Gameplay Mechanics anolysis

Post » Wed Sep 15, 2010 10:12 am

latendresse76, MSfD was initial base of my knowledge about GMST, but it turned out that comments there are mostly assumtions. Testing shows that MSfD is frequently wrong. There are also lack of details and formulae. Still, I'm fully taking it into account, of course, thank you.
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Conor Byrne
 
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Post » Wed Sep 15, 2010 3:19 pm

Oh, and I almost forgot, Hrnchamd, could you also provide information on creature skills (combat, magic, stealth)? Does the game just checks them instead of corresponding skills (e. g. Combat instead of Longblade, Magic instead of Destruction) or instead of skills of a corresponding specialization with a possibility to alter this with mods, or is there something more complicated?
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Danel
 
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Post » Wed Sep 15, 2010 11:59 am

There was a short thread a few years back discussing the enchantment (chance of success) formula, with the actual formula and musings on how it could be improved. I have it saved on my old computer, so I'll try digging it out later.
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Tiff Clark
 
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Post » Wed Sep 15, 2010 5:51 am

Hrnchamd, would you be able to work out the mechanics for lock picking? It would help very much in completing the Oblivion-style lock picking mod. Thank you.

Thank you, Nandorianen.
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djimi
 
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Post » Wed Sep 15, 2010 11:01 am

[Updated and moved down. This post can be ignored.]
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Gracie Dugdale
 
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Post » Tue Sep 14, 2010 11:56 pm

skaeps.mp3, if you are looking for formula, then here it is:
Picklock chance = ((Security Skill + INT * 0.2 + LUC * 0.1) * Lockpick Quality Multiplier - (Lock Difficulty * fPickLockMult)).

Sorry, this formula is incorrect. Tested it just now. Results:
Picklock chance = ((Security Skill * 1.25 + INT * 0.25 + LUC * 0.1) * Lockpick Quality Multiplier - (Lock Difficulty * fPickLockMult)).
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Quick Draw III
 
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Post » Wed Sep 15, 2010 3:13 am

Please don't post unconfirmed information in this thread. It's supposed to be accurate and not confusing. It looks like you are missing the fatigue multiplier in your formulas. Please clean up inaccurate posts.

I'm still researching things you asked for. Organic containers respawn via a global variable, MonthsToRespawn. It is decremented at the end of each month, and when it reaches zero, it is reset to iMonthsToRespawn and all organic containers are refilled. Therefore, changing the GMST has no immediate effect.
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louise hamilton
 
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Post » Wed Sep 15, 2010 10:02 am

Please don't post unconfirmed information in this thread. It's supposed to be accurate and not confusing. It looks like you are missing the fatigue multiplier in your formulas. Please clean up inaccurate posts.

My apologies for the first post. Fatigue multiplier, however, is another story. I think, since it is included in every formula for any action, it should be separated. One instance in the first post should be enough.

I'm still researching things you asked for.

Thank you. I started to doubt if you are willing to do it.

Organic containers respawn via a global variable, MonthsToRespawn. It is decremented at the end of each month, and when it reaches zero, it is reset to iMonthsToRespawn and all organic containers are refilled. Therefore, changing the GMST has no immediate effect.

So there is only one variable for all containers? Interesting. Thank you again.
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LADONA
 
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Post » Wed Sep 15, 2010 1:00 am

Excuse me, Hrnchamd, are you still working on this?
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Justin Hankins
 
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Post » Wed Sep 15, 2010 3:15 pm

I've been working on MGE XE for weeks. There are still notes from before, they are about 25% complete. I will get back to it when I have time.
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Roanne Bardsley
 
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Post » Wed Sep 15, 2010 4:51 pm

Thank you. Then I will try not to bother you anymore.
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~Sylvia~
 
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Post » Wed Sep 15, 2010 11:31 am

Seems like the OpenMW devs have been looking for this info as well, so great job!
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Andrew Perry
 
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Post » Wed Sep 15, 2010 1:17 pm

Could you find out what the formula used to determine Armor Rating is?

I don't know the exact name for it, but the number underneath the paperdoll in the inventory (Armor: #). Do NPCs use the same formula?
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Taylrea Teodor
 
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Post » Wed Sep 15, 2010 11:17 am

Hrnchamd seems to be busy. I'll try.
To determine your Armor Rating:

Monica21 & Elric_Melnibone

BaseAR * ( ArmorSkill / 30 )

This will give you the armor rating for an individual piece of armor. Assume a
character has a Light Armor skill of 91 and wears only Light Armor, all pieces
with a base AR of 50.

