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addict
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OP
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Joined: Sep 2015
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Hallo everbody!
To address another issue I have just uploaded a small but effective mod on Nexus that prevents enemies from idling randomly during combat. Now you have exact 10 seconds between every animation to attack. So you have both non-static enemies and success with targeting!
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old hand
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old hand
Joined: Aug 2014
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Cool, good work once again. I'll test it out, see how it looks, and see about making it compatible with Scales. Another mod idea you might look into would be some way to interrupt/bypass skill and attack animations for both players and enemies to greatly speed up the pace of combat. Maybe some use of CharacterStopAnimation?
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enthusiast
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enthusiast
Joined: Dec 2013
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You've hotlinked the wrong address dummy! Your new mod's URL takes me to quiet day on the market 
Last edited by Aenra; 19/02/16 03:41 AM.
Pride, honour and purity
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stranger
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stranger
Joined: Feb 2016
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You managed to make a mod for every thing I mentioned on the steam forums the past couple weeks I'd like changed. =)
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OP
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Joined: Sep 2015
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@NutJob: I'm reading quite a lot through the forums, so maybe you had some influence  @Aenra: Oh, I see. What a dummy I am! The hotlink is now as hot as it was supposed to be. Thank you! @Baardvark: You can implement that easily. It takes about two minutes to change. I'll send you the relevant informations. - Speeding up combat is a good idea! I'll look into it the next time. There are also some 'Sleeps' during combat that take too long, e.g. for the sparkmaster mechanics. I have already changed that single thing in QuietDayOnTheMarket.
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addict
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OP
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Joined: Sep 2015
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Update:
Standard Version (V.3): - 9-10 seconds between idle animations to give you enough time to attack. Little randomness (max. 1 second difference) to prevent synchronic idling (maybe an idea for Olympia). - idling-sleep reset on damage, so you can attack an enemy as often as you want within your turn (as far as you're faster than 9 seconds). Note: The only solution to make that possible was to use a timer that sets priority of combat idling. Unfortunately, the timer seems to stop when you end turn. So idling reset works only within one player's turn. But it's good enough to crush!
Alternative Version: Combat idling completely removed. There is a slight body movement of NPCs, though, so it does not look too static.
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enthusiast
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enthusiast
Joined: Dec 2013
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My thanks in advance  (possibly next w/end way this is going..)
Pride, honour and purity
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addict
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OP
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Joined: Sep 2015
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THIS is for the players 
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enthusiast
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enthusiast
Joined: Dec 2013
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random, but what the hell, free bump  Didn't want to start a thread for this, may have already been asked; there any chance you'd be willing to work on the actual combat animations? Shorten them (quite) a bit? Am veeeery happy about the idle issue being out thanks to you, so if you could be my hero and do the other half now, lol...
Pride, honour and purity
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addict
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OP
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Joined: Sep 2015
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Hey Aenra,
I looked into that already. To delete one or two animations in the SkillData file would have been a solution to make combat faster, and it would not look too strange I think. But for reasons I don't know - and unfortunately Raze hasn't answered my question, but maybe now, if you hear me, Raze? - changes on animations (and effects) in SkillData does only affect skills of the type Wall or Summon, but not of Target or Projectile for example. Very strange. So, currently the only solution seems to be editing the animations themselves. I'm not familiar with animating (got just a little bit into modelling some months ago) but in the case there is no other way (and no other volunteer) I will do that some time. Shouldn't be difficult to shorten animations with Blender - but a lot of work.
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addict
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OP
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Joined: Sep 2015
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And almost forgotten: Never fear, milady! As long as I'm around no hair on your haloed head shall be harmed!
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Support
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Support
Joined: Mar 2003
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If the (hopefully soon to be released) editor doesn't facilitate changes to animations, let me know and I'll see if I can find out what the difference is with the target/projectile animations.
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addict
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OP
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Joined: Sep 2015
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Fantastic, thank you! - I would wonder if such a feature had been implemented. But let's take pot luck.
Last edited by Abraxas*; 19/03/16 09:24 PM.
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enthusiast
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enthusiast
Joined: Dec 2013
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I only know of one blender, lol But yeah, now that you mentioned it, i believe SniperHF was it? had made a similar comment about it.. fingers crossed for the editor then. And thanks; regardless 
Pride, honour and purity
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addict
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OP
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Joined: Sep 2015
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There is the CharacterCanSee thread with Baardvark where we talked about it. Perhaps that is what you have in mind.
I feel like waiting for Christmas... hopefully it's more an Easter Egg.
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enthusiast
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enthusiast
Joined: Dec 2013
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Similar lines.. It's a great game and with so many systems already in place, modding could have meant amazing things for it.. nevermind Larian's profit from it; could name shit games that thanks to modders alone did not only make top lists, but more to the point have 'managed' to remain relevant for over a decade  Now i know, this editor won't be exactly what your typical modder can work with, ok. But still, it's important, lol
Pride, honour and purity
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OP
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Joined: Sep 2015
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I can't imagine what games you have in mind, hehe  We'll see what effects the release of the editor will have on the modding community. Much time has passed. But I had the impression there's quite an interest in it the last weeks. If there will be greater projects - since the Editor of D:OS 2 can be expected for 2017 I think - I don't know. But, yeah, very important, very meaningful...
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OP
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Joined: Sep 2015
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@Raze: If the (hopefully soon to be released) editor doesn't facilitate changes to animations, let me know and I'll see if I can find out what the difference is with the target/projectile animations. After checking the Editor for EE there does not seem to be an option to change the speed of animations. And it's still the same with SkillData.txt: deleting animations only affects certain types of skills. From my testings, it works for: - Walls - Summons - Rain - Shout - Path And not for: - Projectile - Target - Shield - Heal - Teleportation - Rush - Storm - Quake - MultiStrike - ProjectileStrike - Cone Not tested: - Barf - Boulder - Tornado - Jump You would help me (us) a lot if you could find out why animations for certain skill types play without regarding the data from SkillData.txt in Data\Public\Shared\Stats\Generated\Data\. For testing I searched for data "CastAnim and data "PrepareAnim inside the .txt file and replaced all with // so all animation lines get ignored.
Last edited by Abraxas*; 20/04/16 04:51 PM.
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enthusiast
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enthusiast
Joined: Dec 2013
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Bless you ,lol.. Had feared you'd forget checking it out (and i didn't want to bust your balls over this any further)
Pride, honour and purity
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addict
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OP
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Joined: Sep 2015
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I'm fighting thousands of char skript lines to be finished soon, so it got a bit out of sight. But I never forgot, my Dear  Yesterday I reinstalled the Classic Version, and melancholy captured my soul. There are even more things to do...
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Moderated by Bvs, ForkTong, gbnf, Issh, Kurnster, Larian_QA, LarSeb, Lar_q, Lynn, Monodon, Raze, Stephen_Larian
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