms & Sound SI.esp
40 Creatures Alive v1.3.esp
41 Creature Diversity.esp
42 TIE.esp [Version 1.45]
** Vanilla Armor Stats (Don't Clean).esp
** Vanilla Weapon Stats (Don't Clean).esp
43 Weapon Expansion Pack for Oblivion Nthusiasts.esp [Version 1.03]
44 TIE+Frans NPC Inventory.esp [Version 1.0]
45 DBSQR.esp [Version 1.03]
46 DBSQR - MehrunesRazor.esp [Version 1.03]
47 DBSQR - Shivering Isles.esp [Version 1.03]
48 Fran's Ore Refiner.esp
49 Friendly Fire for Frans.esp
4A UI Mods Merged.esp
4B A Family Problem.esp
++ Artifacts - ArmaCompleteAddon.esp [Version 1.1]
4C BladeOfTheHaunted.esp [Version 2.6]
4D OldCrowInn.esp [Version 1.5]
4E Northern Front.esp
4F Region Revive - Lake Rumare.esp
50 The Ayleid Steps.esp [Version 3.4]
51 VOILA.esp
52 VOILA - Soldiers of Empire.esp
53 DLCFrostcrag.esp
54 SM Plugin Refurbish - Frostcrag.esp [Version 1.2]
55 Consequences.esp [Version 3.0]
56 The Lost Spires.esp
57 ElsweyrAnequina.esp
58 road+bridges.esp [Version 4.6.1]
59 Oblivifall - Losing My Religion.esp [Version 1.41]
5A Faregyl.esp [Version 2.0.2]
5B Feldscar.esp [Version 1.0.9]
5C Molapi.esp [Version 1.0.1]
5D Vergayun.esp [Version 1.0.7]
5E xuldarkforest.esp [Version 1.0.5]
5F LostSpires-DarkForest patch.esp
60 xulStendarrValley.esp [Version 1.2.2]
61 xulTheHeath.esp
62 FranMWL-TheHeath patch.esp
63 XulEntiusGorge.esp
64 xulFallenleafEverglade.esp [Version 1.3.1]
65 LostSpires-Everglade patch.esp [Version 1.2]
66 Anequina-Fallenleaf-Patch.esp
67 xulColovianHighlands_EV.esp [Version 1.2.1]
68 xulChorrolHinterland.esp [Version 1.2.2]
69 xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]
6A xulBravilBarrowfields.esp [Version 1.3.2]
6B xulLushWoodlands.esp [Version 1.3.1]
6C xulAncientYews.esp [Version 1.4.3]
6D xulAncientRedwoods.esp [Version 1.6]
6E xulCloudtopMountains.esp [Version 1.0.3]
6F xulArriusCreek.esp [Version 1.1.3]
70 xulPatch_AY_AC.esp [Version 1.1]
71 xulRollingHills_EV_withoutWheat.esp [Version 1.3.3]
72 xulRollingHills_EV.esp [Version 1.3.3]
73 xulPantherRiver.esp
74 xulRiverEthe.esp [Version 1.0.2]
75 xulBrenaRiverRavine.esp [Version 1.1]
76 xulImperialIsle.esp [Version 1.6.7]
77 RegionReviveLakeRumare-ImperialIsle patch.esp [Version 1.3.3]
78 xulBlackwoodForest.esp [Version 1.1.0]
79 xulCheydinhalFalls.esp [Version 1.0.1]
7A xulAspenWood.esp [Version 1.0.2]
7B xulSkingradOutskirts.esp [Version 1.0.1]
7C xulSnowdale.esp [Version 1.0.2]
7D Feldscar+Snowdale Patch.esp [Version 1.0]
7E xulCliffsOfAnvil.esp [Version 1.12]
7F xulSilverfishRiverValley.esp [Version 1.0.1]
80 Lost Spires + Silverfish River Patch.esp [Version 1.0]
81 NRB4+UL-II Patch.esp [Version 5.0.1]
82 ImpeREAL Empire Unique Cities - Sutch.esp
83 Open Cities New Sheoth.esp [Version 2.0]
84 Open Cities Reborn.esp [Version 0.9.1]
85 Crowded Cities for OCR.esp
86 Better Cities - Open Cities Reborn.esp [Version 0.1.1]
87 OCR+ULCH Patch.esp [Version 1.0]
88 OCR+ULBWForest Patch.esp [Version 1.0.2]
89 OCR+Cheydinhal Falls Patch.esp [Version 1.0.1]
8A OCR+ULSkingradOutskirts Patch.esp [Version 2.0]
8B Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
8C HUD Status Bars.esp [Version 4.2.1]
8D Dungeon Actors Have Torches 1.6 DT.esp
++ Improved Fires and Flames - Increased Sound.esp
8E Class Advantages.esp [Version 1.01]
8F Potable Pastiche.esp
90 Soulgem Magic.esp [Version 1.0]
91 CLS-Craftybits.esp
92 Enhanced Economy - House prices.esp [Version 1.0]
93 Alternative Beginnings.esp [Version 1.1.3]
94 RealisticFatigue.esp
95 RefScope.esp [Version 2.1.1]
96 SupremeMagicka.esp [Version 0.90]
97 SM_ShiveringIsles.esp [Version 0.90]
++ SM_DLCSpellTome.esp [Version 0.90]
98 SM_EnchantStaff.esp [Version 0.90]
++ SM_NoSpellLights.esp [Version 0.90]
++ SM_Scrolls.esp [Version 0.90]
++ SM_SigilStone.esp [Version 0.90]
99 FearsomeMagicka.esp
9A RshAlchemy.esp
9B SM Combat Hide.esp [Version 1.2]
9C Morrowind Lockpicking.esp
9D sycHearNoEvil.esp [Version 1.0]
++ GuildBetrayal.esp
9E Enhanced Grabbing.esp [Version 0.5]
9F Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp [Version 7.1]
A0 Duke Patricks - Fresh Kills Now Alert The NPCs.esp [Version 4]
A1 Unequip Broken Armor.esp
A2 JCN_AV Uncap.esp [Version 1.01]
A3 Sneaking Detection Recalibrated.esp
A4 RealisticLeveling.esp
A5 The Versatile Adventurer.esp
** Cava Obscura - Cyrodiil.esp
** Cava Obscura - SI.esp
** Cava Obscura - Filter Patch For Mods.esp
++ Item interchange - Placement.esp [Version 0.78]
++ Item interchange - Placement for Frostcrag.esp [Version 0.78]
A6 bgBalancingEVCore.esp [Version 10.52EV-D]
A7 bgMagicEV.esp [Version 1.7EV]
++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
++ bgMagicEVStartspells.esp [Version 1.68EV]
A8 bgMagicBonus.esp [Version 1.7EV]
++ bgMagicEVAddEnVar.esp [Version 1.68EV]
A9 bgMagicEVPaperChase.esp [Version 1.68EV]
++ PMSneakySummonCompatibility.esp [Version 1]
++ bgBalancingEVOptionalFangs.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalMoreEyes.esp [Version 10]
** bgBalancingEVOptionalNPCDiversity, TNR Merge Better Redguards.esp [Version 10.0EV-D]
AA bgBalancingEVLAMEAddition.esp [Version 10.51EV-D]
++ bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]
** bgBalancingEVOptionalNPCDiversityLAME.esp [Version 10.5EV-D]
++ bgBalancingEVOptionalSeamReducerHighElfFix.esp [Version 10.0EV-D]
AB bgIntegrationEV.esp [Version 1.0]
** bgIntegrationEV - Alternative NPC Faces by LazyMonk.esp [Version 1.00]
++ bgIntegrationEV - Unique Clothes.esp [Version 1.0]
AC Silverfish&bgIntegrationPatch.esp
AD Better Imperial City.esp [Version 4.9.5]
++ Better Cities - TIE Restricted Area.esp
AE Better Cities - Old Crow Inn.esp [Version 4.7.0]
AF Better Cities - Unique Landscape Imperial Isle.esp [Version 4.8.1]
** bgMagicEVShader.esp [Version 1.7EV]
B0 kuerteeDetectLifeEffectNightEyeShader.esp
** NRB4 OCReborn Road Record.esp
++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
++ Harvest Containers Filter patch for mods.esp [Version 1.00]
** All Natural - Indoor Weather Filter For Mods.esp [Version 1.3]
B1 Bashed Patch, 0.esp
B2 Duke Patricks - Melee Combat NO RECOIL.esp [Version 1]
So it is working here.
User avatar
Ann Church
 
