[RelzBeta] Gratuitous Violence

Post » Fri May 04, 2012 11:02 am

Gratuitous Violence (GV) Beta V.1.4 Readme



------What does this mod do?-------

This is a complete overhual mod for Morrowind, Tribunal, and Bloodmoon with a heavy emphasis on combat related changes. Gratuitous Violence breathes new life into Morrowind by adding to the creature, armor, and weapon variety as well as adding skill perks, improved AI, and seemless combat enhancements.
The game has a completely new feel and balance to it not only due to the many changes made to armor, weapon, and creature stats but also due to its addition of a 100% hit rate, which makes combat more like that of Oblivion and Skyrim.
Although this overhaul is focused on combat, other subtle changes have been made to further improve realism and the overall Morrowind experience as well. This mod is also a compilation of other modders' works, many of which are combat related.
You can find a list of each mod that was either partially or completely incorporated into GV in the credits section of the readme. I have made many personal adjustments, changes, and additions to most of the incorporated mods that are in GV, so they may not produce the same results as using the original mods would.

Also Note: This is a beta, therefore it is bound to have many bugs and balancing issues. So if you notice anything odd or out of place, please don't complain about it and then give the mod a bad rating. Instead, let me know so that I may correct the bugs and release a fixed version.



-------Brand New Features-------

- (Dual Wielding)
* You can now dual-wield many of Morrowind's non-enchanted single-handed weapons. Weapons offer a very low armor rating when used in the offhand, but even the lowest quality shield will provide more AR than a weapon. In order to make up for this lack of AR, future versions of dual wielding will increase the chance to pull off a critical strike substantially.

- (Lock Bashing)
* Any locked containers and doors can now be bashed open (even those added by mods). The difficulty of successfully bashing a lock open is based on your strength and type of weapon. You will get a bounty if you try to break open a lock in front of someone. If you try to punch open a lock without two gauntlets/bracers on then you will hurt your hands with each strike.

- (Sprinting)
* Sprinting is now integrated into Morrowind. The amount of fatigue that is burned while sprinting is directly tied to your Athletics skill. If you have your weapon drawn while sprinting you will burn more Fatigue than normal. If your Fatigue is lower than 5 sprinting will automatically disable until you have more Fatigue to burn.

- (Slower Backpedaling)
* This causes the player to move slower when running backwards which further prevents the player from fighting up close with projectile based weapons.



-------Gameplay Changes-------

- (Overhauled Weapon Stats)
* Bows now shoot slower but they do more damage per hit.
* Crossbows have had their damage decreased
* Staffs have had their speed decreased by 0.25 each.

- (Overhauled Creatures)
* Smaller creatures are now much less annoying and will either remain passive to the player or flee on sight.
* Many creatures have been made more deadly to closer resemble what they would have been like in Oblivion.
* Creature variety has been greatly enhanced.
* Creature leveled lists have been made more realistic. Now you have a chance to encounter stronger creatures at a low level and weaker creatures at a high level.

- (Overhualed Striking)
* Now the only way to miss with a weapon is to physically miss your target just like in Oblivion; this will also affect NPCs and creatures as well (works on mod added NPCs/Creatures).
* The striking angles have been adjusted to be more realistic. This helps to prevent striking others around you that you didn't mean to strike (such as companions).

- (Overhauled Magicka System)
* There is now a constant Magicka Regeneration for all NPCs/Creatures as well as the PC that uses a slightly weaker version of the formula that is used in Oblivion (works on mod added NPCs/Creatures).
* All spells are now 25% more successful in order to help keep the spells on par with the new weapon system.
* Nearly half of the spells and spell effects have been reworked and rebalanced to be more useful to both the player and NPCs.

- (Overhauled Fatigue System)
* Fatigue regenerates twice as quickly now in order to help you get back into the fight sooner.

- (Overhauled Birthsigns)
* Many of the birthsigns have been changed in order to blend with the new combat system more effectively and to help keep them more useful throughout the entire game.

- (Overhauled AI)
* NPCs will now flee much further from you to avoid harm much like in Oblivion.
* NPCs and intelligent creatures can now follow you through cells during fights just as they can in Oblivion.
* NPCs will now choose their spells in a more intelligent manner.
* Guards will now intelligently protect you when you are in danger as long as you are not a wanted criminal.

- (Overhauled Combat Sounds)
* GV boasts over 150 new sound effects that have been meticulously implemented into Morrowind in order to bring Morrowind's combat sound effects to a level never acheived before by any other mod.
* All weapon, armor, and health damage based sound effects have been replaced and now produce a variety of sounds that will play during combat.
* 20 new spell sound effects have also made there way into GV to give mages a better audio experience.



