[Rel] Scathe

Post » Wed Sep 01, 2010 11:38 pm

Scathe
Chic-Looking Damage Counters
version 0.1

Requires http://obse.silverlock.org/ and http://www.gamesas.com/bgsforums/index.php?showtopic=1038730&hl=



Download : http://www.tesnexus.com/downloads/file.php?id=29429 | ModDB | http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=285



Description

"Tired of watching that outrageously diluted blood spill out of those god-complex'ed vampires? Being constantly reminded that the game was rated mature for a reason that had nothing to do with the in-game violence? Losing touch with your sadistic side?"

Scathe doesn't help with any of the above. It is simply lets you say stuff like "zOMg!Muh char hitz crit lik3 h3||", "eat 1.342K fire dmg, azura boy!", "World of Warcraft is great game" without getting banned until the year 2317.

It also brings you one step closer to playing Borderlands on the Gamebryo engine. Using my edge detection shader from the OGE thread and pestering DragoonWraith to release ARES should also serve to achieving that goal.




Fine Print

I hope the message got through …

Scathe adds damage counters to the game UI that display changes to an actor's health. An actor taking health damage will spawn counters that show the damage he/she/it's being dealt with. On the other hand, a healing actor will spawn counters that show the amount of health gained. In essence, this mod succeeds Adrenalin Fuelled Combat's Damage Text plugin.

Counters can follow one of 3 different trajectories - They can either behave as a projectile, or simply rise or fall – and can be painted with custom colors.




Compatibility

This mod is, and should be, compatible with every mod there is.



Credits

Special thanks to :
  • Ian Patterson, Stephen Abel and Paul Connelly (The OBSE Team) – For keeping up the Oblivion Modding spirit and providing the modding community with TES4 Oblivion's Elixir of Immortality
  • LHammonds – For his Readme generator
  • Elys/haama – For the Pluggy OBSE plugin
  • QQuix – For his timely help with the coordinate translations.
  • Blizzard - For showing me how evil MMOs are
The Entire Community around the TES Construction Set Wiki – For making such an exhaustive resource catering to ES Modding.
The Folks at the Construction Set Forums – For all their help, rum and fish.
The Rest of the Modding Community – For the inspiration I needed to start modding and all the wonderful mods which I use.
Bethesda – For providing a great game, with enough flaws to keep us busy.



Change Log

Spoiler
0.1 - Initial Release

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Assumptah George
 
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Post » Wed Sep 01, 2010 8:52 am

Reserved.
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Shelby McDonald
 
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Post » Wed Sep 01, 2010 10:50 pm

Ah, looks great. How does this handle damage over time effects, does it show one token per second?
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Danial Zachery
 
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Post » Wed Sep 01, 2010 5:07 pm

Sounds sweet, although your download links aren't working.
Only posted it a second ago.

The Nexus is up. There's a video too.
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Danielle Brown
 
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Post » Wed Sep 01, 2010 6:16 pm

Thanks!
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Lloyd Muldowney
 
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Post » Wed Sep 01, 2010 11:10 am

Ah, looks great. How does this handle damage over time effects, does it show one token per second?
Yes. Since it's running on a token, it could handle smaller intervals too.
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Emma Pennington
 
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Post » Wed Sep 01, 2010 10:25 pm

This looks awesome, shadeMe. Elm will use this once her rebirth as a warrior is complete. :twirl: Gracias!
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Stephanie Kemp
 
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Post » Wed Sep 01, 2010 8:12 pm

This looks awesome, shadeMe. Elm will use this once her rebirth as a warrior is complete. :twirl: Gracias!
Pleasure. Though you've seemed to missed Vacuity and Natural Selection - I'm sure Elm will approve those too :dance:
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Heather Dawson
 
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Post » Wed Sep 01, 2010 2:27 pm

Pleasure. Though you've seemed to missed Vacuity and Natural Selection - I'm sure Elm will approve those too :dance:

Indeed, I have a lot of catching up to do. :)

Congrats on the relz.
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Chase McAbee
 
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Post » Wed Sep 01, 2010 11:22 pm

immersionists will hate you, but this kicks butt. don't stop coming up with quality work :D
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Kelly John
 
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Post » Wed Sep 01, 2010 11:32 pm

finally I get to know what scathe.esp is... been wondering ever since you reported that you would be relzing this soon and asked for the esp to added to the BOSS masterlist... looks very cool... downloading.
edit: though I don't see it on TESA *sob*... guess I can download elsewhere.
Pacific Morrowind
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Nims
 
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Post » Wed Sep 01, 2010 4:31 pm

finally I get to know what scathe.esp is... been wondering ever since you reported that you would be relzing this soon and asked for the esp to added to the BOSS masterlist... looks very cool... downloading.
Hehe ... serves you right for implementing the Unplayable flag tweak in Bash :P

edit: though I don't see it on TESA *sob*... guess I can download elsewhere.
Pacific Morrowind
I plan to do that in the near future, you know ! It's just soooo tiresome to copy paste the OP Done.
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Tiff Clark
 
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Post » Wed Sep 01, 2010 12:12 pm

THANK YOU!!!!
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Steph
 
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Post » Wed Sep 01, 2010 12:08 pm

I love the sound of this mod, but my game won't load with Pluggy installed. What's the chance of removing the dependency on Pluggy?