Posts: 3450
Joined: Sat Jul 29, 2006 7:41 pm

Post » Thu Jun 23, 2011 2:28 pm

Congratulations on the release :celebration:
yeah it is a strange combined feeling of emptiness and relief! :tongue:

And now I SO want to just PLAY one last oblivion play thru now until Skyrim....
That's what I want too, and I intend to include this mod (and several of your other mods) with that playthrough. I haven't had time to read much in the development threads, so I'm wondering if there are known incompatibilities beyond what's listed in the opening post. I would guess that it is not compatible with other combat mods like Deadly Reflex or Unnecessary Violence. I don't use either, so that's not a problem. I do however use FCOM and Realistic Fatigue, is there any problems using this with those mods?
User avatar
R.I.P
 
Posts: 3370
Joined: Sat Dec 01, 2007 8:11 pm

Post » Thu Jun 23, 2011 5:31 pm

I can speak to some of this TNO.

With RF there will be overlap in fatigue burn during combat - I'd recommend turning the RF settings on those down. Sorry I don't have hard numbers yet. With Combat Archery as well you will want to turn down the stumble settings as CA will also handle that (I turn it down in both mods).

With FCOM your main issue will be that OOO has both MOBS and Lyrondor combat overhaul integrated into it. I've looked at this issue since the older SCA mods and there is two options you have for MOBS. You can either go all MOBS or reduce MOBS as much as possible. Reducing and removing MOBS from FCOM is not easy. Even if you removed all the stats for vanilla weapons then OOO and the FCOM patches for the other overhauls will have MOBS stats for the mod added weapons. The other way is just to accept this and MOBSify everything and move on.

Spooky has scripts in both this and Combat Archery that calculate stats based on weapon type and material and is meant to work with mod added weapons, but I'm not certain how much stat boosted weapons affect this calculation.

For other overhauls (like TIE or WAC) this is not such an issue. For TIE I made my own Vanilla Weapon and Armor stat plugins that return vanilla stats to weapons (copy as override into new esp from Oblivion.esm) and tag them like MOBS (stats). Or also include WEPON (non mobs version) and load after overhauls.

Previous versions of the loder SCA melee mod did not conflict badly with Lyrondor and mostly overwrote it. Combat Archery, on the other hand, has a tendency to kick up a Lyrondor bug where archers appear to spin in place. I've not played this with FCOM enough to see any issues.

I would not use with DR or UV. There is a specific method of sword and shield combat this mod is encouraging and those don't fit the mold.

Hope that helps some
User avatar
Lauren Dale
 
Posts: 3491
Joined: Tue Jul 04, 2006 8:57 am

Post » Thu Jun 23, 2011 1:23 pm

Okay this can not be correct...right? It would not make sense?

This is my problem, the first time i re-equipped my characters blade it was scaled by this mod. It was made even slower then it already was...namely a speed of 0.44 for a weapon that only has a weight of 5 lbs.(Is default for this blade and not my doing. :) ) The reach was also dropped from 2.00(Again that is default for this blade. ) to 1.54. That was okay to me, but the speed definitely not.

Any way i exited the game for a few minutes and then restarted. What the heck...now the blade i use hat different stats. This is a screenshot that shows the size of my characters blade.

http://i176.photobucket.com/albums/w172/Illius_photos/Mod%20Problems/ScreenShot100.jpg

And this screenshot shows the current stats...

http://i176.photobucket.com/albums/w172/Illius_photos/Mod%20Problems/ScreenShot101.jpg


See the reach, that can not be right for a blade this size...that is shorter then a normal longblade?
User avatar
lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Thu Jun 23, 2011 11:04 am

Are you loading with a brand new character? Or with an existing game? Did you use any of the beta versions?

Have you tried a clean save?

Tried loading after the bashed patch?

If already with an old game - try a new one?

This is one of many mods I would not load right with a new character due to so much being set at chargen. Make the character then load these types of mods.


I load all my mods all at once and have not had a problem. I just wait about 20-30 seconds after character gen without doing anything and all the scripts load up then proceed as normal, after that loading any save-games takes much shorter then that.


