[RelzBeta] Gratuitous Violence

Post » Thu May 03, 2012 10:54 pm

You can delete the damn references when we are in menu mode, too. But this forces us to avoid quicksaves and autosaves during the game (I've never used), like the pestilence. Just save the game through the menu. Not the best solution, for sure. :shakehead:
User avatar
BrEezy Baby
 
Posts: 3478
Joined: Sun Mar 11, 2007 4:22 am

Post » Fri May 04, 2012 8:07 am

GV is already set to disable the attachment scripts and remove any existing references during menu mode. On top of that, it should also be doing the same thing during any saved game loading activity as well, which is why I've been at a loss as to why it is still crashing.
User avatar
Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Thu May 03, 2012 10:11 pm

Well, seing how Morrowind is 10 years old and looks and feels awesome, I can tolerate some crashing. But currently it crashes each and every time I'm loading the game from within the game. But it's just so addicting, I can't force myself to play without it ) Wolvman Kenobi, you're my only hope )

UPD a clean MW install + MGSO and a new game. Still the same thing. I'm a sad panda.
User avatar
NAkeshIa BENNETT
 
Posts: 3519
Joined: Fri Jun 16, 2006 12:23 pm

Post » Fri May 04, 2012 4:20 am

Okay, I MAY have actually found the answer to our little CTD problem for loading saved games (but still not the random in-game crashing). The Mediafire link has been updated with the (possible) fix if you want to give it another go. Be sure to save over any of your old saves first before trying to reload from in-game with the new version, otherwise it will definitely crash again because it will try to use the old method to load it instead of the new.
User avatar
Nauty
 
Posts: 3410
Joined: Wed Jan 24, 2007 6:58 pm

Post » Fri May 04, 2012 12:54 am

Yes, this seems to have helped. No crashes so far. Will keep playing.

BTW, does GV influence how quickly weapons / armors get broken? If so, that should really be slowed down. It takes quite a few hits for a sword to break.
User avatar
JAY
 
Posts: 3433
Joined: Fri Sep 14, 2007 6:17 am

Post » Fri May 04, 2012 2:57 am

It doesn't directly make changes to how fast weapons and armor break, but rather it is a side effect of weapons hitting more often. The only way to fix this would be to change each individual piece of armor and weapon in the game to have more durability, which I haven't really decided if I want to do that yet because of the incompatibilities with other mods that it would generate.
User avatar
Chloe Botham
 
Posts: 3537
Joined: Wed Aug 30, 2006 12:11 am

Post » Thu May 03, 2012 9:54 pm

You could try lowering the http://www.gamesas.com/topic/1097214-gameplay-mechanics-anolysis/page__view__findpost__p__16034855 to 0.01 or such and see if it helps. There is probably a min. damage of 1 per hit so it may not work, but as it is easy to try why not?

[EDIT}about crashes: you still have some stopscript "scriptname" without a return on next line, and possible risky commands below (e.g. sound calls) that can still be executed with no target object because stopscript does not stop the script immediately (it just removes the script from the global scripts execution queue, so it is effective next frame or later).
As I told you before, you could try adding a return to avoid possible crashes if script target is gone.
e.g. AI_Attachment_5 before
;-----------------------------------------------------------------------------------------;Script Disabling;-----------------------------------------------------------------------------------------if ( CellChanged == 1 )	StopScript, "AI_Attachment_5"elseif ( player->GetEffect sEffectRecall == 1 )	StopScript, "AI_Attachment_5"elseif ( player->GetEffect sEffectDivineIntervention == 1 )	StopScript, "AI_Attachment_5"elseif ( player->GetEffect sEffectAlmsiviIntervention == 1 )	StopScript, "AI_Attachment_5"endifset timer to ( timer + GetSecondsPassed )if ( timer >= 15 )	set timer to 0	StopScript, "AI_Attachment_5"endifIf ( GetHealth < 1 )	Stopscript, "AI_Attachment_5"endifif ( GetDistance "player" >= 1500 )	StopScript, "AI_Attachment_5"endif
AI_Attachment_5 after
;-----------------------------------------------------------------------------------------;Script Disabling;-----------------------------------------------------------------------------------------if ( CellChanged == 1 )	StopScript, "AI_Attachment_5"	returnelseif ( player->GetEffect sEffectRecall == 1 )	StopScript, "AI_Attachment_5"	returnelseif ( player->GetEffect sEffectDivineIntervention == 1 )	StopScript, "AI_Attachment_5"	returnelseif ( player->GetEffect sEffectAlmsiviIntervention == 1 )	StopScript, "AI_Attachment_5"	returnendifset timer to ( timer + GetSecondsPassed )if ( timer >= 15 )	set timer to 0	StopScript, "AI_Attachment_5"	returnendifIf ( GetHealth < 1 )	Stopscript, "AI_Attachment_5"	returnendifif ( GetDistance "player" >= 1500 )	StopScript, "AI_Attachment_5"	returnendif
User avatar
Tiffany Castillo
 
