[RELz] Combat Speechcraft

Post » Thu Dec 02, 2010 12:52 am

Another small tweak mod, this one makes speechcraft a bit more useful. hardcoe immersionists will probably not like this, you have to imagine how you persuade the NPCs yourself. Something like 'Stop fighting! I know you don't want to hurt anyone! What would your family think if they saw you like this?'. Lol.

== Combat Speechcraft v1.1 ==

Requires OBSE!

This mod adds the ability to persuade people to stop fighting while in combat. The chance for success depends on your speechcraft skill, on the level difference between you and the enemy and, to a minor extent, on your personality value.


= How to use it =

Simply activate enemies while in combat (default spacebar). You need to hold the spacebar for a very small amount of time (0.05 seconds minimum), just tapping it slightly might not work. It will only work on enemies that:

- are attacking you (not attacking your companions, horse etc)
- are NPCs
- are not Daedra or Undead

When you try to persuade them you will hear a 'cough' sound and you'll be unable to attack, cast spells etc for 7 seconds. If you have a weapon in your hand you will automatically block for that time, otherwise you will be able to run, but you can't block since you can't draw a weapon. Please note that if you open the console or press escape to access the load/save menu during the persuasion time the attempt will automatically fail. Once the 7 seconds are over you will either have success or you will fail, a message will inform you about the outcome of your attempt. If you succeed the enemy will stop fighting you, but he will not necessarily attack other enemies. He won't follow you either. The max level you can possibly persuade is 10 levels above your level, but of course it is much harder to persuade an enemy that is higher or about equal to your level than it is to persuade an enemy that is much weaker than you are. Your speechcraft skill is obviously the most important part of the equation, so with a low speechcraft skill you don't even need to try persuading anything but the weakest of the weak. A high personality helps, but is worth nothing if your speechcraft is low. You can try to persuade an enemy once only. If you failed or if you attack him after he stopped fighting you won't be able to try again. Enchantments and spells that boost your speechcraft skill will increase the chances as much as a regular skill increase would.

The medium difficulty esp is recommended, if you play vanilla where everything levels with you (and thus nearly nothing is ever below your level) the easy esp is recommended.


= Installation =

Put ONE of the esp and the sound folder into your Oblivion\Data folder. Activate the esp.


= Changelog =

v1.1

- instead of being frozen for 1.5 seconds you will now be able to move and block for 7 seconds when trying to persuade
- added optional esps to choose difficulty

v1.0

- initial release


= Permission =

Do with it what you want, just give credits in the unlikely case that you want to use any part of the mod in your own mod.



http://www.tesnexus.com/downloads/file.php?id=31535
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Susan
 
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Post » Wed Dec 01, 2010 9:59 pm

LOL, i've just spent a couple of hours coding almost exactly this into the new UV, after a discussion on that thread. Ah well, the perils of building large projects I guess.
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Olga Xx
 
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Post » Wed Dec 01, 2010 1:51 pm

*starts slow clap* :clap: Actually seems like an interesting idea.
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David John Hunter
 
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Post » Thu Dec 02, 2010 12:58 am

This is sort of like Huertee's NPCs Yield, or Picador's Vows and Covenants.

I like these types of mods. Will download. :goodjob:
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Gemma Archer
 
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Post » Wed Dec 01, 2010 9:27 pm

awesome :lol:
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Dewayne Quattlebaum
 
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Post » Wed Dec 01, 2010 11:09 am

LOL, i've just spent a couple of hours coding almost exactly this into the new UV, after a discussion on that thread. Ah well, the perils of building large projects I guess.


If you spent a couple of hours coding this then I guess it will be a bit more sophisticated than my approach. I did something like it for Fallout a few years ago where it was easier to achieve. Never released it and thought it might be a good idea to make the utterly useless speechcraft skill (in Oblivion even more so than in Fallout) a bit more useful.
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victoria gillis
 
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Post » Thu Dec 02, 2010 2:51 am

When I saw the title I thought that the player was able to threaten his opponent so much that he would flee or surrender, something like screaming in THIS IS SPARTA!? -style: "DIE! YOU WEAK WORM!" But this sounds great as well, as speechcraft is really a lousy skill in this game.
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lauren cleaves
 
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Post » Thu Dec 02, 2010 2:23 am

I'll add my name to the list of modders trying to implement something like this. Of course, mine is included as part of a more general AI overhaul for Balzu. Funny how many modders come up with similar ideas around the same time. :)
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Lewis Morel
 
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Post » Thu Dec 02, 2010 1:52 am

It is wonderful :hehe:
for roleplayers, anyone who plays a good charecter (too good...) I suppose this is an excellent alternative...also I suppose those book-savvy people who implore diplomacy rather than brute force. All in all, it just adds a wonderful new twist to roleplaying. Tempting to download, but the character I am playing is a complete jerk with the "I don't give a [bad word]" sort of attitude.
perhaps when I switch back to my nerdy-looking goody-two-shoes I will download this mod. I can tell you I will add it to my tracking list for ease of finding it.
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Sylvia Luciani
 
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Post » Wed Dec 01, 2010 4:29 pm

cool, even for the evil, could use this to setup a sneaky back stab when they let their guard down.

When I saw the title I thought that the player was able to threaten his opponent so much that he would flee or surrender, something like screaming in THIS IS SPARTA!? -style: "DIE! YOU WEAK WORM!" But this sounds great as well, as speechcraft is really a lousy skill in this game.