-------Skill Changes and Perks-------


- (All Weapon Skills including Hand-to-Hand)
* Every point gained in each of these skills increases the chance of your character being able to successfully pull off a "Critical Strike" whenever they attack.
* Increasing your character's Agility will also increase the chance of your character dealing a critical strike each swing.
* Whenever you critically strike an opponent it will be accompanied by an extra gruesome sound effect, signaling that you just did extra damage.
** (Skill of 1-24) As a Novice of any melee weapon skill your character will only deal 50% more damage with a weapon during a critical strike.
** (Skill of 25-49) As an Apprentice your character will be able to deal 100% more damage with each critical strike.
** (Skill of 50-74) As a Journeyman critical strikes will cause 150% more damage.
** (Skill of 75-99) As an Expert critical strikes will cause up to 200% more damage.
** (Skill of 100 and Up) As a Master each critical strike will cause 250% more damage.

- (Acrobatics)
* Fatigue drain while jumping is now directly determined by your acrobats skill, agility, and your total encumbrance.
* Fatigue drain for Khajiit's is slightly lower than it is for the other races.
* The total cost of fatigue per jump is reduced by 1% for every 4 points of Agility that the character has.
* In order to prevent "bunny-hopping" during combat, jumping is automatically disabled if your character does not have enough fatigue to compensate for the cost of a single jump.
** (Skill of 1-24) The base fatigue burn for a Novice of Acrobatics is 30 per jump with 1 additional point of fatigue burned for each 10 units of weight that your character is carrying.
** (Skill of 25-49) As an Apprentice of Acrobatics your base fatigue burn is 25 with 0.9 additional points of fatigue burned for each 10 units of weight on your character.
** (Skill of 50-74) A Journeyman of Acrobatics will burn 20 points of fatigue per jump with an additional 0.8 points of fatigue burned for each 10 units of weight.
** (Skill of 75-99) Experts of Acrobatics burn 15 points of fatigue per jump with an additional 0.7 points of fatigue burned for each 10 units of weight.
** (Skill of 100 and Up) Masters of Acrobatics only burn 10 points of fatigue per jump with an additional 0.5 points of fatigue burned for each 10 units of weight on your character.

- (Athletics)
* Athletics has a much smaller affect on your character's running speed now in order to keep the game better balanced with the new sprint feature however it is also now easier to increase.
* The minimum running speed has been increased to help rid Morrowind of the awful "slow-motion" running that is present in much of the earlier game.
* Argonian's can sprint slightly faster than other races.
** (Skill of 1-24) As a Novice of Athletics you burn 40 more fatigue per second when sprinting.
** (Skill of 25-49) As an Apprentice you will burn 35 more fatigue per second.
** (Skill of 50-74) As a Journeyman you will burn 30 extra fatigue per second.
** (Skill of 75-99) As an Expert you will burn 25 fatigue per second.
** (Skill of 100 and Up) As a Master of Athletics you will have an extra fatigue burn of only 20 while sprinting.

- (Block)
* Blocking is now under the player's control.
* All shields have had their durability increased in order to help compensate for the increased amount of blocking that now occurs in the game.
* Blocking-at-will will now drain fatigue each time you block. Reflexive blocking will not (this is impossible without new scripting functions).
** (Skill of 1-24) As a Novice of Block your character will not be able to reflexively block at all and will be severly slowed when blocking. Each block will drain 40 fatigue.
** (Skill of 25-49) As an Apprentice of Block your character will still be unable to reflexively block but will be have less of a speed decrease when blocking than that of a Novice. Each block will drain 35 fatigue.
** (Skill of 50-74) As a Journeyman your character will be able to reflexively block strikes 1-25% of the time and will be slowed only half as much as a Novice. Each block will drain 30 fatigue.
** (Skill of 75-99) As an Expert of Block your character will be able to reflexively block strikes 25-50% of the time and will be slowed about a quarter as much as a Novice when blocking. Each block will drain 25 fatigue.
** (Skill of 100 and Up) As a Master of Block your character will always be able to reflexively block 50% or more of the strikes that are thrown at him/her and no speed decrease will incure when blocking. Each block will drain only 20 fatigue.

- (Hand-to-Hand) (Not in V.1.4)
* Punching now does damage to health and the amount of damage dealt is based on the armor you or your opponent is wearing.
* Gauntlets effect how much damage is dealt with hand-to-hand.

- (Marksman)
* There is now a 95% chance to retrieve your projectiles from a corpse.
* All bows and crossbows have had their draw/reload speeds decreased in order to prevent them from being used as a melee weapon.
* All projectiles have had their speed increased.
** (Skill of 1-24) As a Novice you will suffer from fatigue burn when holding an arrow back.
** (Skill of 25-49) An Apprentice will no longer suffer from fatigue burn when holding an arrow back.

- (Unarmored)
* The max armor rating (without enchantments) for unarmored has been increased to 125.



-------New Keyboard/Mouse Buttons-------

- ('Block' Button)
* Each time you push this button you will get a blocking bonus of 100. The bonus goes away if you attack with a weapon.

