[MOD] Shield Module

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l3lessed
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Re: Shield Module

Post by l3lessed »

Nope. I asked Lucas to do it. Was I suppose to ask you? my bad.
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Jay_H
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Re: Shield Module

Post by Jay_H »

No, any of us mods can do it; I was just around at the time :D
Farewell DFU community! My time here has been a joy.

l3lessed
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Re: Shield Module

Post by l3lessed »

Version 1.1 is posted. Found a small bool check code bug that was making shields always show on screen when you had one anywhere in your inventory. This is fixed.
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Baler
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Re: Shield Module

Post by Baler »

very cool stuff, keep up the good work!

Thanks for putting it on nexus for people to find!
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l3lessed
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Re: Shield Module

Post by l3lessed »

Thanks. The more people who use and download it, the better.

Please, as always, feedback is always welcome.
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NikitaTheTanner
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Re: Shield Module

Post by NikitaTheTanner »

This looks amazing! :D Always wished shields would play a bigger role and I think the sprite work is superb, really fit the original style.

But, as some other users have pointed out, would you consider a less animated version? One of the things I've always loved about Daggerfall is just how smooth the hero's movement is with no jerkiness... While it's not very realistic, I find it greatly relaxing :P

if you could release a version with no movement animation, but leave combat animations as is, I would definitely love to have it as one of the main mods for myself. Obviously, this is up to you, as the mod is great as is, just wanted to leave my feedback on the matter.

l3lessed
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Re: Shield Module

Post by l3lessed »

Right in the description of the first post and also on the nexus mod page.
Adjustable Mod settings to allow player full control of mod balance/properties, including turning on and off shield bobbing.
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l3lessed
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Re: Shield Module

Post by l3lessed »

l3lessed wrote: Thu May 28, 2020 6:30 am This is meant originally as a module built around my combat overhaul project, so it will be balanced considering those needs. This will include a rework of how armor functions.

However, I will put in mod settings to allow users as much control as possible, including toggling the walk bob effect. I still want vanilla users and others to be able to ensure it can be balanced around their needs and builds.

The weapon bob was put in because it looks good in my combat overhaul project because all weapons have a weapon bob built into them when playing on that build.

As of now, shields will still function normally when it comes to armor. This won't be game breaking in my opinion, because they didn't add tons of armor or really affect the overall survivability of most encounters and build types.
Also, this here.
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l3lessed
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Re: Shield Module

Post by l3lessed »

Dynamic enemy knock back and the first simple timed block mechanic is in. Will drop it in 1.3 later today.

Enemies are knocked back, up to a max amount, based on the damage you block. The more damage/force you block, the more the enemy has to recover/reapproach the engagement.

Also, if you block them during the last half of the block raise animation, it will do a timed block. Right now, all it does is increase the knock back distance. If you knock them back far enough, it will play the hit animation on them, which is cool and makes it feel like a shield bash.

Also, toned down and adjusted the weapon bob animation, played with onHit animation times to make their movement less jerky when blocking during raising, and moved more code into coroutines minimize the amount of cpu cycles the update routine takes and decrease script load when not activate.
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l3lessed
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Re: Shield Module

Post by l3lessed »

1.3 is officially up on Nexus.
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