[Release\Open-Beta] Unarmored Skill for Everyone

Post » Sun Jul 25, 2010 7:50 pm

Agility.
Same as in Morrowind.



Vanilla-System. ;)

Don't no of any plugins already compatible to this.
Hmmm...agility...
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Kira! :)))
 
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Post » Sun Jul 25, 2010 9:02 pm

http://www.4shared.com/file/123573954/35c0402d/Unarmored_Skill_for_Everyone.html
  • Fixed a Bug with the German SkillBook not working.
  • Fixed a Bug with Training-Conditions.
  • Fixed another source for a Menu-Slowdown with DarNified UI which didn't have any effect before. Now the Inventory is only forced to update when sth. has changed.
  • Generated PathGrids in the Worldspace around the Master trainer.

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Laura Mclean
 
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Post » Mon Jul 26, 2010 7:34 am

I tried this mod, in combination with the x-skills mod. During my battle with the Mage's Guild 'boss monster', my unarmored skill went up several times. The last time triggered the quarterly popup (novice, journeyman, master), but the popup wasn't the full box. Instead, it shrank until the edges met. I couldn't do anything except reload my save prior to the fight. The same thing happened a second time, so I exited Oblivion.
I was able to fix this, by turning off the x-skills mod in Wrye Bash, and rebuilding my Bashed Patch.
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alyssa ALYSSA
 
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Post » Mon Jul 26, 2010 1:55 am

I tried this mod, in combination with the x-skills mod. During my battle with the Mage's Guild 'boss monster', my unarmored skill went up several times. The last time triggered the quarterly popup (novice, journeyman, master), but the popup wasn't the full box. Instead, it shrank until the edges met. I couldn't do anything except reload my save prior to the fight. The same thing happened a second time, so I exited Oblivion.
I was able to fix this, by turning off the x-skills mod in Wrye Bash, and rebuilding my Bashed Patch.
The extremely small popup is probably a bug in X-Skills, I'd suggest disabling it completely until I release the next version. Sorry for the inconvenience. :(
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JaNnatul Naimah
 
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Post » Sun Jul 25, 2010 8:15 pm

http://www.4shared.com/file/123573954/35c0402d/Unarmored_Skill_for_Everyone.html which shouldn't have any effect if everything works as expected:

  • Fixed a Bug in the OBSE-Version-Check.
  • No Skill-Reset with the Update-Save.


PS:
Since I frequently change Variables at Updates and Oblivion doesn't like that without a Clean Save from Version 3 upwards a Clean Save is automatically created after an Update (from v3 or higher) and the game quits itself.
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Yung Prince
 
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Post » Sun Jul 25, 2010 10:29 pm

Hi Low_Post and many thanks for this Mod, I've been using this for some weeks now and I have to say it's a really needed addition!

I only have a slight issue with this, I could survive with it, but since is getting worse I'll try to post my problem here hoping you can help me somehow...

Basically, when I first started using your mod I noticed that the time needed to save my game went up from 1-2 sec to 20 sec... Now, 27 levels later and 98h of playtime, I need more than one minute to save... I tried searching the whole thread, but I think no one has this same problem... Have you got any Ideas???

Still, your mod is really nice and, even if I will be forced to remove it, I'll still point to this whenever anyone asks me about an unarmored mod!

Thanks
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Tyrone Haywood
 
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Post » Mon Jul 26, 2010 7:48 am

any chance of making unarmored give you evasion rather than armor?im currently using Galerion and thinking of switching to your mod, but i believe unarmored skill should be more about avoiding damage than soaking it up. maybe a check to heal a player the same damage he suffers?(im no modder so i dont know if its doable). higher levels give greater chances to avoid damage, ability to evade magic spells, etc.

btw Ragna Parry and Cancel Mod says: "Parry by pressing block during a hit. If it's done correctly, the player will flash white and damage taken during the parry will be restored and the enemy will get stunned for a moment." i havent tried myself how this works but perhaps this effect to simulate evasion?
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Jessie
 
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Post » Sun Jul 25, 2010 11:12 pm

Hi Low_Post and many thanks for this Mod, I've been using this for some weeks now and I have to say it's a really needed addition!

I only have a slight issue with this, I could survive with it, but since is getting worse I'll try to post my problem here hoping you can help me somehow...

