[WIP] Fisticuffs

Post » Fri Feb 11, 2011 1:02 pm

Whilst I know other Hand to Hand overhauls have been done before, it was something I always wanted to get around to doing-- and recent work on my Vampirism Mod gave me the chance to mess around with HtH a bit, so I thought I would put together this small Hand to Hand Overhaul; so, without further ado, from the current Read Me...

Introduction
The Aim of "Fisticuffs" is to augment Oblivion's Hand to Hand combat. It attempts to achieve this through the use of Scripting-- none of Oblivion's default Hand to Hand mechanics are altered in any way. Instead, a Script is used to calculate and apply additional damage, incorporating the Opponent's Armour Rating and Resistance to Normal Weapons.

Using Scripts, Fisticuffs augments the standard damage caused by Hand to Hand Combat based on the Player's Hand to Hand Skill according to this calculation :
0.2 * Hand to Hand Skill
Therefore...
0.2 * Hand to Hand of 1 = 0.2
0.2 * Hand to Hand of 50 = 10
0.2 * Hand to Hand of 100 = 20

The other effects of "Fisticuffs" can be divided into two main groups: Combat Styles and Skill Bonuses.

There are four Combat Styles, each of which works slightly differently, and has a different effect on how the final Hand to Hand damage is calculated. Fighting Styles are automatically determined by the conditions in which the Player attempts to fight:
- Bare Palm Style - If the Player has no Gauntlets or Poison Equipped
- Poisoned Fist Style - If the Player has chosen to Poison their Fists; overrules Bare Palm Style
- Armoured Fist Style - If the Player is wearing Gauntlets; overrules Poisoned Fist Style
- Arcane Palm - If the Player is wearing the Arcane Bracelets; overrules Armoured Fist Style

Skill Bonuses are additional calculations used to determine special damage and effects. They are based on your Hand to Hand Skill.

This means the final calculation for Hand to Hand Damage when using Fisticuffs is:
1. Vanilla Hand to Hand Damage Calculations
2. Gauntlet Damage Calculations (if applicable)
3. Fisticuffs Standard Damage Calculations
4. Additional Damage Effects (if applicable)

Important: This Mod DOES NOT add any new Animations to Hand to Hand fighting-- everything is simulated using Scripting.

Fighting Styles (Balance Testing Needed )
Bare Palm Style
This Style is available from the beginning.
A quick and agile Style, Bare Palm Style favours defence over direct offence, relying on lessening the damage caused by the opponents attacks, and parrying deadly blows. Gauntlets and Gloves less than 1 Unit of Weight are allowed to be worn when using Bare Palm Style.
Bare Palm Style has five levels; at each level, you will gain the bonus from the previous levels, too:
- At Level One, there is no bonus (Standard Fighting)
- At Level Two, you will receive a 10-point Agility and Speed Boost in Combat
- At Level Three, you will gain a 10-point Resistance to Magic and Normal Weapons
- At Level Four, there will be periodic checks during battle, giving you a 5% chance of gaining Resist Normal Weapons 100 for a short amount of time, making you nearly invulnerable (to simulate extreme dodging/parrying skills)
- At Level Five, you will gain a 10-point Reflect Damage Bonus.

Poisoned Fist Style
This Style is unlocked when you become a Journeyman of Hand to Hand.
A Style favoured by the cruel and treacherous, Poisoned Fist Style enables you to apply Poisons to your hands, delivering their toxic effects when you land a blow. To do so, enter your inventory and equip the weapon named "+ Fists". Select your poison, and apply it to "+ Fists". When you return to Game Play, "+ Fists" will be unequipped, and the poison effect will be applied to your next strikes.
Poisoned Fist Style nullifies your ability to use Skill Bonuses.
Poisoned Fist Style has five levels of Mastery:
- At Level One, only one strike will be affected by poison.
- At Level Two, three strikes will be affected by poison.
- At Level Three, five strikes will be affected by poison.
- At Level Four, seven strikes will be affected by poison
- At Level Five, all strikes will be affected by poison (upto 10,000 strikes)

