WIP Better Battles

Post » Thu Dec 09, 2010 10:34 pm

:woot: This sounds amazing Fliggerty! Morrowind has been due for this for a very long time and I can think of no better scripter and modder than you to do it.

Keep up the good work! :goodjob:
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Natalie Harvey
 
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Post » Thu Dec 09, 2010 11:33 am

I like the idea of penalizing your weapon skills through blocking- the amount before/after you block that is penalized (as well as how severe it is) could depend on your Block skill. I still think how much damage your shield takes should also depend on your skill.
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Laura Richards
 
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Post » Thu Dec 09, 2010 1:07 pm

The one question that popped into my head as soon as I read it was about companions making proactive moves, and whether that would constitute an illegal assault. You certainly wouldn't want the NPC that you're escorting to get killed by a guard for having "protected" you by attacking a random bandit.

I like the idea of having a "Block" key add to your Block skill but subtract from your weapon skills in the meantime. Perhaps your skills could have a SMALL influence on the amount of damage taken or delivered, but please don't ruin this mod by turning it into an Oblivion-style "skill = damage" combat system.

Most of this sounds like a "dream mod", but a couple of things stand out as being potentially undesirable in some or most situations, such as randomizing attack moves. I certainly wouldn't want to see my character suddenly start acting insane by beating on an opponent with the side of a spear, or trying to stab someone with a warhammer. I'm also wondering about having all of the NPCs suddenly getting additional weapons, potions, and spells, especially since we all know either how lame or uber some random combinations can be. As long as such things are kept "optional", I don't think I'd have any problem with them.

Good luck with it.
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Dean
 
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Post » Thu Dec 09, 2010 8:32 pm

Will this mod cause NPCs to fight each other randomly so that we could possibly stumble onto NPCs vs NPCs fights throughout the game world?
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Richard Dixon
 
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Post » Thu Dec 09, 2010 6:39 pm

It will be...everything will have the option of being turned off. I also intend to allow for you to have specific companions use the initiative and not other ones.

Great!
This sounds great, but this bit has me seriously concerned



So they might be given additional equipment as well as what they already have? Why?

Not only does this give more loot (screwing out the economy even more), many NPCs have been given specific equipment and spells to only use. For example in my Creatures mod the various new 6th house NPCs I've added have unique 6th House spells and 6th house equipment. I wouldn't want them to suddenly use other random weapons/armour and spells.

Agreed, variation is good, but not when the item given to the npc could be inappropriate (A temple guy summoning daedra from a spell scroll, a berserker wearing a cuirass, etc.).
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Kim Kay
 
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Post » Thu Dec 09, 2010 5:23 pm

if this mod is released i will quit playing Morrowind. cause then NPCs will b able to kill me lol!!! jk about that, i wont stop playin MW for a long time :D this sounds awsome-er than the other thread!!!
IDEA: ok so when i seen that enemies can surrender i was so happy, cause then mayb sombody will make an add-on that makes it so u can ENSLAVE them. but then i realized it must be REALLY hard to get sombody to surrender, so why not make Charm spells increase chance of surrender? if you charm them with a REALLY powerful spell, then the chance of them surrendering during the spell's time is increased :D can u add this pleeeaaase?
edit:to clearify, the enslave thing, i use Flig's slave mod :D (least i think it was fliggerty's)
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Emmi Coolahan
 
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Post » Thu Dec 09, 2010 6:18 pm

Can't wait for this. :drool:
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krystal sowten
 
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Post » Thu Dec 09, 2010 2:39 pm

The ability to sneak up on enemies in caves and kill them with stealth would be nice
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Sian Ennis
 
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Post » Fri Dec 10, 2010 12:40 am

A mod this grand in scope by one person? All I can say is.... Someone needs a to get a life. :biglaugh: I am, of course, kidding. Sounds excellent, Fliggerty. And ambitious. Someday I may actually get a comp nice enough to play some of these ambitious mods. Of course, doing this mod may seriously cut into your working on the Eldanorcara mod. I trust you have your priorities straight. :bigsmile:
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Etta Hargrave
 
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Post » Fri Dec 10, 2010 12:56 am

Any chance you'll be able to add a way to "call" your companions back to you after they've started combat? That way your companions will follow you as you flee, so your 'enemy' on accident doesn't end up dead.

