[RelzBeta] Gratuitous Violence

Post » Fri May 04, 2012 5:13 am

:celebration:

I just uploaded version 1.2 to TESNexus (PES will be coming later tonight). Link-> http://www.tesnexus.com/downloads/file.php?id=37977

The major feature for this version is the new combat sound effect system, which now includes over 100 new combat related sound effects. Creatures have been overhauled to be more deadly/passive. Combat related AI has been improved a bit. The annoying CTD should now be gone.

That pretty much sums it up. Expect more updates to follow. Enjoy the mod!
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Nana Samboy
 
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Post » Fri May 04, 2012 3:00 am

Sweet, I'll test it out.
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Ice Fire
 
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Post » Fri May 04, 2012 6:48 am

Hi Wolvman-

Been looking forward to trying you mod and its presence has been a motivation to reinstall Morrowind.

I'm a beta tester for Duke Patrick combat mod for Oblivion and know his mods and the thinking behind modding combat pretty well for Oblivion. This mod seemed within the spirit of his.

Long story short - I loaded this up and had almost immediate problems.

Looking at the requirements:

Morrowind, Tribunal, and Bloodmoon. --yes GOTY

This mod also requires the newest version of Morrowind Script Extender. If you decide not to use Morrowind Script Extender, then this mod may not work as intended or even at all. --so the one on MGE counts yes or no?

This mod also requires both the "GMST Formula Fix" and the "Swift Casting" modifications from the Morrowind Code Patch in order to help keep the new damage system balanced. -- I have MCP 2.0 and found the swift casting, but not the GMST Formula Fix - does it maybe have a different name? What section is it in.

I reassigned the buttons so that like Oblivion I can have LMB be the block and tab the inventory. Also made Lshift free so that it can be sprint.

The assigning of buttons not clear. Especially the first one. So it is asking for both buttons that are part of normal play and buttons that are new. What is the use button versus activate? Weird.

My load order is vanilla except MGE and MCP (not even replacers). The character near the bridge east of Balmora where that battle mage guy is who summons skeleton. He can cast lighting spells OK (the NPC not my character), but as soon as he castes a flame based spell - ctd.

The last ctd so bad it was a BSOD - haven't had one of those in a while.

So thinking it is an issue with requirements and the questions in blue above.
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Heather Kush
 
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Post » Fri May 04, 2012 9:27 am

Hello Wolvman! I'm loving the idea of what you have here, as I dislike the "only statistics matter" view of combat Morrowind has... but at the same time, dislike Oblivion's overly player-centric approach. This seems like a good blend of the two.

Unfortunately... I seem to have run into a bit of an issue when it comes to the interaction between GV and GCD. Whenever I first press the block button, your mod fortifies the block skill to 100 (125 in my case) as intended. However, with GCD active (haven't tested without) It also raises my stats and my level. I've managed to go from level 1 to 5 in a single keypress. Any thoughts?
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Tanya
 
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Post » Fri May 04, 2012 6:32 am

Is there perhaps a way to affect the block damage reduction formula by not affecting the block skill (raising another factor).

All reminds me of the issues with nGCD and natural grow mods in Oblivion. With that game raising skills via a script that uses player.setAV (not good) versus player.modAV (good).

With Morrowind though - I'm at a loss for what is expected and what is the best way to mod something like that.

Perhaps collecting a list of incompatibilities would help?

Then as I read back in the thread ... I hope that you don't tackle things like stealth or magicka regeneration. Seems out of the scope of the mod and would increase incompatibilities.

But before I say more - will wait for answers to last post.
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Alexx Peace
 
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Post » Fri May 04, 2012 7:15 am

(The PES link has been updated)

Alright, let's see what we have here.

