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SpookyFX.com

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  1. Duke Patrick's Archery - Heavy - Light Weapons - H2H - Combat Magic

    Duke Patrick's Archery - Heavy - Light Weapons - H2H - Combat Magic
    SKSE  required. Keyboard and mouse required. English install required for some features such as arrow type accuracy bonuses. DawnGuard DLC is needed ONLY if you want the crossbows. 60 or more frame rate required, 100 recommended, the more FR the better.  
    Test Video : http://youtu.be/ZqYlTuptbxE
     
    Dragon Fight "lets play" using the mod:  https://www.youtube....h?v=ZohpS3QhnHw  
    See "Iriodus's Stream" on Wednesdays for lets play using my combat mod: https://www.twitch.tv/iriodus
     

    This mod and all it's features is a merged port of my Oblivion mods. It is intended to act as a combat simulator (as much as I can mod Skyrim to be anyway) based on my 30 years of western medieval heavy weapons (SCA tournament) fighting. I was King twice and hold the rank of Duke and Knight in the SCA.

    see here:https://web.archive.org/web/20120618193610/http://www.spookyfx.com/book/tromp.html

    Some of my original Oblivion combat features will not be possible in Skyrim unless SKSE can someday allow it. 

    I will avoid game-ish features and contrived game balance mechanics when I possibly can. Please do not ask me to include such features. And the PACE of the combat will possibly be slower than you are use to in games. But it will also be brutal and you will actually feel the weight in your attacks and blocks!


    My game design philosophy is to (when possible) allow the player to try whatever they want to INSTEAD of telling the player "you cannot do that until you are such and such skill level". You may find that you will not do well at what you are trying to do until you are such and such level, but you can still TRY to do it. You may even find creative ways to bypass the skill or attribute limitations using tactics or magic buffs! So before you set your player preferences to EASIER levels (such as reducing the stamina cost to perform actions) try overcoming limitations with your other resources or clever techniques! Or even just earn it by raising your stamina and health the hard way before trying to utilize the advanced features.


    Real life SCA combat is wonderfully brutal, fascinatingly tactical and unbelievably FUN even when you lose the fight. There is no reason PC game combat cannot be the same way if it is designed to do so properly.
     
     
    ATTENTION!
    I am no longer updating this mod nor responding to inquiries about this mod. I might move on to Skyrim64 once SKSE 64 is up to speed. The reason is a combination of being a little disillusioned with Bethesda these days and burned out after working on this same Skyrim mod for 6 years, 20 hours a week.
     
     

    Below is only a brief list of the mod's features, refer to the ReadMe files for full details.
    (My features work the same for all actors and the player except one were noted below.)



    Configuration File
    Some players may need to more slowly adjust to the new deadly and brutal realism of the combat. This mod includes a MCM (configuration) menu.  Most of the features can be adjusted or turned off if you prefer to "ease" your way up to this whole new level of fighting. You will need either SkyUI or another such mod to use the MCM. 
     
     
          Newest Features   -> Combat Opportunities! Notifications will tell you when and what, properly act on them fast to get Perk like results without perks!    -> Grip change weapons (GREAT for bastard swords).   -> Duke Patrick Combat Achievements.   -> Combat Magic! Spells that require you to utilize Range, Geometry and Timing!   -> Parkour Wall Jumps! Now you "climb up" walls and other obstacles that are taller than a few feet.   -> Falling from high places will now force actors to stumble or crash face first into the dirt when they land on the ground!   -> Poisoned weapons do not take effect if their attack is blocked. However Poison will last longer on the weapons now.    -> Actors become more aggressive when your back is turned to them!   -> Throw ANY weapon at your opponents!  ANY melee weapon from ANY mod! Spears are especially fun to throw.   -> Manual crossbow loading! No more auto load, crossbows only nock a bolt when you want them to. I discovered a very simple way to do this.   -> Archery practice on the pells will raise skill. A follower can throw bottles up into the air for you to do some advanced level target practice!   -> FEINT "crafting" and "tempering". Now working a pell (hitting a practice dummy) will start a crafting system for the player to discover and improve their feints (trick shots).   -> H2H Skill And Mechanics:  A new H2H skill that is advanced when you fight H2H. Kick Animations.  H2H blocking that will stop damage from kicks and punching and if your time blocking is good you can deflect light weapon attacks. H2H skill now effects how much damage you do with H2H kicks and punch. H2H perks that branch off of the light armor skill tree. However you will need H2H skill to advanced up this branch. Aikido like grapple throws. This Grapple Throw will cause a little damage depending on the size of the actor and force them to drop any weapon they have in their hands.   -> Comprehensive Light weapons mechanics and perks including blocking while in the middle of an attack, bonus to hitting gaps in armor as well as much faster combat than heavy weapons.   -> Depending on skill, stamina, distance and other factors it is possible for any attack to hit the gaps in armor thus ignoring it.   -> Locational Armor is 3x protection against tooth, claw and H2H attacks and 2x the protection against arrows.   -> If a dragon is killed while flying they will crash immediately tumbling from the sky rather then play the long death sequence.   -> Dragon's scales will protect them from arrows and melee unless you hit their soft underbelly or the gaps in their scale armor.   -> Long Jumps! You will travel much farther forward now when you sprint and then jump!   -> Silver poison shader effect and now silver weapons and silver arrows work for all actors not just the player.
     
     
     
     
     
    New-   C O M B A T    M A G I C
    Combat Magic is still combat. The Combat Practitioner must understand the same fundamental truths of range, geometry and timing that are at the core of all martial arts. 
    If you do not want this in your game you may turn it completely off at any time in the mod configuration file.
     
     
     
     
    Florentine Style (two weapon) Blocking
    You can set what key you want to to use in the INI file. Default is the mouse 4th button.




    Esoteric Combat Perks
    All the combat perks have been overhauled. Combat Perks for the most part are now "talents" that one might develop from years of doing something and not a necessarily a "skill" that you normally could be taught to do. Many of the old vanilla perks that really should not have been perks are now just natural to all actors such as the shield charge and running with a bow.





    Some Of The New Archery Features:

    Strength will be more important than marksman skill for RAW massive damage with arrows. If you are not strong enough to effectively draw a powerful bow you will not do as much damage as those that are. However marksmanship will prevent you from missing what you aim at. So you will hit your critical shots more often and not miss the target as often. If you have very poor marksmanship your arrows will not hit where you aim. Many of the archery perks depend on you hitting where you aim. If you do not then the perk will not take effect.

    Strength will also help you to draw bows a little faster. And there is a perk to account for esoteric mechanical skill to draw the bow a little faster.

    All actors can now RUN while drawing and shooting a bow. However your aim will be horribly affected unless your marksman skill is extremely high. Running is the worse movement. The moment after you fire a bow will add to your inaccuracy, each time you fire another shot too soon after the last one your aim gets progressively worse.

    Crouching (sneak mode) will double your aim effectiveness.

    Low stamina will be about the worse thing for your aim.

    When you are in 1st person and moving around while drawing your bow you will see "bow sway". Marksman skill will reduce the amount of visual bow sway you see in first person.

    You will now have Locational Hits with bows up to 60 feet (and locational armor counts just like the melee weapons). For technical reasons after 60 feet it is always considered to be a body shot.

    A arrow in the head of an actor with no helmet can be a kill in one shot as you draw back arrow all the way first. However you will find that hitting the head in combat may not be so easy unless your target in close range.
     
     
     
      Bow Draw Stamina Consumption
    Normal drawing of the bow now consumes stamina based on how strong the bow derived form the bows base damage.


    Dynamic Draw Time
    The time it takes to fully draw the bow is derived form the bows base damage.


    Bow Draw Dynamic Damage
    If the archer does not fully draw the bow they will not inflict full damage. As long as the archer fully draws back the bow they will do full damage based on their strength and the bows ability to store the potential energy no matter how much stamina is left with when the arrow is released.



    100% Recovery Of Working Arrows Or Broken Arrows

    I do not like seeing arrows stuck in dead opponents and yet when you activate them they have no arrows. It is now 100% arrow recovery but with a possibility of the arrows turning into objects called broken arrows.

    Thus if you see an arrow stuck in the targets body there will be one in their inventory. However that arrow may be broken.

    Calculations for this include:
    Stamina % Movement Body Size Attacking Falling Heavy (Ridged) Armor * So the more stamina % they had, the more exaggerated their movements, the bigger they are and the heaver their ridged armor means the more likely something extreme happen to break the arrow. Your arrow supply will now depend on how you play and the conditions of combat.

    * Armor is locational! Hit their unprotected leg instead of their closed face steel helm if you want to try to recover your arrow!




    Some Of The New Melee Features:
    Slower combat pacing and all attacks now consume stamina. The same factors for weapon speed are used to calculate for attack stamina consumption.

    Attack Force is calculated including factors such as actor size, health, actor's momentum and weapon size and balance. The more attack force that hits you the more stamina is consumed to block. If the Attack Force overwhelms the actor they will be staggered or knocked to the ground.

    Block skill will matter much more now to block. So although your shield and weapons can block a lot more damage you will not do so unless the actor has the skill to prevent stamina drain and you have the skill for timing and footwork. As a low skilled player and actor you will need to use large shields to make up for your lack of skill. The better you and your actor skills get the smaller the weapons that can be used to block.

    Swinging Balanced weapons like blades will use much less stamina than when your weapon actually hits a target. For technical reasons this feature only works on living targets not things like trees.

    Swinging without hitting a target with a Top Heavy weapon like a mace or axe will use much more stamina than when your weapon actually hits a target. For technical reasons this feature only works on living targets not things like trees.

    Combat stamina auto regeneration rate is now very low! However you can FAST REST by not attacking. If you block this fast rest is a little slower and if you move around it is still slower. The fastest "Fast Rest" is achieved by not attacking nor blocking nor moving!

    This means you need to use footwork and timing (timing attacks and timing blocks) to get your stamina back up to good levels. The higher your stamina % the faster the stamina rate runs. Good Stamina management will be necessary to keep up a higher rates of attacking.
     
    Actors play a drink animation when they use potions. This completely changes how you play combat! 
     
    Actors must have 25% or more Stamina or they will not be able to do a power attack nor a bash attack.
    Normal attacks cannot be done unless you have more than 10% stamina.
     
    IF YOUR STAMINA IS ZERO YOU WILL NOT BE ABLE TO FIGHT AND YOU WILL MOVE SLOWLY!




    Serious Injury Before Death
    Actors (with some exceptions) will stumble around and often fall to the ground crawling in pain if they make any effort to fight when they are at 15% health or less. So you will not have opponents standing tall holding their block or attacking with force when they are on the edge of life anymore. Attacks to the legs will in general not kill actors. Melee attacks can inflict this "injured state" quickly but actual death once the health is very low will take much longer in most cases. 




    Smash of the Titians
    Any actor can be bat around like a rag-doll if the other actor is much bigger and stronger. The weapon mass you block with and the weapon mass that is used to hit you are factors in this as well. So if you have a large male Orc use a war hammer to smash a small female elf blocking with her shortsword she is going to get knock around the room.

    But if that same Orc is slapped by a dragon that Orc is most likely going to fly across the battlefield.

    Factors include: Weapons mass (modified by blocking skill), Strength (size of actors + 25% health), Stamina of the attacker
    and Power Attack.

    This means weapon's no longer automatically stagger just because they are 2h war hammer or what ever. The stagger stats of all weapons is replaced with this new system.




    Duke Patrick's Realistic Feint System!
    Now you and the other actors can be tricked into opening your defense with true to life feinting mechanics that is part player skill and part actor skill!



    Timed Blocking
    Timed Blocking can reduce the amount of stamina you burn and any stagger you may receive when you block an attack. Your actor's Block skill determines the time window, so the more block skill they have the easier the time block will be for you and also the more effective the time block can be.

    The bigger the weapon/shield is that you use to block the more stamina you will burn when you first move the weapon/shield into your block position. Blocking an attack with smaller weapon/shield will burn more stamina if the other weapon is larger, but holding a smaller weapon up in anticipation of the block will burn much less stamina. This means that static blocking with a shield is a better idea than static blocking with a sword but timed blocking with a sword is better than with a shield.




    Dynamic Blocking Stamina Burn
    Giant or extremely hard hitting attacks will still hurt and kill you through your shield or weapon blocks, however blocking can now stop almost all the damage as long as your stamina is not drained. The end result of how much stamina is burned to block will be a combination of:

    How hard you are hit. (attacker's strength, power attack, stamina, weapon size, momentum etcetera ).
    Top heavy weapons used to attack get a bonus.
    How strong the defending actor is.
    How good the actor block skill is.
    How big the weapon/shield used to block with is (bigger reduces ensuing stamina drain).
    How big the weapon/shield moved for the block is (bigger burns more initial stamina).
    How well the player Time Blocks.
    Plus blocking perks that pertain to stamina burn. 





    Dynamic Shield Charge
    "Shield Charge" has been overhauled and given to all actors that can use a shield including the player at level 1.

    The success and power of the shield charge is no longer static (in vanilla Skyrim it was a pushactoraway effect at power of 10 no matter who did it or what you hit as long as it was not a giant or a dragon). Now it is calculated including the following factors:

    - Momentum
    - Strength
    - Angle of collsion
    - Shield charge PERK gives a bonus to momentum.

    Momentum factor will mean that this cannot be triggered until you have had a little run time first. Before the effect could triggered even if you only had 2 feet of "sprinting" before you hit the targets.

    And direction of the collision now is a consideration as before you could run into them while moving almost BACKWARDS and it would still work.




    Weapon and Shields Blocks Arrows
    Swords and other weapons by default can now deflect arrows IF the arrow hits the weapon with no perk needed!.
    This applies to the Player and only some actors as there is no working method to dynamically give actors Perks in this game.


    Shields Block Elemental Damage & Spit Attacks
    Actors can block almost all the damage of Fire and Frost and creature spit attacks IF they use a shield and only if they are facing the attack while blocking.


    Shields Feel More Realistic
    Shield and weapons block a LOT more damage now, you will now actually feel a difference when you allow a weapon to hit you or when you succeed with a block.




    Dynamic Damage and Momentum Bonus.
    Stamina now affects how much damage actors will do! Rotational movement and Liner Movement in the direction of the attack will increase the damage done. This can be devastating if on a mount, spinning around to hit a rear flank opponent or when used with the supernaturally fast shout sprint and your timing is very good!
     
    Numerous real time factors are combined to calc the damage on an attack. Some of the more important variables are:
    Stamina (effects almost E V E R Y T H I N G !) Strength Perks Quality of the weapon. Weapon Skill Level. Armor (can absorb up to 99% damage). Armor Gaps (ignores armor). Magic protection (reduces the vanilla, non scripted damage). Magic enhancement (increases the the vanilla, non scripted damage). Accuracy of the attacker (Important modifier for hitting the head, armor gaps etcetera.) On top of all that …
     
    Movement of the target and movement of the attacker combine (rotational, liner and angles of attack) to give you the following modifiers:
    Momentum (a significant damage modifier). What flank the attacker is on the target (around back can increase damage). What flank the target is on the attacker  (too far around to the left or right can reduce damage) Hit location (Leg = less "damage" and is very hard to kill the target, Head = Massive damage, instant death or other effects)  Too close  (less damage but more hits, see Wrap Shots in the read me doc. But shorter range attacks makes hitting the gaps much easier.) Too Far (less damage can be inflicted at the weapon's maximum contact range, this is called a "glancing" shot). See the read me docs for much more on this subject of Dynamic Damage.
     
    Weapon Damage shown in the inventory is only a small part of the damage the weapon can do.
    Note you can see additional weapons stats in the inventory by pressing your two weapon block button.
     
    Difficulty needs to be set to Adept (dead center) and then use the Configuration file to "ballance" to your taste. 
    As your smithing and weapon skill go up to high levels it will take noticeably less hits to kill and one hit kills will be more frequent.
     
    I am still making adjustments to how creatures can maul your flesh around your armor. Many creatures attacking you at one time should be able to rip you to shreds as they will find the gaps quickly as a group. But One bear for example should not be able to kill you as fast if you armor is really great.

     
     
     
    Locational Damage and Locational Armor
    A power shot to a head that is not protected by armor can be a fatal one shot! A blow that does enough damage to the legs can trip your opponent.

    Head shots give the most damage, the body does about half of the head and the legs/feet do the least amount of damage. However the locational damage multipliers are player configurable in the Configuration file.

    So fights could be fast and brutal or go on for a long time depending on how well they block and what armor they are wearing versus what weapons you are using and where you hit them!

    This mean weapon's no longer "critical hit" just because they are 2h blade or what ever. The critical damage stats of all weapons is replaced with this new system.



    Combat Endurance
    This kind of combat is so physically intensive that sometimes the victor is not the most skilled, she or he may only be in much better condition than the loser. You can literally defeat your opponent by outlasting them as long as you make no mistakes in your defense. This fact will make building your stamina base up to high levels just as important as your health and skill.