That isn't something I had thought of, but it is a wonderful idea. I'll see what I can do.

So they might be given additional equipment as well as what they already have? Why?

It won't be anymore than NPCs Enhanced already does. The additions are very minor; no armor, and nothing expensive and overpowered. Really all that is added is potions and marksman weapons. The weapons are added only if the NPC has a reasonably high marksman skill and doesn't have a marksman weapon to use. And the potions are added so that "cast on self" spells can be simulated (it's easier to make them drink a potion than it is to cast a spell.) With a few exceptions, most of the potions are removed when the NPC dies so that the player can't collect a bunch of seemingly overpowered potions.


Here's another idea, since NPCs (would this include creatures too?) behave more intelligently during combat, what about reducing their chance at doing "smart" things based on their intelligence value vs any drain intelligence magic

i.e. Base intelligence value = http://forums.bethsoft.com/index.php?/topic/923895-wip-better-battles/100% smartness (before other variables applied), drained 50%, 50% smartness (before other variables).
So a mage then can target these spells at warriors, and turn them into clumsy gibbering idiots (or just like vanilla NPCs :D ) thus intelligence is no longer restricted to mages. Something similar could be done to the player, a drain intelligence on them could slow down their moves, or make the special move bar slower to increase.

A novel idea indeed. I'll toss it around.


Oh, another idea is NPCs item health, when they die would it be possible to reduce the health of their equipment even more? At the moment it's hardly damaged, even after a long fight. It's okay for the player since they have to survive lots of fights, but I feel NPC gear should be damaged a lot more, forcing the player to have to spend cash to repair the items to get full sale price or full use out of them.

If it was possible, I'd certainly do something like that. Unfortunately I can't change the condition of items that are in an inventory. I suppose the closest we could come would be to add a Disintegrate effect in the last moments of life, though that would be very hard to judge when they will still be alive long enough for that to do anything, but not so long that it affects the outcome of the battle. :shrug:


Also about the npc following you. Could you make them stop before reaching a city or something? It seems likely that the smugglers in Addamasartus won't take the fighting into Seyda neen with all those guards there. :)

EDIT: Could the companion scripts also be applied to summons? At least some parts of them. I have no idea if that's possible but it seems like something that would make them more useful.

I think that would make things unnecessarily complex. Trying to judge whether they are going into a city or not would take too much script effort and FPS is a major concern in this project.
As for summons, I believe it will but I'm not entirely sure if a summoned creature actually is in AIFollow mode. If so, they will be affected.

In fights involving several npcs , there is a tendency for them to all select the same target and bunch together, it would be great if you can fix it so they each select targets randomly and avoid bunching together.

Again, this is one of those things that technically could be done, but I'm afraid that the cost to performance would be far too much.

As I suggested before: a system where any hit does damage, but the damage is increased based on skill and luck multipliers.

Sorry, this I won't do. Not because I don't personally like the idea, but because the unintended side effects are too much. As much as I can come up with really neat things using MWSE, but I can't alter what has been hard coded. Existing mods that do this change things like attack rating; in my experience it greatly overbalances combat in a negative way.
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{Richies Mommy}
 
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Post » Thu Dec 09, 2010 4:58 pm

Sorry, had to break this up into multiple posts to fit all the quotes.

But have you thought about what will happen to the skill block? Those who uses the block part of this mod will effectively remove the skill from the game. What will happen if you have it as a major/minor? Or as someone say if you use GCD? That will make some serious clashes between the mods it seems..

Well, you could take the block skill value as it stands but when the player intentionally presses the block button, 50 points is added to that skill value. Thus you are asking your character to block, and they may or may not be able to do so.
Plus you have the benefit that if you don't specifically request a block, they might still do so anyway.

Thus you have the best of both worlds, increased chance of player controlled blocking, but still dependant on your characters skill. Seems better then the 0 or 100 approach and keeps it compatable with all levelling systems.

That is basically what I intend to do. I am only using drain and fortify to make changes, thus there will be no problem with GCD. Your skill will still matter, and increase as you use it.
I like the idea of having a "Block" key add to your Block skill but subtract from your weapon skills in the meantime. Perhaps your skills could have a SMALL influence on the amount of damage taken or delivered, but please don't ruin this mod by turning it into an Oblivion-style "skill = damage" combat system.

