Gratuitous Violence by Wolvman

Post » Tue May 08, 2012 6:19 pm

Hey Wolvman, i decided to create a thread for this. I was just looking through your new updated version. I gotta say i like some of the new features that looks like you put in it.
I must admit though, im not a big fan of having to cast spells or inventory items to use new items and stuff :X There must be some way to do dual weapons without the need for a spell yah? :( It just looks so tainted having things like this. hehe humble opinion of course ^^

anyways a suggestion is maybe you should also incorporate the mod that balances weapons lengths into your mod as well? Was dumb having some long handed blades being same weapon length as spears and polearms or what not. :ohmy: Just one off the top of my head that is combat related.

We should make this thread just for suggestions for your mod what do you say? :biggrin: i would love to see your mod reach hall of fame!

Also, maybe now that Fortify attack skill has no value to the game. What if somehow you changed all Fortify attack so that it increases damage instead of increasing chance to hit? Would give it a reason to still be in game. Would probably have to definitely lower the values of all fortify attack spells as +20 damage is quite much :ohmy:

Other Mods that you should incorporate into your mod perhaps?

Fleeing Fletchers
100% chance to retrive arrows from corpses
Morrowind Combat Redefined by TheHolyWraith (very good mod if animations were better) but would definitely fit right in with your mod as they are both similar to Oblivion style fighting (which i love over morrowinds)
Undead Arise from dead
True Light and Darkness
Real Fire Damage
Real Lava Damage
TESIII Sneaking Realism
NazoX9's Daedra: Saints
weapon sheaths ultimate (but you are a pro i know you can also add real sheaths to it too yah?) :biggrin:

just some ideas hehe
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Joey Avelar
 
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Post » Tue May 08, 2012 1:15 pm

Well for starters this mod is probably too much of an experimental mod to ever reach the Hall of Fame :ermm: . I doubt I'll ever be able to get it to where it needs to be without OpenMW or Project Aedra. Anyways, changing weapon reach is definitely on my to-do list but MW is very restrictive with it. I gave it a shot about a year ago and ran into issues if I remember correctly so that is something that I would really like the new engine rewrites to help me out with but we'll have to see about that. As for dual wielding you will be able to quickly switch your weapon between your left and right hand without using spells or items (other than setting up your buttons with the config ring) through GV once I get it finished and implemented. The only issue with it currently is that when you do switch your weapon to the opposite hand it resets the durability of it back to 100% which partially kills the armorer skill. I haven't been able to fix this with current MWSE scripts so this is yet another thing that I hope to accomplish with one of the new engines that are coming out.

Edit: Replacing the Fort Skill spells is also on my to-do list as well as sanctuary since those are both rather pointless with GV.

Here's a link to an extremely volatile version of GV if anyone is interested in trying it out. Use my signature link for an outdated readme. :whistling:

http://www.mediafire.com/?tkb578tt9j8grxj

This will probably cause your game to crash upon loading about every other time.
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Rachel Briere
 
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Post » Tue May 08, 2012 12:44 pm

Yeh i wouldnt count on them new engine re-writes anytime soon. we probbably be dead from 2012 natural disasters by the time them things ever get past beta :ohmy: lol

EDIT: By the way about the controlled blocking ability. I was thinking is there anyway to add animation to itT? like in Oblivion you have your shield up when you press block. There is 3 animations for blocking. Block Hit, Block start, block end. Maybe like have the player use block start animation while holding block key?

EDIT EDIT: And it wont ever reach hall of fame if you let yourself get burnt out and not work on it no more :devil: so chop chop get to working you got lots of work to do ^^

And you should also include:

Birthsigns are more fun
Races are more fun

Few more :o
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Caroline flitcroft
 
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Post » Tue May 08, 2012 4:29 am

100% chance to retrive arrows from corpses ...
This can be a "problem". If you're fighting someone unarmed, while he is alive will return everything that appears in the inventory. For example if I throw a javelin, the NPC will use this new gift. Funny, though.
:tongue:
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Chad Holloway
 
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Post » Tue May 08, 2012 8:55 am

100% chance to retrive arrows from corpses ...
This can be a "problem". If you're fighting someone unarmed, while he is alive will return everything that appears in the inventory. For example if I throw a javelin, the NPC will use this new gift. Funny, though.
:tongue:

what? thats not that big of a problem ^^ if someone threw a knife at me and it got stuck in me id probably yank it out and throw it back :cool:

now as for a javelin, well.. people in morrowind are like beasts.. they can yank javelins out and throw them back :o so it works! :D
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R.I.P
 
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Post » Tue May 08, 2012 8:51 am

Yeh i wouldnt count on them new engine re-writes anytime soon. we probbably be dead from 2012 natural disasters by the time them things ever get past beta :ohmy: lol

EDIT: By the way about the controlled blocking ability. I was thinking is there anyway to add animation to itT? like in Oblivion you have your shield up when you press block. There is 3 animations for blocking. Block Hit, Block start, block end. Maybe like have the player use block start animation while holding block key?