Congratulations on the release :celebration:
That's what I want too, and I intend to include this mod (and several of your other mods) with that playthrough. I haven't had time to read much in the development threads, so I'm wondering if there are known incompatibilities beyond what's listed in the opening post. I would guess that it is not compatible with other combat mods like Deadly Reflex or Unnecessary Violence. I don't use either, so that's not a problem. I do however use FCOM and Realistic Fatigue, is there any problems using this with those mods?


For Realistic Fatigue I change this setting (set aadpMainQ.ParryFatigueBase to .75) to .375 simply because realistic fatigue already makes combat much harder and thus my warrior runs out of fatigue too quckly when fighting. I agree that he should run out of it a bit faster but not that fast. I also ran into a A.I. fault issue with WAC's horseon but I'd need other people to verify what mod is actually causing it. I did do a simple fix by simply changing the AI to default horse and the CTD problem was solved.


Okay this can not be correct...right? It would not make sense?

This is my problem, the first time i re-equipped my characters blade it was scaled by this mod. It was made even slower then it already was...namely a speed of 0.44 for a weapon that only has a weight of 5 lbs.(Is default for this blade and not my doing. :) ) The reach was also dropped from 2.00(Again that is default for this blade. ) to 1.54. That was okay to me, but the speed definitely not.

Any way i exited the game for a few minutes and then restarted. What the heck...now the blade i use hat different stats. This is a screenshot that shows the size of my characters blade.

http://i176.photobucket.com/albums/w172/Illius_photos/Mod%20Problems/ScreenShot100.jpg

And this screenshot shows the current stats...

http://i176.photobucket.com/albums/w172/Illius_photos/Mod%20Problems/ScreenShot101.jpg


See the reach, that can not be right for a blade this size...that is shorter then a normal longblade?


This game rescales all weapons and makes them much shorter then vanilla and also much slower. However they do hit harder and you can do locational damage and critical hits which really do make combat much more deadly and make it very important to wear good armor.
User avatar
Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Thu Jun 23, 2011 5:43 am

1.Congratulations
Could someone set aadpMainQ.WeaponDamageScale to "0" and report result,please. It's important for me.

P.S.
Are there any changes from last beta?
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Sabrina Steige
 
Posts: 3396
Joined: Mon Aug 20, 2007 9:51 pm

Post » Thu Jun 23, 2011 6:37 am

This game rescales all weapons and makes them much shorter then vanilla and also much slower. However they do hit harder and you can do locational damage and critical hits which really do make combat much more deadly and make it very important to wear good armor.


I understand that they are scaled Sculelos. But what i absolutely do not understand is that the Zanbatou was first scaled at a speed of 0.44 and a reach of 1.54 by spookyfx mod and then after restarting the game it has a speed of 1.02 and a reach of 0.76. It is a huge two handed sword, even if you take my characters attributes into it...it absolutely does not make sense that a sword that size has a reach lower then a normal longsword. It is also not realistic in my opinion?

Besides the sword only has a weight of 5 so even if the first numbers (0.44 / 1.54 ) hat stayed then the speed would be to slow to be of use in a fight. If i am not mistaken the standard speed of the Zanbatou is 80/85. That would make the sword almost half as slow, i tried it in a fight with those stats...i assure you that was just plain unpleasant. Both cases just do not make sense to me?
User avatar
Miranda Taylor
 
Posts: 3406
Joined: Sat Feb 24, 2007 3:39 pm

Post » Thu Jun 23, 2011 6:38 am

First off, congratulations on an official release! Secondly, I cannot thank you enough for mapping all of your new combat techniques to existing buttons. I use Xpadder to play my game on a wireless xbox controller and don't have any hotkeys to spare. For this reason I wasn't willing to use Deadly Reflexes or Unnecessary Violence, but I can still use this mod. :biggrin:

I have a few questions about the new combat though. The readme explains that light armor doesn't protect as much as heavy and blunt weapons do extra damage to it, and for this a low level player will need to wear heavy armor to survive. So what advantages does light armor have over heavy? What situation would it be preferable in? And how is a lower level character supposed to train it up enough for it to be effective if heavy armor is much better at low skill levels?

Similarly, does using a small shield have any advantages over a large one besides fatigue drain?
User avatar
W E I R D
 
Posts: 3496
Joined: Tue Mar 20, 2007 10:08 am

Post » Thu Jun 23, 2011 2:35 pm

First off, congratulations on an official release! Secondly, I cannot thank you enough for mapping all of your new combat techniques to existing buttons. I use Xpadder to play my game on a wireless xbox controller and don't have any hotkeys to spare. For this reason I wasn't willing to use Deadly Reflexes or Unnecessary Violence, but I can still use this mod. :biggrin:

I have a few questions about the new combat though. The readme explains that light armor doesn't protect as much as heavy and blunt weapons do extra damage to it, and for this a low level player will need to wear heavy armor to survive. So what advantages does light armor have over heavy? What situation would it be preferable in? And how is a lower level character supposed to train it up enough for it to be effective if heavy armor is much better at low skill levels?

Similarly, does using a small shield have any advantages over a large one besides fatigue drain?


This mod is much more realistic then the other combat mods IMO especially Deadly Reflex. I do wish someone would make a realistic gore mod but that's off topic.

Anyways to answer your questions light armor only reduces critical hit damage half as much as heavy armor and I believe the armors total armor rating reduces the chance of getting critically wounded. I personally still wear light to mediumish armor in my game because the heavy stuff is only for the biggest baddest warriors or those whom have feather items since it wears down my 70 strength/ 70 endurance redguard too much, overall armor skills don't matter that much in Oblivion which is why I don't really like majoring in any armor skill with my game. Of course NPCs with heavy armor and high skill are extremely hard to take down, but yeah it's good that Warcry New Dimensions tells you that they are in your range so you can run away unless you are high level you will die.

The only real advantage to lightweight armor and shields is extra lower encumbrance and extra speed which is equal to lower fatigue drain and lets me fight much longer without getting winded. My current character isn't even using a shield yet and I'm doing okay even though I've had a few difficult fights. I prefer to play a more lightweight character to weaken or kill people with bows and when they get close switch to my short-sword or kukuri in my current game and finish them off. That or use a large two handed weapon when fighting huge monsters since I find the reach handy.