I'm still experimenting with things, but the way it works now is that the attack key is disabled while you are blocking. I was thinking of the way it works in Mortal Kombat, you can sit and block all you want but it has a cost. You can't attack while doing it...and you can still take small amounts of damage.

Fliggerty, do you know if the engine calculates if you hit or miss as soon as you press the attack button, or if it does it at the end of the swing? Then, is this somehow detectable?
I'm thinking you could detect a miss can cause the NPC to move backwards a few steps to visually represent them dodging away with maybe perhaps a force jump for even more effect (to get around the lack of animations).
This causes then the NPC to also be out of combat for a second or so (recovering from the dodge) which would balance out the increased difficulty of the new combat system.

I'm not positive, but I'm fairly sure it calculates on the actual contact. I suspect the damage is calculated and applied on the same frame that the "Health Damage" sound begins playing.


1) I use NPC enhanced, and love it. I am hoping that you are keeping the other potions that the NPCs can quaff, like summons and other less obvious effects. They really add an interesting side to the fight if a golden saint pops up next to you.

Those are staying intact.
B) In regards to the special PC attacks, the reason I don't use CE is because it looks like it could make combat too easy. I've been thinking I'll try your mod out, but to avoid making combat too easy is there going to be a thing that makes it more difficult to perform them on high level characters. It would annoy me to be able to build up momentum, and then one hit kill Umbra, Vivec, Dagoths, etc. It would stand to reason that tougher characters would be better at not getting hit by special attacks.

I have two thoughts on this. First, it doesn't matter how skilled someone is, an axe to the neck is just as fatal. And anyone can get lucky. On the other hand, a high level character has higher stats and probably better equipment. That's why the chances are dependent upon things like what the NPC has equipped (it will be harder to impale someone wearing a heavy cuirass) and their attributes like luck.
iii) Mages look to be getting the short end of the stick. Maybe a similar system for successfully casting spells? Maxing out momentum could give you options to do special magikey things like casting unique spells, upping chance of casting difficult spells or scripter things like slowing everyone else down etc. Just an Idea.

I always thought that mages had it pretty good already. :shrug: Although I have always tried to improve the variety of spells available with mods such as Visceral Discernment, Summoning Enhanced, and Detection Enhanced.


Most of this sounds like a "dream mod", but a couple of things stand out as being potentially undesirable in some or most situations, such as randomizing attack moves. I certainly wouldn't want to see my character suddenly start acting insane by beating on an opponent with the side of a spear, or trying to stab someone with a warhammer. I'm also wondering about having all of the NPCs suddenly getting additional weapons, potions, and spells, especially since we all know either how lame or uber some random combinations can be. As long as such things are kept "optional", I don't think I'd have any problem with them.

The reason I first experimented with the random attacks is to somewhat improve the visual aspect of combat. I have always hated the fact that we are only limited to 3 different attack animations, only one of which is generally used. After I tried this, I became rather fond of how it looked. But it's a taste thing; that's why everything will be optional.


Will this mod cause NPCs to fight each other randomly so that we could possibly stumble onto NPCs vs NPCs fights throughout the game world?

No. That will cause far too large of an FPS hit, and I have to basis to determine which NPCs ought to fight each other.

The ability to sneak up on enemies in caves and kill them with stealth would be nice

Uh, isn't that already in the game?
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Amelia Pritchard
 
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Post » Fri Dec 10, 2010 3:15 am

Uh, isn't that already in the game?


I'd say the problem here is not so much the NPCs but the way most caves are set up- as a series of linear tunnels with the occasional large room. There's not too much in the way of "back doors" or "vantage points". Then again, I've noticed that sneaking up on an enemy and hitting them isn't always a critical hit (even when the Sneak icon appears), but then again I've not done this with 100 Sneak yet. Perhaps sneak attacks could be given other benefits, such as having the enemy flee for a few seconds initially (to represent their surprise in being snuck up on) or having their own special moves (I'd love to be able to get up behind an NPC and knock them out Solid Snake-style, or cut their throat for an OHKO :toughninja: )
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Michelle Smith
 
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Post » Fri Dec 10, 2010 12:06 am

What about important boss-type fights? Will the special move/fatality thing be toned down for certain encounters, like the end-game sequence boss-fights of normal Morrowind and the expansions?