Basically, when I first started using your mod I noticed that the time needed to save my game went up from 1-2 sec to 20 sec... Now, 27 levels later and 98h of playtime, I need more than one minute to save... I tried searching the whole thread, but I think no one has this same problem... Have you got any Ideas???

Still, your mod is really nice and, even if I will be forced to remove it, I'll still point to this whenever anyone asks me about an unarmored mod!

Thanks


Don't know why this happens.
If it really comes from this Plugin maybe you should try to "simulate" an Update so the Unarmored-Ability is removed from the NPCs. This console command should do the trick:
set LPUSfEGlfVersion to 1


any chance of making unarmored give you evasion rather than armor?im currently using Galerion and thinking of switching to your mod, but i believe unarmored skill should be more about avoiding damage than soaking it up. maybe a check to heal a player the same damage he suffers?(im no modder so i dont know if its doable). higher levels give greater chances to avoid damage, ability to evade magic spells, etc.

btw Ragna Parry and Cancel Mod says: "Parry by pressing block during a hit. If it's done correctly, the player will flash white and damage taken during the parry will be restored and the enemy will get stunned for a moment." i havent tried myself how this works but perhaps this effect to simulate evasion?


I don't know of any way to use the Block-Effect, but I could restore the Health without problems although it won't work if the hit would kill you.
Added to the ToDo-List, the next Version will have an option to change it to a healing-system instead of the current (and still to be default) Adding Armor-system.

Got to think of a way to display the healing chance, though.
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Ricky Meehan
 
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Post » Mon Jul 26, 2010 4:59 am

as to the heal not preventing hits that would kill, doesnt kuertee's Alternatives to death and reload mod do something like this?damage that would kill the player instead teleports him elsewhere or some other consequence. maybe if you check his script you'll see how he does it and apply the same effect for the "evasion" effect
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Cash n Class
 
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Post » Sun Jul 25, 2010 11:48 pm

Don't know why this happens.
If it really comes from this Plugin maybe you should try to "simulate" an Update so the Unarmored-Ability is removed from the NPCs. This console command should do the trick:
set LPUSfEGlfVersion to 1


Tried, but that did nothing :(
Just wanted to add that the problem goes away when I remove your mod and returns if I load it again, but I'm perfectly aware that it's not USFE's fault, since I'm the only one experiencing it...
Probably a conflict between plugins, still, sadly, in this moment of my life, I have no time to track the causes down. For now I'll revert to Galerion for my mage character.
That said, what I wrote in my first post remains true, thanks for the mod, it works very well, and I regret to have to abandon it :)
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trisha punch
 
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Post » Sun Jul 25, 2010 11:48 pm

as to the heal not preventing hits that would kill, doesnt kuertee's Alternatives to death and reload mod do something like this?damage that would kill the player instead teleports him elsewhere or some other consequence. maybe if you check his script you'll see how he does it and apply the same effect for the "evasion" effect


Well, I think the Script just teleports the player when he/she has a very low health, but hasn't really died. ;)
Maybe with a backup of setting the player essential (which isn't a perfect solution either because of camera problems when the player "dies"). As said: healing will work except for the final killing hit.


Tried, but that did nothing :(
Just wanted to add that the problem goes away when I remove your mod and returns if I load it again, but I'm perfectly aware that it's not USFE's fault, since I'm the only one experiencing it...
Probably a conflict between plugins, still, sadly, in this moment of my life, I have no time to track the causes down. For now I'll revert to Galerion for my mage character.
That said, what I wrote in my first post remains true, thanks for the mod, it works very well, and I regret to have to abandon it :)


Strange, normally it should.
Maybe it helps if you make a clean save.
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KRistina Karlsson
 
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Post » Mon Jul 26, 2010 12:46 pm

Strange, normally it should.
Maybe it helps if you make a clean save.



