3. Update, 11. September 2011: made compatible with patch 1.3
Hey fellow TW2 addicts,
after HelilX666 and Toccatta bravely stepped forward and released the first glorious TW2 mods (also hail to Tranit over at World of Players for another release: http://forum.worldofplayers.de/forum...d.php?t=908547), I thought to give a little in return and created
They fight back!
Installation: Simply copy the attached file into the folder "Your-TW2-install-directory"/WDFiles. It can be used with already started games, too. No need to start over. Its effects can be removed anytime by simply deleting the file again.
Many - not all though! - opponents in TW2 can be interrupted endlessly by simply fast clicking (aka "spamming fast attacks" or more common: "click click click click"). This ruined my immersion a little and made things often too easy and repetitive for me.
Well, this is no more. With "They fight back!" all opponents (including animals, monsters, whatever) are immune to fast left click interruptions - they will continue with their attacks even though you hit them. Prepare for a hefty increase in challenge - these bad guys will bring a world of pain now. So, use your special attacks, block, jump back and mix in magics and arrows to prevail. The days of the mindless hack'n'slah bot playstyle are gone...
Beware though, balance will be changed a lot. My tests did show though (hopefully I wasn't fooled) that you can turn the mod on and off during your running game - so it is always worth to try to find out if you like this extra challenge.
On the technical side: this mod has been achieved by editing round about 80 so called ActionSets, which are part of startup.wdf. In these files the animation sequences for all actors are determined. One parameter that can be attributed to the various attacks an actor has is: nohit="1". I found this parameter on some attacks of special opponents and manually applied it to all atttacks and all actors. Based on patch 1.3 now.
I apologize up front for bugs and incoveniences.. and keep my fingers crossed that all runs well...
Enjoy!
Last edited by youngneil1; 11. September 2011 at 15:40..
Reason: Changed attached file as per request (v1.1 compatible)
Out of curiosity, does this mod also prevent NPCs and creatures from endlessly interrupting the player by spam attacks?
__________________ "Streamlining is awesome... if you're developing something which needs to be aerodynamic - like a car or a plane. Otherwise, it sucks." - me
I did found myself in alot of situations that I was just mashing away against a Draconai or a spider - mostly creatures, kinda dissapointing fights honestly.
Hopefully this thing will help a bit :P
Out of curiosity, does this mod also prevent NPCs and creatures from endlessly interrupting the player by spam attacks?
There is a "hero" ActionSet within startup.wtf. Some of the hero actions already have nohit="1" already flagged, others do not. Personally I have not felt the urge to protect against interuptions of the NPC so far (mostly I interrupted them and not vice versa), but it should be doable to add nohit="1" within the "hero" ActionSet, too.
Quote:
I did found myself in alot of situations that I was just mashing away against a Draconai or a spider - mostly creatures, kinda dissapointing fights honestly.
Hopefully this thing will help a bit :P
Hehe, hopefully it will. It was indeed rather anti-climatic to encounter a supposedly very strong single opponent - only to find him crouching in a corner, whining and covering his head while slowly dying in the stakkato of my old rusty short swords .
To increase challenge even more, this tweak might be a good combination to use with this mod (in effect it slows down the growth of your param and skill points):
Does this make it so arrows don't interrupt either? Cause if so, playing a ranger will be close to useless.
A good point raised: Only melee attacks of the opponents become non-interruptible with this mod. That means that you can interrupt enemies that try to shoot at you, cast magic at you or move towards or away from you. Therefore as an archer you are not handicapped by this (unless you are cornered and forced to melee /or shoot within the enemies melee range).
In fact since using this mod I have learned to really value my archery skills .
do i understand correctly that NONE of the enemy attacks can be cancelled? not even by particularly damaging hits (crits)? how bout special moves?
havent really played much so forgive me if my questions display a lot of my ignorance
__________________
Can a mother forget the baby at her breast and have no compassion on the child she has borne?
Though she may forget, I will not forget you.
See, I have engraved you on the palms of my hands... - Isaiah 49:15-16
This was a great mod but it would cause my game to CTD when I entered a dungeon. The underground passage that leads to the telepathic monster for a New Ashos quest. I couldn't enter it until I deleted this wd file. I could enter houses just fine though.
This was a great mod but it would cause my game to CTD when I entered a dungeon. The underground passage that leads to the telepathic monster for a New Ashos quest. I couldn't enter it until I deleted this wd file. I could enter houses just fine though.
Hope this information helps find the bug.
Thanks for the info, Kirii. I will look into it. This telepathic monster, can you tell me more about it - it will be easier to figure out which actorset belongs to it then. Is it a green dragon like thingy connected with the Mar Conie quest (transmitter earrings)?
Which monsters were in that underground passage itself? If I get it right the telepathic monster is outside the passage, so it will probably be one of the actors within the passage. Please describe all monster types/actors you enountered within.
Edit: It would be great if you could upload your savegame here (before entering the crashing passage), so I could quickly verify if any changes I do have an effect.
For the meantime it should be no probem to reactivate the mod once you have done that underground passage. Btw glad you are enjoying the mod .
Last edited by youngneil1; 29. November 2010 at 07:54..
If memory serves me correctly the house/dungeon that you have to go through to get to the telepathic monster is full of Ice Necris.
Thanks a lot for the info. I wonder which ActorSet ice necris use -I would suppose simply the human ActoSset (as probably other humanoids with weapons like varns, groms, etc.). I have even encountered normal necris myself without crash.
Could somebody - who is already near that passage to the telepathic monster in New Ashos (or has an old save in the near there) - do me a favor and install this mod for a short test run of that passage and write here whether the game crashed?
Many thanks in advance.
Edit: Hosting up or sending me any savegame in front of that passage would help me, too.
Last edited by youngneil1; 29. November 2010 at 20:17..
Regarding my own experiences so far (besides 0 crashs, knock on wood):
The mod (in combination with the Increased Difficulty Level tweak; game on hard difficulty) teaches me to love the melee system. I fight with counterattacks reglularly now, very cool: Hold block with right mouse button and wait till the enemy hits your block. In that very moment attack yourself with a left click - this triggers special moves, like taking two 360 degree spins and hitting your enemy real hard.
Your foes are not stupid though, sometimes they take a step back, preparing a block breaker on you. In this situation the backstep (space) shines: You take a quick step back and your opponents jumps into the void, opening his defenses.
I find using the A&D keys also distracts your enemies, as they attack a sudden move left or right and their blow lands in the space you have just vacated, hitting the other key spins you back towards them and you can attack their flank. It would look better though if your character didn't completely turn in the direction when first moved, and took a sidestep instead.
i placed the file where i was supposed to and it seem to have worked, BUT i deleted it and the enemies still seem like their attacks are not canceled by mine.
@Topeira:
Some enemies, like e.g. sscorpions, already have a "no nit = 1" flag in the vanilla game. Perhaps oyu are testing it with such an enemy. Try it with e.g. varn, grom or these half bropen stone satutes with helbards.
thanks youngniel1. i was commenting when fighting one of the ARENA fighters inside the warriors guild. maybe he is, specifically, a tougher nut (he's the one with the two cheetahs).
si by deleting the file i "disable" the mod? and it's possible that this can actually be done DURING gameplay? without leaving the game?
Deleting the mod file lets the vanilla original file kick back in. I doubt that this can be done during the game as the mod is still in memory despite the mod file being deleted. Best to save, leave the game, delete the mode file, start the game and load your save. Then everything should be vanilla.