    Combat Endurance Movement Speed
    Actor's movement speed will be effected by their Endurance level. The lower the Endurance level the slower the movement speed. This will also act as another clue that your opponent is exhausted and it is time to use your weaker feints or any trick you have been saving in the fight for the best opportunity.



    Increased Backwards Speed Plus Trip And Fall Risk
    THIS IS NOT DONE WITH RANDOM DICE THROWS!
    The fall results from running into or onto objects (and dead bodies). This happen most often when an actors stamina is low.



    Logical Health Limits
    Now Mudcrabs (and all other small actors) do not take the same number of sword blows to kill as a troll just because you are playing a high level character. Actor health is limited by the size and strength of the actor. If an actor looks like it should die with 3 sword blows it will die with 3 sword blows (unless it is protected by magic means such as wards or spells or potions).



    NPC Can Fumble!
    NPC might hit each other by accident if they miss hitting you and they are crowding in and around you.




    Left Hand Weapon Attacks Are More Difficult To Defend Against!
    Forget all the movie and game nonsense you have heard about Florentine style (two weapons) the real reason fighters used this style when it was their choice to do so (not just out of necessity in the fog of battle) was because it can confuse and overwhelm the opponent adding effectiveness to the feints. When you or any actor attack with the left hand weapon this adds bonuses to your success to bypass their defense!



    Hand to hand now has a chance to block a melee weapon attack
    If you have the Block skill, you can do close in grapple blocks that can even stop a war hammer by impeding the limbs that swing the weapon instead of taking the force of the weapon from the weapon's head straight into your arm.


    Attack Blocks!
    If you attack with a normal or power attack while you have a melee weapon and while your opponents is attacking and you hit the weapon (aim at their arm) that is attacking you may be able to deflect their weapon attack depending on skill and stamina. This gives you an attack and block in one move.



    Actors Show Pain
    All actors react to getting hit hard! This is based on damage done not by a random dice throw! If the player or other actors are hit with only a little damage no pain reactions ("stagger") will trigger, but if hit with a lot of damage (20% of current health on each attack) actors will stagger.
    This means anything that reduces the power of the attack (such as armor, magic or actor low stamina ...and more) could prevent the pain reaction.




    Dynamic Weapon Speed and Less "Arcade" Like Weapons Speeds
    Weapon stats including speed and damage are now calculated using many factors including stamina, weapon weight, weapon balance, weapon length. Weapon speed can often slow way down when stamina is under %25. This is a big clue to the player that the other actor is in a depleted state of stamina. Weapon length has a dramatic effect on the speed so longer weapons will tend to move slower than shorter weapons. This dynamic attack speed feature will work on all weapons even from other mods.




    Combat Geometry
    Rear Flank attacks do extra damage and get bonuses to tripling and other critical hits.
    Low Blows (attacking under the block) can help get past shields and weapon blocks.
    Tighter more realistic angles of attack and defense. Now side stepping and circling can help to get your weapon past blocks and evade incoming attacks.


    Realistic Attack Range
    Melee combat range is set way down and now will play much more realistically and allow for more intuitive action. Each weapon's range is now directly set per the length of the 3d model of the weapon and not by the "guess work" of the weapon's artist. 



    No Auto Aim! (the attack magnetism)
    Attacks for all actors will miss more often making dodging a practical defense now.




    Ethereal Ghosts
    Bethesda changed ghosts so any weapon can kill them now. This had to be "fixed". Now when they are not attacking or blocking they will not be solid enough to hit. Magic and silver weapons do almost triple damage. So the end result will be that you will land blows a heck of a lot less, and using a silver/magic weapon is going to be very important to effectively “kill�� the ghost.


    Classic Vampires
    Vampires will burn up quickly in the sun, holy water staggers them, wood stakes can kill them very quickly if you hit their heart, when they die they bust into dust, but they are supernaturally fast and strong with lighting quick dodging and can throw you into the walls and ceiling. Unlike the Ethereal Ghost feature this is an optional feature that can be turned off if you prefer the vanilla "half" vampires.
     
     
     

     
     
    Experimental Features (still a little rough but playable and can be turned ON in the configuration file.)
    Unpredictable Spawns, remember that location that always has bandits? Well not anymore! This feature is OFF by default.

     
     
     
     
    THIS IS NOT THE READ ME FILE! YOU MUST READ THE READ ME FILE TO USE THIS MOD PROPERLY.
     
     
    Critical Advice For Low Level (1-15) Player Characters
    ---------------------------------------------------
     
    Low level fighters will struggle a great deal. After you are above level 15 and have a few of the combat perks then you will start to feel more confident and dangerous. About level 30 (with at least half the combat perks) is when you will feel more like a bad-ass.
     
    Keep in mind that "stamina" is no longer how exhausted you are (there is a new mechanic for that now).  It is now a combination of perception, opportunity and "muscle memory" (trained reflex) to act on what is happening in the fight. I would have preferred to keep theses as separate characteristics but Bethesda's simplification of the character stats took that nuance away in Skyrim.
     
    Stamina management is extremely important. Most all the NPC actors do this well (they are forced to) however players tend to get "overly excited" and swing swing swing without using properly timed pauses.  
     
    You must stop attacking and use more foot work! Once your character’s skills (and your player skills) become much MUCH better you can then use light weapons and swing swing swing like a Nintendo ninja ( you can now achieve blinding fast attacks but with extremely lethal damage even to opponents in armor).
     
    Stamina will regenerate faster the higher you maintain it. And it will regenerate much slower if you let it drop down too low. I personally have been trying a new thing (for me in my game) of not wearing any helmet in combat. This is dangerous but it gives me faster stamina regeneration because helmets have penalties for stamina (per my mod).
     
    Part of the reason you are not doing a lot of damage is because you are not managing your stamina, low stamina means low damage. And if the targets wear good armor it can mean NO damage.
     
    Armor gaps are NOT WYSIWYG (not what you see is what you get)! They are calculated dynamically in real time, see read me for the details.
     
    Keep in mind that just because you the player aim at something that does not mean your character hits that something. You may try to swing at the head for example and indeed you will see the swing pass by the head but the CALCULATED impact (Not the impact you may think you see on screen)  is often on the body not the head. Your characters aim will get better as they gain skill.
     
    Don’t forget to load the “faster�� get up mod!
     
     
    Tip: as a low level character, If your opponent has a helmet on when you are attacking them from behind, it is best to hit their legs. This will do some of the lowest damage but will likely force them to fall to the ground. Otherwise you may waste the opportunity and only do a minimal damage anyway. Once they are on the ground swing high for their head a few times and then back away to regain stamina.
     
     
     
    F O O T   W O R K 
    --------------
    This is an area that players tend to be weak in because most games ignore this as a mechanic. The basic strategy of all footwork is to arrange your positions (both your opponent and yourself) to best support your attacks and at the same time most hider theirs.
     
    The simplest factors include range, combat geometry (heading angles), momentum and timing.
     
     Always try to maintain a distance that is just inside your "effective" range and yet outside of their effective range. Effective range is more complicated than just being too far away for your opponent to hit you (getting in very close can also be outside their effective range)  but I will not go very deep into that for now.  Start your attack out of range and step in so that your hit occurs just as you get in close enough to hit them with the sweet spot of your weapon. the sweet spot is always a few inches shorter than the full range. Hitting at full range will also reduce your damage.
     
     
    Always maneuver to place your angle on their center but force the opposite on them. In many cases you can be hit but if you are far enough around to their side the damage will be very low. And naturally you can attack past their shield (or weapon) if you are far enough to one side of their flank.
     
    Getting in very very close is good for performing wrap shots (a special way to defeat a block) and for hitting gaps. But it comes with disadvantages as well. Attacks will tend to be weaker, standard feints harder to perform, less opportunity for momentum, you lose your range advantage with long weapons and etcetera.
     
    With multiple opponents move so that the other enemies are behind the one you are fighting.
     
    Move into your attacks (this adds some damage and knockback force) both forward and/or sidestep. And then after the attack break away from them at an angle while blocking. Only attack while you have about 50 to 75% or more stamina. Do not attack again until your stamina is back up over 50%. Use your footwork time to regain stamina in between your attacks.
     
     
     
     
     
    THIS IS NOT THE READ ME FILE! YOU MUST READ THE READ ME FILE TO USE THIS MOD PROPERLY.
     

    Table of contents for the FULL read me file includes but is not limited to:
     
     
    ·C O N T E N T S
     
    · Strength Attribute
    · Smash Of The Titans
    · Dragons
    · Serious Injury Before Death
    · Fortify Block Magic
    · Braced Blocking
    · Timed Blocking (Re

    10,304 downloads

       (44 reviews)

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    Updated

  2. Duke Patrick's Savvy Save

    Duke Patrick's Savvy Save
    SKSE needed.
    This is a Skyrim port of my popular Oblivion Safe Save mod. It is designed to produce INTELLIGENT save points!
    Now you will not lose an hour or more of important game play because you were so immersed in the game you forgot to save!
     
    Description of what the mod does
    -----------------------------------------
    The mod monitors your combat and other game progress and calculates a Save Score based on how hard of a fight you had plus many other factors. Once you reach the Save Score of 1000 pts or more the mod will make a save of your game under 1 of 6 savegames files called "Savvy Save". 
    There is only one player alias script and two script fragments. The calculation logic to accomplish all this is clever but simple. This mod does NO polling at all, all script detentions and calculations are activated efficiently using events. The logic of the functions are clever and un-complicated resulting in low overhead. 
     
    READ THE READ ME FILE and follow the directions (it is relatively a very small file). I am slow to answer questions that are detailed in the read me file. And I only answer questions about the mod that are posted in my threads on the Bethesda forums: http://forums.bethsoft.com/forum/13-the-elder-scrolls

    New in REV 3 REBOOTED
    ----------------------
    Last time I uploaded a new rev was many years ago.
    For this REV I rewrote the entire script using new SKSE functions and 3 more years of new scripting experience in skyrim. 
     

    192 downloads

       (0 reviews)

    0 comments

    Updated

  3. Duke Patricks - Skyrim Friction Fix

    Duke Patricks - Skyrim Friction Fix
    REV 1.1
    Latest SKSE needed.



    ===============
    DESCRIPTION
    ===============


    REV 1.1 After using and working with the logic for many weeks I made some tweaks to the script to be more reliable and to reset on a player load.

    New rev 1.0 has a fix to allow the system to work even when the player dies.


    This mod can prevent the player ragdoll from bouncing ridiculously far away or sliding forever down a hill. This can happen when you fall and hit the ground too hard, hit the ground on a slope or anytime your ragdoll is called into the game and a strong havok force is applied to the ragdoll.


    I only answer questions that are posted in my threads on the Bethesda forums:

    forums: http://forums.bethsoft.com/forum/13-the-elder-scrolls


    But be warned that I probably will not actively support this mod anyway because it was stolen out of my pet mod as a courtesy to those players that do not want to try my combat mod.



    If you like this mod try my other Skyrim mods:

    Duke Patricks Archery and Heavy Weapons Combat
    This is a combat overhaul mod based on my 30 years of real life melee combat fighting tournaments in the SCA.

    Here: http://tesalliance.org/forums/index.php?/files/file/1567-duke-patricks-archery-and-heavy-weapons-combat/

    But if you do try the above mod do not load this mod with it as my combat mod has this built into it and hard conflicts can occur.
    Melee combat overhaul mod based on my 30 years of real life melee combat fighting tournaments in the SCA.


    also...

    Duke Patrick's Armor Drowns

    Duke Patrick's Follow That Actor

    Duke Patrick's Spears In Skyrim



    ================================
    LEGAL
    ================================


    DO NOT distribute THIS MOD! You should only find this mod distributed from Tes Alliance and Nexus! If any other web site is distributing the files

    for this work they are doing so illegitimately. Until further notice (when I consider the issues with paid mods is under control) you may NOT use my mod or resources what so ever.

    88 downloads

       (0 reviews)

    0 comments

    Updated

  4. Duke Patrick's Spears In Skyrim

    Duke Patrick's Spears In Skyrim REV 1.1

    FINALLY!!!

    Required latest SKSE (as of July 2014 that is 1.6.16, )

    Recommended: 1.07.00 SKSE alpha <-- this will allow your spears to include temporing (smithing bonus) to apply to the damage formula.



    This is probably the last update for the foreseeable future. I am switching back to my other combat mods.
    I made this decision tonight because I have found that my system will not work for NPC.

    So this turns out to be a player only game mechanics mod. I dislike those myself, but I originally I thought my system would work for NPC as well.
    ​Unfortunately the animation changes that you can make in the CK for "characters" only work on the player.

    It would seem that the behaviour files handle all of the NPC animations.


    =================
    New in this release!
    =================

    REV 1.1: Fixed another serious sprint bug that stopped the thrust attacks from working after using the mod for a while. This mod has changed to loose files instead of a BSA because too many other spear mods that players may have previously used use animations that are similar and a BSA is overridden by loose files.


    REV 1.09.1: Fixed sprint bug (that stopped the thrust attacks from working) introduced in REV 1.09 (sorry about that).


    REV 1.09: Fix to add the ISATTACKING Bool to the games systems when you SPRINT ATTACK with a spear.

    =================
    New in the previous release!
    =================


    Fix to add the ISBASHING Bool to the games systems when you bash with a spear.
    If you use my Duke Patrick's Archery and Heavy Weapons Combat you need to update to 18.05 of that mod as well.


    Fixed serious issue were the damage/stagger script was running twice on each hit.
    This mod will now communicate with my Duke Patrick's Archery and Heavy Weapons Combat mod rev 18.01 or greater . Now feints, armor gaps, locational damage and the other features of my melee combat mod will work with the spears. You may need to adjust your damage WAY DOWN in this Spears mod using the configuration file.

    This mod will now communicate with my Duke Patrick's Archery and Heavy Weapons Combat mod rev 18.02 or greater . Now feints, armor gaps, locational damage and the other features of my melee combat mod will work with the spears. You may need to adjust your damage WAY DOWN in this Spears mod using the configuration file.

    Fixed Walking dead bug.
    This happens when you do not check some actor's status before applying staggers.
    Fixed error in my script logic that made greatswords and battle axe into spears:


    Now will work with Game pad controllers!

    Now you may set one custom word for the word filter list to include any weapon name you want.
    As long as it is a 2 handed weapon it will be considered a spear by this mod.

    Set this in the aadpSpears configuration file.



    ===============
    DESCRIPTION
    ===============

    Finally, Spears In Skyrim!
    Even spears from other mods can work.

    NO, it does not replace any of the weapons nor any of the normal attack animations. You will have all your normal weapons and attacks PLUS a spear that can be used to do the same kinds of things as weapons (like blocking with the shaft) but also you can do a few powerful thrust attacks!

    I had this working YEARS ago using a clever and simple method, all I needed was someone to make a 2handed spear thrust weapon animation.

    I used a 1 handed spear thrust animation I found, but I did not want 1h spears! I asked around and looked for animators but no one was interested in making 2h spear animations. So this had to wait, a long time...

    Thanks to animator h1zchan this mod now sees the light of day.

    What I am doing is a scripting "side step" of the problems the game throws at modders to prevent easy animation modding. My little trick will allow a few spear thrust attacks without removing any of the normal attacks. With my "slight of hand" scripting trick my mod will know you have a spear in your hands and play the spear thrust attacks instead of normal 2h axe attacks. But technically the weapon will be in the class of a 2h axe.

    The thrusts will be for the moving back, and moving to the left or right (power and normal) attacks. These are all now powerful attacks and do serious damage unless the target blocks the attack or they get in too close to you or you miss the shot. If they are too close you will not be able to hit them with the thrust.

    The moving forward power attack and all the standing attacks will be the normal 2h axe animations.

    HOWEVER you can SPRINT with the weapon and RAM THRUST anything in the way as long as you are sprinting at full speed and moving forward.

    And you can perform a Buttstroke with the moving forward attack (not the moving forward power attack). This Buttstroke is a type of power attack that will not do a lot of damage (has less impulse force) but will hit with a lot of push force to stagger the victim.

    Thrusts and the Buttstoke will NOT work while your stamina is zero!

    You will receive two spears when the mod is loaded. There is a LONG heavy spear and a short light spear. These are simple WOOD shafts with a small but nice steel spear head. In latter revisions I will add them to merchants and other containers to be found. I do not use "level lists" in my mods because often my mods need to be loaded last even after the bash patch. I use my own method of distributing such items into the game world.

    For now don't lose the free spears as there will be no way to get another one. This will be changed in a latter revision.

    However...

    YES you can use any 2h spear from any mod IF the spear has the word "spear" (or the words listed below) in the name of the weapon.


