[RELz] Deadlier Minotaurs

Post » Sat Feb 19, 2011 1:32 am

== Deadlier Minotaurs ==

I noticed that minotaurs were completely useless in battle. Every time they made a power attack (which is 50% of the time according to their combat style) they stopped moving. To avoid their attacks it was enough to walk backwards and whistle away to yourself. I changed their animation priorities so now they can move while performing power attacks. I think there are more creatures that could need a treatment like that, I'll see what else I'll change.


= Installation =

Put the provided meshes folder into you Oblivion\Data folder. If asked to overwrite choose 'yes'. There is no esp you need to activate, so don't look for one.


= Permission =

You can do whatever you want with this mod.


http://www.youtube.com/watch?v=4hxEdP54M28

http://www.tesnexus.com/downloads/file.php?id=31783
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tannis
 
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Post » Sat Feb 19, 2011 10:32 am

Instant download!

I would like to see this done for ALL actors!

Can you please explain how/what you did in NifSkope to change the KF files?


http://www.youtube.com/watch?v=4hxEdP54M28

http://www.tesnexus.com/downloads/file.php?id=31783

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Kayla Keizer
 
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Post » Sat Feb 19, 2011 9:52 am

Not sure if I should be happy or not, that pause was the only thing that kept me alive when I'm fighting a minotaur. :P Good work. :goodjob:
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Rob Davidson
 
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Post » Sat Feb 19, 2011 3:10 am

Instant download!

I would like to see this done for ALL actors!

Can you please explain how/what you did in NifSkope to change the KF files?


It's pretty easy to do. Each bone has a priority in each animation that controls which animation takes precedence. By default the bones in the power attack anims have a higher priority than those in the movement animations (forward, fastforward etc). I changed the lower body, Bip01 and NonAccum bones to have a lower priority than they have in the movement animations. So when the minotaur performs a power attack the leg movement part of his animation is not affected by the power attack animation anymore. It takes away a bit from the complete animation since you will never see what the animators did to the lower body in the power attack anims, but the effect is more important to me - minotaurs are deadly now.

It works for most creatures/animations, but not for all of them. If you have jumping power attack anims it would look pretty silly if the creature walked in the air. I also left the backward attacks alone since the minotaur tended to run away from the player while using that attack, so it was better to make him not move at all.

EDIT: I'd like to do this for some other creatures as well, so if you'd like to do some work I'd appreciate it. It's easy to do, but it's a bit annoying since it takes a lot of time to do this for all leg bones and all animations of a creature.
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Alexandra walker
 
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Post » Sat Feb 19, 2011 2:26 am

Thank you

Now they can move while POWER ATTACKiNG ..Oh My..

What about the vanilla Xviali could the same be done for them..?
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Andy durkan
 
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Post » Sat Feb 19, 2011 11:18 am

Neat mod!

Although.. I notice that the heavier-hitting enemies in general tend to be the ones that are easier to dodge. That is I can't really evade all of a bandit's attacks, but he doesn't hit so hard that I die in 3 shots. Ogres, minotaurs, and mud golums, though, WILL kill me in 3 shots - sometimes one shot, if it staggers me - , and I typically can only defeat them because they're easier to dodge.

I wonder if this was an intentional balance feature. Hard to believe, since Oblivion's designers didn't seem interested in balance anywhere else :P
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Pete Schmitzer
 
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Post » Sat Feb 19, 2011 8:25 am

Phitt, you are a genious, I think this is awesome!

I just sent you a private message btw, as I really need your help (Please read asap!)
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Alba Casas
 
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Post » Fri Feb 18, 2011 9:26 pm

Thank you

Now they can move while POWER ATTACKiNG ..Oh My..

What about the vanilla Xviali could the same be done for them..?


You could do this for many power attack anims, but not for all of them. Xivilai should work without problems though. Just did it to the wolf anim and for the regular power attack it works fine, but the other two (left and right) are jumping attacks and it would look pretty silly if the wolf would walk or run forward while jumping. I'll try to alter the anims themselves to make the wolves jump faster and over a longer distance.

Neat mod!

Although.. I notice that the heavier-hitting enemies in general tend to be the ones that are easier to dodge. That is I can't really evade all of a bandit's attacks, but he doesn't hit so hard that I die in 3 shots. Ogres, minotaurs, and mud golums, though, WILL kill me in 3 shots - sometimes one shot, if it staggers me - , and I typically can only defeat them because they're easier to dodge.