Heheh, yeah, I was thinking about the monkey island sword fighting insult system.
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Jennifer May
 
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Post » Wed Dec 01, 2010 2:20 pm

Uploaded a new version. Instead of being completely frozen for 1.5 seconds you will now block for 7 seconds if you try to persuade. Except for walking and blocking you'll be unable to do anything else during that time, you can't even access your inventory. If you have no weapon out you can run, but you can't ready a weapon and thus you can't block. If you open the console or hit escape to open the load/save menu while the persuasion attempt is running you will automatically fail (but your controls will be enabled if you close the menu/console of course).

I've also added three difficulties to choose from. The first version was equal to 'hard' difficulty, but after playing a bit with speechcraft 100 and personality 100 I felt that it might be a bit too hard.

I'll add my name to the list of modders trying to implement something like this. Of course, mine is included as part of a more general AI overhaul for Balzu. Funny how many modders come up with similar ideas around the same time. :)


After the forum upgrade Bethesda also installed the HiveMind© software. I guess it was meant to help modders communicate, but as you can see it only leads to confusion.

The Monkey Island idea is fun, but it would require voiced dialogue for all the different races to make sense. Which is more or less impossible.
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Kyra
 
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Post » Thu Dec 02, 2010 3:18 am

anyone who plays a good charecter


How about making the characters flee, if your personality is terrifying, and yield, if you are the ordinary hero trying to show mercy?

Mean characters would intimidate while good ones would "charm" others by their presence.
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Stu Clarke
 
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Post » Wed Dec 01, 2010 9:27 pm

How about making the characters flee, if your personality is terrifying, and yield, if you are the ordinary hero trying to show mercy?

Mean characters would intimidate while good ones would "charm" others by their presence.

Yielding and fleeing have been handled pretty well in Kuertee's http://www.tesnexus.com/downloads/file.php?id=22392 mod.

I love the ability that that mod brings in pounding an NPC down then they actually say "I surrender, please don't hurt me' and you, of course, have the ability to let them live or kill them.

The problem with that mod and what I see with this one is well is - to what end? So they live then you have a raider/maurader/hedge wizard/general bad guy willing to talk about mud crabs. They offer no information or anything of use.

Still thinking about how to roleplay this one.
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Jack
 
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Post » Wed Dec 01, 2010 9:19 pm

How about making the characters flee, if your personality is terrifying, and yield, if you are the ordinary hero trying to show mercy?

Mean characters would intimidate while good ones would "charm" others by their presence.


The rewards system of 'http://www.tesnexus.com/downloads/file.php?id=12367' could be integrated into this mod. If you convince someone to yield, he'll offer you a nice reward, if you terrify someone he'll offer you a small sum of gold.

I've been using the Persuasion Overhaul for a long time and modded it for my personal use that EVERYONE who I befriend to 100% will give me a gift :)
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James Shaw
 
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Post » Thu Dec 02, 2010 2:20 am

Yielding and fleeing have been handled pretty well in Kuertee's http://www.tesnexus.com/downloads/file.php?id=22392 mod.

I love the ability that that mod brings in pounding an NPC down then they actually say "I surrender, please don't hurt me' and you, of course, have the ability to let them live or kill them.

The problem with that mod and what I see with this one is well is - to what end? So they live then you have a raider/maurader/hedge wizard/general bad guy willing to talk about mud crabs. They offer no information or anything of use.

Still thinking about how to roleplay this one.



you can befriend them afterwards with CSR, which imho is awesome :)
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Nancy RIP
 
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Post » Thu Dec 02, 2010 3:41 am

@quasim and ulrim (sounds like you're brothers): That would be a good idea. Would require a bit more work though to set up properly. The fleeing is not a problem, but the gift part is unless you simply want to add items without any dialogue.

Yielding and fleeing have been handled pretty well in Kuertee's http://www.tesnexus.com/downloads/file.php?id=22392 mod.

I love the ability that that mod brings in pounding an NPC down then they actually say "I surrender, please don't hurt me' and you, of course, have the ability to let them live or kill them.

The problem with that mod and what I see with this one is well is - to what end? So they live then you have a raider/maurader/hedge wizard/general bad guy willing to talk about mud crabs. They offer no information or anything of use.

Still thinking about how to roleplay this one.


The most important things is that you have one enemy less to fight. If three powerful enemies attack you it will be easier to fight two of them instead of three, especially when you are a sneaky character with low health and armor who got detected. For roleplaying it can also be used since a good guy would probably prefer to persuade enemies instead of killing them. A sly thief would probably also try to calm the enemies if he was detected before he could land a sneak attack. Bad guys could persuade them to stop fighting only to kill them later with a free sneak or power attack. I'm certainly not claiming that this is the most useful mod ever. It just gives you another option to use your speechcraft skill if you have a high skill value for whatever reason.

Personally I would have to make a new character to make use of it. My speechcraft is at 5, my personality at 35. I use Oblivion XP and didn't invest in these skills (or attributes). If I started raising them now it would take forver before I had decent values.
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Alberto Aguilera
 
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Post » Thu Dec 02, 2010 12:54 am

Or training sessions - often overlooked by immersionists.

Well one hitch being that if a quest is to kill a person then having them yield/give up AND your a good guy would mean that you would be killing not some vicious unrelenting killer but a person who surrendered. I suppose that is a rare example.

Wasn't it Vows and Covenants that first implemented surrendering NPCs and you got divine favor for it or something. Wonder if other favors/bonuses could be added without reliance on Daedra/Gods. I've never used the full Persuasion Overhaul enough to get presents only the LITE version which I think does not have them.

Interesting ideas.
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Jennifer Munroe
 
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Post » Thu Dec 02, 2010 1:40 am

Wasn't it Vows and Covenants that first implemented surrendering NPCs and you got divine favor for it or something.

That or kuertee's; not sure.


edit: No, right you are.
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Isaac Saetern
 
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