Armoured Fist Style
This Style is unlocked when you become a Journeyman of Hand to Hand.
This Style favours raw damage over technical effect, utilising the weight of your equipped Gauntlets to deliver crushing blows that can inflect significant damage. Any Gauntlet that weighs more than 1 Unit will trigger this Style when worn.
Armoured Fist Style has five levels of Mastery:
- At Level One, 1/4 the weight of the equipped Gauntlets will be added to any damage you do.
- At Level Two, 1/3 the weight of the equipped Gauntlets will be added to any damage you do.
- At Level Three, 1/2 the weight of the equipped Gauntlets will be added to any damage you do.
- At Level Four, the weight of the equipped Gauntlets will be added to any damage you do.
- At Level Five, 1.5 times the weight of the equipped Gauntlets will be added to any damage you do.

Arcane Palm Style
This Style is unlocked when you become an Expert of Hand to Hand.
The Arcane Palm Style utilises Magic into physical combat, transforming the fighter's hands into conductors of magical energy-- as well as the physical damage of a punch, each hit will deliver a blast of whichever offensive Spell the Player currently has equipped.
Arcane Palm Style nullifies your ability to use Skill Bonuses.
Arcane Palm Style has two levels of Mastery:
- At Level One, the Spells unleashed by each strike will cost the same amount of Magicka as if you were casting them normally.
- At Level Two, the Spells unleashed by each strike will cost half as much Magicka as if you were casting them normally.

Skill Bonuses
Skill Bonuses are additional effects applied to your punches. They can range from damage boosts, Armour by-passing damage, or simply special effects.
Skill Bonuses are unlocked by raising your Hand to Hand Skill-- every 10 Hand to Hand Points will unlock a new Skill Bonus. They are triggered at Random, based upon a percentage chance.
Skill Bonuses can be temporarily unlocked by Fortifying your Hand to Hand Skills.
Note: This Mod does NOT add any new Animations, therefore all alternate Punches/special attacks are SIMULATED-- they will appear as perfectly normal Hand to Hand attacks, performed when you press the Attack Button, but their effects will be factored-in via Script.
The following Skill Bonuses are available:

Name: Pick Pocket
Skill Needed: 10
Effect: A trick based on swift movement, this Bonus gives you a 10% chance to pick-pocket your opponent during combat, stealing some coins (between 1 and 200 Septims) from them.

Name: Focused Strike
Skill Needed: 20
Effect: The Focused Strike Bonus grants you a 10% chance to perform an additional 10-points of damage with each successful punch. This damage ignores the opponent's Armour Rating, but it still influenced by their Resistance to Normal Weapons.

Name: Stun
Skill Needed: 30
Effect: Stun gives you a 10% chance to temporarily reduce your opponent's effectiveness in combat.

Name: Damage Boost
Skill Needed: 40
Effect: The Damage Boost bonus augments every hit with a 50% bonus to the Base Damage your attacks cause.

Name: Upper Cut
Skill Needed: 50
Effect: Becoming a Journeyman of Hand to Hand awards you the Upper Cut ability: you will have a 5% chance of performin a powerful Upper Cut that will knock your opponents off their feet.

Name: Circumvent Resistance
Skill Needed: 60
Effect: The Circumvent Resistance Bonus gives you a 5% chance to circumvent your opponent's resistance to Normal Weapons, temporarily reducing this Resistance to zero. It is most effective against undead creatures such as ghosts.

Name: Dent Armour
Skill Needed: 70
Effect: The Dent Armour Bonus gives you a 10% chance to Dent your opponents Armour-- if successful, your next three hits will have a Disintegrate armour effect.

