[Trailer/WIpz] Unnecessary Violence II: Taking Action

Post » Mon Jul 19, 2010 6:44 pm

Um...I don't know what NifSE is. Can you define it?
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CORY
 
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Post » Mon Jul 19, 2010 5:58 pm

A truly impressive feature list, congratulations. Really like that the training is expensive, another thing to sink cash into, well done.

Looking forward to giving it a spin.


:)
-kwm
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Hussnein Amin
 
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Post » Tue Jul 20, 2010 12:45 am

:celebration: :celebration: :celebration:
GREAT
it's the time of great mods forthcoming :D (UV2, UnholyDarkness, Deadly Reflex 6, RST)
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Suzie Dalziel
 
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Post » Mon Jul 19, 2010 5:42 pm

Trailer (warning – it’s in three parts and near half an hour long, but hey it’s a big mod…)

The first 30 seconds showed that it looks like going to be an epic mod. :nod:
Requirements: ...OBSE 19...

I haven't even fully tasted OBSE 18 and this one required OBSE 19..... :ahhh:

Nevertheless, keep posting good news and the folks will be happy :deal:
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neil slattery
 
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Post » Mon Jul 19, 2010 5:08 pm

I think that you should have a certain high enough acrobatics before you can start climbing up walls. Maybe 50...so it does not seem too easy.
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kitten maciver
 
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Post » Mon Jul 19, 2010 6:21 pm

Um...I don't know what NifSE is. Can you define it?


OBSE plugin by dragoonwraith that allows for the manipulation of nifs (meshes) from within the oblivion scripting system. Formerly called nifscript.

I think that you should have a certain high enough acrobatics before you can start climbing up walls. Maybe 50...so it does not seem too easy.


Actually it depends on athletics rather than acrobatics, but it takes a skill of 50 before a trainer will be willing to teach you how to do it. It doesn't come for free unless you choose to cheat in the INI
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Taylrea Teodor
 
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Post » Tue Jul 20, 2010 12:59 am

Usually I am a bit wary of mods that try to include a bunch of things (Like playing the lute and also cutting someone's head off), but I think you can pull this one off. Best of luck to you, I know this must be a huge undertaking on your part :celebration:
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Erich Lendermon
 
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Post » Mon Jul 19, 2010 3:43 pm

ENTERING WINDOWS?? ARE YOU KIDDING ME??

O.O

man this is gonna be unbelieably awesome.
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Dezzeh
 
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Post » Mon Jul 19, 2010 10:51 am

Could I possibly bother you to give a bit of an abstract as to how you got entering windows to work? That's something that I just can't imagine how is possible with the current game engine -- especially as there's no reason to make the interior and exterior line up (and often they don't).
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Jessica White
 
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Post » Mon Jul 19, 2010 10:22 pm

Could I possibly bother you to give a bit of an abstract as to how you got entering windows to work? That's something that I just can't imagine how is possible with the current game engine -- especially as there's no reason to make the interior and exterior line up (and often they don't).


Well, as I said it's rather experimental, but does seem to work a lot of the time. Essentially what I do first is allow the player to tell *me* when they're facing a window (since there's no way I can think of to actually detect a window) obviously this is open to abuse but it's up to the player if they want to cheat and walk through walls.

What then happens is I scan for the nearest load door, and determine the x,y,z distance to it from me, and use the rotation of the door to do a coordinate transform into a 0 rotation angle on the x,y plane . This gives me a suitable x y distance. Then I activate the door, wait till the new cell loads, look up the location of the player and perform another coordinate transform to put me in the correct place on the x,y plane then add the z diff to get the new z location. finally all I have to do is correctly rotate the player based on their pervious rotation (w.r.t. the start and finish angles) and move them forward a bit (since they'd have been outside the building before). While that's all easy to write, there's a fair bit of trig involved...

That (in theory) puts me in the correct position most of the time, but it is subject to some problems that I mentioned in the OP. Poorly matched interiors/exteriors can break it (though contrary to what you might think, most of the time the interior does roughly match the exterior), buildings that have their storeys split into different cells can break it, windows nearer another load door than the one to that building can break it. As I said, it's extremely experimental - but probably as good as is possible given the engine. If it had been possible to directly detect the windows as seperate meshes (as I thought when I first started doing it) then it would have been a whole lot easier...

