[RELz] Duke Patrick's Combat Archery Mod

Post » Sun Sep 04, 2011 1:03 pm

How should I do the silver damage (the extra "poison like" damage silver will do vamps and undead )?

Flat rate in the INI settings?

So if you set the SilverDamage option in the INI file to 20 then silver arrows do 20 points more of damage?


I'm not sure what the rate would need to be, but I think a damage over time effect would be neat. Maybe effect health and fatigue together (or even just a heavy fatigue drain) to simulate a weakening effect from the arrow head being stuck in the body. If that's a bit too much, I think a flat rate could work.
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Wane Peters
 
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Post » Sun Sep 04, 2011 1:00 pm

NEW REV 5.5.3

Silver Arrows now do poison like damage to vampires and undead.

Set the rate and damage in the INI.

Clean install not needed for this rev.


Get it here:
http://tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery/
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Lil Miss
 
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Post » Sun Sep 04, 2011 8:33 am

Thanks for the update spooky.

I have a question reference race voices again.

Previously I mentioned using a batch file for multiple users on the same machine, that has been working well for tailoring the experience for more than just the voices for each individual.

One user though is playing Tabaxi Female

; The PC will make a comment such as "HA! Take that!" when you land a critial hit. Manually set this for custom races.
; 0 Let the mod detect your standard Oblivion race.
; 1 Argonian or Khajiit
; 2 Breton
; 3 DarkElf or HighElf or WoodElf
; 4 Imperial
; 5 Nord or Orc
; 6 Redguard
; Set to any number greater than 6 prevent this feature from being used.
; default setting is 0
set aaDPSCABOWSWAYquest.RaceIndex to 1

The above is using Khajiit in her case (we are using Luchaires http://tesnexus.com/downloads/file.php?id=9870, not any other variation)

Her female character though utters the Male Khajiit critical hit sound "Thats Got To Hurt HA HA!", instead of the Female "Take That HA" for Khajiit.

In cases like this where a custom races gender cannot be automatically established, could we have a manual ini setting for Male and Female?.
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Brian LeHury
 
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Post » Sun Sep 04, 2011 8:30 am

I can do this, may even be a good idea just in general, but what is going on here? Why is my mod not detecting the gender properly? I would rather fix the bug IF there is a bug.

The script command for this is very starlight forward:

PlayerRef.IsFemale == 1

That is all! So if this is not working I suspect maybe I have my sound files mixed up in my mod package?


Thanks for the update spooky.

I have a question reference race voices again.

Previously I mentioned using a batch file for multiple users on the same machine, that has been working well for tailoring the experience for more than just the voices for each individual.

One user though is playing Tabaxi Female

; The PC will make a comment such as "HA! Take that!" when you land a critial hit. Manually set this for custom races.
; 0 Let the mod detect your standard Oblivion race.
; 1 Argonian or Khajiit
; 2 Breton
; 3 DarkElf or HighElf or WoodElf
; 4 Imperial
; 5 Nord or Orc
; 6 Redguard
; Set to any number greater than 6 prevent this feature from being used.
; default setting is 0
set aaDPSCABOWSWAYquest.RaceIndex to 1

The above is using Khajiit in her case (we are using Luchaires http://tesnexus.com/downloads/file.php?id=9870, not any other variation)

Her female character though utters the Male Khajiit critical hit sound "Thats Got To Hurt HA HA!", instead of the Female "Take That HA" for Khajiit.

In cases like this where a custom races gender cannot be automatically established, could we have a manual ini setting for Male and Female?.

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Maria Leon
 
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Post » Sun Sep 04, 2011 6:08 am

Hey Duke, I was wondering, I love this mod, but is there a version for melee? From a quick glance at your melee mod it seemed to be more focused on the defensive side of things - I'm looking at bringing melee weapons in line with what this mod changes the ranged ones to.

Thanks
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Natalie J Webster
 
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Post » Sun Sep 04, 2011 1:32 pm

Try more than a "quick glance" then...

Hey Duke, I was wondering, I love this mod, but is there a version for melee? From a quick glance at your melee mod it seemed to be more focused on the defensive side of things - I'm looking at bringing melee weapons in line with what this mod changes the ranged ones to.

