Good idea about strafe, though npc sometimes ignore that restriction and run away backwards. Oh I get it. The mod only limits player's movements, not NPC's. Also it would be good to restrict ALL the running while weapon is drawn. I think it is the only way to fix a skating NPCs
Interesting mod, seems to fix a lot of combat exploits. Two of my (least) favourite ones are not addressed though so I thought I'd mention them:
Attacking an actor who is blocking causes the attacker to recoil. Exploit: player rises his shield, waits for opponent to attack, retaliates while opponent is stuck in the recoil animation and hence defenseless. Rinse and repeat 'till opponent is dead.
Attacking an actor who is blocking may cause the defender to stagger. Exploit: being chain-staggered through your blocks when facing 2 or more opponents at once.
Suggestion: make it so that attacking a blocking opponent never causes stagger for the defender nor recoiling for the attacker.
You can also edit the blockfatiguecostbase (or something) in the game settings so that blocking always drains fatigue. This in combination with a zero fatigue penalty mod may counter the exploit
For anyone in 2016+ who might be interested, you can invalidate certain options entirely by placing a semi-colon (;) before the piece of line you want to invalidate. It's very easy.
For instance, people wanting to annul all or parts of Limited Mobility section should change their Ini file from this:
set PPP.LimitRunningBackwardsto 1; 0 set PPP.LimitRunningBackStrafeto 1; 0 set PPP.LimitRunningStrafe to 0; 0 set PPP.LimitRunningForeStrafeto 0; 0 set PPP.LimitRunningTime to 0.3; n/a
This seems to interact strangely with Deadly Reflex. When I have it enabled, instead of slowing down I begin to duck (DR's dodge animation) constantly.
Ohmygosh this looks like EXACTLY what I have always been longing for, for Oblivion! But I have a problem: I downloaded this, but it only applies to the NPCs! I dont get the damage boost, or stop running when sheathing, only they do! So I'm being slaughtered and I cant use this.
Well that explains a lot. I had my base health lowered (to create a illusion of a more powerful restoration skill) and so I tried to set the difficulty a little more forgiving. I thought that the difficulty slider will move randomly, but if it stays static at 50% or above, then it's no problem. Thanks for the explanation - kudos and endorsement for that.
@Tomachoslayer: Do you play with a very high damage multiplier (more than 5x) and/or a relatively high damage multiplier and low difficulty (lower than medium)? In that case the difficulty slider can behave a bit weird because of the way the mod works. I could fix this, but I didn't think that someone would play with a difficulty below medium or with a damage multiplier higher than 5x.
With a reasonable damage multiplier and difficulty it will work correctly (personally I play with 2.5x damage and difficulty set to 55% for example, which means 166% damage caused by the player and 375% damage caused by enemies).
18 comments
Good idea about strafe, though npc sometimes ignore that restriction and run away backwards. Oh I get it. The mod only limits player's movements, not NPC's.Also it would be good to restrict ALL the running while weapon is drawn. I think it is the only way to fix a skating NPCs
Anyone a idea how to fix this?
Attacking an actor who is blocking causes the attacker to recoil. Exploit: player rises his shield, waits for opponent to attack, retaliates while opponent is stuck in the recoil animation and hence defenseless. Rinse and repeat 'till opponent is dead.
Attacking an actor who is blocking may cause the defender to stagger. Exploit: being chain-staggered through your blocks when facing 2 or more opponents at once.
Suggestion: make it so that attacking a blocking opponent never causes stagger for the defender nor recoiling for the attacker.
For instance, people wanting to annul all or parts of Limited Mobility section should change their Ini file from this:
set PPP.LimitRunningBackwardsto 1; 0
set PPP.LimitRunningBackStrafeto 1; 0
set PPP.LimitRunningStrafe to 0; 0
set PPP.LimitRunningForeStrafeto 0; 0
set PPP.LimitRunningTime to 0.3; n/a
etc, to this
;set PPP.LimitRunningBackwardsto 1; 0
;set PPP.LimitRunningBackStrafeto 1; 0
;set PPP.LimitRunningStrafe to 0; 0
;set PPP.LimitRunningForeStrafeto 0; 0
;set PPP.LimitRunningTime to 0.3; n/a
To my knowledge, this will disable the command following it entirely.
Arghgh but I really want it! Pls help!
With a reasonable damage multiplier and difficulty it will work correctly (personally I play with 2.5x damage and difficulty set to 55% for example, which means 166% damage caused by the player and 375% damage caused by enemies).