[RELz] Weapon Values Displayed

Post » Sat May 28, 2011 2:08 pm

Another small mod I made for personal use mostly, not sure if something like that already exists.

== Weapon Values Displayed ==

Requires OBSE v0018 beta 6 or later. Earlier versions may or may not work.

This mod displays weapon values in game that can only be seen in the Construction Set under normal circumstances: Speed, Reach and (base) Health. It also displays (base) health for armors. The values are displayed in menu mode only.

The reason for the mod is simple - I wanted to know how good or bad a weapon really is without guessing its speed and reach. If you only have vanilla weapons in your game it is not that necessary since the difference between a steel longsword and a steel shortsword is easy to imagine. But with a modded Oblivion you'll find lots of different weapons with different stats and names. Sometimes it is not so easy to tell whether one weapon is better than the other. Now you can see all the stats that matter in game.

The values are displayed via message. Due to the way the message system in Oblivion works it can take a short while (1 second) before it updates. I would love to implement this feature into the UI, but unfortunately I have no idea about xml.


= Installation =

Put the esp into your Oblivion\Data folder and check it in the data files section of the launcher.


http://www.tesnexus.com/downloads/file.php?id=31163
User avatar
Rudy Paint fingers
 
Posts: 3416
Joined: Sun Nov 11, 2007 1:52 am

Post » Sat May 28, 2011 11:04 am

useful :)


thanks
User avatar
StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Sat May 28, 2011 4:00 pm

Now this is useful. FCOM + Arma + Artifact = thousands of weapons!

Great work! Off to tell BOSS team of a new one :bolt:
User avatar
james reed
 
Posts: 3371
Joined: Tue Sep 18, 2007 12:18 am

Post » Sat May 28, 2011 9:17 am

I wonder if you could use these figures to display a Damage Per Second calculation for a weapon? One for physical damage, one for magical damage?

A weapon really should be rated on the amount of damage it can deal over time (though single hit is most important for ammunition), it's reach, whether or not it ignores normal resistance.
User avatar
Lexy Corpsey
 
Posts: 3448
Joined: Tue Jun 27, 2006 12:39 am

Post » Sat May 28, 2011 5:33 pm

How incredibly ironic. Just two days ago I was looking for a mod to do this. Never found one, so http://luchaire.gamersoasis.net/Oblivion/WI2.jpg And then you go and release this. I could have been saved a bit of time if you'd released this a few days ago hehe! :wavey:
User avatar
Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

Post » Sat May 28, 2011 11:21 am

I wonder if you could use these figures to display a Damage Per Second calculation for a weapon? One for physical damage, one for magical damage?

A weapon really should be rated on the amount of damage it can deal over time (though single hit is most important for ammunition), it's reach, whether or not it ignores normal resistance.


Showing the result of Speed x Damage is no problem, good idea. Showing whether the 'ignore normal weapon resistance' flag is set is a good idea as well.

How incredibly ironic. Just two days ago I was looking for a mod to do this. Never found one, so http://luchaire.gamersoasis.net/Oblivion/WI2.jpg And then you go and release this. I could have been saved a bit of time if you'd released this a few days ago hehe! :wavey:


Lol, the last mod I released was requested two minutes before I posted the release thread. This time I was a bit late, sorry. I guess your screenshot shows a messagebox and not a 'real' UI implementation?

I wonder what people prefer - a messagebox or a message. A message is harder to read and doesn't look that nice, but if I use a messagebox you need to click 'ok' everytime after you're done watching the stats for a weapon. An UI implementation would be best of course, but I don't know if that is even possible.
User avatar
Prohibited
 
Posts: 3293
Joined: Tue Jun 12, 2007 6:13 am

Post » Sat May 28, 2011 4:33 am

Lol, the last mod I released was requested two minutes before I posted the release thread. This time I was a bit late, sorry. I guess your screenshot shows a messagebox and not a 'real' UI implementation?


Yeah, my implementation was to create a "Weapon Inspector" item that pops up the message box on use. Not terribly elegant but ... I had to throw *something* together since I was getting annoyed with not knowing those hidden stats of the zillions of weapons modded into my game. XD

I'd love a real UI implementation, but no idea how to go about it.
User avatar
Romy Welsch
 
Posts: 3329
Joined: Wed Apr 25, 2007 10:36 pm

Post » Sat May 28, 2011 7:54 pm

I'd love a real UI implementation, but no idea how to go about it.
I had some code stashed somewhere in my old HDD that showed those stats as a part of the HUD, along with weight and gold value. Let me check to see if I managed to back it up before I turned that sodding slab in.
User avatar
Charlotte Buckley
 
Posts: 3532
Joined: Fri Oct 27, 2006 11:29 am

Post » Sat May 28, 2011 10:08 am

If the data is available.... seems to me like it could be implemented into the UI. Would require editing the xml files though..... Way beyond my meager skills.
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Sat May 28, 2011 4:16 pm

If the data is available.... seems to me like it could be implemented into the UI. Would require editing the xml files though..... Way beyond my meager skills.
OBSE for President, says I !
User avatar
des lynam
 
Posts: 3444
Joined: Thu Jul 19, 2007 4:07 pm

Post » Sat May 28, 2011 7:00 pm

I've made a new version with damage/time, base damage and ignore resistance displayed as well. Unfortunately it seems that the time a message stays on the screen depends on the size of the message. It stays for about 6 seconds now before it changes (if a different weapon is selected) or vanishes, which is extremely annoying. If only the stupid time setting for messages would work. Or if it could be implemented into the UI. If you still have the mod it would be great to have, ShadeMe. Although I think it would be better to have the information in the inventory menu instead of the HUD since it is only really useful for comparing weapons you collected or you want to buy from a vendor. If you know how to do that would be great if you could share your knowledge.
User avatar
james tait
 