EDIT:

WAIT...let me do some more testing and post back.

EDIT:

Yeah I was using the wrong version of Pluggy. I updated, loaded my save - no problems. At first. Now my game crashes within 4 steps. Constantly. So your mod has issues.
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dell
 
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Post » Wed Sep 01, 2010 9:34 am

Pluggy should work fine with old savegames.. did you enable HUD functionality?
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Anthony Rand
 
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Post » Wed Sep 01, 2010 10:44 pm

Pluggy should work fine with old savegames.. did you enable HUD functionality?


No. It didn't say to do that in the readme. Is it necessary? How do you do that?
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Josh Trembly
 
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Post » Wed Sep 01, 2010 11:30 am

Game crushes everytime I try to hit someone, I use OBSE 18b4 and pluggy v132... Please help!
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Makenna Nomad
 
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Post » Wed Sep 01, 2010 10:47 am

I figured it out. Just had to rename Pluggy.dll. It works now. So far no crashes (knock on wood). Awesome mod. I've always wondered how much damage my attacks were doing.

shadeMe: You may want to add to the readme that you have to rename Pluggy.
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Saul C
 
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Post » Wed Sep 01, 2010 1:49 pm

I figured it out. Just had to rename Pluggy.dll. It works now. So far no crashes (knock on wood). Awesome mod. I've always wondered how much damage my attacks were doing.

shadeMe: You may want to add to the readme that you have to rename Pluggy.
My apologies - I'll have it added to the readMe ( The Nexus description has been updated though )
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Ice Fire
 
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Post » Wed Sep 01, 2010 10:10 pm

I hope you don't expect me to pull the same trick as I did with Vacuity. :P
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OnlyDumazzapplyhere
 
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Post » Wed Sep 01, 2010 12:22 pm

I hope you don't expect me to pull the same trick as I did with Vacuity. :P
I'd certainly like to see you prove me wrong :D
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victoria gillis
 
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Post » Wed Sep 01, 2010 7:21 pm

Great idea and works well .... except in 3rd Person and unfortunately I play the game strictly in 3rd P.

I found the numbers too small and moved too fast to read in 3rd P. I tried all 3 trajectory.

Is there any way I can configure to work in 3rd P. or mayhaps I can use a larger font.


On a side note, is it possible to add a variable that restricts showing damage/healing numbers below a certain figure
eg: filter out all dam/healing below 10. I only ask as I found the constant flow of 2,3,4s etc most distracting.


Cheers
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~Amy~
 
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Post » Wed Sep 01, 2010 7:39 pm

Been using this mod for a bit now. One thing I find odd is it will give me a "healing update" when the game up-levels nearby NPCs. Or, if it has to generate their health, I guess. I just leveled up and walked back into the Imperial City, and every guardsman I walked by had to throw a red +9 at me.

I play in 3rd person and it works fine for me. 4 seconds (the default) is plenty for the damage to be noticeable. I love the flurry of numbers when they use a healing over time spell on themselves, or I poison them.
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loste juliana
 
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Post » Wed Sep 01, 2010 2:50 pm

Great idea and works well .... except in 3rd Person and unfortunately I play the game strictly in 3rd P.

I found the numbers too small and moved too fast to read in 3rd P. I tried all 3 trajectory.

Is there any way I can configure to work in 3rd P. or mayhaps I can use a larger font.


On a side note, is it possible to add a variable that restricts showing damage/healing numbers below a certain figure
eg: filter out all dam/healing below 10. I only ask as I found the constant flow of 2,3,4s etc most distracting.
There are 2 main reasons as to why the counters don't look well in 3rd Person
. Since each counter is a HUD element, it can pass through the player's model in 3rdP (which is quite distracting).
. The font size and coordinates aren't scaled to the 3rd person FOV.

I do plan to do something about pt#2. As for the filter, possible. I'll put it on the scroll.

Been using this mod for a bit now. One thing I find odd is it will give me a "healing update" when the game up-levels nearby NPCs. Or, if it has to generate their health, I guess. I just leveled up and walked back into the Imperial City, and every guardsman I walked by had to throw a red +9 at me.

I play in 3rd person and it works fine for me. 4 seconds (the default) is plenty for the damage to be noticeable. I love the flurry of numbers when they use a healing over time spell on themselves, or I poison them.
Strange. Would you happen to be using a mod that levels up active NPCs and creatures with you ?
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T. tacks Rims
 
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Post » Wed Sep 01, 2010 2:48 pm

I'd certainly like to see you prove me wrong :D

Well, not without editing the XML files. There's just too little to recycle into a near endless amount of elements. ;) I do have an actual question, when they behave like projectiles, what sort of trajectory do they take?

P.S. What do you have agains Map Marker Overhaul(s)? :stare:
Blizzard - For showing me how evil MMOs are

-kyoma
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Timara White
 
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