[RELz] No Running while using Bows or Spells

Post » Tue May 10, 2011 6:03 pm

EDIT: This mod was replaced by http://www.tesnexus.com/downloads/file.php?id=32651 and can't be downloaded anymore. PPP includes all the features of this mod plus a lot of other features that can all be adjusted in an ini file.

== No Running while using Bows or Spells ==

Requires OBSE. I used v0018 beta 6 when I made the mod, not sure what the minimum version is for the functions I used.

This mod disables running if you draw a bow or cast a spell. As soon as you fire the arrow or the casting animation ends you will run again.

Reason for the mod was that the fights always turned out to be the same for me. Once I was low on health I simply ran away for a while casting heal spells. The stupid enemies never catched me, no matter how low my speed/athletics were. And I could still kill them with bows without getting hit, even though I have 'No backwards running updated' installed as well. I simply ran forward while drawing the bow, quickly turned and shot. Doing this is a bit harder now and enemies might actually have a chance to catch you (even though it is still only a small chance without other mods that make it harder to run away).


= Installation =

Put the esp in the Oblivion\Data folder. Check it in the launcher.


= Credits =

Abo aka Abo2 aka Donovan Baarda for the disable running script in 'No running backwards updated' the script in this mod is based on

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Wane Peters
 
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Post » Wed May 11, 2011 2:57 am

Seems pretty good for balance.
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Markie Mark
 
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Post » Wed May 11, 2011 3:40 am

Thanks.
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kat no x
 
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Post » Tue May 10, 2011 9:48 pm

I guess many people have overlooked yet another of SM's mods...:( http://www.tesnexus.com/downloads/file.php?id=29095 *my opinion* That mod makes combat significantly more challenging without crippling the player. Running away from combat is a self control thing in my book. Please, do not take this the wrong way. I am just suggesting it as another type of mod that works for a similar goal. Maybe they will play together for uber, super-duper challenging normal fights...


Thank you for your work Phitt!
- Tomlong75210
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Jennie Skeletons
 
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Post » Wed May 11, 2011 3:29 am

I guess many people have overlooked yet another of SM's mods...:( http://www.tesnexus.com/downloads/file.php?id=29095 *my opinion* That mod makes combat significantly more challenging without crippling the player. Running away from combat is a self control thing in my book. Please, do not take this the wrong way. I am just suggesting it as another type of mod that works for a similar goal. Maybe they will play together for uber, super-duper challenging normal fights...


Thank you for your work Phitt!
- Tomlong75210

That mod and this one do completely different things.
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Multi Multi
 
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Post » Wed May 11, 2011 9:22 am

I know that, but it makes combat harder. It would make running away harder too. Fine, I will not make anymore suggestions...
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lydia nekongo
 
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Post » Wed May 11, 2011 5:17 am

This mod is scarily specific to my tastes and works perfectly!

Phitt you mentioned that there was a version that adds 0.5 seconds of additional walking after every spell/arrow? Would you mind linking to that, I would prefer it.. since I can still run in bursts between spammed spellcasts!
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Suzie Dalziel
 
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Post » Wed May 11, 2011 3:54 am

I like SM's mods, I use Persuasion Overhaul for example. The one you linked to is definitely worth checking out, but right now I'm using my own 'light' fatigue mod which works pretty well.

This mod is scarily specific to my tastes and works perfectly!

Phitt you mentioned that there was a version that adds 0.5 seconds of additional walking after every spell/arrow? Would you mind linking to that, I would prefer it.. since I can still run in bursts between spammed spellcasts!


I've updated the Nexus entry, now there is an optional file that makes it a bit harder. Just replace the old esp file with the new one. Changes are:

1. You will only be able to run again if the bow firing animation is finished. Before you could run again as soon as you released the left mouse button. Probably ~0.3 seconds longer before you can run again, depending on bow speed.

2. Added a short timer (0.4 seconds) after casting a spell. When you hold the cast key (spam!) you should not be able to run at all until you release the key.
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Sabrina garzotto
 
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Post » Wed May 11, 2011 9:56 am

Hey Phitt, don't mean to hijack the thread but I tried to send you a private message and seems that your inbox is full.
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Kanaoka
 
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Post » Wed May 11, 2011 1:13 am

I like SM's mods, I use Persuasion Overhaul for example. The one you linked to is definitely worth checking out, but right now I'm using my own 'light' fatigue mod which works pretty well.



I've updated the Nexus entry, now there is an optional file that makes it a bit harder. Just replace the old esp file with the new one. Changes are:

1. You will only be able to run again if the bow firing animation is finished. Before you could run again as soon as you released the left mouse button. Probably ~0.3 seconds longer before you can run again, depending on bow speed.

2. Added a short timer (0.4 seconds) after casting a spell. When you hold the cast key (spam!) you should not be able to run at all until you release the key.


