[WIP/WIPz] Lost Skills

Post » Wed Mar 30, 2011 1:50 am

As some of you may have noticed I'm not the guy who makes WIP-threads for every plugin I create. I prefer working on my own and don't say a word about it; at least until somethings works as it's supposed to do.
So, why did I make this thread here?
Well, the answer is pretty simple: I think I overextended myself on this project. In fact, this is more like a desperate cry for help than just a normal WIP(z)-Thread. ;)



To make this worth reading for people who doesn't have the time/a mind to help I'll answer some question which normally occour if you discover a new plugin. Sth. like a FAQ for Plugins with specific answers about this one. :P


What's this all about?
All skills which existed in Morrowind, but where deprecated/merged in Oblivion are re-added/split.
In addition some other skills are added/split

The new skills are frome the same type as the "original" ones. Additionally, every newly added/split skill can be turned on/off individually.
Per default, NPCs use these skills, too. This behaviour can be turned off (for all skills), though.

The current list contains these skills:
  • (Short) Blade
  • Long Blade
  • 2-handed Blade/Claymore
  • Dagger
  • Katana
  • Blunt
  • Axe
  • Spear
  • Staff/Polearm
  • 2-handed Blunt
  • 2-handed Axe
  • 2-handed Spear
  • 2-handed Staff/Polearm
  • Bow
  • Crossbow
  • Throwing/Missile Weapons
  • Medium Armor
  • Unarmored
  • Enchant

(Sorry if the names aren't 100% accurate; please correct me on those)


Are there any dependencies?
Everything what is required to make this work.
OBSE for sure, everything else would be possible to implement it optionally. Which means: certain features only work, if the requirements are met (e.g. X-Skills installed & activated).

Although, I can't guarantee that this is possible with everything. Espacially after I stumpled upon http://www.gamesas.com/index.php?/topic/1106110-relz-addactorvalues/.

Edit: Current Requirements:
  • OBSE v20
  • http://www.tesnexus.com/downloads/file.php?id=33248
  • http://www.tesnexus.com/downloads/file.php?id=31981
  • http://www.tesnexus.com/downloads/file.php?id=32200
  • maybe Pluggy (optional), for *.ini


When will be the release?
As usual: When it's done.
Needless to say, the more help I get, the faster this will be finished.

Are there any Screenshots?
None, that can show what this plugin does/is supposed to show. ;)
If you got to look at something, see http://www.gamesas.com/index.php?/topic/876349-releaseopen-beta-unarmored-skill-for-everyone/; it'll be implemented completely.

http://www.4shared.com/file/8mRIeGT4/Lost_Skills.html
A rough list what's is in the description (German).




How could I possibly help?
Ok, this question doesn't occour that often, but it's important for this thread to serve its purpuse (at least for me). ;)
In general, you can help with (almost) everything.
The Scripting-stuff is sth. I can do on my own, but it's a lot of work, so I'd appreciate support on this part, too. Only requirement is, that you shouldn't be frightened of long varable names. :P
Everything else is sth. I'd prefer not to do myself. If I have to I could create sth., but this would very likely mean lesser quality.


Here's a list of all "parts" which should be covered:
Spoiler
  • Advice in General Design-Aspects.
    I've problems to decide which way is the best to implement sth.
    E.g. should Vanilla-Blade-Trainers get a job as a trainer for long blades, or for short blades?
  • General "behaviour" of the new skill: Scripts
    That's already done for most of the skills mentionend above. What's left is mainly C&P and the complete Enchant-skill.
    Furthermore, some new skills I haven't thought about.
  • Compatibility with other plugins.
    I think most of it will be on the scripting-side of things; understanding scripts others wrote is a major part of it.
    Additionally, communication with the authors of the other plugins, because in most cases they'd have to adjust the plugins on their side, too.
  • Creating/Implementing new animations.
    In my opinion, the main part of this is the spear skill. Rung already told me about already existing http://www.tesnexus.com/downloads/file.php?id=27865, but I didn't really think about how to implement them, yet.

    New animations for the other skills (e.g. Crossbow/Throwing weapons) would be great, but I think it's also ok to use the already existing ones (shoot while sneaking/cast on target). Anyway, for both examples I think the best way would be to just adjust the skill value and leave the rest to other plugins (Crossbows of Cyrodiil/Unnecessary Violence). Certainly, this requires these plugins to use the Marksman-ActorValue. I'm pretty that CoC does, but I haven't had a close look at UV, yet.
  • Create/Get Usage-permission for:
    • New armors to be used as medium armor.
    • new weapons (e.g. Axes/Spears)
      Moreover, a list of Vanilla-Axes and which vanilla-blades should be declared a short/long blade.

