[Trailer/WIpz] Unnecessary Violence II: Taking Action

Post » Mon Jul 19, 2010 8:51 pm

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...


sweet. :D
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Killer McCracken
 
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Post » Mon Jul 19, 2010 8:38 pm

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

:ahhh:
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Klaire
 
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Post » Mon Jul 19, 2010 6:31 pm

New first person combat trailer uploading to youtube now. Will post as soon as it's done. It's really just an arena fight, but I'm delighted with how well it's turned out - even if I am absolutely appalling at fighting in first person mode (actually i'm pretty rubbish at playing computer games generally which is probably why I end up modding instead of playing...)

Anyway, some notes:

This trailer aims to show how well the new system works in first person mode (something the previous version of the mod really struggled with). It's worth noting that I svck at fighting in first person mode, so please don't judge me on that. Also worth noting that both my health and my opponent's health were increased to 1000 and both were given 100 skill points in blade, hand to hand and acrobatics in an effort to showcase more of the moves. Not every fight would be this long or this intese. Indeed fights like this should be rare.

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Emily Martell
 
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Post » Tue Jul 20, 2010 2:23 am

Right - new trailer showing first person stuff is up on youtube:

http://www.youtube.com/watch?v=ZAc2M8scUAE

See my last post for details...

Hope you enjoy it. I'm very happy indeed :D

N.B. oh and there's a slight bug with the decap at the end. The neck is supposed to be plugged not see through. I need to force the armour to show amulets (which is how the plug is handles) on decapping someone. Easy enough to fix but I only noticed it at the end and didn't feel like going through all that again...
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Carlos Rojas
 
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Post » Tue Jul 20, 2010 7:21 am

Right - new trailer showing first person stuff is up on youtube:

http://www.youtube.com/watch?v=ZAc2M8scUAE

See my last post for details...

Hope you enjoy it. I'm very happy indeed :D

N.B. oh and there's a slight bug with the decap at the end. The neck is supposed to be plugged not see through. I need to force the armour to show amulets (which is how the plug is handles) on decapping someone. Easy enough to fix but I only noticed it at the end and didn't feel like going through all that again...


Very nice. That fight is what I imagine all arena fights should be like.
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louise hamilton
 
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Post » Tue Jul 20, 2010 4:43 am

I loved how you beheaded here at the end...very muslimish!
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Matthew Warren
 
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Post » Mon Jul 19, 2010 10:10 pm

in case you're in Germany you can download the first person railer from here:

http://www.mrl.nott.ac.uk/~pxt/UV/fptrailer.zip

Please don't use this link if you're outside Germany - i'd rather not hammer janet. It's only here because I forgot about the german rules concerning music on youtube...
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Blessed DIVA
 
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Post » Mon Jul 19, 2010 11:38 pm

Right - new trailer showing first person stuff is up on youtube:

*snip*


Woah, at 4:10 did that girl just pull a dagger out of her eye and equip it?
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sam
 
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Post » Mon Jul 19, 2010 8:08 pm

Woah, at 4:10 did that girl just pull a dagger out of her eye and equip it?


Yup, she did... that was awesome haha
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Mandi Norton
 
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Post » Mon Jul 19, 2010 11:38 pm

excuse me while i pick my jaw up off the floor!!!!!

that is awsome!!!! this is how i wish the first UV played... man hex u are good and i didnt even realize she pulled the dagger out of her head and used it that was freaking awsome!!!! i wish beth would hire u to help make TES:V
:bowdown:
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Maya Maya
 
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Post » Mon Jul 19, 2010 9:07 pm

Awesome vid HeX, can't wait (as usual) :)
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Robert
 
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Post » Tue Jul 20, 2010 12:32 am

Woah, at 4:10 did that girl just pull a dagger out of her eye and equip it?


I'd dearly love to say that i'd though of that and it was intentional, but it's actually just a consequence of the look of the stagger animation, the fact it was a headshot, the fact she was unarmed and the fact that smaller thrown weapons get added to the target's inventory (the same way arrows do when you shoot them) while larger ones just bounce off. The visual effect though is exactly what you described, which is fun :)

Of course it doesn't look so good if you hit her in the foot :P

N.B. the cut off point for the weight of the weapons that get added to targets' inventories is configurable in the INI
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Svenja Hedrich
 
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Post » Mon Jul 19, 2010 8:55 pm

sounds good you should make a deal with bethesda and make some money for your skill.
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He got the
 
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Post » Mon Jul 19, 2010 10:12 pm

Great looking trailers, HeX_0ff :foodndrink:

I have always thought the attacks and movements in Oblivion was a little to fast, and with all the new moves in UV 2, I was wondering about your thoughts of implementing a bullet time system in UV 2.
When entering combat both you`re and the NPCs attacks and movements would slow down a little.

Keep up the amazing work :icecream:
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Nicholas
 
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Post » Tue Jul 20, 2010 8:02 am

I wondering about your thoughts of implementing a bullet time system UV 2.
When entering combat both you`re and the NPCs attacks and movements would slow down a little.