Posts: 3429
Joined: Mon Oct 22, 2007 7:09 am

Post » Fri May 04, 2012 12:26 pm

I think that version of my attachment script is from an older version of the mod. The current Mediafire version should be using a new one that utilizes a "DisableScript" variable like so:

If ( DisableScript == 1 )Set MagickaRegenTimer to 0Set Timer to 0Set DisableScript to 0set doonce to 0set state to 0set delay to 0set stop to 0set wstate to 0Removespell "Easier Magicka"Removespell "AI_Is_Creature"Removespell "AI_Is_NPC"SetAttackBonus, 0If ( AI_Attachment_Count > 0 )Set AI_Attachment_Count to ( AI_Attachment_Count - 1 )EndifIf ( Scriptrunning, "AI_Attachment_Scout" == 0 )Startscript, "AI_Attachment_Scout" ; When stopping this script, begin the scout script again.EndifStopScript, "AI_Attachment_Main_1"ReturnEndifIf ( ( GetJournalIndex "GV_Reloaded" ) != 100 )Set MagickaRegenTimer to 0Set Timer to 0Set DisableScript to 0set doonce to 0set state to 0set delay to 0set stop to 0set wstate to 0ReturnEndif;-----------------------------------------------------------------------------------------;Script Disabling;-----------------------------------------------------------------------------------------If ( CellChanged == 1 )Set DisableScript to 1ReturnElseif ( Player->GetEffect sEffectRecall == 1 )Set DisableScript to 1ReturnElseif ( Player->GetEffect sEffectDivineIntervention == 1 )Set DisableScript to 1ReturnElseif ( Player->GetEffect sEffectAlmsiviIntervention == 1 )Set DisableScript to 1ReturnEndif

So I don't think that that is the problem here, but I'll definitely see what I can do with the fWeaponDamageMult.
User avatar
Chad Holloway
 
Posts: 3388
Joined: Wed Nov 21, 2007 5:21 am

Post » Fri May 04, 2012 5:19 am

I think that version of my attachment script is from an older version of the mod. The current Mediafire version should be using a new one that utilizes a "DisableScript" variable
Ah sorry, my bad, I had still the 1.3, now updated to 1.4 and the only thing that comes to my mind looking at it is trying to add a return or equivalent also in AI_Protective_Guards_Scout before the long else block, it should work without return but sometimes if structures are weird
e.g.
	Ifx ( State )		Set State to 0		Set NPCref to 0		Set Call to 0		StopScript AI_Protective_Guards_Scout		return	Else		Ifx ( npcref )			Set call to 0			Setx npcref to xNextRef npcref		Else
Also, unrelated but strange exporting scripts sources from Mash I found there's a spurious NUL character after each script End, I don't think it creates problems compiling but as I've never seen it before maybe better know.
Let's hope the fWeaponDamageMult tweak works!
User avatar
Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Fri May 04, 2012 11:40 am

Wolvman, here's another idea. Characters wearing heavy and medium armor can get penalty to Marksman skill, since it's damn difficult to fire a bow wearing heavy stuff. As much as I like playing an archer and wearing heavy armor for better enchants, it's not realistic.