Hi Wolvman-Been looking forward to trying you mod and its presence has been a motivation to reinstall Morrowind.I'm a beta tester for Duke Patrick combat mod for Oblivion and know his mods and the thinking behind modding combat pretty well for Oblivion. This mod seemed within the spirit of his.Long story short - I loaded this up and had almost immediate problems.Looking at the requirements:Morrowind, Tribunal, and Bloodmoon. --yes GOTYThis mod also requires the newest version of Morrowind Script Extender. If you decide not to use Morrowind Script Extender, then this mod may not work as intended or even at all. --so the one on MGE counts yes or no?This mod also requires both the "GMST Formula Fix" and the "Swift Casting" modifications from the Morrowind Code Patch in order to help keep the new damage system balanced. -- I have MCP 2.0 and found the swift casting, but not the GMST Formula Fix - does it maybe have a different name? What section is it in.I reassigned the buttons so that like Oblivion I can have LMB be the block and tab the inventory. Also made Lshift free so that it can be sprint.The assigning of buttons not clear. Especially the first one. So it is asking for both buttons that are part of normal play and buttons that are new. What is the use button versus activate? Weird.My load order is vanilla except MGE and MCP (not even replacers). The character near the bridge east of Balmora where that battle mage guy is who summons skeleton. He can cast lighting spells OK (the NPC not my character), but as soon as he castes a flame based spell - ctd.The last ctd so bad it was a BSOD - haven't had one of those in a while.So thinking it is an issue with requirements and the questions in blue above.

1. Okay, the GOTY version will work perfectly for this so you are good on that end.
2. Yep, the MWSE that is built into MGE will work just fine.
3. Hmm... Now that I'm taking a look at the newest beta build of MCP it seems that the "GMST Formula Fix" has been renamed to "Game Formula Restoration". So just make sure you have that one checked off and you'll be fine.
4. Ya, I went for the simplest way that I could with the button setup to keep it more straight forward. Maybe I should give a bit of a description to each in later updates. Anyways, the mod needs you to push both old and new buttons for it to function as intended. Many of the old buttons will now activate underlying scripts which is why it needs you to assign them a second time. The "Use" button is basically your attacking button, the activate button is what you push to activate things in-game (like beginning dialogue with NPCs or picking up objects).

5. That is very strange. I'll need to try to replicate it to see if it is something wrong with the mod and not something on your end before I can give you much help with that. Give me some time and I'll see if I can find anything that might cause that.

Hello Wolvman! I'm loving the idea of what you have here, as I dislike the "only statistics matter" view of combat Morrowind has... but at the same time, dislike Oblivion's overly player-centric approach. This seems like a good blend of the two.Unfortunately... I seem to have run into a bit of an issue when it comes to the interaction between GV and GCD. Whenever I first press the block button, your mod fortifies the block skill to 100 (125 in my case) as intended. However, with GCD active (haven't tested without) It also raises my stats and my level. I've managed to go from level 1 to 5 in a single keypress. Any thoughts?

That's odd. I just had someone confirm that GV doesn't interfere with GCD in another thread earlier today. I don't use GCD myself so I'm not able to confirm this, but it looks like you managed to find a serious incompatibility issue with the two mods. I'm not sure if I will be able to get around this one as the current method that is in-place for the Blocking is the only one that I've found to work correctly. I'm thinking the best thing to do at this point is simply not use the Block button until I get time to try to work around this issue :confused: .

Is there perhaps a way to affect the block damage reduction formula by not affecting the block skill (raising another factor).All reminds me of the issues with nGCD and natural grow mods in Oblivion. With that game raising skills via a script that uses player.setAV versus player.modAV.With Morrowind though - I'm at a loss for what is expected and what is the best way to mod something like that.Perhaps collecting a list of incompatibilities would help?Then as I read back in the thread ... I hope that you don't tackle things like stealth or magicka regeneration. Seems out of the scope of the mod and would increase incompatibilities.But before I say more - will wait for answers to last post.

Sadly their isn't a GMST formula for the block skill in Morrowind so I had to use a spell that increases the block skill instead. It's the best approach to increasing the chance of blocking that I have come across so far as simply using the "SetBlock" or "ModBlock" functions don't keep track of the player's skill progression very nicely. I have an alternate method that I have thought of, but it is much more script heavy and I don't plan on tackling it until I get some other features out of the way first.

As for the Magicka and Stealth aspects; I will be implementing a new Oblivion style stealth system into GV at some point as well as small script based spell effects such as frost spells slowing down actors but that's really as far as I want to go. I don't think that the particular changes I want to make will will conflict with too many mods at this point, but I won't be able to tell for sure until I begin working on it. With that said, in my mind stealth does influence the combat of the game so I don't see it being out of bounds for GV. Being that it is a rather large overhaul mod I would expect it to have it's unfortunate incompatibility issues, but that is just something that comes with the territory on bigger projects like this :shrug: .
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Kayla Bee
 
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Post » Fri May 04, 2012 8:57 am

As soon as I load up the game with this mod it has problems already, it tells me theres something wrong with guard AI scripts and when I attack any guard with a bow it says it is missing the silence.wav file :/
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Amysaurusrex
 
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Post » Fri May 04, 2012 12:09 pm

Thanks for reporting that. I just re-uploaded the mod with the missing sound file so if you download it again it should fix the problems you just mentioned. I just played with this exact version of the mod for a few hours straight with no issues at all, so I believe that everything is working correctly. If not, then just let me know and I'll fix it up :brokencomputer: .