I'm still not 100% sure I want to include it in the final release. I may have it disabled by default, only turning it on for those who understand the betaness of the feature since people as a whole tend to not bother reading manuals then whinge when things don't work exactly as their preconceived notions would suggest all of the time and downrate the mod...
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Kayla Keizer
 
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Post » Mon Jul 19, 2010 8:34 pm

This new version looks seriously awesome. Normally, I'd contain my curiosity until it comes out, and see for myself ... but I do have one question--
In marksmanship, would the automatic switching from third-person to first-person be one of those things that can be disabled in the .ini? I ask because I'm one of the few who prefers to use third-person throughout (my characters have mastered shooting this way), and under those circumstances I think switching would be very disorienting.
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Dan Wright
 
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Post » Mon Jul 19, 2010 5:27 pm

In marksmanship, would the automatic switching from third-person to first-person be one of those things that can be disabled in the .ini? I ask because I'm one of the few who prefers to use third-person throughout (my characters have mastered shooting this way), and under those circumstances I think switching would be very disorienting.


yeah, that can be disabled. it can also be separately disabled for bow use and throwing.
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Chica Cheve
 
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Post » Mon Jul 19, 2010 4:39 pm

Thank you! :goodjob:
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Mimi BC
 
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Post » Mon Jul 19, 2010 1:27 pm

Wow. This is more than a combat overhaul; this is a complete game overhaul. Completely changes the way the game can be played! Hopefully all the drool won't short-circuit my keyboard...

Already planning my potion-bomb tossing, lightly-armored, and blade-swinging "Witcher"-inspired character...

Or should I try a paraqet-scaling, tower-leaping "Assassin's Creed"-inspired rogue...

Freakin' epic!
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Charles Mckinna
 
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Post » Mon Jul 19, 2010 11:33 am

couldn't you use animated windows lighting system to detect windows?
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Ludivine Dupuy
 
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Post » Mon Jul 19, 2010 10:53 pm

Simply awesome! I especially love building climbing and melee attacks for bows. I never liked playing from 3rd person,but this might be the reason to start ^^. Do you use any 3rd person camera mods or that's vanilla?
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Milagros Osorio
 
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Post » Mon Jul 19, 2010 5:47 pm

As far as I know it replaces the entire mesh of the static. When I call getfilepath on the static I'm looking at (even if i'm pointed at a window) I just get the name of the building mesh returned to me rather than anything to do with the window. If somebody more familiar with AWLS wants to get back to me about this i'd be happy to have a bit more information.
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Cassie Boyle
 
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Post » Tue Jul 20, 2010 12:54 am

This look amazing. Really looking forward to everything but the stealth, marksman and alchemy aspects are especially appealing. Watching those awesome trailers convinced me I'll download this as soon as it's available.
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Justin Hankins
 
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Post » Mon Jul 19, 2010 2:30 pm

*drool*
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Shannon Marie Jones
 
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Post » Mon Jul 19, 2010 3:18 pm

I'll have to say you've got to be one of the best modders (especially scripting) out there. Much respect.

I have a few preliminary questions:

1. I used to use the old Bullettime mod but had to stop it because of a problem with it because it had to duplicate your weapons in order to pull it off. This caused problems with scripted weaponry and my two main weapons are scripted. How does your Bullettime affect scripted weaponry?

2. Also related, does changing a weapon to offhand also affect scripts?

3. How does the NPC behavior changes affect scripts attached to them?

4. Regarding the high acrobatics chances for NPCS, what if I wanted specific NPCs to be able to use the high acrobatics but still wear heavy armor, yet still keep it so that other heavy armor wearing NPCs can't?
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Ben sutton
 
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Post » Mon Jul 19, 2010 2:17 pm

Actually it depends on athletics rather than acrobatics, but it takes a skill of 50 before a trainer will be willing to teach you how to do it. It doesn't come for free unless you choose to cheat in the INI

Don't Worry...cheating to me is NEVER done...I just like realism so much!
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Schel[Anne]FTL
 
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Post » Mon Jul 19, 2010 11:20 pm

more blind prais coming y our way! i watched the trailor the other day and i'm very excited about the releas it will allow me to act upon sme of my much awaited desires on concepts.
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Sarah MacLeod
 
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Post » Mon Jul 19, 2010 12:50 pm

1. I used to use the old Bullettime mod but had to stop it because of a problem with it because it had to duplicate your weapons in order to pull it off. This caused problems with scripted weaponry and my two main weapons are scripted. How does your Bullettime affect scripted weaponry?


it doesn't touch weapons at all. It just slows down the game speed for a period of time determined by your willpower (and ends it as soon as you complete a combat move) I don't know why previous bullet time mods would have had to do that. This works just fine and exactly as you'd expect. in the INI you can change the speed of bullet time and the multiplier for how much you get based on your willpower.

