[RELz] Improved Hand-to-Hand v1.2

Post » Tue May 17, 2011 9:20 am

Thanks for the bug report. :goodjob: I found the cause of it and am releasing an update accordingly.

v1.3

-- Fixed a bug that caused a potential "divide by zero" error

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Lizs
 
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Post » Tue May 17, 2011 6:00 am

Hurt by hitting, it was something I did not like. Now that is optional, I can enjoy it. Thank you very much. :)
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megan gleeson
 
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Post » Tue May 17, 2011 1:59 am

Fliggerty, I'm testing version 1.3 and the problem I have is I can not adjust the variable fl_in_chance (do not recognize or can not find it). In addition, sometimes hand to hand is disabled, to be exact, only allows me to cast spells. I'm using the latest version of MGE.
Can anyone else verify this too?
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Haley Merkley
 
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Post » Tue May 17, 2011 11:21 am

I'm a fool... The variable is fl_ih_chance, right?. But in the readme puts fl_in_chance...
And Fliggerty, you mention this:
''This will conflict with mod that alters the way hand-to-hand combat is handled''
Is this mod compatible then with MCP? Because it offers the option to increase the damage inflicted with hand to hand. Should I disable it?. So far, everything seems fine. Thanks again for the mod. :celebration:
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helliehexx
 
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Post » Tue May 17, 2011 6:30 am

I would not really consider the MCP to be your normal mod. The MCP only changes what Hand to Hand uses to determine damage dealt. It should work fine with the MCP. :)
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Kanaoka
 
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Post » Tue May 17, 2011 1:28 am

I think a bug occurs if you have swift casting (from the MCP) and this mod enabled. I tried to punch a rat, but apparently I hit the floor instead, so my hand got broken. The thing is, no matter what I did, it kept telling me to put my hands down even though I didn't have them up. Now my guy is on the floor with like -350 fatigue and the message keeps telling me to put the hands down.

EDIT: I don't even know if it has to do with it anymore, but the thing is, now I can't even make my character get off the combat stance.
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Katie Pollard
 
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Post » Tue May 17, 2011 2:01 am

I wonder if Fliggerty plans to make Improved Hand-to-Hand v1.3.
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Blaine
 
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Post » Tue May 17, 2011 5:31 am

I can't imagine what about MCP's quick casting could possibly conflict with this, unless it somehow breaks the function of GetSpellReadied. If that is the case, there isn't really anything I can do about it...you would just have to disable the hand-breaking aspect of this mod.
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Emily abigail Villarreal
 
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Post » Tue May 17, 2011 1:03 am

you would just have to disable the hand-breaking aspect of this mod.

Errr... How might one go about doing that? :unsure:
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Gracie Dugdale
 
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Post » Tue May 17, 2011 2:40 am

RTFM! ;)
To change the chance of having your hand break, all you need to do is change the global
variable fl_in_chance. The default setting is 5; lower values increase the chance of
it breaking, higher values decrease it. Setting it to 0 will disable hand breaking
altogether.

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Joey Avelar
 
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Post » Mon May 16, 2011 11:26 pm

I happened to start a HTH character recently, so it was nice to find this mod. The problem is that it does nothing to change the total damage, so even if I use something like 50% damage to health and 50% to fatigue, damage to health is way too high. Foryn Gilnith will one-shot pretty much any starting character. What would be best is to have a variable for damage to health and another for fatigue, with the remaining percentage discarded.
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joseluis perez
 
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Post » Tue May 17, 2011 5:25 am

Man, I'm not sure if this mod is the one that causes this, but most of the time people end up doing more damage to me with their bare hands than with a weapon...
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Emily Shackleton
 
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Post » Tue May 17, 2011 9:40 am

Man, I'm not sure if this mod is the one that causes this, but most of the time people end up doing more damage to me with their bare hands than with a weapon...

HTH damage is balanced for fatigue damage, and you typically have a much longer fatigue bar so a LOT of damage is done. This mod transfers all of that damage over to health by default.
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Ashley Hill
 
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Post » Tue May 17, 2011 9:36 am

I can't imagine what about MCP's quick casting could possibly conflict with this, unless it somehow breaks the function of GetSpellReadied. If that is the case, there isn't really anything I can do about it...you would just have to disable the hand-breaking aspect of this mod.


Ah, about this, I figured that it didn't have to do with quick casting, but it was because I had pressed the 0 hotkey, making hand to hand equipped. That, plus the button locking made the bug appear.

Also, I'm having a problem. Apparently hand breaking got bugged in some other way and even when I rest multiple days, my hands never heal and my weapon drawn button is never unlocked. Disabing the mod, loading, and activating it again didn't work (it was still locked when I loaded without the mod), so, is there a way to unlock the weapon draw function key via console?

I tried using the hotkeys to draw weapons or hand to hand, and even though that DOES make my character draw the weapon, it doesn't unlock the key.
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Pete Schmitzer
 
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Post » Tue May 17, 2011 10:55 am

HTH damage is balanced for fatigue damage, and you typically have a much longer fatigue bar so a LOT of damage is done. This mod transfers all of that damage over to health by default.

Which is why I included the option to balance the damage between health and fatigue. It's outlined in the readme.

Ah, about this, I figured that it didn't have to do with quick casting, but it was because I had pressed the 0 hotkey, making hand to hand equipped. That, plus the button locking made the bug appear.

Also, I'm having a problem. Apparently hand breaking got bugged in some other way and even when I rest multiple days, my hands never heal and my weapon drawn button is never unlocked. Disabing the mod, loading, and activating it again didn't work (it was still locked when I loaded without the mod), so, is there a way to unlock the weapon draw function key via console?

I tried using the hotkeys to draw weapons or hand to hand, and even though that DOES make my character draw the weapon, it doesn't unlock the key.


It sounds like you somehow skipped the EnablePlayerFighting call in the script. Try putting that command in the console.
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kennedy
 
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Post » Tue May 17, 2011 11:02 am

Which is why I included the option to balance the damage between health and fatigue. It's outlined in the readme.

I read the readme. Health damage is still way too high even if you have it at something like 50/50. If I have to set it at like 75% to fatigue in order to not break the game, your mod just isn't doing much.
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Chloé
 
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