[Trailer/WIpz] Unnecessary Violence II: Taking Action

Post » Mon Jul 19, 2010 6:10 pm

Woo hoo! bounty hunters are done.

Basically they'll randomly spawn in open spaces if you have a bounty on your head, with the chance increasing depending on the size of your bounty.

The chance is pretty small, so you shouldn't be seeing them often - and as with everything else you can increase or decrease the chance by means of a multiplier in the INI

As to the hunters themselves, they level depending on your fame and infamy. The more famous or infamous you are, the higher the likliehood of facing some rock hard bounty hunters. Of course the rubbish ones might still come after you too. They spawn in groups of 1-5, and their equipment levels with them instead of you. The higher their level, the more equipment options they have access to (and the more gol they might have. That doesn't mean that the highest level ones will all be kitted out with full daedric gear, just that there's a chance of them sporting some. There's also a small chance of a hunter wielding or wearing something disproportionately good, to simulate the idea that he or she might have made a smash and grab and gotten a good bit of kit some time.

Of course bounty hunting is illegal, so the guards and the public may actually end up helping you - even if you do already have a bounty.

They can be any gender or race, with very varied equipment, so you never know quite what you're going to get. I think they'll make a nice little addition to the game.
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Courtney Foren
 
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Post » Tue Jul 20, 2010 5:07 am

Well, take a look at PiiiP 0.5. If you still feel the need to incorporate slapping into UV, use its animations Those were made by Howard too ( I believe we both got the same copy ).


Right slapping's back in UV as of now :) It behaves as a close up (and much more effective version of the taunt). I've used your slap sound as well shademe, I hope you don't mind.
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celebrity
 
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Post » Tue Jul 20, 2010 4:19 am

Hex, it amazes me how quickly you can add things to your mod. You are super fast about it. Great work!
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Aman Bhattal
 
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Post » Mon Jul 19, 2010 7:25 pm

Right slapping's back in UV as of now :) It behaves as a close up (and much more effective version of the taunt). I've used your slap sound as well shademe, I hope you don't mind.
Nice! Did you get around to implement dueling ?

Also, does the animation look better in Loup Sombre's skeleton than in vanilla's?
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Marina Leigh
 
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Post » Tue Jul 20, 2010 7:03 am

Nice! Did you get around to implement dueling ?


Not yet - it just annoys people into hitting you back - depending on their disposition towards you. I may get back to the duelling when I"ve got some time.

Also, does the animation look better in Loup Sombre's skeleton than in vanilla's?


Yeah, quite a bit :)

I've been looking again at my NPC search package for thrown objects (since I was noseying around in PiiiP. I've noticed an error. I make an array of all the npcs who are looking for the thing, then after a set delay it's supposed to get flushed (remove the package from the whole search party). Unfortunately though I store the references to the in the array, when I come to pull the refs back out 10 seconds later, they're all null :brokencomputer: I guess I never really tested it much beyond having them look for stuff that kills them...

I imagine i'll figure out what the problem is, but I think it might be bed time...
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Blackdrak
 
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Post » Tue Jul 20, 2010 9:32 am

I have a question regarding critical hits.

Do they only happen when a special kill move (decapitation, stab, main, etc.) occurs or to they activate normally (as in extra damage) during battle? Also since I believe UV2 and DR implement their own versions of criticals, and both mods are compatible, how are critical hits determined then?
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Matt Terry
 
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Post » Mon Jul 19, 2010 10:11 pm

hmm. found the bug, and squished it, but that's opened up a new one. It seems that setting script and clearing script packages in quick succession can lead to CTDs...

Looks like i'll needs some kind of cooling off period before an NPC is allowed to go looking at another object...

I have a question regarding critical hits.

Do they only happen when a special kill move (decapitation, stab, main, etc.) occurs or to they activate normally (as in extra damage) during battle? Also since I believe UV2 and DR implement their own versions of criticals, and both mods are compatible, how are critical hits determined then?


The criticals in UV and DR are handled differently. DR requires a special move to instigate one, while UV applies them essentially at random (not quite the case, but it'll do for simplicity of explanation). Though the only critical type we share is decapitation, it *is* possible (though unlikely) for both mods to perform a decap at the same time.

Without patching there is actually a lot more potential for incompatibility outside the crit system(since trying to play 2 idles on the same npc causes a ctd). This is solved quite simply by each mod "locking" an npc when its being used via a shared flag. I've already made a patch to do this for DR5, and I expect i'll have to do the same for DR6. On the UV end, it's pretty simple to implement as NPCs are internally "locked" when I perform actions on them, to stop UV itself from trying to perform multiple actions and crashing. All I have to do is flag that lock to a shared variable. I'm rather hoping that skycaptain will have done something similar in DR6. I'll be surprised if he hasn't since he must have to do internal moderation as well.

