[RELz] Less Knockback

Post » Fri Feb 18, 2011 9:14 pm

== Less Knockback ==

By default there is a strong knockback effect when you hit enemies so they slide back from you. I think that this effect is far too strong and makes fighting single enemies ridiculously easy in some cases. They never land a hit because they're knocked back five metres everytime they come close and you hit them. This mod cuts the power of the knockback effect in half. You will still be able to knock enemies back a bit, but they won't go sliding through the whole room.


= Installation =

Put the PTLessKnockback.esp into you Oblivion\Data folder and activate it.


http://www.youtube.com/watch?v=KmOaax84O6M

http://www.tesnexus.com/downloads/file.php?id=31788
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Lakyn Ellery
 
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Post » Fri Feb 18, 2011 9:39 pm

That is awesome, thank you.
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Marcus Jordan
 
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Post » Fri Feb 18, 2011 9:00 pm

I've never noticed this effect in game. I assume that must be something that Realistic Force does? Been using it since before I can remember. I had actually forgotten that it has a .esp and not just skeletons to improve dead creatures' gravity response, heh...

Speaking of which, I'm unquestionably going to be installing Deadlier Creatures before my next run, but I don't want to lose my heavier creatures. (And I think my ability to grab them is from the same source? Again, I honestly forget what it's like without that one... been using it since before I had finished any of my own!)
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dell
 
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Post » Sat Feb 19, 2011 3:05 am

I've never noticed this effect in game.


Same. Maybe my characters aren't heavy enough hitters but I don't get the effect shown in the video.

Sometimes I DO slide goblins or human types back enough *just* enough that their counterattack doesn't hit, but enemy strikes will slide me back for the same effect regularly.
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David John Hunter
 
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Post » Fri Feb 18, 2011 10:43 pm

Speaking of which, I'm unquestionably going to be installing Deadlier Creatures before my next run, but I don't want to lose my heavier creatures. (And I think my ability to grab them is from the same source? Again, I honestly forget what it's like without that one... been using it since before I had finished any of my own!)
Deadlier Creatures should be compatible with Realistic Force, I think, because it appears that DC only changes animations, and Realistic Force only changes skeletons.
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Erin S
 
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Post » Sat Feb 19, 2011 8:23 am

Deadlier Creatures should be compatible with Realistic Force, I think, because it appears that DC only changes animations, and Realistic Force only changes skeletons.

Oh! All that talk about moving bones, I figured skeletons were involved. :P Still curious about the force effect, though, since Tamalak hasn't seen it either. Maybe Fran's and OOO both also tweak this? (I've used each, individually.)
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Rusty Billiot
 
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Post » Fri Feb 18, 2011 10:14 pm

Oh! All that talk about moving bones, I figured skeletons were involved. :P Still curious about the force effect, though, since Tamalak hasn't seen it either. Maybe Fran's and OOO both also tweak this? (I've used each, individually.)


I use OOO-Full. That's the only thing that might affect knockbacks.
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Scott
 
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Post » Sat Feb 19, 2011 9:24 am

I use Fran's myself, it doesn't change that. But maybe OOO, never used it. Would be pretty easy to look up since it's just a game settings tweak (with completely wrong or no descriptions on the Wiki, I should change that). It is not so obvious for all creatures, the zombie definitely stands out among the rest.

I think realistic force changes the rigid body mass settings. Since I don't know the exact formula for the knockback effect it could very well be that it depends on the mass of actors. Would make sense, I doubt that any creature stats effect the knockback force since there is no stat that is always high for large creatures and always low for small creatures. I have used RF myself, but not since I play the game and notice things like this. Maybe I should download and see whether it makes this mod obsolete if installed.

And yes, Deadlier Creatures only changes animations and thus is 100% compatible with RF.
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Sabrina Schwarz
 
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Post » Sat Feb 19, 2011 8:02 am

Well, according to TES4Edit, Neither OOO, nor Frans, nor Realistic Force Low change any of the settings that this mod alters.
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Karl harris
 
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Post » Sat Feb 19, 2011 1:56 am

Well, according to TES4Edit, Neither OOO, nor Frans, nor Realistic Force Low change any of the settings that this mod alters.


The changes to the skeleton.nifs (increasing mass of the rigid bodies) of the various creatures Realistic Force introduces could be the reason why the knockback effect is reduced. So nothing you could track with TES4Edit. I downloaded the mod, will try later to see whether it reduces the effect.
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Lisha Boo
 
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