[Trailer/WIpz] Unnecessary Violence II: Taking Action

Post » Tue Jul 20, 2010 1:17 am


everything is achieved with remote monitoring scripts.


Holy crapola Hex! I knew you were a wizard when it came to scripting, but that statement right there blows my mind. I can't begin to fathom the complexity that possess.

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


That's not a problem. Don't go into too much with it. I was mainly thinking about my upcoming mod and how it would affect my NPCs, especially in regards to their maneuverabilty and what they wear, which is all heavy armor (mainly for the increased protection stats). I still want them to be highly acrobatic since they are all master assassins, yet retain the highest AC possible.
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Multi Multi
 
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Post » Mon Jul 19, 2010 10:58 pm

What about climbing some of those mountains of Cyrodiil?
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NEGRO
 
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Post » Tue Jul 20, 2010 3:38 am

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?


UV has an option to tighten up the camera and make it more like a "chase camera" - and bear in mind everything's equally possible in first person - you don't need to be in thord person for anything any more.

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.


I'm not sure about this - i've been working to the princple that you physically couldn't do the flips in heavy armour (though of course it's configurable in the INI. I have to draw a line somewhere about how much I have different stats affect such things

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 ) ... 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)


I had planned to do this, but I can't till I get the new version of NifSE. Once I do though I'll probably implement a system where you can switch a bow to your off hand (as an OH weapon) and draw a 1h weapon in your left hand - then switch back quickly to use the bow)

Did the NPCs increase their skills too?


I'm not sure what you mean here. The NPCs have access to a subset of the UV moves depending on their skill level.

That's not a problem. Don't go into too much with it. I was mainly thinking about my upcoming mod and how it would affect my NPCs, especially in regards to their maneuverabilty and what they wear, which is all heavy armor (mainly for the increased protection stats). I still want them to be highly acrobatic since they are all master assassins, yet retain the highest AC possible.


I'll probably not bother for the initial release, but i'll get to it when I have some time.

What about climbing some of those mountains of Cyrodiil?


You can't right now - the climbing script requires you to be looking at a static
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rae.x
 
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Post » Tue Jul 20, 2010 2:16 am

Releasing a Black Soulgem'd NPC do they still act like an interactable NPC or do they fight like a mindless monster like a regular thrown soulgem?

It'd be cool to be a Necromancer who makes all his freinds by trapping peoples souls and setting their ghosts loose in his lair! XD
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Jessie
 
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Post » Mon Jul 19, 2010 2:12 pm

they're pretty much mindless monsters, but with a little work you can convince them to chill out. Of course they don't exist for very long (but that's configurable in the INI). You'd be *really* roleplaying your necromancer - summon the dead then treat them well and make them your friends...
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David Chambers
 
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Post » Tue Jul 20, 2010 4:32 am

I have not seen as much buzz about a mod since...
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Miranda Taylor
 
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Post » Mon Jul 19, 2010 2:25 pm

I'm really looking forward to your work hex 0ff. I know I can just wait but I'm curious and excited about what you have planned for the spell charging part of your mod. Will it be able to use effects from Supreme magicka? I use chargeable spells by grmblf and it works very good but I think that the spells don't take the various scripting that supreme magicka on elemental spells for instance. I would guess they would need to be recognized by the script and re-added to the spells that are charged. I realize that combining supreme magicka's scripts is probably a dificult thing to do, it looks like a heavy mod scriptwise.

I wanted to ask though what you think about chargeable spells since I like the idea too. I wonder if there is a way to adjust while playing also the area of effect of a spell more flexibly than the way that chargeable spells by grmblf does. I really think that mod makes spellcasting less cumbersome with other things too, like being able to use the same spell effect at range or on self more easily than in the regular game. So I think that mod is really overall a very good change. Supreme Magicka and LAME at this point seem to me to make most spells more unique though, without adding new spells that can overlap the purpose sometimes of spells that already exist in the game.
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jeremey wisor
 
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Post » Tue Jul 20, 2010 1:32 am

Hmm. my approach to chargeable spells is pretty simplistic. In fact I didn't know there was another mod that did that until long after i'd coded it.

It'll be a problem for any mod that depends on specific spells, but all it does is replicate the effect of the spell and increase the magnitude. Like I said, it's very simple but it'll interact fine with any mods that just examine the destruction effects and apply from that (like deadly reflex). I'm really not sure about supreme magicka. I've been developing on an essentially vanilla system. I'll have to look into it at some point, but more likely i'll just find out when the public get to play with it and come back and tell me about any oddities.
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Lily
 
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Post » Mon Jul 19, 2010 11:50 pm

I was just wondering...I've read through the thread but don't recall seeing this anywhere...what are the disadvantages to duel wielding? The only worry I have about duel wielding is that if there's no disadvantage it's kind of a no-brainer...double your damage. Can you...not block or something when you hold two weapons? Or not do that acrobatic moves or something? Because I can't really see a way in which you can give a disadvantage to duel wielding. I don't know about everyone else, but I think duel wielding should be a tactical choice, and not just a no brainer! IRL, I reckon wielding two swords would be considerably more difficult than just one, and probably impede you in a couple ways, which means you would only do it if you were really good at doing it! Have you implemented this kind of mechanic in your mod in some form? Sorry if this has already been covered :P .Other than this little thought on my part, this mod looks really fantastic, definitely an insta download from me! Epic, epic looking mod.

