[Relz] I just hit you & Can′t touch me!

Post » Sun Dec 11, 2011 5:08 am

http://www.tesnexus.com/downloads/file.php?id=35768

EDIT: Reuploaded the file, there was a minor bug in the other esp.


I just hit you & Can′t touch me v1.0

-by Skycaptain

**************************************


REQUIRES OBLIVION SCRIPT EXTENDER (OBSE) v19 OR LATER!

(http://obse.silverlock.org/)



Description
============

Two things annoyed me in Oblivion′s combat to no end - the fact that your enemies were able to pound you THROUGH each other, and the fact that even powerattacks did nothing to stop the enemy from attacking you at the same time (and vice versa).

This release attempts fix both annoyances, and makes strategic positioning as well as timed powerattacks actually mean something.



Details:
=========

I just hit you.esp
------------------

This esp affects all NPCs, including player. If an actor is hit by a powerattack while attacking, the attack is stopped / doesn′t connect (the anim often still plays to the end).



Can′t touch me!.esp
-------------------

This esp actually tracks how the attacking NPCs are positioned relative to each other. If an actor is attacking, and another NPC is between him/her/it and the target, the attack is stopped / doesn′t connect (ANIM may still play to the end, just wont connect).

To keep the script effective, this only affects NPCs attacking the player, as this is where it really matters. The script runs 5 times a second (ONLY!), and it′s effective (no cross-looping the NPCs multiple times) so it shouldn′t cause any perfomance hit.



Install
=======

After making sure you have Obse v19, just throw the esp(s) anywhere in your load order, and activate them.



Legal
=====

Contact me and ask for permission if you want to use the script(s) and/or redistribute the esp(s).


User avatar
Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Sun Dec 11, 2011 3:42 am

I just noticed a small bug in the Can′t touch me script, that causes the script meddle with the NPCs even if they are not attacking (but blocked).

It′s a quick fix, already done, reuploading in a sec.
User avatar
Bee Baby
 
Posts: 3450
Joined: Sun Jun 18, 2006 4:47 am

Post » Sun Dec 11, 2011 4:19 am

Reuploaded, the file is no longer hidden. :)
User avatar
Adam Baumgartner
 
Posts: 3344
Joined: Wed May 30, 2007 12:12 pm

Post » Sun Dec 11, 2011 5:11 am

Thankyou very much. I'm about to download them. I'll try and put them in the BOSS masterlist shortly.

Vac

Edit: They're in the BOSS masterlist. Now to try them out for myself. :goodjob:
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Sat Dec 10, 2011 5:16 pm

I love the names of your mods! :lol:
User avatar
vicki kitterman
 
Posts: 3494
Joined: Mon Aug 07, 2006 11:58 am

Post » Sat Dec 10, 2011 7:50 pm

Hi Skycaptain, I don't know if you care for suggestions or not, but personally I find that calling playgroup blockhit 1 is a nice way to stop attack animations. :)
User avatar
Sun of Sammy
 
Posts: 3442
Joined: Mon Oct 22, 2007 3:38 pm

Post » Sun Dec 11, 2011 12:21 am

Hahaha, I can already imagine the mayhem this will create :D Thanks a lot Skycaptain :mohawk:
User avatar
Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Sun Dec 11, 2011 6:34 am

jesus skycaptian you are a mod producing MA-chine! you go bro, you go!
User avatar
Shiarra Curtis
 
Posts: 3393
Joined: Thu Jan 04, 2007 3:22 pm

Post » Sun Dec 11, 2011 4:19 am

Great idea!

One issue: The esp for "can't touch me" is not installable through BASH as it cannot read the foreign character introduced there.