    The words that this mod will use to recognize spears:

    yari, partizan, partisan, gar, lance, lancet, mizrak, lanze, speer, lanza, pike, geirr, spidde, kopi, sulita, kopye, vigr, spjot, oszczep, lancia, pilum, spiculum, javelin, polearm, pole arm.

    If any of the above words are in the name of the weapon and it is a 2h weapon this mod will treat it as if it is a spear. I do not intended this to be a complete list, but it should cover most names from most of the world with out requiring complicated "string" conversion and incompatible fonts.

    These names were researched and given to me by Mr.Dave of Bobs Armory Mod, see here for his mod of weapons:

    http://www.nexusmods.com/skyrim/mods/12060/?


    Bewared if the spear you get from a mod is ridiculously long or fast (such as anima weapons) you may have issues with the synchronization of the animations and when and where the attack hits. I will ignore anyone asking for mod support cornering this, you have been warned!








    ===============
    How to use the mod:
    ===============

    Because of the critical animation edits you must load this mod LAST no exceptions! Even AFTER the bash patch.

    Keep in mind that if you are TOO CLOSE you will not be able to hit (damage) using the thrust and Thrusts will not work while your stamina is zero!

    I find the best tactic is to run backwards then thrust as they come in... then immediately block their next attack as they close the distance and then spin a little into a new direction and run backwards and repeat until they are dead!

    The spear thrust is not easy to use, you will miss much MUCH more often than with other weapons. However it is a little more difficult for your opponents to block the thrust and when the thrust does hit it is devastating! This is an "all or nothing" weapon that depends on the user not making a mistake. If the opponent overruns you, you will suffer!

    But if you can skillfully land your thrust before that happens you will do 2x the damage shown in the weapons menu less the mitigated damage from armor and magic protections. The two handed skill, armor, magic damage protection and smithing bonuses all are including in this!

    It may be best not start this mod until you are completely out of the tutorial part of the game (Helgen and the caves of Helgen). Many kinds of mods have issues with the TES tutorials (in Oblivion as well). It is just a much more complicated game environment for the scripts.




    User Damage Modification Settings

    As I was trying to keep the scripting light weight I had to choose between two possible conditions for the damage done in the Move Back Thrust.

    One is that the target is ramming himself onto your spear as they chase you (as you are backing up) but then your stop dead to brace the thrust.

    The other is were they stand in one place and allow you to back up into the best range to then stab at them from afar.

    I chose the first. As such the physics of the moving target mass and the focused force on the point of the spear and the devastating angle of incidence (90 degrees more or less, this is not a swing like with other weapons) equals a serious amount of stopping power and damage!

    But the spear is only good when you are behind some cover that the opponent cannot pass (the same as with arrows, so I do not really care that this may be an issue for spears) or you have a wide open space to fight and you do not have to worry about tripping while you are backing up. Try doing this with a combat mod (such as my own) that trips you when you move backwards over obstacles. OR even without such a mod try this in the twisting hallways and small rooms of a castle or cave

    However, unlike my other combat mods I am trying to make this mod work for all the players that have been yearning for spears ever since 11.11.11.

    So I am offering a way for the user to make tweaks to the thrust damage:


    Go into the console and type:

    set aadpDamMod to 2.0

    set aadpBackWardDamMod to 2.0

    set aadpSprintDamMod to 4.0

    set aadpButtStokeDamMod to 0.5


    The above numbers are the defaults.



    ===========
    Known Issue:
    ===========

    Naturally with skyrim modding there are caveats...

    At this time this mod only works in third person. Once H1zchan can figure out the 1st person animations he said he will make them, I will update this mod then.


    Spear thrust will not deliver poisons nor magic enchainment. Anyone that wants to contribute scripting that will handle this is free to contact me about this and will have my gratitude and be credited. I probably could struggle through this myself and get something working in a week or 4 but I have another mod that needs the my time more than this feature does.




    -------------------------------------------------------------------------

    If you like this mod try my other Skyrim mods:


    Duke Patricks - Heavy Weapons Combat
    Melee combat overhaul mod based on my 30 years of real life melee combat fighting tournaments in the SCA.

    Here: http://tesalliance.org/forums/index.php?/files/file/1567-duke-patricks-archery-and-heavy-weapons-combat/


    Duke Patrick's - Savvy Save
    Auto Save when it is smart to save based on what you have been doing in the game (not TIMER saves)!

    here: http://tesalliance.org/forums/index.php?/files/file/1506-duke-patricks-savvy-save/




    I only answer questions for this mod here:

    http://forums.bethsoft.com/forum/183-skyrim-mods/

    Look for SpookyFX.com or "Duke Patrick" mods and you will find me.


    ===============
    Thanks
    ===============

    Thanks to H1zchan for allowing me to use his animations. If this mod is not right for you I strongly encourage you to try his animation replacer mod :

    http://www.nexusmods.com/skyrim/mods/53455/?

    He has found a good "balance" between the 2h weapons and the spear so that they both work well in Skyrim.

    Thanks for spear name research done by Mr.Dave of Bobs Armory Mod.
    see here for his mod of weapons:
    http://www.nexusmods.com/skyrim/mods/12060/?

    517 downloads

       (2 reviews)

    2 comments

    Updated

  5. Duke Patrick's Armor Drowns

    Duke Patrick's Armor Drowns

    Latest SKSE needed.





    ===============
    DESCRIPTION
    ===============

    Rev 2.1 Fix issue were taking off armor while stuck under water would not return your player control.

    THIS REVISION 2 is a complete redesigned of rev 1. REV 2 and up will be the official game mechanics design from now on.


    If you swim with any armor on that has 50 or more damage resistance and weighs more than 20 units of weight You will drop like a brick deep down into the water. You will not be able to move and your stamina will drop fast unless you unequipped the armor. If you do not have any water breathing magic or ability you will also start to drown as you struggle in the water.

    This is how I original envisioned (and wanted) my mod to be. However no one could find a simple way to prevent the player from floating back up tot he surface of the water once they were thrown down deep into the water.

    I got up this morning and it came to me ....I could not believe it would work but I tried it and YES...finally a way to do it with one simple function!

    Upgrading only requires you to drop the new files into your data folder.





    I only answer questions about the mod that are posted in my threads on the Bethesda:

    forums: http://forums.bethsoft.com/forum/13-the-elder-scrolls

    147 downloads

       (0 reviews)

    1 comment

    Updated

  6. Duke Patrick's - Follow That Actor

    Duke Patrick's - Follow That Actor
    Skyrim Edition!

    Companion Compatible!

    Latest SKSE needed.



    ===============
    DESCRIPTION
    ===============

    This is a port of my Oblivion mod.

    Your PC will now AUTOMATICALLY follow the NPC thru unlocked doors, thru winding passages, around obstacles, up and down stairs, and almost everywhere that a normal NPC can walk while following a path grid.



    READ THE READ ME FILE and follow the directions.
    I am slow to answer questions that are detailed in the read me file.

    And I only answer questions about the mod that are posted in my threads on the Bethesda forums:

    http://forums.bethsoft.com/forum/13-the-elder-scrolls


    WARNING!

    Do not start this mod until you are completely out of the tutorial part of the game (Helgen and the caves of Helgen). Many kinds of mods have issues with the TES tutorials (in Oblivion as well). It is just a much more complicated game environment for the scripts.


    Known Issue: The mod system sometimes gets stuck in the "busy state" after combat. This means nothing happens when you try to follow and actor.
    Just save and reload and everything is set back to normal. I am looking into why this happens.

    How to use the mod:

    When an actor is in your crosshair press your Sprint button. DO NOT TOUCH YOUR FORWARD KEY! This will trigger a notification that you are going to follow the actor. A second later (if the actor is walking or when they start to walk) your PC will walk behind them with out you touching your controls at all!

    No more tedious synchronized key tapping to follow the actors now!


    This will not trigger if you are in combat or pressing your forward movement key or if your weapon are out in the "ready to fight" state.

    Press your forward key to stop following the actor. The mod AI will steer your PC walking direction to follow the Actor.


    One issue I have not found a fix for yet is that the player actor seem to not want to walk very fast when following. So the PC often falls behind and then the mod must teleport the PC in behind the actor again to keep up with them.

    This mod may still have other small "cosmetic" issues. Possibly even issues I will not be able to fix. But nothing that would permanently hurt your game. I made this mod only for personal use. It is based on the Oblivion work I did for Oblivion companion following. I HATE summon spells for companions and was determined to have the companion never get lost and require the player to pull the companion out of the air like a magician grabs money from your ear!


    However if you are to use this mod you must understand it would take more than a few lines of script to be able to duplicate the ability of your brain to follow an actor around through all the possible egress pitfalls in the game! But then even the game makes “following†mistakes sometimes with the NPC actors.


    At this time You cannot follow a running actor, well you can but because your PC can only walk you will just get teleported over and over again. I am planning to do a much more complicated script so the player can follow while running as well. No Promises however.


    If you like this mod try my other Skyrim mods:


    Duke Patricks - Heavy Weapons Combat
    Melee combat overhaul mod based on my 30 years of real life melee combat fighting tournaments in the SCA.

    Here: /index.php?/files/file/1567-duke-patricks-archery-and-heavy-weapons-combat/">http://tesalliance.org/forums/index.php?/files/file/1567-duke-patricks-archery-and-heavy-weapons-combat/



    Duke Patrick's - Savvy Save
    Auto Save when it is smart to save based on what you have been doing in the game (not TIMER saves)!

    here: /index.php?/files/file/1506-duke-patricks-savvy-save/">http://tesalliance.org/forums/index.php?/files/file/1506-duke-patricks-savvy-save/


    ===============
    Requirements
    ===============

    Latest SKSE needed!



    ================================
    LEGAL
    ================================

    I worked very hard on this mod (spent my 3 days off from my job to work on this). But this mod is a product more of creativity, sweat and tears than script writing talent.

    DO NOT distribute THIS MOD! You should only find this mod distributed from Tes Alliance! If any other web site is distributing the files for this work they are doing so illegitimately.

    1,397 downloads

    2 comments

    Updated

  7. Duke Patrick's - Melee Combat NO RECOIL

    Duke Patrick's Melee Combat No Recoil

    Requirements: Oblivion Script Extender (OBSE) v20. NO BETAS


    I only offer mod support on the Bethesda forums:

    http://forums.bethsoft.com/index.php?/topic/1203840-relz-duke-patricks-melee-combat-no-recoil/



    Rev 5.9 Invisibility and Chameleon now effect the chance to dodge attacks. Fix for Enchantment pop up message spamming, plus tweak to horse Tuck and Roll calcs.


    Rev 5.8.3 important update to prevent issues with the Tuck and Roll feature while you are riding a horse.


    Rev 5.8.2 ESP micro update for small things like messages.

    Rev 5.8.1 Moved the Sprint timer to a token to help prevent running from getting stuck on. Also, distance now has some effect on your accuracy to hit the head. So now it is harder to hit the head if you use a spear at full range and easier to hit the head if you use a dagger.


    Rev 5.8 New Sprinting feature that uses OBSE ModAVMod Max to manipulate the speed attribute making it safer than mods that use other types of attribute adjustments. Sprinting can add speed and damage to your attacks. BE SURE TO USE THE NEW INI FILE.


    Rev 5.7.2 Fatigue burn for grapple block is reduced 50% and grapple throw is reduced .25%.

    Rev 5.7.1 Fix to the fatigue burn for Tuck and Roll feature. Your % of your encumbrance is what is now the cost of the burn. And animals are given a bonus to make up for their lack of "Acrobatic" and "Athletic" skill sets.



    ===============
    History
    ===============

    January 2006 first release of this mod.
    This was the first real "Mod" I had ever made. I did a tiny bit of WAD authoring in the days of DOOM. And some Hex editing of other games. But the only other programming I have ever done was a very simple color basic language 4k game 30 years ago on a TRS80 PC. That modest work in color basic was the only way I was able to decipher the script language used in Oblivion today.


    ===============
    1. DESCRIPTION
    ===============

    This mod changes the combat to feel more like SCA combat, a worldwide historical organization that includes full armor, full speed and full contact western European medieval martial arts. (As much as I am able to do in an Oblivion mod.)

    Please see my Web page: http://www.spookyfx.com/book/tromp.html

    The mod is based on my 30 years of melee tournament and war experience. SCA wars consist, on a good day, of two teams of several thousand fighters all in one battlefield trying to knock each others' heads off with everything from short swords to 12 foot spears!


    This mod is made to focus on the psychology and physics of melee combat.

    Although I very much favor shield and sword, after finishing the mod and play testing it seems that lighter faster fighters (such as single sword fighters) more often "beats" heavy slow weapons and shield IF the light weapon's fighter was at the most extreme levels of skill in Weapons, Block, H2H, Strength, Agility, Speed and Fatigue. I had believed (wanted to anyway) that it would to be the other way around were an expert with a weapon and shield would beat an expert with say a bastard sword.

    If you train your skills up around 75 or more in all the skills I just listed (and you earn them not just cheat your skills up in 15 minutes) you will probably then complain to me that combat is too easy when fighting against sword and shield man even if you only have a dagger.

    You may ask "why would I need to earn them, why not just cheat them all up to 75?"

    Because there is some player skill needed as well. You will need to learn how to use the mod features correctly. The only way to do this is to earn your skills in game by putting in the play time. This is the part that I hope will keep the player interested even once their character has reached master levels in all their skills.



    This mod includes:


    - NO MORE BLOCK RECOIL! Staggering and recoil will happen from hits, "short shots" and other combat related reasons but no more "hobbled" attack combos! And being paralyzed (none magical) will almost never happen!

    - Dead bodies get bashed to the ground violently instead of floating down thru the air like a feather.

    - Extra Momentum adds extra damage (such as running downhill at your opponent).

    - Locational hits with critical damage (INI configurable)

    - Location armor for the head, body and legs. Wearing a good helmet may be all you need!

    - Blunt damage will be more effective against light armor.

    - Both the player and the NPC can Bob and Weave to avoid attacks. You will consume fatigue based on encumbrance load.

    - Enemy melee AI is greatly improved and will also watch for the player's "tells", but this also means you can "trick" them!

    - AI settings have been overhauled to attack, block and move more deviously, dynamically and ruthlessly.

    - You can now use actual real-life sword and shield feints to land your shots (such as the "rising snap"!)

    - BOTH Passive and Active blocking!

    - Weapon/shield size matters! Bigger weapons/shields give you more geometric protection. But they also take more fatigue to parry with! The bigger the weapon/shield relative to your body size, the better your passive block chance. The better your block skill, the better your chance to parry. Bigger heavy shields / weapons have the advantage to absorb more damage than lighter/smaller ones.

    - Weapons stats are now much more realistic. Weapon hit range is based on the actual model length of the weapon in the game. No more 20 foot long short swords! War hammers do not swing quickly like they are made of plastic. Weapon damage stats are not dramatically cranked up, they are only balanced relativistically with the speed and range of the weapon. This is all done via scripts "on the fly" so even custom weapons from other mods are included.

    - Draining your fatigue completely with button bashing will result in blurred vision! ( INI configurable for the ...er...casual players.)

    - Defensive Geometry and great timing is now more important than great player speed and reflexes. The angle of attack is a little tighter, so Offensive Geometry is more important in landing a shot.

    - Footwork and range games are now very important for blocks and attacks.

    - H2H now includes grapple blocks and throws.

    - Fighting Giants is now a very scary undertaking, sometimes the only way to live is to run away! (see the crash course document for more tips on combat.)

    - Bottle necking overwhelming numbers (such as with doorways) and other such tricks MUST be done or you will die!

    - Weapon speed (timing) vs damage is now the second most important tactical consideration. Heavy one-handed weapons take an eternity to hit, but they hit HARD!

    - Power attacks now require good timing to land but they do more damage!

    - Wrap Shots This is a shot where you stand very close and swing your weapon to wrap around your opponent's shield thus reducing the benefits of a large shield.

    - Short Shots This happens when you hit at the center of gravity on your weapon producing attacks that hit like a mace even if you are using a sword.


    - Aiming under their weapon or shield gives a bonus to land your shot.


    - If a feint works, the shield or weapon will move out of position right before the attack lands. This gives you a view of the opponent being OPEN for the shot as you land the blow instead of your weapon just "passing through" the shield as if the shield was made from smoke.


    - In general "results" in this mod are based on the attributes, actions timing, conditions and dynamics of the combat not on simplistic dice rolls. This means you can eventually learn to take advantage of the subtle factors in combat and predict your opponent's action.


    - All blunt weapons now have a good chance to stagger or even "push over" depending on how heavy the blunt weapon is and how strong the attacker is (modified by his fatigue) versus the target's strength.


    - Swinging your blade weapon will use much less fatigue than when your weapon actually hits a target. For technical reasons this feature only works on living targets not things like trees.

    - Swinging your blunt weapon will use much more fatigue than when your weapon actually hits a target. For technical reasons this feature only works on living targets not things like trees.


    - Blunt weapons have an advantage to absorbed force while blocking do to the nature of their mass.


