"I'll get around to it eventually" Famous last words hahahaha! :P
Nowadays there's even more mods that do similar stuff (like dodging) and will inevitably conflict with yours, so you got an even bigger headache if you wanna be compatible with those guys, and you will definitely need to make that ini config file update so people can toggle some of your mod's stuff off without tinkering on the CS\xEdit!
What got me to end up in your mod page is my search for double jumping, which first landed me on another mod, which forces you to use a necklace to have a platform spawn under you so you can double jump, which seems to be all sorts of janky.
Really wish there was something nice and clean like the SKSE double jump in skyrim, just a simple little DLL and a config file for you to set up a few jumping rules (how many jumps, what skill affects that amount, how long can you be in a jump before you can't double jump anymore)
I'm quite interested in the mechanics of your mod, like the selectable jump height, and the fall-breaking at master level, but i can't see it working well with my current install as i already have combat overhauls that mess with dodging, another one that messes with gravity and so on, and i kinda like their changes too.
i wanted to get around to this, better late than never i suppose i don't remember the numbers, so they're probably off.
Jump Height is replaced by Jump Velocity, starting at 200, which is about half as high as vanilla, and how high you'd jump in Morrowind, and increases by 3 every point in acrobatics. i don't recall implementing luck into the formula, keeping the vanilla implementation as Luck is kinda GOATed anyway
Fall damage is no longer based on your max health. I've always hated when games do damage relative to max health as it feels unfair/punishing to those builds. The threshold velocity for taking fall damage is 600 base, and increases by 4 per Acrobatics point, maxing at 1000. Fall damage retains vanilla-ish damage scaling, starting at 1.25x, and decreasing by 0.01x per Acrobatics. With AV Uncapper, you can jump and fall from higher before taking fall damage, but unless your base is 100, you will always take 25% fall damage. Fall damage is also now quadratic, so falling 100 velocity over the threshold is 1 damage (before the multiplier, of course), but falling 1000 units over it is 100 damage.
Gravity is increased by 1 per encumbrance per second. While i can see why people aren't a fan of this, i think its neat, as carrying a ton of crap will lower your jump and increase fall damage, but not to a high extent. I think people are overstating this because the initial jump height is way lowered, as i find it to be quite high. And if you're using OBME, having negative encumbrance will have the opposite effect, great for reducing fall damage at lower levels of Acrobatics.
i think the perks are kinda janky. being able to dodge at novice is kinda cool i guess. the slowfall/glide is kinda unnecessary when you take no fall damage anyway. and a well-timed double jump can negate fall damage too.
if i ever went back to this, i would probably rewrite it in its entirety.
The mod causes enemies to just twitch in place and flicker in and out of view. I don't even know why that could be, these things should have nothing to do with one another. And it's a terrible shame because I don't like vanilla acrobatics and this mod does good things.
the defaults will always have encumbrance affect jump height/fall speed but when i release the .ini file...maybe before next year you'll be able to change that yourself
I would like if the Invincibility Frames, or " +100 to your armor and magic resistance while you are dodging" time increased depending on your Acrobatics value or on your skill perk level.
What's the lowest time possible to be put in? Can the game engine do it for something like 0.15 seconds?
Based on Dark Souls, the lower time should be 0.15 and go up to a maximum of 0.5 seconds.
i still plan on updating this mod, and keep what you said in mind, but when i do get around to working on this again i'll probably end up fixing how NPCs work with the script -and maybe rewriting it again for the 5th time-
I didn't realize how lame the Acrobatics skill was (actually I did) until I found this mod. Makes it seem like an actually useful skill. I did notice however it seems to have changed the specializations of all the skill lines to "Combat".
Do you mind adding a comment when the next version is out? This mod seems to be attempting to do exactly one the things I most looked for in mods, but seems to not be ready yet, judging by other comments. If it's stil being worked on, I'll keep this tab open to download it.
Don't get me wrong, I love the idea, but my currently planned playthrough is focused on mobility combat(including bullet time), so jump reductions from moving hinder it too much...
I can barely wait to play this, and you're awesome for still supporting it!
