[Mod] Physical Combat And Armor Overhaul
- Magicono43
- Posts: 1141
- Joined: Tue Nov 06, 2018 7:06 am
Re: [Mod] Physical Combat And Armor Overhaul
I just uploaded a "mod showcase" for this mod. This is the first in the series I plan to continue doing for my own mods, and eventually other community member's mods as well. Hopefully somebody finds this one useful, took me many days to make, more than I expected.
Last edited by Magicono43 on Sat Dec 11, 2021 5:51 pm, edited 1 time in total.
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- Posts: 241
- Joined: Sat May 23, 2015 2:22 pm
Re: [Mod] Physical Combat And Armor Overhaul
Hey I thought it was a good video, I love this mod it's like I must have a must have. Fits really good with role-playing realism too, adds a lot of much needed quality of life tune up.
- Magicono43
- Posts: 1141
- Joined: Tue Nov 06, 2018 7:06 am
Re: [Mod] Physical Combat And Armor Overhaul
Glad you enjoyed the showcase as well as the mod itself! Hopefully I can develop it further with the planned audio feedback features and such, eventually.daggerdude wrote: ↑Sat Dec 11, 2021 4:27 pm Hey I thought it was a good video, I love this mod it's like I must have a must have. Fits really good with role-playing realism too, adds a lot of much needed quality of life tune up.
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Re: [Mod] Physical Combat And Armor Overhaul
From AMBI:
anyhow, merry christmas to you as well, sipping hot cocoa and playing daggerfall is my jam
P.P.S i'm almost content to simply play with the mod broken simply because i wonder if the combination of the two things working conjointly would make shielding OP. I'd rather play with PCO over AMBI ultimately because vanilla combat absolutely sucks, and even with the wonky weapons its much better. of course, it seems AMBI does work in everything BUT the shield blocking (minus the buckler which works fine). so, idk.Oh hey, i just noticed something: Physical Combat and Armor Overhaul changes the way shields work, and i do recall an autopatcher being used, but i wanted to be sure:
Ambidexterities shield blocking is overwritten or not functioning on the hold shield function (bucklers work fine) - attacks and damage are not blocked at all, but PCO does use it's formula to calculate damage. Is this intentional?
I did try isolating and swapping the load order with exactly 4 mods: realism, realism items, PCO, and AMBI, to putting PCO AFTER and not BEFORE Ambi and putting Ambi first things work as normal, but (as far as i know this is the only issue) the material override seems to no longer work for attacking creatures.
Note: using 1.42 of the PCO edited 8/4/2021, and your newest version of the mod. I did notice the shield module fix (1.30) seemed to patch things fine though. I don't know if any other features have been overwritten.
P.S, thanks for this mod, and merry christmas!
anyhow, merry christmas to you as well, sipping hot cocoa and playing daggerfall is my jam
- Magicono43
- Posts: 1141
- Joined: Tue Nov 06, 2018 7:06 am
Re: [Mod] Physical Combat And Armor Overhaul
Yeah, I don't personally have any plans on doing stuff to make the two mods compatible with the most recent versions of DFU. As Blessed was the one doing all the work in that department, and I was just doing my best to try and understand how any of it was working, lol.daggerdude wrote: ↑Fri Dec 24, 2021 2:00 pm From AMBI:
P.P.S i'm almost content to simply play with the mod broken simply because i wonder if the combination of the two things working conjointly would make shielding OP. I'd rather play with PCO over AMBI ultimately because vanilla combat absolutely sucks, and even with the wonky weapons its much better. of course, it seems AMBI does work in everything BUT the shield blocking (minus the buckler which works fine). so, idk.Oh hey, i just noticed something: Physical Combat and Armor Overhaul changes the way shields work, and i do recall an autopatcher being used, but i wanted to be sure:
Ambidexterities shield blocking is overwritten or not functioning on the hold shield function (bucklers work fine) - attacks and damage are not blocked at all, but PCO does use it's formula to calculate damage. Is this intentional?
I did try isolating and swapping the load order with exactly 4 mods: realism, realism items, PCO, and AMBI, to putting PCO AFTER and not BEFORE Ambi and putting Ambi first things work as normal, but (as far as i know this is the only issue) the material override seems to no longer work for attacking creatures.
Note: using 1.42 of the PCO edited 8/4/2021, and your newest version of the mod. I did notice the shield module fix (1.30) seemed to patch things fine though. I don't know if any other features have been overwritten.
P.S, thanks for this mod, and merry christmas!
anyhow, merry christmas to you as well, sipping hot cocoa and playing daggerfall is my jam
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- Joined: Sat May 23, 2015 2:22 pm
Re: [Mod] Physical Combat And Armor Overhaul
Oh, no worries, just letting you know. I play with PCO first and foremost so it doesn't necessarily bother me if my shield hold not working is the only thing not working.
- Magicono43
- Posts: 1141
- Joined: Tue Nov 06, 2018 7:06 am
Re: [Mod] Physical Combat And Armor Overhaul
Glad you enjoy the mod, eventually I hope to get back to implementing those listed "planned features" on the anchor post for this mod, lol.daggerdude wrote: ↑Sat Dec 25, 2021 12:24 am Oh, no worries, just letting you know. I play with PCO first and foremost so it doesn't necessarily bother me if my shield hold not working is the only thing not working.
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Re: [Mod] Physical Combat And Armor Overhaul
I wonder if overall damage can be added to character attributes. So if you take a lot of damage from an enemy (nearly died or took a crit) there would be some lingering harm.
That could be a reduced value for that vital or some other effect but im thinking resting or something should be one of the only ways to restore that. High endurance/willpower helps
Damaged health could make you more susceptible to poison and disease
Damaged fatigue could make you more likely to get hit and take damage
Damaged magic could negatively effects magic rolls
Unobtrusive text could remind the player when in this state. Medical becomes more useful
That could be a reduced value for that vital or some other effect but im thinking resting or something should be one of the only ways to restore that. High endurance/willpower helps
Damaged health could make you more susceptible to poison and disease
Damaged fatigue could make you more likely to get hit and take damage
Damaged magic could negatively effects magic rolls
Unobtrusive text could remind the player when in this state. Medical becomes more useful
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- Joined: Sat May 23, 2015 2:22 pm
Re: [Mod] Physical Combat And Armor Overhaul
hey silly question, is this still compatible with the newest DF build?
- Magicono43
- Posts: 1141
- Joined: Tue Nov 06, 2018 7:06 am
Re: [Mod] Physical Combat And Armor Overhaul
As far as I'm aware it is still fine with the latest versions of DFU. Atleast nobody has complained to me otherwise yet.daggerdude wrote: ↑Thu Oct 06, 2022 9:42 am hey silly question, is this still compatible with the newest DF build?