- ('Sprint' Button)
* This button allows you to sprint while draining fatigue at a faster rate.

- ('Switch Weapon to Offhand' Button)
* Pressing this button will move your weapon to the left hand. ( This only works with the original Morrowind weapons. Weapons added by mods and weapons that have been enchanted by the player will not work with this. )

- ('Switch Weapon to Main Hand' Button)
* Pressing this button will move your weapon to the right hand. ( This only works with the original Morrowind weapons. Weapons added by mods and weapons that have been enchanted by the player will not work with this. )

- ('Switch Grip' Button) *Not in V.1.4*
* This feature allows you to switch the grip on your weapon between one and two hands. ( This only works with the original Morrowind weapons. Weapons added by mods and weapons that have been enchanted by the player will not work with this. )


You MUST choose which key you want to use for each button by equipping the new GV ring in your inventory and completing the configuration menu . If you don't pick a key for each of these you will NOT be able to use them in your game.



-------Configuration Menu Options-------

- (Configure New Keyboard/Mouse Buttons)
* Picking this option runs you through the Keyboard/Mouse configuration for GV's extra button based features.

- (Increase/Decrease Number of AI Attachments)
* This option will let you pick how many AI attachment scripts you want running at all times. The higher the number the bigger the FPS hit will be, however it will allow GV to affect more NPCs/Creatures at one time which is best for immersion and balance.

- (Altar Magicka Regeneration Rate)
* Selecting this option simply allows you to alter the rate at which magicka regenerates. You have the options of 100% (Same regeneration rate as Oblivion), 75%, 50%, 25%, and 0% (Disabled). This affects NPCs and creatures as well.

- (Modify Attack Bonus Value)
* Although GV is balanced around a 100% hit rate, you can use this menu option to change the attack bonus value of you and NPCs/Creatures to either 100, 75, 50, 25, or 0. Choosing 100 will make every strike hit 100% of the time. Choosing 0 will make Morrowind use your weapon skill value to determine if you should hit each time.



------Requirements-------

Morrowind, Tribunal, and Bloodmoon.

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.



------Installation and Playing-------

Extract the rar archive file directly into your Morrowind/ folder. Make sure the main .esp is in the data files folder.

After that, check off Gratuitous Violence in your Morrowind Launcher.

If you are upgrading from a previous version of GV please make sure that you remove the old version first and resave your game without it loaded before trying to play with the new version.

To begin using the mod you will need to equip the new "GV Configuration Ring" that should be in your inventory upon first loading the mod.



------Uninstalling-------

Delete the "Gratuitous Violence.esp" file.

Delete the GV folder from your Morrowind\Data Files\Sound\Fx\ folder to remove the new sounds.

Be sure to open the console and type "Player->SetAttackBonus 0" (or 10 if you have the Warrior Birthsign Selected) and "Player->SetDefendBonus 0" after the GV .esp file has been removed.



-------Known Issues-------

*Incompatibilities*

Any mod that makes changes to the original creatures will conflict with GV.
Any mod that makes changes to the original spells or spell effects will conflict with GV.
Any mod that makes changes to the original guards will conflict with GV.

Yacoby's Pursuit Enhanced Mod
Fliggerty's Protective Guards Mod
NazoX9's Creaure Mods
Wakim's Balancing Mods
Galsiah's Character Development Mod




*Bugs and Annoyances*

The game is now unbalanced for obvious reasons. I'm working on fixing this but it is a very slow process.

Switching a weapon from the left hand to the right (and vice-versa) via the duel-wielding keys will reset its condition to 100% even if the weapon has been damaged.
I can do nothing about this until more Morrowind scripting functions become available.



-------Future Plans-------

New Scripted Spell Effects (Like Frost Slowing Down Enemies).

Add More New Spell Sound Effects

Blocking for Hand-to-Hand and Two-Handed Weapons.

Add visible weapon sheaths and quivers without screwing with the clothing slots whenever it becomes possible.

Disarming

Knock-outs

Complex Wounding System

Overhaul Hand-to-Hand Fighting

Implement sprinting effects for the remaining races.

Oblivion Styled Sneaking

Further improve creature, weapon, and armor variety

Add an automated randomized spell system to add variety to NPC spells.

Overhaul all weapon damage, speed, and reach to be more realistic.



-------Version History-------

Beta V.1.0 - Initial Release

Beta V.1.1 - Fatigue now drains when holding back a bow string as a novice of Marksman. The jump restrictions have been lowered to 10. Sprinting is now tied to the Athletics skill and will improve alongside it.
Bow damage has been increased, draw speed has decreased.

