Unnecessary Violence

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Author: HeX
Thread(s): bethesda forums
Version: RC1 (public beta)
Last Updated: 06.06.09
Requires: Oblivion Patch 1.2.0.416, Oblivion Script Extender (OBSE) v17 or better, Nifscript , Pluggy 1.25b (HUD Version)* , Unofficial Oblivion Patch**, Unofficial Shivering Isles Patch** (if Shivering Isles is installed).
Download(s): tesnexus


[edit] description

Welcome to Unnecessary Violence. This mod sets a new bar for oblivion's combat system. It offers true dual wielding with any weapon from vanilla or any mod, throwing objects (literally any object) and throwing people (judo style), the ability to change your grip on a weapon, the ability to kick in combat, melee with bows and staffs, hand to hand attacks with your weapon sheathed, exploding potions, soul gems that show and can release the spirits of what you trapped, the ability to manufacture weapon duplicates, taunting, the ability to sheath OH weapons on your back, fumbling, location damage, unique locational injuries and effects, the ability to knock opponents unconscious and tons more.

At any given time you can now perform twenty four different melee attacks instead of the vanilla six, each with a different animation and different possible effects. But beware, you're not the only one with new abilities. NPCs have access to all the moves you do as well as the ability to dodge, counter and block your attacks. You will have to think strategically, as different moves do different things and have different associated risks. Hit location is as important to you as it is to your opponent.

All this is done without in any way touching the vanilla combat system, because UV provides its own combat engine - meaning you can use it alongside any other one of the great combat mods out there. This is a very different kind of mod, with a strong emphasis on compatibility and general applicability.

Combat in oblivion will never be the same again.

[edit] note\requests

The development of this mod has been a huge undertaking for me. It contains thousands of lines of new scripts and everything had to be very carefully designed to maintain a negligible FPS hit and maximum compatibility. I would ask that if you are rating the mod you take into account its BETA status, and remember that it's likely to have some teething issues - so please be gentle and report bugs to me so I can fix them rather than using them as a reason to bash my work. Finally, remember that if there's a feature you don't like it's probably configurable in the INI file. Check there first before complaining.

Please do also post any good screenshots you make on the Tesnexus page. Getting good screenshots from what is essentially a motion based mod is very difficult, and any you can produce will be appreciated. Also remember when rating that this - is - still a beta.

[edit] features

these are some of the features.

[edit] Combat Styles

- True dual wielding with any weapons including mod added ones. - For the first time ever in oblivion, fight independently with either hand - Enchant or poison both of your weapons when dual wielding. If you've toggled a 1 handed weapon to off hand mode it will carry its enchantment over. The name is changed to reflect the charges, since they won't show up in the normal fashion. - Bow and staff melee - Staffs will apply their enchantments in Melee (though bows will not) - Kicking in combat based on you hand to hand skill. How strong you are determines the possibility of kicking opponents right off their feet. - Change how you hold weapons: 1 handed or 2 handed - Mix blade, blunt and hand to hand attacks (use and train all three skills at once) - Same damage equations as vanilla, plus location multipliers to maintain balance - Unlock new attack types and effects as your skills increase Each time you get a skill perk in blade, blunt or hand to hand your range of potential attack types increases. - Throw your opponents with new combat throws!

[edit] Potential Melee Attack Types

- 18 One handed weapon attacks (increased to 36 by changing grip) - meaning 12 different animations plus the vanilla six for each grip type - 18 Two handed weapon attacks (increased to 36 by changing grip) - meaning 12 different animations plus the vanilla six for each grip type - 12 staff melee attacks - meaning 12 different animations - 30 bow melee attacks (increased to 30 by changing grip) - meaning 24 different animations - 6 Kicks available with any combination of weapons equipped - meaning 6 different animations - New combat throwing system (just one throw so far) - perform an uke goshi on your target. - Special animation for spear/polearm users (auto detected). - Perform hand to hand attacks and throws while your weapon is sheathed, allowing easy access to the combat throws

[edit] Throwing Weapons

- Throw any object including those added by other mods: - Weapons, ammo, armour, clothing, soulgems, books, scrolls and a vast array of misc objects are all throwable. Basically if you can pick it up you can throw it. - Vary how hard you throw - more strength gives you more potential distance, but weapon weight is a factor too. Holding the throw button down determines the force of the throw dynamically (affected by the weight of the weapon). - Weapons stick in scenery - if you throw them hard enough, though other objects bounce - Dynamically improving Eagle eye mode to zoom in on victims. Better than the default vanilla perk. - Pick up any object and throw it immediately (no menus needed) - Different types of throwing for different classes of object (weapons, shields, misc and spears/bows/staffs) - Stagger your opponent with quick throws, or smash them off their feet - Enchanted/poisoned weapons have their normal effects applied (including offhand weapons) - Configurable style of throwing (to sneak or not to sneak) - Unless blocked or dodged, thrown weapons appear in the NPCs inventory, to be careful what you throw at them!