  • Create trainers for the new skills & integrate them in the world.
    From the same thought: create a quest for the master trainer.
  • Create new Icons for the new skills.
    One Icon for the faction (X-Skills not installed), and 2 Icons in the format of a normal skill (X-Skills installed).
  • Publicity.
    Answer question, give info about status-updates, etc.
  • Write the ReadMe.
    Someone got to translate my gobbledygook into sth. the normal mod-user is able to understand. Even just reading (and asking questions about) a first version would be a big help.
    But since currently there doesn't even exist such a first version you could just start from scratch writhing the whole thing. :P
  • Testing.
    This could be just a normal Beta-test, or the test of small features during developement.
  • PLACEHOLDER
    There's always something I missed. :P

Current ToDo-List:
Spoiler
  • Unarmored, Medium Armor & Enchant-Skill
  • X-Skills & Animations
  • Icons & Description (+ Perk-Texts) for all Skills
  • Redirect Spell Effects for SplitSkills
  • Register Vanilla weapons/armor
  • Implement new weapons/armor
  • Create Trainer
  • Write ReadMe
  • Compatibility with Levelling-Mods



What do I get for my work?
The same I get.
I can't offer more than to mention you in the ReadMe (as an author, or in the credits-section; as you prefer it).



Basically, that's it.
If you got any question I'll try my best to anser them. :)
User avatar
Josh Dagreat
 
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Post » Wed Mar 30, 2011 9:26 am

Guess I really really really need to continue working on X-Skills.

Anyways, looking good. As for the names, well apart from Sword vs Blade why not call 2-handed Sword Heavy Swords or something. Still not ideal but having a number in the name might look a bit odd to some. :shrug:

-kyoma
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Jade MacSpade
 
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Post » Wed Mar 30, 2011 8:02 am

This sounds awesome! I've never quite grown accustomed to Oblivion's skills.

As to your trainers question: Vanilla trainers should always teach the skill that matches their personality best. I would guess that the Blades skill trainers are always portrayed as generic hack'n'slash fighters, so most of them should train you in Long Swords (or sometimes, Two-Handed Swords). However, the Dark Brotherhood trainers for the Blades skill should probably teach Short Swords now. :shrug:

I have a question about items that should belong to one of the new skills:
How do you tag them? You ask for new spears, but won't you eventually just use scripts to decide what's a spear and what isn't, so that even spears added by other mods can be recognized by your mod? If so, then I don't understand why your mod even needs to have new items included. (I'm currently imagining that you're using a ratio of weight and armor rating, or maybe armor rating and health, to distinguish the armor types.)
Whatever the answer: http://www.tesnexus.com/downloads/file.php?id=28245 by themythofstrider has lots of Morrowind armor that used to be of the Medium Armor type, many of them are even Imperial style. I'm sure he'd be glad to do more styles for a mod that promises to bring back all the cool skills from Morrowind. :)
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Tamika Jett
 
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Post » Wed Mar 30, 2011 11:40 am

Guess I really really really need to continue working on X-Skills.

Still a lot of work to do, so there's not really that much reason to worry. Although a release of X-Skills could increase my motivation a little bit. ;)

Anyways, looking good. As for the names, well apart from Sword vs Blade why not call 2-handed Sword Heavy Swords or something. Still not ideal but having a number in the name might look a bit odd to some. :shrug:

-kyoma

Sword/Blade-confusion comes from translation everything from German to English.
I use Blade in the mod.
As for 2-handed/Heavy Blade: Since 1-handed Blades also may have some weight I don't think heavy is the right name. If there're enough responses telling me I'm wrong it shouldn't be that much of a problem to change it.

This sounds awesome! I've never quite grown accustomed to Oblivion's skills.

As to your trainers question: Vanilla trainers should always teach the skill that matches their personality best. I would guess that the Blades skill trainers are always portrayed as generic hack'n'slash fighters, so most of them should train you in Long Swords (or sometimes, Two-Handed Swords). However, the Dark Brotherhood trainers for the Blades skill should probably teach Short Swords now. :shrug:

Well, this requires someone who played the game more, than I had. Never had that much time to play since plugins always got in my way. ;)

I have a question about items that should belong to one of the new skills:
How do you tag them? You ask for new spears, but won't you eventually just use scripts to decide what's a spear and what isn't, so that even spears added by other mods can be recognized by your mod? If so, then I don't understand why your mod even needs to have new items included. (I'm currently imagining that you're using a ratio of weight and armor rating, or maybe armor rating and health, to distinguish the armor types.)