Beta V.1.2 - Hopefully fixed a very annoying CTD. Backpedelling has been slowed down even further. Blocking now slows down your movement speed a little. I've incorporated a personally modified version of Fliggerty's Protective Guards mod into GV. I've also incorporated a personally modified version of Yacoby's Pursuit Enhanced mod into GV.
Many of Morrowind's creatures have been changed to be more deadly much like their Oblivion counter-parts. The foundation for the new combat sound effects has been put in. The Warrior birthsign now increases strength by 10 points just as in Oblivion. The enchantment changes have been removed as they caused some severe balancing issues.
All elemental spells do 50% more damage.

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.

Beta V.1.4 - About half of the game's spells and spell effects have been rebalanced to be more useful in the long run (includes some of Wakim's changes). Many of the birthsigns have been overhauled to be helpful in both the early and late game. Creature leveled lists have been reworked to add more variety as well as increase realism and difficulty. Agility and your weapon skills now govern the chance of your character to pull off a "Critical Strike". The magicka regeneration rate has been lowered. The enhanced weapon damage has been removed until I can figure out how to balance it properly, meaning it no longer requires MCP. The foundation to the duel-wielding has been introduced. Sprint now drains your fatigue faster when running with your weapon drawn. The fatigue drain from jumping is now controlled by your agility, acrobatics, and total encumbrance. Stamina has been renamed back to Fatigue to help avoid mod conflicts. Improved the in-game menu options. Replaced all sanctuary effects with either calm humanoid or calm creature spells. Balanced the blocking for NPCs. Implemented a lock bashing system. Fixed the known bugs with Pursuit Enhanced.


-----Credits and Incorporated Mods-----
NOTE: I want everyone to understand that I take no credit for creating the mods that were incorporated into this mod.

Bethesda, for creating an awesome game.
Stuporstar, for helping with the AI's combat script.
Fliggerty, for his Protective Guards scripts.
Yacoby, for his Pursuit Enhanced scripts and Dual Wield Weapons models.
NazoX9, for his creature mods.
Wakim, for his Character, Game Settings, Spells, Spell Effects, and NPC Spellcasting mods.



-----Contact and Permission-----

You can contact me through the Elderscrolls forums as 'Wolvman'.

If you wish to use anything from this mod be sure that if it is something from an incorporated mod that you give the correct credit to that mod's creator (not me).
If you want to use anything from this please contact me and ask for permission. If I don't get in touch with you within a week you can go ahead and use it, but credit would be nice :smile: .



Download Links
http://www.mediafire.com/?oddwbe7nmx4a3wg ( Latest Test Version, 04/29/12 )

http://morrowind.nexusmods.com/downloads/file.php?id=37977 ( Beta V.1.3 )
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9129 ( Beta V.1.3 )
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STEVI INQUE
 
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Post » Thu May 03, 2012 9:31 pm

I am dl this now, though in OB when you block you would still take some damage, does this block all damage?
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Harry-James Payne
 
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Post » Fri May 04, 2012 1:03 pm

My guess is that it uses the same system that blocking enhanced did, I.E when you hit the block button, it raises your block skill super high.
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Laura Simmonds
 
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Post » Fri May 04, 2012 6:06 am

Tested it works!!! But I can see some issues right away. Here are the following issues I encountered this was on a level 1 test character.

Sprint is way too light on fatigue drain, check out the FO3 and FNV sprint mods(FWE and Project Nevada) for an idea on proper sprint usage. You need to at least triple how much fatigue it uses. Also you should get rid of the jump thing or make it l less than 5(not 25), because if you up the sprint mod fatigue(or even if you don't) this will just come into play to often and be annoying. As long as you have stamina you should be able to do stuff. Jumping and Sprinting should only stop when you reach 0 stamina.

I have not played MW in over 5 years(except for testing in the last few weeks) so I could be wrong on the following:

It seemed like I was blocking a lot, like my auto block skill was very high, but perhaps this was how MW always was. Can you just disable MW blocking system?

Combat should be even more deadly, I don't know how easy this is but the Fallout mods, FWE and XFO allow a global 2x damage change, not just melee damage increases.

Because you get 100% hit rate how do weapon skills work now? The numbers need to do something(don't recall what they did before, do they affect damage?).

Looks very promising though and I will be following this and testing changes you make.
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Ella Loapaga
 
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Post » Fri May 04, 2012 10:24 am


Sprint is way too light on fatigue drain, check out the FO3 and FNV sprint mods(FWE and Project Nevada) for an idea on proper sprint usage. You need to at least triple on much fatigue it uses. Also you should get rid of the jump thing or make it like less than 5, because if you up the sprint mod fatigue(or even if you don't) this will just come into play to often.


Good feedback already :). Currently the fatigue drain is double the normal running drain when sprinting but I can see how upping it to triple might be even more balanced. I am wanting to put a scaling system based off of athletics in to help it balance-out between newer and older characters better but I haven't implemented it yet.


I have not played MW in over 5 years so I could be wrong on the following:
It seemed like I was blocking alot, like my auto block skill was very high, but perhaps this was how MW always was.


