[RelzBeta] Gratuitous Violence

Post » Thu May 03, 2012 11:18 pm

Hello!

I downloaded this mod sometimes ago and it made me decide to learn scripting... I think it's enough for a compliment :).
I'm bewildered abut the manual blocking and I like also sprint a lot. However, the combat system is for me too extreme, because:

1. As stated in the readme, agility is useless, but it didn't add much to the CtH even before. So this is the least problem for me. But also weapon skills are useless.
2. Fortify attack/sanctuary are also useless, like somebody said on this thread.

Overall, it eliminates too many RPG elements from combat, and leveling doesn't make much difference anymore, since you start as a god already.
Other probelms:

1. It crashes when using MWE (with the MWE_Base.esp checked). It seems to work now, after I removed the PE scripts.
2. As a general suggestion, I'd prefer, if many components and changes are included, that the mod would be modular, and/or that some features would be configurable. For example, the Magicka Regeneration script causes MW to crash on reload on my PC, even without MWE, that is with GV alone. I changed a bit the script and now it doesn't crash anymore on vanilla MW, but it still crashes with MWE with a lot of mods. Anyway, if it isn't made modular, it will conflict with many other mods (BTB, creatures, items...). In the version I'm playing I had to delete all the creatures/items/leveled lists, I left only the scripts, settings, sounds etc because I'm mostly interested in the combat features. So, I'm not sure what causes these CTD on reload, but after removing Magicka Regeneration and PE scripts it works, at least. (EDIT: after I made some changes (see end of post) everything seems to run without CTD, not sure about PE, maybe those scripts need also to be changed)
3. GCD: maybe it's because I reduced the fortify bonus when blocking to 80, but it's not such an issue, you get some free attribute points and that's all. I don't think there are other incompatibilities.

If you're interested, I changed a bit the way it works to make it more vanilla-friendly. I'll keep modifying them until I've reached a good balance and compatibility with the mods I use (GCD, NOM, BTB, MWE Magicka Spells, TLM, Enhanced Stealth mainly).

I changed the attack bonus to make it more dependent on Agility and level (both of player and enemy) with the formula:

PlayerAttackBonus = ( PlayerAttackBonus + ( ( PlayerAgility - EnemyAgility ) / 2 ) + ( PlayerLevel - EnemyLevel ) )

It should give a better average CtH, especially vs low-level opponents, considering that few enemies have an agility higher than 50 (only high level ones), but weapon skills, fortify attack and sanctuary would work, and the effect of agility would be greatly improved: if the enemy is much more agile than you, you'll have trouble hitting him, same if he casts sanctuary. Fortify Agility would have a very big impact on CtH, and you should really be scared of spells that damage your agility. Currently I set enemy attack bonus in the AI_Attachment_1 script to 1.5x, so to increase it but not much, but it could be calculated in the same way as with the player. I also reduced the elemental magic enhancements to make it more balanced.

This is a comparison chart between vanilla and this system (on top of it must be added the difference in level):

W.skill		vanilla		mod		vanilla		mod		+ 30 AGI			same AGI--------------------------------------------------------------------------10		20		35		12,5		same25		38,75		53,75		31,25		,,50		70		85		62,5		,,75		101,25		116,25		93,75		,,100		132,5		147,5		125		,,

Moreover, also the block skill is now useless, because you get 100% blocking chance even at 0 blocking skill. In my esp I changed it this way:

1. the bonus to the blocking skill is 80, not 150, for an effective 30 with the reflective blocking prevention, so you'll still have to train your skill to block effectively.
2. I changed the blocking spells to curses, and added a fatigue drain for blocking at novice, apprentice and journeyman level (progressively smaller).
3. I changed the last part of the PC_Starter script, to remove the reflective blocking prevention when the weapon is not drawn, so you can know your real block skill.
4. I set the max blocking chance to 95 in the global settings.
5. I tried adding a post-blocking paralysis (0.5 seconds at novice, 0.25 at apprentice), it works but still has some problems, so I opted for the fatigue drain, for now.
6. I'm thinking now that the block chance could be modified by the opponent's agility or attack bonus (agility/level etc.), so that it would be easier to block an attack from a mudcrab, more difficult from powerful enemies.