About the reach this mod actually has it set to the sweetspot of the weapons so if you try and slash someone with the tip of a sword many times you will just graze them and do no damage.

These mods play very nicely with Melee Combat and are absolutely recommended.

Duke Patricks - Combat Archery
Duke Patricks - Combat Magic II
Duke Patricks - Near Miss arrows and magic alert the target
Realistic Health
Realistic Fatigue (Remember to set parry fatigue down to .375 from .75)
Kuertee Battle Fatigue and Injuries
Sneaking Detection Recalibrated

Also these mods don't affect combat too much but for a much more immersive Oblivion game I recommend Basic Primary Needs, Duke Patrick's Hypothermia II, Progress and Realistic Leveling. All those together will provide a rich and fun Oblivion experience and work great together.
User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Thu Jun 23, 2011 2:05 am

Hey all SpookyFX/Duke just sent me this and asked me to reply to a bit of the above for him as he is not able to at the moment:
Sent at 10:30 AM
Concerning the 6 foot long 1h sword.

Another person was tying to use my mod with one of those giant Manga style 3 foot wide 10 foot long swords. That was the person that frustrated me. But in your case you weapon is not like that and would “seem” to most people not fall in the category of a comic book weapon.

I am assuming it is 1h because that is how is shown in your picture. It will not matter if you have animations that swing it 2h it only matters what the weapon is assigned to be in the editor.

You are trying to swing a 6 foot long weapon in 1 hand. I am sorry but this is a realism mod. Try it yourself, pick up a 6 foot long wood staff (will weigh about 4 ponds depending on the wood) and swing it 1 handed and see for yourself how fast it goes from the ready position to lading a blow and then BACK to your ready position.

I understand that if you never have used a real weapon before why this seems confusing, but I do not know how I could change this for you and still stay true to the philosophy of this mod.
I'm leaving soon Duke, so any other replies will have to wait for you to get home.
User avatar
Vickey Martinez
 
Posts: 3455
Joined: Thu Apr 19, 2007 5:58 am

Post » Thu Jun 23, 2011 5:28 am

It seems I have the same problem as brad ford, whenever I attempt to load my savegame with this mod activated it CTD after clicking ok on the popup about the Weapon Stats being reset. I have double checked that I have the latest version of OBSE 20 by deleting the old dll files and redownloading and installing from the obse website. I made sure that I uninstalled Better Blocking as well as your old Bob and Weave mod before installing yours. I removed Mayu's Animation Overhaul since the combat animations from there would have likely interfered with yours (as well as making sure I unticked the relevant box in the Tweak Actors section of Wrye Bash). I currently use Wrye Bash v292 with CBash disabled so I'm pretty certain that is not the issue. Putting the mod at the end of the load order instead of where BOSS wants it did not fix the problem either

Here is my load order:

Spoiler
Active Mod Files:
00 Oblivion.esm
01 All Natural Base.esm [Version 1.3]
02 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI]
03 Francesco's Optional New Items Add-On.esm [Version 4.5bSI]
04 Cobl Main.esm [Version 1.73]
05 Open Cities Resources.esm [Version 4.0.1]
06 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
07 Mart's Monster Mod.esm [Version 3.7b3p3]
08 TamrielTravellers.esm [Version 1.39c]
09 FCOM_Convergence.esm [Version 0.9.9MB3]
0A bookplacing.esm [Version 1]
0B Progress.esm [Version 2.2]
** Cobl Races TNR.esp [Version 1.53]
** Cobl Races TNR SI.esp [Version 1.53]
0C Unofficial Oblivion Patch.esp [Version 3.3.5]
0D DLCShiveringIsles.esp
0E Unofficial Shivering Isles Patch.esp [Version 1.4.2]
0F SM Plugin Refurbish - SI.esp [Version 1.30]
10 Francesco's Optional Chance of Stronger Bosses.esp
11 Francesco's Optional Chance of Stronger Enemies.esp
12 Francesco's Optional Chance of More Enemies.esp
13 Francesco's Optional Leveled Guards.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
14 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
15 Atmospheric Loading Screens - Random Quotes.esp
16 All Natural.esp [Version 1.3]
17 All Natural - SI.esp [Version 1.3]
++ All Natural - MMM Patch.esp [Version 1.3]
18 Enhanced Water v2.0 HDMI.esp
19 Idle Dialogue.esp
++ Symphony of Violence.esp
1A MIS Low Wind.esp
1B MIS New Sounds Optional Part.esp
1C Atmospheric Oblivion.esp
1D PCSoundRhett.esp [Version 2.6]
1E Storms & Sound.esp
1F Rainbows.esp
20 All Natural - Real Lights.esp [Version 1.3]
21 WindowLightingSystem.esp
22 1em_GiveAGift.esp [Version 1.2]
23 AliveWaters_nofish.esp
24 Book Jackets Oblivion - BP.esp
25 Chapel Tithe.esp
26 PTFallingStars.esp
27 Q - More and Moldy Ingredients v1.1.esp
28 Enhanced Economy.esp [Version 5.3]
29 kuerteeIgnoringTheMainQuestHasConsequences.esp
2A Display Stats.esp [Version 2.0.1]
2B DropLitTorchOBSE.esp [Version 2.4]
2C Duke Patricks - Friendship Ring For Companion Detection.esp [Version 1.8]
2D FormID Finder4.esp
2E kuerteeCleanUp.esp
2F kuerteeSittableRocks.esp
30 Musical Immersion 1.0.esp
31 P1DmenuEscape.esp
32 skycaptains NPCFF.esp
33 StatCleaner.esp
34 Streamline 3.1.esp
35 Dynamic Map.esp [Version 2.0]
36 Map Marker Overhaul.esp [Version 3.9]
37 Map Marker Overhaul - SI additions.esp [Version 3.5]
38 Enhanced Hotkeys.esp [Version 2.1.1]
39 DLCMehrunesRazor.esp
3A DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.5]
** Mehrunes_mobs.esp
** DLCMehrunesRazor Vwalk.esp
3B SM Plugin Refurbish - MehrunesRazor.esp [Version 1.30]
3C DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
3D ClassyClothingCompendium.esp
3E Weapon Expansion Pack for Oblivion Nthusiasts.esp [Version 1.03]
3F Cobl Glue.esp [Version 1.73]
40 OCR+COBL Luggage Patch.esp
41 Cobl Si.esp [Version 1.63]
42 Bob's Armory Oblivion.esp
43 FCOM_BobsArmory.esp [Version 0.9.9]
44 Oblivion WarCry EV.esp [Version 1.09]
45 FCOM_WarCry.esp [Version 0.9.9MB5]
46 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
** Oscuro's_Oblivion_Overhaul Vwalk.esp
** OMOBS_SI.esp [Version 2.0]
47 OOO 1.32-Cobl.esp [Version 1.72]
48 FCOM_Convergence.esp [Version 0.9.9Mb3]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
49 FCOM_RealSwords.esp [Version 0.9.9]
4A FCOM_DurabilityAndDamage.esp [Version 0.9.9]
++ FCOM_SpawnRatesSlightlyReduced.esp [Version 0.9.9MB3]
++ FCOM_SaferRoads.esp [Version 0.9.9]
++ FCOM_LessRats.esp [Version 0.9.9]
++ FCOM_LessReaversInGates.esp [Version 0.9.9]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
4B Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]
++ TamrielTravellerAdvscript.esp [Version 1.40Alpha]
4C TamrielTravellers4OOO.esp [Version 1.39c]
** TamrielTravellers4OOO Vwalk.esp
++ TamrielTravellersItemsnpc.esp [Version 1.39c]
4D TamrielTravellersItemsCobl.esp [Version 1.39c]
4E ShiveringIsleTravellers.esp [Version 1.39c]
** ShiveringIsleTravellers Vwalk.esp
++ ShiveringIsleTravellersFriendlyFactions.esp [Version 1.39c]
++ FCOM_TamrielTravelers.esp [Version 0.9.9]
++ FCOM_BobsGuardUnity.esp [Version 0.9.9]
++ FCOM_HungersUnitySI.esp [Version 0.9.9]
** FCOM_FriendlierFactions.esp [Version 0.9.9]
++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
** Fransfemale.esp
++ MMM-Cobl.esp [Version 1.73]
** EVE_StockEquipmentReplacer4FCOM.esp
4F EM_CompInnsleeping.esp [Version 0.9]
50 TalosBridgeGateHouse.esp
51 AleswellHomeQuest.esp
52 Kragenir's Death Quest.esp [Version 2.1]
** Kragenir's Death Quest Vwalk.esp
53 KDQ - Rural Line Additions.esp
54 LetThePeopleDrink.esp [Version 2.5]
55 KragenirsDeathQuest-LetThePeopleDrink patch.esp
56 The Ayleid Steps.esp [Version 3.4]
** The Ayleid Steps Vwalk.esp
57 Valenwood Improved.esp
58 Vampire Hunting - Order of the Virtuous Blood.esp
** Vampire Hunting - Order Of The Virtuous Blood Vwalk.esp
59 Valenwood Improved Vampire Hunting Patch.esp
5A VHBloodlines 1.2.esp [Version 1.5.5]
** VHBloodlines 1.2 Vwalk.esp
5B Cyrodiil Travel Services.esp [Version 2.0.7]
** Cyrodiil Travel Services Vwalk.esp
5C za_bankmod.esp
5D AFK_ICTempleCleanup.esp [Version 1.0.LtPD]
5E Knights.esp
5F Knights - Unofficial Patch.esp [Version 1.1]
** Knights Vwalk.esp
** EVE_KnightsoftheNine.esp
++ SM Plugin Refurbish - Knights.esp [Version 1.06]
60 OCC-KOTN-Patch.esp [Version 3.0]
61 The Lost Spires.esp
62 OCR + Lost Spires Patch.esp [Version 3.0]
** The Lost Spires Vwalk.esp
++ FCOM_Knights.esp [Version 0.9.9Mb3]
63 ElsweyrAnequina.esp
++ ElsweyrAnequina - Races HGEC-Robert.esp [Version 1.2]
** ElsweyrAnequina Vwalk.esp
64 Reaper's Esmeralda's Desert Manor.esp
65 Elsweyr plantations & co..esp
66 Tales from Elsweyr Anequina.esp
67 ElsweyrValenwoodImprovedPatch.esp
68 road+bridges.esp [Version 4.6.1]
69 Faregyl.esp [Version 2.0.2]
6A Faregyl+Anequina Patch.esp [Version 2.0]
** Faregyl Vwalk.esp
6B Feldscar.esp [Version 1.0.9]
** Feldscar Vwalk.esp
6C Molapi.esp [Version 1.0.1]
6D PTMudwater.esp
6E Storms & Sound - PTMudwater.esp
6F Vergayun.esp [Version 1.0.7]
** Vergayun Vwalk.esp
70 xuldarkforest.esp [Version 1.0.5]
