[wipz] Unnecessary Violence II

Post » Sat Feb 19, 2011 8:07 am

question, will it still support taunting people into attacking you with Power Attack Voicemod? I enjoyed that very, very much. perhaps this time around success chance could be tied to personality and speechcraft, to keep it balanced? :)


That's a great idea gekko. :) I haven't written the taunt code yet, but the rest of UVII is more dependant on your skills than ever before, and also works to train them. I could easily go supporting speechcraft in this way. I wonder also about the reverse - trying to talk your way *out* of a fight. That might be interesting too, and make speechcraft a more worthwhile skill...
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Rach B
 
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Post » Fri Feb 18, 2011 9:28 pm

that could definitely be very interesting, seeing as we have kuertee's NPCs yield that allows other to ask you for mercy, it would be awesome to be able to do the same. what would happen then though, that's open to discussion. I guess the guy would ask you for money or items... there could also be a small chance that he's a backstabber who will try killing you even after you gave him those :lol:
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james kite
 
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Post » Sat Feb 19, 2011 8:40 am

I think it would just be a matter of modding your opponent's disposition towards you up, then using the build in system of yielding. I'll have to have a play with it.
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stevie trent
 
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Post » Fri Feb 18, 2011 11:31 pm

There's been a mod just recently released by Phitt that does something similar to what you guys are talking about: http://www.tesnexus.com/downloads/file.php?id=31535.

Regardless, I'm eagerly looking forward to the release of UV2 mod. This will work quite nicely with the mod I'm working on that has NPC's dual wielding and will even suggest it be used in conjunction with my mod as a HIGHLY recommened mod.

Hope this mod gets out soon.
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Vivien
 
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Post » Sat Feb 19, 2011 2:50 am

yeah I know, I posted in phitt's relz thread. It's in UV now anyway. You can insult people or beg for mercy, complete with speech and animations and it will get you in and out (sometimes) of fights. You can also use your speechcraft skill in another yet to be disclosed feature.

edit: oh and it trains your speechcraft.
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Emily Graham
 
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Post » Sat Feb 19, 2011 9:46 am

sweeeeeeeeet! :D
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Etta Hargrave
 
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Post » Sat Feb 19, 2011 3:08 am

niiiice
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kitten maciver
 
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Post » Sat Feb 19, 2011 7:23 am

Quite a lot of people here talk about the needs for things to spend their cash on. I decided to do a little sum and figured out that to learn every skill in the new UV will take >70 training sessions. assuming a low cost of 500 per session, that's going to burn up a fair bit of cash (35,000+). In an OOO game, where training is much more expensive (2000 in some cases) you could be looking at having to drop some serious cash on your skills (140,000+). And of course you'll have to achieve mastery level to get some of them and that's not going to be easy.

Of course you could just use the INI to learn them all instantly but where's the fun in that...
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lacy lake
 
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Post » Sat Feb 19, 2011 5:22 am

Hey Hex_off, thank you for your wonderful mod,

i do believe DMC_Stylish_addon_Sword_Dancer_1_0-16459
has the dual wield animations which you are looking for.

Also Weaponskill_PowerAttackReplacer_v_2_41-17909
has some very cool attack power animations

btw, do you think you'll be able to make spell charge up work with fm / lame / supreme magicka ?

toodleoo ;D
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Mrs. Patton
 
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Post » Sat Feb 19, 2011 4:53 am

DMC stylish eh? I'll have to look into that. ;)

Sadly Weaponskill_PowerAttackReplacer's author has explicitly barred authors from editing/distributing his (her?) animations and hasn't responded to any PM overtures, so that's a ship that's probably sailed.

Spell charge will already works with those mods - it'll work for any spell that uses a standard effect - that's how I write my mods, it just won't work with scripted spells, like midas' as I have no way to do that in any generically applicable manner.
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Lil'.KiiDD
 
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Post » Sat Feb 19, 2011 5:24 am

DMC stylish eh? I'll have to look into that. ;)

Sadly Weaponskill_PowerAttackReplacer's author has explicitly barred authors from editing/distributing his (her?) animations and hasn't responded to any PM overtures, so that's a ship that's probably sailed.

Spell charge will already works with those mods - it'll work for any spell that uses a standard effect - that's how I write my mods, it just won't work with scripted spells, like midas' as I have no way to do that in any generically applicable manner.


I see you've already been using dmc stylish main, but there is a dual wield option too, so, yeah ;)

Maybe, if you really dont find any new animations, i could try recreating some from lineage 2
specifically dagger skill animations
(i love the animations there :D)

what do you think?
Which animations would you like done?

P.s
heard anything about adrenaline fueled combat [afc] or sudden violence: combat moves [sv:cm]?
those mods were fun, but, q_q
don't seem to work any more!
maybe you could take some of their features on board, if their owners have given up on them,
or ask them if they're still around.

Cheerio!

P.p.s, is there any chance we could create sub classes of weapons? or diversify their classes, without having to redo everything?
i thought it'd be really cool if we could have seperate animations for daggers, dual swords, sword + shield, blunt (axe would then have sword or blunt animation)
and the easiest way to me, would seem to be to create more weapon classes e.g short blade, dual blade, long blade, (as in morrowind),
blunt, axe.

