Any idea how to change quick powerattack in AFC v2?

Post » Mon Feb 21, 2011 6:24 am

Adrenaline Fueled Combat v2.0:

Spoiler
Adrenaline Fueled Combat v2.0
By Talkie Toaster

INSTALLATION INSTRUCTIONS:
REQUIRES OBSE 15+!
Copy everything into your Oblivion\Data folder, tick Adrenaline Fueled Combat v2 Core in the launcher, then pick and choose the rest.

OPTIONAL MODULES:
AFC is a multi-part mod, using scripts from AFC v2 Core.esm to revamp the combat system in a variety of ways. The Combat Moves module is the main focus of the mod, but several other modules with various effects are provided. You can pick one, all, or any combination- as long as the Core mod is enabled. They all work totally independently.

1. Adrenaline-Fueled Combat
Inspired by Morrowind Combat Enhanced, Adrenaline-Fueled Combat aims to make combat more varied by providing more options. You can learn special powers that can throw enemies around, dodge around foes, or otherwise increase your range of tactical opportunities. Each weapon type (blade, blunt, marksman, hand-to-hand, shield, one-handed and two-handed) has a range of powers and a theme associated with it (e.g. bonus damage for blade, staggering and suchlike for shield powers) and many non-combat skills like Sneak and Mercantile have moves too.

To Learn Powers:
For weapon type powers, visit your local fighters' guild for a guide to which branch of the fighters' guild offers training in them. For non-combat skills like Armourer and Acrobatics, any Journeyman trainer in the skill will be able to offer their powers too. Powers are split into two types- offensive Moves, and defensive Reactions.

To Use Moves:
After you learn a Move, a book detailing it's effects will be added to your inventory. Simply equip that book and you'll be asked to assign it to one of your powerattacks (the number of moves you can assign at any one time is limited by your skill- Novices can only use the Left and Right powerattacks). Then when you perform that powerattack, it will perform the move assigned to it.

To Use Reactions:
After you learn a Move, a book detailing it's effects will be added to your inventory. When you equip that book you'll be asked if you want to use that Reaction as your current Reaction. Then, if you successfully block a hit you have a short window in which to tap your attack key- if you hit it in time, your reaction triggers.

As each weapon type (one-handed blade, two-handed blade, one-handed blunt, etc.) has a different range of powers available to it, each weapon type has a separate list. By switching weapons during a fight, you can make use of a far wider range of powers- for example, opening combat with a two-handed axe, using it's Moves to destroy your opponent's armour, then switch to unarmed to disarm them, and use the Sneak move Mug to pickpocket the unequipped armour from their inventory.



2. Locational Damage
Attacking specific body parts causes effects dependent on them- stab your foes to damage their attributes; their intelligence if you hit their head, strength and agility for their arms, speed and agility for feet, and so on. Blunt weapons and unarmed attacks damage skills instead, hurting blocking and hand-to-hand for attacks on the left arm but blunt, hand-to- hand and blade for attacks on the right, and so on. Arrows tend to do a mix- dealing more damage to single stats, a 50% bonus damage on headshots, and so on.

3. Combo Chains
Combo chains rewards a relentless, fast-paced assault over a repetitive back and forth, and gives capable combatants a bonus for their skill. Each blow you land and each attack you block successfully increments your combat skills, increasing your damage. Your bonus slowly ticks down over time, and is zeroed if you take a hit. You can also zero your bonus by performing a powerattack, at which point the skill bonus you've accrued is converted into bonus damage.

4. Damage Text
Damage Text adds a notification of how much damage your weapon attacks deal to the top- right corner of the screen. Simple as.

5. Quick Powerattacks
Quick Powerattacks allows you to assign a single key to perform powerattacks. Select the mod, wait for the popup to appear, and press the right key. It's mostly designed to be used in conjunction with Combat Moves, as that relies heavily on powerattacks.

6. Gauntlet Weapons
Oblivion doesn't have any gloves that increase hand-to-hand damage through scripts or enchantments. With AFC v2, it's easy to create ones that do- Gauntlet Weapons adds an example five (most with novel enchantments on them) to A Fighting Chance in the Imperial City Market District. This mod doesn't so much change combat as display alternative uses for the AFC v2 script system.