With that said, I'll be working on creature detailing for the next patch as well as fine-tuning the armor and weapon stats. I also plan on implementing a larger variety of enchanted weapons and armor into the leveled lists to make exploring more rewarding. I may try to get dual-wielding in as well, and I might even try to get on-the-fly weapon grip switching for weapons that could be held in both one or two handed grips such as the katanas and hand-and-a-half swords for when your character's shield happens to break. :toughninja: Wish me luck.
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Leah
 
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Post » Thu May 03, 2012 11:35 pm

Good job Wolvman. Keep it up :foodndrink:

Agility is a pretty dead attribute now, save for the fatigue benefits.
Like in Daggerfall, agility should (in my opinion) impact on the chance of dodging a blow from an opponent. Check out the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7523 or http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1579 for the ideas how it could be implemented into the game (sanctuary bonus). 50% maximum dodge bonus is way to high but the overall idea is good. Of course for the sake of balance the same bonus based on the agility skill should be added to NPCs.

Gaining points in weapon skills is less useful now. (...) I plan to add skill perks ala Oblivion however for every 25 points reached in the weapon skill in order to bring back some form of incentive for leveling your weapon skills. Where it stands right now I can't increase weapon damage by skill level like Oblivion does due to Morrowind's many limitations. If anyone has any suggestions regarding this please feel free to toss them by me.
I like the perks idea with additional skills gaining (zooming bows, chances to open up wounds, disarm, knockdown opponent) although I don't think that these perks would be rewarding enough. The good alternative to Oblivion's additional damage could be calculated 'on the fly' chances for critical strike. This type of bonus has been already implemented by http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6036 mod but it seems to be a bit buggy.

There is now a constant Magicka Regeneration for the PC that uses the exact same formula as Oblivion.
I think that http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7853 way to implement magicka regeneration is better than Oblivion formula.
http://www.mwmythicmods.com/Gluby/Gluby_Magicka_and_Spell_Effect_Mods.htm

NPCs don't know how to effectively use the new combat system yet.
Here are a few recommendations that balances the NPCs AI/combat:
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1504
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7757
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7382 from Wakim's Game Improvements - Modular
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1095 + http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7981 (I'm not sure if it is stable, though)

Other ideas for GV:
- http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=797 (bleeding, sound effects. Unfortunately the mod is not stable in the current state)
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1393
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6036 (afaik according to adul himself only the bleeding esp seems to be bug free)
- http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=7607 (same implementation, different bonus?)
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1578
- http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=1575
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7515
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=687 (Tejón's Fatigue Effects - Collapse.esp) or http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=7199 (fall to the ground when fatigue reach 0)
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3945 (well implemented blind effect and breathing sounds)
- http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=4015 (the attack bonus is no longer needed with GV 100% hit rate but it could be exchanged with other bonus)
- http://planetelderscrolls.gamespy.com/View.php?id=4074&view=Mods.Detail (sprinting is already implemented in GV but not this neat feature: "Put away your weapons/spells while sprinting unless you want double fatigue drain.")
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9093&id=3985 (faster fatigue regeneration while sneaking)
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7062&id=6946
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6639
- http://www.fliggerty.com/phpBB3/viewtopic.php?f=20&t=904
- http://www.gamesas.com/index.php?/topic/1161892-relzwipz-realistic-combat

*All elemental magicka effects are now 50% stronger.
Could you please explain what exactly does it mean and how it is implemented?

-----Credits-----
(...)
NazoX9, for his creature mods.
Which of the Nazox9's creature mods have been implemented into the GV? Are you planning to include NazoX9's Guards Complete too? Is Guards Complete even compatible with Gratuitous Violence's modified Protective Guards scripts?

*Many of Morrowind's larger creatures now more closely resemble Oblivion's and are each now much more deadly than before.
What are the changes? Similar to http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=4967, http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=1651, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3043 (new diseases, variations of existing monsters added to the leveled lists + altered stats for an increased player challenge) or different approach?
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David John Hunter
 
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Post » Fri May 04, 2012 1:40 pm

It has sorted out the silence problem with the wav file :) My only other problem is that mine has an error with executing the sprint, back pedaling etc scripts :/ how do I fix this?
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Kevin Jay
 
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Post » Fri May 04, 2012 1:08 am

So real quick I'd like to say I'm uploading V.1.3 right now. I couldn't help myself. Anyways, 1.3 is just a simple update. Here's the change list.