    - Top heavy Blunt weapons and short shots are now more visceral with a feeling of weight and force.


    - Armor is much more effective against fist, claws and teeth type attacks.


    -Kick Bash And Shield Bash (the normal shield bash in the game that auto triggers is removed. Now it is manually triggered.)


    -Khajiits can now inflict more H2H damage.

    -POC demo feature showing how Florentine weapons (dual swords) should be done in medieval combat games.


    -NPC may sometimes hit each other by accident in crowed combat!





    This is not the Read me file!
    YOU MUST READ THE READ ME FILE IN THE ZIP. If I think you did not read the Read Me I may be very slow to help you on any issues.



    Real Life Sword And Shield Combat : http://www.spookyfx.com/book/tromp.html

    9,306 downloads

       (3 reviews)

    11 comments

    Updated

  8. Duke Patricks - Combat Archery

    Duke Patrick's Combat Archery Mod Skyrim Edition
    OBSE 20 (or better)
    Shivering Isle may be needed as I had to edit bows and arrows from that add on.
    English version install of Oblivion if you use a crossbow mod.


    Rev 7.3.5 ESP micro update to prevent tripping on dead but disabled corpses.

    Rev 7.2.1 Fix issue with some NPC getting stuck with a +30 MarksMan bonus. Player and NPC get the crossbow bonus via ModAV2 now instead of a fortify ability.

    Rev 7.2 Fix missing inventory icons. New Retextures for Heavy and Light crossbows. Small bug fix for spinning (out of control) arrows/blots.


    Rev 7.1 Crossbow Bolts get a 20% boost to flight speed and 40% encumbrance reduction.
    Optional KF File For Sneak Bow Attack so the crossbow will not get in the way of your line of sight.


    REV 7 NEW Crossbows! Plus a new INI options to set magic miss shots and arrow miss shots separately. LOAD ALL FILES New INI and New Icons and New Mesh files!


    If you use my Melee combat mod set the bow damage to 5 instead of 7 or set it to your own preference.


    WARNING do not use any other "actors miss their arrow/magic shots" mods with this mod!



    This is an immersion mod based on my older POC project called Duke Patrick’s SCA Combat Archery Mod. This Combat Archery Mod is designed to bring a fun balance to realistically high damage bows to make fighting with a realistically lethal bow in the game less like using a Rifled Musket.


    WARNING! READ ALL READ ME FILES IN THE ZIP OR YOU WILL BE CONFUSED BY WHAT THE MOD IS DOING IN YOUR GAME! Be sure to load the INI file in the same directory as the ESP file. What you are reading here is not the full read me file. If I think you did not read the read me or only "skim it" it may take a very very long time before I answer your support questions.




    SCA Combat Archery uses real armor, real bows and real cross bows with real arrows that have wide blunt tips so as to dramatically reduce their ability to kill while still keeping as much of the historical and physical factors as is safe to do so. This allows us to study history and medieval combat by physically recreating it.


    You tube:





    This Youtube move is a more or less fair representation of SCA combat archery. Except that in my local chapter we use 1000 pound draw crossbows...now that will leave a mark on you even in leather armor!

    I only answer support questons here: http://forums.bethsoft.com/index.php?/topic/1116797-duke-patricks-combat-archery-thread-3/

    Help with the password:
    http://forums.bethsoft.com/index.php?/topic/1116797-duke-patricks-combat-archery-thread-3/page__view__findpost__p__17249878




    Quick overview of what the mods does:

    (Most are from my older SCA Combat Archery mod, but several are NEW and the old ones are revamped.)


    - NPC may miss their magic and arrows shots if you move around or jump, but a high marksmen with good equipment NPC can still hit you easily if they themselves are not moving around and take aim for a few seconds.


    -Bows can be player set to do various multiples of the vanilla damage (or of what ever damage is set to the bow in the game by other mods).


    -Arrow damage and speed will be calculated based on the materials and craftsmanship used to make the arrow. A bonus is given to magic arrows. This arrow damage feature is optional.


    -Duke Patrick’s "Don’t Shoot Me Bro" system helps to prevent NPC from shooting their friends in the back!


    -The bow jerks off target after the shot is fired. You will need to re-aim after each shot. However this feature is optional.


    -Breathing bow sway if you are in zoom sniper mode, but you can also hold your breath!


    -Moving around will make you miss (shoot off the cross hair) a lot. Running or jumping is worst than walking. This is reduced by holding still for a few moments. There is an optional Bobbing bow sway effect that visually tells you when momentum is no longer effecting your shot after moving or jumping.


    -Moving backward has RISK! This is NOT a random event. My mod detects tripping hazards! You may trip over the dead, change in elevations like stairs or large world objects that interfere with your movement such as a chairs!


    -The PC strength is now as important as their skill in detraining the damage that a weapon can inflict. Weapon selection strategy will be important by using the right kind of bow for the PC Marksmanship agility and strength!


    -Stronger bows will take much longer to draw the arrow then weaker bows depending on your strength. If you try to use a Bow that is stronger than you are it will take a great deal of time to draw the bow.


    -Bows eat fatigue no mater what skill level you are. The stronger ones eat more than the weaker ones. So if your bow is stronger than you are your may become exhausted very quickly TRYING to draw the bow!


    -If you fire the bow without drawing it all the way your arrow will be drastically reduced in speed AND DAMAGE.


    -Slow arrows will bounce off of the armor your target is wearing.


    -Arrows that hit Critical locations such as the Head, Solar Plexus or Crotch will cause pain and may multiply damage done by the arrow. Plus an optional feature where the player character will say things like "That had to hurt!' when they land a critical hit on their opponent.


    -Weaker bows fire faster and use less fatigue, so if you are a good marksman that can hit the Critical locations more often you may find using a weaker bow is a much better strategy!


    -Shield men will now be the archer's worst night mare! NPC will Shield Charge and sprint at you to knock you and your bow to the ground. (Kill them before they get too close!) You can do the same to Archer NPC.


    -Bows are not mêlée weapons! You will not be able to draw your bow if you are being crowded by your opponent (they are too close to you). If the NPC hits you as you are drawing the bow it will be knocked off target. You can do the same to Archer NPC.


    -Better NPC AI! Your target will side step or block the arrow if they see you fire at them and have the agility, speed and skill to do so.


    -Npc will run up inclines to get you now. (no more perching on top of a pile of rocks!)


    -Aim your bow straight down to the ground to denock it!


    -Arrows that are stuck in the NPC have a chance of being dislodged and dropped to the ground in combat.


    -Quiver Capacity limit for both the actors and the player. Everyone now has a limited number of “conveniently assessable†arrows. Extra arrows must be keep in a protective arrow case or you risk breaking them if you are staggered or fall down. This will hamper but not “cold stop†the player and the actors from getting more arrows in combat. YOU NEED TO READ THE FULL DESCRIPTION BEFORE YOU USE THIS FEATURE!


    You should also use "Duke Patrick's Actor Can Miss Now" mod with this mod.
    Now merged in this mod as of rev 5


    For the most advanced SCA combat with sword and shield:
    http://www.spookyfx.com/book/tromp.html

    28,865 downloads

       (5 reviews)

    56 comments

    Updated

  9. Duke Patrick's Safe Save

    Duke Patricks - Safe Save


    REQUIREMENTS
    ------------------------
    OBSE 20 or better needed.


    I HIGHLY RECOMMEND USING THE NAG FEATURE INSTEAD OF THE AUTO SAVE FEATURE!
    This prevents corrupt save files almost %100 of the time! This is now how I use this mod in my own game.

    Rev 3.2 Micro update so that the"safe save in progress" message appears BEFORE the safe save actually start to process.


    Rev 3.1 Bug fix for goldboom and I improved the container count feature. New minimum time between safe save feature to prevent too many safe saves in a short amount of time. New INI so be sure to use it.


    Rev 3 Removed Player Control Disable feature as it seem to be causing the auto safe save to take up to 2 minutes to write to the hard drive sometimes. New Optional Feature for the ultimate safe save, a nag pop up instead of an auto save! This lets you then make a normal save (not a quick save) from the menu screen.


    This mod monitors your combat and other game progress and calculates a Save Score based on how hard of a fight you had and other factors. Once you reach the Save Score Objective number or more the mod will Autosave your game under 1 of 4 savegames called DPSafeSave, but ONLY when it is most likely safe to do so unlike other types of autosaves.

    This SAFE Autosave will be delayed if the game conditions would corrupt the file or result in a " moment of imminent death" save game file.

    Some of the factors that are detected and delay the DP autosave are: Dangerous Water, In Combat, falling, Knocked State, near by traps (20 feet or less), player health is dropping such as from poison.

    The calculation logic to accomplish all this is clever but simple, as such the mod is not 100% full
    proof. But this mod was made as a personal mod just to patch this irritating issue in my game with Autosaves.


    The Combat aspect of the Save Score only advances when you are in combat and in physical contact with your opponents ( being hit or hitting them.) This includes range combat and spell casting.


    Other Features:

    Load Door Safe Save.
    Timed Safe Save.
    Sneak Attack Rampage Safe Save if you kill several targets while not in combat with any actor.
    New Quest and Quest update Safe Save.
    Each container you search advances your Safe Save Score
    Distance Traveled Safe Saves ( INI settings for indoor and outdoors)
    A jump in your number of gold coins Safe Save (per your INI setting)
    Sleep Safe Save.
    Wait Safe Save.
    Various other Safe Saves that can be adjusted in the INI.





    THANKS TO
    -----------------

    TheNiceOne for some Scripting voodoo to detect holding your breath under water.

    ShadeMe for the CS extender that removes HOURS of frustration from moding Oblivion!

    The OBSE team, what would Oblivion be today without their work?

    And of course Bethesda for allowing all of us to shape and personalize our own virtual
    playgrounds! They deserve every coin the get for this game!

    914 downloads

       (0 reviews)

    3 comments

    Updated

  10. Duke Patrick's Dragon and the Sword of Might

    Duke Patrick's Dragon and the Sword of Might
    GOLD EDITION

    Powerful and Classic Dragon, with fire breath that ignites the landscape!

    This is a very old mod, the first quest mod I ever made! I am dusting it off and releasing it again in honor of the Skyrim dragons.


    Original release date was in the late part of 2007 and had all of the following even back then:

    Powerful and Classic Dragon, with fire breath that ignites the landscape!

    Light Version: This light version has a smaller juvenile dragon with less lethal attacks.
    Rename the esp to "Duke Patricks Dragon and the Sword of Might.esp" to use the light version.

    Sword Of Might will banish the Evil known as Reflect Damage from an opponent that you hit with it! It will give you high resistance from poison and disease, and it will manhandle weaker opponents than yourself by sometimes knocking them back, knocking their shield out of the way and if your opponent is very small it will send them flying across the battlefield.

    Originally this was only going to be a weapons mod. But I decided to throw in my "dragon project" and make a mini quest to earn the weapon.

    I have been working on making a "classical" type dragon with brute strength and physical fire breath as its only weapons. So far it is just about what I want. The player will not be able to just stand in front of the Dragon leisurely swinging their sword. If you stand in one place you will be batted around like a rag doll! I am still trying to find a way to force the dragon to "fly" over your head more. Every once in a while it will depending on the terrain.

    There will often be pools of fire on the ground after a breath of fire from the dragon. In a long fight this will result in a forest/bush fire with so much fire and smoke surrounding the player and dragon that it will force you to change your tactics, plus it looks REALLY cool!



    REQUIREMENTS:
    ------------

    You will need to have a 100 or better in Blade skill and Strength to finish this mod.

    In order for this mod to work properly you will need to have the Akatosh mount installed.


    Akatosh mount by Saiden Storm. get it here: http://tesnexus.com/downloads/file.php?id=10819# ( Sep/26/2011 Note: However this is a much newer ver, I hope it still works with my mod!)


    NOT THE OMOD VERSION! YOU MUST USE THE MANUAL VERSION! At this time I am not sure yet if using the Akatosh mount OMOD version will override my new animation, sound and texture files or not.



    INSTALLATION:
    -------------


    Only instal my mod AFTER installing the MANUAL version of Akatosh mount by Saiden Storm,

    ONLY after you do that then you...

    Unzip or drag the contents of the DukePatricksDragonAndTheSwordOfMight.zip into your oblivion\data directory.
    If you are prompted to overwrite click 'yes', Do not worry, this
    is simply a warning to you that you are writing into folders that
    already exist, no files will be overwriten.

    If dragging and dropping, be careful not to accidentally drag the files
    into another folder in your oblivion/data directory.

    If you want to use the light version, Delete the normal esp, then rename the Duke Patricks Dragon and the Sword of Might light version.esp file to "Duke Patricks Dragon and the Sword of Might.esp". DO NOT USE BOTH ESP FILES!




    Playing This Mod
    -----------------

    Activate this mode by checking the box for Duke Patricks Dragon And The Sword Of Might.esp
    (note, you do not need to check the Akatosh mount.esp unless you want to, and it may be best not to becasue my mod was made to use his older ver from 2007.)
    YOU MUST LOAD MY MOD AFTER Akatosh mount.esp

    Start your game and go to the Merchant's Inn to buy breakfast.
    This is where your adventure will begin!


    A SPOILER hint is at the bottom of this Read Me.





    Thanks to:
    (Without their help this mod would not have been made...by me anyway.)
    -------------
    TheTalkieToaster for script guidance.
    Scruggsywuggsy The Ferret for script guidance.
    WillieSea for script guidance.
    kyoma for script guidance.
    MadCat221 for script guidance.
    bg2408 for script guidance.


    And to Saiden Storm for the mod Akatosh Mount, his patients with me as a new moder in 2007, script guidance, and the necessary texture, 3d and movement files for the dragon!


    Sword mesh and texture credits
    -------------------------------
    Sword Model created by theMackie
    Original version textures created by theMackie
    original version converted from .lwo to Nif by _VFV_
    original version .esp by JDFan
    Retex Version textures and Nif redone by JDFan using original version assets
    Retex version .esp by JDFan
    Alexscorpion's "more shiny" retex of the SWORD OF MIGHT



    Legal
    ..............................
    I worked very hard on this mod. This Mod is more a product of creativity, sweat and tears than script writing talent.

    You must not use ANY of the resource in my mod that in anyway relate to the dragon unless you get permission from Saiden Storm to do so.



    For the most advanced SCA combat with sword and shield:
    http://www.spookyfx.com/book/tromp.html

    200 downloads

       (0 reviews)

    1 comment

    Updated

  11. Duke Patricks Nosferatu Class Vampires

    Duke Patrick’s Nosferatu Class Vampires Mark II
    Rev 4.5

    REQUIRES OBSE 20

    REV 4.6.1 Deleted unneeded code that was left in by mistake.

    REV 4.6 FIX bug that made multiple dead vampires bodies appear on reload of the game.

    Rev 4.5 is Upgraded to work better with Duke Patricks - Melee Combat mod. When using the Melee Mod you will not get the "Target Torso Armor" icon in your inventory. Instead you need only aim your shots at the chest and off center (at the straps) about 10 degrees. Also some small tweaks and clean out some old code and replaced with new OBSE code.

    If you have already installed this REV 4.5 of this mod then just replace the ESP. However if you have any issues it is then advised that you do a clean install of this REV 4.6. Sell your holy water first!


    You tube:





    PLEASE DO NOT LEAVE COMMENTS ASKING FOR HELP ON THIS MOD. I will not be replying to any support questions here. Please go to the Bethesda forums on my mod thread for this mod if you need me to reply.
    http://forums.bethsoft.com/index.php?/topic/1061617-relzduke-patricks-nosferatu-class-vampires-mark-ii/page__st__20__gopid__16706340&#entry16706340


    New Compatibility tool for other mods that try to play a death sequence on the vampires.

    New game mechanics for wood stakes.

    New "wood stake" arrows.

    New Holy symbol effect on vampires!

    New vampire slaps your arrows out of the air feature!

    And lots more new stuff...

    Now compatible with Duke Patrick's Hammer-Blade mod.

    see here: http://www.tesnexus.com/downloads/file.php?id=27949


    Mr.Pointy (the vampire stakes) is now more photo realistic instead of cartoon like, and it is no longer an enchanted item, just a stick! I am making it work now via scripting and not a spell. This will allow you to use it with my Hammer-Blade mod with out any penalties if you are an SCA Knight or Squire.

    Throwing Holy water will not be detected as casting a spell by the Hammer-Blade mod now. This will allow you to use it with my Hammer-Blade mod with out any penalties if you are an SCA Knight or Squire.


    Armor worn over the heart (upper body armor) will fall to the ground when the upper body armor health is ZERO (Vamps only). You may also choose to concentrate your attacks on the torso by going into your inventory and clicking on the "Target Torso Armor" icon. This will be in the Armor section of your inventory. Doing this will give you a detrimental penalty to your normal attacks with any melee weapon. However it will do a great deal of damage to the torso armor and will soon knock the armor to the ground so you can get to the vampires heart!