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.


Combat should be even more deadly, I don't know how easy this is but the Fallout mods, FWE and XFO allow a global 2x damage change, no just melee damage increases.


Make sure that you have the Morrowind Code Patch "GMST Fix" installed because the damage scale has been increased quite significantly. Also I believe the damage adjustments that I did affect projectile based weaponry as well (although I could be wrong) because the increased damage is based off of your character's strength, not weapon type.


Because you get 100% hit rate how do weapon skills work now? The numbers need to do something(don't recall what they did before, do they affect damage?).


They don't really count for much right now which is a part of the balancing issues that I've run into. 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.
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Ron
 
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Post » Fri May 04, 2012 1:20 am

Perks would be fine, but you could also add small strength/speed/whatever bonuses each level the player raises their weapon skills, and these would only activate when the player was wielding those weapons.
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Damian Parsons
 
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Post » Fri May 04, 2012 4:01 am

My first thought upon seeing the name of this mod was to burst out laughing. My second thought is to actually read the description.

Now that I have done that, opinions.

I think Oblivion's magicka recharge was over powered towards higher levels. I think the rate at which recharge inceases should start to drop off significantly towards higher levels.
I also think that when knocking someone out, they should be reluctant to fight you after they wake up and would be more likely to try and run away.
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Rex Help
 
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Post » Fri May 04, 2012 3:59 am

When I said triple, I did not mean triple the running speed drain I mean triple what you have it now, so it would be 6x the running speed drain. Have you played the sprint mods I mentioned from the Fallouts? They are Very popular(FWE and Project Nevada are both some of the most popular mods for the Fallouts) If you do not change it significantly it will basically be a speed cheat. Also when sprinting via those mods I mentioned you have less control over you character, you can not make sharp turns for example nor can you attack. In the Fallouts your weapon automatically gets put away when you sprint.

When I spoke of combat I mean everything, magic damage included not just weapon damage. So if all melee/range weapons deal extra damage, magic should too.

Perks would be a good idea to make level up your weapons skills matter, but I think every 25 levels is not enough, at least every 20 if not everything 10, something simple like a +10% damage increase each time. It needs to be more because unlike OB only the perks will matter, in OB the stat number and the perk had an effect.

So when you press the block button it just maxes you block skills? Is this how the block works? If so then I see how it would be hard to disable MW blocking, but having both ways feels like a cheat. You gotta figure out some way to stop the auto blocking, but I am of no help to offering advice.

What are you going to do with the jump thing? No other Beth game has such a strict rule on jumping nor do any of the major popular mods for Beths games that I am aware of.

Do arrows have a 100% hit rate also?

When you put up a new version I will try it out and let you know what I think, I am very interested in this mod. You have done very good work so far.

EDIT: Did some more testing. Every time I load a game that I have already configure the settings for on this mod it crashes. I tried loading 3 times with the mod(after having done it once and played with it) and it crash withen 1 second of loading. I used an older save, configured the keys again, play for a bit, then then quick saved, then tried quick loading, crash.

I forgot how running worked in MW, you use fatigue when you run, I think you should not have any jump restrictions because of this, its not like the Fallout's were you can just run all the time. Better yet, I think you should get rid of the fatigue lost for running period only have it for sprint(5 or 6x what running lose was). Doing this will make the sprinting system work similar to the Fallout mods which were nearly seamless integrations into the base game. Of course you will need to make fatigue matter more in other aspects so there is at least a minor penalty for sprinting a lot, for example in the Fallouts your VATS use would be compromised by sprinting a lot(if you used all your AP for sprinting you had none to use for combat), this was not that big a deal, but it was something.

This might not be a big issue for MW I don't know recall how combat is affect by low fatigue (do you get knock down more or any other negative) If there is no negative you could keep the jumping lost tied into this if you disable the fatigue lose while running(it should slowly regen like normal). That would be a minor annoyance but nothing major just like the Vats thing. Of coarse if there is already a combat penalty for having low fatigue in MW then don't do this. I recall in OB having low stamina did not seem to matter. Don't recall if MW is like that.

But the crash bug should be top priority.

EDIT again: What version of MCP should I be using with this mod? I use 1.9, but I was reading about the Beta and it mentions some GMST stuff.
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Rachel Eloise Getoutofmyface
 
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Post » Thu May 03, 2012 11:11 pm

Most of the time when you aren't pressing the block button it just sets it to 0, so you can't block normally.
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danni Marchant
 
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Post » Fri May 04, 2012 12:40 am

Most of the time when you aren't pressing the block button it just sets it to 0, so you can't block normally.
Thats not what happend when I tested, I was not pressing the button and I had multiple auto blocks.
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luis dejesus
 
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Post » Fri May 04, 2012 2:37 am

I am dl this now, though in OB when you block you would still take some damage, does this block all damage?

