[Relz] Marksman Challenge Alpha 1

Post » Mon Apr 18, 2011 2:40 pm

Marksman Challenge Alpha 4
Requires OBSE 17a+

Think it's kinda strange that your novice Marksman can hit a target dead on at 100 yards every time? Run backwards and fire arrows? Stand in a melee fight with your bow?

This mod fixes all of these!!! All options are fully configurable with the ini file.




Features:
Your arrows have a random offset added to them based on marksman skill (Higher Marksman skill = smaller random offset)

Moving will increase the penalty (this penalty can be mitigated by high agility). You must stand still for 2 seconds for the movement penalty to go away.

Take Aim - If you nock an arrow and hold it without moving you can improve your shot by aiming carefully

No running with an arrow nocked. (Allows running with arrow nocked if your marksman skill is high enough)

No moving backwards with arrow nocked

Chance of stagger from enemies attacking you at short range. If an Enemy is attacking your from short range he has a high chance of staggering you while you are drawing the bow (and a lower chance of staggering you while the arrow is nocked). This is mitigated by high agility.

Wind effects
- The wind will move your arrows based upon the wind speed, wind direction and your facing.
- a random wind direction is created each time the weather changes and will always push your arrows that way.
- If you fire directly with the wind (or against) you will see no effect
- If you fire perpendicular to the wind you will see max effect
- personally, I don't like how this ended up working out, I would like YOUR feedback


All features can be turned on/off/scaled in the ini file


Download
http://www.tesnexus.com/downloads/file.php?id=25533

Forum
http://www.gamesas.com/bgsforums/index.php?showtopic=1009223


Install
Unzip to your data file or create Bain Package or create OBMM omod

Uninstall
Remove the esp and \ini\MarksmanChallenge.ini

See Ini file for more info on calculations

Compatibility Problems:
Any OBSE mod that uses the DisableControl/EnableControl to control running. backwards movement, or use is a "Potential" problem. It will only be problem if those mods were not designed to be used with other mods that use the same commands. Most mods work just fine. The only mod I have noticed a real problem with is Zumbs OBSE. My patched "ZumbsLockpickingMod - OBSE.esp" is available for download (it includes the fix to Zumbs EnableControl spam as well as couple other bugs and message spam).

If you use the COBL Denock arrow feature, I suggest you use my COBL_DeNock_Fix.esp. This fixes the animation error that is possible when denocking an arrow by making the unequip process complete before you can re-nock an new arrow.

Change Log

Alpha 4
NEW!! - Added stagger system. If there is an enemy attack you at short range then there is a chance that you will be staggered and have to redraw the arrow. This is to simulate the difficulty fighting a melee enemy with a bow.

FIX! - Arrows are now adjusted faster. - in previous version the arrow direction was not updated for up to .25 seconds. They are now adjusted as soon as OBSE detects the arrow has been fired. This is [3 + TRUNC (Framerate/15)] Frames

Code changed a bit to execute faster


Alpha 3
Major : Script rewritten from scratch to optimize with all the new features (since alpha 1). REQUIRES NEW INI FILE
Added : Take Aim. Nock and arrow and hold it (without moving) to improve the accuracy of your shot
Added : Running with arrow nocked at master Marksman option
Added : No moving backwards with arrow nocked option



Alpha 2
Added all kinds of features




-dan
User avatar
Mandy Muir
 
Posts: 3307
Joined: Wed Jan 24, 2007 4:38 pm

Post » Tue Apr 19, 2011 6:38 am

Great idea! You've just been http://www.gamesas.com/bgsforums/index.php?showtopic=872035&st=0#entry12718371 :goodjob:

CC
User avatar
Siobhan Wallis-McRobert
 
Posts: 3449
Joined: Fri Dec 08, 2006 4:09 pm

Post » Mon Apr 18, 2011 10:45 pm

Wow, im going to give this a go, its a very immersive and creative idea. Mabye you could add the same effects for npcs :whistle: :D
User avatar
Leah
 
Posts: 3358
Joined: Wed Nov 01, 2006 3:11 pm

Post » Mon Apr 18, 2011 5:38 pm

Wow, im going to give this a go, its a very immersive and creative idea. Mabye you could add the same effects for npcs :whistle: :D


I have no idea where to even start on that. Check out the code. If you see how that could be implemented on NPCs let me know. I did this based off of Tekuromoto excelent work for Range-Based Skill Progression.