    Damage for this is calculated using your strength, speed, your actor value attack bonus (if any), the your Fatigue Percentage and the weight of your melee weapon as the MAJOR contributors to the damage. Also power attacking will double this damage!

    Then on top of that all NORMAL oblivion damage results such as damage armor spells or weapon heath and skill adjustments (and so on) as minor damage contributors.

    A cross (or if preferred a lore friendly holy symbol) held up in the left hand can startle and scare the vamps! The player may choose to use either a Crucifix or a lore friendly stand-in called Meridia's Solar Scepter! Any reference to a crucifix in the following also includes the Solar Scepter!

    The crucifix is not an enchanted item! It is a symbol with a powerful psychological effect on the Vampires. It allows the player to channel their willpower against the Vampires will power.

    Duration of the effect = Player’s Willpower - Vamps Willpower * 2 and then modified by the player's Fatigue Percentage.

    15% of your Fatigue will be consumed in each turning of a vamp. (Due to the stress of focusing your Willpower) Just enough to make it a consideration in the combat.

    To focus on an attacking vampire you must be facing them with your cross-hair on them. It is possible for a vampire to circle in on you from the side to slip past your outstretched Crucifix. You will only be able to effect one Vampire at a time, however it only takes a moment to set fear into them and force them to retreat briefly. So it is not hard to juggle several vampires at a time.

    Used properly the Crucifix can slow down, confuse and startle vampires to impend their short-range attacks!

    However even if you have a superior Willpower stat the crucifix is not going to be an ultra weapon against Vampires as there are major considerations in using a Crucifix properly and strategically!


    The Crucifix has a very short effect range. It must practically be in their face, so any vamp with a long sword will be very difficult but not impossible to effect. Most archers will be far out of range!

    You must not lower the Crucifix (such as to parry or attack)
    You must not turn your back on the vampire.

    If the vampire is struck with damage there is a small chance that they will become furious and overcome their fear attacking you freely for a duration depending on their Willpower.

    If you strike the Vamp with damage personally there is an extreme likelihood that they will become furious as described above!

    (Note to player, when I say chance I do not mean a dice roll. I always attempt to find other ways to determine events other than artificial dice rolls. This makes the events more natural and allows the player much more opportunity to learn and master the outcome. So success or failure is calculated much in the same way Oblivion’s detection systems works based on the conditions at the time in the game.


    I improved the Holly Water script so that the water will not "miss" the target vamp as often as it did in previous revisions (unless they dodge it!) Now they will writhe in pain (new animations for vamps) once they are hit with Holy water!



    You can now use wood arrows (without metal tips) with a bow to hit the heart of vampires! They are NOT enchanted arrows! Just large wood arrows with no metal tip. It is also a little thicker in diameter than most arrows. Essentially this will be just like a wood stake to the heart with the same rules (must be in front of the vamp and the vamp must not be wearing upper body armor) but at range now!

    Here is how the wood stakes and tip less arrows will work now. My script will use your actor value luck and hand to hand skill or marksman skill to calculate the DEGREES that you must be inside of to successfully hit the heart.

    At the moment the stake or arrow hits the Vamp my script checks to see how far the vamp is turned away from the attack using the calculated degrees off center.

    With a 100 luck and 100 HandToHand you would have about 30 to the left and 30 to the right (60 degrees total ) you could be off and still get the kill!

    But at a luck of 20 and HandToHand of 20 you would need to be DEAD CENTER to get the kill. Thus this combines your PC skills and luck and your own player skills and "luck" to get a result.


    Vampires can bat the arrows out of the air or deflect them with weapons or their arms! You will see the arrows slapped and then bounce off the walls near by as the vampire deflects them!

    Their ability to bat the arrows depends on factors such as their skills and attributes and if they are not too busy doing other things such as casting spells. The further you are away from the vampires the easer it will be for them to bat the arrows. But they cannot bat the arrow if they are not in combat with you (have not detected you). Also the faster the arrows travel the less likely the vampire will be able to bat the arrows!


    I have a “beta†work around for conflicting mods that step on my the vampire "Fry Baby" death sequence! You can set the variable aadpBurstDelay to .01 in console to delay my Vampire death sequence a few seconds. This should allow the conflicting mod time enough to finish what ever death sequence it is trying to do.

    This is NOT really my vision (my preferred choreographed death) for my vampires but for those that insist on trying to use both mods this MAY work.

    Just type in the Console: Set aadpBurstDelay to .01

    To set it bak to normal type: Set aadpBurstDelay to 0





    Vampire Heightened Senses:

    If the Vampire is not asleep and not already in combat they will be able to hear, see and smell you far better than any other creature in Oblivion!

    Vampires will now be able to see any movement clearly in the dark up to 300 feet if you are moving in any way even if you are only turning from left to right while you stand in one spot. The Vampire must be facing your direction however and have no obstacles blocking their view. Unfortunately the hardcode in oblivion allows a few objects that should block LOS but do not such as trees!

    Vampires will easily hear you at short distances (about 10 feet) if you are moving at all. Your sneak skill will have a MINIMAL effect on this! In most cases you will have to wait for the vampire to move past you rather than you walking up behind them to get your short-range sneak attack on them!

    The vampires can now smell you if you are in front of them and within 60 feet.
    Each foot you are from them reduces their ability to smell you by 1/60th. Obstacle such as walls and large rock formations can obscure their ability to smell you.



    Please also use this plug in: Duke Patrick’s - All NPC Or Just Vampires Now Bob And Weave.esp

    get it here:

    http://www.tesnexus.com/downloads/file.php?id=15103



    A CLEAN INSTALL of this upgrade!

    A clean install is done by taking out the OLD rev 1 mod and then save a save game. Then start up the clean savegame with this new mod loaded.

    But sell your Holy Water first so you do not take such a big hit to your gold pouch! There is 5 free Holy Waters for you outside a cave near Skingrad.


    The vampire features do NOT yet apply to the Player, only the NPC. But A Future Rev may include this someday.


    This version will turn all NPC that are marked in Oblivion as Vampires into Nosferatu Class Vampires. What this means is that they can be killed instantly with a wood steak, they are hurt and can die in the sunshine, and they are hurt by holy water and will explode in a burst of flame when they die! A Crucifix (or solar Scepter if you prefer a lore friendly alternative) will startle and scare them depending on your willpower and their willpower.


    This will effect even Vampires from other mods as long as they have their vampire check box marked in the CS.


    You will only be able to penetrate the ribcage to the vampire’s heart by using a power attack. Normal fast(weak) attacks will not be strong enough to break the ribs. Be careful not to hit shields or you may shatter your wood stake.

    You Can Buy holy water and the Holy symbols from some merchants, church devoted merchants like priests will have a better chance of having holy water and Holy symbols to sell you but they will never have wood stakes to sell you.

    However Holy water is very expensive, and not widely availed as merchandise as many in the church find it offensive to be used as a weapon. Wood steaks can sometimes be found in crates and barrels.

    Any NPC that is marked as ESSENTIAL will not die in the sun to prevent breaking quests.

    There is a sizzling sound to the vamps when burning from the holy water and a bottle of water sound effect when flinging the holy water whether you hit and splash on a target or miss (thus no splash sound).




    Description of the mod:

    Vampires NPC are too much of a push over for me. After I completed the vampire cure quest it was a joke to hear the witch go on about how amazing it was that I survived the task.

    There are a lot of VAMP mods for changing the player, but I could not find (as of 2007) any Mods to upgrade the NPC vampires without doing a LOT of other things I did not want.

    This mod makes all the vampires have the weakness and strengths of the Nosferatu Vampires. Even Vamps from other monster mods like MMM!

    However this mod may or may not be incompatible with other vamp mods that CHANGE vamp behavior! Try it yourself and let us know!



    I like my Vampires the way I like my Dragons...
    Not so much magical, just good old fashion brut strength and speed!


    The following features make fighting one Nosferatu vampire as scary as fighting a platoon of city guards.

    Health Regeneration
    No need to breath air (Water Breathing)
    Frost Resistance
    Resist Disease
    Strength
    Speed
    Acrobatics
    Athletics
    Hand to Hand
    New Vampire Heightened Senses
    Ability to slap arrows out of the air.

    They will gracefully duck and sidestep your attacks!

    These supernaturally STRONG vampires will throw you around like a rag doll if you let them get too close!

    One of their big weaknesses is daylight. If they get trapped out in the daytime and it is not raining they will burst into flames and die in a few seconds!

    They slowly regenerate from non-lethal wounds. You will need to use your best and most powerful attacks or at least keep up a high rate of attack on them in combat! Fatigue management is going to be a high tactical consideration against these vampires.

    Wood stakes will kill them instantly if you can get a clear shot to their heart from the front! The wood stakes will be fragile compared to other weapons, so carry a lot of them!

    You must be on center facing the vampire. This on-center facing is not as hard as it sounds, it just makes it so you cannot instant kill from the side or back. And it will be very hard to do if you are being staggered and thrown around in combat. The vampire must not be wearing armor on his chest or the wood will not penetrate to the heart. In combat with a Vampire wearing torso armor, beat the armor off him with a melee weapon such as a sword, then use the wood stake!

    Remember that you will only be able to penetrate the ribcage to the vampire’s heart by using a power attack. Normal fast (weak) attacks will not be strong enough to break the ribs.

    You absolutely will need Holy water to defeat groups of my Nosferatu class vampires. The Holy water inflicts significant damage and knocks (they will cry in pain) them down long enough for you to throw a power shot at them or deal with the other attacking vampires. One Bottle works one time. It uses the SCROLL slot not the POTIONS slot.


    You will hear the water splash on your Vampire but you will not see the small amount of liquid that comes out of tiny black bottles. The water will not fling far at all so only use the Holy Water when you are up close to the vampires. If you hit them with the Holy water you will know it. They will produce lost of smoke.

    I have another mod out on TesNexus called Duke Patrick’s - All NPC Or Just Vampires Now Bob And Weave. If you do not use this other mod the vampires will not be able to duck and weave around your weapon attacks as intended! please use that mod at least just for the vampires. It can be adjusted to just effect the vampires.




    INSTALLATION:
    -------------

    Unzip or drag the contents of the zip file into your obliviondata directory.

    If you are prompted to overwrite click 'yes', Do not worry, this is simply a warning to you that you are writing into folders that already exist, no files will be overwritten.

    If dragging and dropping, be careful not to accidentally drag the files into another folder in your oblivion/data directory.

    If you are upgrading, be sure to override all the data files with then one in this zip file as well.






    Playing This Mod
    -----------------

    Activate this mode by checking the box for "Duke Patrick’s Nosferatu Class Vampires" and the plug in mod


    Duke Patrick’s - All NPC Or Just Vampires Now Bob And Weave.esp

    get it here:

    http://www.tesnexus.com/downloads/file.php?id=15103


    If you see strange lights or sounds you may need to use Duke Patrick’s Basic Script Effect Silencer



    Thanks to:
    -------------

    JDFan for NifSkope Guru-isum!

    WillieSea for advice on my script.

    TheTalkieToaster for advice on my script.

    Scruggsywuggsy the ferret for a cool script trick to detect power shots.

    StarX for great encouragement.

    Mush for tying to help as well.

    Jannix Quinn's for Potion Bottles

    ICUP for the stakes

    Glue for playtesting, bug recon, feedback, Icon help and moral support

    Belle for feedback and moral support

    BKS for feedback and moral support

    Jericho66 for feedback and moral support

    Deathless Aphrodite for feedback and moral support

    And other active members on the Oblivion CS forums for feedback!

    Special thanks to Psymon for tweaking the mod with tools I do not know how to use yet.


    Bethesda for allowing all of us to shape and personalize our own virtual playgrounds!



    Legal
    ..............................
    I had to solve some very hard problems on this mod! It was not easy! This Mod is more a product of creativity, sweat and tears than script writing talent. (To date I have spent over 116 man hours of my time to make this mod.)

    DO NOT distribute this mod! You should only find this mod distributed from Tes Alliance.
    If any other web site is distributing this work they are doing so illegitimately.

    You MAY use my scripts and my other resources for making a mod only as long as it has NOTHING to do with visually flame bursting vampires! I.E do not make a disguised knock off! And you must credit me fully and include my "legal" as shown above.


    The only two modders that did get permission before my policy on this changed is Star-X and ShadeMe! They are using my work with my permission.


    For the most advanced SCA combat with sword and shield:
    http://www.spookyfx.com/book/tromp.html

    576 downloads

       (0 reviews)

    0 comments

    Updated

  12. Duke Patricks - Basic Alchemic Immersion

    This mod will give you a special small wood coffer made to protect the glass wear needed to boil and thus catalyst the ingredients for making potions. If you do not place your apparatus in this coffer, and instead hold your glassware in your regular inventory, you will take a chance that it will shatter if you fall down or get staggered. This chance is calculated using your luck. But no matter how lucky your are it will never be ZERO Percent. The stone Pestle will not be subject to this possible breakage.

    Place the “Alchemy Coffer†on the ground and activate it to get your Alchemy apparatus to create potions. To pick up the Coffer you need to crouch (go into sneak mode) and then activate it.

    The Coffer changes its weight based on the weight you put in the box!

    Also, your Potion making ability will be drastically reduced unless you are near a fire. This fire can be your equiped torch. But it is intended to be a fire place or camp fire. Just put your cross hair on the fire (or equip a torch) before you open your potion making menu.

    Making potions now includes a risk of alerting enemies in the cells you are in. If they have a clear Line Of Sight to you their chance to detect you when you make potions is x 3 normal. The normal formula being:


    Chance = Actor Sneak * 2 + Actor Intelligence / 1.5 - Players Sneak

    So it is best to make potions in nice safe towns, but if you are trespassing there is still a chance that other trespassers (robbers) will find you even in the “safe†areas.

    However this “alerting of enemies†only happens if you use fire to make your potions.

    And if Actor aggression < 45 or Actor confidence < 60 the actor will not come to investigate the Alchemy noise, smells and light!


    If any of your other mods tries to change these game settings :

    FPotionMortPestleMult
    fPotionT1MagMult
    fPotionT2CalDurMult
    fPotionT3RetMagMult
    FPotionT1AleMagMult
    FPotionT1AleDurMult
    FPotionT3AleMagMult
    FPotionT2AleDurMult
    FPotionT1CalDurMult
    FPotionT1CalMagMult
    FPotionT1RetDurMult
    FPotionT2RetDurMult
    FPotionT3CalMagMult

    It may be incompatible.
    These get set to 0 unless you have a fire near by.

    Sound detection of fire but I am also using model detection for any model that has the word torch or flame or fire in it to make it compatible with dropped torches mod as that mod has NO FLAME SOUND! Cross hair needs to be on the torch to detect the model.


    At this time Syclonix's At Home Alchemy Version: 1.1 is NOW compatible!

    Some flame and fire sounds are still not being detected on some rare and custom type fires. If the person that made the custom fire did not name the sound effect with the word flame or fire or torch in the name it will not be detected.


    For the most advanced SCA combat with sword and shield:
    http://www.spookyfx.com/book/tromp.html

    266 downloads

       (0 reviews)

    0 comments

    Updated

  13. Duke Patrick's Health Alarm and Red Death Screen

    Duke Patrick's Health Alarm and Red Death Screen


    Health Alarm for more immersive play. This will let you keep your eyes on the combat not the status bars! At 50 percent health the screen will turn transparent red for 1 second.

    Then at 30 percent the screen will turn transparent red until you bring your health back up over 30 percent.

    There are Two esp files. ONLY USE ONE OF THEM!

    Red Death will completely turn the screen red when the player dies

    Red Death with heart beat will completely turn the screen red when the player dies and has the heat beat sound effect.

    No OBSE or any other 3rd party requirement!

    302 downloads

       (1 review)

    0 comments

    Updated

  14. Duke Patrick's Combat Magic II & Duke Patrick's Incursion into Fortress Of Fear

    Duke Patrick's Combat Magic II
    & Duke Patrick's Incursion into Fortress Of Fear Horror Survival Quest mod

    Rev CM 1.4.1 NPC will not be able to run away while they are in the invulnerable part of the ghost dodge.


    Be sure you replace your 8 second Elys_USV.lip and Elys_USV.mp3 with the 14 second version provided in this mod zip. If you read faster than that just click your mouse to finish the timer and continue to the next dialog paragraph.


    Requirements:
    OBSE but it must not be a BETA version!
    Universal Silent Voice.
    English version install of Oblivion only!
    Shivering Isle may be needed as some reference to SI resources were used.

    I was told by some players that OBME will CTD when used with this mod. OBME say this in their read me: "Some OBSE functions will not work with OBME." As such the OBME mod will probably not be compatible with any of my mods. That makes me sad, but such is the way of mods.

