[RELz] Phitt's Phighting Phixes

Post » Tue Mar 08, 2011 9:36 pm

Abbreviations for the win!

== Phitt's Phighting Phixes v1.01 ==

REQUIRES OBSE!

by Phitt and Tejon

ATTENTION: If you have v1.0 installed you don't need to overwrite your ini. Just overwrite the esp and you're set. No need to readjust everything in case you did, the ini is the same as before.

This mod combines enhanced versions of all my small combat tweaks into one larger mod with an ini file. Mods included are 'Damage Multiplier', 'Actors Care', 'Door Exploit Begone', 'Less Knockback' and 'No Running while using Spells or Bows'. The latter also replaces 'No running backwards' (not made by me) if you have a mod like that loaded. If you have any of these mods you can delete them and use this one instead. You can tweak or disable/enable any part of the mod in the ini file at any time.


DAMAGE MULTIPLIER

As the game progresses, health totals rise faster than combat damage. This leads to long fights. In addition to becoming tedious, high-level fights can feel non-challenging because you have so much time for tactical decisions like healing or escape. The difficulty slider can only solve half the problem at a time, because it treats the player differently from everyone else: turn it down and fights get shorter but even less challenging; turn it up and fights get harder but last even longer.

DamageMultiplier gives a uniform adjustment to damage done both to the player, and caused by the player. It works for all kinds of damage - spells, weapons, creatures, hand to hand damage etc. The difficulty slider still functions as normal.

Note that the damage multiplier is off by default so you will do vanilla damage unless you adjust the ini.

Important information for modders (skip this of you only play). If one of your mods causes damage with a script which you do not want adjusted, you can use the following line without caring whether DamageMultiplier is actually active or even loaded:

RunScriptLine "set ppp.xDMexception to ppp.xDMexception + %f" amount

...where 'amount' is a float representing the amount of damage to be ignored. Each frame, xDMexception is subtracted from the calculated damage to the player and then cleared. Bounds checking is performed, so negative values don't cause extra damage.


ACTORS CARE

After combat begins, the range at which actors can detect the player is increased. This prevents moving just close enough to a group that one enemy engages you while the others scratch their heads then return to conversation.


DOOR EXPLOIT BEGONE!

Allows more actors to follow the player through a loading door in combat, and reduces the time they take to do so, preventing a big group of enemies from splitting up just because of those scary doorknobs.


LESS KNOCKBACK

Oblivion causes actors to skid backwards when struck. For actors with low agility (like zombies or some NPCs for example) this effect is completely overpowered and causes ridiculous visual effects on one hand and makes it too easy to defeat them on the other hand. 'Less Knockback' takes care of that by reducing the effect.


LIMITED MOBILITY

Normally you can run at full speed in any direction. Many find this to be unrealistic, not to mention unbalancing when combined with ranged attacks. With 'Limited Mobility' you can disable running backwards and/or while strafing. Alternately, you can limit yourself to one or two quick steps at a time. There are several other actions which might seem unrealistic or just too good to be performed while running, like drawing and aiming a bow, casting a spell, putting a weapon back into the sheath etc. 'Limited Mobility' gives you full control over limitations for all the various actions in the ini file.



= Installation =

Put the 'Phitt's Phighting Phixes.esp' and the 'ini' folder into your Oblivion\Data folder. Activate the esp in the launcher menu or OBMM (or wherever you activate your esps!).



= Credits =

Tejon for combining all the mods into one and enhancing them (his scripts look like QTP3 for nerds!)
Phitt for the initial mods and the totally awesome ideas
The OBSE team for making Cyrodiil a better place


= Changelog =

v1.0

- initial release

v1.01

- fractional per frame damage is now counted in by the Damage Multiplier
- updated readme to explain mod interaction variable



= Compatibility & Bugs =

If you switch between saves with a different damage multiplier applied during a game session the difficulty might be off. So don't do that.



http://www.tesnexus.com/downloads/file.php?id=32651
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M!KkI
 
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Post » Wed Mar 09, 2011 5:27 am

congrats on the compilation and thanks.
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Carlos Rojas
 
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Post » Wed Mar 09, 2011 10:25 am

phew, that's a phunny name phor a mod.
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louise hamilton
 
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Post » Wed Mar 09, 2011 7:47 am

Looks good! :goodjob:

How well will it play with others though? I mean, I'm not even sure exactly in what ways and to what extent some other mods affect, for example, "limited mobility".