-dan
User avatar
Scared humanity
 
Posts: 3470
Joined: Tue Oct 16, 2007 3:41 am

Post » Mon Apr 18, 2011 4:48 pm

Thanks,

I have just installed it, and will give it a go. But I have a minor request; Could you change the location of your ini file from "_xdan" to "Ini", as discussed in http://www.gamesas.com/bgsforums/index.php?showtopic=992755&hl= thread?
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Tue Apr 19, 2011 6:08 am

Sweet! Definitely going into my load order.

Your help/example was very useful. I have the alpha version released (only about 4 hours, not too bad) :)

Glad I could help. I had a look at the script to see how you did it - I was having visions of fancy offset calculations and continual position adjustments. Your method of just adjusting the angle at the outset is very elegant, no fuss no muss!

The only thing I'd suggest to change would be to use GetAV instead of GetBaseAV. My understanding is that using GetBaseAV won't give you any benefit for having items/spells/abilities that boost your marksman skill.

[edit] Oh, speaking of the ini file, I noticed another thing: loading the ini should be inside a http://obse.silverlock.org/obse_command_doc.html#GetGameLoaded block; putting it inside a do-once style block prevents any changes the user might make from being loaded on subsequent game loads.
User avatar
ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Tue Apr 19, 2011 1:48 am

The only thing I'd suggest to change would be to use GetAV instead of GetBaseAV. My understanding is that using GetBaseAV won't give you any benefit for having items/spells/abilities that boost your marksman skill.


thanks. just made that change, it'll show up in the next version.

Do you know how I can detect when the player is in "zoom" mode. I need to scale to offset to give you the same apparent error, but I have no idea how to identify when you are in that state.

-dan
User avatar
Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

Post » Tue Apr 19, 2011 6:27 am

I want to add in a couple more Marksman related effect. What do people think about these.

No running with arrow notched (can be enabled/disabled in the ini)

Better aim if not moving (reduces the error by amount oconfigured in the ini - default 50%)

Worse aim in the rain?


Anything else that might make archery a bit more immersive/fun.

-dan
User avatar
Mélida Brunet
 
Posts: 3440
Joined: Thu Mar 29, 2007 2:45 am

Post » Tue Apr 19, 2011 4:56 am

thanks. just made that change, it'll show up in the next version.

Do you know how I can detect when the player is in "zoom" mode. I need to scale to offset to give you the same apparent error, but I have no idea how to identify when you are in that state.

-dan

Bah, I'm posting as you're posting; see my edit above, too.

I'm not sure if you can check the FOV before and after shooting? Or maybe poll for the attack and block keys both being pressed when the arrow is nocked?

I want to add in a couple more Marksman related effect. What do people think about these.

No running with arrow notched (can be enabled/disabled in the ini)

Better aim if not moving (reduces the error by amount oconfigured in the ini - default 50%)

Worse aim in the rain?


Anything else that might make archery a bit more immersive/fun.

-dan

I like the first two; maybe not worse in the rain, but definitely in wind. I'm not sure if you can detect wind with the OBSE weather functions though; I've never checked.

[edit] Okay, thinking more about zoom mode: adjustments shouldn't be necessary. Zoom mode is just a field-of-view change. If you're tweaking the arrow's firing angle at the moment of launch, I don't think that it would that need to change because the user has an adjusted field of view.

Try Set FOV xx SetCameraFOV xx in the console and you'll see what I mean; default is 75. If you boost it one way or the other it'll look like you're zoomed in or pulled back.
User avatar
Add Me
 
Posts: 3486
Joined: Thu Jul 05, 2007 8:21 am

Post » Tue Apr 19, 2011 7:09 am

Bah, I'm posting as you're posting; see my edit above, too.

I'm not sure if you can check the FOV before and after shooting? Or maybe poll for the attack and block keys both being pressed when the arrow is nocked?


block key. that will do it.

dan <- not so smart

thanks for the tip on the game loaded. I'll put that in too.


-dan
User avatar
glot
 
Posts: 3297
Joined: Mon Jul 17, 2006 1:41 pm

Post » Mon Apr 18, 2011 9:59 pm

you are really makings some nice mods right now!
for npcs you could maybe try getprojectile and bump it a little?
or do similar to what Spookyfx did for arrows missing the player, and put temporarily adjust their targeting to a ivisible target slightly offset from the player (instead of beside the player so that they miss but offset so that there is a chance of missing?)
Pacific Morrowind
User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Tue Apr 19, 2011 4:02 am

Ah-ha!

http://obse.silverlock.org/obse_command_doc.html#GetWeatherWindSpeed, which you'd probably have to use in conjunction with GetCurrentWeatherID.
User avatar
Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

Post » Mon Apr 18, 2011 5:34 pm

looks like a very cool idea :goodjob:.
but there might be some balance issues. marksman is already balanced by the severe damage decrease in low skill level, adding missed shots on top of it weakens the starting marksman even more.

disabling running when aiming doesn't sound that realistic, you can run with a notched arrow after all... but it will interfere with your aim.
User avatar
Danny Blight
 
Posts: 3400
Joined: Wed Jun 27, 2007 11:30 am

Post » Mon Apr 18, 2011 5:11 pm

looks like a very cool idea :goodjob:.
but there might be some balance issues. marksman is already balanced by the severe damage decrease in low skill level, adding missed shots on top of it weakens the starting marksman even more.


