Jump to content

Recommended Posts

Posted

Okay, since testing is looking good, I'll go ahead and spell it out for the slower kids in the class: Using the existing code and just adding a few minor things to it (plus 4 more Alias Slots), I have it so that it basically will have every single bandit (valid enemy) take a turn with you and/or your follower.

 

The way it works is the target pulse goes out, I assign the first 6 valid actors to 6 alias slots.  Those slots aren't necessarily required, but it allows me to give them a DoNothing AI Package so they don't wander off.  The first two go through their turns like normal, either both using the player back to back, or one on the player and one on a follower, if applicable.  Once they finish, I assign a custom faction to them to signify they took a turn.

 

Then, I clear all of the alias slots, and I send out another pulse.  All valid actors still in range that didn't take a turn from before get put into the 6 alias slots again.  (So if 6 originally, now 4 are left).  The next two go through.

 

Rinse/Repeat as many times as necessary until all valid actors in range have received the faction signifying they had a turn.  One more pulse is sent out, and if no matches come back, THEN it goes to the binding stage like normal.  At that time, a final pulse with a large radius is sent out, removing that custom faction from all NPCs in range that have it.  This is so that all earlier NPCs can have another turn if you have the "Repeat" option turned on, or just hang around too long and they attack you again making you surrender.

 

And even if you have more than 6 targets nearby, the spillover will just Sandbox until the first two finish, and then they could get picked up in the second round of target selection.  Theoretically, this can handle an infinite number of targets, although at some point, the Calm effect may wear off (an hour of real time), so they would probably all go hostile at that point and you'd be starting ALL over.

Posted

No, this I can tell you for sure is not the case :P I am so sick of kill-moves because I've seen so many all the time without even wanting to see one, and I can tell you being in a kill-move actually makes you invulnerable.

What I was referring to with "[...] like the kill-move happens but you don't take damage? [...]" is when the kill-move is being used on -you-, not you -on- the enemy.

 

The reason the kill-move doesn't happen on every kill is not because of you'd be taking damage, but because it'd get very annoying after a very short while lol... but whaddayaknow -.- it gets boring just as quickly even with only one kill-move per fight, specially when the kill-move is an insta-kill and completely prevents you from actually being able to reach a low health threshold, in order to play with some of these mods like Submit, SD, Defeat, etc.

The original incarnation of Submit relied on modifying the Bleedout and Flee dialogs, which required you getting the target very low first.  Made sense, but the damn kill moves constantly took over when I was trying to test it, that I was forced to shield bash every target down it seemed.  Very annoying, as you can imagine.

 

That said, Dance of Death can also set the % chance of the player doing a kill move, so you can lower it way down if you want.  It's a useful mod all around.

 

I don't use many mods, but I do use that one, and recommend it if you want to adjust things about kill moves.

Posted

First off, HOORAY for more than 2 bandits being able to take turns!!! Now then...

 

 

No, this I can tell you for sure is not the case :P I am so sick of kill-moves because I've seen so many all the time without even wanting to see one, and I can tell you being in a kill-move actually makes you invulnerable.

What I was referring to with "[...] like the kill-move happens but you don't take damage? [...]" is when the kill-move is being used on -you-, not you -on- the enemy.

 

The reason the kill-move doesn't happen on every kill is not because of you'd be taking damage, but because it'd get very annoying after a very short while lol... but whaddayaknow -.- it gets boring just as quickly even with only one kill-move per fight, specially when the kill-move is an insta-kill and completely prevents you from actually being able to reach a low health threshold, in order to play with some of these mods like Submit, SD, Defeat, etc.

The original incarnation of Submit relied on modifying the Bleedout and Flee dialogs, which required you getting the target very low first.  Made sense, but the damn kill moves constantly took over when I was trying to test it, that I was forced to shield bash every target down it seemed.  Very annoying, as you can imagine.

 

That said, Dance of Death can also set the % chance of the player doing a kill move, so you can lower it way down if you want.  It's a useful mod all around.

 

I don't use many mods, but I do use that one, and recommend it if you want to adjust things about kill moves.

 

 

Dance of Death not only allows you to set a percent chance that a kill move will occur, but you can also restrict it to the last enemy (in fact, that's the default setting). I can't imagine seeing too many kill moves unless you've set the chance real high and disabled 'last enemy', at which point it would start to get a bit silly I think.

Posted

Okay, since testing is looking good, I'll go ahead and spell it out for the slower kids in the class: Using the existing code and just adding a few minor things to it (plus 4 more Alias Slots), I have it so that it basically will have every single bandit (valid enemy) take a turn with you and/or your follower.