EDIT: Oh and I also LOVE the way the throwing objects / weapons looks in the trailer! It looks brilliant! It is that particular part of the mod I think maybe I am most excited about :D.
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Brentleah Jeffs
 
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Post » Tue Jul 20, 2010 5:41 am

I was just wondering if you planed to do anything different with the shields this time. Last time I was some what disappointed that the shield had the same attack animations as the off hand weapon and some of them looked really weired. I also second {frt}Tomato thought that there should be a down side to dual wielding maybe lower there defense? Other wise this looks amazing keep up the amazing work :bowdown:
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Claire Vaux
 
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Post » Mon Jul 19, 2010 9:42 pm

This time round shields use the 1h attacks rather than DW which is a completely different animation set. It's possible to register a shield as an OH weapon and use it for dual wielding though that's really to handle off hand weapons that already exist.

As to the negative side, there's a whole lot less defence given to you from an OH weapon then a shield. It's also not just double the damage. The twin weapon attacks - which only six of the 18 are, only give you 1.5x the damage and cost you a lot of fatigue. The other attacks are either solely left handed or solely right handed. I'm not absolutely sure what other negative effects you might be envisioning.
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Alexis Estrada
 
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Post » Mon Jul 19, 2010 8:11 pm

i dont remember if this was talked about or not or if its incorperated in the mod but will this version still work with PiiiP?
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lexy
 
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Post » Mon Jul 19, 2010 8:28 pm

I'm not sure what you mean here. The NPCs have access to a subset of the UV moves depending on their skill level.

It's the blue gladiator in the arena who've make me think about that... He's always in training but... Never getting better.
I saw a mod (don't remember where but it's just a add and not the goal of the mod) with NPCs increasing (by using bow they gain marksmen skill, destruction spell increase destruction skill... Just like the player).
It's pretty cool to see the NPCs becoming stronger like you and that "competition" give more challenge to the game... And it's even better with the guilds (they always train but are always weak too... Especially in the fighter guild and in the dark brotherhood)...
So it's just a suggestion (you can forget her now :D ) but I think that suggestion goes well with UV... More you see someone do something more he'll be strong for that and maybe will use UV moves after a moment. That's make the game more dynamic ... More real and more dangerous. (you can't be the stronger warrior in the world... And a simple farmer for five years... Someone will become stronger than you because he fight more than you... Take action yeah... And keep action too.)
:bolt:

Sorry that post was on unholy darkness thread before. (I want to be invisible now...)
:poke:
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Benito Martinez
 
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Post » Tue Jul 20, 2010 2:10 am

Since I can't find original, non-II thread, I'll ask here.

I've read about this compatibility with other combat mods. So... Can I use all that dual-wield coolness with awesomesauce of Deadly Reflex?
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Carlos Rojas
 
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Post » Mon Jul 19, 2010 3:58 pm

Since I can't find original, non-II thread, I'll ask here.

I've read about this compatibility with other combat mods. So... Can I use all that dual-wield coolness with awesomesauce of Deadly Reflex?


Yes
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Tania Bunic
 
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Post » Tue Jul 20, 2010 2:47 am

LOL you just made me install oblivion RIGHTAWAY

this gonna blow me DOWNTOWN
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Kim Bradley
 
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Post » Mon Jul 19, 2010 8:36 pm

This time round shields use the 1h attacks rather than DW which is a completely different animation set. It's possible to register a shield as an OH weapon and use it for dual wielding though that's really to handle off hand weapons that already exist.

As to the negative side, there's a whole lot less defence given to you from an OH weapon then a shield. It's also not just double the damage. The twin weapon attacks - which only six of the 18 are, only give you 1.5x the damage and cost you a lot of fatigue. The other attacks are either solely left handed or solely right handed. I'm not absolutely sure what other negative effects you might be envisioning.

Sounds perfect.
PS I know that earlier you had speculated on integrating UV with ScyCaptains Deadly Reflex is there any chance that this might still happen?
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Kevin Jay
 
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Post » Mon Jul 19, 2010 5:52 pm

Aye, but i'll have to wait for dr6 like everybody else ;)
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мistrєss
 
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Post » Tue Jul 20, 2010 6:27 am

Can't wait 4 this Hex, it's looking really great.

Can you add a blood spray or something when you cut a limb or head off?
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Sherry Speakman
 
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Post » Tue Jul 20, 2010 4:42 am

any chance u could make another vid in first person? :hubbahubba:
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A Lo RIkIton'ton
 
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Post » Tue Jul 20, 2010 12:35 am

Blood sprays are difficult for amputations with the method I'm using. There's some blood spray, which can be increased with the bloody spray mod and a bloody texture shader.

I'll make a first person fight video later tonight to show that. Not sure what time it will be though.
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(G-yen)
 
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Post » Mon Jul 19, 2010 9:44 pm

lol hey hex i just thought of something inspired by FO3 that may work wonderfully for ur mod and be wicked funny..... is it possible to reverse pick pocket one of ur bombs with a timed fuse into a npc's inventory and watch them blow up like u can do with a nade in FO3.... i know u can already reverse pick pocket items that do self damage on npc's and watch them run around in flames.... but i think it would be hilarious to watch them maybe freak a lil and then :nuke: :evil:
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Marnesia Steele
 
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Post » Tue Jul 20, 2010 8:08 am

Hex, sorry for the constant barrage of questions you're getting, but you mentioned something about a chase camera.

I currently use ChaseCameraMod by woodman. What it does is:

- Removes camera swing delay.
- Removes elastic camera when moving forward and backward.
- Removes camera shake when moving.

How does your changes compare?
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Elina
 
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Post » Tue Jul 20, 2010 2:05 am

I'll think about the reverse pickpocket thing. Should be easy enough to do.

This does the same as the chasecamera mod. I's only a single game setting that gets changed (ini configurable as usual) and frees up another ESP slot...
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Dagan Wilkin
 
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Post » Tue Jul 20, 2010 8:16 am

This is MEGAPOPULAR.
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Melanie Steinberg
 
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