50 * ( 91 / 30 ) = 151.67 AR for each piece. The game will round this down, and
the individual AR will appear as 151.

To determine your total AR, multiply each armor piece by its weighted factor,
and then total them. The factors (shown as Percent of Total Armor Rating) are
actually listed incorrectly in the manual. Following are the correct weight
factors:

Cuirass - 30%
Shield - 10%
Helm - 10%
Greaves - 10%
Boots - 10%
RPauldron - 10%
LPauldron - 10%
RGauntlet/Bracer - 5%
LGauntlet/Bracer - 5%

(I tested these factors on my own character. Wearing just the cuirass, her AR
should have been 60 with a factor of 0.40, but it's actually 45, the same as if
the factor was 0.30.)

For the cuirass, multiply (151 * 0.30). This equals 45. Repeat for each piece
of armor you have equipped, and then total the numbers. If your character does
not wear a helm or equip a shield, the total AR will be 121.

NOTE: These numbers do not take into account how your Unarmored skill factors
in for any unarmored body parts, and the numbers also assume fully repaired
armor.

To determine your Unarmored Armor Rating:

( UnarmoredSkill * 0.10 ) * ( UnarmoredSkill * 0.065 )

Assuming that your Unarmored skill is 100, this will yield a max AR of 65, with
no armored body parts.

Armor Damage

To determine how much damage is absorbed and how much damage is taken, use the
following formula:

( Damage / ( Damage + AR ) ) * Damage

Assuming that a 25 point blow is landed and using the above armor rating,
( 25 / ( 25 + 121 ) ) * 25 = 4.28 damage to your health.

Unarmored: 0.0065 * (Unarmored skill)2 * Value of the unprotected body part (e.g. chest = 0.30)

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Eric Hayes
 
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Post » Wed Sep 15, 2010 2:50 am

Added item recharge notes; yet another bug.
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amhain
 
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Post » Wed Sep 15, 2010 10:23 am

Hrnchamd, any chance for a MCP patch that allows us to disable the pickpocketing process altogether? I hate how the pickpocketing doesn't work. I hope to have a completely overhauled thief experience. To me, the idea of a thief character is kinda silly since most of the skills that thieves rely on are all but useless

I know you are busy and I don't mean to bug you with this. I've been working 2 jobs and going to school fulltime so I haven't done anything past initial testing on the last project you did for me (traps overhaul). I hope to get that done spring break (soon)

ST
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herrade
 
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Post » Wed Sep 15, 2010 2:39 pm

Hrnchamd, any chance for a MCP patch that allows us to disable the pickpocketing process altogether? I hate how the pickpocketing doesn't work.

Soon, we shall be able to steal some purse without suffering from a broken mechanic.

MCP 2.0 beta is in the works.

* Pickpocket rewrite - Pickpocket mechanic was broken by default, rewrite in progress.

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Krystina Proietti
 
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Post » Wed Sep 15, 2010 4:43 am

Soon, we shall be able to steal some purse without suffering from a broken mechanic.


thanx, this is good news!!! :D

ST
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Sara Johanna Scenariste
 
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Post » Wed Sep 15, 2010 11:15 am

The pickpocket rewrite is already in testing. You should go download it in the MCP thread if you haven't already and give it a try. There haven't been any complaints or problems with it, so I think Hrnchmd might decide to take it out of beta soon.
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Veronica Martinez
 
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Post » Wed Sep 15, 2010 6:41 am

Regarding how much damage is absorbed by armor, this previous post is a little misleading:

Armor Damage

To determine how much damage is absorbed and how much damage is taken, use the
following formula:

( Damage / ( Damage + AR ) ) * Damage

Assuming that a 25 point blow is landed and using the above armor rating,
( 25 / ( 25 + 121 ) ) * 25 = 4.28 damage to your health.


Actually, there is a minimum damage taken based on the GMST fCombatArmorMult which by default equals 0.2500. So at a minimum you will always take 1/4 of the original damage dealt, no matter what your AR is. So in the above example of a blow landing 25 points, you will actually take (25 * 0.2500) = 6 points of damage.

