#Solthas Combat Pack

1 messages · Page 1 of 1 (latest)

solemn estuary
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https://www.nexusmods.com/morrowind/mods/52221

For v1.19 - Just finished adding sound effects to 7-8 of the component mods, and removing nearly all message popups (by default). If you try it, let me know your thoughts! The sound effects only work in OMW 0.49+.

-- Recent work:

  • Minor rebalances to various component mods' timing and fatigue interactions... and the shaders? Are they better?
  • Sound effects, and removal of message popup spam. Are they good?

-- Short term future work:

  • Better perfect swing sound; don't set agility below 1.
  • Replace Jump Air Dash with a Double Long Jump, which will feel less physics breaky.
  • Charge jump to charge up over time?
  • Integrate more thorough stats tie ins with speed boosts, such as scaling your long jump or swim boost off of your various speedy stats, and scaling the fatigue cost off of your various endurancy stats.
  • Test a pulsating missing magicka shader, among other things.
  • Here's the big one: Unlock each component mod after hitting certain skill / whatever level milestones, and when you get there bring up a single tutorial popup explaining the new mechanic that was just introduced.
  • In Charge Attack Parry, make it so charging an attack with a shield on improves your defense value in some way.
  • Never reduce agility to zero?
  • Improve timed dir sfx.

-- Long term future work:

  • Migrate the stat changes to the spell API, so that instead of buffing every weapon skill I can just apply an attack spell effect or whatever.
  • Potentially include spell batting a la Storm Atronach's "Take That".
  • Add more UI elements if needed, such as icons that pop up based on which type of directional attack you trigger and how well you timed it, so that sneak step drain's bar isn't so lonely.
Nexus Mods :: Morrowind

Get all my combat mods in one place, pre-configured to work together seamlessly. Charge attacks. Timed directional attacks. Dodge 'rolls'. Etc. (Every component mod is individually toggle-able and con

hot bison
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reducing the strength of the missing magicka and fatigue shaders. Are they better?
Sorry I can't test right now! I just have to know if you made for a pulsation of the magicka effect, or a reduction in scale?

solemn estuary
hot bison
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I really think such a pulse effect would go very far toward eliminating the recurring newbie (non-faq-reader) questions on this server about the low-magicka shader effect, in particular.

solemn estuary
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the "additive gamma radial afterimages"

hot bison
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Gosh, I'm such a shader noob. 🤷‍♂️ I should think that anything to affect a clearly-dynamic visual effect would instantly debunk any notions of shader misconfiguration or errors.

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Beyond that, I wholly trust your wonderful sense of taste. 🙂

lethal fractal
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This may have been a question on the mod forum, but what would be involved in making a “true” parry effect for 2H weapons or 1H without shield? Like a roll against your block stat that triggers some sort of damage reduction and possibly animation.

fallow reef
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New sound effects are great, now I can turn off the text popups! I do think the perfect swing sound is too similar to the good swing one, in the heat of combat it's hard to differentiate the small pitch difference. Could just be me though, my ears aren't amazing anymore.

By the way, I would also like to propose that for weighty heavy attacks, you adjust the minimum agility to something like 1-5 instead of 0. 0 means getting knocked down from any hit at all, but even just 1 agility seems to reduce the chance of getting knocked down by a rat or scrib to only about half the time instead.

solemn estuary
fallow reef
lethal fractal
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That makes sense, I was thinking through a very simple (to me) idea of blocking having a fatigue cost but I couldn't find how you'd access the data when a block occurs. ditto for creating a new event like a parry during the attack roll. Basically you lose a little fatigue when you block and maybe the attacker gets a small stagger.

solemn estuary
solemn estuary
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Anyone got requests for which new features I should implement first now that modathon is about over?