Overall what I suggest is to make the mod modular to avoid conflicts, and include a basic, more vanilla-friendly alternative esp for the combat features. Things like changing the name of potions or the dialogue references, if they don't have an impact on gameplay, seems a bad idea to me, because it increases the chance of conflicts and/or alters the values set by other mods like BTB without adding anything else than a different name, but it's my opinion.
If you're interested, I'll keep making my changes and I can send you a modify esp once I get everything working. And thanks again for the mod :)

EDIT: I found one thing: I was having CTD in Seyda Neen after reload (many NPC due to MCA), but not in the nearby wilderness. I added this at the beginning of the script AI_Attachment_Finder and it doesn't crash anymore:

	if ( GetPCCell "Seyda Neen" == 1 ) 		return 	endif

I then tried to reset all timers in the AI_Attachment_x scripts on reload, and so far I didn't have CTD on reload anymore, even after reenabling the script in Seyda Neen:

	if ( ( getjournalindex "AI_Attachment_1_Reloaded" ) != 100 )		setjournalindex "AI_Attachment_1_Reloaded" 100		set timer to 0		set MagickaRegenTimer to 0		Return	endif
My modified scripts:

PC_Starter script

Spoiler

Begin PC_Starter		;;;This script gives the player any abilities and items that they need to recieve from the mod.	Short HasRing	Short HasImprovedCastChance	Short HasWeaknesstoMagicka	Short PlayerAttBonus	Short EnemyCR	Short WeaponState	Short EnemyAgility	;this is set in AI_Attachment_x	Short EnemyLevel		;this is set in AI_Attachment_x	Short PlayerAgility	Short PlayerLevel	Short PlayerAttackBonus	Short magickaregeneration	;this is set in GV_Configuration_Ring		If ( HasRing == 0 ) 		Player->Additem, "GV_Config_Ring" 1		set HasRing to 1	endif		;-----------------------------------------------------------------------------------------		;Spell Cleaner (Removes the obsolete spells from earlier versions of GV.)		;-----------------------------------------------------------------------------------------	If ( Player->Getspell, "Easier Magicka" == 1 )		Player->Removespell, "Easier Magicka"	Elseif ( Player->GetSpell, "Deadlier Magicka" == 1 )		Player->Removespell, "Deadlier Magicka"	endif		;-----------------------------------------------------------------------------------------		;PC Abilities		;-----------------------------------------------------------------------------------------	Set PlayerAttackBonus to Player->GetAttackBonus	Set PlayerAgility to Player->GetAgility	Set PlayerLevel to Player->GetLevel	Set PlayerAttBonus to ( PlayerAttackBonus + ( ( PlayerAgility - EnemyAgility ) / 2 ) + ( PlayerLevel - EnemyLevel ) )	Player->SetAttackBonus, PlayerAttBonus ; Makes the striking more realistic and solid	If ( HasImprovedCastChance == 0 )		Player->ModCastPenalty, 5 ; Makes casting spells easier		Set HasImprovedCastChance to 1	Endif	If ( HasWeaknesstoMagicka == 0 )		Player->ModResistShock, -10 ; Makes shock spells hurt worse		Player->ModResistFire, -10 ; Makes fire spells hurt worse		Player->ModResistFrost, -10 ; Makes frost spells hurt worse		Player->ModResistPoison, -10 ; Makes poison spells hurt worse		Set HasWeaknesstoMagicka to 1	Endif	Set WeaponState to Player->GetWeaponDrawn	If ( Player->Getspell, "Reflexive Blocking Prevention" == 0 )		if ( WeaponState == 1 )			Player->Addspell, "Reflexive Blocking Prevention" ; Keeps the player from reflexively blocking until they are a Journeyman of Block.		endif	ElseIf ( Player->Getspell, "Reflexive Blocking Prevention" == 1 )		if ( WeaponState == 0 )			Player->RemoveSpell, "Reflexive Blocking Prevention"		endif	endif	if ( scriptrunning, PC_Magicka_Regeneration == 0 )		if ( magickaregeneration == 1 )			startscript, PC_Magicka_Regeneration		endif	endifEnd