Of course its possible to turn off everything that *could* conflict in the UV INI, so they can be immediately played together, but I suspect a patch will be a pretty important addition.
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Timara White
 
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Post » Tue Jul 20, 2010 9:59 am

Interesting. Contrary to what I said above, It seems DR5 (at least) and UVII play just fine together without the need for a patch. I've played for several hours today without a single CTD with all the functions of both mods working just fine. Running both mods and mostly fighting. It has told me I need to reduce the frequency of my bounty hunter arrivals though...

Here's hoping the same thing can happen with DR6 :)

The worst chance of a conflict is that you might by coincidence (and it's really pretty unlikely given the odds of a UV decap on any given attack) end up with two heads from a corpse after a DR beheading. I think that tiniy possibility might be worth the freeing up of an esp and the lack of need to create a patch.

It's worth noting that you do have to install UVII *over* DR5 or there can be some first person oddity, though that probably won't be the case for DR6.
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Natalie Harvey
 
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Post » Tue Jul 20, 2010 6:55 am

I'm getting more and more excited over this!

Hey hex, a quick question.. How do your new dodges work?
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Jessica Lloyd
 
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Post » Tue Jul 20, 2010 9:16 am

Hey hex, a quick question.. How do your new dodges work?


Just double tap a direction key. The dodge you do is determined by which direction you tap, which ones you know (have been trained in) your acrobatics skill and how much armour you're wearing. Seems to work pretty well.
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X(S.a.R.a.H)X
 
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Post » Mon Jul 19, 2010 7:42 pm


The criticals in UV and DR are handled differently. DR requires a special move to instigate one, while UV applies them essentially at random (not quite the case, but it'll do for simplicity of explanation). Though the only critical type we share is decapitation, it *is* possible (though unlikely) for both mods to perform a decap at the same time.

Without patching there is actually a lot more potential for incompatibility outside the crit system(since trying to play 2 idles on the same npc causes a ctd). This is solved quite simply by each mod "locking" an npc when its being used via a shared flag. I've already made a patch to do this for DR5, and I expect i'll have to do the same for DR6. On the UV end, it's pretty simple to implement as NPCs are internally "locked" when I perform actions on them, to stop UV itself from trying to perform multiple actions and crashing. All I have to do is flag that lock to a shared variable. I'm rather hoping that skycaptain will have done something similar in DR6. I'll be surprised if he hasn't since he must have to do internal moderation as well.

Of course its possible to turn off everything that *could* conflict in the UV INI, so they can be immediately played together, but I suspect a patch will be a pretty important addition.


I see. So to clarify, DR's crits only happens in special moves. UV applies them randomly on every hit. So a UV critical is a damage multiplier and may potentially become a kill move?

If another mod has its own critical hit damage multiplier will it override UV's crit damage multiplier if loaded after UV (and vice versa) or will they somehow overlap (if that's even possible)?
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[ becca ]
 
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Post » Tue Jul 20, 2010 3:12 am

I see. So to clarify, DR's crits only happens in special moves. UV applies them randomly on every hit. So a UV critical is a damage multiplier and may potentially become a kill move?


Yes and no - UV criticals are not damage multipliers. There is a location damage multiplier for every hit, then a random chance (somewhat affected by relative skills and fatigues) that a critical hit will occur. A critical hit in UV just means a hit with special effects. That might be a decap or an amputation, but could as easily be a headwound or torso wound (which are only animation effects) or something more prosaic like knocking a helmet off or a weapon or shield out of your opponent's hands. The type of critical is determined by the location as well as chance between the different possibilities for that location.

So if another mod adds damage multipliers etc, they'll just run alongside UV. It should be compatible with pretty much everything.
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Lyndsey Bird
 
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Post » Tue Jul 20, 2010 10:25 am

If you switch a weapon over to the offhand and it is enchanted and you have a visual eanhcantment effect on it like the mod Visually enchanted cutomizer...will the visual still stay on the off hand made weapon?
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Kirsty Collins
 
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Post » Tue Jul 20, 2010 4:19 am

If you switch a weapon over to the offhand and it is enchanted and you have a visual eanhcantment effect on it like the mod Visually enchanted cutomizer...will the visual still stay on the off hand made weapon?


In a word - no. It's not possible to selectively apply an enchantment to an object you're holding, except for weapons, so off hand weapons (which as far as the engine is concerned are shields) cannot have FX shaders played on them. I spent quite a long time looking into ways of doing this. And while it might be possible with NifSE to apply an effect shader directly to the mesh but I don't know enough about nifs to do this right now, or indeed how to go about making such a set of effects that's generally applicable to a range of weapons.
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Lizzie
 
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Post » Mon Jul 19, 2010 8:52 pm

OK thank you^^
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herrade
 
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Post » Tue Jul 20, 2010 8:24 am

Yes and no - UV criticals are not damage multipliers. There is a location damage multiplier for every hit, then a random chance (somewhat affected by relative skills and fatigues) that a critical hit will occur. A critical hit in UV just means a hit with special effects. That might be a decap or an amputation, but could as easily be a headwound or torso wound (which are only animation effects) or something more prosaic like knocking a helmet off or a weapon or shield out of your opponent's hands. The type of critical is determined by the location as well as chance between the different possibilities for that location.