I wonder if this was an intentional balance feature. Hard to believe, since Oblivion's designers didn't seem interested in balance anywhere else :P


I don't think so. Wolves for example suffer from this problem as well. And they're among the weakest enemies in the game. For wolves it is also very annoying imo since they're very fast yet they never hit you when you run (or even walk) away. I'll try to fix it. All power attacks make the creatures stop moving, at least all that I've seen so far. No matter whether it's a large creature or a small one. For some creatures it doesn't matter that much - like Clannfears or Mountain Lions, who have a fast jumping attack that you can't avoid easily. But for minotaurs it looked really stupid in my opinion (see video). Even the toughest minotaur was no match for my character as long he was the only enemy I was fighting.
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Cody Banks
 
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Post » Sat Feb 19, 2011 6:59 am

I don't think so. Wolves for example suffer from this problem as well. And they're among the weakest enemies in the game. For wolves it is also very annoying imo since they're very fast yet they never hit you when you run (or even walk) away. I'll try to fix it. All power attacks make the creatures stop moving, at least all that I've seen so far. No matter whether it's a large creature or a small one. For some creatures it doesn't matter that much - like Clannfears or Mountain Lions, who have a fast jumping attack that you can't avoid easily. But for minotaurs it looked really stupid in my opinion (see video). Even the toughest minotaur was no match for my character as long he was the only enemy I was fighting.


That's a good point. Wolves hit weakly and are easy to dodge, but clannfears and mountain lions get the best of both worlds.. they hit like a minotaur and are practically impossible to dodge. These two give me the most trouble by far when I'm playing dead is dead ><
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Farrah Barry
 
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Post » Sat Feb 19, 2011 7:23 am

Ohh, this is some good work. :D Any chance you can make boars able to hit an enemy who's walking backwards?
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helen buchan
 
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Post » Sat Feb 19, 2011 10:38 am

I would do this for your mod in exchange for you teaching me how to do it.
But be warned it might be as "annoying" to try to teach me this as it would to do it yourself.

Can you write a tutorial with at least one image to show in NifSkope how to do this?


EDIT: I'd like to do this for some other creatures as well, so if you'd like to do some work I'd appreciate it. It's easy to do, but it's a bit annoying since it takes a lot of time to do this for all leg bones and all animations of a creature.

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megan gleeson
 
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Post » Sat Feb 19, 2011 3:40 am

Quite a rash of mods from your stable lately - Keep up the bad work :thumbsup:

I would do this for your mod in exchange for you teaching me how to do it.
But be warned it might be as "annoying" to try to teach me this as it would to do it yourself.

Can you write a tutorial with at least one image to show in NifSkope how to do this.
It's quite simple - Select the only item in the block list. Make sure you've got Block details view showing. On selection, the details view should get populated. Select Controlled Blocks (6the item) and expand it. Look for the bone you need to edit and expand its corresponding controlled block. You should then see a priority field inside. Double click the 3rd column to edit its value.

EDIT: http://i659.photobucket.com/albums/uu320/shademe/Untitled-60.jpg

@Phitt, you can automate this with one of PyFFI's newer spells. I can write a batch script, if you'd like.
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Solina971
 
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Post » Fri Feb 18, 2011 10:31 pm

Way to go man! Like Spooky said: "instant Download!"
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Jinx Sykes
 
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Post » Fri Feb 18, 2011 10:47 pm

Ohh, this is some good work. :D Any chance you can make boars able to hit an enemy who's walking backwards?


Haha...yes, the boars are really stupid in that regard as well. I also sped up their running animation by 20%, I felt that boars should be faster. The boar in the video is exceptionally fast though, I think a script from Fran increases his default speed.

http://i1.fastup.de/show.asp?file=Boar.wmv

It doesn't look perfect since the actors often don't stop running while performing a power attack, which makes it look a bit weird if you are slower than they are. But at least they can hit you now.

I would do this for your mod in exchange for you teaching me how to do it.
But be warned it might be as "annoying" to try to teach me this as it would to do it yourself.

Can you write a tutorial with at least one image to show in NifSkope how to do this.



Quite a rash of mods from your stable lately - Keep up the bad work :thumbsup:

It's quite simple - Select the only item in the block list. Make sure you've got Block details view showing. On selection, the details view should get populated. Select Controlled Blocks (6the item) and expand it. Look for the bone you need to edit and expand its corresponding controlled block. You should then see a priority field inside. Double click the 3rd column to edit its value.

EDIT: http://i659.photobucket.com/albums/uu320/shademe/Untitled-60.jpg

@Phitt, you can automate this with one of PyFFI's newer spells. I can write a batch script, if you'd like.


What ShadeMe wrote, it's really easy.

I feel a bit bad for spamming the forum with all these little mods, but now that I actually play the game I get a lot of ideas for small gameplay tweaks.

I would appreciate a script if I could exchange bones in the batch file (since all creatures and animations need different bones to be changed). I think Ghogiel mentioned that this is possible with KFUpdater as well, I'm just not sure how since it doesn't come with a documentation.
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Mason Nevitt
 
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Post » Fri Feb 18, 2011 11:49 pm

As I said it would be a little annoying! :whistling:

WHAT bones is the first question, lots more questions as well!

A complete tutorial (with an image in NifSkope) to do the Minotaur would be the best (only two legs) way to learn how to do it! After that then just point me to what creatures you want done and I will do it for your mod.