I do use FCOM_Archey with increases bow damage by 50% so that does help offset the problem. I just think it makes it more interesting adds more reward for your hard earned archery skill.

disabling running when aiming doesn't sound that realistic, you can run with a notched arrow after all... but it will interfere with your aim.


Ehh last time I used a bow (boy scout camp long time ago), I could barely hit a target 20 yards away when I was standing still and NOT being attacked by a bear :)
. . . But its all configurable


-dan
User avatar
Trish
 
Posts: 3332
Joined: Fri Feb 23, 2007 9:00 am

Post » Tue Apr 19, 2011 4:15 am

Thanks for sharing and the linky, will add this to the list! ! ! ! !
User avatar
Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Tue Apr 19, 2011 3:26 am

Ah-ha!

http://obse.silverlock.org/obse_command_doc.html#GetWeatherWindSpeed, which you'd probably have to use in conjunction with GetCurrentWeatherID.


I want the arrows to behave in a reliable way due to wind.

Is there a way to get wind direction? Or should I just pick a direction at random for the wind and use that as the wind direction till the weather changes?


-dan
User avatar
Ryan Lutz
 
Posts: 3465
Joined: Sun Sep 09, 2007 12:39 pm

Post » Tue Apr 19, 2011 9:15 am

Maybe have Agility affect how good you are at aiming while moving?
User avatar
Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Mon Apr 18, 2011 9:41 pm

Maybe have Agility affect how good you are at aiming while moving?


I like the idea. Will add something like that in. Just as soon as I figure out the damn wind :)

-dan
User avatar
Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Tue Apr 19, 2011 4:11 am

Ehh last time I used a bow (boy scout camp long time ago), I could barely hit a target 20 yards away when I was standing still and NOT being attacked by a bear :)
. . . But its all configurable

I can hit a deer at 200ft with a rock but I don't yet have a bow... been meaning to they've been eating my apple trees and I think that is only fair if I can eat them and the rocks don't really do much damage to them (I mean if I hit them in the eye but... no way am I that good of aim).
on topic: I like configurable.
Pacific Morrowind
User avatar
Madeleine Rose Walsh
 
Posts: 3425
Joined: Wed Oct 04, 2006 2:07 am

Post » Tue Apr 19, 2011 4:47 am

I don't know that there is a wind direction in Oblivion... I've never seen the trees all bending the same way so much as whipping about like they're in a cyclone.
User avatar
LuCY sCoTT
 
Posts: 3410
Joined: Sun Feb 04, 2007 8:29 am

Post » Tue Apr 19, 2011 1:19 am

I don't know that there is a wind direction in Oblivion... I've never seen the trees all bending the same way so much as whipping about like they're in a cyclone.



well I got the wind stuff working and well . . . I hate it.

At least with my weather mods it is too crazy (either no affect or way to much affect) and it changes way to fast. Maybe with some wind exponents I could bring it into line. I will include it in the next alpha release to see if anyone else likes it, but I think its going to get taken out.

-dan
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Tue Apr 19, 2011 3:33 am

Alpha 2 is now available for dowload at tesnexus.

See front page for new features.

-dan
User avatar
Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Mon Apr 18, 2011 8:31 pm

Really loving this! Feels really first-person-shooter but keeps to the RPG aspects by making all the affects reverseable through skill progression. I really like mods like this that make the Marksman skill what it really is, and not a weird number that somehow increases the damage of your arrows...

Maybe make running with notched arrows an Expert or Master Marksman perk?
User avatar
Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am

Post » Tue Apr 19, 2011 6:46 am

Really loving this! Feels really first-person-shooter but keeps to the RPG aspects by making all the affects reverseable through skill progression. I really like mods like this that make the Marksman skill what it really is, and not a weird number that somehow increases the damage of your arrows...

Maybe make running with notched arrows an Expert or Master Marksman perk?


I like the option for running with arrow as a perk. I'd be happy to implement it for you. What do you think? Expert or Master

-dan
User avatar
Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Tue Apr 19, 2011 2:31 am

I think Expert is enough. Thanks loads!
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Next

Return to IV - Oblivion