    Be sure to load the INI file in the same directory as the ESP file.
    Be sure to load the Combat Magic ESP AFTER the Fortress of Fear ESP.
    (You may remove the FoF esp after the quest is completed.)
    (For those who just want to play the quest, you may remove both the FoF esp and Combat Magic esp after the quest is completed, or keep the CM esp to keep the new weapon. Read about the 3 quest endings below.)


    Other Mods will conflict if they make a change to:

    The Actor value "Confusion"
    The Magic effects called "Reflect Damage" and "Reflect Spell".
    The Lighting bolts for Shock Magic
    The vanilla oblivion object TestKurtMarker
    The NPC Delphine Jend must be alive in your game.
    The same wilderness area as this mod. One such mod may be Unique Landscapes - Snowdale. But LOAD my mod after such a conflicting terrain mod and it may be OK!



    Introduction to Combat Magic
    ------------------------------------
    The basic idea of Combat Magic is to use Range, Rhythm and Geometry for defense instead of high health points, low damage magic attacks or magic "cocoons" that require no skill or effort from the player. Then Combat Rhythm and Counter Geometry to penetrate those defenses. Combat Magic should feel more intuitive to a real fight rather than a game of "spread sheets", energy levels and menu trees.

    There are universal concepts that apply to all combat and all weapon forms. They all share fundamentals such as defense and offense geometry, timing, accuracy verse initiative, speed (or rate) verses power and much more! The core of the Combat Magic system is a defense called an Omni Shield, it can block most magic attacks but only if the player uses proper shield positioning and it also prevents the Combat Magic practitioner from attacking at the same time. Add to this extremely lethal attacks, where the closer you are to the target and the better your combat geometry the more deadly the magic attacks can be!

    COMBAT MAGIC will be like fighting with weapons were you must maneuver as well as attack at the right time to maximize your effect on your opponent. And the more powerful your attack the more you may open yourself up for counter attacks. These features are an "add on" to the existing magic system. It adds a set of powers (attacks, shield, hand to hand buffs) that are gained via a quest.

    If set to do so in the INI file it will also buff most of the combat spells from vanilla or other mods. The mod is intended to interact with the vanilla spell system and other magic mods with as few exceptions as I was able to manage and still stay true to my mod design.


    Quest trailer:




    Combat Magic Movies:




    More Quest:



    Current Thread:
    http://forums.bethsoft.com/index.php?/topic/1170048-relz-duke-patricks-combat-magic-ii/

    Older threads:
    http://forums.bethsoft.com/index.php?/topic/1146143-duke-patricks-combat-magic-ii/page__hl__%22combat+magic%22

    http://forums.bethsoft.com/index.php?/topic/1107578-duke-patricks-combat-magic-ii/


    Help and support is ONLY offered on this thread:

    ---------------------------------------------------------------------------

    Mod Help & Support Link

    ---------------------------------------------------------------------------




    Starting the Quest
    ---------------------
    You must finish the quest to earn the Combat Magic Kit from the Mage Guild.
    You should see a pop up that says the mod is loaded. Then you must find and fight a necromancer that has the combat magic kit. This should be the first Necromancer you find after you load the esp. Then a pop up message will tell you that the quest has started! Necromancers are everywhere, but the best place is the Necromancer church across the river from Bravil.



    Finishing the Quest
    -----------------------

    There are 3 choices:

    1. Finish the quest and DO NOT give the scroll to the mage guild (lie to them that you did not get the information ) Now If you DO NOT kill the hiding Necromancer and do not give the scrolls to the mage guild NO ONE in the game gets CM except for 1% of the Necromancers and Conjurers (That are in Evil factions only) in the game. Then this % grows each day to 100% after a YEAR (365 game days) as the secret to CM gets slowly passed on from one Necromancer to another. This is for players like MYSELF that are not all that interested in using Magic (I prefer sword and shield melee combat) but hate how EASY the conjurers are to kill in the vanilla game because their magic is so weak.


    2. Finish the quest and DO NOT give the scroll to the mage guild (lie to them that you did not get the information ) Now if you kill the hiding Necromancer and do not give the scrolls to the mage guild NO ONE in the game gets CM. If you keep the CM esp loaded you will still get some other features, such as the Caltrop weapons and vanilla spell damage boosts (see below). If you do not want any of these features then you should take the Combat Magic esp out of your load order and your new savegames will be free of both ESP and all the changes. This choice is for the players that want to play the quest but not utilize Combat Magic in their game.


    3. Finish the quest and give the scroll to the mage guild. You will eventually get the Combat Magic Kit after the Mage's guild has time to study the scrolls. Once the Guild has developed this new school of magic it will be available for sale to anyone with the gold to buy it and the skill to use it. Every NPC that qualifies as a magic specialist class has a chance to get it that starts at 3% and goes up each day to 100% after 60 game days. They will favor the Combat Magic for combat, but they will also use all other spells as well. Now you may remove the Fortress of Fear quest ESP.


    In all of the above cases if you keep the Combat Magic esp in your load order (and depending on your ini setting for this feature) MOST of the spells (both vanilla and many spells from other mods) will be adjusted to match what ever your melee weapons are set to do. So if you have a melee weapon mod that multiples your melee weapon's damage 3 times, then the damage done by vanilla spells (and most other spells) will be multiplied 3 times as well.

    The player must finish the quest to get the Combat Magic for the same reason the developers require you to do a quest to get any unique or powerful weapon in this game.

    However you will be able to "transfer" your Fortress of Fear completions status to any new PC you start.

    This is how:

    Start a new game and new PC, then save.
    Start up a save game in which you have completed the quest. Then without quiting the game, load your NEW PC save game. The transfer will happen automatically and you will have the same quest results you earned from your previous savegame.

    So if you choose ending 1, or 2 or 3 then that same ending will transfer to your new PC as long as you do not quit the game, and you do load the new save game after running the old save game.


    All REFLECT MAGIC and REFLECT DAMGE has been neutralized to remove their effects from the game. These two spell types are the worst thing about the oblivion magic system. Please do not ask me to make this an option. It will not ever be made an option for this mod. In part because it would prevent the mod from working as intended and most importantly because the Reflect damge magic effects group is cannibalized by my mod to create the new Plasma Magic attacks for the Combat Magic Practitioners.

    The mod will change NPC reflect magic items and reflect spell items in their inventory into resist magic and shield magic items. If you have a magic item in your inventory that is called FAKE MAGIC then put it on the ground and cast the fix fake magic spell at it! But in most cases this is done automatic on the fly by the mod when it is in the inventory of actors including the player.



    Equipping The Combat Magic Kit
    -----------------------------------------
    Once you have the Combat Magic Kit you can equip it in your spell list to use the Omni Shield, the magic enhanced H2H features and the plasma attacks. You will have all of the features of combat magic as long as the kit is equipped and you adhere to the other requirements as will be describe below.



    Omni Shield
    ---------------
    If your Combat Magic Kit is equipped, then anytime you block (with a weapon or your hands) the Omni shield will go up to protect you as long as you have a little magicka and you are not incapacitated by things like knockdowns, staggers or low fatigue.

    The Omni Shield will stop bolt, ball (but not fog or AOE) type magic projectiles and touch spells. Fog and AOE "blasts" attacks will wrap around the OS. The OS will stop most Melee attacks. The way to defeat the OS is to maneuver around it, or time your attack to hit when it is down, or trick your opponent into dropping it, or wear it down with a barrage of attacks thus eating up the Combat Magic Practitioner's magickia.

    Time your block as late as possible to Reflect a spell back at your opponent. But Spell deflection is not something you "try to do". This is something that may happen if you fail to Reflect the spell. Deflection is a halfway successful Reflection. The player and the NPC have the choice to either Dodge, Reflect or Block the spell. The results of those choices can be evading the spell, stopping the spell, bouncing the spell back at the opponent or into a random direction.

    The Omni Shield is set to only work with the Combat Magic Kit. However after you "advance" in your combat magic skill you then can use it outside of the Kit. The combination of the other Combat Magic Spells used with the OS is what balance the OS. Using the OS outside of the combat magic kit feels overpowered. So I want the player to use it as intended for good amount of play time to experience my combat magic concept it as intended. Then later when the player can earn the perk of using the OS outside of the Combat Magic Kit.

    Some of the reasons the OS may not trigger when you press your block button:

    You did not select the Combat Magic Kit.
    Your PC is not performing a block animation (for many reasons such as being paralyzed.)
    Your PC is in the tale end of an attack animation, the attack looks like it is over to the player but the game still considers your PC to be attacking.
    You are out of Magicka.
    You are currently being silenced.
    You are using a physical shield (if turn on the this option in the ini file .)

    The following only is valid if you turn on the toggle option in the ini file:
    You did not set it awake with your toggle key
    You are not assigning the right KEY to the Toggle button.
    There is a conflicting mod (such as a Hot Key or keyboard mod) that interferes with the hot key button you selected for the toggle.



    Plasma Attacks
    ------------------
    Taping your cast button will discharge a high speed arc of plasma at your target. This is a low power attack that cost 10% of your magicka. Hold the cast button down for more than a tap will cast a slow but powerful plasma ball. There is an area of effect to the plasma balls and it is a dangerous one. The caster and the caster's allies will all be just as effected as their opponents if too close!




    Touch Spell Attack
    -----------------------
    Hold the cast button for more than 1 second will cast a touch spell that "dumps" all your magicka into your target drowning them in a extremely high power attack. You are exposed (cannot block) for that moment of time! This is true of the other attacks as well but for those other attacks it will be much less of a duration.

    Note: You will not be able to "load" the Magicka "dump" touch attack and just wait for a target to walk up to you before you release it. If you hold your cast button for too long your magicka drains to 0 and you will be unable to cast a magic attack until your magicka is back up over zero. A particular sound will warn you of this magic drain before it happens. There are a variety of sounds that will clue you to most of the timing concerns.


    IMPORTANT!
    Poor player timing can be compensated with good PC stats and vice versa because many of the important timing windows are based on your PC stats. This is a game mechanic idea I have had for a long time for this kind of action/RPG game. This mod is the first time I have got to try it to this extent. However I have tried this idea to a much lesser extent in some of my melee combat mods.



    Combat Magic Spell Damage
    -----------------------------------

    Damage of all CM attacks except for the plasma balls will be a % (as low or high) as your magicka. But that percentage will rise and fall depending on the following factors:

    Character level
    Current Willpower
    Current Intelligence
    Current Fatigue
    Current Magicka Level

    How well you "kinetically cast" the spells (your moment toward and around your opponent ) for the H2H attacks. Player Timing for the touch attack.

    All Combat Magic damage will then be scaled by the difference from the vanilla WeapSteelWarhammer compared to your to your current WeapSteelWarhammer weapon. So if you have a mod that increase your WeapSteelWarhammer to 2 times normal the Plasma ball will hit at 2 times 30 points.

    The Plasma Ball is set at 30 cost to magicka and 30 BASE damage.

    After the damage is calculated it is then reduced by magic resistance up to 85% or what ever your melee armor protection limit is set to in your game settings.

    Hover your mouse over the COMBAT MAGIC KIT entry in the magic selection menu to take a peek at the damage and cost of the Bolt, Ball and Touch spells.


    Ghost Dodge
    ----------------
    This will give you almost complete immunity to attacks but it will cost a lot! The magic drains fast as you trigger the ghost state. so you must learn to only enact it when absolutely needed and for a as short a burst as you can (to just avoid the attack). Also you cannot attack block nor move around during your ghost state.

    You must have the Combat Magic Kit equipped and then you press (or rather TAP) the Left and Right and Back Move buttons all at the same time.

    Significant pain will prevent you and the NPC from triggering the ghost dodge. The pain duration is determined by the Willpower stat. The more will power you have the shorter the time the pain will distract you. The more damage you take at one time the longer the pain may effect you.



    Combat Magic H2H
    ------------------------


    Fist De Cuffs:

    To activate the Combat Magic H2H features you must not be wearing any armor or rings on your hands and then you must select the combat magic kit as you active spell.

    You will see a pulsing aura of magic spill out of your hands.

    Punching in this state will increase the damage you can do to your opponents and can bat them around the battlefield like a rag-doll! And you may see a "flash of light" effect at the point of contact when the player punches an actor.

    Each punch (power attack or normal) will be buffed using your magicika. The amount of magicka used and the amount of increased damage is dictated (kinetically spell casted) by your combat geometry and your movement. Movement forward while punching = about 1/5 the maximum.
    Power Attacking = about 2/5

    Moving left or right will increase the damage/consumption depending on how far around you are relative to your opponent. So If you swing around directly behind them.

    This will give you about 2/5 the maximum. If you only get half way around them to attack their left or right side you will get about 1/5 the maximum.

    Therefore if you manage to swing behind your opponent while throwing a power attack and move forward at the same time you will have an outrageously devastating magically buffed kill shot at 5/5 of your current magicka added to your attack !

    Moving backward while attacking will use no magicka at all but will not buff your attack either. Even if you are power attacking or back behind your opponent.

    If you hit your opponent with a power attack at the time they are staggering, or stagger them with the same power punch, you will swat their bodies away from you in the same manner you see people go flying when hit with a shotgun blast in the movies. They will go flying backward on a mostly straight trajectory until they hit a wall or tree or other solid object.

    They will be flung more or less straight back thru the air FAST and hit the wall viciously! This is a great move against multiple opponents, thus briefly incapacitating one opponent while you deal the other.



    Spell Bursting:

    If you punch into an incoming ball type spell (cannot punch bolts as they are too fast nor fog as it is too "swirly" ) with your magicka enhanced H2H attack it will burst the spell into a cascade of magic embers.

    Your success to do this will be: Fatigue Percentage * ( agility + handtohand + luck )

    It will cost the same magicka as deflecting the spell would with your Omni Shield.

    If the spell flying through the air has not traveled very far then trying to punch the spell would not have enough time to react to it properly. You have no penalty at about 20 feet but at 10 feet you will have 1/2 the chance to succeed. At 5 feet you will only have 1/4 the chance to punch a spell cast at you at that range.


    Attack Chain Absorbed Fatigue Effect:

    If you hit your opponent with several punches in a series inside of a short amount of time you will absorb some of their fatigue and they will stagger helplessly for a second. You can then press the attack, as long as you strike on target and come in with a good rhythm this speed bag effect will continue until you run out of magicka.


    Once you have landed the required number of fast blows inside of the time limit a stat comparison is done to see if it is possible to overtake your opponent.

    target's strength + resistmagic times their fatigue percentage <= player's current magicka == succeed

    The cost of magicka to do this is %5 of the player's current magicka. You will know you are in the "speed bag" cycle when your opponent is stumbling around after each of your hits and you may see flashes of blue, green and red lights splashing on your opponent if the room's light level is low.

    This feature cannot be used to "knock out" the opponent, only keep them at a exhausted level. However the normal H2H game system may still knock them out as each hit will reduce the opponents fatigue a little per the vanilla system.




    Fast Rest
    -----------
    If you stop and do not exert yourself in anyway you can fast rest or in this case "meditate" to regenerate your magicka a little faster than normal. This is in part to help make energy level less important than what you do with your energy.

    If you use the Atronach birthsign be sure to turn off the Combat Magic magicka regeneration in the ini file. With the Combat Magic kit enabled the player character will fast generate magicka under certain circumstances. So turn this off in the INI if you choose the Atronach birthsign and do not want the Magicka "Fast Gen" feature.



    Known Issues
    -----------------

    On rare occasions the messenger's horse may fly away when tripped, this seems to be related to a Oblivion bug that is amplified by some commands used in my (and other's) mods. A solution has not been found yet.

    Sometimes one of the poltergeist refuse to be exercised and banished. I am working on trying to find out why.

    Anyone that edits my files in any way will get no support from me what so ever. I never participate in anyway to help others to edit my files even for personal use.
    Some of my scripting techniques are a result of hundreds of hours of mind numbing trial and error. I have found loop holes in the game engine that sometimes I have been told "should not work" I am not a great script writer, just tenacious, creative and willing to do things the hard way because I was never formally educated on how to do programming the easy way. As such I do not have much time to do anything else such as trouble shooting "tweaked" versions of my mod. One person for example damaged the mod by changing a sound effect in my mod thinking "hey no big deal its just a sound." I use sounds sometimes as timing devices and changing the sound was like removing the timer from the script. If you know enough to safely make such changes to files you did not create yourself then you do not need my help anyway.



    Appreciation List
    --------------------
    This mod has been in the making for a few years so please do me a great favor and PM me to add your name if I unfortunately let your name slip this list Please do so as I feel very bad when I miss names on these lists.