Thanks

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Max Van Morrison
 
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Post » Sun Sep 04, 2011 10:28 am

I think that's a bit more detailed than what I'm looking for - I'm simply after making melee weapons in line with ranged weapons with your Archery mod, I like the default Melee combat that comes with Oblivion. I'll see if I can tweak the INI to how I like it, thanks anyhow.
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Brittany Abner
 
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Post » Sun Sep 04, 2011 1:08 am

Hi Duke,

I like this idea of "poison" damage caused by silver arrows to undead. What about extending the idea a little further into bleeding damage caused by arrows? An arrow stuck inside you would certainly cause an amount of bleeding and pain. A small "damage health" effect for a certain duration could simulate this.

Doomguy


NEW REV 5.5.3

Silver Arrows now do poison like damage to vampires and undead.

Set the rate and damage in the INI.

Clean install not needed for this rev.


Get it here:
http://tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery/

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M!KkI
 
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Post » Sun Sep 04, 2011 8:52 am

well...I have thought about this.

But I have reservations about starting down this path. For one thing I would have to do the same kind of thing in my Melee Combat mod for some weapons to balance the mods.

But then, why do I have this silver poison effect for arrows and not for silver swords? Because the silver is stuck deep inside of the target as an arrow head where as the sword blade only does so for micro seconds.

So by the same logic, I do not think arrow wounds would bleed nearly as much as an AXE wound for example. The arrow shaft plugs the wound unlike a bullet or a blade.


Hi Duke,

I like this idea of "poison" damage caused by silver arrows to undead. What about extending the idea a little further into bleeding damage caused by arrows? An arrow stuck inside you would certainly cause an amount of bleeding and pain. A small "damage health" effect for a certain duration could simulate this.

Doomguy

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natalie mccormick
 
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Post » Sun Sep 04, 2011 10:25 am

Hello Spooky,

I noticed that the race recognition algorithm in your excellent DPCA mod,
is just basic, meaning no Races from other than vanilla would be recognized.

I had the same problem in my EGM mod, and wrote a better race recognition algorithm, I would like to share with you for use in DPCA.

The code snippet is posted http://codepad.org/KdKIr9v7.

PS;
code snippet updated, I forgot the variables at the entry.
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Queen Bitch
 
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Post » Sun Sep 04, 2011 6:21 am

Huh? no you are not correct.

If you have "Races from other than vanilla " you can assign them as you prefer in my INI.

err... but thanks anyway.



Hello Spooky,

I noticed that the race recognition algorithm in your excellent DPCA mod,
is just basic, meaning no Races from other than vanilla would be recognized.

I had the same problem in my EGM mod, and wrote a better race recognition algorithm, I would like to share with you for use in DPCA.

The code snippet is posted http://codepad.org/KdKIr9v7.

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Alex [AK]
 
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Post » Sun Sep 04, 2011 3:15 am

Huh? no you are not correct.

If you have "Races from other than vanilla " you can assign them as you prefer in my INI.

err... but thanks anyway.


Yes, but this would be a nice automatic feature, you COULD override in your ini,
and it allows more differences for the races, like the cute elf, and the RBP races.

Its just that I had the pop up that race was not found , and quiting the game, setting the ini and restarting was recurring.
Its not too much code, but it would really help in making DPCA a bit more comfortable.
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Lil Miss
 
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Post » Sun Sep 04, 2011 10:53 am

well...I have thought about this.

But I have reservations about starting down this path. For one thing I would have to do the same kind of thing in my Melee Combat mod for some weapons to balance the mods.

But then, why do I have this silver poison effect for arrows and not for silver swords? Because the silver is stuck deep inside of the target as an arrow head where as the sword blade only does so for micro seconds.

So by the same logic, I do not think arrow wounds would bleed nearly as much as an AXE wound for example. The arrow shaft plugs the wound unlike a bullet or a blade.


I am going to take the plunge and try this mod with my TIE game. As to the bleeding damage from arrows I think that is a great idea. Even though the wound may be plugged by the arrow shaft there is still internal bleeding from the deeper wound than a sword cut. Anyway, perhaps you can do an over time damage for arrows that stick in the target (which if I read correctly from the mod description you detect as you can find some of the arrows on the ground if they fall out).

