[RELz] Combat Experience - Depth Perception

Post » Fri Aug 20, 2010 9:00 am

Combat Experience - Depth Perception

Enhance your combat experience! Time to give back your character his/her depth perception.

This mod aims to make combat a lot less frustrating by reducing the miss rate of close quarters fights alot and making Weapon Skill now effect how much damage you do instead and depending on which version you choose, Sanctuary and Agility will still mean something too!


NOTE: Requires MWSE (Morrowind Script Extender) 0.2 or higher, or MGE (Morriwind Graphics Extender)

Downlad at http://tesnexus.com/downloads/file.php?id=30791

The main features of this mod:
- Increases your hit chance by 25%, 50%, 75% and 100% (guranteed hit) accordingly (on top of your hit chance from Weapon Skill)

- Gives all NPCs you fight tougher skin by reducing the damage you do BASED on your weapon skill level
0-9 Weapon Skill = 90% reduced damage
10-19 Weapon Skill = 80% reduced damage
20-29 Weapon Skill = 70% reduced damage
30-39 Weapon Skill = 60% reduced damage
40-49 Weapon Skill = 50% reduced damage
50-59 Weapon Skill = 40% reduced damage
60-69 Weapon Skill = 30% reduced damage
70-79 Weapon Skill = 20% reduced damage
80-89 Weapon Skill = 10% reduced damage
90+ Weapon Skill = NO reduced damage

- All NPCs in the game also get increased hit chance according to the version you choose



Every NPC you encounter will have a Resist Normal Weapons ability added to them based on your currently equiped and DRAWN weapon, so if you have a Dagger out, then your Short Blade skill will decide the buff they get, or a Axe, then Axe skill. There is a limitation to this, you have to be close enough to have the NPC "targetted" for the effect to occur, so I believe Marksman will have to get a proper shot off first, otherwise I think zoom will do the same.

Added Fortify Attack spell to all playable races in the game (if there is a custom mod/race you want, PM me, I will happily add a patch) by either 25, 50, 75 or 100 that is the character's "Depth Perception". Each having different affects on average miss rate. There is a BTB - Character compatabilily version that INCLUDES everything in BTB - Character.esp so do not use both as the same time.

I use BTB's modifications to Wakim's Game Improvements, I would recommend having a look at them or atleast replacing the WGI version of Character changes to BTB's included in this mod. If there is another popular Birthsign/Race overhaul, please tell me and I will merge and create a patch.

Here is a brief run down of how the different versions will play out on miss chance:
25 will still depend heavily on weapon skill for accuracy. Whereas 50 will quickly go up to near 100% hit with 50+ weapon skill. And 75 and 100 versions will almost always be 100% hit except for when being debuffed and fighting an enemy with high Agility, Luck or Sanctuary bonus. In those cases, 75 will not be 100% till 75+ weapon skill.


As an example, two characters with:

Character 1
------------
30 Weapon Skill
50 Agility
40 Luck

Character 2
------------
50 Weapon Skill
30 Agility
40 Luck


vs. opponent with:

10 Sanctuary bonus (rare on NPCs)
50 Agility
40 Luck

Will have the following miss rates with each version:

Character 1's hit chances with:
CE-DepthPerception
25 = 52.5%
50 = 77.5%
75 = 100%
100 = 100%


Character 2's hit chances with:
CE-DepthPerception
25 = 72.5%
50 = 97.5%
75 = 100%
100 = 100%



Note: Only use ONE version of this mod, so only choose ONE .esp file.

Install
=======
Requires: MWSE >0.2 or MGE

If you want to use BTB's Character changes to races, birthsigns, etc. make sure you use CE-DepthPerception+BTB's Character.esp

CE-DepthPerception25 = 25% hit chance bonus
CE-DepthPerception50 = 50% hit chance bonus
CE-DepthPerception75 = 75% hit chance bonus
CE-DepthPerception100 = 100% hit chance bonus

1. Copy the .esp of your choice to (install folder)\Morrowind\Data\
2. Start Morrowind Launcher, click 'Data Files', place a tick next to the .esp file.

