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?