An arrow could have a potion like effect like damage 5 + 1 damage per second for 60 seconds. Now if you could further detect the type of hit then you could even increase that. Talk about deadly archery. Then even further if the arrow sticks in the target they get a fatigue drain over time also due to shock and loss of blood, similar to MMM wounding which slows down creatures the more damage they have. Or even decrease the NPC attributes and skills based on their wounds. But I may be going overboard here :)


Anyway, my button and mouse skills are not the best so I hope I can get a hang of this mod. Thanks for working on it.

Peter Id
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Milagros Osorio
 
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Post » Sun Sep 04, 2011 3:10 am

Ok i am at a loss with the damage potential from a bow from Dungeons of Ivellon, namely Stendars Warbow. I have no idea why this bow has this weird damage potential, it is plane weird what this bow shows. Since i use Duke Patricks Copmbat Archery v5.5.3(Combined with Duke patricks melee combat NORECOIL v2.8.4) i thought i ask here to see if any one has ideas how much of a influence these mods could have to cause those stats.

http://www.gamesas.com/index.php?/topic/1221261-dungeons-of-ivellon-stendar-bow-question/page__gopid__18369585#entry18369585


EDIT: Solved in my thread thanks to migck. :D
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CArla HOlbert
 
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Post » Sun Sep 04, 2011 1:53 pm

I had the opportunity to try this last night with TIE. Created a new character. Found a khajit and shot an iron arrow from an iron bow at him. Missed and he then drew his bow. He sidestepped every shot and I sidestepped his every shot. We exchanged fire of 20 arrows at which point I ran out as did he. We drew our swords and engaged in combat. Then he killed me (TIE is tough at level 1).

I do not know what to make of this. I left the ini settings at default as that is what I want to work with when I finally get a hang of it. The fact I could not score one hit, even when I guessed right in which direction he would sidestep, left me dejected, but hey, it was the first time I tried it.

Now I know everyone who uses this mod for some time must have a hang of it. So I am looking for tips to shorten my learning curve in putting my arrow on target. In the final result if I never get the hang of it I will leave it installed just for the added difficulty it adds to NPC archers and gives me some options to avoid being killed in theose multi archer encounters.
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Victoria Vasileva
 
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Post » Sun Sep 04, 2011 12:23 am

The sidestepping is adjustable ... however - keep in mind with TIE you could have been facing a level 30 NPC.
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XPidgex Jefferson
 
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Post » Sun Sep 04, 2011 1:56 pm

The sidestepping is adjustable ... however - keep in mind with TIE you could have been facing a level 30 NPC.


He was a Highwayman and my one hit did seem to affect him slightly so he could not have been very high. It was just that I could not hit him with my arrows at all. Practice I assume will make me acceptable. Just need to find some goblins maybe :)
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cheryl wright
 
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Post » Sun Sep 04, 2011 10:58 am

Better equipment (Heavy iron arrows have a huge trajectory arc, so as you find buy or earn better arrows types your accuracy will increase as well. )

Familiarity (As you already have stated your self, there will be nuances in the system that you will only get by putting in the hours of game play.)

Practice (Unlike the vanilla game, your character's Marksman skill has a dramatic effect on your arrow accuracy, get the following mod and practice in the safety of a town.)


http://tesalliance.org/forums/index.php?/files/file/921-duke-patricks-bottle-shoot-archery-practice/


He was a Highwayman and my one hit did seem to affect him slightly so he could not have been very high. It was just that I could not hit him with my arrows at all. Practice I assume will make me acceptable. Just need to find some goblins maybe :)

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ILy- Forver
 
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Post » Sun Sep 04, 2011 11:16 am

Well I've used Spooky's mods for so long I can say that reverting to Oblivion, like with Nehrim where there are no Duke Patrick mods - the combat becomes too easy.

For practice in the wild get up high - maybe a perch on a rock so that you have time to snipe and then spam arrows some. With the side stepping sometimes the best strategy is to not aim at the person, but next to them. Increases the chance that they are going to sidestep into the path of the arrow.

For actors that haven't acquired you yet as someone to dodge - think about spacial movement and how the arrow is going to intercept the actor.
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Jessica Lloyd
 
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Post » Sat Sep 03, 2011 10:48 pm

Hello Spooky,

I have run the RSP, and your mod DPCA pops up very often with higher processing times. (aadpMoreAIScript [SCPT:A400E27E])
ok, I took a short glance at your script, and it reveals some glitches in terms of speed, not playabitlity.