This does still block all of the damage which makes since to me. However I will probably put in a random chance of the weapon slipping past the shield and striking through to the player which is even more realistic IMO. This way it will use a good blending of OB and MW blocking.

Perks would be fine, but you could also add small strength/speed/whatever bonuses each level the player raises their weapon skills, and these would only activate when the player was wielding those weapons.

That sounds like simple but great idea. I'll look into putting in stat bonuses when I get a chance. It would at least make for a good placeholder for the new skill perks until i get around to implementing them.

My first thought upon seeing the name of this mod was to burst out laughing. My second thought is to actually read the description.

Now that I have done that, opinions.

I think Oblivion's magicka recharge was over powered towards higher levels. I think the rate at which recharge inceases should start to drop off significantly towards higher levels.
I also think that when knocking someone out, they should be reluctant to fight you after they wake up and would be more likely to try and run away.

I've never really thought of Oblivion's magicka recharge being overpowered, however I've never really looked too deep into it either. It would help if i could get a few more opinions on this to confirm that it is overpowered in MW (which may balance-out differently than in OB).

As for knocking someone out, I really like that idea. I might have some difficulty putting that in with MW's limitations but I will definitely look into it.

When I said triple, I did not mean triple the running speed drain I mean triple what you have it now, so it would be 6x the running speed drain. Have you played the sprint mods I mentioned from the Fallouts? They are Very popular(FWE and Project Nevada are both some of the most popular mods for the Fallouts) If you do not change it significantly it will basically be a speed cheat. Also when sprinting via those mods I mentioned you have less control over you character, you can not make sharp turns for example nor can you attack. In the Fallouts your weapon automatically gets put away when you sprint.

When I spoke of combat I mean everything, magic damage included not just weapon damage. So if all melee/range weapons deal extra damage, magic should too.

Perks would be a good idea to make level up your weapons skills matter, but I think every 25 levels is not enough, at least every 20 if not everything 10, something simple like a +10% damage increase each time. It needs to be more because unlike OB only the perks will matter, in OB the stat number and the perk had an effect.

So when you press the block button it just maxes you block skills? Is this how the block works? If so then I see how it would be hard to disable MW blocking, but having both ways feels like a cheat. You gotta figure out some way to stop the auto blocking, but I am of no help to offering advice.

What are you going to do with the jump thing? No other Beth game has such a strict rule on jumping nor do any of the major popular mods for Beths games that I am aware of.

Do arrows have a 100% hit rate also?

When you put up a new version I will try it out and let you know what I think, I am very interested in this mod. You have done very good work so far.

EDIT: Did some more testing. Every time I load a game that I have already configure the settings for on this mod it crashes. I tried loading 3 times with the mod(after having done it once and played with it) and it crash withen 1 second of loading. I used an older save, configured the keys again, play for a bit, then then quick saved, then tried quick loading, crash.

I forgot how running worked in MW, you use fatigue when you run, I think you should not have any jump restrictions because of this, its not like the Fallout's were you can just run all the time. Better yet, I think you should get rid of the fatigue lost for running period only have it for sprint(5 or 6x what running lose was). Doing this will make the sprinting system work similar to the Fallout mods which were nearly seamless integrations into the base game. Of course you will need to make fatigue matter more in other aspects so there is at least a minor penalty for sprinting a lot, for example in the Fallouts your VATS use would be compromised by sprinting a lot(if you used all your AP for sprinting you had none to use for combat), this was not that big a deal, but it was something.

This might not be a big issue for MW I don't know recall how combat is affect by low fatigue (do you get knock down more or any other negative) If there is no negative you could keep the jumping lost tied into this if you disable the fatigue lose while running(it should slowly regen like normal). That would be a minor annoyance but nothing major just like the Vats thing. Of coarse if there is already a combat penalty for having low fatigue in MW then don't do this. I recall in OB having low stamina did not seem to matter. Don't recall if MW is like that.

But the crash bug should be top priority.

EDIT again: What version of MCP should I be using with this mod? I use 1.9, but I was reading about the Beta and it mentions some GMST stuff.

At first thought that seems to be an extremely high amount of fatigue loss. If I did increase the fatigue drain then I would probably have to increase the speed increase that it gives you as well (which is currently 50). I'll try it out and see how it feels but I'm not too sure that increasing it 6x would go over so well with the current fatigue setup.

I can increase the damage of all weapons rather easily thanks to the MW Code Patch, however I can't change the damage of spells without going through a modifying ever single spell individually. That's the main reason why I haven't done so yet. To help give mage characters out I implemented the Magicka Regeneration that Oblivion had. I'm planning on increasing the success rate of all spells however if it's possible ( I believe I saw a GMST for this at some point ), which would increase the deadliness of spells overall.

That's an excellent point. However I believe I may have just thought of a way to increase the weapon damage as the weapon skill gets higher. I'll have to give it a shot sometime which should help m to balance out the weapon skills more.

