I sincerely hope that this project, the culmination of years of the greatest scripting minds (such as Cortex, Aerelorn, DinkumThinkum, Horatio, Yacoby, etc) theorizing and trying things out, with a small bit of collaborating and tweaking by myself, will be that "essential mod."
My goal here is to entirely revitalize combat in Morrowind.
Better Battles will be presented in two parts: NPC combat and PC combat.
Better Battles: NPC Combat Behavior
Beginning with Horatio's dream of improving combat AI to the point of realistic and challenging combat that evolves with the current situation, I began to expound upon NPCs Enhanced. There are a number of other mods that improve the behavior of NPCs in various combat situations that I felt could be merged together. Pursuit Enhanced brings an essential combat behavior to the game, entirely changing my fighting methods; I found that I had to better prepare for every possible encounter. Protective Guards brought a touch of reality to the nature of law enforcement, and Fliggerty's Fleeing Fetchers got those annoying bystanders out of the way; I also found that it adds to the atmosphere of cities by making it so that a fight to the death in the streets was actually noticed and caused a commotion. And the Companion Initiative project helped give your friends a brain, they were able to be proactive instead of entirely reactive.
So I set about to combine those five mods into one single optimized project. Then I began to realize what I had embarked upon.
I managed to create a system that will sort and categorize every NPC you encounter based upon their potential for fighting you. They are all flagged as either a companion, an opponent, a bystander, or a guard. And what's more, they can be easily moved from one category to another if the situation changes. Depending upon what category they are placed into, their behavior is then monitored and controlled, implementing the features of the above-mentioned mods.
--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.
--Guards:
I always was dismayed by the fact that a guard will help you fight a scrib, but not a smuggler. Any guard, whether vanilla or mod added (within certain limitations, the only way I can tell if an NPC is a guard is by reading the name and ID, so there may be a few that slip between the cracks, although I have taken into account the guard names from mods such as MCA) will help you in your fight when you are attacked. Essentially they will treat any NPC like they do you; if you hit someone unprovoked they will immediately attack or arrest you. So now the will do that to any NPC that hits you (well, except for the arrest part...I've never before given that possibility any thought.)
As with opponents (as I will describe momentarily) the combat behavior of guards is enhanced. They act a bit "smarter," using the appropriate method of attack and weapon type in each situation. They will make better use of spells and potions. Overall, guards will be a valuable asset, or an incredibly formidable opponent.
--Companions:
The primary addition to companions is the ability to act upon a hostile NPC before the player gets hit. When an enemy targets the player, your companions will be able to move to attack first. Their combat will also be enhanced, giving them the same benefits of the guards and opponents. This will work for any NPC in follow or escort AI mode, regardless of what companion script they may have attached (unless it somehow interferes, though the commonly used ones do not.)
--Opponents:
This is where things get really interesting. Each NPC that has been sorted as an opponent will also be further categorized as either a melee, stealth, or magic fighter. Based upon this decision, they may be randomly given weapons, potions, and spells that will help to define their combat method. No longer will every combatant cast spells until all magicka is gone, use every ranged weapon in inventory, then rush in with a melee weapon. A mage may step back and cast a variety of spells, taking restore magicka potions when running low. A stealth fighter might cast chameleon, and try to sneak up on you to hit you with a viper blade, then fall back a ways and start throwing darts. A melee fighter might alternate between hitting you with an axe, and moving back to pepper you with a few arrows.
No longer will they get stuck on obstacles. If a rock is in the way, they just might jump over it, then continue a charge. If their health is faltering, they might flee to a safe distance and drink a few restore health potions then rejoin combat. If you try to duck out of the cave to escape your demise, you just may be followed into the wilderness. Unless you lock it and they don't know how to pick it.
These are all features of existing mods. I have a lot more to add, and as a result of another thread in which we dreamed and brainstormed, I have a lot of stuff to think about adding.
This is still very much in the planning/testing/experimenting stage.
Some things I will definitely add:
--Random potion quaffing: any NPC may randomly drink any potion in their inventory, primarily done in desperation when they have no health potions. Combined with some way to give potions to NPCs, this could be a way to finally use alchemy as an offensive weapon.
--Recognizing and countering the player's spell casting. If the player mainly uses spells, and the NPC knows a silence spell, they will use it. If they know a dispel spell, they may cast it on the player while levitating, shielded, or to get rid of a summons.
--Surrendering. Under certain conditions an NPC may surrender rather than be killed, or even offer a truce. There may be options such as enslaving, capturing them to receive a bounty, mugging, etc. This is an idea that will need to be further developed.