Uninstall
=========
1. Start Morrowind Launcher, click Data Files, untick the .esp file.
2. Delete the .esp file from Morrowind\Data\


Credits
=======
BTB for his great Character and Race modifications.



Also please, contact me on this thread, or through PM for:
  • BUGS
  • Race and character mod merges
  • Suggestions


Thanks.

Downlad at http://tesnexus.com/downloads/file.php?id=30791
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Jade Barnes-Mackey
 
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Post » Fri Aug 20, 2010 2:32 pm

Now also available on PES:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=387026&id=8355

I"ve been thinking, how would people feel about the damage reduction from Weapon Skill being made modular? I personally feel, even with the lower versions, it's still a nice added difficulty increase that is needed in most games, as it just feels too easy most of the time.
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Matt Fletcher
 
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Post » Fri Aug 20, 2010 1:53 pm


I"ve been thinking, how would people feel about the damage reduction from Weapon Skill being made modular? I personally feel, even with the lower versions, it's still a nice added difficulty increase that is needed in most games, as it just feels too easy most of the time.


I love anything that enhances game difficulty, especially combat as it's that type of character I always employ.
This looks to be a great addition, and I'd adore your "thinking" :thumbsup:

edit - it would appear a patch is required if you want to use this along with GCD.
Run without it loads fine but activating both mods results in an immediate CTD as soon as GCD initializes.
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Astargoth Rockin' Design
 
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Post » Fri Aug 20, 2010 5:01 pm


edit - it would appear a patch is required if you want to use this along with GCD.
Run without it loads fine but activating both mods results in an immediate CTD as soon as GCD initializes.


Hmm, since I can't imagine how it would possibly conflict with what GCD does (doesn't modify or deal with player stats in anyway), it must be script acting whacky for some reason.

Thanks for reporting it, I'll test it and create a patch. Shame, I was just about to start a new game with GCD too =)
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Sara Johanna Scenariste
 
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Post » Fri Aug 20, 2010 8:46 am

edit - it would appear a patch is required if you want to use this along with GCD.
Run without it loads fine but activating both mods results in an immediate CTD as soon as GCD initializes.


I can't seem to be able to replicate the CTD with GCD. I have run it on exisitng characters and new characters, even tested level ups. Works fine for me.

Perhaps it is another mod that is causing the CTD? Could you please post me your modlist?

Cheers
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Phoenix Draven
 
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Post » Fri Aug 20, 2010 3:47 pm