UPD and another one! :-) If you want your mod to include realistic archery that is. I don't know if it's possible to implement this in Morrowind, but here goes.
In real life, arrows are deadly as hell. In middle ages, an arrow with steel tip could pierce plate armor. Not penetrate it completely though, but enough to bleed the target to death. So here's my idea of realistic archery. Arrows should do [censored]loads of damage (an arrow to the head is a kill after all, no matter what you're wearing) and cause bleeding and / or staggering. BUT Marksman skill should determine arrow spread so arrows fired by novices of Marksman don't fly straight, but can miss. Like in shooter games when your reticle becomes larger as you run. The higher the skill - the more chance for an arrow to fly directly where you're pointing your crosshair. Moving should reduce the skill, making spread larger and giving less chance to hit. Sneaking ... I don't know. Shouldn't be possible while aiming methinks.
This way noobs of Marksman will need to practice and stay at close / mid ranges in order to hit, but master archers will be able to not engage in close combat at all.

Also, is it due to GV that most NPCs and some monsters (Hunger) always try to kill me by casting Disintegrate Armor / Weapon spells before attacking? So annoying,
User avatar
Mélida Brunet
 
Posts: 3440
Joined: Thu Mar 29, 2007 2:45 am

Post » Fri May 04, 2012 3:53 am

Ah sorry, my bad, I had still the 1.3, now updated to 1.4 and the only thing that comes to my mind looking at it is trying to add a return or equivalent also in AI_Protective_Guards_Scout before the long else block, it should work without return but sometimes if structures are weird
e.g.
	Ifx ( State )		Set State to 0		Set NPCref to 0		Set Call to 0		StopScript AI_Protective_Guards_Scout		return	Else		Ifx ( npcref )			Set call to 0			Setx npcref to xNextRef npcref		Else
Also, unrelated but strange exporting scripts sources from Mash I found there's a spurious NUL character after each script End, I don't think it creates problems compiling but as I've never seen it before maybe better know.
Let's hope the fWeaponDamageMult tweak works!

Thanks for pointing that out. I've gone ahead and put in a return for the that script so hopefully it will help a bit. That is a bit odd about the NUL characters. I wonder why it's doing that.

Wolvman, here's another idea. Characters wearing heavy and medium armor can get penalty to Marksman skill, since it's damn difficult to fire a bow wearing heavy stuff. As much as I like playing an archer and wearing heavy armor for better enchants, it's not realistic.

UPD and another one! :-) If you want your mod to include realistic archery that is. I don't know if it's possible to implement this in Morrowind, but here goes.
In real life, arrows are deadly as hell. In middle ages, an arrow with steel tip could pierce plate armor. Not penetrate it completely though, but enough to bleed the target to death. So here's my idea of realistic archery. Arrows should do [censored]loads of damage (an arrow to the head is a kill after all, no matter what you're wearing) and cause bleeding and / or staggering. BUT Marksman skill should determine arrow spread so arrows fired by novices of Marksman don't fly straight, but can miss. Like in shooter games when your reticle becomes larger as you run. The higher the skill - the more chance for an arrow to fly directly where you're pointing your crosshair. Moving should reduce the skill, making spread larger and giving less chance to hit. Sneaking ... I don't know. Shouldn't be possible while aiming methinks.
This way noobs of Marksman will need to practice and stay at close / mid ranges in order to hit, but master archers will be able to not engage in close combat at all.

Also, is it due to GV that most NPCs and some monsters (Hunger) always try to kill me by casting Disintegrate Armor / Weapon spells before attacking? So annoying,

The heavy armor penalty is a great idea, and it should be possible to do, but it probably wouldn't feel very immersive with the ways I'd have to go about doing it. Still I'll definitely look into it.

As for the other ideas, making changes to arrow spread and arrow arcing is not possible with Morrowind. That's something that I intend to tackle with OpenMW/Project Aedra once I get my hands on them and brush up on my C++.

And yes I've noticed the same thing with the disintegrate armor and weapon spells recently. Really annoying. I'll see if I can find a fix for it.


Anyways, a new test version is up on the OP. It includes improved attachment scripts for more immersion and a few new sprinting related sound effects.
User avatar
naome duncan
 
Posts: 3459
Joined: Tue Feb 06, 2007 12:36 am

Post » Fri May 04, 2012 5:12 am

As for the other ideas, making changes to arrow spread and arrow arcing is not possible with Morrowind. That's something that I intend to tackle with OpenMW/Project Aedra once I get my hands on them and brush up on my C++.