71 LostSpires-DarkForest patch.esp
72 xulStendarrValley.esp [Version 1.2.2]
73 xulTheHeath.esp
74 XulEntiusGorge.esp
75 xulFallenleafEverglade.esp [Version 1.3.1]
76 LostSpires-Everglade patch.esp
77 Anequina-Fallenleaf-Patch.esp
78 Valenwood Improved - Fallenleaf Everglade EV - Patch.esp [Version 1.0]
79 xulColovianHighlands_EV.esp [Version 1.2.1]
7A xulChorrolHinterland.esp [Version 1.2.2]
** xulChorrolHinterland Vwalk.esp
7B xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]
7C xulBravilBarrowfields.esp [Version 1.3.3]
** xulBravilBarrowfields Vwalk.esp
7D xulLushWoodlands.esp [Version 1.3.1]
7E xulAncientYews.esp [Version 1.4.3]
7F xulAncientRedwoods.esp [Version 1.6]
80 xulCloudtopMountains.esp [Version 1.0.3]
81 xulArriusCreek.esp [Version 1.1.3]
82 xulPatch_AY_AC.esp [Version 1.1]
83 xulRollingHills_EV_withoutWheat.esp [Version 1.3.3]
84 xulPantherRiver.esp
85 xulRiverEthe.esp [Version 1.0.2]
86 Valenwood Improved - River Ethe EV - Patch.esp [Version 1.0]
87 xulBrenaRiverRavine.esp [Version 1.1]
** xulBrenaRiverRavine Vwalk.esp
88 xulImperialIsle.esp [Version 1.6.7]
** xulImperialIsle Vwalk.esp
89 TalosGatehouse + ULImperialIsle.esp
8A xulBlackwoodForest.esp [Version 1.1.0]
8B xulCheydinhalFalls.esp [Version 1.0.1]
8C xulAspenWood.esp [Version 1.0.2]
** xulAspenWood Vwalk.esp
8D xulSkingradOutskirts.esp [Version 1.0.1]
** xulSkingradOutskirts Vwalk.esp
8E xulSnowdale.esp [Version 1.0.2]
8F Feldscar+Snowdale Patch.esp [Version 1.0.1]
90 OOO-Snowdale Patch.esp
91 xulCliffsOfAnvil.esp
92 OOOCliffsofAnvilPatch.esp [Version 1.1]
** xulCliffsOfAnvil Vwalk.esp
93 xulSilverfishRiverValley.esp [Version 1.0.1]
94 Lost Spires + Silverfish River Patch.esp [Version 1.0]
95 KragenirsDeathQuest-UniqueLandscapes Merged patch.esp [Version 1.1]
96 Open Cities New Sheoth.esp [Version 2.0]
97 Open Cities Outer Districts.esp [Version 4.0.2]
98 Open Cities Reborn.esp [Version 1.0]
99 ImpeREAL Empire - Unique Castles - All The Castles - OCR.esp [Version 1.1.1]
9A OCR + OOO Patch.esp [Version 3.0.1]
9B OCR+ULCH Patch.esp [Version 1.0]
++ OCC-COBL-Wells.esp
9C NRB4+UL-II+LtPD+OCOD Patch.esp [Version 3.0.3]
9D OCR+ULBWForest Patch.esp [Version 1.0.2]
9E OCR+Cheydinhal Falls Patch.esp [Version 1.0.1]
9F OCR+ULSkingradOutskirts Patch.esp [Version 2.0]
A0 Harvest [Flora].esp [Version 3.0.1]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
++ Visually Realistic Deadly Lava.esp
++ Cobl Bookplacement.esp
A1 HUD Status Bars.esp [Version 4.2.1]
A2 kuerteeInventoryIsABackpack.esp
A3 Mage_Guild_Teleport.esp
A4 PersuasionOverhaul.esp [Version 1.43]
++ PersuasionOverhaul_OOO.esp [Version 1.2]
++ PersuasionOverhaul_MMM.esp [Version 1.2]
A5 ReneersGoldMod.esp
++ sixy Dark Seducer & Golden Saint Armour.esp
++ ScriptIcon_Replacer.esp
A6 Soulgem Magic.esp [Version 1.0]
A7 Storms & Sound - Bank of Cyrodiil.esp
A8 Storms & Sound - The Lost Spires.esp
A9 StarX Vampire Deaths.esp
AA Toggleable Quantity Prompt.esp [Version 3.2.0]
AB Quest Award Leveling SI.esp
AC Quest Award Leveller.esp
++ Quest Award Leveller - Mehrunes Razor.esp
++ Quest Award Leveller - Knights of the Nine.esp
AD OWE&P.esp
AE StarX Vanilla Vampires Revised.esp
AF StarX VVR_OOO_FCOM Patch.esp
++ Starx-OVB Patch.esp
B0 SupremeMagicka.esp [Version 0.90b]
B1 SM_ShiveringIsles.esp [Version 0.90]
++ SM_DLCSpellTome.esp [Version 0.90]
++ SM_OOO.esp [Version 0.90]
++ SM_MMM.esp [Version 0.90]
++ SM_COBL.esp [Version 0.90]
++ SM_NoSpellLights.esp [Version 0.90]
++ SM_Scrolls.esp [Version 0.90]
++ SM_SigilStone.esp [Version 0.90]
B2 MidasSpells.esp
B3 OC+Midas Magic Patch.esp
B4 Midas OscuroGems.esp
++ Midas Betterholy.esp
++ Mart's Monster Mod - Midas Creature Ingredients.esp
++ Midas Tigernolevel OBSE.esp
B5 Midas BeastFortify Fix OBSE.esp
B6 Friendlier Summons.esp
B7 EnchantmentRestore.esp
++ EnchantmentRestore_Wells.esp
B8 Morrowind Lockpicking.esp
B9 RenGuardOverhaul.esp
BA Duke Patricks - Combat Archery.esp [Version 5.1.1]
BB Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp [Version 7.1]
BC Duke Patricks - Fresh Kills Now Alert The NPCs.esp [Version 4]
BD nGCD.esp
++ nGCD Birthsigns.esp
BE nGCD Oghma Infinium.esp
BF ProgressMBSP.esp [Version 2.0]
C0 ProgressSBSP.esp [Version 1.0]
C1 ProgressRBSP.esp [Version 1.0]
C2 ProgressRacial.esp
C3 ProgressArmorer.esp [Version 1.0]
++ Immediate Character Generation.esp
C4 Animation - Growlfs Body Resizing Mod.esp
** Cava Obscura - Cyrodiil.esp
** Cava Obscura - SI.esp
** Cava Obscura - Filter Patch For Mods.esp
++ Item interchange - Placement for FCOM.esp [Version 0.78]
++ Item interchange - Option, Ingredients in Bulk, reduced.esp [Version 0.78]
C5 1em_Vilja.esp [Version 3.1]
** 1em_Vilja OOO FCOM Fix.esp
C6 ViljainAleswell.esp
C7 Cobl Races.esp [Version 1.52]
C8 bgMagicEV.esp [Version 1.7EV]
** bgMagicEV Vwalk.esp
++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
++ bgMagicItemSigil.esp [Version 1.68EV]
++ bgMagicEVStartspells.esp [Version 1.68EV]
C9 bgMagicBonus.esp [Version 1.7EV]
++ bgMagicEVAddEnVar.esp [Version 1.68EV]
CA bgMagicEVPaperChase.esp [Version 1.68EV]
CB bgMagicAlchemy.esp [Version 1.57]
CC bgMagicPotionNumberSoulGemValue.esp [Version 1.68UV]
++ Cobl Races - Balanced.esp [Version 1.52]
++ Disable Tutorial Text.esp
CD Automatic Timescale.esp [Version 1.1.1]
** [GFX]_Initial_Glow-all.esp
CE Duke Patricks - Magic you can believe in.esp
** bgMagicEVShader.esp [Version 1.7EV]
++ bgMagicShaderLifeDetect.esp [Version 1.68]
CF bgMagicLightningbolt.esp
++ a4VnlObSI_HiResHGEC-BBB-Fems+RmMales.esp
D0 Companion Compatibility.esp
** Sensual Walks.esp
** Sensual Walks SI.esp
** Sensual Walks SI DS + GS.esp
** NRB4 OCReborn Road Record.esp
++ CoreRandmonClothing4Npcs.esp
++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
++ OOO Harvest Containers Filter patch for mods.esp [Version 1.03]
** All Natural - Indoor Weather Filter For Mods.esp [Version 1.3]
D1 Bashed Patch, 0.esp
D2 Duke Patricks - Melee Combat NO RECOIL.esp [Version 1]


