games setting for "weapon no longer damaged when blockin

Post » Fri Feb 18, 2011 9:27 pm

from the Wiki:
Journeyman block skill
Shield or weapon no longer damaged when blocking.
------------------------------------------

Anyone know specificity which games setting I need to change to prevent this?

I want damage to the Weapons and Shields no matter how high the PC and actors block skill is.
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Bethany Short
 
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Post » Sat Feb 19, 2011 3:51 am

from the Wiki:
Journeyman block skill
Shield or weapon no longer damaged when blocking.
------------------------------------------

Anyone know specificity which games setting I need to change to prevent this?

I want damage to the Weapons and Shields no matter how high the PC and actors block skill is.

There doesn't appear to be a related game setting. Skill perk stuff is hard-coded for the most part. I can look at providing a command to disable the effects of this specific perk though.
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Kelsey Hall
 
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Post » Sat Feb 19, 2011 8:54 am

:eek: what?!!!

Cool .....you can do that? (Make changes to tha kind of hard code stuff? Well I mean ALL the hard code stuff?)

Yes! yes! yes! PLEASE do that!
Should I post as a request in your thread or is it not necessary as you already said you might be able to do this here.

I could script the damage to the shields and weapons but it makes way more sense to let the game do it if I can just turn that "perk" off. Do perks only work for the player or all actors?
I had to turn the H2H block recoil up to 100 for something I am working on now, but I is as it is called a "perk" in the game settings I was worried that means it only effects the player?

It works when you h2h block even if your HRH and block skill is ZERO, so it was strange it was called a perk. The setting is only a chance, even at 1 and my h2h skill and block skill set to 0 I still got the recoil effect one out of 100 or so times.


There doesn't appear to be a related game setting. Skill perk stuff is hard-coded for the most part. I can look at providing a command to disable the effects of this specific perk though.

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xx_Jess_xx
 
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Post » Fri Feb 18, 2011 11:37 pm

Cool .....you can do that? (Make changes to tha kind of hard code stuff? Well I mean ALL the hard code stuff?)

Yes, otherwise OBSE wouldn't be possible.
Yes! yes! yes! PLEASE do that!

Try http://home.comcast.net/~scruggsyW/obse/obse_0020_toggleskillperk.zip.
It adds:
ToggleSkillPerk skill:actorValue masteryLevel:int bEnablePerk:int

It only supports the journeyman block perk at present (kept the function syntax general in case we want to add other perks/skills later) so you'd use it like:
ToggleSkillPerk block 2 0 ; disable Journeyman block perkToggleSkillPerk block 2 1 ; enable the perk

Tested briefly here, if you can test it as well and get back to me I will slip it into 0020.
Do perks only work for the player or all actors?

It depends entirely on the perk. This particular one affects all actors.
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Phillip Hamilton
 
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Post » Sat Feb 19, 2011 4:36 am

Can I ask for more :)

I do various tweaks to override several hard-coded perks in my mods. In Enhanced Economy I override the hardcoded Mercantile Journeyman (sell any items to any merchant class) and Master (always trade at 100%), by changing the Journeyman and Master perk requirements to something higher than the player's level, and then re-setting them when exiting barter. The only other skill affected by this during barter is the alchemy perks, as increasing the journeyman and master perks make the player see less alchemy effects when trading, so I have code in place to tweak the xml to display this info according to what the level should be.

Anyway, being able to just disable those two specific perks would make it all much simpler, and a bit safer code :)


And while I'm tread-jacking, is there any chance you could tweak ALL perks to use the iSkillApprenticeMin - iSkillMasterMin settings? Some perks (like the Mercantile) uses those settings to determine whether to apply them, while other seems to be hardcoded to 25/50/76/100 (Armorer is one example IIRC). Having all follow the settings would make it easier to do things with them.
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JUDY FIGHTS
 
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Post » Sat Feb 19, 2011 10:52 am

@ Scruggsywuggsy the ferret

Ok, I have been testing your proposed command now for over 4 hours and I am %99.9999 sure this is working as advertised and %100 sure I have not seen any side effects.

I changed the game settings so that the only damage done to the Shields would be from blocking by setting the:

DamagetoarmorPercentage 0
damagetoweaponPercentage 0

And ran token scripts on the PC and actors fighting in the Arena using message box to report the damage done at the moment damage occurred to the health of the equipped weapon and shield used to block. doing it this way I could visual see the exact moment that the damage occurred. The damage reported was in sync with the blocking.

Bottom line this this is good to go in my opinion. Please do include this in your official OBSE if possible.
Also, will this get saved in the save game? I expect it will not right?

BTW thank you so much for this, this command (to turn various skill perks on and off once updated to do this eventually) will be very useful for many situations (not just the one I am using it for) and should be a great addition to OBSE.



Yes, otherwise OBSE wouldn't be possible.

Try http://home.comcast.net/~scruggsyW/obse/obse_0020_toggleskillperk.zip.
It adds:
ToggleSkillPerk skill:actorValue masteryLevel:int bEnablePerk:int

It only supports the journeyman block perk at present (kept the function syntax general in case we want to add other perks/skills later) so you'd use it like:
ToggleSkillPerk block 2 0 ; disable Journeyman block perkToggleSkillPerk block 2 1 ; enable the perk

Tested briefly here, if you can test it as well and get back to me I will slip it into 0020.

It depends entirely on the perk. This particular one affects all actors.

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Sakura Haruno
 
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Post » Fri Feb 18, 2011 9:03 pm

@spooky: Thanks for testing it out, it's in for 0020.

@TNO: I'll look into adding support for disabling the Mercantile perks. It shouldn't be a problem.
I've seen 2 places in the code which would need to be changed to make all skill mastery levels depend on the iSkill* settings. There may be more.
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Amanda savory
 
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Post » Sat Feb 19, 2011 12:07 am

@spooky: Thanks for testing it out, it's in for 0020.

@TNO: I'll look into adding support for disabling the Mercantile perks. It shouldn't be a problem.
Thanks, but as I said, for me that's mostly to get rid of quite a number of lines with hacks, so it is nice to have but not necessary.

I've seen 2 places in the code which would need to be changed to make all skill mastery levels depend on the iSkill* settings. There may be more.
That's plain bad coding to rely on hardcoded values, especially when having settings for them... It just occured to me that for Armorer I can probably increase the armorer skill instead of lowering the iSkill setting I need, at least if the perk use modified and not base skill, but otherwise, Armorer has perks I would like to turn on/off by adjusting the iSKill settings.
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Love iz not
 
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