There already is one in UVII (in fact it's shown at the end of the FP trailer). I forgot to include it in the main trailer. Basically hold your UV modifier (no called the UV action key) and tap the UV attack button and you'll get some bullet time. (you can define the speed in the INI) the amount you get is a multiplier of your willpower (also defined in the INI) but it will end after you make a move. I'll probably include another INI option to allow it to continue after a move if you so desire. However maybe not, because bullet time increases significantly the chance of making a critical hit (it's designed really for pulling off groovy finishers).

It's designed to feel a bit like skycaptain's automated one from DR - indeed it even gives you the same heartbeat sound.
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Killer McCracken
 
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Post » Tue Jul 20, 2010 5:05 am

I like the first person camera. I always felt that Oblivion's is far too... well I dont have a proper word for it. This does look better. Now the third person camera on my setup is the old wonky oblivion camera. Does UVII improve upon that?

And it seems the race is on between the UVII and DR6 releases. I anticipate both mods eagerly.
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Robyn Howlett
 
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Post » Tue Jul 20, 2010 9:40 am

I like the first person camera. I always felt that Oblivion's is far too... well I dont have a proper word for it. This does look better. Now the third person camera on my setup is the old wonky oblivion camera. Does UVII improve upon that?


Yeah, there's an (optional) tightening up of the third person camera to make it behave like a chase camera, which make it much easier to play in third person.

And it seems the race is on between the UVII and DR6 releases. I anticipate both mods eagerly.


Well both mods depend on the release of NifSE so that may be the determining factor, though I also need OBSE19. Otherwise i'm just about ready to go - just a few odds and ends to iron out, and I suspect skycaptain is in a similar position, though I daresay we'll both have a few post-release bugs to deal with, not to mention ensuring compatibility...
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Hayley Bristow
 
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Post » Tue Jul 20, 2010 12:24 am

Yeah, there's an (optional) tightening up of the third person camera to make it behave like a chase camera, which make it much easier to play in third person.



Well both mods depend on the release of NifSE so that may be the determining factor, though I also need OBSE19. Otherwise i'm just about ready to go - just a few odds and ends to iron out, and I suspect skycaptain is in a similar position, though I daresay we'll both have a few post-release bugs to deal with, not to mention ensuring compatibility...

....and people who don't read the readme..... :facepalm:
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Daniel Lozano
 
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Post » Mon Jul 19, 2010 9:37 pm

Now UV and DR have some similar features:
Decapitation, kick, amputation, slowmotion.
This can cause some incompatibility.

Why you and SC don't merge UV and DR to make an unique big mod?
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Amelia Pritchard
 
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Post » Mon Jul 19, 2010 8:37 pm

Now UV and DR have some similar features:
Decapitation, kick, amputation, slowmotion.
This can cause some incompatibility.

Why you and SC don't merge UV and DR to make an unique big mod?

There won't be any incompatability with them......


I've got a question about climbing. I noticed in the trailer you were climbing the outer city walls to get into the city. I take you have to have OpenCities for this? I don't use OpenCities so how would that affect me?
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Chloe Yarnall
 
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Post » Tue Jul 20, 2010 1:04 am

ud probably just fall into the "mock" city and have to climb back out.... that is if u dont fall through the world :brokencomputer:
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john palmer
 
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Post » Tue Jul 20, 2010 6:15 am

Are the training sessions restricted by stats such as Weapon Skill, Strength or Agility? Or does the player just need enough coin to learn the new moves? This mod has my curiosity raised a bit.
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Lisa Robb
 
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Post » Mon Jul 19, 2010 11:10 pm

Now UV and DR have some similar features:
Decapitation, kick, amputation, slowmotion.
This can cause some incompatibility.


There won't be any compatibility problems. They'll work just fine side by side.

Why you and SC don't merge UV and DR to make an unique big mod?


That's not going to happen. SC an I like to do things our own way. Plus modding's all about variety and choices. We may do some similar things, but our mods have very a different ethos.

I've got a question about climbing. I noticed in the trailer you were climbing the outer city walls to get into the city. I take you have to have OpenCities for this? I don't use OpenCities so how would that affect me?


The climbing will work just fine without it, but obviously you won't be able to enter a city that way without it. Of course there are plenty of other places you can and will want to climb.

Are the training sessions restricted by stats such as Weapon Skill, Strength or Agility? Or does the player just need enough coin to learn the new moves? This mod has my curiosity raised a bit.


The standard simple and power attacks come free for each weapon types. After that you have to "buy" moves for left/right backwards and forwards power attacks. You need a weaponskill of 50 to buy the left/right 75 for the backwards and 100 for the forwards - so they're like purchasable skill perks I suppose. Of course you'll need to buy them seperaely for different weapon types: blade 1h, blunt 1h, Blade 2h, Blunt 2h etc.
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james kite
 
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Post » Tue Jul 20, 2010 8:28 am

I don't know if this was discussd but is it possible to make the thrown weapons go faster? Like choose the speed in the INI.
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Robert DeLarosa
 
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Post » Tue Jul 20, 2010 4:26 am

The climbing will work just fine without it, but obviously you won't be able to enter a city that way without it. Of course there are plenty of other places you can and will want to climb.

Prediction: Open Cities' takeup will soon increase exponentially, as never before.

Yes people, this is how to be a successful prophet - simply reel off the dead certs. :P
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[ becca ]
 
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