CREDITS:
Created by Talkie Toaster. You may not copy, edit, or redistribute without permission.

Thanks to the friendly folk on #TesModdersDen and the Construction Set Forums for the help- and putting up with my pointless debugging requests.

CONTACT:
I'm TheTalkieToaster on the official forums- please PM me there, or search for the Adrenaline-Fueled Combat thread and give me your questions, comments and suggestions. And bug reports, of course :P.

HISTORY:
V1.00- RELEASE!
V2.00- Rewrite from the ground up! Almost!
USING AFC v2's COMBAT SCRIPTING
Is quite easy. The aaaCore quest contains several leveled lists of activators. Any activator added to a list is activated (so the OnActivate block runs) when the list's event is triggered.
? aaaCore.ListHIT is used when the player hits with an attack.
? aaaCore.ListBLOCK is used when the player attacks and is blocked.
? aaaCore.ListARROW is used when the player fires an arrow.

The script also contains several variables related to the player's attack.
? aaaCore.Target contains the NPC the player has just hit.
? aaaCore.HitARC contains the angle the player attacked from- 0 being the front, 1 being the back, 2 being the left and 3 being the right.
? aaaCore.HitLOCATION contains the inventory slot the player has hit (e.g. 0 for the head, 2 for the torso). For hands, legs and feet a hit to the left limb is negative (e.g. a hit to the right hand is 4, the left hand is -4).
? aaaCore.Arrow contains the reference of the last arrow the player shot.
? aaaCore.ArrowBASE contains the base form of the last arrow the player shot.
? aaaCore.ArrowX/Y/Z contains the current X/Y/Z position of aaaCore.Arrow.

Two other useful functions are provided.
? DamageCalculator is an activator reference that outputs any non-creature's damage when activated (e.g. DamageCalculator.activate Player 1), optionally including the armour and resistances of a specified target. It includes powerattack bonuses.
? DamageApplicator is an activator reference that applies any non-creature's damage (optionally including weapon enchantments) against another actor when activated.
Both share a set of variables used to configure them.
? “Attacker” is the source of the damage and used to calculate the values. It defaults to Player.
? “Target” is the target of the damage. It is optional for the Calculator, and defaults to 0 for the Calculator.
? “Slot” can optionally be used to calculate armour based on one of the target's specific armour pieces. It takes an equipment slot like that output by HitLOCATION. It defaults to the game's normal behaviour of using the target's total armour value.
? “Multiplier” can be used to change the damage by a multiplier. It defaults to 1.
? “Cast” is a Applicator only value. If set to 1, it will cast the enchantment of the attacker's weapon (if any) on the target. If set to 0, it won't. It defaults to 1.
Both output the value “Damage”, which is the total calculated damage.



I can't see any way to change the hotkey set at first mod start other than a disable and clean save all over again. No ini comes with the mod.
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Sammygirl500
 
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Post » Mon Feb 21, 2011 11:17 am

Uh maybe because multiple effects don't always happen at once? If I make one thread on one subject then something comes up hours later under a different topic, why should I add to that thread among possible replies another off-topic subject?

I'm moving my reply to IT http://www.gamesas.com/index.php?/topic/1118112-tie-version-138-tamriel-immersion-experience/page__view__findpost__p__16485848.

Mr. IT Paladin - To readers of your threads no matter how many threads you create and the method by which you go about explaining them your problems still fall under one topic: Your problems with your game install. Of what value is it to have a thread or two (more like 50 now) that described a problem then no replies (or a few) Or a simple solution to a simple problem. So when people search and they find a thread that kind of relates (by a few key words) with what your all over the place problem is - they read it, then see that it just trails off. Are you contributing to the resolution or greater knowledge base or are you just using the forum to vent and cajole people with non sequiturs?

It is 'interesting' how in one page you can have a problem that sounds game breaking ... lost my UI please help, then a few threads later (on the same page) - 'hey can you help me figure out how to tweak a mod' that http://www.gamesas.com/index.php?/topic/884716-relz-adrenaline-fueled-combat-v20/ (but you won't search for them).

