WIP Better Battles

Post » Thu Dec 09, 2010 8:52 pm

I think that there are far more problems on the NPC side of the ball than on the PC side, though your prospectus more or less reflects that. I'd say it's more important to bring the NPCs up to the player's level first before worrying too much about PC combat.

Also echoing the bit about Block- if pressing a button gives you 1000 Block or something, then what's the point of the skill? Why not have the base Block skill determine how much damage the shield takes- any dummy can hold something in front of their face, but a skilled Block user can deflect the blow with minimum damage to whatever they're using to block.


Will the special effects/moves be choose-able? That is to say, can we check a box to turn them off or on? Individually or Altogether? I ask because I love the sound of this mod, but I don't think I'd like a few of the things. For example, I'd prefer not to decapitate people or deal with wrist slitting, but I wouldn't mind running someone through with a sword.
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Jay Baby
 
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Post » Fri Dec 10, 2010 2:56 am

This looks awesome, Fliggerty! I look forward to the release. Good luck with all that scripting, I hope you don't run into too many frustrating moments wrestling with the gamebryo engine. :hehe:
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My blood
 
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Post » Fri Dec 10, 2010 2:23 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. :)

I dont think fliggerty had any ideas of replacing the anims, for a few reasons
A: this isnt a animation replacer mod, its a combat enhancer.
B: from what i hear animations take ALOT of time and effort to get working right
C: to be honost i dont think fliggerty is an animator xD
D: who would make the animations?
E: i dont have 3D max :| (that one was kinda a joke... if i had 3D max i would constantly be trying to make new anims xD)
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Robert
 
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Post » Thu Dec 09, 2010 8:37 pm

Like I said, just my two cents. Everything else is pretty much covered.
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Chloé
 
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Post » Thu Dec 09, 2010 7:45 pm

If it was anyone else besides fliggerty, I would say this will never see the light of day. In the hands of the great genie....;) Any hope of being able to loot characters that have been knocked out rather than having to kill them? I always hated having to kill an opponent rather than beating them to within an inch of their life and then taking all of their equipment.
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Lavender Brown
 
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Post » Fri Dec 10, 2010 1:05 am

ooo, bluntfang just gaev me an idea, why not have Blunt weapons damage fatigue and health? less health when their fatigue is high, like split it in half, if thats possible. it would b realllly cool if you could make it so that when you hit a guy in light armor with blunt weapons it damages their health directly, but if its medium armor it will hurt their fatigue a little and most of it goes to the health, and heavy armor takes most of the damage to the fatigue and keeps some for the health :D that'd be awsome :D
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Lawrence Armijo
 
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Post » Thu Dec 09, 2010 1:26 pm

Any hope of being able to loot characters that have been knocked out rather than having to kill them? I always hated having to kill an opponent rather than beating them to within an inch of their life and then taking all of their equipment.

http://www.gamesas.com/bgsforums/index.php?showtopic=925813

One of the 'fixes' does exactly that, but that's just a very small reason for why you really really really want to install that.
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April D. F
 
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Post » Thu Dec 09, 2010 7:33 pm

This is gonna be an awesome mod Fliggerty. I would like to know if it would be possible, when the PC has entered combat, to disable the inventory menu and maybe even the magic menu, so that one can only rely on the quick-keys during fights.
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Britta Gronkowski
 
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Post » Thu Dec 09, 2010 8:02 pm

http://www.gamesas.com/bgsforums/index.php?showtopic=925813

One of the 'fixes' does exactly that, but that's just a very small reason for why you really really really want to install that.


I didnt think it allowed you to take everything though, just misc items and weapons. Does it allow worn items as well?


Anyway to keep hitting a target for more end while they are down to keep them down for a really long time? (Besides placing a burden spell on them or something). I want to really knock some one out. Maybe adding a "knock out" as a finishing blow for hand to hand that puts them down for a couple of hours game time or something rather than the piddly knock down we see right now.
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Victor Oropeza
 
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Post » Thu Dec 09, 2010 4:28 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. :)

I can probably do that with the scripted spells. The issue is not knowing the range of any given spell that an NPC is about to cast.

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.

Don't know if it's possible, but you wanted ideas. :)

Unfortunately we are quite limited when it comes to animations. We can replace, but not add or change on the fly. :shrug: If I was provided with decent animations, I'd gladly replace them and arrange for them to work properly with this project though.

