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
that'd be awsome
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.