[wipz] Unnecessary Violence II

Post » Sat Feb 19, 2011 8:19 am

That's a pretty good idea. I'll certainly do it for the dual wield and 2 handed attacks. I'm desperately short of left handed attack animations. If I manage to find one that's usable then I'll do it for that too. Thanks, HeX

As it is, I still really need at least one other LH animation - or at least a fix for the one which makes your sword float. I just wish there were a way to simply mirror an animation - i.e. take a vanilla one and switch it so that it works on the other side of the body, but as far as I can tell that's next to impossible :(


Not sure if it helps, but, have a look at http://www.gamesas.com/index.php?/topic/1086454-swaping-animations/ thread.
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BRIANNA
 
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Post » Fri Feb 18, 2011 11:49 pm

Not sure if it helps, but, have a look at http://www.gamesas.com/index.php?/topic/1086454-swaping-animations/ thread.


Interesting. Looks like there may be a script for MAX that would do it. While I do have access to a copy of it however, my knowledge of MAX is almost less than 0. I wouldn't know how to go about this. Anybody out there know a bit about max and fancy having a go at this? Or at least feel like giving me a few pointers. I seem to remember trying to do this before and failing epically...

HeX
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Charlie Sarson
 
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Post » Fri Feb 18, 2011 9:32 pm

I've never tried UV before, but NPCs will also be able to use the new moves, right?

With my previous character, I sneaked my way around Fort Nikel near Weye. It's a rather small Fort, with a balcany overlooking the main room. The main room was filled with enemies and there was one boss type (Warlord, I think) on the balcony. What I wanted to do was to somehow throw, kick or push the Warlord off the balcony but there was a short fence preventing that. It didn't work with Deadly Reflex Shield Bash, but in "real life" it should have been no problem.
Will UV contain a move making such a thing possible?
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laila hassan
 
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Post » Sat Feb 19, 2011 9:17 am

Time for an update re what you can expect in UVII

All the original features, but without the bugs - minus the FFP and for now the shield on back :P

Dual wield/Gripshifting stuff
Now done in the inventory menu (though gripshifting can be done on the fly at game time)
NPCs will randomly dual wield or gripshift to provide more variety

Combat stuff:
Much better collision detection on the UV attacks, and generally a more cohesive feel to them
Actually hit scenery when you miss opponents
Hit multiple opponents with a single attack
NPCs will now use UV moves in combat with you and each other (not just as counters the way they were before)
You can now use a torch as a weapon in combat
Your relative positions are very important and affect the amount of damage you can do
NPCs will block, dodge and counter your attacks
Full location aware damage multipliers for both you and your opponents
Normal attacks will also apply UV
More close up attacks (judo throws, necksnap and possibly more)
Automatically configured spear thrust attack

Stuff for thieves:
Knockout blow - you can now intentionally knock someone out to rob them
Climbing (hopefully NPCs will climb up to get you if you're above them, but I haven't started this yet) - note that this is dependant on me getting the climbing animations from odysseus
Neck snapping - sneak up on an opponent and snap his neck killing him instantly
Douse and relight light sources

Alchemy Stuff:
Timed and Trapped potions (set fuses, or set proximity based traps) using potions and black powder - the more charges you add, the bigger the bang :)
Your level of alchemy skill is important (rubbish alchemists are likely to blow themselves up)
Open locked doors and containers by blowing up the lock (this may end up with you blowing up the container and smashing the stuff in it if you over egg the pudding), using fuses or proximity traps (means you can set effective traps as an assassin)
(note that in testing I set a prox trap on a container, kicked an opponent into it and watched the blown to bits by the trap. It brought a tear to my eye :)

Magic Stuff:
Charge up your spells before casting them - any spell can be charged to the maximum possible level based on your available magika
NPCs will try to dodge any hostile target spells you cast at them
Trapping and releasing souls as enraged spirits of the original creature now works beautifully

Stuff for acrobats:
A whole bunch of new acrobatic moves to get you away from opponents/taunt them