@skycaptain: You might want to rename the file to just "Cant touch me.esp", and the readme file name as well, so that BASH does not have a conniption with it...
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Sat Dec 10, 2011 4:33 pm

BTW, Skycaptain, have you ever considered the idea of making powerattacks largely unhindered by blocking? I mean, blocking a power blow from a warhammer-wielding Minotaur must certainly break anyone's arm regardless of the shield. Now, I do not sugguest implementing crippled limbs in Oblivion, but rather making combat even more dynamic and realistic. Block regular blows, dodge powerattacks. However, dodging regular fast blows should be extremely hard, and, as I've said, trying to block powerattacks should be extremely painful.
User avatar
[Bounty][Ben]
 
Posts: 3352
Joined: Mon Jul 30, 2007 2:11 pm

Post » Sun Dec 11, 2011 4:37 am

@skycaptain: You might want to rename the file to just "Cant touch me.esp", and the readme file name as well, so that BASH does not have a conniption with it...

Yes the current naming of Can't touch me crashes BOSS and is totally unrecognized by BAIN and Wrye Bash.
User avatar
Matt Terry
 
Posts: 3453
Joined: Sun May 13, 2007 10:58 am

Post » Sun Dec 11, 2011 5:06 am

I was wondering what the deal was with this mod. I mean I never have this issue that "I just hit you" is made for and also this point Elenhil is referring to with and big strong opponents or opponents with war hammers. But it just now occurred to me that it is because I use a realistic damage mod (my own) so that when an opponent hits with a power attack or a war hammer or other such strong attacks the games built in "if enough damage is done = stagger" game mechanics prevent the kind of issues you guys are talking about.

I is funny to me that some players would want the effects of "realistic damage" but do not want to make their weapons do realistic damage. There are lots of mods that already do this including one of your mods (I believe) that increase damage so that 3 hits with a sword will kill in most cases.

Shows how very different a person's perspective can be on the the game depending on even one small simple game aspect (but with 10 fold results) like the amount of damage done by attacks.

Interesting...

BTW, Skycaptain, have you ever considered the idea of making powerattacks largely unhindered by blocking? I mean, blocking a power blow from a warhammer-wielding Minotaur must certainly break anyone's arm regardless of the shield. Now, I do not sugguest implementing crippled limbs in Oblivion, but rather making combat even more dynamic and realistic. Block regular blows, dodge powerattacks. However, dodging regular fast blows should be extremely hard, and, as I've said, trying to block powerattacks should be extremely painful.

User avatar
Daniel Holgate
 
Posts: 3538
Joined: Tue May 29, 2007 1:02 am

Post » Sat Dec 10, 2011 11:25 pm

BTW, Skycaptain, have you ever considered the idea of making powerattacks largely unhindered by blocking? I mean, blocking a power blow from a warhammer-wielding Minotaur must certainly break anyone's arm regardless of the shield. Now, I do not sugguest implementing crippled limbs in Oblivion, but rather making combat even more dynamic and realistic. Block regular blows, dodge powerattacks. However, dodging regular fast blows should be extremely hard, and, as I've said, trying to block powerattacks should be extremely painful.



I was wondering what the deal was with this mod. I mean I never have this issue that "I just hit you" is made for and also this point Elenhil is referring to with and big strong opponents or opponents with war hammers. But it just now occurred to me that it is because I use a realistic damage mod (my own) so that when an opponent hits with a power attack or a war hammer or other such strong attacks the games built in "if enough damage is done = stagger" game mechanics prevent the kind of issues you guys are talking about.

I is funny to me that some players would want the effects of "realistic damage" but do not want to make their weapons do realistic damage. There are lots of mods that already do this including one of your mods (I believe) that increase damage so that 3 hits with a sword will kill in most cases.

Shows how very different a person's perspective can be on the the game depending on even one small simple game aspect (but with 10 fold results) like the amount of damage done by attacks.

Interesting...


I guess I could throw my own thoughts about this - not directed to either of the quoted posts directly, just..my view. :)


First; the reason I wouldn′t think its a good idea to hinder blocking any more than it already is (well, I use Timed Block from DR which requires ACTIVE blocking) is because Beth actually already factored in the fact that heavy hitting damage cannot be totally blocked - you ALWAYS take in damage, using the default Oblivion settings, no matter how good your block is. The heavier the damage, the more noticable and more severe this effect is, in practice, so this simulates it already pretty well.