Or instead go with the batch file idea I guess as I always pick automation over manual laborers even "cheap" manual laborers!


What ShadeMe wrote, it's really easy.

since all creatures and animations need different bones to be changed).

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lisa nuttall
 
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Post » Sat Feb 19, 2011 5:14 am

I feel a bit bad for spamming the forum with all these little mods, but now that I actually play the game I get a lot of ideas for small gameplay tweaks.

I would appreciate a script if I could exchange bones in the batch file (since all creatures and animations need different bones to be changed). I think Ghogiel mentioned that this is possible with KFUpdater as well, I'm just not sure how since it doesn't come with a documentation.
Gameplay tweaks hardly count as spam :P I'm sure tejon would agree

The batch script: Just paste it in notepad and save the file with the BAT extension.
@ECHO OFFECHO Enter the target directory/path :SET /p inputVar=ECHO ----------------------------------------------ECHO Modifying Bone Priorities ...REM                                   Change the path to niftoaster.py according to your installation"D:\Program Files (x86)\Python\scripts\niftoaster.py" modify_bonepriorities -a "bip01:10|bip01 NonAccum:10" %inputVar%REM                                                                                                 Syntax: :|...(n)ECHO Done !PAUSE
The latest release of PyFFI should have the spell.

@spooky, the bones that need to be modified are Bip01 and Bip01 NonAccum.
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Abi Emily
 
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Post » Sat Feb 19, 2011 10:21 am

gameplay tweaks are number 1 mate. thanx for the great ones you're providing lately :)
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Jhenna lee Lizama
 
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Post » Sat Feb 19, 2011 2:10 am

http://www.truancyfactory.com/tutorials/animation_bonePriorities.html
It's really easy.
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Maria Leon
 
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Post » Sat Feb 19, 2011 9:18 am

As I said it would be a little annoying! :whistling:

WHAT bones is the first question, lots more questions as well!

A complete tutorial (with an image in NifSkope) to do the Minotaur would be the best (only two legs) way to learn how to do it! After that then just point me to what creatures you want done and I will do it for your mod.

Or instead go with the batch file idea I guess as I always pick automation over manual laborers even "cheap" manual laborers!


Gameplay tweaks hardly count as spam :P I'm sure tejon would agree

The batch script: Just paste it in notepad and save the file with the BAT extension.
@ECHO OFFECHO Enter the target directory/path :SET /p inputVar=ECHO ----------------------------------------------ECHO Modifying Bone Priorities ...REM                                   Change the path to niftoaster.py according to your installation"D:\Program Files (x86)\Python\scripts\niftoaster.py" modify_bonepriorities -a "bip01:10|bip01 NonAccum:10" %inputVar%REM                                                                                                 Syntax: :|...(n)ECHO Done !PAUSE
The latest release of PyFFI should have the spell.

@spooky, the bones that need to be modified are Bip01 and Bip01 NonAccum.


Thanks for the script, I think I can use it for the numerous Xivilai animations where batch processing is much easier. It is not only the Bip01 and NonAccum bones that need to be changed though, for that I wouldn't need a batch file. If I only changed those the creatures would float towards the player without any leg movement. All the leg bones and sometimes spine and neck bones need to be changed.

I try to override as few bones as possible though to keep the original animations as intact as possible. I started changing some animations as well (not just priorities) since leg movement doesn't fit to all of them (jumping, one leg in the air etc). Instead I made the creatures move along a fixed path like in regular power attack animations if they didn't move or I make them move further if they did already move.

So far I have bear, boar, dog (including wolf), minotaur, ogre, troll and partially land dreugh. Still a lot of creatures to go (although I will leave some of them alone if they already have fast power attacks or mostly use ranged weapons like spells etc). I'll try to get the vanilla creatures done first, then I might do the SI creatures as well.
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Sebrina Johnstone
 
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Post » Sat Feb 19, 2011 2:06 am

Nothing spammy about these mods, Oblivion gameplay is a massive fix-me-up project :P
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Michael Korkia
 
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Post » Sat Feb 19, 2011 9:10 am

So far I have bear, boar, dog (including wolf), minotaur, ogre, troll and partially land dreugh. Still a lot of creatures to go (although I will leave some of them alone if they already have fast power attacks or mostly use ranged weapons like spells etc). I'll try to get the vanilla creatures done first, then I might do the SI creatures as well.

Did you ever know that you're my hero? You're everything I would like to be.
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Chloe :)
 
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Post » Sat Feb 19, 2011 12:51 am

Just adding my support. This will be very very useful. Looking forward to the rest of the creatures :goodjob:
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BethanyRhain
 
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Post » Sat Feb 19, 2011 5:47 am

Keep it up man! I'm looking forward to your completed mod. :)
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CHANONE
 
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Post » Sat Feb 19, 2011 10:57 am

this kind of mod is defently needed since combatants just seem gimped and there weaknesses can be easily exploited. id love to see what you can cook up next.
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Sophie Louise Edge
 
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