Too much work/ better approach, let me know

-sam :D
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NAkeshIa BENNETT
 
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Post » Fri Feb 18, 2011 10:04 pm

P.p.s, is there any chance we could create sub classes of weapons? or diversify their classes, -->> without having to redo everything <<--?
i thought it'd be really cool if we could have seperate animations for daggers, dual swords, sword + shield, blunt (axe would then have sword or blunt animation)
and the easiest way to me, would seem to be to create more weapon classes e.g short blade, dual blade, long blade, (as in morrowind),
blunt, axe.


I don't know if it's hard to made, but a similar (not identical) "change on the fly" system is used by Stealth Overhaul (the sneak damage bonus is based on the type of the weapon; The type of the weapon (dagger = 4x Sneak Damage/shortsword = 3x SD /longblade = 2x SD ) is based on his "reach" (A modder can understand what i mean). Anyway that feature can't be implemented at 101% because the engine restriction of Vanilla UI skill menu ( 3 separate skill blade showed with real time progress, like in Morrowind....). Another example is the "change on the fly" system of Duke Patrick archery combat, for bows and arrow type.
Spears of Cyrodiil mod (or another spear mod ? i don't remember) use a "Change on the fly system" for change animation attack when you use a weapon named with a keyword like "spear" (it's don't care if classified as Blunt or Blade class). So, after i see those mods...i thought is possible, but i don't know how it's hard to implement.
Anyway i' m not a modder, and i' m sure HeX know better than me how to made that (possible or not ?) feature.

Sorry for a potential headcache caused by my bad english :P
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TRIsha FEnnesse
 
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Post » Fri Feb 18, 2011 11:03 pm

I don't know if it's hard to made, but a similar (not identical) "change on the fly" system is used by Stealth Overhaul (the sneak damage bonus is based on the type of the weapon; The type of the weapon (dagger = 4x Sneak Damage/shortsword = 3x SD /longblade = 2x SD ) is based on his "reach" (A modder can understand what i mean). Anyway that feature can't be implemented at 101% because the engine restriction of Vanilla UI skill menu ( 3 separate skill blade showed with real time progress, like in Morrowind....). Another example is the "change on the fly" system of Duke Patrick archery combat, for bows and arrow type.
Spears of Cyrodiil mod (or another spear mod ? i don't remember) use a "Change on the fly system" for change animation attack when you use a weapon named with a keyword like "spear" (it's don't care if classified as Blunt or Blade class). So, after i see those mods...i thought is possible, but i don't know how it's hard to implement.
Anyway i' m not a modder, and i' m sure HeX know better than me how to made that (possible or not ?) feature.

Sorry for a potential headcache caused by my bad english :P


hah, no worries.

i'm looking for something slightly different, for functionality with animations,
i guess we could use some kind of hot swap/ on the fly grip shifting thing, like in UV,
but i thought expanding on the weapon types was a good idea anyway.
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Miranda Taylor
 
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Post » Fri Feb 18, 2011 11:28 pm

Hows it all coming along HeX_0ff???
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Scott Clemmons
 
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Post » Fri Feb 18, 2011 10:49 pm

Just had the week from hell at work. three all nighters in five days. It's been damn hard work, so I've gotten nothing done om UV since last weekend :( I'm back to it tonight though and looking forward to it :) Got a lot of interesting things to do...
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Steven Hardman
 
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Post » Sat Feb 19, 2011 4:54 am

Just had a very productive night. Solved a big issue I was having with the soul gems. I no longer have to replace them (until you trap a soul in one) so they should be much more compatible. Also now when you throw a vanilla gem (i.e. one where you didn't trap the soul yourself) instead of just a default ghost, you'll release a completely random creature's spirit (based on the level of the soul in the gem). It's initially seeded with all the vanilla creatures, but the database is updated with any creature you meet in your travels so if you have mods that add creatures, they'll also have a chance of appearing. It's really rather neat :)
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Tom Flanagan
 
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Post » Sat Feb 19, 2011 12:32 am

I randomly started stumbling through the Oblivion mods section this morning, and I came upon this. Now I can't wait for this to come out...Gar, the waiting game....
Good luck with this, and take your time. No need to rush perfection, right?

The first installment of this mod convinced me to buy a new, 5-button mouse. God knows what I'll do this time.

:celebration:
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Hannah Whitlock
 
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Post » Sat Feb 19, 2011 10:12 am

Woo hoo. Climbing scripts working like a charm :) Another successful evening's work, and another feature virtually complete...
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Maria Leon
 
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Post » Sat Feb 19, 2011 12:03 am

woo hoo indeed for climbing!! :)
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Rachel Cafferty
 
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Post » Sat Feb 19, 2011 11:13 am

Hex, there won't be a bar you will walk into that a thief won't buy you a round.