2. Also related, does changing a weapon to offhand also affect scripts?


You can't switch a scripted weapon to OH (though you can swap a weapon with a scripted enchantment). There's just to many potential issues associated with it. There is a spell to remove the script from a weapon if you know what it does, such as adonnay's weapons which have scripts to allow for a form of gripshifting. Since UV handles this itself, it's safe enough to remove those scripts.

3. How does the NPC behavior changes affect scripts attached to them?


it doesn't. I don't attach scripts to any vanilla objects or NPCs. everything is achieved with remote monitoring scripts.

4. Regarding the high acrobatics chances for NPCS, what if I wanted specific NPCs to be able to use the high acrobatics but still wear heavy armor, yet still keep it so that other heavy armor wearing NPCs can't?


I handn't though about that, but it would be easy enough to create an array of NPCs who have special priveledges (I was thinking about doing this anyway) i.e. must gripshift, must DW, or must use high acrobatics dodges etc.

I could probably pull that off with a monitor quest that would avoid the need for any ESMifying or dependancies, though I'll have to think about the technique a bit. Let me get back to you on that one. I haven't though too much about mod interoperability yet, but I suppose I probably should.

HeX
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Lauren Dale
 
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Post » Tue Jul 20, 2010 4:03 am

I handn't though about that, but it would be easy enough to create an array of NPCs who have special priveledges (I was thinking about doing this anyway) i.e. must gripshift, must DW, or must use high acrobatics dodges etc.
I could probably pull that off with a monitor quest that would avoid the need for any ESMifying or dependancies, though I'll have to think about the technique a bit. Let me get back to you on that one. I haven't though too much about mod interoperability yet, but I suppose I probably should.
HeX

You also can make it depend of the armor skill no? Someone with an heavy armor but who can't run fast with it will never do something cool... But someone who can run very fast with and have an high skill on will be able to make cool things.
It's like one of Oblivion's book.
Four or three peoples speak about "who's the most great warrior?". Reman cyrodiil? No he is a general not a warrior. An unknown akaviri with katana, a guy of Valenwood with bow... Maybe the nerevarine?
One of the guy tell "the king don't-remember-his-name of the redoran (if I remember right) house". He's a master of heavier armor and known to be better when he wear one... And the story speak about his ability for fight, acrobatics and... Be good for satisfied his wife... So it let me think that a high skill in armor can make impossible possible with it... So jump like you're naked but in an heavy armor too.

This mod is gonna be awesome. I love the fact that not only the player but the NPCs too will be able to act like a warrior. It's weird to see "the blades" just fight like a bandit or a farmer... Maybe we'll see how powerful someone is just by the way he move now !!
Sorry I'm getting excited just by the fact the player will not seem to be a god-like... More powers, more dangers... :touched:

EDIT: A question burn my lips: Can we take a bow AND an one-handed-sword (or mace) in dual wield?
If yes, can we switch between close combat and distance attacks?
I saw a lot of guards with sword AND bow (they carry the twice in the same time) and switch between them (but without dual wield :glare: ) ... A great warrior in both skill (blade/blunt and marksmen) would be able to launch an arrow with a sword in he's hand (it's difficult but possible... Even if the arrow will go a little more to the left/right).
Then maybe use the bow for launch dagger, short-sword and other, like the throw but more powerful (with a limit on the weight)?

Sorry I ask for the more difficult to do but it seem so cool. Fight in distance range with the bow and use it in dual weapon when the target is close... Launch arrow on the others more far and continues to switch for hit the most closer... Jump behind him, kill to others with arrows then hit him with the bow before cut his head and launch the last arrow in the heart of the guy behind him...
If you do something like that I'll call you King and make your kingdom with all the people of that forum! (or not)

EDIT2:
Did the NPCs increase their skills too?

:bolt:
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Tyrone Haywood
 
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Post » Mon Jul 19, 2010 10:38 pm

Do you know how can this made compatible with Duke Patrik's Combat Archery mod?(INI configuration or something like this)
I don't want to drop anyone of the two :'(
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Sian Ennis
 
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