The second reason is that Blocking Skill in Oblivion is obviously a combined skill that REPRESENTS your ability to actively avoid damage. There′s no REAL dodging in Oblivion by default, so "Block Skill" is your ability not only to rise your shield and hope for the best, but your ability to shift your weight, redirect the blow, etc. It′s a game, a lots of stuff is combined and represented in a form of a single name and value. :)


As to why I made this mod, even though I do use 250% damage myself, is the simple fact that the in-build stagger mechanism is not very good - it′s not determisitic, it′s random even though it has its formula - and I wouldn′t even WANT all my powerattacks to stagger.

But I do want that if I dodge or block, or otherwise react faster or fool the enemy, and attack first, his attack doesn′t magically come through with its full power and accuracy. It′s a common situation in the game, you see a window of opportunity and attack - succesfully - and just because the enemy also started attacking MIDWAY your attack, he attacks like my hammer never even scratched his scull. The most painfull fact is that I know it′s just animation priorities, essentially - it depends on how far in the animation the NPC is, if he performs the move through no matter what. Luckily with a simple trick I can force the engine to forget about the attack, even if the animation plays, so the hit "misses". :)


Obviously, my motivation here is the same as always - adding to the gameplay experience where I personally see a niche. I don′t actually usually try to change things that much. Too high damage is not in my personal favor, as it kinda saturates the system. Anything can kill anything too easily. More over, it′s plain fun that there′s some combat that lasts more than 3 hits, and given that the setup is not realistic to begin with (one guy taking down 10 in an equally matched fight) it just works better with mediocre damage - to have some "time" to rethink the strategy, to NOT be able to take down 5 out of 10 opponents with using only proper timing and positioning, on the other hand to NOT be auto-slaughtered just because you staggered, just once.

For me, there′s just so many things that would have to be changed at once to make the fights realistic at all, that I rather approach from the "pseudorealism" view, as in playing the game and modding what ircs me from the gameplay perspective. :)
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Sun Dec 11, 2011 3:17 am

Yes the current naming of Can't touch me crashes BOSS and is totally unrecognized by BAIN and Wrye Bash.

Errr... bump.
Skycaptain, you missed this it seems.
User avatar
Umpyre Records
 
Posts: 3436
Joined: Tue Nov 13, 2007 4:19 pm

Post » Sun Dec 11, 2011 6:10 am

Errr... bump.
Skycaptain, you missed this it seems.

No I didn′t - I guess it was just an obvious fact for me from the moment I read it. It′s a good point, and I′ll update the file, I just didn′t rush incase there was something else. :)
User avatar
Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Sun Dec 11, 2011 4:12 am

can't touch me doesn't work for me, I'm getting console errors. not sure if I'm having the exact same issue as this guy on tesnexus ( as I'm not at my pc right now) :

"An expression failed to evaluate to a valid request"
"File: Cant Touch Me!.esp Offset: 0x0442 Command Let" ,

but it looks very similar.

also the ' means BOSS doesn't recognize it so a name change for the .esp would be nice.
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Sun Dec 11, 2011 4:08 am

I'm downloading I Just Hit You. When I read the description the three words that formed in my head were "victory at last." Now the forward rush won't be countered if it connects. Bravo!

And now I can have the first strike at those rats ( OOO 1.33 + Kuertee's Skill-Based and Attribute-Based Damage Modifiers = rats can kill the player with one staggering hit followed by two free hits ).
User avatar
Elle H
 
Posts: 3407
Joined: Sun Aug 06, 2006 3:15 am

Post » Sat Dec 10, 2011 6:36 pm

Looks like a great little mod Skycaptain, it's going straight in my load order! Too bad the engine doesn't allow you to interrupt animations reliably, I hope the result won't be too visually jarring.

And BTW I fully agree with your philosophy about combat balance: I tend to like "realism" in games, but with the game as it is and especially the ultra-long loading times when it's modded, I don't want to crank up the damage too much and be killed in three hits from behind by a mountain lion (with BetterMusicSystem you don't get the battle music warning :P). Boss fights are also disappointing when you take out the boss in three well-placed hits... not exactly epic.
User avatar
Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am


Return to IV - Oblivion