This section for example
***************************************************************************
if PlayerRef.AnimPathIncludes "getup" == 0 && startClimb == 0 && ( ME.AnimPathIncludes "forward" ) && me.GetFatiguePercentage > .2 && me.getitemcount aadpJumpAwayToken == 0 && PainPauseTimer <= 0if me.isrunning == 1 && me.GetCombatTarget == player && me.IsShieldOut == 1 && ShieldChargeTimer <= 0 && me.IsCasting == 0 && SprintNum > 0 && ( PlayerRef.IsAnimPlaying + PlayerRef.IsIdlePlaying ) > 0if ( Me.getav agility ) > 10 && ( Me.getav block ) > 10 && ( ME.getav handtohand ) > 10 && ( ME.GetHeadingAngle Player > -15 ) && ( ME.GetHeadingAngle PLAYER < 15 ) && PlayerRef.GetKnockedState == 0 && ME.GetFatiguePercentage > .1if  ME.getdistance player < 600 && ME.getdistance player > 280 && me.AnimPathIncludes "getup" == 0if me.getdistance player < 300me.playgroup BlockHit 1endifset ShieldRaiseOnce to 0set ShieldChargeTimer to .001me.playgroup FastForward 1endifendifendifendif


Contructs like this should be avoided, because their evaluation takes more time for one reason. technically this is caused by stack and jump conditions.
This would be appropriate:
***************************************************************************
if PlayerRef.AnimPathIncludes "getup" == 0    if startClimb == 0          if ( ME.AnimPathIncludes "forward" )            if me.GetFatiguePercentage > .2              if me.getitemcount aadpJumpAwayToken == 0                 if PainPauseTimer <= 0                  if me.isrunning == 1                      if me.GetCombatTarget == player                          if me.IsShieldOut == 1                             if ShieldChargeTimer <= 0                                   if me.IsCasting == 0                                        if SprintNum > 0                                          if ( PlayerRef.IsAnimPlaying + PlayerRef.IsIdlePlaying ) > 0                                             if ( Me.getav agility ) > 10                                                  if ( Me.getav block ) > 10                                                      if ( ME.getav handtohand ) > 10                                                       if ( ME.GetHeadingAngle Player > -15 )                                                           if ( ME.GetHeadingAngle PLAYER < 15 )                                                                 if  PlayerRef.GetKnockedState == 0                                                                     if  ME.GetFatiguePercentage > .1                                                                            if  ME.getdistance player < 600                                                                                      if ME.getdistance player > 280                                                                                                   if me.AnimPathIncludes "getup" == 0if me.getdistance player < 300me.playgroup BlockHit 1endifset ShieldRaiseOnce to 0set ShieldChargeTimer to .001me.playgroup FastForward 1                                               endif                                         endif                                   endif                             endif.....< all closing endif's >....................


The condition with the highest probability to be NOT TRUE should be placed first.


The other part is here, another example:
***************************************************************************
if ME.getdistance player <= 90 && ( ME.AnimPathIncludes "forward" ) set ShieldChargeTimer to 0me.playGroup Idle 1if ( 1.25 * ( ME.getav strength + ( .25 * ME.getav speed ) ) ) * ME.GetFatiguePercentage > ( PlayerRef.getav strength * PlayerRef.GetFatiguePercentage )ME.pushactoraway player 10elseif ( 1.25 * ( ME.getav strength + ( .5 * ME.getav speed ) ) ) * ME.GetFatiguePercentage > ( PlayerRef.getav strength * PlayerRef.GetFatiguePercentage )ME.pushactoraway player 7elseif ( 1.25 * ( ME.getav strength + ( ME.getav speed ) ) ) * ME.GetFatiguePercentage >= ( PlayerRef.getav strength * PlayerRef.GetFatiguePercentage )ME.pushactoraway player 3elseif ( 1.25 * ( ME.getav strength + ( ME.getav speed ) ) ) * ME.GetFatiguePercentage < ( PlayerRef.getav strength * PlayerRef.GetFatiguePercentage )PlayerRef.pushactoraway me 3elseif ( 1.25 * ( ME.getav strength + ( ME.getav speed ) ) ) * ME.GetFatiguePercentage < ( ( 1.5 * PlayerRef.getav strength ) * PlayerRef.GetFatiguePercentage ) && PlayerRef.isblocking == 1;nothing happenselseif ( 1.25 * ( ME.getav strength + ( ME.getav speed ) ) ) * ME.GetFatiguePercentage < ( ( 1.25 * PlayerRef.getav strength ) * PlayerRef.GetFatiguePercentage ) && PlayerRef.isblocking == 1PlayerRef.pushactoraway me 3endif