Name: Paralysing Strike
Skill Needed: 80
Effect: The Paralysing Strike Bonus gives you a 5% chance to perform a strike that will paralyse your opponent for 10-seconds.

Name: Double Strike
Skill Needed: 90
Effect: The Double Strike Bonus grants you a 5% chance to land two blows within a short amount of time. When successful, you will perform twice the amount of Hand to Hand damage you normally would, with your opponent's Armour Rating and Resistance to Normal Weapons factored in.

Name: Critical Hit
Skill Needed: 100
Effect: Mastery of Hand to Hand grants you a 2% chance to perform a Critical Hit that will instantly kill your opponent when successful.

Known Issues
- Because Damage is applied via Scripts, Damage can occur before the opponet is hit.

Conflicts
No known Conflicts.
Because Fisticuffs uses Scripts, it is expected that it will be safe to use with other
Hand to Hand overhauls-- however doing so may make you too strong.

User avatar
Timara White
 
Posts: 3464
Joined: Mon Aug 27, 2007 7:39 am

Post » Fri Feb 11, 2011 1:52 pm

Looking nice! Hand to hand is in dire need of some kind of overhaul, and yours looks as good as any of the others out there. Better and more complex than most of them too :) Well done :goodjob:
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Post » Fri Feb 11, 2011 1:46 pm

YAY! Must have, do want, always relevant.
User avatar
Lillian Cawfield
 
Posts: 3387
Joined: Thu Nov 30, 2006 6:22 pm

Post » Fri Feb 11, 2011 10:33 pm

This is exactly what I have been searching for! It achieves what I've asked before about gauntlets adding to HtH damage! Hooray.

and thank you. very much.

gothemasticator

EDIT: Ummm... Where do I download it?

gtm
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Post » Sat Feb 12, 2011 1:18 am

I don't think it's out yet, but hey, I could be wrong.
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Fri Feb 11, 2011 3:01 pm

I've been looking for something like this. Hard to play a monk and resist the temptation to grab a weapon when a clannfear is shrugging off my punches while it eats me alive. I look forward to the release. :)
User avatar
Kayla Oatney
 
Posts: 3472
Joined: Sat Jan 20, 2007 9:02 pm

Post » Fri Feb 11, 2011 10:00 am

as do I i've been looking for a de cent hand to hand mod and this is just what i had in mind (i'm not stalking you honest)
User avatar
Roddy
 
Posts: 3564
Joined: Fri Jun 15, 2007 11:50 pm

Post » Fri Feb 11, 2011 8:11 pm

I hope to get the Bonus Skills done today, and a Closed Beta out this evening (hopefully)-- so if you're interested in Beta Testing, please feel free to PM me an address to send the file, and I'll hopefully be able to get it to you :)

Edit: Updated initial post with Bonus Skills and Bare Palm Style Information.
User avatar
Katie Louise Ingram
 
Posts: 3437
Joined: Sat Nov 18, 2006 2:10 am

Post » Fri Feb 11, 2011 1:50 pm

Well, since I have not heard anything back from any of my Closed Beta Testers, I have decided to release an Open Beta:
Link: http://tesnexus.com/downloads/file.php?id=30592

Please let me know if you find any issues or problems, and any opinions you might have regarding effects/balance/et cetera.
User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Fri Feb 11, 2011 5:29 pm

Hey!

This is looking very good!

I was wondering how exactly do you level up a certain fighting style? How hard it is to get to level 5? Can you be level 5 on more than one?

Secondly, I'd suggest a change for the Poisoned Fist Style - 1-3-5-7-10000 seems a bit forced. I would go with 1-3-7-12-20. IMO it would feel more balanced with the rest and you'd actually have to obtain poisons.

The Armored Fist, I think needs a boost. Maybe add Damage Weapon/Armor effects to the attacks? Disarm?

By the way - are the vanilla hand to hand perks retained? Do they work the same for all the styles?

I'll give this one more thought and get back to you!