_001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Morrowind Patch v1.6.5-BETA.esm
_005_ Bloodmoon Landscape Overhaul 1.0.esm
_006_ Texture Fix 1.8.esm
_007_ Book Rotate.esm
_008_ Weapon Rotate.esm
_009_ Assassins Armory.esm
_010_ H.E.L.L.U.V.A._Merchant_Containers.esm
_011_ Aduls_Master_Mod.esm
_012_ SG-MW-ecology-BM.esm
_013_ Ward of Akavir.esm
_014_ MCA.esm
_015_ GDR_MasterFile.esm
_016_ Morrowind Advanced.esm
_017_ Clean The Lost Artifacts of Morrowind.esm
_018_ Better Heads.esm
_019_ Better Heads Tribunal addon.esm
_020_ Better Heads Bloodmoon addon.esm
_021_ BT_Whitewolf_2_0.esm
_022_ Yorick's_Tower-1.0.esm
_023_ Djupsgaard - Hidden Halls 1.1.esp
_024_ Ald-Vendras_V31-LoKKen.esp
_025_ Yorick's_Tower-1.0-TB_addons.esp
_026_ Yorick's Tower Transportation.esp
_027_ EmmasKhuul.esp
_028_ NOM MiniRes.esp
_029_ Animated Morrowind 1.0.esp
_030_ Cosmetic Mods.esp
_031_ Corean_Hair_in_Morrowind.esp
_032_ Westly's Master Headpack X.esp
_033_ The Hidden Pathway 2.0.esp
_034_ House of Mannequins v1.0.esp
_035_ MixedSignposts.esp
_036_ NF Signs Replacer.esp
_037_ AtmosphericSoundEffects-3.0-Tribunal.esp
_038_ SpzInteriorDaylight.esp
_039_ k_weather.esp
_040_ Meteor.esp
_041_ Nymeria's Monthly Respawn.esp
_042_ Lantern replacer By Leeloo.esp
_043_ Aduls_Clocks_and_Watches.esp
_044_ Happy_Plates.esp
_045_ H.E.L.L.U.V.A. Bountiful Books.esp
_046_ sg1_alchemy_book.esp
_047_ Books of Vvardenfell_2.0.esp
_048_ Daggerfall Collection Ver 1.1.esp
_049_ Book Rotate - Tribunal v5.3.esp
_050_ Book Rotate - Bloodmoon v5.3.esp
_051_ Weapon Rotate - Vendors.esp
_052_ Weapon Rotate - Tribunal.esp
_053_ Weapon Rotate - Bloodmoon.esp
_054_ dh_furn.esp
_055_ dh_furn_stores.esp
_056_ dh_thriftshop.esp
_057_ PSsorticon.esp
_058_ MD07_Wine_Rack_Mod.esp
_059_ MultiMark.esp
_060_ MultiMark_TribunalPlugin.esp
_061_ MultiMark_BloodmoonPlugin.esp
_062_ MultiMark_TheBlackMill.esp
_063_ MWE_Base.esp
_064_ MWE_Combat.esp
_065_ Bloated Caves.esp
_066_ Graphic Herbalism.esp
_067_ Better Skulls.ESP
_068_ dracandrosvoice.esp
_069_ LadyD_Reduced_Commentary.esp
_070_ Give your orders v13.esp
_071_ NPCMove.esp
_072_ UniqueFinery.esp
_073_ Ice_BlackMillFemaleRobes.esp
_074_ IceNioLivRobeReplacerPLUS.esp
_075_ Riptides Face & Clothing Replace Final.esp
_076_ Fliggerty's Armor Project 2.esp
_077_ MagicEffectReduce.esp
_078_ Scripted Jewelry Collection.esp
_079_ Amulets and Rings 2.1 Upgrade A.esp
_080_ Unique Jewelry and Accessories.esp
_081_ DwemerLoot1.0.esp
_082_ Less Daedirc+Glass.esp
_083_ BB_Clothiers_of_Vvardenfell_v1.1.esp
_084_ TheForgottenShields - Artifacts_NG.esp
_085_ Art Of War Museum.esp
_086_ Bethesda dlc's.esp
_087_ Armour Mods.esp
_088_ TemplarSheild.esp
_089_ Redoran Bonemold Armor.esp
_090_ farrp_WeaponCompilationMod_V2.esp
