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Balor NG
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Reged: 07/28/02
Posts: 245
Loc: Russia
Attention: Morrowind (Combat, etc) Enchanced.
      #2923556 - 08/13/04 05:56 AM

Based on the search I did on the forums, this mod set seem to overlooked for some reason. (It may be not, but I've been out of modding for some time, so sorry if so).
Here is the homepage:
http://www.freewebs.com/aerelorn/
In brief, this mod's most unique specs - configurable buttons for trance (time slowing), rage, blocking, great combos, NPC dismemberment (w/o having a to attach a script to each and every NPC), area attacks, modifiable weapon speeds, editable journal and many more - are based on outside utility named Morrowind Enchanced, that works using pretty much principles as FPS optimizer (digging in Morrowind process).
However, most of the great features in this mod are hard-coded in the MWE app (sounds like CS, isn't it? ), and the maker (aerelorn) is reluctant to make the mod more general in terms of application, mostly, as I understand, by lack of modders attention to that subject - everyone likes combos, but very few actually care how it is done.
I've posted some ideas on the forum of the mod:
http://aerelorn.1.forumer.com/index.php?s=556a1d5644252c2889b2dd71a84eea79&showtopic=211
Adding and configuring new combos..., With .ini file.

As understand from browsing your code, Aerelorn, the detection the attack types (slash, stab, etc) used in combos, is hardcoded in your exe file.
However, why not move the the combo moves (for each combo) to separate .ini file (with realatively easy formatting), so people can setup their own combos? (As you do not seem to want to go Open Source for some reason).
I do not think it will be very hard, code-wise. (At least from my, admitedly, rather limited coding experience).
Also, is it possible to detect not just attack types, but direction of them? (As I understand, you get information from keys being pressed, not animation being played?)
I study a bit of RL swordfencing, and would like more realism into it, so can I make combos like:
Diagonal left-downward chop, (across chest) then slash to the right (across stomach), then up-left chop (again across chest) and then slash to the right - at neck, behead. (Viable only with saber tho... oh heck, it's unnecesary details).
I understand that number of combos would be limited "code"-wise, but it could be fixed by moving combos from weapons I do not want (like, I want to make a form-based, sword-only Wheel of Time themed Blademaster Mod).
I've already made a mod that adds One Power, now adding real combat system would be VERY cool.
I'm sure that a slew of modders that are greedely sizing your mod up for tearing apart and using it in their own project would LOVE that .

http://aerelorn.1.forumer.com/index.php?s=556a1d5644252c2889b2dd71a84eea79&showtopic=212
And yet an other idea. about configureable buttons, Using MWE as tool for hotkeys assignment.

Well, everyone who code in MOR knows how damn hard is to add custom powers to Morrowind - usually, it required usage of "scripted" spells, combinations of sneak, jump or something. It is, thankfully, fixed with MWE.
An idea, then - how about making a simple (since you already done it before, aerelorn) app that would allow modders to assign variable keys to "preset" globals?
Like your MWE_vars ones, e.g.: MWE_hotkey1..., so on, and in the app there would be, like, 10-20 configurable buttons, just entitled *hotkey 1, bla* for modders to use?
It would be simply invaluable for ALL the modders that want more from CS scripting engine that is, mildly speaking, rather limited.
Especially for people who try and make TCs, with chars possessing custom powers, that could GREATLY benefited with being called by just a keystroke.
_____________________
So, every modder (or player) who would like to use this feature and would like it to be widespread, should register and politely ask aerelorn to not behave like Bethsoft programmers of CS scripting engine , and add more functions to the mod that would benefit other modders too (and perhaps write a small helpfile on it...).
Just imagine what could be done, if this mod would become widespread! It's of special use to TCs - they would benefit from it just immensely (just adding custom powers to buttons, not some items or spells would GREATLY boost gameplay).

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NG Balor. One of a kind

Edited by Balor NG (08/13/04 05:16 PM)

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Limorkil
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Reged: 08/28/02
Posts: 388
Loc: Atlanta, Georgia, USA
Re: Attention: Morrowind (Combat, etc) Enchanced. [Re: Balor NG]
      #2924880 - 08/13/04 01:50 PM

I think Morrowind Enhanced is great, and I wondered why it wasn't been used by more modders. I assumed Aerelorn wasn't done with it, seeing as a new version comes out ever few weeks. If that is true, then I would rather Aerelorn spent time working on improving ME and the various mods rather than devote time - for now at least - on making ME more accessible to all.

I work with a bunch of developers and I used to push them to give our clients more flexibility and access than they would like. Over time I realized that the extra stuff was causing them to spend a lot more time supporting the product, which made developing new core components take much longer. Now I don't ask.

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Level: 18
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Factions: Temple(8), Telvanni(6), Mages(8), Morag Tong(7)
Current loc/activity: Stuck in Sadrith Mora for the moment while Limorkil's obsession with Leifang runs its course
Updated: 8/9/04

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Balor NG
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Reged: 07/28/02
Posts: 245
Loc: Russia
Re: Attention: Morrowind (Combat, etc) Enchanced. [Re: Limorkil]
      #2925278 - 08/13/04 03:29 PM

The question is, that he does not against making avalable to all, he just think that few actually care about it being 'free for all'.
So, I guess, if enough people will ask him about it, he'll do it. At least, based on what he said.
And for concentration on MWE... well, as I think, the additions I proposed are not 'that' hard to implement (my IMHO).
And I'm not talking about that he HAVE to drop everything and make mod more 'modder-friendly'. Just a mention that it would be eventially done would be great.
Because 'eventially' is much better then 'never'.

--------------------
NG Balor. One of a kind

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ManaUser
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Reged: 05/31/00
Posts: 6115
Loc: Long Beach, CA, USA
Re: Attention: Morrowind (Combat, etc) Enchanced. [Re: Balor NG]
      #2925342 - 08/13/04 03:50 PM

Why don't you post your ideas here so we don't all have to sign up for Aerelorn's board to read them.

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Balor NG
Adept

Reged: 07/28/02
Posts: 245
Loc: Russia
Re: Attention: Morrowind (Combat, etc) Enchanced. [Re: ManaUser]
      #2925582 - 08/13/04 04:55 PM

Doh! Damn me for forgetting that that forums require registration for even viewing.
Edited my first post accordingly.

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NG Balor. One of a kind

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ManaUser
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Reged: 05/31/00
Posts: 6115
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Re: Attention: Morrowind (Combat, etc) Enchanced. [Re: Balor NG]
      #2926190 - 08/13/04 08:09 PM

Ah, okay. I'm a little hazy on the details of the combo idea but adding some more keys would be great. IMHO the ideal way to do that would be for the program to parse all the esp files (or possibly ones loaded in Morowind.ini or files with some sort of indicator in their file name) for variables starting with a certain sequence of letters (eg KE_) and turn each of them into a configureable key. What you said would still be most welcome but assumeing it became as popular as I think it would, mods would have to fight over MWE_hotkey1, 2 and so on.

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Balor NG
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Reged: 07/28/02
Posts: 245
Loc: Russia
Re: Attention: Morrowind (Combat, etc) Enchanced. [Re: ManaUser]
      #2927405 - 08/14/04 02:09 AM

Well, I did mention that it would be of most use to TCs. However, since mods that require such hotkeys are, while grand in scale, moderately rare, devs of them arranging an agreement is not so a big deal.
Btw, if you really think that's good, take a minute to register and post reply in aerelorn forums
Your oppinion may be the one to change his .

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NG Balor. One of a kind

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