This part evaluates different conditions, but does the same calculations again over and over for every evaluation. And lets says the very last condition is only true,
it has a lot to do. Better would be:
***************************************************************************
let MEStrenth := ME.getav strengthlet MESpeed := ME.getav speedlet MEFatigue := ME.GetFatiguePercentagelet PREFStrength := PlayerRef.getav strengthlet PREFFatigue := PlayerRef.GetFatiguePercentagelet PREFSTRXFAT :=  PREFStrength  * PREFFatigue if ( 1.25 * ( MEStrenth  + ( .25 * MESpeed  ) ) ) * MEFatigue  > ( PREFSTRXFAT   )ME.pushactoraway player 10elseif ( 1.25 * ( MEStrenth  + ( .5 * MESpeed  ) ) ) * MEFatigue  > ( PREFSTRXFAT   )ME.pushactoraway player 7elseif ( 1.25 * ( MEStrenth  + ( MESpeed  ) ) ) * MEFatigue  >= ( PREFSTRXFAT  )ME.pushactoraway player 3elseif ( 1.25 * ( MEStrenth  + ( MESpeed  ) ) ) * MEFatigue  < ( PREFSTRXFAT   )PlayerRef.pushactoraway me 3elseif ( 1.25 * ( MEStrenth  + (MESpeed  ) ) ) * MEFatigue  < ( 1.5 * PREFSTRXFAT   ) && PlayerRef.isblocking == 1;nothing happenselseif ( 1.25 * ( MEStrenth  + ( MESpeed  ) ) ) * MEFatigue  < (  1.25 * PREFSTRXFAT   ) && PlayerRef.isblocking == 1PlayerRef.pushactoraway me 3endif


If you like to, I could try to optimze the script, to evaluate it and see the differences in speed.
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Charity Hughes
 
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Post » Sun Sep 04, 2011 9:06 am

@ Marshmallow


Thank you for you interest in my mod and for wanting to try to (in your view) make it better. But we disagree on the order of importance between gaining a few milliseconds of speed verses a “comfortable” structure in my scripts.

Some of my scripts have to be compact like the way I do them or they will not FIT in the script size limit. In my melee mod for example I am using user functions almost ever 10th line of code because that script got so big (but unavoidably so ).

However the more important issue is that when I go back to a script that I have not seen for months I need it to be in MY format. I am the one that has to spend hundreds of hours of trail an error finding the loopholes in the system to make my mods work. So it needs to read the way I like it.

Some of the OBSE dev (who I put most of my trust in when it comes to oblivion) have demonstrated that scripts for the most part have only a small little impact on the speed of the game.

So the trade off to me is not what I want to deal with in my mod. If I were being paid for my time or there was another benefit to my expenditure of time it would be a different story I suppose.

If you want to co-author a mod I am looking for someone to work on a simpler version of Hypothermia with me. (to get it ready for import to Skyrim) That mod is too big of a project for one person. I would be willing to struggle; through someone else way of writing some of that script in trade for getting serious help on that mod.
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Sweet Blighty
 
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Post » Sat Sep 03, 2011 9:50 pm

Sorry to be a bother..but I was wondering if there is an installation guide somewhere for mod-noobs like me? I got the PC version of Oblivion pretty much for this mod, but I'm having some issues here and there with insalling it. I have the basics down, I belive, as the arrows/bow health is changed and I can only equip the 20 arrows. The falling, bow jerking, and more advanced features are currently absent from whatever I got to work, and when dropped the arrow case just turns into a giant exclamation mark...again sorry to bother you with what're probably really simple fixes, but I really just want to get this mod working :/
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Adam Baumgartner
 
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