Beta V.1.3 - A few "Block" skill perks have been implemented. NPCs will now regenerate magicka in the exact same way as the PC. Fixed a bug that caused spell vendors to sell a few abilities that weren't supposed to be able to be sold. Removed many of the extra spell effect icons that the player saw in his/her HUD display. Damage has been dropped slightly to increase fighting time a bit more. All spells are now 25% more successful.


Now on to the replies.
@ Logitech: Dang! :blink: I had no idea about many of these mods. Thanks for the list of suggestions. I really like a lot of these and will be sure to check them out for GV.

Now, what I meant by "NPCs don't know how to effectively use the new combat system yet." is that they simply can't do things such as sprint or attack very rapidly like the PC can. All spell related changes such as the increased projectile feature still work correctly with. And now with Beta Version 1.3 they even regenerate magicka exactly like the player does.

As far as the magicka regeneration system goes. I don't plan to make any changes to it very soon, but I may give it an alternative system when I get a few other main features in-place. For now I like it as a place-holder at the very least.

"*All elemental magicka effects are now 50% stronger." By this I mean that any spell that does elemental damage will now do 50% more in order to keep it on par with the new weapon damage system. I thought it might help the mage characters keep up, but I haven't had the time to really test it for balancing issues yet. This is definitely something that needs to be tested for before I can ever take the mod out of the "beta" phases.

And changes involving the creatures are mostly subtle. So far I have only taken bits and peaces of two of NazoX9's mods which are his "Lesser Daedra" and "Ogrim/Twilight" mods. Right now GV sports a blend of his changes and that of my own for the creatures, although I still haven't even touched on the major creature portion of the mod yet. That's coming in version 1.4 if all goes well. But basically the only changes with the creatures so far have been a few stat, spell, and ingredient changes. I plan to implement a much larger creature variety like Oblivion has such as different versions of the hunger. I really want to challenge the player when he has to fight any of the larger creatures but that is going to be tough with the new combat system in-place. Either way I'm going to give it a shot.

Guards are getting a complete overhaul as well and I was planning on doing something very similar to Nazox9's guard mods. I'm going to anti-cloning them as well and the Protective Guard scripts will work just fine with the new guards changes.

@ LordTyrannas: Just equip the GV Configuration Ring in your character's inventory and follow the instructions. Simple as that :) .
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Curveballs On Phoenix
 
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Post » Thu May 03, 2012 11:39 pm

Once i got my pc fix'd up i'll definetly use this :)
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Lawrence Armijo
 
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Post » Thu May 03, 2012 11:35 pm

I've been playing this mod for about an hour and I think it has a lot of possibilities and really makes the game feel different although maybe a little too easy against the weaker enemies at the start. I assume that stronger foes will present a serious challenge later or at least that's something that can be easily adjusted.

There is, however, a serious instability problem in my game. In the last half hour, I've crashed every few minutes, making it just about impossible to continue. The saves will reload properly but will crash again in a short time. The same saves loaded with GV unchecked seem to be OK, FWIW.
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Jack Moves
 
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Post » Fri May 04, 2012 7:54 am

The instability is a problem.

Another thing I'm noticing is that everytime I enter combat, a headless redguard woman appears in front of me. No idea why, obviously something used by the mod.
But it's rather annoying.
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Loane
 
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Post » Fri May 04, 2012 10:08 am

I'm not sure what's up with the instability. I know it is related to the scripts that monitor the sounds but I haven't quite figured out how to make them fool-proof yet.

As far as the headless Redguard woman goes. That's a known problem with the Pursuit Enhanced section of GV. Here is an exact quote from the PE readme by Yacoby on how to fix the bug.

3. Bugs/Issues*****************************************************************Bug:When you attack someone, a naked person apears.Fix:Use Wrye Mash to:Remove the mod from the saveClean the save (Repair All)Enable the modIf this doesn't work, ensure that this mod is at the end of the load list, and you are running the Morrowind Code PatchInformation about bug:This as far as I can make out is a problem with some data in the save getting corrupt. It seems to occur when changing load order mid game, or adding a mod mid game without Wrye Mash. 