Cheers!

cc
User avatar
Big Homie
 
Posts: 3479
Joined: Sun Sep 16, 2007 3:31 pm

Post » Fri Feb 11, 2011 4:01 pm

Vanilla Perks remain intact :)

It is usually 1000, 2000, 3000, 4000, 5000 Uses at the moment (I could probably put a checker in it).

Thanks for the suggestion for the Styles :)
User avatar
Matt Fletcher
 
Posts: 3355
Joined: Mon Sep 24, 2007 3:48 am

Post » Fri Feb 11, 2011 7:21 pm

I've been testing this for a little while, and the mod is good, but it has it's downsides. You can click faster then your character attacks, which can allow you to deal the scripted damage much faster then normal damage, for one.
Temporary boosts to unarmed can unlock some features(+fists and arcane bracers), but once your skill goes back down, they don't go away, and you can't use them.(or at least you can't use the arcane bracers, I didn't try the fists)
The items are 0 weight items, but they aren't quest items, which kind of makes sense, but that makes them really easy to lose sometimes.
Certain features don't go away when you wield a real weapon(style bonuses for bare palm don't go away sometimes, anyway).

And, above all else: I like this mod.
User avatar
OJY
 
Posts: 3462
Joined: Wed May 30, 2007 3:11 pm

Post » Fri Feb 11, 2011 12:22 pm

Thanks for the report :) I should be able to easily add a Timer to how-often it calculates the damage (I'd guess maybe ten-twenty frame); fixing the bonuses shouldn't be too hard-- my guess is I was checking the Current AV, and not the BaseAV. Thanks for the report :)
User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Fri Feb 11, 2011 9:36 pm

I'll try this. I'm not sure what feedback you are looking for besides bugs and balancing. I might not be the best person to listen to as far as balancing, as I would say more more more damage with bare fists.
User avatar
Da Missz
 
Posts: 3438
Joined: Fri Mar 30, 2007 4:42 pm

Post » Fri Feb 11, 2011 3:19 pm

I'll try this, it certainly looks pretty cool. I'll give you whatever feedback I can.

Cheers,
A5
User avatar
Brandon Bernardi
 
Posts: 3481
Joined: Tue Sep 25, 2007 9:06 am

Post » Fri Feb 11, 2011 8:05 pm

Giving it a try with my new martial-martial arts char. I'll let you know!:)

Edit:
Well, here's a little feedback.
Damage seems balanced on Novice and Apprentice. Useful, but not overpowered.
The fact that damage gets dealt before or after my blows makes it unplayable for me, however.:(
User avatar
ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Fri Feb 11, 2011 8:46 pm

From what I can see, working well. If I hit objects like the bed, it will cast spells. Does OBSE have some efficient functions for hit detection?
User avatar
Soph
 
Posts: 3499
Joined: Fri Oct 13, 2006 8:24 am

Post » Sat Feb 12, 2011 3:17 am

Thanks for the feedback, everyone.

Art,
Is the duration really-great at your end (i.e., more than a second or two either way)? If so, I may be able to refine it a little-- please let me know.

Kost,
Thanks for letting me know-- I'm guessing it's not checking for Actors, just objects. I should be able to fix it easily, though.

OK, based on Feed Back so far, the following updates:
- Added a 20-frame Delay between each calculation
- Added a 10-frame Delay before Damage is applied
- Fixed AV Check for Bonuses
- Made +Fists and Arcane Bracers Quest Items

Note: Not released yet, since I'm going to wait for more Feedback/errors before releasing so as not to release 20 updates in a few days :)

Thanks for the feedback, everyone.

Art,
Is the duration really-great at your end (i.e., more than a second or two either way)? If so, I may be able to refine it a little-- please let me know.

Kost,
Thanks for letting me know-- I'm guessing it's not checking for Actors, just objects. I should be able to fix it easily, though.