Wow it's perfect. This is exactly what I have been enforcing manually for months. Which is ANNOYING to do ><
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Nymph
 
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Post » Wed May 11, 2011 11:27 am

How hard would it be to add sheathing/unsheathing a weapon to this? There are balance issues there, too. A heavy weapon is supposed to slow your mobility and make it hard to advance/escape, but the instant you start to sheath it it bumps you into the high "weaponless" speed. Forcing a walk while readying and unreadying a weapon would make weapon use more tactical.
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cheryl wright
 
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Post » Tue May 10, 2011 7:39 pm

Are you thinking you would want a delay or some kind so that the speed gradually turns back to normal?


Edit: wording
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keri seymour
 
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Post » Wed May 11, 2011 1:24 am

How hard would it be to add sheathing/unsheathing a weapon to this? There are balance issues there, too. A heavy weapon is supposed to slow your mobility and make it hard to advance/escape, but the instant you start to sheath it it bumps you into the high "weaponless" speed. Forcing a walk while readying and unreadying a weapon would make weapon use more tactical.


I've made another version that makes you walk while sheating/unsheating (plus a short timer of 0.3 seconds because the equip anims are very short).

I've also implemented switching to walk mode when drinking potions, from inventory (in that case the timer starts as soon as you leave the inventory) or by hotkey. Drinking a potion has about the same walk time as casting a spell. Note that it will only work while in combat when you use hotkeys to drink the potion. This is a workaround, I'm trying to find a better way. Reason is that the script checks for the sound effect you hear when drinking a potion. Unfortunately NPCs who perform an eat package use the same sound effect. I noticed that I slowed down while running around in a tavern from time to time. That would be a bit stupid, so I think it's better to have it only work in combat (where it is unlikely to have eating NPCs nearby). If someone knows a better way to do this tell me.

Download for the new version is http://www.mediafire.com/?kt3xguiyymn.

If you have more suggestions I might as well make a full-blown mod out of this with an ini where you can adjust the walk stuff (how long/under what circumstance to walk) to fit your taste.
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Jade Muggeridge
 
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Post » Wed May 11, 2011 10:20 am

I've made another version that makes you walk while sheating/unsheating (plus a short timer of 0.3 seconds because the equip anims are very short).

I've also implemented switching to walk mode when drinking potions, from inventory (in that case the timer starts as soon as you leave the inventory) or by hotkey. Drinking a potion has about the same walk time as casting a spell. Note that it will only work while in combat when you use hotkeys to drink the potion. This is a workaround, I'm trying to find a better way. Reason is that the script checks for the sound effect you hear when drinking a potion. Unfortunately NPCs who perform an eat package use the same sound effect. I noticed that I slowed down while running around in a tavern from time to time. That would be a bit stupid, so I think it's better to have it only work in combat (where it is unlikely to have eating NPCs nearby). If someone knows a better way to do this tell me.

Download for the new version is http://www.mediafire.com/?kt3xguiyymn.

If you have more suggestions I might as well make a full-blown mod out of this with an ini where you can adjust the walk stuff (how long/under what circumstance to walk) to fit your taste.


You're awesome. Well, as long as you're taking suggestions.. I noticed that when you are firing a magical staff, you can still run. I'd prefer that to be walking too, since it's anologous to both casting a spell and firing a bow!
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Scott Clemmons
 
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Post » Wed May 11, 2011 6:15 am

Are you thinking you would want a delay or some kind so that the speed gradually turns back to normal?


Edit: wording


Nah, implementing just a straight walk, as he did, is fine. The heavier weapons have a longer sheath animation so you'll be hit with a longer walk.
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jesse villaneda
 
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Post » Wed May 11, 2011 1:02 am

You're awesome. Well, as long as you're taking suggestions.. I noticed that when you are firing a magical staff, you can still run. I'd prefer that to be walking too, since it's anologous to both casting a spell and firing a bow!


http://www.mediafire.com/?jjzaminjc2m is the latest version with staff support. If I keep adding conditions at that pace I could as well disable running altogether. :P
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Melly Angelic
 
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Post » Wed May 11, 2011 7:59 am

http://www.mediafire.com/?jjzaminjc2m is the latest version with staff support. If I keep adding conditions at that pace I could as well disable running altogether. :P


Nope. Play-tested this for a few hours, it's perfect. This + Combat Fumbling makes the game feel a whole lot more tactical and tense. And No Backwards Walking is even unnecessary.
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Andrea Pratt
 
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Post » Wed May 11, 2011 10:25 am

Hi Phitt, is this mod still supported?

All dl links are invalid, thanks :)
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SWagg KId
 
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Post » Tue May 10, 2011 10:31 pm

I think this is now included as part of Phitt's Phighting Phixes.
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Brandon Wilson
 
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Post » Wed May 11, 2011 5:42 am

Phitt, I think your download link is dead, TESNexus gives me an error message. Did you remove the mod from TESNexus?
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Carys
 
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Post » Wed May 11, 2011 12:46 am

Phitt, I think your download link is dead, TESNexus gives me an error message. Did you remove the mod from TESNexus?

See my response, just above yours. Look for Phitt's Phighting Phixes. Really awesome!

Phitt: maybe you should update the OP to prevent misdirection? :)
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Chase McAbee
 
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Post » Tue May 10, 2011 11:34 pm

See my response, just above yours. Look for Phitt's Phighting Phixes. Really awesome!


Thanks!
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Ash
 
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