So as for the next update, I'll be implementing the first wave of Creature, Spell, Armor, and Weapon changes and additions. I'm wanting to try to get the basic Duel-wielding scripts in but I might need to push that back till a later release. Some of the birthsigns have been updated to be more useful (similar to Wakim's changes) and the creature leveled lists are getting an overhaul to make things more challenging and realistic for the player.
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Dan Endacott
 
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Post » Fri May 04, 2012 9:55 am

hmm. This seems like an interesting mod. It even incorporates two MWSE mods that I use :D May I ask how far along you are in this mod since May? also, this mod would invalidate what mods: Protective Guards, Pursuit Enhanced, Nx9's Guards mod... anything else?
I'm also wondering how you'll get dual wielding to work, as the only thing I've seen is a second weapon that doesn't actually attack (I think it's a shield?) but I haven't looked at dual wielding for a long time so maybe someone's made progress on that..

On a side note, what the deal with your Aedra mod? Is there a thread where I can read more about it?
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Heather beauchamp
 
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Post » Fri May 04, 2012 12:54 pm

Let me answer that last question first.

Aedra is not my project :tongue: . DragonGeo2 is the one developing it. I just helped with early beta testing and it's just something I thought was really amazing so I put it in my sig to help spread the word. But to summarize what it is real quick, it's a completely new Morrowind Engine that will hopefully allow MW modders to go much further with what they can alter in Morrowind. Among other things it supports new shaders, new graphical technologies, multiplayer, and it might even support rag-doll physics some day. Best of all, it's still being updated quite frequently.

Now then, onward to GV. I have accomplished quite a bit since my last update. I'm really pushing to make the creatures more unique, varied, and realistic for the upcoming version. That will be the main focus for Beta 1.4. In addition to the creature overhaul, I've gone through and made quite a few changes to the spells to help remove some of the redundant ones such as sanctuary and give others more usefulness overall. The birthsigns have also been overhauled to be more useful throughout the whole game.

As for dual-wielding. This will probably be ready by version 1.5, which will be a weapons and armor based update. MW doesn't support attacking with both hands yet ( however Aedra may :unsure2: ) so yes, the offhand weapons will only be able to be used as shields at this time. So to make up for this I intend to give the player several bonuses that only work when the player is dual-wielding ( still working on coming up with those ). Anyways, what will make GV's dual-wielding special is that the player will be able to switch hands back and forth with the weapon on-the-fly simply by pushing a keyboard key. So there won't be any annoying spells or misc items to deal with.

And then on GV's incompatibilities. As far as I know the mod is only incompatible with those three mods. The next version however will include some tweaked versions of Wakim's mods so those will also be incompatible (however it won't really matter since GV will include many of the same changes). And since the creatures will be getting a complete overhaul any mod that makes changes to the original creatures of MW will be incompatible.
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Dragonz Dancer
 
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Post » Fri May 04, 2012 1:42 am

wow this mod is awesome!
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Erich Lendermon
 
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Post » Fri May 04, 2012 12:09 pm

Looking forward to the creature update. Once its released maybe I'll start playing the game again instead of only modding it...modding is addictive. :rolleyes:

The next version will also be incompatible with any mods that change the vanilla birthsigns Wolvman, such as http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6640.
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Ownie Zuliana
 
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Post » Fri May 04, 2012 5:39 am

Wandermaster8: Thank you! Always nice to hear.

Syrcanus: Right, I forgot to mention that, but yes. GV will be incompatible with birthsign mods. The thing is however, any mod that changes birthsigns, creatures, ect. that you happen to like better than the changes that GV has made can be loaded after GV in your MW load order. This would make MW use a different mod's birthsigns instead of GV's so there really shouldn't be too much to worry about :thumbsup: .
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courtnay
 
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Post » Fri May 04, 2012 12:56 am

Duel-Weilding, is that possible without openmw ?? :o tho only way to manage when the off hand works like a shield.

brainstorm : maybe critical strikes based on [ (luck*2+agility+wepskill*0.5) / Y = x % ] or something else? :P

anyhow :bowdown:
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Fiori Pra
 
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Post » Thu May 03, 2012 10:29 pm

I'll be checking out this mod as soon as I get home. Morrowind's combat system is probably the weakest link of the entire experience and any endeavor to improve it has my support.

As a note, Morrowind Enhanced (if you use it) has an auxiliary set of incentives to leveling up weapon skills, in the form of unlocking combos / fatalities. Maybe a similar set of tiered unlockables would be cool for GV?