I have some automatic systems (per name/reach/weight, as required), that's right (although they're turned of per default). Also, the user may register any object as medium armor/weapon of his choice. The same is possible for other mods, of course.
Every registered weapon/armor is saved in an array, if the current weapon isn't found in an array (and automate system is turned of; if turned on, registered weapons take precendse about automatic system) the default (blunt/long blade; armor type unchanged) is assumed.

I'd like to include new items (spears/medium armor/etc.), so you don't have to use fifty-thousand extra mods to actually be able to use the new skills.
Don't have to be hundrets and hundrets of every kind, but at least one for each skill should be there. :)

Whatever the answer: http://www.tesnexus.com/downloads/file.php?id=28245 by themythofstrider has lots of Morrowind armor that used to be of the Medium Armor type, many of them are even Imperial style. I'm sure he'd be glad to do more styles for a mod that promises to bring back all the cool skills from Morrowind. :)

Wow, never noticed this one got final.
Anyway, always considered this to be interesting. Thanks for showing that it's finally an official release. :)
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Jessie Butterfield
 
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Post » Wed Mar 30, 2011 9:24 am

Can the new skills have new animation groups too? :3 Ok that's impossible. Unfortunately.

Good idea in my opinion.
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Cameron Wood
 
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Post » Tue Mar 29, 2011 10:39 pm

Don't say impossible. With the power of obse & obse-plugins covering our backs impossible should only be mentioned with a currently directly before it. ;)

So: Unfortunately, for me it's currently impossible.



Anyway, thanks for cheering. :)
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Ridhwan Hemsome
 
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Post » Wed Mar 30, 2011 1:48 am

Little Bump...

Monday is my final exam this semester, so afterwards I should have some time to finally continue on this one. :)
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John N
 
Posts: 3458
Joined: Sun Aug 26, 2007 5:11 pm

Post » Tue Mar 29, 2011 11:35 pm

Might be worth speaking to the craftybits team over at the wormhole, they did some implementation of x-skills, and removed them after a few issues. but they might be able to advise on some of the stuff they did...
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biiibi
 
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Post » Tue Mar 29, 2011 9:43 pm

Thanks for the hint, but I never had any issues using x-skills (well, actually had one, but nothing serious; just a misplaced OK-Button in a MessageBox).

Will keep in mind if I come across sth. weird.
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Shaylee Shaw
 
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Joined: Wed Feb 21, 2007 8:55 pm

Post » Wed Mar 30, 2011 10:16 am

....they did some implementation of x-skills, and removed them after a few issues.....
Yea...that would be my fault really. The last x-skills version was buggy to say the least. It really wasn't ment to continuous use. :blush:
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Jamie Lee
 
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Post » Wed Mar 30, 2011 9:38 am

Bump again. ;)

Since I didn't understand that much when I looked at my old script decided to rewrite the whole thing from scratch. Almost as fast and a lot less messy then trying to understand the old stuff and adding new/changing already existend but outdated stuff. :)
Kept the old script so I can look at/C&P complicated parts which weren't that easy to get from Wiki-page to script-style. :)

Therefore, I don't think finish is an option any time soon (won't be anyway, since I'm still waiting for X-Skills :P). But I think some sort of "Proof of Concept" could be possible.
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Dan Endacott
 
Posts: 3419
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Post » Wed Mar 30, 2011 9:53 am

Time for a little (um, a bit bigger) status-update:

As already mentioned: rewriting the mod (almost) completely.
Making it a lot easier to add new skills (also possible for other PIs) . Split Skills (the ones with weapons) are almost finished; things missing: animations (already got in contact to http://www.gamesas.com/index.php?/topic/1159100-relz-kamikazes-combat-animation-selector/) and X-Skills (new MenuQue-Version); currently not possible. Furthermore, some problems with spells, but that shouldn't be a problem.
Unarmored & Medium Armor I have to create completely. Since I did most of the stuff already (and saved it) most of it should be C&P (and therefore shouldn't take too long).
Don't have anything for the Enchant-Skill (and totally forgot it while recreating everything).