More specifically, what might I need to do to it, so it doesn't go totally crazy with FCOM. Just for starters.
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Matthew Warren
 
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Post » Wed Mar 09, 2011 1:14 am

Looks good! :goodjob:

How well will it play with others though? I mean, I'm not even sure exactly in what ways and to what extent some other mods affect, for example, "limited mobility".

More specifically, what might I need to do to it, so it doesn't go totally crazy with FCOM. Just for starters.


The mod is completely script based so it shouldn't cause any issues with FCOM. If FCOM changes any of the game settings that this mod changes (although I'm pretty sure it doesn't) they will be simply overwritten - no matter what your load order is.

The only problem I know of regarding 'limited mobility' is that Francesco's has an outdated script to disable backwards running as well. It was made without OBSE and thus is much larger than it needs to be, it is not customizable and it alters your speed value to reduce running speed which has other negative side effects. I think there is an optional esp to disable that, don't think anyone wants to use it now that there are better alternatives. I use Fran's myself and I made a small fix to disable it.
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Blessed DIVA
 
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Post » Wed Mar 09, 2011 2:43 am

The only problem I know of regarding 'limited mobility' is that Francesco's has an outdated script to disable backwards running as well. It was made without OBSE and thus is much larger than it needs to be, it is not customizable and it alters your speed value to reduce running speed which has other negative side effects. I think there is an optional esp to disable that, don't think anyone wants to use it now that there are better alternatives. I use Fran's myself and I made a small fix to disable it.

I was wondering about this, too. Actually, I was thinking it was MMM that had a limitation on running backwards, but apparently Fran's does as well. If they get over-written, then no big deal... though I am curious about what you had to do to make the fix in Fran's.

In any event, thanks for the work on this, and for making it an integrated package... very nice!
veg
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sam
 
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Post » Tue Mar 08, 2011 11:12 pm

I was wondering about this, too. Actually, I was thinking it was MMM that had a limitation on running backwards, but apparently Fran's does as well. If they get over-written, then no big deal... though I am curious about what you had to do to make the fix in Fran's.

In any event, thanks for the work on this, and for making it an integrated package... very nice!
veg


Hope you didn't misunderstand me. This mod doesn't overwrite the 'no backwards running' stuff from Fran's or MMM (sure that it is in MMM as well?). You need to disable it on your own. I think there is already an optional esp floating around somewhere that disables it. If you can't find it you can do it on your own as well. Simply load Fran's esm, look for a script called 'aaNoBackwardsRunning' (or something similar, only script that starts with 'aa') and delete the content. IF you don't want to do that and/or if you like the way Fran's handles the backwards running (although like I said it is less than optimal) you can also disable the backward running limit it in the PPP ini.
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Mandi Norton
 
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Post » Wed Mar 09, 2011 2:42 am

Limited mobility's features working for NPCs/creatures also ? :spotted owl:
btw great mod as always :thumbsup:
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Maya Maya
 
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Post » Wed Mar 09, 2011 12:11 am

Awesome! Everything works flawlessly.
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Robert
 
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Post » Wed Mar 09, 2011 3:37 am

"Fran OBSE Config" can do it (I now remember!) - not sure about MMM though... does it really also have the same thing built in as Fran's?
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Svenja Hedrich
 
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Post » Tue Mar 08, 2011 11:59 pm

Hope you didn't misunderstand me. This mod doesn't overwrite the 'no backwards running' stuff from Fran's or MMM (sure that it is in MMM as well?). You need to disable it on your own. I think there is already an optional esp floating around somewhere that disables it. If you can't find it you can do it on your own as well. Simply load Fran's esm, look for a script called 'aaNoBackwardsRunning' (or something similar, only script that starts with 'aa') and delete the content. IF you don't want to do that and/or if you like the way Fran's handles the backwards running (although like I said it is less than optimal) you can also disable the backward running limit it in the PPP ini.