Done ;)


I think it's more a conflict than an issue with your mod...
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Trevi
 
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Post » Mon Jul 26, 2010 4:53 am

Well, I think the Script just teleports the player when he/she has a very low health, but hasn't really died. ;)
Maybe with a backup of setting the player essential (which isn't a perfect solution either because of camera problems when the player "dies"). As said: healing will work except for the final killing hit
hey guys!
here's the script-block from Alternatives to death and reload that i use to detect JUST when the player is about to die.
ofcourse, as per the read-me of the mod: it is not 100% accurate.
e.g. large damage (i.e. power attack with my Attributes-based and skills-based damage modifiers) when the player is already at low-health will kill the player.
			set health to Player.GetActorValue Health			set maxHealth to Player.GetBaseActorValue Health			Let healthLoss := lastHealth - health			If healthLoss != 0				If healthLoss > highestHealthLoss					Let highestHealthLoss := healthLoss				EndIf				Let averageHealthLoss := (averageHealthLoss + healthLoss) / 2				If debug					PrintToConsole "kDHP2: health %0.2f healthLoss %0.2f highestHealthLoss %0.2f averageHealthLoss %0.2f" health healthLoss highestHealthLoss averageHealthLoss				EndIf			EndIf			Let lastHealth := health
averageHealthLoss and highestHealthLoss are reset 10 seconds after combat.
then here's some pseudo-code (because there are some other checks in the code that are mod-specific) immediately after the above:
If (trackWithAverageHealthLoss && (health - averageHealthLoss < 0) && health < absoluteMinHealthToTeleport) || (trackWithHighestHealthLoss && (health - highestHealthLoss < 0) && health < absoluteMinHealthToTeleport)   ;the player very well may die in the next iteration of the code,   ;teleport the player to safetyEndIf
as you can see, the mod doesn't simply teleport the player to safety when their health is below a specified minimum like other "death dealing mods".
the player's health need to be both
  • below the specified minimum and
  • recent received damage indicates that it will drop below 0 in the next iteration.

my NPCs yield mod also uses a similar check to determine when the NPCs will yield.
let me know if you find a use for this.
cheers!
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Andrew Lang
 
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Post » Mon Jul 26, 2010 12:32 am

helpful as usual kuertee, thanks! but as you yourself point out, its not a 100% accurate. probably not much fun to have an evasion skill that may or may not save you even when evasion actually "triggers". and it'l be less and less likely to be useful with mods that increase damage like Duke Patrick's combat mods (a personal favorite), resulting in a few-hits-can-kill gameplay. we need better solutions if evasion is to come into play and i really hope someone comes up with a better way.
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Javaun Thompson
 
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Post » Sun Jul 25, 2010 11:13 pm

helpful as usual kuertee, thanks! but as you yourself point out, its not a 100% accurate. probably not much fun to have an evasion skill that may or may not save you even when evasion actually "triggers". and it'l be less and less likely to be useful with mods that increase damage like Duke Patrick's combat mods (a personal favorite), resulting in a few-hits-can-kill gameplay. we need better solutions if evasion is to come into play and i really hope someone comes up with a better way.

oh! evasion!
duke had a cool evasion game-play in his melee (i think) mod.
i'm not sure if its skill-based or not.
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teeny
 
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Post » Mon Jul 26, 2010 8:49 am

Hmm, I like the look of this mod, but I can be pretty much be certain it won't play nice with UV for now because of the way UV handles armour by individual piece rather than as a total (crap that just made me realize that shield charms wouldn't work...) Maybe we should sort out some kind of simple interoperability so when I release my update it can be compatible? PM me if you're interested...

HeX
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Adam Porter
 
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Post » Mon Jul 26, 2010 12:10 pm

Hmm, I like the look of this mod, but I can be pretty much be certain it won't play nice with UV for now because of the way UV handles armour by individual piece rather than as a total (crap that just made me realize that shield charms wouldn't work...) Maybe we should sort out some kind of simple interoperability so when I release my update it can be compatible? PM me if you're interested...

HeX

im assuming if the mod uses "evasion" instead of armor bonuses, there would be no conflict?

at kuertee.are you referring to the Duke mod feature where you enter bullet mode and sort of "duck" beneath attacks? that's actually a great idea (again). i think with Duke's mod, he made the PC invulnerable during the bullet mode time. perhaps this instead of the heal effect would solve the "wont prevent blows that kill" issue?
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kristy dunn
 
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Post » Mon Jul 26, 2010 12:20 am

Have nGCD, OBXP, etc. been made compatible for this yet? :huh:

I'd love to use this but I've got a few incompatible mods that I can't live without. :)
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Anthony Diaz
 
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