I've tried a test by setting fCombatArmorMult to 0.5, had a char with full Daedric Armor @ 100 Heavy Armor (so AR of 265), getting hit by a custom Dremora (50 strength, 100 combat) wielding a custom weapon that did 40-40 min/max damage, and I always got hit for 20 points. When I changed fCombatArmorMult back to 0.2500, I got hit for 10 points everytime.
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Bek Rideout
 
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Post » Wed Sep 15, 2010 5:06 am

Here are are some observations regarding Auto Calculate Stats NPCs and what spells are available to them:


Obviously the spell has to have Auto Calculate Cost checked in the CS.

An Auto-Calc NPC will always try to own the most powerful spells, going from most powerful to least powerful. This is based on casting cost, not on a spell's effects/duration, etc, which is why a lot of NPC seem to have rather useless spells, e.g. casting Absorb Personality [Ranged] against a Daedric Battle-Axe wielding PC is rather silly.


Here are some of the GMSTs that help determine spell ownership:

fAutoSpellChance:
This is the minimum % casting chance an NPC needs for a particular spell in order to own it. This is based on his Auto-Calc stats. So, if it is set to 80.0000 (default value), an NPC will need at least an 80% chance of casting this spell. You can see the NPC's cast chance in the CS. This is why most non-caster NPCs (smugglers, acrobats, etc) never cast anything. Their Spell skills are so low (in the Class definitions) that all auto-calc spells never reach this setting's minimum.

iAutoSpellTimesCanCast:
Even though an NPC might have a high enough casting chance to own a spell, he/she will not own it if the NPC cannot cast it iAutoSpellTimesCanCast number of times based on the NPC's max magicka. By default iAutoSpellTimesCanCast = 3. So, if an NPC has 200 magicka, he/she will never own a spell which costs 70 magicka points, since 70 x 3 = 210 (greater than NPC's 200 max magicka), even if it passes the fAutoSpellChance requirement. Set it to 2 and suddenly that 70 point spell is available to the NPC.

iAutoSpellAlterationMax, iAutoSpellConjurationMax, iAutoSpellRestorationMax, iAutoSpellIllusionMax, iAutoSpellDestructionMax, iAutoSpellMysticismMax:
These are just the maximum amount of spells that an NPC might have from each School. So if you set iAutoSpellDestructionMax = 0, no auto-calc NPC will ever own a Destruction spell. If you set it to 3, the NPC will try to own the top 3 costliest Destruction spells that pass the fAutoSpellChance and iAutoSpellTimesCanCast requirements. However, there are rare cases, which I haven't been able to fully understand, in which this is not exactly true. For example, you might set the max spells for Destruction to 2, Mysticism to 2, and everything else 0. The NPC will still own a total of 4 spells, and they will never be from any spell school set to 0, but 3 might be Destruction spells and 1 Mysticism. Or you might get 4 Destruction and 0 Mysticism. Why? No exactly sure, but it is rare.

iAutoSpellAttSkillMin:
This one's a little hard to figure out, but basically it seems to work like this: if one of the spells selected (passes the above requirements) affects attributes or skills (absorb, drain, damage, fortify, etc), but not health, magicka, or fatigue, this GMST will help in selecting which particular skill or attribute spell to choose, since a lot of them have the same casting cost. It seems to chose the one that corresponds to your next highest attribute or skill which is equal to or less than this setting. So, if your Mysticism = 64, Long Blade skill = 97, and iAutoSpellAttSkillMin = 64 or less, the skill affecting spell will drain, absorb, etc, Mysticism . If you set iAutoSpellAttSkillMin = 65-97, that spell will now affect Long Blade. There are some bizarre discrepancies in exactly which skill/attribute spells are chosen, but this seems to be the general form.
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Latisha Fry
 
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Post » Wed Sep 15, 2010 12:11 pm

Do we know anything about how the game determines which piece of armour takes a hit? Also, how is damage done to a piece of armour calculated?
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Sarah Bishop
 
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Post » Wed Sep 15, 2010 8:41 am

Do we know anything about how the game determines which piece of armour takes a hit? Also, how is damage done to a piece of armour calculated?


That would be sweet.

Also, if you're still working on this Hrnchamd, could you determine how far and fast a projectile goes? If you can do that I can add my own projectiles to shadow the arrows, bolts and thrown weapons in-game so we can finally attach scripts to marksman ammo.
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Lindsay Dunn
 
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