Stuff for marksmen:
Throwing works about a million times better than before - better audio, no instances of weapons randomly not throwing properly etc.
Weapons rotate at different speeds depending on their weight
Only throws of weapons where the object spins correctly will see the weapon stick in scenery
NPCs will dodge and block your throws and arrows with types of dodges determined by their acrobatics skill and armour type

Injury stuff:
Various injuries can be applied to you and your opponents

Fumbling stuff:
You can **** up your attacks in a variety of ways

Training stuff:
Casting targeted spells at training targets will train the appropriate school of magic
Loosing arrows or throwing weapons at training targets will train your marksman skill
Climbing will train your athletics skill
Mixing explosive potions will train your alchemy skill

Getting the skills:
To learn a UV skill you'll have to go see an appropriate trainer. Normal training menus are used, so no additional NPCs are added.
Basically you'll get little or nothing for free with this version

Configuration:
There is not a single hard coded number in the code: everything is configurable in the INI either as switches or multipliers, meaning the entire mod can be tailored to your exact specifications (for example if you want to bypass the need for training to get the skills, there's a setting for that...).

Other things I plan to do, but all require certain prerequisites:
If nifscript 1.0 comes along, i'll be adding weapon rotation and weapon/shield on back.
Dualist style block/counter for single weapon users (only if I can get or make a unique animation for it)
Full integration with DR6 - this will depend on me getting a copy of DR6 of course...

Hope that's whetted your appetites a bit. I'm fairly certain i'll have forgotten some key features in this list, but there you go...

HeX
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anna ley
 
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Post » Sat Feb 19, 2011 1:13 am

Wow...

I wont start playing Oblivion 'for real' without UV II and DR 6 :goodjob:
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Claire
 
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Post » Fri Feb 18, 2011 9:47 pm

hey HeX_0ff, what you up to, trying to give us an heart attack? ;) :P

wow, that's even more than I expected, and I expected a lot so say the least :lol:

you also managed to squeeze in chargeable spells and dowsing lights! I'm seriously impressed. you know that already, but Oblivion will never be the same again. you rock sir :D
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David John Hunter
 
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Post » Fri Feb 18, 2011 10:30 pm

*swoons*

Is it weird that the thing I'm MOST excited about is the prefect and non-buggy shield-on-back that's waiting on NifScript 1.0?
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Vera Maslar
 
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Post » Sat Feb 19, 2011 11:10 am

I'm salivating.

Just thought I'd let you know.

That is all.
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Gisela Amaya
 
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Post » Sat Feb 19, 2011 1:55 am

Unbelievable, this'll be a monster-must-have.:)
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Rudy Paint fingers
 
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Post » Sat Feb 19, 2011 11:55 am

HeX_0ff I was wondering if you have ever considered working with skycaptain to allow the off hand weapons to decapicate people?
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Jay Baby
 
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Post » Sat Feb 19, 2011 7:17 am

HeX_0ff I was wondering if you have ever considered working with skycaptain to allow the off hand weapons to decapicate people?


Full integration with DR6 - this will depend on me getting a copy of DR6 of course...


;)
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Maria Leon
 
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Post » Sat Feb 19, 2011 12:32 pm

You have my support :) This is/will be a great mod when you can get the bugs worked out.
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Agnieszka Bak
 
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Post » Sat Feb 19, 2011 10:26 am

So... NifScript 1.0 (NifSE)... :hubbahubba:
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Chica Cheve
 
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Post » Sat Feb 19, 2011 8:51 am

So... NifScript 1.0 (NifSE)... :hubbahubba:


Yup. got it a 4.20am this morning, so I haven't even started to look at it yet. Out with the family for most of today so I'll not be doing much till tonight or even tomorrow now, however I'll be getting stuck into it very soon. I have some things to try out, and some maths to do :)

Of course this means there will be no release of UVII till at least the official release of NiSE 1.0, but that probably won't hurt me. I've still got a certain amount to do anyway. I has occurred to me that I still haven't done death/hostile reaction tracking yet and that's a practically challenging task, quite apart from whatever I decide to do with NiSE and Talkie's Skeleton Variations...
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Klaire
 
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Post » Sat Feb 19, 2011 7:13 am

Oh god the math :brokencomputer:

Dragoonwraith I both love and hate you...
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Sierra Ritsuka
 
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Post » Fri Feb 18, 2011 8:42 pm

Oh god the math :brokencomputer:

Dragoonwraith I both love and hate you...

