[Relz] Marksman Challenge Alpha 1

Post » Tue Apr 19, 2011 10:55 am

The link to alpha 5 is listed above. I never got much feedback on it, so I never put it up on tes nexus. Plus most people seem to prefer duke's (excellent) mod.
This is a bit more "light weight"
While I have been supportive of duke patrick's mod, that support has been in therory, as I've not really played Oblivion for the last year or so. The last time I really played Oblvion, I did with your mod though, and it was really great! :)

So I really urge anyone who want the archery game to be a bit more interesting, but want something more lightweight than duke patrick's mod, to try out this one. It makes the archery so much more fun and interesting - and I know I will not play without this mod, or another archery mod that is at least as good as this :)
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T. tacks Rims
 
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Post » Wed Apr 20, 2011 1:18 am

I've been using version 4 with Nehrim (Combat archery does not work with Nehrim) and I found it actually harder than Duke's mod in some regards.

If this were updated I would ask for a setting to up the damage for archery (not the whole damage formula for all weapons a la Phitts). With Duke's mod there is a setting for this but it only affects the damage of archery.

For those that find pincushion foes a bit umimmersive.

thanks
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Skivs
 
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Post » Tue Apr 19, 2011 10:05 pm

...I would ask for a setting to up the damage for archery (not the whole damage formula for all weapons a la Phitts)...


Wrye Bash makes this easy to do yourself, if somewhat time-consuming, using .csv files (excel, calc). You don't even need the CS, just import when rebuilding the Bash patch.
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Kari Depp
 
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Post » Tue Apr 19, 2011 11:08 am

I've been using version 4 with Nehrim (Combat archery does not work with Nehrim) and I found it actually harder than Duke's mod in some regards.

If this were updated I would ask for a setting to up the damage for archery (not the whole damage formula for all weapons a la Phitts). With Duke's mod there is a setting for this but it only affects the damage of archery.

For those that find pincushion foes a bit umimmersive.

thanks


So I always played FCOM, so when I updated the FCOM archery files I added a "Deadly" version.
The files can be found here http://www.mediafire.com/?2ummkwc5hhm

For those that run other mods, there are only two options.
Option 1 of course is to edit the weapon damages (Wrye Bash makes this "fairly" easy).
Option 2 is to use OBSE to modify the weapons damage.

I would love to create an Option 2 for people so that they could balance all sorts of mods, but its a bit tricky.
I haven't looked into this for 6 months or so so perhaps there are new ideas or tools to do this.
Its very easy to modify weapon damage with OBSE, its much harder to track which weapons and arrows have already been modified, especially on NPC and when using mods that equip/unequip without running the on equip/unequip scripts.
The last thing you want is to increase weapons damage for a particular arrow 100% and then pick it up again and double the damage again.

Anyone got any bright ideas to solve this problem and how to manage the damage for NPC Bow/Arrows as well? I'd love to hear em.

-dan
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Leonie Connor
 
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Post » Wed Apr 20, 2011 3:23 am

Well scripting isn't my thing but I believe the method in Combat Archery is to rename the items (DP appends {} to the name) which have had their damage rating altered. You could ask in his thread.
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BlackaneseB
 
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Post » Tue Apr 19, 2011 2:03 pm

Well scripting isn't my thing but I believe the method in Combat Archery is to rename the items (DP appends {} to the name) which have had their damage rating altered. You could ask in his thread.


From my understanding, this should work, I′m fairly sure both setname and setattackdamage (or modX) functions edit the base object (if called on the ref = baseobject ref gotten via getequippedobject), so after it′s done once for a certain object the name and damage appear as altered in later spawning items of that type.

So essentially either fire area spells to grab the NPC references in a cell - or which I would prefer as more reliable method, loop them - and edit the equipped weapons like this, including player of course. Looping all non-dead creatures or NPCs in the loaded area is really fast, cause it′s like looping any small array, you could do it every few seconds without problems to make sure any newly equipped items get tagged and edited.

It may require unequip + equip to make the equipped weapon update, I′m not entire sure from the back of my head. :)
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Chloe Botham
 
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Post » Tue Apr 19, 2011 10:32 pm

Look no offense meant, but still if I had a choice of which to play I'd rather play Duke's mod.

With Nehrim though I cannot. There is no FCOM in Nehrim.

Editing individual weapon entries is not what I'd want to do. That would be a lot of work when not necessary - that is old MOBS/OMOBS style of thought. The point of newer mods (such as Combat Archery, Phitts, and Kuertee Attribute skill damage mod) is to address damage via the formulas

With Nehrim I'm using Phitts Phighting Phixes which more addresses the damage formula than fretting over each weapon damage rating. The problem I have is that this raises the damage formula for all damage ... I'm just requesting a formula for upping only archery damage.

But I understand if this is not desired by others.
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Phillip Brunyee
 
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Post » Tue Apr 19, 2011 12:54 pm

Look no offense meant, but still if I had a choice of which to play I'd rather play Duke's mod.

With Nehrim though I cannot. There is no FCOM in Nehrim.

Editing individual weapon entries is not what I'd want to do. That would be a lot of work when not necessary - that is old MOBS/OMOBS style of thought. The point of newer mods (such as Combat Archery, Phitts, and Kuertee Attribute skill damage mod) is to address damage via the formulas

With Nehrim I'm using Phitts Phighting Phixes which more addresses the damage formula than fretting over each weapon damage rating. The problem I have is that this raises the damage formula for all damage ... I'm just requesting a formula for upping only archery damage.

But I understand if this is not desired by others.


That′s the thing really, IMO - you can′t change the formula, if you want to change just ONE thing. :

The complete formula for Blades, Blunts and Bows is:

Damage = WeaponRating * (Fatigue / MaxFatigue + 1) / 2 * SneakMultiplier * PowerAttackMultiplier *
OpponentArmorRating * OpponentWeaponResistance



The only thing that changes is what goes IN the formula. You have to change a singular input, to change a singular output.

Now scripted damage can be applied on top of the actual damage, but why bother - it′s so much more work and unreliable than changing what goes into the formula. :)
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dean Cutler
 
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Post » Tue Apr 19, 2011 8:04 pm

...That would be a lot of work when not necessary....


If all you want is a multiplier as opposed to re-balancing then there is very little work involved. You don't have to edit every value.

Export the data in Wrye Bash. In Excel or Calc type in one formula (cellref * multiplier), click and drag down to copy the formula to rest, copy the resultant values (not formulae) and paste over the original data, delete the formulae. In Wrye Bash select the csv under 'Import Stats' when rebuilding the patch.

Rebuilding your patch alone will take longer than the data edits.

This may be 'old-fashioned' but it's just as effective and you can fine-tune it to your hearts content.
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patricia kris
 
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Post » Tue Apr 19, 2011 8:31 pm

The link to alpha 5 is listed above. I never got much feedback on it, so I never put it up on tes nexus. Plus most people seem to prefer duke's (excellent) mod.
This is a bit more "light weight"

As for the wind. I tried adding a spell kinda like "kicking up grass" to see where the wind was blowing, but I don't have much graphics experience so it looked like crap.

If you have a good idea about how to represent this I'd love to hear it.

At the moment you can track the path of your arrows and guess the wind direction, but that's about it.

-dan

well I missed it & have downloaded it & will install it now Beebee
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JR Cash
 
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