That's about everything I have so far. Additional stuff planned:
  • Unarmored, Medium Armor & Enchant-Skill
  • X-Skills & Animations
  • Icons & Description (+ Perk-Texts) for all Skills
  • Redirect Spell Effects for SplitSkills
  • Register Vanilla weapons/armor
  • Implement new weapons/armor
  • Create Trainer
  • Write ReadMe
  • Compatibility with Levelling-Mods



Requirements so far:
  • OBSE v20
  • AddActorValues
  • OBME
  • MenuQue (for X-Skills), may be optional
  • may be Pluggy (optional), for *.ini


Current Skill-List:
  • (Short) Blade
  • Long Blade
  • 2-handed Blade/Claymore
  • Dagger
  • Katana
  • Blunt
  • Axe
  • Spear
  • Staff/Polearm
  • 2-handed Blunt
  • 2-handed Axe
  • 2-handed Spear
  • 2-handed Staff/Polearm
  • Bow
  • Crossbow
  • Throwing/Missile Weapons
  • Medium Armor
  • Unarmored
  • Enchant

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Genocidal Cry
 
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Post » Wed Mar 30, 2011 12:05 am

I need some help from people owning an english copy of Morrowind/Oblivion:

Oblivion:
What is the Description/Perk texts for the skills Blunt, Blade, Marksman, Heavy Armor & Light Armor


Morrowind:
What is the Description for the skills Short Blade, Long Blade, Axe, Blunt, Spear, Unarmored, Medium Armor, Enchant & Marksman (or whatever it was called there)
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Sakura Haruno
 
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Post » Wed Mar 30, 2011 10:57 am

Oblivion:
What is the Description/Perk texts for the skills Blunt, Blade, Marksman, Heavy Armor & Light Armor


As in, in-game description?

Blunt - Deliver the crushing blows of mace and axe weapons more effectively.
Blade - Deliver the slashing and thrusting attacks of dagger and sword weapons more effectively.
Marksman - Deliver more deadly ranged attacks with bow and arrow weapons.
Light Armor - Make more effective use of Fur, Leather, Chainmail, Mithril, Elven and Glass armors.
Heavy Armor - Make more effective use of Iron, Steel, Dwemer, Orchish, Ebony and Daedric armors.

The skills perk text you can get from http://www.uesp.net/wiki/Oblivion:Skills, eg. http://www.uesp.net/wiki/Oblivion:Blunt near the bottom under Messages.
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Lil Miss
 
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Post » Tue Mar 29, 2011 10:12 pm

Yes, exactely that. Thanks. :)
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James Shaw
 
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Post » Wed Mar 30, 2011 9:16 am

Therefore, I don't think finish is an option any time soon (won't be anyway, since I'm still waiting for X-Skills :P). But I think some sort of "Proof of Concept" could be possible.


Well, as said. Here's some http://www.4shared.com/file/ONpSY4ke/Lost_Skills.html.
Split Skills (the weapons part) should be done.
Medium Armor should be ready (except for Perks), but there's none included and it always starts at 5.
Unarmored ready, but always starts at 5 so currently, only the player has any benifit using it.
Enchant: you can take a look in the Recharge-Menu (self-recharging), but it's not working.
you can click Buttons if you like. ;)



May cause SlowDowns in Menu, but couldn't reproduce them so far.


No configuration supported (possible via editing globals, but no instructions about that), no ReadMe, use strictly at your own risk.



Other News:
  • Thinking about adding http://formulator.esm/ to the requirements-list. Depends if it get's an Update.
  • Won't do any Animations-stuff since with http://www.tesnexus.com/downloads/file.php?id=36650 a Plugin which does exactly that already exists.
    Therefore, advertising time for http://www.tesnexus.com/downloads/file.php?id=36650. Saves me a lot of time and I can concentrate on other stuff. :)
  • Still waiting for an X-Skills Update

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Josee Leach
 
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Post » Tue Mar 29, 2011 11:51 pm

Oh wow a PoC! Downloaded and will try out ASAP! Been watching this for awhile glad to see something come out :D
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Suzie Dalziel
 
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Post » Wed Mar 30, 2011 12:41 am

Thanks. :)


http://www.4shared.com/file/ONpSY4ke/Lost_Skills.html.
Fixed some Bugs according Governing Attribute and MessageBoxes with only $ttsMessage in them.
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Albert Wesker
 
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Post » Wed Mar 30, 2011 12:50 am

I hoped to get more stuff done, but since the semester starts next week I guess I'll have to slow down a bit.
v0.2: http://www.4shared.com/file/8mRIeGT4/Lost_Skills.html

Fixed a Bug with reset skills at each game start.
Menu-SlowDown/Freeze should be fixed.
Some other stuff I can't remember. ;)
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Music Show
 
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Post » Tue Mar 29, 2011 9:42 pm

Low Post I absolutely love this! Amazing work!
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Rik Douglas
 
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Post » Wed Mar 30, 2011 1:40 pm

Thanks. :)
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Ruben Bernal
 
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