I note that a major difference between mine and Psymon's working load order is that his is not an FCOM based one. Has anyone who does have an FCOM based load order got this mod working along with it? Psymon mentioned that Lyrondor's Combat Tweaks which comes with Francescso's mod could intefere yet he has Frans in his load order. @Psymon: Did you install Frans again without Lyrondor's Combat Tweaks or is that still part of your Frans install?

Here is my OBSE log:
Spoiler
OBSE: initialize (version = 20.6 010201A0)
oblivion root = c:\games\steam\steamapps\common\oblivion\
plugin directory = c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\
checking plugin c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\ConScribe.dll
SetOpcodeBase 000025A0
RegisterCommand Scribe (25A0)
RegisterCommand RegisterLog (25A1)
RegisterCommand UnregisterLog (25A2)
RegisterCommand GetRegisteredLogNames (25A3)
RegisterCommand ReadFromLog (25A4)
RegisterCommand GetLogLineCount (25A5)
RegisterCommand DeleteLinesFromLog (25A6)
plugin c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\ConScribe.dll (00000001 ConScribe 00000009) loaded correctly
checking plugin c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\Elys_USV.dll
plugin c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctly
checking plugin c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll
SetOpcodeBase 00002330
RegisterCommand GetEsp (2330)
RegisterCommand CreateArray (2331)
RegisterCommand DestroyArray (2332)
RegisterCommand ArraySize (2333)
RegisterCommand ArrayCount (2334)
RegisterCommand SetInArray (2335)
RegisterCommand SetFloatInArray (2336)
RegisterCommand GetInArray (2337)
RegisterCommand GetTypeInArray (2338)
RegisterCommand RemInArray (2339)
RegisterCommand FindInArray (233A)
RegisterCommand FindFloatInArray (233B)
RegisterCommand SetRefInArray (233C)
RegisterCommand FindRefInArray (233D)
RegisterCommand CopyArray (233E)
RegisterCommand ArrayEsp (233F)
RegisterCommand ArrayProtect (2340)
RegisterCommand FirstInArray (2341)
RegisterCommand DestroyAllArrays (2342)
RegisterCommand PackArray (2343)
RegisterCommand CreateString (2344)
RegisterCommand DestroyString (2345)
RegisterCommand SetString (2346)
RegisterCommand StringEsp (2347)
RegisterCommand StringProtect (2348)
RegisterCommand StringLen (2349)
RegisterCommand DestroyAllStrings (234A)
RegisterCommand StringSetName (234B)
RegisterCommand StringGetName (234C)
RegisterCommand StringMsg (234D)
RegisterCommand StringCat (234E)
RegisterCommand UserFileExists (234F)
SetOpcodeBase 00002378
RegisterCommand RenFile (2378)
RegisterCommand DelFile (2379)
RegisterCommand StringToTxtFile (237A)
RegisterCommand CopyString (237B)
RegisterCommand IntToString (237C)
RegisterCommand FloatToString (237D)
RegisterCommand RefToString (237E)
RegisterCommand IniReadInt (237F)
RegisterCommand IniReadFloat (2380)
RegisterCommand IniReadRef (2381)
RegisterCommand IniWriteInt (2382)
RegisterCommand IniWriteFloat (2383)
RegisterCommand IniWriteRef (2384)
RegisterCommand IniKeyExists (2385)
RegisterCommand IniDelKey (2386)
RegisterCommand EspToString (2387)
RegisterCommand IniReadString (2388)
RegisterCommand IniWriteString (2389)
RegisterCommand ModRefEsp (238A)
RegisterCommand GetRefEsp (238B)
RegisterCommand StringToRef (238C)
RegisterCommand StringCmp (238D)
RegisterCommand FileToString (238E)
RegisterCommand StringPos (238F)
RegisterCommand StringToInt (2390)
RegisterCommand StringToFloat (2391)
RegisterCommand ArrayCmp (2392)
RegisterCommand StringMsgBox (2393)
RegisterCommand StringIns (2394)
RegisterCommand StringRep (2395)
RegisterCommand IntToHex (2396)
RegisterCommand LC (2397)
SetOpcodeBase 000023B0
RegisterCommand FromTSFC (23B0)
RegisterCommand ToTSFC (23B1)
RegisterCommand StrLC (23B2)
RegisterCommand CreateEspBook (23B3)
RegisterCommand FmtString (23B4)
RegisterCommand FixName (23B5)
RegisterCommand ResetName (23B6)
RegisterCommand HasFixedName (23B7)
RegisterCommand csc (23B8)
RegisterCommand StringSetNameEx (23B9)
RegisterCommand StringGetNameEx (23BA)
RegisterCommand FixNameEx (23BB)
RegisterCommand IniGetNthSection (23BC)
RegisterCommand IniSectionsCount (23BD)
RegisterCommand RunBatString (23BE)
RegisterCommand Halt (23BF)
RegisterCommand RefToLong (23C0)
RegisterCommand LongToRef (23C1)
RegisterCommand FindFirstFile (23C2)
RegisterCommand FindNextFile (23C3)
RegisterCommand GetFileSize (23C4)
RegisterCommand NewHudS (23C5)
RegisterCommand DelHudS (23C6)
RegisterCommand ScreenInfo (23C7)
RegisterCommand HudS_X (23C8)
RegisterCommand HudS_SclX (23C9)
RegisterCommand HudS_Show (23CA)
RegisterCommand HudS_Opac (23CB)
RegisterCommand HudS_Align (23CC)
RegisterCommand AutoSclHudS (23CD)
RegisterCommand HudS_Y (23CE)
RegisterCommand HudSEsp (23CF)
RegisterCommand HudSProtect (23D0)
RegisterCommand HudsInfo (23D1)
RegisterCommand DelAllHudSs (23D2)
RegisterCommand HudS_L (23D3)
RegisterCommand rcsc (23D4)
RegisterCommand HudS_SclY (23D5)
RegisterCommand NewHudT (23D6)