GV_Configuration_Ring script

Spoiler
Begin GV_Configuration_Ring	short button	short MessageOn	short messageOnce	short doOnce	short OnPCEquip	short reset	short usering	short magickareg	short state	if ( OnPCEquip == 0 )		set reset to 0	endif	if ( reset == 1 )		return	endif	if ( OnPCEquip == 1 )		if ( reset == 0 )			if ( messageOnce == 0 )				if ( state == 0)					MessageBox "Would you like to enable the faster Magicka regeneration? (not recommended if you use already other mods that do the same)", "Yes", "No"					set state to 10				endif				if ( state == 10)					set button to GetButtonPressed					if ( button == 0 )						if ( scriptrunning, PC_Magicka_Regeneration == 0 )							startscript, PC_Magicka_Regeneration						endif						set magickareg to 1						set state to 20					elseif ( button == 1 )						if ( scriptrunning, PC_Magicka_Regeneration )							StopScript, PC_Magicka_Regeneration						endif						set magickareg to 0						set state to 20					endif					set PC_Starter.magickaregeneration to magickareg				endif				if ( state == 20 )					MessageBox "Would you like to configure your Gratuitous Violence settings now?" "Yes" "No"					set messageOn to 1					set messageOnce to 1					set state to 0				endif			endif		endif	endif	if ( messageOn == 1)		set button to GetButtonPressed		if ( button >= 0 )			set messageOn to 0		endif		if ( button == 0 )			set usering to 1				;set reset to 1				elseif ( button == 1 )			set reset to 1			set messageOnce to 0			return		endif	endif	if ( usering == 1 )		if ( OnPCEquip == 1 )			if ( MenuMode == 0 )				Startscript, "PC_Use_Button"				Set OnPCEquip to 0				set messageOnce to 0				set usering to 2			endif		else			set usering to 0			set messageOnce to 0			return		endif	endifEnd
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Marie
 
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Post » Thu May 03, 2012 11:19 pm

So you guys can check the OP for a little mid-way version of GV that I've decided to go ahead and release for anyone interested. It's in a rather unfinished state right now but it should be playable nonetheless. This version is more stable than V.1.3 and has better balance. The biggest changes are the new critical striking system and duel wielding scripts. You can read the readme on the OP for more details but basically Agility and weapon skills count for something again. Duel wielding has only been partially implemented meaning that it currently only works with non-enchanted weapons. As always, please let me know if you run into any issues so that I can address them.


@Vlar: I've implemented a way to turn off the Magicka regen scripts for people who don't wish to have it for whatever reason. As for the changes to the 100% block and hit rate I simply have to leave those in for the way I want GV to work. I've figured out a way to easily lower the 100% blocking chance of NPCs without affecting the player but that is something that will have to come in a later version.

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Becky Cox
 
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Post » Fri May 04, 2012 1:18 am

Awesome, thank you very much. :)
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Kirsty Wood
 
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Post » Fri May 04, 2012 1:52 am

Thank you very very much.

Can you please release a version that features a much less rapid fatigue recover?

I think it is a bit too fast as it is now.

The fact that I can stand with the block button always pushed (blocking incoming attacks over and over, and over again with no penalties whatsoever) while never EVER reaching 0 fatigue, is only a proof of that.

Thanks for your effort and consideration.

The mod can be the best combat mod for Morrowind ever, but this thing bugs me a lot, it's game-breaking in my opinion.
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Skrapp Stephens
 
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Post » Fri May 04, 2012 7:13 am

I wanted to be a bit more specific about your mod: as much as it is game-breaking because of the fatigue recover rate, it is also what can bring me back into Morrowind. It is THAT sensational a mod. (just that little tweak needed... the rest is so well thought out)
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Tom
 
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Post » Fri May 04, 2012 2:19 am

Any chance we'll see a compatibility patch for NazoX9's Creaure Mods?
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Louise Dennis
 
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Post » Fri May 04, 2012 4:57 am

Thank you for the compliments. I've really poured myself into this mod.