So if another mod adds damage multipliers etc, they'll just run alongside UV. It should be compatible with pretty much everything.


I clearly understand now, thanks!
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tannis
 
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Post » Tue Jul 20, 2010 12:54 am

In a word - no. It's not possible to selectively apply an enchantment to an object you're holding, except for weapons, so off hand weapons (which as far as the engine is concerned are shields) cannot have FX shaders played on them. I spent quite a long time looking into ways of doing this. And while it might be possible with NifSE to apply an effect shader directly to the mesh but I don't know enough about nifs to do this right now, or indeed how to go about making such a set of effects that's generally applicable to a range of weapons.

Meshes that have a visual effect already in place such as Jojjo's Frostmourne or my Carsomyr sword should work since it is considered part of the mesh. However, I'm not sure how a weapon mesh conversion would work. I personally use my own pre-made off hand weapons that had the fire effect made into the mesh itself because I could never get the main weapon to convert over to an off hand in UV1. This maybe why. The mods that add shaders such as Visual Effects will definately have the issue.

On that note Hex, how will pre-made off handers be treated in UV?
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Nick Jase Mason
 
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Post » Mon Jul 19, 2010 6:40 pm

On that note Hex, how will pre-made off handers be treated in UV?


Since shield and sword animations are now a different set to dual wield animations, you have to tell UV that a particular off hander (if you didn't convert it with UV) is in fact an off hand weapon. It's easy enough to do - you just equip it, and in the inventory menu hold the UV action key and click on it then it'll pop up a menu offering you the option to register it as a UV off hand weapon. Once registered it will be assigned an attack damage based on its armour rating (multiplied by a modifier from the INI) and can be used an poioned like any UV created off hand weapon. The only real issue is that it cannot be enchanted, since only normal weapons can take combat enchantments (though it can be enchanted with shield like enchantments like any other shield.

I don't think you'll have any trouble converting weapons with the new version. NifSE removes the infamous CTD bug for scabbarded weapons, and i've replaced the rather complicated in game key combo with a simple system in the inventory: equip the item hold the UV modifer key, click on the weapon and you'll get a bunch of options: Switch to off hand, grip shift, duplicate (rotate?) etc. It's a lot simpler.
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Elle H
 
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Post » Tue Jul 20, 2010 1:41 am

equip the item hold the UV modifer key, click on the weapon and you'll get a bunch of options: Switch to off hand, grip shift, duplicate (rotate?) etc. It's a lot simpler.


Rotate..do you mean like have backwards swords?
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Stephanie Nieves
 
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Post » Tue Jul 20, 2010 8:55 am

Rotate..do you mean like have backwards swords?


My intention is to allow you to reverse your one handed weapons (i.e. make the blade point down). However this is heavily dependant on NifSE returning the correct rotation matrix data (something it currently doesn't do so I can't go ahead and make the feature with the alpha version), and on me brushing up on my linear algebra.
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FITTAS
 
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Post » Mon Jul 19, 2010 7:02 pm

any release date available?
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Joe Bonney
 
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Post » Mon Jul 19, 2010 9:00 pm

any release date available?


As I have now said several times the release date depends on the release of NifSE and OBSE19.

I DO NOT have control of those things, and cannot release till they do.
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Roberta Obrien
 
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Post » Tue Jul 20, 2010 10:08 am

Sorry :facepalm: forgot to read all posts
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Mistress trades Melissa
 
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Post » Tue Jul 20, 2010 4:45 am

I just noticed that you didn't show the light extinguishing feature in the trailer. Are you still planning to have it in the final release? I thought I remembered you posting something about it being rather complicated and maybe being cut out. That would be a shame, I think, as that was one of the non-combat aspects of UV II I was most excited about.
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Angelina Mayo
 
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Post » Tue Jul 20, 2010 9:29 am

:ahhh: WOW! I just watched the trailer & this looks fantastic!

A couple of questions though.....
1) Will this be compatible with DP's Combat Archery? (can't bear to drop this!)

2) In the trailer when you were throwing potions/poisons. The behaviour of the thrown objects doesn't look all that natural; Is this a limitation of the engine or is it just because its still in WIP stage? (minor niggle please take no offence, I'm sure a staggering amount of work went into making it look this good).

Cheers

EDIT: oh & will spears feature?
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Spencey!
 
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