(Sorry if this has been asked already) On-hit enchantments were originally balanced around the idea that you would be missing a lot (and even then, they're still not very balanced). Have you thought about how you're going to address on-hit enchantments now that players will be hitting 100% of the time?
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Tiffany Holmes
 
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Post » Fri May 04, 2012 10:18 am

Well the maximum blocking chance has been upped to 100 as a necessity for the "Blocking on Command" feature to work correctly. This does mean however that if a character ever has 100 block skill they will always be able to block 100% of the time automatically so I've been thinking of way to get around this. I just haven't had the time to implement it yet. Any ideas/suggestions are always welcome.
I don't know if this already solved but I took a quick look at this thread and saw it. I thought maybe you could set the players block skill to 0 whenever they are not blocking or in a menu. I don't know if that equals 0 blocking chance but I hope so. Doing this would also mean that NPCs block more often, which would make it more balanced since the player can block whenever they like.
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Kristina Campbell
 
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Post » Fri May 04, 2012 3:13 am

If you take a look at http://www.gamesas.com/index.php?/topic/1204591-julianross-top-100-morrowind-mods-ever/, he mentions a blocking mod created for the forthcoming Overhaul made by Antares. Perhaps you should contact him to see if the way they are going to do blocking would be a good addition for this mod as well.
14-Blocking reflex (a special plugin made by Arcimaestro Antares for the forthcoming Morrowind Overhaul - Game Experience: it makes important that you time your blocks, by pressing the sneak key at the right time)
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Kevan Olson
 
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Post » Thu May 03, 2012 10:39 pm

Duel-Weilding, is that possible without openmw ?? :o tho only way to manage when the off hand works like a shield.brainstorm : maybe critical strikes based on [ (luck*2+agility+wepskill*0.5) / Y = x % ] or something else? :Panyhow :bowdown:

Ya, it looks like increasing the chance of a critical strike might be the best way to go for balancing the weapon skills. I haven't looked into it enough to be able to tell if this is a good fit for GV or not just yet, but it sounds like it would work.

Duel-wielding kinda works for MW already, but really it still works as a weapon and shield combo since you can't attack with a left handed weapon in Morrowind.

I'll be checking out this mod as soon as I get home. Morrowind's combat system is probably the weakest link of the entire experience and any endeavor to improve it has my support.As a note, Morrowind Enhanced (if you use it) has an auxiliary set of incentives to leveling up weapon skills, in the form of unlocking combos / fatalities. Maybe a similar set of tiered unlockables would be cool for GV?(Sorry if this has been asked already) On-hit enchantments were originally balanced around the idea that you would be missing a lot (and even then, they're still not very balanced). Have you thought about how you're going to address on-hit enchantments now that players will be hitting 100% of the time?

Thanks :D . I've used Morrowind Enhanced before when I was younger. I really enjoyed the effects of the combos when you pulled them off but I didn't find the means to triggering them very realistic. That's one of the reasons why I avoided using it in GV and instead chose to go the MWSE route. I do however intend to add things such as disarming weapons but I really need to know how far Morrowind's scripting allows me to go before I can add anything close to MW Combat Enhanced.

As for On-hit enchantments I haven't really had the time to think about it too much lately. I've been busy trying to get the next version of my Ravenous Hunger mod ready for release before I resume work on GV again. I plan to take a look at the enchantment system after I get the creatures, weapons, and armor rebalanced first. I figure spells and enchantments will be one of the hardest things to balance with GV so I'm going to tackle that later when I have more time to burn.

If you take a look at http://www.gamesas.com/index.php?/topic/1204591-julianross-top-100-morrowind-mods-ever/, he mentions a blocking mod created for the forthcoming Overhaul made by Antares. Perhaps you should contact him to see if the way they are going to do blocking would be a good addition for this mod as well.
14-Blocking reflex (a special plugin made by Arcimaestro Antares for the forthcoming Morrowind Overhaul - Game Experience: it makes important that you time your blocks, by pressing the sneak key at the right time)

Interesting, thank you for pointing that out. From the looks of it it seems like they added a timer to their block key. GV originally had a setup with a timer for the block key as-well, but I removed it because NPCs in Morrowind are too hard to determine when they are going to swing at you. Especially when they use a fast weapon such as a dagger. I found that the animations for MW are too simple and broken to really be able to see an attack winding up such as in Oblivion.
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Christina Trayler
 
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