It's done, but not complete. However, I have been rewriting the script a lot to achieve optimalization. As of right now, I still need to get a lot of things working the way I want, as I'm in the middle of a said rewrite. I don't get notifications for comments, so my replies are slow, and sorry.
As for the next version, I plan to release it in March. How's that sound?
Actually, I have googled a little bit and find out that first person dodge animation wont play because of a bug in vanilla oblivion. You fixed this bug for third person view when allowed a player without 50 acrobatics use dodge skill, so the only thing remain is to allow to play that animation in first person view.
37 comments
Famous last words hahahaha! :P
Nowadays there's even more mods that do similar stuff (like dodging) and will inevitably conflict with yours, so you got an even bigger headache if you wanna be compatible with those guys, and you will definitely need to make that ini config file update so people can toggle some of your mod's stuff off without tinkering on the CS\xEdit!
What got me to end up in your mod page is my search for double jumping, which first landed me on another mod, which forces you to use a necklace to have a platform spawn under you so you can double jump, which seems to be all sorts of janky.
Really wish there was something nice and clean like the SKSE double jump in skyrim, just a simple little DLL and a config file for you to set up a few jumping rules (how many jumps, what skill affects that amount, how long can you be in a jump before you can't double jump anymore)
I'm quite interested in the mechanics of your mod, like the selectable jump height, and the fall-breaking at master level, but i can't see it working well with my current install as i already have combat overhauls that mess with dodging, another one that messes with gravity and so on, and i kinda like their changes too.
i don't remember the numbers, so they're probably off.
Jump Height is replaced by Jump Velocity, starting at 200, which is about half as high as vanilla, and how high you'd jump in Morrowind, and increases by 3 every point in acrobatics. i don't recall implementing luck into the formula, keeping the vanilla implementation as Luck is kinda GOATed anyway
Fall damage is no longer based on your max health. I've always hated when games do damage relative to max health as it feels unfair/punishing to those builds. The threshold velocity for taking fall damage is 600 base, and increases by 4 per Acrobatics point, maxing at 1000. Fall damage retains vanilla-ish damage scaling, starting at 1.25x, and decreasing by 0.01x per Acrobatics. With AV Uncapper, you can jump and fall from higher before taking fall damage, but unless your base is 100, you will always take 25% fall damage. Fall damage is also now quadratic, so falling 100 velocity over the threshold is 1 damage (before the multiplier, of course), but falling 1000 units over it is 100 damage.
Gravity is increased by 1 per encumbrance per second. While i can see why people aren't a fan of this, i think its neat, as carrying a ton of crap will lower your jump and increase fall damage, but not to a high extent. I think people are overstating this because the initial jump height is way lowered, as i find it to be quite high. And if you're using OBME, having negative encumbrance will have the opposite effect, great for reducing fall damage at lower levels of Acrobatics.
i think the perks are kinda janky. being able to dodge at novice is kinda cool i guess. the slowfall/glide is kinda unnecessary when you take no fall damage anyway. and a well-timed double jump can negate fall damage too.
if i ever went back to this, i would probably rewrite it in its entirety.
i'd like to say i'll get back into it and release it this year but i'm terrible at keeping my promises
I would like if the Invincibility Frames, or " +100 to your armor and magic resistance while you are dodging" time increased depending on your Acrobatics value or on your skill perk level.
What's the lowest time possible to be put in? Can the game engine do it for something like 0.15 seconds?
Based on Dark Souls, the lower time should be 0.15 and go up to a maximum of 0.5 seconds.
i still plan on updating this mod, and keep what you said in mind, but when i do get around to working on this again i'll probably end up fixing how NPCs work with the script -and maybe rewriting it again for the 5th time-
Don't get me wrong, I love the idea, but my currently planned playthrough is focused on mobility combat(including bullet time), so jump reductions from moving hinder it too much...
I can barely wait to play this, and you're awesome for still supporting it!
As for the next version, I plan to release it in March. How's that sound?
But I'll probably update this within the next couple of months.
Also, every time player jump off his horse a script message about leveling up acrobatics will pop out.
...Whenever that is because I'm a lazy sod.