_091_ Weapon Mods.esp
_092_ MCA - COV Addon.esp
_093_ MCA Names 5.2.esp
_094_ MCA - More Enemies.esp
_095_ NX9_dremora.esp
_096_ NX9_ghosts_wraiths.ESP
_097_ NX9_liches.esp
_098_ Greater Undead.esp
_099_ wm_skeletons.esp
_100_ Monsterous Variants - Purist.esp
_101_ sm_creatures_01.esp
_102_ Neo's Unique Creatures.esp
_103_ Unleveled Creatures 2.0.esp
_104_ Creatures.esp
_105_ Creature Pack 1.1.esp
_106_ MW_Adv_Required.esp
_107_ A_flock_of_seagulls.esp
_108_ DX_CreatureAdditionsV1.0.esp
_109_ abotWhereAreAllBirdsGoing.esp
_110_ Minions of House Dagoth.esp
_111_ Soti_BetterDreamers.esp
_112_ Better Solsthiem Creatures.esp
_113_ Wanderers of Solstheim.esp
_114_ Real_wildlife_2b Complete.esp
_115_ SG-MW-ecology-BM-plugin.esp
_116_ horationpcenhanced12-bm.esp
_117_ npce_mwse_patch.esp
_118_ Assassins Armory - No Scripts.esp
_119_ Assassins Armory - Unofficial Patch 7.7.esp
_120_ Assassins Armory - Arrows.esp
_121_ Particle Arrows.esp
_122_ Area Effect Arrows.esp
_123_ Assassins Armory - Bolt Rifles.esp
_124_ adv_npcs_v1.1.esp
_125_ Lilarcor_v4-1.esp
_126_ Galur_Rithari_TRotS_v3.esp
_127_ TheBlackMill11.esp
_128_ TBMFix.esp
_129_ Dread.esp
_130_ Moons_Spawn_V1.3.3_Non_Patched.esp
_131_ DN-GDRv1_NOM.esp
_132_ Lich Father Act I.esp
_133_ Lich Father Act II.esp
_134_ The Neverhalls.esp
_135_ NoFastTravel.esp
_136_ CompanionTeleportation.esp
_137_ ImprovedFollowers.esp
_138_ Antares' Big Mod 5.esp
_139_ Antares' Big Mod 4 - MCA 5.2 - patch.esp
_140_ MoreGems.esp
_141_ GCD Main 108kai2.esp
_142_ GCD Over 60 Level Speedup 108kai2.esp
_143_ GCD better balanced birthsigns.esp
_144_ GCD Restore Potions Fix.esp
_145_ GCD settings hard.esp
_146_ Yorick's_Tower-1.0-quest.esp
_147_ Service_Requirements.esp
*167* Hold it replacer.esp
*168* RW2B_NoTownCreatures.ESP
*169* Hold it - MCA addon.esp
_148_ LGNPC_NoLore_v0_83.esp
_149_ Lgnpc_SN.esp
_150_ LGNPC_AldVelothi_v1_20.esp
_151_ LGNPC_MaarGan_v1_20.esp
_152_ LGNPC_HlaOad_v1_32.esp
_153_ LGNPC_Aldruhn_v1_20.esp
_154_ LGNPC_Pelagiad_v1_22.esp
_155_ LGNPC_Khuul_v2_10.esp
_158_ LGNPC_VivecFQ_v2_10.esp
_157_ LGNPC_SecretMasters_v1_30.esp
_156_ LGNPC_IndarysManor_v1_51.esp
_159_ LGNPC_VivecRedoran_v1_50.esp
_160_ LGNPC_PaxRedoran_v1_20.esp
_161_ LGNPC_SM_MCA5.esp
_162_ LGNPC_SoulSicknessPatch_v1_00.esp
_163_ Less_Generic_Tribunal.esp
_164_ Less_Generic_Bloodmoon.esp
_165_ Merged_Objects - Falx.esp
_166_ Mashed Lists - Falx.esp
_170_ MCAFix.ESP
_171_ Minions of House Dagoth - MCA 5.x Patch.esp
_172_ Book Jackets - Morrowind - BookRotate.esp
_173_ Book Jackets - Tribunal - BookRotate.esp
_174_ Book Jackets - Bloodmoon - BookRotate.esp
_175_ Game Fixes.esp
_176_ NoShieldEffect.esp
_177_ CE-DepthPerception100+BTB's Character.ESP
_178_ NOM 2.13.esp

