[RELz] Fists of Fury

Post » Wed Sep 01, 2010 3:31 pm

http://www.tesnexus.com/downloads/file.php?id=36322

Basically, you can enchantment your hand-to-hand attacks. This should make roleplaying a monk or another H2H user more interesting. The new magic effects are also available in the spellmaker and for enchanting.

Follow the link for screenshots.

Fists of Fury 0.1 alpha
Author: Kamikaze

!!!!! REQUIRES OBSE AND OBLIVION MAGIC EXTENDER !!!!!!



DESCRIPTION

Simply put, FOF adds new magic effects to enchant your hand-to-hand attacks. There are similar mods available, but FOF lets you use these effects when spellmaking and enchanting! Enemies can also use the effects against you. Basically, the new effects are indistinguishable from vanilla magic effects. All thanks to JRoush's Oblivion Magic Extender, which is absolutely required.

The following effects are currently available:
- Fire Fist: H2H attacks do extra fire damage.
- Frost Fist: H2H attacks do extra frost damage.
- Shock Fist: H2H attacks do extra shock damage.
- Wind Fist: H2H attacks knock the target back.

Suggestions for more effects are welcome!

To get the effects talk to Do'Tsu at the Feed Bag in the Imperial City. Unless he's eating, he doesn't like to be disturbed while he's eating.

This is an alpha because I threw this mod together rather quickly, so there are probably bugs. I haven't tweaked the magic effects for balance yet either.



INSTALLATION

Place Fists of Fury.esp in your Data folder and enable it with a launcher.

The load order doesn't really matter, but I couldn't resist changing the enchantment of Bands of Kwang Lao a bit.

To remove, just disable and delete the plugin. I don't know what will happen to any spells or enchantments you might have created with the new effects though.




BUGS/GLITCHES

Constant effects don't always seem to be applied correctly to NPCs. This is probably because when the NPC is in another cell the magic effect's script effect doesn't fire. I know a fix that will probably work, but it might have a small impact on performance.



CHANGELOG

0.1 alpha
- Initial release.

User avatar
Dean
 
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Joined: Fri Jul 27, 2007 4:58 pm

Post » Wed Sep 01, 2010 6:49 pm

If you used a mod that removed knockback/recoil would it conflict?

Asked another way ... does the knockback effect utilize the normal knockback as in combat in the game or is it an all new effect?

as for suggestions ... looking at http://www.tesnexus.com/downloads/file.php?id=16065 (increases fatigue damage from h2h so that you are more likely to knock them out before killing them) and http://www.tesnexus.com/downloads/file.php?id=18834 (similar except the fatigue effects are dynamically calculated by skills, etc) - perhaps similar effects.

I currently use SM hand combat and http://www.tesnexus.com/downloads/file.php?id=16746 ... I guess then also Duke Patrick Combat Magic which also has h2h magic attack potential - though I've not used them.
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Nicole Mark
 
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Joined: Wed Apr 25, 2007 7:33 pm

Post » Wed Sep 01, 2010 12:58 pm

Well by knockback I meant pushing them away with the PushActorAway function, so you punch them away. There are probably some balance issues there for now. :P It's pretty funny to punch enemies into the air though, but I'm easily amused.

Anyway I forgot to mention that there are no conflicts with other mods. You can use FOF together with other mods that improve hand-to-hand combat, like those you mentioned. I'll look into them for ideas I can uhm...borrow. Duke Patrick's mod looks pretty awesome!

I want to add enchanted gauntlets for sale (or to find) that for example give +5 fire damage to hand-to-hand attacks, just like you might find a sword with +5 fire damage. Or maybe travelling monks willing to teach you the secrets of their martial art after proving yourself somehow. I got the obvious magical effects out the way, so I was hoping someone had suggestions for effects that are less obvious. I'll probably change the effects so that each hit while an effect is active costs magicka, for balance reasons.
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katie TWAVA
 
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Joined: Tue Jul 04, 2006 3:32 am

Post » Thu Sep 02, 2010 2:38 am

I have to admit I wasn't too attracted to the idea of having new magic effects just for punching, but this is a very good use of OBME anyway. Too bad OBME is not drawing as much attention as it should, probably because only those who "mod too much" can take advantage of it...

But anyway, thanks to looking into your mod's scripts I have begun taking my first steps into event handlers, and I have developed a mod which is basically like yours, but uses the vanilla elemental shields to add extra damage to punches, and a token item to set and control the handlers. Plus I also added the default non-elemental shield into the mix: it adds raw physical damage to the attacks, resisted by ResistNormalweapons AV only if the attacker has H2H skill < 50, and by armor rating. And best of all, I made it so that an actor's AttackBonus AV is finally added to the damage calculation in H2H attacks, which didn't happen in vanilla.
So thank you very much for this mod, even if I'm not technically using it, it has taught me quite a good bit about scripting.
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Rude Gurl
 
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