 

The way it works is the target pulse goes out, I assign the first 6 valid actors to 6 alias slots.  Those slots aren't necessarily required, but it allows me to give them a DoNothing AI Package so they don't wander off.  The first two go through their turns like normal, either both using the player back to back, or one on the player and one on a follower, if applicable.  Once they finish, I assign a custom faction to them to signify they took a turn.

 

Then, I clear all of the alias slots, and I send out another pulse.  All valid actors still in range that didn't take a turn from before get put into the 6 alias slots again.  (So if 6 originally, now 4 are left).  The next two go through.

 

Rinse/Repeat as many times as necessary until all valid actors in range have received the faction signifying they had a turn.  One more pulse is sent out, and if no matches come back, THEN it goes to the binding stage like normal.  At that time, a final pulse with a large radius is sent out, removing that custom faction from all NPCs in range that have it.  This is so that all earlier NPCs can have another turn if you have the "Repeat" option turned on, or just hang around too long and they attack you again making you surrender.

 

And even if you have more than 6 targets nearby, the spillover will just Sandbox until the first two finish, and then they could get picked up in the second round of target selection.  Theoretically, this can handle an infinite number of targets, although at some point, the Calm effect may wear off (an hour of real time), so they would probably all go hostile at that point and you'd be starting ALL over.

 

wow that is super cool way to handle it. At this point I really can think of nothing left to even ask for or about Submit. This was pretty much the last thing on my wish list.

 

Now I will just wait till you get this update done and just install that one, instead of installing the most recent and then changing again when you get this done.

 

Great job, really can't say that enough.

 

 

Posted

First off, HOORAY for more than 2 bandits being able to take turns!!! Now then...

 

 

Dance of Death not only allows you to set a percent chance that a kill move will occur, but you can also restrict it to the last enemy (in fact, that's the default setting). I can't imagine seeing too many kill moves unless you've set the chance real high and disabled 'last enemy', at which point it would start to get a bit silly I think.

I also like it because I can restrict them to 3rd person view.  I don't like 1st person, and getting sucked into 1st person for a killmove is very jarring.

 

(Vice versa for those that like to play 1st and get sucked into 3rd person)

Posted

 

First off, HOORAY for more than 2 bandits being able to take turns!!! Now then...

 

 

Dance of Death not only allows you to set a percent chance that a kill move will occur, but you can also restrict it to the last enemy (in fact, that's the default setting). I can't imagine seeing too many kill moves unless you've set the chance real high and disabled 'last enemy', at which point it would start to get a bit silly I think.

I also like it because I can restrict them to 3rd person view.  I don't like 1st person, and getting sucked into 1st person for a killmove is very jarring.

 

(Vice versa for those that like to play 1st and get sucked into 3rd person)

 

 

I always preferred them in 3rd person as well, even though I tend to play in 1st person.. I preferred getting sucked out of 1st person for the kill moves, then return afterwards. It was swell.

 

Now I use Immersive First Person though, and doing kill moves in that view is bruuutal. I like it very much thank you.

Posted

I play in 3rd person except when I am looting stuff or using archery. Then I use first person cause it is just easier then.

Same.  I'll swap to it for fine targeting as needed, but that's about it.

 

Even though I've played the ES series since as far back as Arena, Daggerbug, err, Daggerfall, and Battlespire, which were all 1st person only, I've just always liked 3rd person better.

Posted

 

I play in 3rd person except when I am looting stuff or using archery. Then I use first person cause it is just easier then.

Same.  I'll swap to it for fine targeting as needed, but that's about it.

 

Even though I've played the ES series since as far back as Arena, Daggerbug, err, Daggerfall, and Battlespire, which were all 1st person only, I've just always liked 3rd person better.

 

 

Yeah totally agree, I put all that work into making my character look cool, so i want to see my character most of the time.

Posted

Really interested in seeing how your new turn system works, because it sounds like it'd make your mod pretty much the definitive one to have for SexLab. Super excited.

 

I have one tiny question though: how does it work for animations with more than two participants? Like, for instance, if you surrender to a group of Falmer, which has larger group animations built into SexLab.

Posted

Really interested in seeing how your new turn system works, because it sounds like it'd make your mod pretty much the definitive one to have for SexLab. Super excited.

 

I have one tiny question though: how does it work for animations with more than two participants? Like, for instance, if you surrender to a group of Falmer, which has larger group animations built into SexLab.

While I am aware that Falmer and Draugr have the 2, 3, 4, 5 way animations, I am not going to really check for that.  Everything will be 2-ways.