    Thank you to the following for scripting and molding help:
    JDFAN
    TheNiceOne
    OBSE Team
    WillySea

    Beta Testing reports:
    Pysmon
    Leold
    Azureal

    Feedback on this mod's threads:
    StarX
    HeyYou
    Immortal-D
    Sculelos
    crimson.cosmos
    Fiore1300
    Glimiril
    shadowchao
    Solinarius
    lyobovnik
    Onlyino
    gothemasticator
    Johnny3Tears
    Jupiah
    sean144800
    br0sk1
    joesmithy
    grmblf
    Fiore1300
    Thomas Kaira


    Game lore help:

    Thomas Kaira
    Hackworthy
    JeniSkunk
    Leonardo2
    Ni!
    Savlian
    SubRosa
    Acadian


    Legal
    .................

    I worked very hard on this mod. But this mod is a product more of hundreds of hours of creativity, sweat and tears than script writing talent.

    DO NOT distribute or use any of my 3d models, resources or scripts. You should only find this mod distributed from Tes Alliance. If any other web site is distributing this work they are doing so illegitimately.

    You MAY (with conditions) use my scripts and my other resources for making a mod only as long as it has NOTHING to do with magic combat. I.E do not make a disguised knock off!

    The exception to this is the "flaming hands" by JDFAN. You need to contact him about using his "flames from the hands" mesh resource.

    And you must credit me fully and include my "legal" as shown above.

    For the most advanced SCA combat with sword and shield:
    http://www.spookyfx.com/book/tromp.html

    1,835 downloads

       (1 review)

    2 comments

    Updated

  15. Duke Patricks - Philosophers Stone Artifacts

    Duke Patricks - Philosophers Stone Artifacts


    4.1 NEW Star Charts plus some tweaks so that the calcs should be work the way I intended them to.




    NEWS

    HUGE change with new more advanced dynamic description generator! If you are upgrading from any REV before rev 3 you must do a clean install. NEW TEXTURES AND MESH PLEASE LOAD ALL FILES!


    Also, I was getting a little irritated with the idea that I would be putting a heck of a lot of work into the extreme reward score "valuable Clutter" and no one would get to see it unless they had a god PC and was an expert player. Then it occurred to me to include the PC LUCK in the formula to help calculate what DURS item you would get. So a very lucky PC has a better chance to find the rarer items but even an low luck PC has a small chance.




    REQUIREMENTS: OBSE 20 or better needed.

    NOTE: THIS MOD NEITHER USES NOR EFFECTS THE VANILLA LEVEL LISTS!

    Do not edit or merge the level lists in this mod (there are only 2 of them) or you will create game play issues!

    I I only offer support on the Bethesda forums:

    http://forums.bethsoft.com/index.php?/topic/1211214-relz-duke-patricks-philosophers-stone-artifacts/page__st__20__gopid__18150963#entry18150963


    New dynamic system to generate unlimited valuable clutter. It is off by default so if you want to use it read the about it first (in the INI file) and turn it on. I will be adding new "seed" items (the base items used to make the clutter) to this feature every day for a few days.


    WHAT THIS MOD CAN DO

    I hate having an epic battle in a dungeon only to find that the locked chest the enemy was guarding only had an apple and a tong or worse nothing at all. This mod changes worthless clutter into solid gold Artifacts that were made as a result of Alchemic experiments done by some unknown Mage ages ago. These artifacts are actually collectors items that would be worth a great deal ; more than the gold they are made from as the secret transformation method has been lost to the known world. However at this time almost no one now knows about this. So when these artifacts are found and sold they are assumed to only be sculptures (unusual art work ) made from gold. Thus, unfortunately they only sell for "their weight in gold."

    Mod design note: To get the clutter to look like solid gold I used an system I developed for another mod to make all items look like wood. I ended up not using it for that mod for various reasons
    but for this mod the system was PERFECT! The Objects you find will actually look like they are made of gold with only a few cases were they may look like wood with gold paint or have a very corroded brass like green tint.


    This mod monitors your combat and calculates a Reward Score based on how hard of a fight you had to get to the container. Once you reach the Reward Score Objective number or more the mod will change clutter in the next locked chest you find as long as it is in the same cell you had your hard fight in.

    The calculation logic to accomplish all this is clever but simple, as such the mod is not 100% full proof. But this mod was made as a personal mod just to patch this irritating issue in my game with empty chests and only secondarily as a mod for public use.So please keep that in mind if you decide to use this mod.

    The Reward Score only advances when you are in combat and in physical contact with your opponents ( being hit or hitting them.) This includes range combat and spell casting but the mod default settings favors melee combat. The Score will start to dissipate once you are completely out off combat (no NPC or creature has you on their combat target list) and you are no longer in the same cell that you were in when the score started advancing. So if you leave the cell before getting your Gold Artifact you can still return to get it as long as the Reward Score has not dwindled down to zero yet.


    ########### DYNAMIC UNLIMITED REWARD SYSTEM (DURS) ###################

    This is a radical feature that you must understand completely before you turn it on. It dynamically generates new items with infinitely different gold values and hundreds of different descriptions in a similar way that guns were generated in the borderlands game.

    The beauty of this system is that I can use ONE mesh (I call them item seeds) to produce 100s of different grade items. So you will find this zip package very very small compared to other loot mods.

    This is off by default. Read the INI descriptions file before you turn this on.

    777 downloads

       (0 reviews)

    1 comment

    Updated

  16. Duke Patricks - HammerBlade

    Duke Patricks - HammerBlade

    Are your BASE skills up to the challenge?

    OBSE 18 or better needed.
    Shivering Ilse needed.

    Rev 3.2 Fix annoying issue with the "safe spell". Now you must hold down your LMB or attack key for a few seconds now to trigger the safe spell in your menu.

    You tube:





    I only answer support questons here: http://forums.bethsoft.com



    The SCA portrayed in this mod is obviously loosely based on the real SCA. I could not make this mod SCA exactly like the real one as it would not fit well in a fantasy environment. So I took liberties and artistic license in the description of the organization in the mod.

    This entire project was intend to provide me with a fun way to learn and practice 3d modeling, and then it is intended to give the player a very cool weapon that can do something complete new and original, something I have wanted to do for years but did not have the modeling skills yet.

    And finally it is a Proof of Concept mod to try to demonstrate how good an NPC combatant can be without resorting to the cliché jacked up HP (or the God awful reflected damage thing) even with only a few of my Combat AI techniques. I would have loved to load the NPC up with all my knowledge of combat but that would have taken many months (a year?) to script! However the few I did include will give you a run for your money! If this NPC is too difficult for you consider becoming a squire in the game to learn the secrets to countering all my "moves".

    However, these “moves†are all based on real life melee combat physics. So if you play the combat intuitively you may discover the “counters†to my moves on your own.


    My featured combat AI for this NPC:

    A very good dodging ability, he will glance, sidestep and bob and weave your attacks (rather than absorb 1000 weapon hits).

    A "Brain" to evaluate and adapt to the combat conditions (such as health level, how the player is fighting, how the player is moving and defending).

    This Brain will also manage his Fatigue better by making the NPC "rest" strategically instead of randomly by a dice roll as it is now in the vanilla game.

    My original Player "Shield Charge" attack that many players asked that I give to the game NPCs.

    A true to life shield technique called "Eclipsing". This will be a surprise, so I will not explain this any more than that. If you happen to have read my SCA combat book then you know what this is already and how to counter this move. Otherwise you will need to figure it out on your won OR become a squire in the game (join the SCA) to get training on how to counter this move. If you become a squire you will get a total of 7 specific lessons. But even after you get all those specific lessons you can still get bonuses for your Blade and Block and Blunt skill sets if you continue the sparing fights as a squire.


    This mod has a few other AI tidbits!

    For example I found a way to help prevent the NPC archers from shooting their friends in the back. This I may turn into its own mod (to effect all the NPC in the game) at about Christmas time after it has been played and tested in this mod.

    I am not sure about that, but if my "Don't shoot me Bro" script has no issues in this mod it may be a "Duke Patrick's - Don't shoot me Bro" mod someday.


    The NPC you fight are magically muted, silenced, and have zero magicka, but if you are running enemies auto heal or a similar mod you may see him "use a spell". I have taken steps to prevent this as I use enemies auto heal mod myself. But it is not 100% able to override that mod, so you may need to disable that mod for this tournament.


    Hammer-Blade is the weapon that shatters shields.
    It is expertly crafted by an SCA weapon smith to transfer power from the attacker into the target with physics (not with magic). The visual of the parts flying into the air is something I have wanted to do for years. and NO-ONE has ever done this before! (Lots of blender time to do this mod, but I also use a very clever "trick" in the scripts to get the job done in less than 5 years of 3d modeling!)

    So this was the perfect mod for me to cut my 3d modeling teeth on!

    ALL Shields, even custom Shields form other games.

    Unfortunately it will work on any SWORD that is slotted for the shield slot as well, but it will look silly. I have no way to correct his except for patching for each mod that introduces blocking swords.

    And I do not really think I will be doing that.

    I might be able to fix this if there was a way to detect that the "shield" in use by the opponent was a sword model instead of a shield model. Such as if their path model had the word SWORD in it. But few custom mods are set up to give you that kind of information.

    In the game Hammer-Blade is supposedly designed to take full advantage of perfect mass balance, the speed node (sweet spot) and the transfer of momentum from the attacker to the target to perform its devastating attacks on solid objects (like Shields) that are used to do static blocks (as apposed to active parrys while you deflect the momentum of the attack.)

    Because of this, a parry with a sword will not break the sword but one handed parry will cause a great deal of pain to the defender.


    As a SCA Knight you can receive large discounts with the SCA vendors, they are allowed to purchase MuMetal arrows and can get Master level training in Alchemy.


    To be invited into the SCA chivalry (become an SCA Knight) you will need to win the tournament, and get a passing vote from the voting members of the SCA. The SCA members that do not vote are the belly dancers. The Duke Patrick NPC has veto power as well.

    To get this passing vote you must get a 90 AVERAGE disposition from the voting members and a 90 or more disposition with the Duke NPC.

    This vote is made each time you leave the SCA encampment. So while you are in the SCA encampment you should do all you can to get the SCA members disposition up to 90 or more.


    Tips for raising Disposition with the SCA members:

    1. If you are an SCA squire keep your red belt on as this gives you a disposition bonus with SCA members.

    2. Do not break any SCA rules or customs. (Be very careful about this!)

    3. Remember to show respect to the Royal peers by bowing,
    this will give you an easy and steady way to get dispostion increased with all memebers.

    4. Participate in the nighttime revels and take advantage of that situation to play the disposition mini game (or use an alternate persuasion mod as I do) with the SCA members. Keep in mind that the SCA npc do not have persuasion turned on except sometimes when you are drinking SCA pure grain alcohol at the nighttime revel. You can buy this drink from the vendor, or if your disposition is already 50 or more many SCA members will keep giving you this drink for free during the revel.

    5. And never let your infamy surpass your fame!


    To bow you need to be detected by the Royal Peer, with your game crosshair on them, then hold your block button and tap your sneak button at the same time. The bow animation will take a few seconds to complete. This will increase your disposition with the Royal Peer and the other SCA members if your current disposition is over 20 with them.

    Drinking SCA pure grain alcohol has other effects besides breaking the ice with SCA members. It has immediate health benefits, it has temporary penalties to some skills and abilities. But also the longer you stay "under the effects" of the SCA pure grain alcohol the more chance you have of gaining the relaxation state. This relaxation state will banish your afflictions in the same way that praying at the alters of the Nine do. You get a 1 percent chance each second you are under the effects of the SCA pure grain alcohol.

    Then if you go to sleep still under the effects you may wake up with your afflictions removed. However you also get a 1 percent chance per second of passing out drunk right on the spot. If this happens you will wake up many hours later with no chance at all of getting this relaxation state until the next time you start drinking again.

    Passing out drunk will subtract 20 disposition from all the voting SCA members.

    While you are under the effects of the SCA pure grain alcohol your vision will be blurred and you will sway a little.
    You can stop the effects of the SCA pure grain alcohol by going to sleep at any time.



    Q: Is this compatible with other combat mods?

    A: “should be†this mod is not even subject to load order but please load it as last as you are able to, no permanent modifications are made to the game settings or any of the vanilla combat systems. (I do change the game speed for a slow mo effect for 3 seconds ONE TIME only.)Go into any menu to change it back IF you get stuck in slow mo for some reason.


    However there are three NPCs you may fight that are heavily scripted for combat.
    About 70 percent of what those 3 NPC do in combat will be directed by the "brains" I made them (scripted). So your mileage may vary.



    One of the rules of the tournament is that you cannot use magic or raise your health during the combat in anyway. Mods like RBP may conflict because they add change the game so that some players will have a "natural" health increases that is automatic (not in control of the player). However Kyoma (from the bethsoft.com/bgsforums ) wrote a script for detecting and compensating any Restore Health abilities. It will add a Damage Health ability with the total of the Restore Health so that GetAV Health detection won't fluctuate because of them.

    But any unnatural restore health bonus (that got added by a scripted spell for example) will still result in a change in health (which in turn will be detected and disqualify the player from the tournament).


    I am a fantasy based virtual reality addict not a “gamerâ€. Many of my friends think I am a "gamer" because I do modding, talk about PC games and play PC games a great deal.

    But I am not a gamer, in fact I dislike MOST of the video games I have seen for various reasons. mostly because I do not like "game-ish" games that require you to do esoteric button combinations or actions to win the game that have little to do with real life combat and action. I do own several hundred PC games and have played probably twice that number as I am always in search of the "virtual reality" experience.

    Oblivion has slowed down my consumption of PC games a lot as it can be modded to get close to my ideals. (Well close enough to try out many ideas I have had for Video games for over 30 years.)

    Do not get me wrong, I love magical combat and fantasy creatures and all that, but when you can absorb a dozen arrow shots, jump 30 feet in the air and every swing of a sword produces "fireworks" (sound effects and colored lights") the WOW factor of a magic fire ball in the game is castrated! For magic to be magical in a video game the sword fights needs to lean more toward realism while at the same time still making the player feel like they are a hero (once they have earned their hero status with some effort of course.)


    My mods are proof of concept projects for experimenting with realistic mental aspects of combat and simulating the physics of real combat.


    I have been pleasantly surprised to find players that really enjoy the realism, this realism movement in Oblivion (known as immersionists) is something I think will be the NORM in the future instead of fantasy based combat.

    I think games will get more realistic (in the near future) because the advantages serve both the players and the game companies. The advantages will include shorter learning curves because the more realistic a game is the more intuitive it is as well.

    Older people will be able to use their life experience to succeed in games rather than reflexes and memorization.

    More people (with lots of money) will play such games, more money can be made by the game developer and more money will go into the game R&D.




    To start your adventure go have an early breakfast at the "Feedbag" in the IC market district.



    UTILITY FEATURE
    --------------------
    In Rev 2.8.1 and above:

    Go into the console and type the following to make the desired changes:


    The following sets the damage done to the targeted shield in each hit

    For realistic high damage:

    set aadpHammerBladeQuest.DamMult to 10

    For vanilla low damage:

    set aadpHammerBladeQuest.DamMult to 1



    This will only work if the PLAYER has won the Hammer-blade fairly.
    To stop HammerBlade from shattering shields:

    set aadpHammerBladeQuest.HBToggleOff == 1

    Set to 0 to turn it back on.






    REQUIREMENTS
    ------------------------

    OBSE 18 or better needed.
    Shivering Ilse needed.



    Legal
    .................
    I worked very hard on this mod. But this mod is a product more of creativity, sweat and tears than script writing talent.

    DO NOT distribute or use any of my 3d models, resources or scripts.
    You should only find this mod distributed from TesAlliance and I may still have links to this mod on TesNexus.

    If any other web site is distributing this work they are doing so illegitimately.


    JDFan made the juggling fire balls so ask him about using that resource as it is not my work. Same for Kyoma's Health detection compensator script.
    You can contact them both here:bethsoft.com/bgsforums


    You MAY use my scripts and my other resources for making a mod only as long as it has NOTHING to do with visually tearing apart shields.
    I.E do not make a disguised knock off!

    And you must credit me fully and include my "legal" as shown above.






    THANKS TO
    -----------------

    DreadKnight
    Luchaire
    Awia


    Speail thanks to
    Psymon for playtesting as well as tweaking the mod with tools I do not know how to use yet.

    JDFan for his mesh and 3d modling adivce.

    Reneer for his unquie knowlegd of hadling AI-crime and the crime handlining script "chunks" I used for this mod.

    Kyoma For the Health detection compensator script.


    The OBSE team (They make it possible for me to make the impossible!)

    and...

    All the people that write the Wiki
    and the active members on the Oblivion CS forums for feedback in my WIP thread!

    Last but not least of course Bethesda for allowing all of us to shape and personalize our own virtual playgrounds!


    For the most advanced SCA combat with sword and shield:
    http://www.spookyfx.com/book/tromp.html

    243 downloads

       (0 reviews)

    0 comments

    Updated

  17. Duke Patricks Basic Hypothermia II Rev 3.1

    Duke Patricks Basic Hypothermia II
    Rev 3.1
    Camp fires and shelter are now your best friend!
    Latest OBSE Needed


    I CANNOT SUPPORT THIS MOD FOR NOW.