Well, can you just base a chance to hit on Marksman skill? I remember in Vanilla Morrowind your melee chance to hit was based on your skill. Which was really annoying. Never played an archer in vanilla though. But same can work for GV, no? Having arrows fly faster and do more damage, but basing a chance to hit on the skill.
User avatar
Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am

Post » Fri May 04, 2012 5:36 am

For now I'm just going to stick with making all of the weapons based on player skill. I've included an option for those of you that want to turn off or lower the Attack Bonus in-game through GV's menu, but it will affect all weapon types, not just bows and crossbows. One of the main reasons I started this mod was to remove the dice rolling with attacks because I find it so unimmersive. However, once I put in the new critical wounding effects then the higher your marksman skill is the higher the chance of your arrow and bolts hitting somewhere vital to help give some point to leveling up your skill.
User avatar
Jason White
 
Posts: 3531
Joined: Fri Jul 27, 2007 12:54 pm

Post » Fri May 04, 2012 1:19 pm

Sounds good. Cause dice rolling for melee is no good. I mean, your opponent is right there in front of you - how can you miss? Still feels like a good ideas for bows and crossbows though.
User avatar
renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

Post » Fri May 04, 2012 10:34 am

Can you remove the sound effects entirely? Simply removing the scripts and the associated files makes the mod a lot more stable.
User avatar
Genocidal Cry
 
Posts: 3357
Joined: Fri Jun 22, 2007 10:02 pm

Post » Thu May 03, 2012 9:38 pm

Frankly no. Please understand that I'm not trying to sound like a d*** here, but the only way to make them optional would be to make two separate esp files, one with and one without the sounds, and I honestly do not have the time nor the desire to make and maintain a new esp every time somebody wants a specific feature removed or implemented like that. I have tried to make GV as modular as possible to suit everyone's specific taste through the included in-game menu but that is as far as I am willing to go at this stage in the mod. So it would either have to stay in or be left out, and I personally prefer the new sound effects to stay in.

However, that isn't to say that you or someone else can't step up and make your own variation of GV and release it somewhere without the sound effects as I have absolutely nothing against that :smile:.
User avatar
Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Fri May 04, 2012 1:31 pm

Frankly no. Please understand that I'm not trying to sound like a d*** here, but the only way to make them optional would be to make two separate esp files, one with and one without the sounds, and I honestly do not have the time nor the desire to make and maintain a new esp every time somebody wants a specific feature removed or implemented like that. I have tried to make GV as modular as possible to suit everyone's specific taste through the included in-game menu but that is as far as I am willing to go at this stage in the mod. So it would either have to stay in or be left out, and I personally prefer the new sound effects to stay in.

However, that isn't to say that you or someone else can't step up and make your own variation of GV and release it somewhere without the sound effects as I have absolutely nothing against that :smile:.

I don't mean to sound like a dike but I've done just that for personal use and the mod is a lot more stable. Much of the sounds are extraneous and nonintrusive (eg running noises those are fine), but look at how many scripts you have running just to determine which sound to use. With every enemy you run a script for their stats, their offensive sounds, and your defensive sounds. Each sound mod uses rng's to determine sound played potentially multiple times within seconds (you've allowed 20 enemies at once, that's 40 scripts at once for sound alone on each enemy attack and hit!) I'm not going to lie and say the sounds aren't immersive and well-made, however I will say the large majority of problems that stem from this mod come from two sources: sound scripts and Pursuit Enhanced (that's a whole 'nother story). I'm not asking you to change it and release new esps, as you've already put a lot of work into the system you have going. This is simply more of a good hypothesis why people have trouble with crashes from time to time (or in my case constantly).

tl;dr - you can save yourself a lot of file size and bugginess by eliminating the sounds. Just a thought.
User avatar
Mark Hepworth
 