Yes that's how the current system works. I'm thinking of ways to get around the balance issues already but suggestions are still welcome.

I'm definitely going to drop the number from 25 but I don't believe I'll remove it entirely. It doesn't seem very realistic to me to be able to jump with 0 fatigue.

Yep, projectiles have 100% hit rate as well now.

Thank you for the compliment as well as for the bug report. I'll look into it.

You should be using the latest Beta Version of MCP which is 2.0.

Thats not what happend when I tested, I was not pressing the button and I had multiple auto blocks.

Yep, the auto-blocking is still present but the skill progression of the auto-block has been dropped dramatically.
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matt white
 
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Post » Fri May 04, 2012 12:58 pm

Beside the Fallouts, check out any Fps shooter, like Fry Cry 2 and see how long sprint last, also check out TwoWorlds 2 an open world rpg that has sprint and again see how long sprint lasts. And yes you should increase the sprint speed also. Just have to auto set to like 150 speed whenever you press the button similar to what you did with the block button you should never be able to run as fast as you can sprint. I betcha Skyrim will also have a fairly short sprint time just like most other games with sprint and you can't attack while sprinting(this is already known) sprinting(just like a lot of other games). Don't take my word for it play any of these games/mods.

Not being able to jump or sprint makes sense when you have 0 fatigue.

But you should get rid of the fatigue lose for running, now that you have sprint just have the lose for that, and keep the regen for running. Very few people use walk anyway.

Other than those points which I know I an bringing up again(only because I think the way all those other games/mods do it is the right way and the way you have it now is just a cheat) I think you your ideas for the other fixes are sound. Like I said I will test a new version whenever it comes out(and I am about to test the current version some more).

EDIT: I installed MCP 2.0 Beta(and used all the bug fixs, and alot of other things) and the game still crashes upon loading. This time I made a new char and use regular save and regular load but it still crashed. Also I tried loading another game that I had not yet set the buttons for and it crashed.

Also I picked"Tthe steed" for my new pc, so I was much faster to start with. The Sprint speed is much too low, it should be double, maybe tripled. Its not even sprint its just slightly faster runing. The same way you did the block button do with the sprint, just set the pc speed at 150 when they press the button.

I am willing to test more as I am very interested in this mod, but until that bug is fixed it just not happening. For mods I am using MW overhauled, Star-lights npcs and COM. And the official plugins.
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FABIAN RUIZ
 
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Post » Thu May 03, 2012 11:32 pm

Beside the Fallouts, check out any Fps shooter, like Fry Cry 2 and see how long sprint last, also check out TwoWorlds 2 an open world rpg that has sprint and again see how long sprint lasts. And yes you should increase the sprint speed also. Just have to auto set to like 150 speed whenever you press the button similar to what you did with the block button you should never be able to run as fast as you can sprint. I betcha Skyrim will also have a fairly short sprint time just like most other games with sprint and you can't attack while sprinting(this is already known) sprinting(just like a lot of other games). Don't take my word for it play any of these games/mods.

I just got done testing the sprint in-game and I see what you mean. I still want to play-test this a bit more but I will probably end up increasing both the speed and fatigue drain. Currently the sprint is added on-top of whatever your current speed is rather than simply setting it at a particular number. This allows sprinting to help both higher and lower level characters rather than helping lower level characters more.

Not being able to jump or sprint makes sense when you have 0 fatigue.

This has been fixed for the next version. Although rather than 0 I had to use 10 in order to prevent the player from collapsing too often from fatigue loss.

But you should get rid of the fatigue lose for running, now that you have sprint just have the lose for that, and keep the regen for running. Very few people use walk anyway.

I meant for it to force more people to walk, for the sake of realism. If you think about it, constantly running everywhere would make you tired. However I feel like maybe I ought to drop the fatigue drain from running a little if I'm going to make sprint use so much more fatigue.

Other than those points which I know I an bringing up again(only because I think the way all those other games/mods do it is the right way and the way you have it now is just a cheat) I think you your ideas for the other fixes are sound. Like I said I will test a new version whenever it comes out(and I am about to test the current version some more).

Fair enough. Hopefully I'll be able to post an update within a few days.

I am willing to test more as I am very interested in this mod, but until that bug is fixed it just not happening. For mods I am using MW overhauled, Star-lights npcs and COM.

Working on a fix for that, but I have a feeling it's going to require something big.
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ruCkii
 
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Post » Fri May 04, 2012 8:22 am


I meant for it to force more people to walk, for the sake of realism. If you think about it, constantly running everywhere would make you tired. However I feel like maybe I ought to drop the fatigue drain from running a little if I'm going to make sprint use so much more fatigue.