    I want to see what they will do in Skyrim for cold environmental mechanics.

    PLEASE DO NOT DOWNLOAD OR USE THE MOD UNLESS
    YOU ARE WILLING TO USE THIS MOD AS IS!

    In most cases issues are mod conflicts anyway. So if you are not willing to drop any of your mods from the load order please do not use this mod.


    Do a clean install of this REV.

    Rev 3.1: Major changes! BE sure to install the new sound files and the new INI!
    Sloshing dripping sound effect when you move around and you are drenched. The Fast
    warm up only kicks in now if you are crouching by the fire (in sneak mode). A major bug
    fix that prevented variety in the ambient temperatures. Plus a significant fix to the
    calculation logic that should solve many small issues now. The delay timer is no longer
    needed /used for the fast warm-up.



    Do not download this mod if you do not read Read Me files. You will not be able to unlock the needed files if you do not read the read me.


    PLEASE DO NOT LEAVE COMMENTS ASKING FOR HELP ON THIS MOD. I will not be replying to any questions here. Please go to the Bethesda forums on my mod's thread.



    OVERVIEW OF THE FEATURES
    -------------------------------------------

    NOTE: THIS IS NOT THE READ ME FILE. YOU MUST READ THE READ ME FILE TO GET THE PASSWORD FOR THE LOCKED ESP/zip FILE. The Read me file in in the download.


    I created some very special non-glowing shaders to make your PC face (only the face) flush red with heat or pale blue with cold depending on the circumstances.

    Sound effects feedback when you are:

    Under shelter from rain.
    Feel "out of the ordinary" heat or cold changes.
    Get Thermal Sickness from cold or heat.

    3rd person Animations AND 1st person screen effects for:

    Heat Stroke
    Cold Shivering


    Visible HUD feedback:

    Numbers will flash (only when the heat and cold PC sound effects trigger) at the top of your screen as to your percentage of Core Body Heat, estimated ambient world temperature and the your heat Rate of Change.

    Your color health, magicka and fatigue bars will throttle up and down in relation to your percentage of body warmth when you have thermal sickness.

    This mod will work with other mods new lands and worlds. Not as effectively as in the Tamara world but as well as I can make it to maintain the immersion.

    Reward attributes boosts for cooling off with a dip in the lake or warming up by a fire.

    Clothing and magic protections will matter but it is NOT going to be ever be a major part of the mod. (see the read me file for why). But Cloaks (in this mod or from other mods) will make a huge difference in getting wet from rain and help the most (of all clothing) for keeping warm. You will kick into super fast cool down if you stand still or sit with no torso armor and no torso clothing (shirt) and no cloak on.

    Getting wet can terrible in the wrong weather, so this makes many lakes a barrier and not just a simple "change in the walking animation".

    Finding shelter from the rain under such things as rock protrusions, tents and architectural overhangs.

    Finding sun shelter (like with rain) from the direct sun will help with managing your heat.

    Physical Activity will warm you up a little. Heavy activity (like fighting or running) will do the most. Clothing (helps cardiovascular heat from radiating away).

    Environment plays the biggest role in determining world temperature. However all the following factors are include in calculating effects on the player:

    Sun
    Large fires and lava that uses a sound effect with the name FLAME , FIRE or LAVA. (Torch will help a little).
    Altitude
    Snow
    Darkness
    Disease with the word “fever†in the name.
    Rainy weather
    Month of the year
    Time of day
    Getting drenched with water (swimming or rain).
    Indoor locations hinders the drain effects of Rain and Snow and warm effects of the Sun, are a little warmer sometimes, and increases the warmth effects of fires.


    RACE MODIFIERS!
    (You must read the read me file to use the race modifiers.)



    For the most advanced SCA combat with sword and shield:
    http://www.spookyfx.com/book/tromp.html

    2,830 downloads

       (4 reviews)

    14 comments

    Updated

  18. Duke Patricks - Basic Combat Training

    Duke Patricks - Basic Combat Training

    2.2.3 Script checks to see if you are using H2H and then will raise Brutis's H2H so he will use H2H and not his sword. And then will switch back his skill levels if you switch to any weapon.


    Rev 2 Added a few more lines of dialogue to reduce some of the pop up messages. Scripted the AI to make the trainer go into a defense mode while he waits for you to put away your weapon after he halts the sparring. It is not perfect (he may still swing once in a while) but it is way better than vanilla Oblivion where you would get hit constantly as you put away your weapon. Removed my excessive scripting to handle the disposition, I realize it was not needed and only added complexity. Plus a few various bug fixes.


    You can yield to the trainer and save game (keep) all your training before dying!


    The purpose of this mod was to serve ME and MY game!

    With all the Duke Patrick Combat mods loaded going outside of the city was suicide if you did not know how to defend yourself properly. So Brutis is intended to get you up to an intermediate level of combat, then you can leave the city and have a chance to survive and progress your combat skills the "long way".

    This is more realistic than a someone diving into monster infested caves and dungeons with no real combat training.

    Intermediate level is defined as ONE of your combat skills reaching 50. After that Brutis will not train you anymore.


    KNOWN ISSUE: the script to detect if you drink potions is not working yet.

    This mod needs to be loaded after "Let the People Drink" (and most likely any other mod editing the
    Arena District) because of path grid issues. Loaded before, Brutus is outside of the training area and this causes problems with the functioning of the mod.


    Rules Of Basic Combat Training: No magic is to be used not even health spells. No enchanted weapons. Only Melee weapons. No range weapons are to be used. No poisons are allowed. The trainer will require 40 gold coins per bout.

    Always remember the trainer is your superior (for the time being anyway) and he is taking it easy on you so that you can learn.

    You will be admonished for weak and ineffectual blows with a pop up message, this will get annoying to both you and the trainer (- 1 to disposition each time this happens) and no I will not change this so please do not ask me about it. It is intended to be unpleasant feedback as part of the training. Just like you are being yelled at by a drill instructor.


    So be mindful of your fatigue as you fight. The trainer will not start any lesson no mater how much you pay them if their disposition is too low.

    Every time you throw a blow that the trainer blocks you will get a raise in your weapon skill level increment ( 1 out of 100 ).

    If you land a blow (the trainer dose not block it) you get 5 out of 100 increments. Each attack you block you receive 5 out of 100 increments for your block skill.

    If you win the bout with the trainer your chosen weapon and block skill will be raised 10 out of 100 increments. Either Block or Blunt, depending on what weapon your are using at the time.

    Each time you reach 100 increments in Block or Blunt or Blade your skill level will go up 1 out of 100. You can see this in your attributes menu. Eventually your skill level (blunt block or blade) will be too high for this basic training to do you any good. At that time you should say goodbye to the trainer and unload the mod.



    Do not download this mod unless you understand that I made this mod for my own use!

    I have stated a new PC (who cannot fight her way out of a potato sack) as a result of my computer crash and reformat, and I wanted a Minimalistic mod for melee weapons practice.


    All the other practice mods I tried either had too many issues to run reliably or was too convoluted (IMO) for such a simple thing as melee practice.


    I will try to fix bugs if any are that bad, but I have no time to "improve" this mod with more features.
    However If anyone has scripting that will detect potion drinking (but not food) I would gratefully use it and give you your due credit.

    Load order is not important for this mod, and the only way (I know of at this time)
    it could conflict with another mod is if that other mod my NPC from showing up in the arena district. In that case load my mod after the conflicting mod.

    If the mod will not work for you please just delete it from your PC and look for one of the other mods made for combat practice.




    REQUIREMENTS
    ------------------------

    OBSE 20 or better needed.



    Legal
    -----------------
    Do not re-upload this mod to any other place on the net!
    Do not make it available in any way other than where I have uploaded it.


    Modders may "adapt" my work as long as you do not take the credit for
    all the creative work I did to get this mod to work in this unique way.
    (I.E, credit me fully for the way the mod works). And only if you make your mod
    different enough to provide an alternative for players that would not otherwise use my mod.

    AND it must not conflict with thi mod.

    I.E do not make a disguised knock off!


    THANKS TO
    -----------------

    Reneer the �Guard Guru�. Without Reneer�s insightful help and his script to wrangle the guards this mod would not be nearly as sweet as it is now.


    The OBSE team, what would Oblivion be today without their work?

    And of course Bethesda for allowing all of us to shape and personalize our own virtual playgrounds!

    They deserve every coin the get for this game!


    For the most advanced SCA combat with sword and shield:
    http://www.spookyfx.com/book/tromp.html

    536 downloads

       (1 review)

    1 comment

    Updated

  19. Duke Patrick's - Bottle Shoot Archery Practice

    Duke Patricks - Minimalistic Bottle Shoot Archery Practice
    OBSE 20 or better needed.


    Get the empty TARGET PRATICE bottles at the Archer's paradox in Bravil. There will be a few sitting on the counter. They are FREE for customers. Just grab them into your inventory.

    Place them on the ground or on a table or tree stump or rock or what ever...

    Shoot at them with your bow ….ANY BOW…. ANY ARROW!!!

    The further you are away from the bottles the more points you will get.
    Once you reach 3600 points your marksmanship level advance in the same way as if you had made a kill with your bow.

    If you are a hard core immersionist make sure you do not have any TARGET PRACTICE bottles in your inventory as you shoot. This way you can go chasing your bottles around to collect them after each shot.

    If you are not that hardcore then simply be sure you have at least ONE target practice bottle in your inventory as you shoot and the bottles will reset themselves back into position (most of the time).

    Make sure you do not bunch up the bottles too close to each other and not in a line from your perspective (to and fro), otherwise the script might get confused and may not reward you if you hit the bottle you aimed at. As long as the bottles are about 2 feet from each other and aligned horizontally from your perspective that will work just fine!

    I was working on a way to prevent this "script confusion" but then I realized that this is actually a feature not a design flaw. This way you do not bunch up the bottles and shoot at them as a large target to cheat the points.

    I have stated a new PC (who cannot hit the broad side of an Ogre ) as a result of PC crash and reformat, and I wanted a Minimalistic mod for archery practice.

    All the other archery practice mods I tried either had too many issues to run reliably or was too convoluted (IMO) for such a simple thing as archery practice.

    This mod is only about 60 lines of script with no game magic or enchanted weapons involved at all!
    I will try to fix bugs if any are that bad, but I have no time to "improve" this mod, so any suggestions for "improvements" will be unfortunately ignored unless it tickles my fancy so much I will drop all my other work and projects just to add it in.

    Load order is not important for this mod, and the only way (I know of at this time) it could conflict with another mod is if that other mod prevents my bottles from showing up in the Archer’s Paradox shop.
    In that case load my mod after the conflicting mod.



    REQUIREMENTS
    ------------------------

    OBSE 20 or better needed.



    Legal
    -----------------
    Do not re-upload this mod to any other place on the net!
    Do not make it available in any way other than where I have uploaded it to on TesAlliance.


    Modders may "adapt" my work as long as you do not take the credit for all the creative work I did to get this mod to work in this unique way. (I.E, credit me fully for the way the mod works). And only if you make your mod different enough to provide an alternative for players that would not otherwise use my mod. I.E do not make a disguised knock off that will conflict with my mod.



    THANKS TO
    -----------------

    The OBSE team, what would Oblivion be today without their work?

    And of course Bethesda for allowing all of us to shape and personalize our own virtual playgrounds!

    They deserve every coin the get for this game!


    For the most advanced SCA combat with sword and shield:
    http://www.spookyfx.com/book/tromp.html

    307 downloads

       (0 reviews)

    1 comment

    Updated

  20. Duke Patrick's Incursion into Fortress Of Fear

    Horror survival Oblivion quest mod. New monsters, new features, new weapon, new ingredients and new style of game-play and dungeon.


    The quest mod file is in the link below ONLY!
    --------------------------------------------------------------------------------------------------------

    CLICK ME! I am the link to the Quest mod file!

    --------------------------------------------------------------------------------------------------------



    Both mods Combat Magic and the Fortress Of Fear mods are in the same zip in the link above.

    It is still on Tesalliance but only uploaded to the game Game Mechanics area because the quest mod is needed by the Game Mechanics mod and uploading to two different locations on the same web site was not practical.

    I will not be updating this with REV news, look to the above link for updated versions of the Fortress Of Fear mod.



    Quest trailer:





    Starting the Quest
    ---------------------
    You must finish the quest to earn the Combat Magic Kit from the Mage Guild.
    You should see a pop up that says the mod is loaded. Then you must find and fight a necromancer that has the combat magic kit. This should be the first Necromancer you find after you load the esp. Then a pop up message will tell you that the quest has started! Necromancers are everywhere, but the best place is the Necromancer church across the river from Bravil.


    Finishing the Quest
    -----------------------

    There are 3 choices:

    1. Finish the quest and DO NOT give the scroll to the mage guild (lie to them that you did not get the information ) Now If you DO NOT kill the hiding Necromancer and do not give the scrolls to the mage guild NO ONE in the game gets CM except for 1% of the Necromancers and Conjurers (That are in Evil factions only) in the game. Then this 1% grows each day to 100% after a YEAR (365 game days) as the secret to CM gets slowly passed on from one Necromancer to another. This is for players like MYSELF that are not all that interested in using Magic (I prefer sword and shield melee combat) but hate how EASY the conjurers are to kill in the vanilla game because their magic is so weak.


    2. Finish the quest and DO NOT give the scroll to the mage guild (lie to them that you did not get the information ) Now if you kill the hiding Necromancer and do not give the scrolls to the mage guild NO ONE in the game gets CM. If you keep the CM esp loaded you will still get some other features, such as the Caltrop weapons and vanilla spell damage boosts (see below). If you do not want any of these features then you should take the Combat Magic esp out of your load order and your new savegames will be free of both ESP and all the changes. This choice is for the players that want to play the quest but not utilize Combat Magic in their game.


    3. Finish the quest and give the scroll to the mage guild. You will eventually get the Combat Magic Kit after the Mage's guild has time to study the scrolls. Once the Guild has developed this new school of magic it will be available for sale to anyone with the gold to buy it and the skill to use it. Every NPC that qualifies as a magic specialist class has a chance to get it that starts at 3% and go up each day to 100% after 60 game days. They will favor the Combat Magic for combat, but they will also use all other spells as well. Now you may remove the Fortress of Fear quest ESP.

    64 downloads

       (0 reviews)

    0 comments

    Updated

  21. Duke Patrick's Follow That Actor Rev 1.2

    Duke Patrick's Follow That Actor Rev 1.2

    Latest OBSE needed!

    Companion Compatible!

    Rev 1.2
    Removed a player disable controls command that was not really needed and could causes issues.

    Rev 1.1
    Prevent super speed when coming out of a menu.


    ===============
    DESCRIPTION
    ===============

    A new topic will now be in all the actor’s dialogue “I will follow you!â€
    Pick this and DO NOT TOUCH YOUR FORWARD KEY! Or use the follow touch spell that is given to you. (I prefer the dialogue myself, more immersive!)

    Your PC will now follow the NPC, thru unlocked doors, thru winding passages, around obstacles, up and down stairs, and almost everywhere that a normal NPC can walk while following a path grid.

    The mod AI will throttle your PC speed and steer your PC walking and running direction to follow the Actor.
    No more tedious synchronized key tapping to follow the actors now! Press your forward key to stop following the actor.

    This mod is now out of beta however it may still have issues. Possibly even issues I will not be able to fix. I made this
    mod only for personal use. It is based on the work I did for companion following. I HATE summon spells for companions and was determined to have the companion never get lost and require the player to pull the companion out of the air like a magician grabs money from your ear!


    Howver if you are to use this mod you must understand that the mod is attempting to replace your MIND with a few lines of "If this then do that". I will pat myself on the back and say I think I dreamed up with some very clever script routines, however it would take more than a script to be able to duplicate the ability of your brain to follow an actor around through all the possible egress pitfalls in the game! If we could tap into the games engine for the thousands of lines of code that control how the actors “follow†this would be much better, but even the game makes “following†mistakes sometimes.



    ===============
    Requirements
    ===============

    Latest OBSE needed!



    ================================
    LEGAL
    ================================

    I worked very hard on this mod. But this mod is a product more of creativity, sweat and tears than script writing talent.

    DO NOT distribute THIS MOD! You should only find this mod distributed from Tes Alliance! If any other web site is distributing the files for this work they are doing so illegitimately.

    You may use my scripts and my other resources for making a mod only as long as it has nothing to do with making the Player

    Character follow an actor. I.E do not make a disguised knock off!


    If you use my scripts (such as for a companion mod) you must credit me fully and include my "legal" as shown above.


    ================================
    CREDITS
    ================================

    Thanks to Bethedsda for giving us the TES Construction Set.



    For the most advanced SCA combat with sword and shield:
    http://www.spookyfx.com/book/tromp.html

    766 downloads

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