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.

I completely agree!

Will the special effects/moves be choose-able? That is to say, can we check a box to turn them off or on? Individually or Altogether? I ask because I love the sound of this mod, but I don't think I'd like a few of the things. For example, I'd prefer not to decapitate people or deal with wrist slitting, but I wouldn't mind running someone through with a sword.

I hadn't planned on it. Though I do intend to give you control over which special attack you use.

This looks awesome, Fliggerty! I look forward to the release. Good luck with all that scripting, I hope you don't run into too many frustrating moments wrestling with the gamebryo engine. :hehe:

Of course I will! ;)

ooo, bluntfang just gaev me an idea, why not have Blunt weapons damage fatigue and health? less health when their fatigue is high, like split it in half, if thats possible. it would b realllly cool if you could make it so that when you hit a guy in light armor with blunt weapons it damages their health directly, but if its medium armor it will hurt their fatigue a little and most of it goes to the health, and heavy armor takes most of the damage to the fatigue and keeps some for the health :D that'd be awsome :D

I agree, it would be neat. However at this point I think that would simply be too taxing on the FPS. I'll keep the suggestion in mind though.

This is gonna be an awesome mod Fliggerty. I would like to know if it would be possible, when the PC has entered combat, to disable the inventory menu and maybe even the magic menu, so that one can only rely on the quick-keys during fights.

It certainly is possible now....and optional. :goodjob:

Anyway to keep hitting a target for more end while they are down to keep them down for a really long time? (Besides placing a burden spell on them or something). I want to really knock some one out. Maybe adding a "knock out" as a finishing blow for hand to hand that puts them down for a couple of hours game time or something rather than the piddly knock down we see right now.

I do intend to have "knock-out" and "knock-down" both as potential special attacks.
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Kaylee Campbell
 
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Post » Thu Dec 09, 2010 6:39 pm

Some more ideas for specials:
[indent]Blades
[indent]--Throat Slash: prevents opponent from calling for help, can not cast or drink potions and takes slow health damage. Can be healed with a restore health spell.



Anyone else see the contradiction there? :hubbahubba:

Really good ideas though on those specials.
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Cool Man Sam
 
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Post » Fri Dec 10, 2010 4:17 am

Anyone else see the contradiction there? :hubbahubba:

Really good ideas though on those specials.

Scrolls and enchanted items could still be used for that. :)
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Shiarra Curtis
 
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Post » Thu Dec 09, 2010 9:52 pm

This mod sounds great. I hope you do complete it, the combat in Morrowind has always been its worst aspect.

I wouldn't bother with new animations just get the basics complete then you can worry about the fluff.

As for mages I have always thought them completely useless in this game, I just dodge their spells and one shot them. A scripted spell to summon lots of weak minions to distract the PC would be cool.

Any way good luck with this. :)
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Zach Hunter
 
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Post » Thu Dec 09, 2010 5:39 pm

Scrolls and enchanted items could still be used for that. :)


Ha.. I'd been awake for over 24 hours at the time I posted that.... and as many times as I read it I saw potion instead of spell every time. :o
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Clea Jamerson
 
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Post » Fri Dec 10, 2010 1:29 am

I was thinking about this some more earlier while working on something in the editor, are you going to integrate the companion health bars in this? Also, I'm not sure if it's a conflict between NPC Enhanced and Pursuit Enhanced, but when I try to run two "combat enhancers" like that, I get a CTD after fighting for awhile. It's definitely mods conflicting because I'm patched up as can be.
LCV seems to hasten this process, will this be made compatible with that? Even though it crashed, I had some EPIC brawls thanks to that mod when testing it out, seeing how it rotates people into different cells, bar fights spilling into the streets with new people getting involved... it was pretty awesome. It'd be great to have that, but stable you know?

With your mod I'm envisioning recruiting a dozen people and placing them on a hill, then running into town, angering all the guards, and running back to my party where they take the initiative and start lobbing arrows at my pursuers as I draw near. :D This is possible with the mods out now of course, but like I said, it's unstable as all hell...

You should also find a way to merge your rage indicator for those of us who might want to stick with Combat Enhanced. Your idea of random specials sounds neat, but I'll probably disable it. I like having control over them.