OK, based on Feed Back so far, the following updates:
- Added a 20-frame Delay between each calculation
- Added a 10-frame Delay before Damage is applied
- Fixed AV Check for Bonuses
- Made +Fists and Arcane Bracers Quest Items

Note: Not released yet, since I'm going to wait for more Feedback/errors before releasing so as not to release 20 updates in a few days :)

Oh, and a quick update: seems I lowered the values (probably for Beta Testing):
Armoured Fist, Bare Palm and Poisoned Fist need 250 for each increase
Arcane Fist needs 1000 for an increase (it only has one)
User avatar
Blackdrak
 
Posts: 3451
Joined: Thu May 17, 2007 11:40 pm

Post » Sat Feb 12, 2011 12:36 am

I know it may be a turn-off if you haven?t modded with Obse, but I would still recommend you use it just for these two handy functions, to make things easier:

Isattacking and ispowerattacking.


I?m not 100% sure, but I think you can always catch a frame when the player is NOT attacking, to distinguish between attacks.

Also, for better hit detection overall, I would recommend combining this (or any system you end up using for attack detection) with monitoring the target?s health. If the health changes downwards, say, 5p in one frame (at approximately "right" time), it?s likely a hit from the player (if he?s attacking).

And you could say less than 5 points hit doesn?t qualify for extras, so you can filter off poisons this way (or alternatively, read if the health is changing constantly in some direction when the player starts attacking, and deem that the health change needs to be more than that to be a hit). :)


But you know just some suggestions that came to mind. :)
User avatar
Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Post » Fri Feb 11, 2011 10:22 pm

Thanks for the suggestions-- that sounds like a good idea, so I'll take a look and see what I can come up with :)
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Fri Feb 11, 2011 10:21 pm

Bump from the dead to terrorize the living!

Seriously, any news? Updates?
User avatar
Daddy Cool!
 
Posts: 3381
Joined: Tue Aug 21, 2007 5:34 pm

Post » Fri Feb 11, 2011 5:46 pm

Nothing worth mentioning, right now-- I've had reports of some serious unbalancing, which I really need to look into before any other updates.
User avatar
Chloe Mayo
 
Posts: 3404
Joined: Wed Jun 21, 2006 11:59 pm

Post » Sat Feb 12, 2011 2:48 am

I know you're planning to discontinue work on TVE, which is really sad because it was an amazingly promising mod, but please please please say that you'll do something with this!

I know you want to have a break, which I can understand, but there are literally no -good- hand to hand mods out there that do much to the hand to hand system without entirely changing everything. (There is one mod that is ok, but it makes all damage fatigue damage, which is lame imo.) These ideas, I am sure, can be implemented in a fashion to your liking or at least tuned up to a point you're happy with. Really, looking at it the only thing you need to fix is the damage before hit thing, which according to others is quite possible to fix. Really, this mod was my only hope on the horizon of mods for hand to hand until perhaps the eventual release of TES V.

Anyways, if you plan not to do this, it's cool. I'm sure I can just learn to live with vanilla hand to hand being crap and just use blades and marksman instead.
User avatar
Alisia Lisha
 
Posts: 3480
Joined: Tue Dec 05, 2006 8:52 pm

Post » Sat Feb 12, 2011 1:59 am

I may take a look-- I'm planning to stay away from any big/long-period mods; but since this is something small, there's a chance I may do some more work on it if I get some free time. I can't promise anything, but we'll see :)
User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Fri Feb 11, 2011 4:55 pm

I may take a look-- I'm planning to stay away from any big/long-period mods; but since this is something small, there's a chance I may do some more work on it if I get some free time. I can't promise anything, but we'll see :)



Thanks much in advance, even if you don't get around to it. :)

On a side note, why made you want to drop TVE? It had a lot of promise. Just curious.
User avatar
Soraya Davy
 
Posts: 3377
Joined: Sat Aug 05, 2006 10:53 pm

Next

Return to IV - Oblivion