I can't see the Imperfect or Karstaag or Almalexia or Dagoth Ur just keeling over like that...

It's not because they're big or important, but it's their supernatural/mechanical nature. I don't think even a daedric sword could just slice off Imperfect's head, or that a skull-crushing bash would insta-kill Almalexia. Ok, so maybe Karstaag isn't supernatural or mechanical...but he's a friggin giant! Shouldn't, oh I dunno, super bone density count for something? :P
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jodie
 
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Post » Thu Dec 09, 2010 5:24 pm

Could you also only release the AI? I don't want fancy scrpted combat moves and player controlled blocking(which removes the purpose of the block skill, how it works in MW) but I want a combat AI that's awesome!
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Sabrina Steige
 
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Post » Fri Dec 10, 2010 1:22 am

Every component is optional.
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Annika Marziniak
 
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Post » Fri Dec 10, 2010 12:37 am

I'd love to be able to get up behind an NPC and knock them out Solid Snake-style, or cut their throat for an OHKO :toughninja:


Yep thats what i am talking about, it would be great to sneak up to someone, slit their throat or something for a OHKO, and if you sneak level was high enough take out a whole cave like that
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james tait
 
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Post » Thu Dec 09, 2010 4:39 pm

This mod will go along perfectly with Blasphemous Revenants! You can enslave someone, lead him to the temple, then just kill him there, no running with a whole body on your back!
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GRAEME
 
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Post » Fri Dec 10, 2010 4:03 am

You could always try out http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4137


Most of those bosses are creatures. For the most part the special attacks will only work on NPCs (kind of hard to disarm a mudcrab.)


The NPC portion and the PC portion will both be released separately. Although they will work together as part of a whole, either one will function as a stand-alone mod.
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Nymph
 
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Post » Fri Dec 10, 2010 3:04 am

Purely epic! That's all I have to say about this one... :bowdown:
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Poetic Vice
 
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Post » Thu Dec 09, 2010 11:34 pm

any idea when it'l be released? :)
:| i guess that is an answer. just not what i wanted. how about 2morrow? :D jk
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Beat freak
 
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Post » Thu Dec 09, 2010 7:08 pm

Yep. Later.
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lucy chadwick
 
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Post » Thu Dec 09, 2010 11:41 pm

"When it's done" is just about always the right way to go (because stuff is done best that way!).
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yermom
 
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Post » Thu Dec 09, 2010 10:01 pm

Very cool ideas here. I just may have another. It could check for how many enemies vs foes, if there is a lone crusader fighting against you and your small army of companions, it may just throw a powerful area effect at the lot, but if other bad guys around it sticks to single target spells to avoid friendly fire. Just one more possible dynamic to the mix. :)
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Mistress trades Melissa
 
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Post » Fri Dec 10, 2010 12:09 am

This might seem a bit superficial, but the stock animations were just awkward. I know it's difficult making a new animations for Morrowind, but the current ones remind me of D&D kids dressing up and throwing "lightning bolts" at an "Ogre". More technically sound ones would be nice, even if the choppiness couldn't be dealt with.

Also, why not have more than one animation per attack type? i.e. You chop once coming slightly from the right side of the screen, then you bring your weapon back up and chop from the left if you follow up with another chop. Same with slashes, slash from left to right over and over instead of bringing the weapon over to the right again. Thrusts should look like thrusts, not just swinging the arm forward with the point sticking out.

Maybe the animations improve into more technically masterful ones as you progress in your skill levels. Start out with the terrible default ones, then as you level up you look more like something out of a Lichtenauer fechtbuch.

Don't know if it's possible, but you wanted ideas. :)
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Laura-Lee Gerwing
 
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Post » Thu Dec 09, 2010 2:54 pm

Sounds most promising.

I'm glad you're looking at making the special attacks a bit more difficult and especially how they're not automatic based on a combo. CE is a great mod, my biggest issue with it is I can almost guarantee certain combos which can make combat very unbalanced. The knock down effect can be used to basically keep any opponent down until they run out of health.


Will watch closely for this one and a big thank you for undertaking the challenge.


:)
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priscillaaa
 
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