hot bison
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Solthas Injuries would be cool, I bet. I have been enjoying Bodily Injuries (https://www.nexusmods.com/morrowind/mods/46405), but the only way to know if you are hurt is by watching the debuff icons or checking the stats menus -- way too much to be checking in combat. I like your use of shaders as indicators and would love to see what you do with an injury system if it would be your fancy. 🙇‍♂️

solemn estuary
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I'm personally less interested in adding elements that are essentially rng, as you cannot control which of your body parts is going to get hit.... But the inverse I have considered. Once the combat api is implemented and it's reasonably easy to set up... Make it so hitting specific body parts damages the npc's stats in specific ways. That could be a cool inclusion someday.

solemn estuary
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Basing fatigue cost of dodge roll on armor worn is a very cool idea (as implemented by fall children). IDK if I'd do it here, but I definitely want to fix up my fatigue costs.

unkempt oar
solemn estuary
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Noting:

  • Check the variable initialization on the dash mod to make sure it works when enabling the mod for pre-existing saves.
  • The staff draw sound effect is playing when you open inventory for some reason. Only the staff SFX.
  • Something's wrong with fatigue cost (and changing it in settings) for sneak attack buff.
shy sable
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Will this get updated to use the new combat api changes?

solemn estuary
solemn estuary
shy sable
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Yep, but at least there is something now.

solemn estuary
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oh yeah definitely

shy sable
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No clue how useful it is.

solemn estuary
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I would have killed to have some of these when I was first making the thing

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AttackInfo.hitPos can be used to do bodyparty specific debuffs based on where your attack hits for instance

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hit their legs and they lose speed or agility, their arms and they lose strength, etc.

proven lark
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or disarming would be cool

bold siren
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Has anyone encountered a bug where activating swim boost causes you to lose all fatigue immediately, stay stuck in place and die? I had to turn it off to stop accidentally dying in water. It used to work before I added some difficultt mods (HBFS, fair care, take cover) but dont see how any could cause that conflict

solemn estuary
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To do: Improvements to carry weight stumble challenge mod.

Center of mass simulation.
Based on your movement direction and 'speed' place desired com. Iteratively update true com position towards it. PI controller? Carry weight increases inertia on com position. If com too far then allow for stumble. If very far increase likelihood of stumble.

Include deadzone for ease of use. Scale with agility level. Scale com catch up speed with athletics level?

Should it be possible to overshoot?

unkempt oar
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BTW I know it's a thread about the combat pack but since you are the author of Blight Weather Pack... could you make creature spawns happen only in wilderness? I had multiple creatures spawn in Vivec and Balmora. This didn't make any sense and they even killed a few guards 36vehks. I think that it would be more immersive to restrict the spawns to wilderness areas (= areas where resting is legal). Also, I had the creatures spawn underwater as well. Don't think it should happen.

narrow bluff
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@solemn estuary I've been really enjoying playing with your combat pack as a thief -- Sneak Step Drain really makes stealth work a lot better! I was wondering if it would be possible to make the player's sneak skill drain if they're in an NPC/mobs line of sight? Right now it's a bit overpowered, you can stand still for a few seconds and then hit sneak right in front of somebody and you're invisible.

solemn estuary
solemn estuary
wet tendon
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Just want to say your air dash is awesome. I want to do a ground slide based off of it

solemn estuary
wind mesa
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@solemn estuary Have you ever played Mortal Online?

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I religiously played that game for a year or two and ong your combat pack reminds me of it a little

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only thing missing is in MO charging mainly only slows down strafing/backpedaling so PvP duels turn into this weird like hit and run jousting ordeal

solemn estuary
wind mesa
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because in MO that was a genuine skill thing, being able to hit and run while you can only move full speed forward, it meant you had to have a good sense of direction and predict where your opponent would be when you turned the camera back

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Might be worth watching some vids of MO duels to see what it looked like

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One of the better ones I could find

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the issue is I feel like it would fall apart a little with how tight Morrowind dungeons/caves are

solemn estuary
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if anything I could add it as an option! Would you prefer it as a checkbox where you can turn off being slowed while moving forward and charging attacks? Or would you want it configurable where you could like anywhere between no slowdown and full slowdown?

wind mesa
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I imagine a checkbox would be slightly easier?