Posts: 3490
Joined: Wed Jul 11, 2007 1:51 pm

Post » Fri May 04, 2012 12:09 pm

I apologize, now I see what you were getting at. I mistakenly took your first post as more of an opinionated suggestion like "You should get rid of the crappy sound effects for me from now on because I'm crashing so much." :unsure: . Anyways, thank you for your input. I've found the same thing myself, but I really believe that I can get the sound effect scripts to work without crashing. I just need to keep trying different methods like I've been doing, through trial and error. So far I've been able to kill entire cities with the last two revisions without crashing once. I figured that most other people are probably having the same luck with it as me, but with you crashing constantly I suppose I was wrong. More than anything, this is not a feature that I want to drop without knowing that nothing can be done to save it first. I've poured so many months into those sounds that, in all honesty, I'd probably lose my interest in modding for MW if I found that it was all for nothing.
User avatar
katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Fri May 04, 2012 1:06 pm

There's still the issue that I can stand all night long and all day long with my block button pressed, blocking EVERY incoming attack, without ever reaching 0 Fatigue (and thus never collapsing while using Tejon's fatigue effects-Collapse.esp).

And that's even with less than 25 in Block skill - let alone if I were an expert blocker.

That's a huge issue for me, Wolvman.

Can you deal with it? From the sound of it in page 3, I thought it was fixed. But it's not.

Thanks in advance.

On a side note, the whole concept of the "always successful blocking if button pressed" is broken, in my opinion.

What about implementing a system like Arcimaestro Antares' one described here:

BLOCKING REFLEX
Blocking reflex is an idea of mine, which I then shared with Arcimaestro Antares, whose renowned modding skills made this come true.

It's the only mod which highlights the need for timing your blocks, whose efficacy depends on both your own reflexes as a player and on your character stats, which are absolutely taken into account.

How does it work?
Basically you have to press (and keep pressed) a button (the Sneak key, which I advise you to assign to the right mouse key) as soon as you see an enemy charging a blow directed to you... after half a second of pressure, you'll have max block chance (100% chance that the damage received is fully absorbed by your shield), but after that the efficacy will lower toward 0, in a gradual and quick way (the higher your base Block skill, the more time it takes to reach 0% chance of blocking).

In detail - an example:

let's suppose my character has 60 as the value in his Block skill.
Note: I remind you that 60 means that in Vanilla Morrowind you have a 30% (30 is in fact the half of 60 - that's how Vanilla Morrowind works) chance to block ( = damaged shield, but fully absorbed damage received from an enemy attack), if your shield is at a right direction angle.
If I go around with 60 Block Skill and I wield a weapon, a Drain Block 100 effetct is constantly active: that means that if I do not keep Sneak pressed, I will never ever block any attack. If I press Sneak key and keep it pressed, after half a second of pressure my Block skill raises a lot, so that I am guaranteed to block, provided my shield is at the right direction angle and the enemy attack comes right at that instant. My timing is rewarded for 1 second after the afore-mentioned half a second... afterwards, provided that I still keep the button pressed, my Block skill returns to its original value (my base Block skill of 60), and that means I have 30% chance of blocking, and this chance is managed by Morrowind probability calculations, just like in Vanilla Morrowind. After each second passes by, my Block skill lowers by a rate of 10, until it reaches 0.
Let's say it for the last time in another way: during a battle, I am positioned so that my shield is wielded and at the right direction angle; I press the Sneak function and keep it pressed: as a consequence, after half a second of pressure I get 100% blocking chance which lasts for 1 second. The next second I get 30% blocking chance, the next one I get 25% (25 is 50 Block skill halved), the next one 20% (20 is 40 Block skill halved), and so on... in conclusion, after a (total time) 7.5-second pressure, keep pressing is useless: Block has reached 0.
If I keep Sneak function pressed I get blocking chances, but I can't deal damage (all weapon skills are set to 0). If I do not keep it pressed, Drain Block is at its maximum and I can not block anything.
User avatar
Aman Bhattal
 
Posts: 3424
Joined: Sun Dec 17, 2006 12:01 am

Post » Fri May 04, 2012 5:48 am

Blocking should be reducing fatigue for you dramatically each time you are hit when you are holding down the blocking key. It was working in the previous versions for certain so if it isn't now then it is simply a matter of repairing whatever I broke in the latest releases so no worries there. I'll look into it.

I have something very similar to that blocking system in mind for an upcoming release. It will be based around timed blocking, but it will have a few differences in it that cater to my own personal preferences.
User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Previous

Return to III - Morrowind