[edit] Soul Gems

- Now when you soul trap creatures soul gems are named with the creature type that you trapped - When you throw the gem a ghostly (and vigorously angry) spirit of the creature will appear and attack the nearest actor - The spirit creature will have no items and have a ghostly immunity to normal weapons (Note that using certain body mods and black soul gems will result in nude ghosts of NPCs) - If your conjuration skill is high enough the creature may not attack you - Prefilled soul gems will release an appropriately leveled and evil spirit. - Now you can collect trophies (trapped or released into a pen) of your best kills. - Throwing an empty soul gem will break it with no great effect.

[edit] recommended additional mods

--- Deadly Reflex by skycaptain UV and DR play together very nicely indeed, since UV adds a lot of additional attack types but in no way touches the vanilla combat system, UV nicely fills that gap. --- Power Attack Voice Mod by Trademark Without this mod, UV's taunt system is a little banal. Using this mod it becomes much more vibrant: "you move like a pregnant cow!" --- Bloody Spray by Vanilla Beans Makes combat that little bit more visceral

[edit] a note on compatibility

UV has been designed very carefully to maintain compatibility with other combat overhaul mods such as Deadly Reflex, Adrenaline fuelled combat and Duke Patricks various mods, amongst others. UV does not in any way affect the vanilla attack system. Nor does it modify NPC behaviour, except for when UV attacks and throws are being performed - and this is done on the fly with tokens. No NPCs were changed in the production of this mod. It is further designed to be compatible with any objects/weapons added by other mods. The only compatibility issues are with animation replacers and camera mods. Note that UV has to null many of the item equip sounds, since to achieve many of the effects items must be silently equipped and unequipped. This is a necessary sacrifice. UV's esm provides several tools for other mod makers to make use of. Most important of these is an animation lock. OB's engine will cause a CTD if more than one animation is played on a given actor at any given time. Every time a UV animation is played on the player, a variable is set in the esm, and unset again. Any mod that plans on running side by side with UV and applies animations to the player must check this variable is not set before applying them. The same goes for NPCs with a separate variable. UV will only ever apply an animation to one NPC at a time, and that NPC will be referenced in the esm for the duration of the animation.

The esm also provides a monitor variable for FFP mode, and a trigger to set or unset it externally.

The esm provides a number of variables showing the state of UV at any given time, including lots of data about damage application. Other mods may use this to track damage applied by UV effects.

[edit] incompatibility

- Do NOT use any attack animation replacers with UV, as you'll lose all the additional benefits - at least don't use any of the ones mentioned here: The animations from the incredibly popular seph's dual wield, sephs hand to hand animation replacer and DMC stylish are already included here, as well as dodge animations for NPCs with very high acrobatics from seph's true acrobatics. You may however want to use the idle animations from one of these mods. - UV is not compatible with my earlier mods Throw any Weapon and Dynamic Throwing Knives. The functionality of those mods is already delivered with UV so there is no need for them. - UV is (sadly) not compatible with Loup Sombre's excellent Immersive first person view as it conflicts with UV's fake first person feature. This issue only applies to opening menus when in FFP mode, because of the idles added by that mod. That means the 99% of the time you'll be fine with the default settings, and if you disable FFP in the INI you'll have no problems. - The same goes for Auto 1st-3rd person view by kuertee, though a compatibility esp may be in the works. - UV has compatibility issues with some 'backpack' mods when using FFP mode. In general ffp should be disabled in the INI if you wish to use these mods. - In general, there may be issues with any mods which directly mess with the camera. Note that if you play without entering fake first person mode, there will be no issues with these mods - but that's not that easy to do. - If you plan to use a separate 'shield on back' mod then you - must - disable the weapon on back feature of UV in the INI. - UV is not compatible with versions of NifScript up to and including 0.75 - it will crash your game. - Also not compatible with the old Nifscript proof of concept esp. - Will not work with direct2drive or NO-CD patched versions of oblivion.