So I'm done talking my "bunch of crap", but I do suggest you just give one thread a try. The thread topic can even be whatever you like - such as 'Please help with various problems I'm having' - then the next issue is never off topic. See how that works?
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Olga Xx
 
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Post » Mon Feb 21, 2011 7:24 am

Uh maybe because multiple effects don't always happen at once? If I make one thread on one subject then something comes up hours later under a different topic, why should I add to that thread among possible replies another off-topic subject?


Maybe because that fills up the forums with senseless clutter, eating up bandwidth and giving us the impression that you are unwilling to diagnose and fix your problems on your own? That is the drill with modding Oblivion, conflicts and resolutions are as much a part of the game as actually playing it.

This is a lose-lose scenario IT.

Oh, and if I may say so, your response to Psymon in the TIE thread was quite immature. You might want to start thinking things through a bit before you continue posting here, or you may start finding the mod experts (like Psymon, for instance) unwilling to help you.

My 0.02. I apologize, but I felt this had to be said.

As for your issue, since a catch-all topic already exists, take Psymon's advice and post there. You will always get a better response posting your questions in the official support thread for a mod than adding yet another thread to these already filled-to-bursting forums.
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BrEezy Baby
 
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Post » Mon Feb 21, 2011 12:59 pm

I wish people would cut out their assumptions that I do not search beforehand. The way this forum works returning irrelevant results or no results at all wastes time.

Searching for "adrenaline" in the title only, returned nothing, and in everything, 137 results, which I wasn't about to go through every single one (which I did upon your forum nazi complaining and took me to the end after finding pages given to me that had absolutely no occurrence of the word).

(why the hell do other people post here on topics that can be searched for, yet no one else jumps on them like you do? I have seen many posts go by where civil answers are given rather than the curt, rude ones that have been given to me since day one of joining here 3 months ago. These posts have the same issue of they can search and find the answer yet no one jumps on their case about it. Instead of jumping to conclusions that I do not read first, giving the annoying, "read the readme"/RTFM responses, how about simply answering the question with a link if needed for further information, or resist the urge to be condescending and say nothing at all?)
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Skrapp Stephens
 
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Joined: Mon Aug 06, 2007 5:04 am

Post » Mon Feb 21, 2011 9:17 pm

One reason for so many results is that each time a mod is listed in a load order it will come up, the trick then is looking for thread titles that are about the mod. But what then? One of the reasons why forum search results are not so great is the derth of threads that may have the name of the mod in the thread title, but not be the official thread. Ring any bells? Search FCOM and you will see what I mean - thread after thread about how to install it that are not the official thread. If it weren't for people using the official thread then it would sink.

A good tip - search by mod author - you know the mod because you cited the readme. You know it is talkie toaster - just find one of his threads here. Companion Share and Recruit thread has been active. Click on Talkie Toasters name to look at his profile then click on topics under his avatar and that will bring up all threads he has started that are still active. You could also try PMing the author - Talkie is very active with Fallout3 modding and usually responded to my PMs in about a day or two.

Another tip is if you know it is an old mod start at the last page since it is sequential you can start way back to the older threads.

As far aw wasting time that is a two edged sword now isn't it? What of the person who is searching for AFC and then stumbles across this thread? Who wasted whose time?

Thomas is right - this is a lose lose.

(why the hell do other people post here on topics that can be searched for, yet no one else jumps on them like you do? I have seen many posts go by where civil answers are given rather than the curt, rude ones that have been given to me since day one of joining here 3 months ago. These posts have the same issue of they can search and find the answer yet no one jumps on their case about it. Instead of jumping to conclusions that I do not read first, giving the annoying, "read the readme"/RTFM responses, how about simply answering the question with a link if needed for further information, or resist the urge to be condescending and say nothing at all?)

Well for one there is no link to a readme. You should have that already.
Next how many times have I already helped you and just given the answer?
Next think about what Thomas said - modded oblivion requires some do it yourself effort.

I'm not a moderator and I'm not demanding anything of you - I just ask please try and use one thread for problems you can't figure out. Yes there are many threads that meet this area of forum nausea criteria, but most are one shot deals. I mean I think you hold some kind of record or something for the amount of threads started in such a short amount of time. I don't mean for official threads, but the constant "OMG I just had a small hiccup in me game and now I need a whole thread about it" kind of threads.

I'm certain I'm not the only one who would appreciate it. And I'm sorry you take this request so offensively.

Please consider - thanks.
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Matthew Barrows
 
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