[RELz] Paladin Mod - The Hand of Arkay

Post » Wed Dec 14, 2011 1:22 pm

Can't the NPC confidence and health relation be made non-linear, i.e., At full health, confidence is 95. At half health, confidence is reduced to 30 (or another low number)?


I guess it could but I'm wondering what the purpose would be. The only point of the Confidence stat is to determine how much Health an Actor has to lose before they run away. With your example, the NPC at 100% Health has 95 Confidence and therefore isn't running away, but at 50% Health has 30 Confidence and therefore runs away (because it's lost a higher percentage of health than its Confidence). If the goal was to make the NPC run away at 50% Health, then their Confidence could just be set at 50 the whole time.
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SiLa
 
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Post » Wed Dec 14, 2011 2:56 pm

I was trying to figure a workaround for this problem you mentioned earlier
Yea, with a low Speechcraft skill you're still going to have to cut your enemy's health down really low before they run away. I think vanilla typically gives hostile NPCs a Confidence Rating of 95, which means that they have to lose 95% of their total health before they run away. With a number like that, you hardly ever see a hostile NPC run away because your last attack against them will take their health from above 5% to 0. Intimidate with a low Speechcraft skill isn't going to improve on that by much. But keep training up Speechcraft and you will notice a difference :)

But I guess it is not needed as one can improve one's speechcraft skill instead.

Looking forward to you incorporating these changes!
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Kellymarie Heppell
 
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Post » Wed Dec 14, 2011 10:47 am

The Intimidate power is still called "Paladin: Intimidate", but the Battle Cry power has no paladin descriptor. I think I prefer the Speechcraft powers either to have no descriptor at all or a more helpful one (such as "Speechcraft").
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Kelly John
 
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Post » Wed Dec 14, 2011 2:22 pm

The Intimidate power is still called "Paladin: Intimidate", but the Battle Cry power has no paladin descriptor. I think I prefer the Speechcraft powers either to have no descriptor at all or a more helpful one (such as "Speechcraft").


Oops. Battle Cry should have "Paladin" in front of it. I do that as a matter of modder's courtesy. With people running so many mods these days, I like to identify my spells so people know what mod it's from. However I do like the idea of giving it a "Speechcraft" ID instead, because I'm essentially putting a Speechcraft skill in the magic menu, so that would help make it clear that these abilities depend on, and train up, Speechcraft.
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Portions
 
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Post » Wed Dec 14, 2011 6:43 pm

Another thing, since I share my Bash-mods between multiple saves, I have a Dremora courtier character (my avatar, as it happens) for whom the Paladin mod was loaded, so I declined to accept it into the save on a point of role-playing. Since you've started adding Speechcraft-based powers, how would I be able to refire the mod so my save notices it again? Would it involve a clean save or something slightly less drastic?

Likewise, upon upgrading from this version to a future version with the Speechcraft powers fully integrated, would that require a clean save for all affected characters as well?
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Jade Barnes-Mackey
 
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Post » Wed Dec 14, 2011 8:40 pm

Another thing, since I share my Bash-mods between multiple saves, I have a Dremora courtier character (my avatar, as it happens) for whom the Paladin mod was loaded, so I declined to accept it into the save on a point of role-playing. Since you've started adding Speechcraft-based powers, how would I be able to refire the mod so my save notices it again? Would it involve a clean save or something slightly less drastic?

Likewise, upon upgrading from this version to a future version with the Speechcraft powers fully integrated, would that require a clean save for all affected characters as well?


Not sure I follow. Did you click "No" when asked if you wanted Paladin Mod to apply to your character? If that's what you mean, then maybe I can give you a console command to make it ask again.

Also, for the speech skill changes, I think I've come up with a way for Paladin Mod to do what it needs to do without a clean save, etc.
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Hazel Sian ogden
 
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Post » Wed Dec 14, 2011 1:54 pm

Yes, that's what happened. Given that Arakhor's heart is as black as ebony, I didn't think it was appropriate to enable the Paladin mod, but now that you're adding the speechcraft powers, a character that makes his living from breaking mortal hearts and shattering feeble wills would certainly do very nicely from those powers, even though he'd ignore the other paladin stuff. :)
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james reed
 
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Post » Wed Dec 14, 2011 7:35 am

Yes, that's what happened. Given that Arakhor's heart is as black as ebony, I didn't think it was appropriate to enable the Paladin mod, but now that you're adding the speechcraft powers, a character that makes his living from breaking mortal hearts and shattering feeble wills would certainly do very nicely from those powers, even though he'd ignore the other paladin stuff. :)


Haha ok. When I'm back at my Oblivion computer let me see if there's a console command that would work. ... And the good thing for your Dremora is that if you do apply the Paladin Mod to your character but never complete Order of the Virtuous Blood, you'll still get the speech skills but you will never even know Paladin Mod is loaded.
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Roanne Bardsley
 
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Post » Wed Dec 14, 2011 4:09 pm

Yes, that's what happened. Given that Arakhor's heart is as black as ebony, I didn't think it was appropriate to enable the Paladin mod, but now that you're adding the speechcraft powers, a character that makes his living from breaking mortal hearts and shattering feeble wills would certainly do very nicely from those powers, even though he'd ignore the other paladin stuff. :)


Yo Arakhor, try this in the console:

startquest aaPaladinAskFirstQ

Hopefully that will work to make it ask you again whether or not to activate the mod. If it doesn't do anything, then it's probably because I didn't check the box "allow repeated quest stages" in the quest window, and in that case you'd need to deactivate the mod, load up, clean save, reactivate, load again.
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Captian Caveman
 
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Post » Wed Dec 14, 2011 8:00 pm

It didn't do anything, but never mind. I'm not in a terrific hurry, so I'm happy to wait for to bring out the next version. :)
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Justin Bywater
 
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