Hehe... yeah. If it makes you feel better (it probably won't), I'm going to do a linear algebra plug-in once v0019 comes out and I can accept matrices as arguments.

Hmm... maybe I can convince Scruggs to allow me to write those functions for OBSE proper, and do a mini-release with them... hmm, hmm.
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jess hughes
 
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Post » Sat Feb 19, 2011 10:06 am

loving the look of this!!! the list of features has definately elevated my interest! looking forward to it!
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Nana Samboy
 
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Post » Sat Feb 19, 2011 5:15 am

Praises be !
I just can't pass joining the chorus, this mod will be a must have in every oblivion config, mark my words. I didn't even use all of the feature of the 1st version but already consider it a part of my top 10 "can't play oblivion without it". Keep up the good job. Will it uses the 3 previous key or will we need more, though? Kinda running out of key...(i blame my full mod list for that ;] )
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BaNK.RoLL
 
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Post » Fri Feb 18, 2011 10:17 pm

Praises be !
I just can't pass joining the chorus, this mod will be a must have in every oblivion config, mark my words. I didn't even use all of the feature of the 1st version but already consider it a part of my top 10 "can't play oblivion without it". Keep up the good job. Will it uses the 3 previous key or will we need more, though? Kinda running out of key...(i blame my full mod list for that ;] )


It'll be the same keys (one UV attack and one throw key). Acrobatics are pulled off by double tapping a direction key, Charged casting by holding instead of tapping the cast key. Yet more use is made of the UV modifier key, but generally not in active play, so it can still be away in a corner somewhere. Climbing just requires you to be in sneak mode and walk against a wall.
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BrEezy Baby
 
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Post » Fri Feb 18, 2011 9:01 pm

It'll be the same keys (one UV attack and one throw key). Acrobatics are pulled off by double tapping a direction key, Charged casting by holding instead of tapping the cast key. Yet more use is made of the UV modifier key, but generally not in active play, so it can still be away in a corner somewhere. Climbing just requires you to be in sneak mode and walk against a wall.



Will the beast be modulable ? Can I disable some parts I dislike ? If I don't want to have some weird ninja jujitsu judo awkward move in a world such as TES, can I prevent it ?
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NEGRO
 
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Post » Sat Feb 19, 2011 12:55 am

It won't be modular - that's just a waste of esps for a mod like this, but it'll be fully configurable in the INI, so you'll be able to turn off any features you don't want, and tweak others to a ridiculous degree. Like I said in my earlier post, *everything* in the mod is configurable.

HeX
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Noraima Vega
 
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Post » Sat Feb 19, 2011 1:09 am

Fine, this is perfect ! That's what I call "modulable" !

I'm looking forward to this and DR6 ! This will probably get me back on Oblivion, finally !
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Jeremy Kenney
 
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Post » Fri Feb 18, 2011 9:10 pm

Hmm... maybe I can convince Scruggs to allow me to write those functions for OBSE proper, and do a mini-release with them... hmm, hmm.

Work out the details of command names and opcodes with him, and write it as a plug-in for now. If the implementation details prevent OBSE from later just superceding the plugin with the same bytecode, at least the uncompiled scripts will be identical; in that case, just tag it "alpha" and insist that only developers use it.
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Crystal Clarke
 
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Post » Fri Feb 18, 2011 8:49 pm

Huh? Not sure what you mean. It can't be done as a plug-in right now. The API doesn't allow plugins any way to accept arrays as arguments. It can only be done (currently) by adding it directly to OBSE, which means it would have to be released with OBSE.
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Karine laverre
 
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Post » Fri Feb 18, 2011 11:33 pm

Fine, this is perfect ! That's what I call "modulable" !

I'm looking forward to this and DR6 ! This will probably get me back on Oblivion, finally !


Same with me! havnt played it in a while but keep checking up on DR6 and this so that i can finally get back into it!
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Mrs. Patton
 
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