[REL] Oblivion like combat tweaks (part of MEN project)

Post » Thu Jan 15, 2015 4:57 pm

No description, read the readme file (skip 'details and inner workings' section wall of text if you are not interested enough):

https://www.sendspace.com/file/s8cx90

It's a beta because I've only tested it for an hour in game, so let me know if you find any bugs or balancing issues. OpenMW is close, so this plugin is just a temporary solution before real combat overhauling will be possible. Any critic and balance suggestion will be appreciated.

User avatar
roxxii lenaghan
 
Posts: 3388
Joined: Wed Jul 05, 2006 11:53 am

Post » Thu Jan 15, 2015 7:07 pm

Gosh :ohmy:
User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Thu Jan 15, 2015 5:19 pm

I won't use it for a single very simple reason: my setup is made of mods-not made by me-and settings which create the same exact experience.In fact,I am not surprised at all to be listed in the Credits section of this mod.

What I want to tell everyone is this-if it works as intended,download and install it now.
It should be one of the top5 Morrowind mods ever - easily.
User avatar
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Thu Jan 15, 2015 8:26 pm

Wait. What just happened?

User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Thu Jan 15, 2015 8:41 am

Cool .... trying it now

User avatar
!beef
 
Posts: 3497
Joined: Wed Aug 16, 2006 4:41 pm

Post » Thu Jan 15, 2015 8:48 pm

Just 3 additions I suggest to this amazing compilation of mods,ideas and tweaks:
-1 second with 100% block chance is a bit too long, if you ask me 0.5s is much better, maybe even lower, otherwise you can always time your blocks too easily and block EVERYTHING. Also, strip out the 0.5s you mention that is needed for the 100% block chance to trigger after you start keeping sneak key pressed.
-a very important tweak: make stamina matter: set penalties to the player character according to how much stamina is left. In my setup,I used Adul advanced combat's penalty portion as a framework,and tweaked it in the CS to assign gradual penalties and vulnerabilities to the player...fighting becomes a series of tactical choices then,because you can not spam blocks or power attacks-thanks to this Logitech mod, they consume much stamina,even though Logitech could also make stamina consumption triple and not only double.-... if you do not apply stamina penalties, instead, players will be able to spam blocks and power attacks, since stamina does not have the strong meaning it had before,since with this mod you can always hit...
-just a question for you: creatures are also affected,right?I mean,they have 100% hit chance and have the damage resistance to whatever weapon you have drawn,according to your weapon skill in that weapon,right?-higher resistance if you have low skill,lower if you have higher.
-I advise to use Combat enhanced mod together with this mod for the best experience.It is important for an other tweak too:enemies will block very often with this Logitech mod,so MW Enhanced and Combat enhanced let you halve their block chance-just read Combat Enhanced readme in order to do that.
Have a look at Hitto Combat Enhanced mods too,and tweak them in order to accomodate 100% hit chance-so,in the CS everytime you find edits to attack bonus,change that to Strength bonus.
These Hitto mods let you have more tactical options in combat than just Combat Enhanced perks combos-you will be able to do jump attacks and charge attacks.Tweak attack bonus and set Strength bonus,as I said earlier.
Add Stealth enhanced mod for stealth, and you have a modern game even for that. Accommodate bonuses for stealth attacks even in that mod,though.
User avatar
Manny(BAKE)
 
Posts: 3407
Joined: Thu Oct 25, 2007 9:14 am

Post » Thu Jan 15, 2015 11:37 pm

Excellent project!

I'm a fan of these game features, I remember running CEDP sometime back and noticed that the mod did not fully work 100% to it's potential then mainly from Morrowind's own engine limitations and some overlooked changes that had to be made on the author's part as well. Glad to see this work being done.

I'm planning to start a new playthrough for resource purposes of alpha testing some of my own projects and I'm planning to test out and eagerly play around with your mod.

User avatar
lilmissparty
 
Posts: 3469
Joined: Sun Jul 23, 2006 7:51 pm


Return to III - Morrowind