--Casting scripted spells. So far using scripted spell effects has only been the domain of the player. NPCs will be able to cast new and unique spells such as custom summons. Anything that can be scripted can be made into a spell.
--Disarming the player.
--Using a better variety of spells such as blinding or burdening the player.
Then the category of ideas that I want to further explore:
--Making an opponent levitate during combat.
--Sidestepping projectiles.
--Looting corpses during combat.
--Change position during ranged combat if they are not succeeding in hitting the player.
--Alerting other potential enemies when combat has ensued. (A variation on this I've been thinking of is the ability to have guards "call for backup." When a battle is too tough for the guards, other guards may "recall" to the position and join the battle.)
--Helping other NPCs during combat; doing such things as healing each other and working with group dynamics like flanking or mixing combat styles.
--Taking player's elemental resistances into account when choosing which spells to cast.
--Preparing for combat with "buffs" such as shielding and fortifications.
And I am certainly still open to suggestions.
Better Battles: PC Combat
This portion of this project began with a simple idea that I wanted to explore: using MGE's key pressing functions to randomize the type of attack (chop, slash, or thrust) used when you click the mouse button. I was incredibly pleased when I saw how well it worked, and began to gradually expand the idea until it became what it is.
The goal here is to change the focus of combat; rather than only paying attention to which type of attack you should use to do the most damage I want to trust that the weapon will work and pay more attention to things like blocking. So the attack type is now randomly determined for you. I understand that this may cause less damage to be done since it isn't always using the best attack (unless you've got that turned on which defeats the whole purpose here,) but there will be greater advantages offered.
Blocking will be controlled by the player as it is in Blocking Enhanced. Essentially it works by draining the blocking skill to 0, and then immensely fortifying it when a key is pressed. This actually has the effect of making the PC put up the shield on demand when the block key is pressed. It works incredibly well.
The primary feature though is what I am calling "combat momentum." As you fight, when you get into the battle and have made so many successful hits on your enemy, you will have the ability to perform a special attack. This is different from Combat Enhanced since that uses combos; obviously since you won't have control of the attack type combos aren't possible here. But like with CE, the type of special attack you do is based upon your weapon. The likelihood of doing a special attack is based upon many factors such as luck, skill with the weapon, that skill's governing attribute, a race bonus (such as a Nord using an axe,) and a random element. When you are fighting there will be a momentum meter displaying on the HUD. When it is full, if you press the special attack key it will be attempted. If you fail, the meter will empty and you have to build up your momentum again.
Some of the special attacks are:
--Slit wrists: opponent can longer hold a weapon and takes slow health damage. Can be healed with a restore health spell.
--Armor breaker: opponent's equipped cuirass is broken.
--Blade breaker: opponent's equipped weapon is broken (won't work on an axe, hammer, or mace.)
--Disarm: opponent's equipped weapon is pulled from their hands and thrown to the floor. If PC is using hand-to-hand they may be able to take it.
--Knock down: opponent is knocked to ground momentarily.
--Knock out: opponent is knocked to ground and remains for a few moments.
There are also some fatal special attacks that will be more difficult to pull off:
--Behead: opponent's head is fatally cut off.
--Skull crusher: opponent's head is fatally struck, less likely to succeed if they are wearing a helm.
--Impale: a spear is thrust into the opponent's abdomen.
--Stab: blade is thrust into opponent's chest (if they aren't wearing a cuirass,) the blade is stuck until PC retrieves it from the corpse.
--Head/Heart shot: a one shot kill with a marksman weapon (this uses entirely different mechanics involving concentration rather than momentum.)
There will also be a few other features. I have used MGE shaders to replace the red hit fader with various levels of blur depending on the amount of damage taken. I am also incorporating my Improved Hand-To-Hand so that hand-to-hand combat will do health damage rather than fatigue damage.
It is even possible to somewhat enhance the animations at some future point (assuming that they are ever made.) This is an example of what I mean:
http://www.fliggerty.com/tempfiles/combat.wmv
When recording that, I only pressed the mouse button, nothing else.
These two portions will come together to work together. I believe that the NPC improvements will make the game much more challenging, but the PC portion may balance that a bit depending upon the player. It will really require a more active role in combat than currently exists now.
Every feature in both of these will be able to be turned off. If you don't want NPCs to drink potions, they won't. If you don't want to the MGE hit faders, you can turn them off. I have designed with the objective of complete customization in mind.
So whaddya think? Any suggestions or comments?