Posts: 3385
Joined: Fri Jun 22, 2007 6:26 pm

Post » Sat May 28, 2011 2:35 pm

Or if it could be implemented into the UI. If you still have the mod it would be great to have, ShadeMe. Although I think it would be better to have the information in the inventory menu instead of the HUD since it is only really useful for comparing weapons you collected or you want to buy from a vendor. If you know how to do that would be great if you could share your knowledge.
I haven't tried messing with that part of the UI, but will take a look in any case. Perhaps also establish a framework to display such hidden stats for other inventory objects.
User avatar
Cathrin Hummel
 
Posts: 3399
Joined: Mon Apr 16, 2007 7:16 pm

Post » Sat May 28, 2011 4:54 am

I haven't tried messing with that part of the UI, but will take a look in any case. Perhaps also establish a framework to display such hidden stats for other inventory objects.


That would be great. I think it would fit well into the 'magic_popup_menu' (the one that shows enchantments and weapon/armor type right of the inventory). If you could add a divider above the enchantments (like the one that is below them by default) and put the hidden stats above that divider it would look neat and wouldn't take any additional space (except for the pop up being a bit larger than usual). I tried myself, but I failed. I could add another line, but it showed up on top of an existing one. No idea where to adjust the position for the lines.

Some ideas on what to display:

Weapons

Base Damage (damage value in the CS without modifiers like strength, skill etc)
Damage/Time (Speed * Base Damage for people bad at mental math)
Speed
Reach
Base Health
Ignores Normal Weapon Resistance (yes or no)

If there is any room left you could add weight and value as well for the sake of completeness. Also the current health like on Luchaire's screenshot might be a nice addition, although you can see the percentage already.

Armors

Base Health
Base Armor Rating (unmodified CS value)

And maybe current health, value and weight as well here.

I think that would be a really great addition to the game.
User avatar
Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Sat May 28, 2011 3:57 pm

Very nice. I shall try this out. I can tell from reading this topic that the current version might annoy me a bit though (how long the message stays up).
User avatar
ruCkii
 
Posts: 3360
Joined: Mon Mar 26, 2007 9:08 pm

Post » Sat May 28, 2011 6:10 pm

Very nice. I shall try this out. I can tell from reading this topic that the current version might annoy me a bit though (how long the message stays up).


The current version's message (the one that only displays speed, reach and health) doesn't stay for that long. Only the new version with all the other stuff added stays for ~6 seconds and I won't upload it unless I can fix it. But if ShadeMe can get the UI version working there is no need for this mod anyway and I'll remove it completely.
User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Sat May 28, 2011 12:38 pm

will keep an eye on this. just hope it works with darn and darkbirdy ui's
User avatar
Wayne W
 
Posts: 3482
Joined: Sun Jun 17, 2007 5:49 am

Post » Sat May 28, 2011 6:31 am

I wonder if you could use these figures to display a Damage Per Second calculation for a weapon? One for physical damage, one for magical damage?

A weapon really should be rated on the amount of damage it can deal over time (though single hit is most important for ammunition), it's reach, whether or not it ignores normal resistance.



i think the dps thing gets overused a bit. it entirely depends on fighting style.....for instance a stealthy character who does hit and run attacks is going to want something with the highest initiial strike as opposed to an orc who wants something with higher dps. also i run a fair number of combat mods that make npcs dodge and move out of the way more so in that case weapons with high initial strike are preferable. DPS is more important for games like MMOs where essentially the two fighters just bash away at eachother with minimal movement. magic and poison are the only things i can think of that would matter in oblivion for DPS and those are already known.
User avatar
IM NOT EASY
 
Posts: 3419
Joined: Mon Aug 13, 2007 10:48 pm

Post » Sat May 28, 2011 8:50 am

Well, with melee weapons, the more times you can swing it, the better your chances of getting a hit.

Having both Base Damage and an estimated DPS calculation seems, by far, the best option for giving the player the information they need.
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Sat May 28, 2011 7:15 pm

I don't know.... seems sorta redundant to me, if you have weapon speed displayed as well....
User avatar
Timara White
 
Posts: 3464
Joined: Mon Aug 27, 2007 7:39 am

Post » Sat May 28, 2011 8:17 am

This mod sounds very useful. I hope to try this out when I get home.



Thanks Phitt.
- Tomlong75210
User avatar
Justin Hankins
 
Posts: 3348
Joined: Fri Oct 26, 2007 12:36 pm

Post » Sat May 28, 2011 11:23 am

This question isn't directly related to this mod, per se, but some have mentioned editing the .xmls as a potential direction to take here, and I was wondering... how hard would it be to have equipment durability displayed as current health over total health instead of the percentage, like it was in Morrowind?
User avatar
Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am

Post » Sat May 28, 2011 6:21 pm

This question isn't directly related to this mod, per se, but some have mentioned editing the .xmls as a potential direction to take here, and I was wondering... how hard would it be to have equipment durability displayed as current health over total health instead of the percentage, like it was in Morrowind?
Should be possible.
User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Sat May 28, 2011 2:27 pm

Very useful mod Phitt! Thanks, will use!
User avatar
louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am


Return to IV - Oblivion