So the link has been updated with a new version. I don't have the time to test it myself so let me know how it runs. Blocking-at-will should now drain fatigue each time you successfully block and fatigue regen has been lowered. It was 10 fatigue a second (same as Oblivion) now it is 5 while Morrowind's original regen rate was 2.5.


Any chance we'll see a compatibility patch for NazoX9's Creaure Mods?

You most likely won't need one once I've finished the creature portion of GV. It's going to include many of the same changes the NazoX9's mods include along with my own additions.
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Causon-Chambers
 
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Post » Fri May 04, 2012 12:42 am

Sorry if I sound trollish; I'm not: I'm just suggesting some tweaks in order to (hopefully) improve the mod even further.

I use a mod that penalizes you for draining all your Fatigue points (if the Stamina bar reaches 0, then you'll be knocked out for a short period of time)... I think it's a way more realistic and challenging way to play. Think about it: why having a Fatigue bar? Of course, if it is in the game, it should have a meaning. You gave new meaning to Agility and Weapon skills after they had lost their purposes in your mod; and that's great: that's what made me interested once again in your great work.

In Vanilla Morrowind Fatigue had a strong meaning, even without using the mod mentioned above: in fact, it determined your chance of success (along with other stats) in basically everything combat-related (and even non-combat-related).


But now? why bothering about having a Fatigue bar, if I can hack and slash in a sort of "rage mode" with no worries? So that's why I think everyone should install the mod I mentioned earlier (Tejon Fatigue Effects - Collapse.esp) if they use your mod.


But that is not enough (regardless of what you do, basically you never reach 0 fatigue with your mod anyway...).


So...

my suggestion is: maybe increase the fatigue drain from power attacks (or attacks in general)?


Thanks so much for the quick "fix" about fatigue regeneration and blocking draining fatigue, anyway. It's much appreciated.
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Noraima Vega
 
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Post » Fri May 04, 2012 6:47 am

I'd give the player a default 25% chance to hit anything rather than 100%, just a suggestion, the combat is too easy at 100%!
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Adrian Morales
 
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Post » Fri May 04, 2012 7:20 am

@Julianross: Redownload the mod from the Mediafire link again. I increased the fatigue drain from swinging weapons.

@Shadowscales: The new version now includes a menu option that allows you to pick what attack bonus value you want GV to give you and NPCs/Creatures. In other words you can now make GV give you a 25% attack bonus value instead of the 100% value that it was using before.

I also fixed the 100% blocking rate for NPCs and Creatures.
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Stacy Hope
 
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Post » Fri May 04, 2012 8:43 am

Wow, seems like just the mod I've been looking for in my next play-through of Morrowind. Thank you for this. The only thing that somewhat annoyed me about Morrowind was the clunky combat system, and this appears to help improve it tremendously. Thank you!
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krystal sowten
 
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Post » Fri May 04, 2012 9:39 am

Very nice mod actually. BUT most modders that try to enhance combat make the same mistake that developers usually do - they set arrow speed too slow. I'm actually practicing archery in real life. Compound bow arrows fly 80 m/s. Longbow arrows can do 60 m/s easily. So if it's possible, I'm asking the author of this amazing mod to increase arrow velocity greatly. Arrows should not be dodgeable by anything if you're shooting at a target within, say 60 meters. No cliff racer should be able to avoid an arrow fired at it - real arrows just fly too fast for anything to be able to dodge them, if fired with precision.
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leigh stewart
 
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Post » Fri May 04, 2012 12:49 pm

Wow, seems like just the mod I've been looking for in my next play-through of Morrowind. Thank you for this. The only thing that somewhat annoyed me about Morrowind was the clunky combat system, and this appears to help improve it tremendously. Thank you!

My pleasure. I hope you enjoy it as much as I do.