No, I am not sure... this is why I should not post when I am at work and can't really check on things... sorry about that! And FWIW, what your mod does sounds much more like what I would expect from this type of mod (as opposed to what Fran's does). I love INIs!

Thanks again,
veg
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He got the
 
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Post » Wed Mar 09, 2011 1:16 am

Excellent little package. Thanks for the release! When I saw Door Exploit Begone! I thought "bah! I wouldn't use such tactics anyway so no need", but being forced into high level dungeons by Kragenir's Death Quest I realized that I did indeed use such tactics when in panic - so it will be added immediately. :)

BTW, MMM doesn't affect backward running. Also, personally I've switched to Realistic Fatigue and am skipping "no backward running" mods. To me RF seems to deal much more "realistically" with the downsides of kiting.

Extra plus for the ini - I simply love to be able to customize features.
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Nicholas
 
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Post » Wed Mar 09, 2011 11:07 am

Limited mobility's features working for NPCs/creatures also ? :spotted owl:
btw great mod as always :thumbsup:


No, NPCs or creatures are not affected. On one hand that would be very hard to do since their AI would probably go crazy if you forced them to walk somehow. On the other hand NPCs restrict themselves pretty good already. You might have noticed that NPCs firing bows or casting spells always walk unless they're fleeing. They also usually walk backwards and don't run. And even if they do they don't run for a long period of time. So there is really no need for that. Plus NPCs are stupid enough already.

Excellent little package. Thanks for the release! When I saw Door Exploit Begone! I thought "bah! I wouldn't use such tactics anyway so no need", but being forced into high level dungeons by Kragenir's Death Quest I realized that I did indeed use such tactics when in panic - so it will be added immediately. :)

BTW, MMM doesn't affect backward running. Also, personally I've switched to Realistic Fatigue and am skipping "no backward running" mods. To me RF seems to deal much more "realistically" with the downsides of kiting.

Extra plus for the ini - I simply love to be able to customize features.


I can't help but use exploits if they are so obvious and easy to use. That's why I made all these little mods. It is how I played the game until I realized that something wasn't right.

If you don't like the backwards running thing then disable it. I love inis too and Tejon did some great work with all the options he implemented. Hope there aren't too many of them. :P
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Killer McCracken
 
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Post » Wed Mar 09, 2011 8:10 am

must have! thank you very much :)
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Robyn Howlett
 
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Post » Wed Mar 09, 2011 12:44 pm

Reading through it, it sounds like it should, but just to check...do these all work okay with Deadly Reflex?
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Hayley Bristow
 
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Post » Wed Mar 09, 2011 3:28 am

Reading through it, it sounds like it should, but just to check...do these all work okay with Deadly Reflex?


Nice to see you, how is Texian doing (isn't he your father?)?

I haven't used DR in a long time, but I wouldn't know why this mod should conflict with it. If you need to run in a certain direction while performing a certain action (like drawing a bow) to trigger a special attack or something it might conflict with the limited mobility part, but I'm not sure whether that is needed. Probably not. And in the unlikely case that it is you can disable or tweak everything this mod does in the ini.
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Daniel Lozano
 
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Post » Wed Mar 09, 2011 12:41 am

Nice to see you, how is Texian doing (isn't he your father?)?


Good to see you too, been quite a while since I was on here. Just reloaded Oblivion a week or so ago and have been catching back up with the mod scene :). Tex (yep, he is my father) is doing good as well. He's retired now and spending most of his time riding his bike and fiddling around with Morrowind.