 

I'd have to make special checks to ensure slot 1, 2, 3, 4 were ALL Falmer or ALL draugr, and nothing else, or else the animation would wind up borked with one or more actors standing there all silly looking.

 

Pretty much sounds like a big headache to dedicate all of that for 2 races when it isn't supported for the others.

 

2-way works for every supported race, and I don't have to worry about complaints about random pair up issues with invalid races getting lumped in with falmer/draugr groups.

 

After all, I completely disabled the 3-way animations for regular NPCs, so seems kind of silly to do that and then waste time and effort trying to make sure a group of blind hunchback elves or zombie husks can pile on at once. :P

Posted

meh. It's hard enough to get 2 to line up, let alone 3 or more. Count me as one of your convinced users.

 

edit: you know, I don't think I've been as obsessive about watching a thread for a release since gconf.

Posted

Yeah I hate even having 3-ways with NPCs because once the animation starts, everybody is completely out of whack and instead of enjoying it, I'm madly trying to get everyone to line up, only for the next animation to start and is completely out of whack in a wholly different way than was the first. And so on until everything ends. I guess if I did lots of 3-ways I'd eventually have it lined up correctly, but the animations that exist aren't even that great to begin with, so meh. :P

Posted

Think I found out my issue regarding why the Calm effect was being prematurely ended.  There is a catchall script tied to it, so that if anyone that has it on gets attacked, then it sends out a radius pulse to remove the Calm effect from every other NPC in range.

 

In other words, once you pacify the bandit camp by throwing your ass in the air for them to slap a few times, you can't go around killing them all while they ignore you.

 

But I think sometimes one of them doesn't move out of the way after they finish, and the next one hits the player but accidentally hits their bandit buddy, which triggers the OnHit() effect, aborting the Calm on everyone.  As that looks like the issue, I'm going to try to make sure it only happens if it's the PLAYER that does the hitting, and failing that, I'll just have to do something else besides the wild punching.

 

Edit:

If (PlayerRef.IsWeaponDrawn() && PlayerRef.IsInCombat())

Should take care of that.  Player can't be the one responsible if they don't have their weapons drawn. :P

Posted

Mainly trying to keep them from getting huffy if their BUDDY is the one that hits them with a glancing shot because the first one didn't back away.  Which, it did prevent the overall pulse from making them ALL go hostile.  But the one struck is still getting the red dot, which is messing up the group scene as he tries to re-attack.

 

Guess I'll have to do something besides the punching (Well, other than the very first one, of course) One of the main reasons I had the second round of punching is to give the Framework time to release the actors from the previous thread after the changes made in 1.31.

 

I'll have to see what else I can come up with.

 

Edit: Lol, there's a paired Hug animation, would sort of work, sweaty bandit rubbing himself up against you, then pushing you back down to have a turn. :P

Posted

Mainly trying to keep them from getting huffy if their BUDDY is the one that hits them with a glancing shot because the first one didn't back away.  Which, it did prevent the overall pulse from making them ALL go hostile.  But the one struck is still getting the red dot, which is messing up the group scene as he tries to re-attack.

 

Guess I'll have to do something besides the punching (Well, other than the very first one, of course) One of the main reasons I had the second round of punching is to give the Framework time to release the actors from the previous thread after the changes made in 1.31.

 

I'll have to see what else I can come up with.

 

Just tossing out idea's here. Maybe have them all approach and do the undress animation while the character falls down into the bleed out animation. That should give things enough time to start, then the first one starts and the rest stand around and wait their turn. Perhaps not ideal to have them all strip early but it gives some needed time and avoids the accidental hits causing one to reagro.

 

Or have the other ones than the first approach and do cheering animations to celebrate taking a hottie alive to have their fun with.

Posted

Just tossing out idea's here. Maybe have them all approach and do the undress animation while the character falls down into the bleed out animation. That should give things enough time to start, then the first one starts and the rest stand around and wait their turn. Perhaps not ideal to have them all strip early but it gives some needed time and avoids the accidental hits causing one to reagro.

 

Or have the other ones than the first approach and do cheering animations to celebrate taking a hottie alive to have their fun with.

It's the next one in line that needs to have a delay to wait on the previous to be freed up.  I'm thinking of doing the creepy hug / push thing from the previous post. :P

Posted

The creepy hug thing does sound hilarious, but I have a thought: I think Ashal significantly shortened the time SexLab needed to release the actors in a recent update, didn't he? I remember that issue made Defeat's turn system break as well, but when he shortened the time in a subsequent update it started working fine again.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...