Just more ideas as they come I guess.
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April
 
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Post » Fri Dec 10, 2010 6:17 am

I'm sorry if there is a new thread for this already. ^^" But I looked through all 30-something pages and didn't see a new one.

Any news on this Flig? :) I hear you have a few testers and it would be great to hear how its going. ^^
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Lisa
 
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Post » Fri Dec 10, 2010 1:14 am

This is coming along steadily. I've been focusing more on core functionality, stability, and speed right now. Features will come later.

A few thoughts I've had:

--This will use MGE's (optional as everything, and only if you use the MGE version) function that returns the current FPS to "throttle" many of the scripts when the game is running slow. I haven't yet implemented this, but I hope it will prove to be a wonderful way to improve game performance.

--There is going to be a third part of this that covers player spell casting. It will essentially be like Oblivion-Style Spellcasting, except it won't require MWE. The limitation is that it will function only with premade spells; in fact they will be handled entirely independent of the existing spell casting system (which will be left intact.) The benefit of course being that you will be able to cast them while wielding a weapon.

-Special attacks will be determined by which of the direction keys you press when you attack. There will be four possible for each weapon type. So the player will have complete power over which attacks are used at which time. Of course more difficult ones will still have a lower chance of success.


I will probably have a somewhat playable version of the NPC enhancement edition ready within the next week or two for testing. Again, it will only have the basic functionality like pursuit, guards attacking, companion improvements, etc...none of the fancy stuff. But I will be very interested in having a lot of baseline testing done on it in different situations on multiple systems before I expand too much upon it.
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Paula Ramos
 
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Post » Fri Dec 10, 2010 4:38 am

It'll certainly add a new twist on combat which is good. Morrowind's biggest fallback is it's awful combat after all.
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ZANEY82
 
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Post » Thu Dec 09, 2010 5:02 pm

In about three weeks I'll be going back to the US, where I'm gonna get the GPU on my laptop replaced so I can start playing again. Since I haven't played since October I was gonna wipe all of my saves and do a big mod overhaul, but if you need testers I'll be happy to do so, as I 1) will have a lot of mods for finding possible conflicts, and 2) won't care if your mod screws up my saves, since they're all getting the ax. What version of MWSE will this use?
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Jacob Phillips
 
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Post » Fri Dec 10, 2010 1:22 am

--There is going to be a third part of this that covers player spell casting. It will essentially be like Oblivion-Style Spellcasting, except it won't require MWE. The limitation is that it will function only with premade spells; in fact they will be handled entirely independent of the existing spell casting system (which will be left intact.) The benefit of course being that you will be able to cast them while wielding a weapon.

Looks like you've got all aspects of combat covered then! :D
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Fam Mughal
 
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Post » Fri Dec 10, 2010 6:07 am

Hello,

It seems that you're working on a great addition for Morrowind Fligg. :goodjob:
I will probably have a somewhat playable version of the NPC enhancement edition ready within the next week or two for testing. Again, it will only have the basic functionality like pursuit, guards attacking, companion improvements, etc...none of the fancy stuff. But I will be very interested in having a lot of baseline testing done on it in different situations on multiple systems before I expand too much upon it.

:twirl: :thumbsup:

Bjam
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Frank Firefly
 
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Post » Thu Dec 09, 2010 4:15 pm

Hi bjam, great to see you! :goodjob:

Does your presence mean that the list may be updated? ;)
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Romy Welsch
 
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Post » Fri Dec 10, 2010 2:56 am

--Bystanders:
No longer will an idle NPC walk in between you and your opponent, getting hit by an errant swing and giving you a bounty. When battle ensues, all NPCs in a given range will flee to a safe distance; unless they have a relatively high fight setting (but not high enough to make them attack on sight) or even a very low disposition, there is a small chance that they will join in the combat...against you.


yes, Yes, YES!!!!!!

Oh wait, I'm guessing the logic applies bothways then, what if it was the NPC who starts the fight?
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Roberto Gaeta
 
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Post » Fri Dec 10, 2010 6:24 am

Anyone else see the contradiction there? :hubbahubba:

Really good ideas though on those specials.

Haha. Well if you have a mage companion then you will have awesome moment'
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Anna Watts
 
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Post » Thu Dec 09, 2010 7:54 pm

How is this going?
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Ryan Lutz
 
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