EDIT EDIT: And it wont ever reach hall of fame if you let yourself get burnt out and not work on it no more :devil: so chop chop get to working you got lots of work to do ^^

And you should also include:

Birthsigns are more fun
Races are more fun

Few more :ohmy:


Nope, I can't make the block animations play like in Oblivion without one of the new engine rewrites and even then it's ify :confused: . Morrowind just doesn't allow it.


100% chance to retrive arrows from corpses ...
This can be a "problem". If you're fighting someone unarmed, while he is alive will return everything that appears in the inventory. For example if I throw a javelin, the NPC will use this new gift. Funny, though.
:tongue:

What DefendYourBase said :biggrin: .
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Janeth Valenzuela Castelo
 
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Post » Tue May 08, 2012 5:10 am

I wouldnt go with 100% arrow return. More like 90% or something as arrows do get broken.

As for javalins, the Roman version was meant to bend after it stuck in something so it couldnt be thrown back.
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TASTY TRACY
 
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Post » Tue May 08, 2012 5:49 pm

Well it's actually 95%, not 100%. So yeah, I don't know where TioGilito22 got 100% from.
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Jeremy Kenney
 
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Post » Tue May 08, 2012 9:09 am

Well it's actually 95%, not 100%. So yeah, I don't know where TioGilito22 got 100% from.
Actually I have the 95% one, but I think it should be like 90%. I havent gotten around to messing with it though.
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StunnaLiike FiiFii
 
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Post » Tue May 08, 2012 7:47 am

Well it's actually 95%, not 100%. So yeah, I don't know where TioGilito22 got 100% from.

He got that from me, lol. i thought it was 100% so he just quoted my mistake

anyways Wolvman i just got to testing your "lite" version of the mod. and got to say. its not good news, that "lite" version was actually probably just as bad as the normal version if not worse! :ohmy: i dont know what you did there but definitely not working right. :(

EDIT: Just curious.. is there anyway that you can make mods isntead of having to go through a Configuration menu, is it possible that you can create new options in the Configuration Options part of the main game? Like add new option to set Block Key and so forth.

Or maybe have it so that you dont need to do a configuration menu? So you just have the keys predefined to specific commands, like sprint will replace run. (dont see the need for both, would be just like Oblivion) Blocking will always be Mouse 2 button, and the backpedal key is just binded to the run backwards key.

Would be nice to have your mod, but without the ai attachment scripts the way you have it. now that you removed all the sfx files from the "lite" version, wouldn't it be possible now to have the scripts attatch to NPC's the way that the other "always hit" mod attatches its scripts? Only when NPC engage in combat. would lessen the FPS hit dramatically.
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ZANEY82
 
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Post » Tue May 08, 2012 12:22 pm

anyways Wolvman i just got to testing your "lite" version of the mod. and got to say. its not good news, that "lite" version was actually probably just as bad as the normal version if not worse! :ohmy: i dont know what you did there but definitely not working right. :(

Could you tell me what is worse? The more details you give me the easier it will be for me to fix it.

EDIT: Just curious.. is there anyway that you can make mods isntead of having to go through a Configuration menu, is it possible that you can create new options in the Configuration Options part of the main game? Like add new option to set Block Key and so forth.

No, there is no way to do that with MW. The configuration options that I have in place are the next best thing.

Or maybe have it so that you dont need to do a configuration menu? So you just have the keys predefined to specific commands, like sprint will replace run. (dont see the need for both, would be just like Oblivion) Blocking will always be Mouse 2 button, and the backpedal key is just binded to the run backwards key.

This would ruin the mod for everyone that doesn't use the default setup for their controls. That's why I give the option of picking each key in the config menu of the mod.