RegisterCommand DelHudT (23D7)
RegisterCommand HudT_X (23D8)
RegisterCommand HudT_SclX (23D9)
RegisterCommand HudT_Show (23DA)
RegisterCommand HudT_Opac (23DB)
RegisterCommand HudT_Align (23DC)
RegisterCommand AutoSclHudT (23DD)
RegisterCommand HudT_Y (23DE)
RegisterCommand HudTEsp (23DF)
RegisterCommand HudTProtect (23E0)
RegisterCommand HudTInfo (23E1)
RegisterCommand DelAllHudTs (23E2)
RegisterCommand HudT_L (23E3)
RegisterCommand HudT_SclY (23E4)
RegisterCommand PauseBox (23E5)
RegisterCommand KillMenu (23E6)
RegisterCommand SetHudT (23E7)
RegisterCommand HudT_Text (23E8)
RegisterCommand HudS_Tex (23E9)
RegisterCommand SanString (23EA)
RegisterCommand IsHUDEnabled (23EB)
RegisterCommand IsPluggyDataReset (23EC)
RegisterCommand FromOBSEString (23ED)
RegisterCommand ToOBSEString (23EE)
RegisterCommand HudT_Font (23EF)
SetOpcodeBase 000023FF
RegisterCommand PlgySpcl (23FF)
plugin c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll (00000001 OBSE_Elys_Pluggy 00000084) loaded correctly
checking plugin c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll
plugin c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll (00000001 OBSE_Elys_Uncapper 00000062) loaded correctly
checking plugin c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll
SetOpcodeBase 000025D0
RegisterCommand mqSetMessageBoxSource (25D0)
RegisterCommand mqGetSelectedClass (25D1)
RegisterCommand mqGetHighlightedClass (25D2)
RegisterCommand mqGetMenuTileChildren (25D3)
RegisterCommand mqGetEnchMenuBaseItem (25D4)
RegisterCommand mqGetMapMarkers (25D5)
RegisterCommand mqGetMenuChildFloatValue (25D6)
RegisterCommand mqGetMenuChildStringValue (25D7)
RegisterCommand mqSetMenuChildFloatValue (25D8)
RegisterCommand mqSetMenuChildStringValue (25D9)
RegisterCommand mqGetMenuChildHasTrait (25DA)
RegisterCommand mqGetMenuChildName (25DB)
RegisterCommand mqGetMenuChildCount (25DC)
RegisterCommand mqCreateMenuFloatValue (25DD)
RegisterCommand mqCreateMenuStringValue (25DE)
RegisterCommand mqGetMenuActiveFloatValue (25DF)
RegisterCommand mqGetMenuActiveStringValue (25E0)
RegisterCommand mqSetMenuActiveFloatValue (25E1)
RegisterCommand mqSetMenuActiveStringValue (25E2)
RegisterCommand mqGetMenuActiveChildIndex (25E3)
RegisterCommand InsertXML (25E4)
RegisterCommand mqGetCurrentQuests (25E5)
RegisterCommand mqGetCompletedQuests (25E6)
RegisterCommand mqGetActiveQuest (25E7)
RegisterCommand mqSetActiveQuest (25E8)
RegisterCommand mqGetQuestCompleted (25E9)
RegisterCommand mqUncompleteQuest (25EA)
RegisterCommand mqGetActiveQuestTargets (25EB)
RegisterCommand InsertXMLTemplate (25EC)
RegisterCommand mqGetMenuGlobalStringValue (25ED)
RegisterCommand mqSetMenuGlobalStringValue (25EE)
SetOpcodeBase 000026B0
RegisterCommand mqSetMenuGlobalFloatValue (26B0)
RegisterCommand mqGetMenuGlobalFloatValue (26B1)
RegisterCommand ShowGenericMenu (26B2)
RegisterCommand ShowMagicPopupMenu (26B3)
RegisterCommand ShowTrainingMenu (26B4)
RegisterCommand GetGenericButtonPressed (26B5)
RegisterCommand SetMenuEventHandler (26B6)
RegisterCommand RemoveMenuEventHandler (26B7)
RegisterCommand GetMenuEventType (26B8)
RegisterCommand GetFontLoaded (26B9)
RegisterCommand UpdateLocalMap (26BA)
RegisterCommand GetLocalMapSeen (26BB)
RegisterCommand GetWorldMapData (26BC)
RegisterCommand IsTextEditInUse (26BD)
RegisterCommand GetMousePos (26BE)
RegisterCommand SetWorldMapData (26BF)
plugin c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll (00000001 OBSE_Kyoma_MenuQue 00000007) loaded correctly
checking plugin c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\open_cities.dll
plugin c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\open_cities.dll (00000002 open_cities 00000001) loaded correctly
checking plugin c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004118) loaded correctly
patched
loading from C:\Users\Jamie Atkinson\Documents\My Games\Oblivion\Saves\cleansave.obse
Reading mod list from co-save
Loading strings
Loading array variables
plugin has data in save file but no handler
DoLoadGameHook: C:\Users\Jamie Atkinson\Documents\My Games\Oblivion\Saves\cleansave.ess
loading from C:\Users\Jamie Atkinson\Documents\My Games\Oblivion\Saves\cleansave.obse
OBSE: deinitialize


I have to admit I am at my wits end as to why it's not working. I am generally a pretty dillegent installer of mods and rarely have problems. I've been looking forward to this mod for a long time and would really like to have it in my load order.

Artorius.
User avatar
Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm

Post » Thu Jun 23, 2011 1:51 am

Hey all SpookyFX/Duke just sent me this and asked me to reply to a bit of the above for him as he is not able to at the moment:
Sent at 10:30 AM
I'm leaving soon Duke, so any other replies will have to wait for you to get home.


It might help if we knew for who this message is. :)
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

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