[edit] known bugs\technical issues

[edit] technical note

UV uses placeatme in order to achieve its throwing effects. While this has been traditionally regarded as a 'bad' thing, OBSE17 allows these dynamically created references to be cleaned up (which UV does) so there should be no save-game bloat effects.

[edit] bugs or issues

By default FFP causes an issue in the arena, as it causes you to unequip/equip your current armour in order to make the mesh refresh. To make up for this, the arena raiment script has been removed from the arena raiments, and a ring will be placed in your inventory containing the script. Simply wear this ring in arena fights. As a side effect, you'll be able to wear any armour you like in the arena - but of course it's recommended that you wear the appropriate raiment. - Occasionally you might get a CTD when you pick up a thrown weapon. I am working on solving this asap. - You'll get a certain amount of clipping on some animations with larger weapons. There is nothing I can do about this, so live with it. - Sometimes the OB engine just flat refuses to play an animation. It's rare, but it does happen. This more likely for the NPCs than for the player, on whom the animations always seem to play fine, but it can lead to 'ghost hit' effects. As far as I know there's no way to resolve this. UV makes the engine do a lot of things it wasn't really supposed to, so some issues are inevitable. - Until the new version of nifscript is complete scabbards still show up in FFP mode. This is simply unavoidable for now. - Off hand scabbards seem to have an issue where they get lighter in hue the more you use them. Why this should be is a mystery to me. - FFP mode still shows scabbards. For now this is unavoidable, but with the forthcoming update to nifscript the issue will be resolved. - When sheathing OH weapons on your back your quiver will disappear. This is unfortunate but insoluble as the quiver slot is used for the weapon. UV will remember and put back your arrows as soon as you draw your weapon again though. - UV's use of nifscript means every time you toggle a new weapon to off hand style, or change your grip on a weapon a new nif (mesh) has to be created. These meshes take up space in your data folder. They can however be safely cleaned with the nifscript cleanup batch file that comes with the nifscript download, as UV will recreate any that it needs when you load the game. - Some of the animations are a little sketchy or inappropriate (especially some of the left handed attacks). I have a very talented animator (OdysseusB) working to create new animations specifically for this mod, so all those issues should be fixed soon. - Please note that this is a first release version of a hugely complex mod - some bugs and incompatibilities are inevitable, so please report them (politely) to me via PM on the Beth forums, or on the official forum threads and I should be able to fix them. - At the moment, UV is not compatible with the Oblivion XP mod, meaning you will get no XP if you kill your opponent with a UV attack. This is however to be fixed in the RC2 version of Unnecessary Violence.

[edit] credits

- Thanks to OWASephirot, Amsterdam2019, OdysseusB and Frantic for the animations. This mod could not have appeared without you. - Thanks to DragoonWraith for not just making nifscripts, but putting his own other projects on hold to get a compatible version out for this mod. You my friend are a legend. - Thanks to Pacific Morrowind for the leg meshes and all the work he's put into the add-on packs. - Thanks to Scruggs and the whole OBSE team for OBSE. You have made the impossible possible, and brightened Cyrodiil for everyone. - Thanks to Nexxon for the throwing knife weapon mesh/texture, from his altair's gear mod. - Thanks to Ronyn, Shadow_Dragyn and Defender1 for the blood textures - Thanks to Guidobot for his original throwing stars mod. Without poring over his scripts, I'd have really struggled to make the throwing feature. - Thanks to Skycaptain for his advice, both direct and indirect, on many diverse things. - Thanks to everyone at the TES CS Wiki. This would not have been possible without them. - Thanks to Bethesda for creating Oblivion. - Thanks to TESNexus.com for the one-stop-shop resource for authors and players. - Thanks to LHammonds for the Readme Generator this file was based on. - Thanks to all my beta testers and screenshot artists (Charles Crowe, WhoGuru, Khajiit Overlord Rainer, Phoshi, 2ColdScorpio-RG1, Sidvelu, Pacific Morrowind) - Thanks to everyone at the beth forums, who has made comments and suggestions while this mod has been in WIP form. - Thanks to everyone who's downloaded, played rated or voted for this mod. - Thanks to Jennifer for being a most extraordinarily understanding girlfriend and putting up with my strange obsession with building this monster. - If I have missed anybody, I apologise unreservedly - contact me via PM and I'll add you to the credits list.

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