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Turn off non attack roll attacks(?)

Is there any way to turn of the attacks that are just for show but does not do anything?

Example: You see the characters constantly flailing around with their weapons but only a few of those attacks are attack rolls. I want to only see the attacks that are "real" attacks.

And a little bonus question that just came to mind is there any way to keep the game from playing faster if you increase the fps? I changed the fps from 30 to 60 and everything is so fancy and smooth but the characters move extremely quick and if I equip boots of speed they move faster than a Ctrl+J teleport. I reluctantly had to lower it to 45 fps but I really don't want to :[

Borrro

Comments

  • subtledoctorsubtledoctor Member Posts: 10,559
    1) I don't think so. When you attack something your character enters "attacking" animation, which always looks the same and has nothing to do with your actual number of attacks per round. This is a visual representation if a pen-and-paper game. If you want a computer game that shows the actual swings, you would need to play something like Morrowind.

    2) Uh, I thought the whole reason people change the FPS setting is very specifically to make the walking speed faster. If you want the same walking speed as vanilla then set it back to 30. ?

  • SethDavisSethDavis Developer Posts: 1,812
    edited August 2014
    There almost was a way to turn them off included in this patch, but it was pulled in favour of a non code fix. Not sure if it ever went anywhere though.

    Post edited by SethDavis on
    jackjackelminsterBorrro
  • DullSkullTheSecondDullSkullTheSecond Member Posts: 243

    1) I don't think so. When you attack something your character enters "attacking" animation, which always looks the same and has nothing to do with your actual number of attacks per round. This is a visual representation if a pen-and-paper game. If you want a computer game that shows the actual swings, you would need to play something like Morrowind.

    2) Uh, I thought the whole reason people change the FPS setting is very specifically to make the walking speed faster. If you want the same walking speed as vanilla then set it back to 30. ?

    1/ Why morrowind? Just to pull out an example divinity: original sin only shows attacks when they are made and it is similar to BG in that attacks are made each round.
    Baldurs gate already shows the "actual" swings but also a few that no doubt are just there to increase the action in the game. I don't like these extra swings since it takes away some strategy to not know when the character will do real attacks :/ Also there already is an attack animation that just stands still, attack something when you are out of range and you will see it. You can also see it if you talk to an npc.

    2/ Try putting it to 60 and you will see how smooth everything becomes :p, discovering fog of war is no longer "jumpy"(lack of better word) and animations will be a lot smoother. Spells looks a lot better and in my case my eyes are much happier, textures also look sharper when moving the camera. A solution could be if there was some way to lower the movement speed of everything but keep the fps, until then I can survive with 45 fps.
    SethDavis said:

    There almost was a way to turn them off included in this patch, but it was pulled in favour of a non code fix. Not sure if it ever went anywhere though.

    Then please don't let the idea dust somewhere because I would really appreciate if it one day could be implemented! Atm it looks slightly silly to see a lvl 20 charname with a slow attack speed halberd and -9 THACO trying to hit a gibberling but constantly missing until the end of the round :p Would look better if she just did not hit the gibberling until she actually hit it.

    elminster
  • deltagodeltago Member Posts: 6,417

    A solution could be if there was some way to lower the movement speed of everything but keep the fps, until then I can survive with 45 fps.

    A light encumbrance on the party maybe. But that's make new gear hard to acquire unless you console in a bunch of bags of holding.

  • subtledoctorsubtledoctor Member Posts: 10,559

    Why morrowind? Just to pull out an example divinity: original sin only shows attacks when they are made and it is similar to BG in that attacks are made each round.
    Baldurs gate already shows the "actual" swings but also a few that no doubt are just there to increase the action in the game.

    It was a random example, but I guess because in Morrowind you see a 3D representation of your PC, with limbs and everything, and the attack movement of your limbs was directly controlled by mouse clicks. It used a probabilistic dice-roll method to determine whether each attack was a hit or a miss, just like BG; but the animation perfectly represented each attempt.

    BG is different. The character you see on the screen is just a sprite sitting on top of the actual interactive thing, which is just the circle on the ground. You move the circle, and the sprite adopts the 'walking' animation. (Notice that the walking animation isn't determined by your actual walking speed; it is always the same unless some spell effect like haste changes it. But again, Haste changes both speed and the animation, it affects them separately, they are actually independent of each other.)

    There is also a 'sleeping' animation, a 'ready' animation, an 'attacking' animation, etc. But the 'attacking' animation is just that: a single animation, running in a loop. It shows the same speed and the same number of attacks (unless affected up by Haste) or something. If you want to actually see individual attacks, they would have to add separate animations for 1 APR, 2 APR, etc. up to 5 APR, and have the engine dynamically apply each based on each actor's current APR. That would all have to be patched in to a 16-year-old game engine that wasn't built for it. (Plenty of other games like Divinity do things differently than BG; but that doesn't mean BG can suddenly just do things their way... it's different code.)

    Finally, I'm not sure you've thought this through. In a fight, even when you're not landing blows, you're struggling the entire time. BG is a turn-based game with 6-second rounds, but the animations try to add some drama during the ~5.5 seconds between each attack. Otherwise, imagine your fight against a wolf outside Candlkeep: you would swing your sword at it (miss) and the wolf would bite at you (miss). Then for more than 5 seconds you both would just stand around, twiddling your thumbs, waiting bored for the next chance to attack. It would look terrible.

  • DullSkullTheSecondDullSkullTheSecond Member Posts: 243
    edited August 2014
    Dee said:

    @DullSkullTheSecond‌ Unzip the attached file into your override, and enjoy.

    Wow thanks! Does it work in both bgee and bg2ee?

    Edit: never mind, it should :p

  • DullSkullTheSecondDullSkullTheSecond Member Posts: 243
    It works perfectly! Cut away a lot of unnecessary hits and made 45 fps a lot nicer.

    Jagged
  • abacusabacus Member Posts: 1,307
    Just imagine the non-rolled attacks are feints and bluffs to create an opening...

    meaglothjackjackSchneidend
  • meaglothmeagloth Member Posts: 3,806
    abacus said:

    Just imagine the non-rolled attacks are feints and bluffs to create an opening...

    Except this are 'misses'. But yes, do that.

  • jobbyjobby Member Posts: 180
    Isn't there a lot of weird idle standing around in combat with this installed? If it looks ok I might be tempted to give it a go aswel, could certainly make things easier to keep on top of.

    jackjack
  • DeeDee Member Posts: 10,438
    At lower levels there's a bit of waiting. But what I notice when I use it (and at this point, I use it all the time) is that it makes speed factor much more noticeable, and when my APR increases from Haste, specialization, or gaining levels, the effects are instantly recognizable.

    jackjackDullSkullTheSecondBorrro
  • jobbyjobby Member Posts: 180
    edited August 2014
    Awesome cheers @Dee , page bookmarked, will give it a go when the patch comes out :D

    jackjackBorrro
  • SchneidendSchneidend Member Posts: 3,190
    meagloth said:

    abacus said:

    Just imagine the non-rolled attacks are feints and bluffs to create an opening...

    Except this are 'misses'. But yes, do that.
    Actually, misses are when you go for a legitimate attack, but it is dodged or is deflected by their armor. Feints and bluffs are the non-rolled attacks, as Abacus said.

    jackjack
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