Huzzah for climbing!
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Alexandra walker
 
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Post » Sat Feb 19, 2011 9:50 am

Climbing? This basejumping woodelf is happy to hear this!
No more consolecheating to the top of the Imperial tower but actual climbing sounds wonderful!
If anyone knows a mod which adds an actual parachute, my wood elf would be ever gratefull.

OT: Great work on the mod Hex, you've added some nice new features. Keep up the good work!
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Marquis deVille
 
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Post » Sat Feb 19, 2011 3:45 am

@LordDammus IIRC the dwemer skyship includes a parachute.

Had a lot of fun last night climbing up the anvil cathedral then jumping from roof to roof. You can also jump and grap from wall to wall then perform flying kicks etc.

Thieve's highway (built into better cities) will become a necessity I think.
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Laura Mclean
 
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Post » Sat Feb 19, 2011 9:05 am

@LordDammus IIRC the dwemer skyship includes a parachute.

Had a lot of fun last night climbing up the anvil cathedral then jumping from roof to roof. You can also jump and grap from wall to wall then perform flying kicks etc.

Thieve's highway (built into better cities) will become a necessity I think.

I hope you realize I visualize climbing gameplay à la AssCreed now :P
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willow
 
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Post » Sat Feb 19, 2011 12:20 am

Climbing sounds fun although it might cause people like me to get in places where they aren't suposed to be :) . Anyways is there anything thing new that you can update us on?
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Roberta Obrien
 
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Post » Sat Feb 19, 2011 10:17 am

Anyways is there anything thing new that you can update us on?


An update eh?

Well, i've been having a couple of days away from the combat mechanics (kill/bounty tracking is really giving me a headache) so I've been focussing on making speechcraft less useless. There's now a set of performance skills you can learn from speechcraft trainers:

1- Dancing

2 - Juggling

3 - Playing the lute: this one is particularly good - i've got a fully animated and playable lute. Basically, when you enter lute playing mode, your keyboard becomes an instrument. You've go two fully chromatic scales to work with and it's possible to create some pretty nice music. Chords etc are supported by simultaneously pressing several keys. The layout is a bit like a piano, with the keys z-m giving you the lower scale C2-B2 and the keys q-i giving you the upper scale (C3-C4). Semitones are handled by the keys s-j and 1-7, where you get the sharp by pressing the key above and to the right of the natural note. It sounds complicated but its fairly intuitive. Of course you can also just tap '1' for some prerecorded lute music (though to be interesting you can actually play along with the prerecording)...

4 - Tumbling : this is actually learned from acrobatics trainers and serves the dual purpose of being a system of dodges - just double tap a direction key and you're dodging. More acrobatic ones need a higher skill and less armour.

People around you will react to these performances. I'm making it work like persuasion, so some people like a particular type of performance, that way you don't just make everybody happy. I had planned to tie this directly to NPCs persuasion likes/dislikes, but there doesn't seem to be a way to access these in scripts, so it has to be essentially random for a given session. At the end of a performance roughly half the audiences' disposition will have increased (up to a maximum of your speechcraft (or acrobatics) skill level, while the other half's will have decreased (to a minimum settable in the INI) it's possible if they have a high enough aggression that they may even attack you to try and shut you up...

The only real issue i've got just now with it is that the juggling animation doesn't have any balls - they're stored as an animationobject, which NPCs can use with a useobjectat package. I'm not sure how to get the player to use them though, so if anybody happens to have any ideas about this i'd love to hear them...

Other random stuff i've done includes a special shovel for burying your dead, and the completion of my training system. Basically all the skills in UV will require you to go see a trainer (just the vanilla ones) then in the training menu you tap the UV key and another menu pops up showing you what moves they can teach you. Of course not all trainers will have the skill to teach you the more complicated moves...

I've also finished the climbing system, which (thanks to UK47's animation) works fantastically, and got the hostile reactions working correctly. I probably haven't mentioned it before, but i've got a slowmo system (kind of inspired by FO3) that puts you in 'guaranteed critical mode' for a few seconds, though you have limited uses of it over time. I'm still not sure whether or not it's overpowered. I don't think so, but it'll take some playtesting to get the settings right for it. Your attacks can still be blocked/countered and dodged, so it's far from a guaranteed kill.

I also need to do something about the dodge/block/counter chance. At the moment it's just based on your opponent's skill, but I need to modify it to take into account their health and fatigue - same goes for the critical hit chance (which is completely random at the moment). I want them to become more 'tired' as the fight goes on, and for the crit chance to increase with their tiredness.

Next up will be finishing the kill/bounty tracking :brokencomputer: though and going through the tedious task of marrying up a load of first person animations from seph's mods with their UV counterparts.

I've still got some things to do with NiSE, but I need to wait for a next release of that before I can really get on with that, so I'm mostly just mopping up the various things that remain to do. I've been using talkietoaster's skeleton to let me amputate bits of NPCs, but I still need a way to swap in the skeleton at the last minute - which scruggs tells me he'll be adding to the next OBSE, so that we don't have to suffer excessive head movement all the time.

The last big thing will be applying UV effects to normal attacks. I'm not looking forward to that, but it does need to be done for completeness...

HeX
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Suzy Santana
 
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