Thanks for the info, I'll give it a whirl with DR and see if everything works okay. I'm pretty sure it will since, like you said, I don't see anything there would obviously conflict.
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Amelia Pritchard
 
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Post » Tue Mar 08, 2011 11:41 pm

If you look for realism in Oblivion you will never end; it's quite relative perspective.
Damage Multipliers: I'm reticent to use this as it can play on the two sides. You will have slower combat skill progress using this. Using a bow when sneaking this mod can make you life too easy. Does actors sneak and shot? are they smart to do that? however the player is smart.
NPCs pretty never miss their ranged attacked while me (player) I miss at least 30% of my shoots.
NPCs are not enough smart to heal/buff themself, empoison/recharge their weapons... Me yes!
They come on great (sometime overpowered) respawning number... me I'm alone.

My preference go for automatic difficulty increaser... to just balance difficulty;

But good tweaks and mods, I'm using two of your mods Phitt (Door Exploits begone and Animal Attack tweaks)

Thanks.
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Chloe Yarnall
 
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Post » Wed Mar 09, 2011 4:08 am

We had OOO and MMM...now we have PPP!
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john palmer
 
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Post » Wed Mar 09, 2011 9:19 am

NPCs pretty never miss their ranged attacked while me (player) I miss at leat 30% of my shoots.
NPCs are not enough smart to heal/buff themself, empoison/recharge their weapons... Me yes!
They come on great (sometime overpowered) respawning number... me I'm alone.

Actually, all of those are "fixable" (i.e., you can do something about them, if they bother you). Once again, mods to the rescue. ;)

But I agree, it can go on forever. And I don't mind. I'm always looking for ways to improve the install I already have, even though I'm very happy with that. :shrug: I can totally understand wanting the chase to end though.
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Lisa Robb
 
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Post » Wed Mar 09, 2011 2:14 am

Slower skill progress - yes. Although I use Oblivion XP, so it doesn't really matter to me. There are numerous mods as well that change the skill progression rate and it is extremely easy to modify yourself. And the 'good' thing about the default Oblivion system is that you can easily compensate for not enough progress by beating a few mudcrabs to death with a rusty iron dagger.

In my game I disabled the sneak bonus for bow attacks completely. It is nothing but a cheat in my opinion - enemies will never detect you before you can fire an arrow unless you really want them to detect you. And, like you already noticed, bow attacks are much more dangerous with MOBS weapon stats and the damage multiplier so it isn't needed anyway.

Not sure about the other points you make. NPCs are dumb...I agree. That's why battles should be more dangerous. By default it goes like

bam bam bam bam bam bam bam bam should I use a health potion? bam bam bam bam bam bam maybe it's better *drinks health potion* bam bam bam bam bam bam bam maybe another one? bam bam bam bam bam ok another one *drinks health potion* bam bam bam bam bam bam enemy dead (yawn)

The point of the damage multiplier is

bam bam oh nearly dead what now bam health potion! bam oh crap I better run away bam dead (or enemy dead)

It makes battles exciting. To me at least. If you have all the time in the world to decide what you will do next while bashing the left mouse button combat is boring. You can only die if you forget to drink a health potion because it is so incredibly boring or if you meet an enemy that is 20 levels above you and kills you with a few hits even without a damage multiplier. Otherwise the combat formula in Oblivion is 10x left mouse button 1x hotkey for health potion/spell rinse and repeat.

But of course, like everything, this is a matter of taste.

If you look for realism in Oblivion you will never end; it's quite relative perspective.
Damage Multipliers: I'm reticent to use this as it can play on the two sides. You will have slower combat skill progress using this. Using a bow when sneaking this mod can make you life too easy. Does actors sneak and shot? are they smart to do that? however the player is smart.
NPCs pretty never miss their ranged attacked while me (player) I miss at leat 30% of my shoots.
NPCs are not enough smart to heal/buff themself, empoison/recharge their weapons... Me yes!
They come on great (sometime overpowered) respawning number... me I'm alone.