Marked as bold are a few personal mods which I think are more or less self explanatory.
I'm using and updated version of http://www24.atwiki.jp/morrowind/pub/GCD%20108kai2.zip in case that may be the problem.
If I can supply anything else let me know.
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TASTY TRACY
 
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Post » Fri Aug 20, 2010 6:16 am

Thanks for posting that.

Sadly, I still can't find the CTD issue, I've tried the updated GCD you linked me, I still can't replicate it. And I use most of the mods you use (almost all), can't see anything there to cause it either.

The only thing I can think of is perhaps reducing how often the script checks for a target, but you say this happens as soon as GCD kicks in, at the start I presume?

Does it happen immedeiatly or shortly after? There is a 15 second delay before it kicks in, just to let other mods do their thing first. And really doesn't do anything until weapon is drawn. I do use xSetRef alot, but I didn't think that would be a problem.

Does it also do it on a fresh character? Or if it does, does it do it on an existing character?
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Darian Ennels
 
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Post » Fri Aug 20, 2010 6:40 am

With an existing character the game loads, but, crashes instantly as soon as a weapon is drawn.
New character is fine until Farrps Weapon Mod and GCD initialize, then there's approx 5 seconds before the crash.
With the mod disabled in both instances the game hasn't any issues.
A new game runs fine without GCD in the setup.
I've even tired adding the BTB Character plug-in, but I know from past experience that conflicts with GCD Birthsigns resulting in an instant CDT.
I'll keep experimenting and if I find any rhyme or reason I'll let you know.

-Cheers
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Elle H
 
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Post » Fri Aug 20, 2010 1:58 am

For some reason when I use this, my beast races use the regular beast walking animation, but I have a mod in place by LizTail to make them walk upright.

Otherwise, top stuff!
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Andrea P
 
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Post » Fri Aug 20, 2010 2:05 am

so does this mod let you simply hit things with 100% hit success?
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Ridhwan Hemsome
 
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Post » Fri Aug 20, 2010 8:30 am

so does this mod let you simply hit things with 100% hit success?

CE-DepthPerception100.esp = 100% hit chance bonus

Don't know what could be more clear than that. :sleep:
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Aaron Clark
 
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Post » Fri Aug 20, 2010 2:30 pm

You know even in first person shooters the bullets stray around the crosshair. But I do agree missing at point blank when the person isn't aware of your presence is ridiculous. Maybe you could make it distance and detection dependent?
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Rhi Edwards
 
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Post » Fri Aug 20, 2010 4:57 am

Resist Normal Weapons? Does this affect damage by enchanted or silver weapons (or any other weapons that ignore this resistance) at all?
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JESSE
 
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Post » Fri Aug 20, 2010 6:29 am

Now also available on PES:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=387026&id=8355

I"ve been thinking, how would people feel about the damage reduction from Weapon Skill being made modular? I personally feel, even with the lower versions, it's still a nice added difficulty increase that is needed in most games, as it just feels too easy most of the time.

I am thinking about using this mod but I don't like the idea of damage reduction at all. I am trying to find a mod that makes global damage 2x for everyone like the mods from the Fallouts(FWE and XFO). There are deadly combat mods out there but they all seem to mess with other things I don't want.

On the other hand I want the weapon stat to means something. So perhaps go the opposite way, whatever number give % damage bonus, so 50 weapon skill gives a 50% dmg bonus and this can appy to npcs of course too, more deadly combat ftw! Please!
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kristy dunn
 
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Post » Fri Aug 20, 2010 4:01 am

This is a great idea! It's a shame I haven't installed any script extenders yet...
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Kristian Perez
 
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Post » Fri Aug 20, 2010 7:20 am

I am thinking about using this mod but I don't like the idea of damage reduction at all. I am trying to find a mod that makes global damage 2x for everyone like the mods from the Fallouts(FWE and XFO). There are deadly combat mods out there but they all seem to mess with other things I don't want.

On the other hand I want the weapon stat to means something. So perhaps go the opposite way, whatever number give % damage bonus, so 50 weapon skill gives a 50% dmg bonus and this can appy to npcs of course too, more deadly combat ftw! Please!


I would like to make the mod modular but with work at the moment, my time is quite restricted.

You can adjust all sorts of stats by using Morrowind Enhanced, and if you use Combat Enhanced you need it. With MWE you can adjust base stats (like Strength) but keep in mind spells won't change without making a mod to adjust it.
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Nancy RIP
 
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Post » Fri Aug 20, 2010 6:04 pm

Resist Normal Weapons doesn't work on enchanted weapons, unenchanted weapons above steel, or hand to hand. So, a lot of weapons are going to completely break the mod.
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Scott Clemmons
 
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Post » Fri Aug 20, 2010 12:43 pm

Resist Normal Weapons doesn't work on enchanted weapons, unenchanted weapons above steel, or hand to hand. So, a lot of weapons are going to completely break the mod.


I agree. PC damage reduction should be achieved in another way. Maybe boosting NPC armor rating or something else? This mod is too good to be limited to non-enchanted, low quality weapons!
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Matthew Aaron Evans
 
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