Would be nice to have your mod, but without the ai attachment scripts the way you have it. now that you removed all the sfx files from the "lite" version, wouldn't it be possible now to have the scripts attatch to NPC's the way that the other "always hit" mod attatches its scripts? Only when NPC engage in combat. would lessen the FPS hit dramatically.

Then the problem still arises with the scripts simply being attached too slowly for the 100% hit rate to take effect. In other words, you will most likely see your opponents miss the first few strikes every time a new fight begins while the scripts run through the list of NPCs/Creatures and assign the attachments. For me that shatters immersion. I run GV on my own computer with all of the attachment scripts that still include the new sound fx with 30+ FPS on average even with the mod constantly assigning attachments inside or outside of combat. In addition to that I also have Ravenous Hunger's script running which are very similar to GV's and MW is still very playable for me. It might simply be that your PC is struggling to keep up with the mod's resource requirements. What are your computer's specs?
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stevie critchley
 
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Post » Tue May 08, 2012 7:24 pm

Comp specs are

2.2 ghz AMD 3200+
256mb Geforce Ultra AGP
2gb of ram

With your new version. The FPS hit is even greater than the last version with even sound scripts loaded. :S

EDIT: And also have you seen Morrowind Rebirth mod? How he claims to have fixed weapon lengths into his mod? Is that something you can use in your version. I know you said you ran into some problems, maybe that mod has solutions to them?

And about the "Configuration thing" maybe you could release 2 version? ^^ a configurable version which has the GV ring, and a preconfigured version with default "Mouse 2 -block, Shift - Sprint, S - Backpedal"?? so i can just load the game with mod and it works right off the bat. (In game configurations just always seem to break the "immsersion" for me :S" im nit picky sorry :o
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Marguerite Dabrin
 
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Post » Tue May 08, 2012 8:50 am

Well I just got done playing with this new version of GV that I made with 40+ FPS even in the heart of large cities. Here's the link -> http://www.mediafire.com/?tkb578tt9j8grxj

It is full featured meaning it includes the sounds as well as gameplay changes/additions and you don't have to choose between them. It also now includes an option in the Config menu for letting the player choose how many AI attachments they want running at one time. This will help lower end PCs run GV by using the smallest option (which is chosen by default) and allow higher end PCs to run it to its fullest. Let me know if it helps your FPS issue any.

Now, in Morrowind Rebirth he did improve the weapon reaches but the problem that I've run into will persist in any mod due to the way the game was written. I don't quite remember what the issue was but I believe it was something along the lines of you can't go under a certain reach without screwing up hand-to-hand. So you can never really make daggers and punching a realistic reach. However increasing a weapon's reach works fine. So until I get a hold of one of the new engines I can only change so much when it comes to weapon reach.

And regarding the menu, I plan to add many more configurable options to it which would mean that I simply cannot remove it. My suggestion is that you just run it once then go hide the ring somewhere in a crate so that you can forget about it afterwards.
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Andres Lechuga
 
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Post » Tue May 08, 2012 7:28 am

alright ill give this version a whirl and let ya know the results.

as for weapon reach, i dont get it? what if you just set all weapons reach for example to 1, including h2h. then from there just add the extra length to all weapons 1 at a time from base of 1.

EDIT: just played the new version its still laggy for me. guess this ol AMD 3200+ XP 2.2ghz processor just can't dish out enough power :S
Running Morrowind on 1024x768 on this PC i get 20-25 FPS outdoors no mods. With your mod it goes down to 9-10 FPS :S and its unplayable at that point. Looks like im just going to have to get a new computer or something :o
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Lil Miss
 
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Post » Tue May 08, 2012 6:21 am

Well, just 1 thing to maybe take a look at. I remember when playing with first version of GV, when i was fighting against a skeleton with a shield, he would constantly block ALL my attacks.. thats kinda bad b/c i wasn't able to land a hit on him at ALL. Not cool, so might have to tweak something there unless you have already fixed that. all i can help you with really as i wont be able to test any further due to pc not being able to handle it :(

unless you of course made a version of GV just for me!!! :D With only new Player Abilities and no scripts for NPC. So only I would benefit from the new stuff. At least I would be able to test the PC part of the mod.
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Nany Smith
 
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Post » Tue May 08, 2012 7:08 am

Phew, yeah, I get that many fps with MGE at 7 cells. AND a few mods. I guess a better pc is the way to go.
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Jonathan Montero
 
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