My preference go for automatic difficulty increaser... to just balance difficulty;

But good tweaks and mods, I'm using two of your mods Phitt (Door Exploits begone and Animal Attack tweaks)

Thanks.

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james kite
 
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Post » Wed Mar 09, 2011 11:32 am

I wonder which settings to use if I want to turn off LIMITED MOBILITY and WITH SCISSORS? I thought I had but my chars movement speed was slowed down considerably at times. Note: This was in Boethia's Realm which is notoriously buggy for me throughout the years, so not 100% it was PPP. Anyway, I have LIMITED MOBILITY set as:

set PPP.LimitRunningBackwards		to 0		; 0set PPP.LimitRunningBackStrafe		to 0		; 0set PPP.LimitRunningStrafe		to 0		; 0set PPP.LimitRunningForeStrafe		to 0		; 0set PPP.LimitRunningTime		to 0.3		; n/aset PPP.LimitRunningAgility		to 0.002	; n/aset PPP.LimitRunningSpeed		to 0.0		; n/aset PPP.LimitRecoverTime		to 0.5		; n/aset PPP.LimitRecoverAgility		to 0.002	; n/aset PPP.LimitRecoverSpeed		to 0.0		; n/aset PPP.LimitRecoveryWhileMoving	to 0		; n/a


Does this mean PPP.LimitRunningTime etc. are on? And, if so, which setting to use for off? n/a? The same for WITH SCISSORS.
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Robert DeLarosa
 
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Post » Wed Mar 09, 2011 7:31 am

That should work for turning limited mobility off, scissors settings are slightly different. But basically if you set everything to 0 you can't do anything wrong. Note that the mod doesn't slow your character down in any form, it either makes you walk or not depending on your settings and the actions you perform. So if your characters movement speed is decreased but if he's still running then it can't be caused by PPP.

I wonder which settings to use if I want to turn off LIMITED MOBILITY and WITH SCISSORS? I thought I had but my chars movement speed was slowed down considerably at times. Note: This was in Boethia's Realm which is notoriously buggy for me throughout the years, so not 100% it was PPP. Anyway, I have LIMITED MOBILITY set as:

set PPP.LimitRunningBackwards		to 0		; 0set PPP.LimitRunningBackStrafe		to 0		; 0set PPP.LimitRunningStrafe		to 0		; 0set PPP.LimitRunningForeStrafe		to 0		; 0set PPP.LimitRunningTime		to 0.3		; n/aset PPP.LimitRunningAgility		to 0.002	; n/aset PPP.LimitRunningSpeed		to 0.0		; n/aset PPP.LimitRecoverTime		to 0.5		; n/aset PPP.LimitRecoverAgility		to 0.002	; n/aset PPP.LimitRecoverSpeed		to 0.0		; n/aset PPP.LimitRecoveryWhileMoving	to 0		; n/a


Does this mean PPP.LimitRunningTime etc. are on? And, if so, which setting to use for off? n/a? The same for WITH SCISSORS.

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[ becca ]
 
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Post » Wed Mar 09, 2011 2:09 am

That should work for turning limited mobility off, scissors settings are slightly different. But basically if you set everything to 0 you can't do anything wrong. Note that the mod doesn't slow your character down in any form, it either makes you walk or not depending on your settings and the actions you perform. So if your characters movement speed is decreased but if he's still running then it can't be caused by PPP.


Yes, then it was PPP because it turned from run to walk. The speed number wasn't affected. I'll set everything at 0. Thanks!

EDIT: It was of course PPP.RunNeverDuringCast when I check all the options more closely.
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мistrєss
 
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Post » Tue Mar 08, 2011 11:06 pm

"QTP3 for nerds," high praise there. FYI everyone, any bugs are my fault.

...hey! You forgot to give me credit for the name! :D
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Christina Trayler
 
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