Very nice mod actually. BUT most modders that try to enhance combat make the same mistake that developers usually do - they set arrow speed too slow. I'm actually practicing archery in real life. Compound bow arrows fly 80 m/s. Longbow arrows can do 60 m/s easily. So if it's possible, I'm asking the author of this amazing mod to increase arrow velocity greatly. Arrows should not be dodgeable by anything if you're shooting at a target within, say 60 meters. No cliff racer should be able to avoid an arrow fired at it - real arrows just fly too fast for anything to be able to dodge them, if fired with precision.

I completely agree with you, I just hadn't managed to put it into the mod yet. So in response to that I just increased the maximum arrow speed quite a bit, haven't tested it out in-game yet but it should be a good start in the right direction. Just redownload the mod from the mediafire link. It also now includes the missing dual wielding meshes that I forgot about.
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Laura-Jayne Lee
 
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Post » Fri May 04, 2012 9:14 am

This mod always get better and better.
I'm amazed :)
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Shannon Marie Jones
 
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Post » Fri May 04, 2012 5:37 am

Is there any known reason why the updated one causes the game to crash like every minute? :-)
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Taylor Bakos
 
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Post » Thu May 03, 2012 9:37 pm

Yeah it crashes quite often to me too after the update :\
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Anna Beattie
 
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Post » Fri May 04, 2012 2:36 am

It shouldn't be any worse than the last one but I'll check into it when I get back home.
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Steph
 
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Post » Fri May 04, 2012 2:33 am

Wolvman, does your mod also raise the speed of ranged spells? Thanks in advance.
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Thomas LEON
 
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Post » Thu May 03, 2012 11:04 pm

Yes, the speed of ranged spells has been increased too. Although those you can still dodge if you react quick enough, it's just a lot harder than it was in vanilla Morrowind.

I thought of a much better system for attaching the AI scripts that should help to kill off some of the FPS loss as well as cut down on some of the mid-game crashing. You will still probably crash quite a bit when trying to load saved games however :stare: . If this new method proves to be more stable then I can also utilize it on the Pursuit Enhanced scripts to make them more stable and FPS friendly. Check the OP for the updated Mediafire link to download.
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Cccurly
 
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Post » Thu May 03, 2012 11:59 pm

Speaking of archery, the draw speed can be further decreased while increasing arrow damage. It takes a while to draw an arrow. but, for example, real arrows with steel tips could pierce armor like paper. Realistic archery ftw! :-)

P.S. btw, still crashing when I engage in combat :-(
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Symone Velez
 
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Post » Fri May 04, 2012 8:51 am

Geez I'm starting to think I might need some outside help with this CTD problem. People have been dealing with it since GV's earliest releases and I've yet to find a solution that works for everyone.

As for the archery I can't slow down the bow drawing too much more because then it wouldn't sync up with the new bow sound effects I put in, and I really don't have the time to go out and make new sounds for that right now. Later this summer however I may get the time to do this :shrug: .
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Samantha hulme
 
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Post » Thu May 03, 2012 9:22 pm

Great! Ah well, if you'll be as kind as to make it not crash every 30 seconds, I'll be ever so greatful :-)
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Kahli St Dennis
 
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Post » Thu May 03, 2012 10:57 pm

Well I just asked for some help on the crashing issue over on the construction set forums. Hopefully I can get some advice from one of the more experienced modders.

Edit: For now I just included a temporary option in the configuration menu that disables all AI attachment scripts. This should stop the crashing but it will mean that no NPCs or Creatures will be affected by GV (so no new sound effects or 100% hit rate for them). Still this will at least let players test out the PC related features until I can figure this out.
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ShOrty
 
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Post » Fri May 04, 2012 4:42 am

New version is up on the Mediafire link for anyone wanting to test it for me. I just went through and killed all of Caldera without it crashing so already this build is proving to be more stable. I'll be testing it more this weekend.
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Kay O'Hara
 
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Post » Fri May 04, 2012 12:05 pm

This is indeed more stable. No crashes yet.
Wolvman, could you please make an optional ESP for even faster arrows? The current arrow velocity should be at least doubled and best trippled for arrows to resemble the real ones. Please pretty please?
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Kat Lehmann
 
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