Realism is only good when it makes the game more fun, besides in real life humans are naturally one of the top distance runners in the world. Top human runners can out run a horse over long distances. And this is a fantasy game so things should be even more extreme. If in the real world a top runner can run for hours and hours, why in a fantasy game can a person only run for a few minutes and get tired? And again I point to the other games I mention, they allow you to run with out a drain on stats while recovering stamina/ap which is used for sprint. I don't know how hard this is to program, I would email the makers of FWE and Project Nevada, as they did a fantastic job of implementing sprint into there games, there is even camera wobble and heavy breathing sounds(as you run low on ap/stamina). In addition to a set sprint run speed,no attacks while sprinting and less control. I would inageing they could offer some scripting insites. As for helping both high and low level charcters thats simple, low level character can't sprint as long because they have less stamina while high levelers can sprint longer because they have more. Again thats how it works in TwoWorlds and the Fallout mods, sprint speed is always the same but as you get higher in level and stats you can sprint longer. This also keeps things balanced, having a set sprint speed.

Have you played these mods? Skyrim sprint also has camera wobble and no attacks what sprinting and is quite fast(based on the video, similar to the Fallouts or most other games that have sprint). Also if you lose stamina while go about your everyday exploring you won't be able to use sprint much at all(whats the fun in that).

Its a little odd in MW because the game was not design with Sprint in mind, even though the Fallouts were not, the based systems makes in a simpler task to add it in a balanced way.
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Kelvin
 
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Post » Thu May 03, 2012 11:06 pm

@Kefka: Very good point. I'll be looking into putting in camera wobble effects toward the final release but I want to get the other features put in before then.

Anyways, GV has been officially updated to Beta V.1.1.

Hope everyone likes the changes -> http://www.tesnexus.com/downloads/file.php?id=37977
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Paul Rice
 
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Post » Thu May 03, 2012 9:28 pm

@Kefka: Very good point. I'll be looking into putting in camera wobble effects toward the final release but I want to get the other features put in before then.

Anyways, GV has been officially updated to Beta V.1.1.

Hope everyone likes the changes -> http://www.tesnexus.com/downloads/file.php?id=37977
Is this the same version I have been doing the testing for?
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Yvonne Gruening
 
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Post » Fri May 04, 2012 9:03 am

Yep, only the speed of the sprint has been lowered back to 75.
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IsAiah AkA figgy
 
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Post » Thu May 03, 2012 9:08 pm

Interesting mod... :)

I just read your mod's PES page, and thought of something...
If you would like to add more scripted spell effects, you could try these.
These were some ideas for a mod I had awhile back, but never used.

1.) Light spells burn vampires:
A vampire NPC being affected by a light spell triggers a script that hits him with a bit of fire damage.

2.) Silent walking:
Deliberately affecting yourself with a silence effect moderately fortifies your stealth ability score.

So what do you think?
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Nadia Nad
 
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Post » Fri May 04, 2012 1:47 am

I like both of the ideas. Especially the vampire burning effect.

I'll try to work on spells as soon as possible, however my next big step is overhauling the creatures to be more deadly and Oblivion like.
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Nichola Haynes
 
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Post » Thu May 03, 2012 10:32 pm

Glad you like them. :)
I've been sitting on both ideas for a long while, and never got around to using them.
I figured they'd make a good addition to your mod, so I suggested them. ;)

Morrowind is one of my favorite games ever, for a number of reasons.
Sadly, the fighting system isn't one of them. :(

I'd been following Fliggerty's Better Battles, but since he's been busy with other projects,
that probably won't be coming out for a long time...

I'll be keeping an eye on your project announcements.
This project sounds like it could be very good when it's done...
I happily await your finished RELz. :D
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Robert DeLarosa
 
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Post » Fri May 04, 2012 11:16 am

assuming you have heard of the realistic combat mod it is like this and has the same feature mostly but one cool feature it has are the sounds it adds for firing a bow and sounds of the weapon hitting armor. are you thinking of adding the same or any improvements to sound effects. replacing the continues repeating sounds that drive me nuts wile fighting
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Clea Jamerson
 
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Post » Fri May 04, 2012 9:11 am

Yes, I do actually have plans to improve the sound effects of the game much like Realistic Combat has :). I also want to improve the sound effects of the magic system as well.
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Maya Maya
 
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Post » Fri May 04, 2012 1:49 am

Yes, I do actually have plans to improve the sound effects of the game much like Realistic Combat has :). I also want to improve the sound effects of the magic system as well.
That would be awesome for sure :)
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Scarlet Devil
 
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Post » Fri May 04, 2012 12:22 am

I've been noticing the crashes Kefka mentioned are appearing in my game now as well. I'm guessing it has something to do with the start scripts.
It's starting to become a serious problem.
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helen buchan
 
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Post » Fri May 04, 2012 11:48 am

A fix is on the way. I'm really close to uploading the next version. Just need to work out some last minute bugs and fine tune a few new sound effects.
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Carlitos Avila
 
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