#CHIM 2090 - Combat As Miyazaki Intended

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oblique lava
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Sorry guys I keep adding more stuff to it, so I haven't updated the Nexus page yet πŸ˜…

light storm
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Does this work for Starwind

oblique lava
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I have another component I'm gonna pull out for Starwind specifically, but only after this and the H4ND are formally released

oblique lava
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HUD replacement

fathom bridge
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Love this

fading flicker
oblique lava
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It's fatigue/health/magicka

fading flicker
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That's kinda sick

oblique lava
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Yea they're animated too so the color like drains out of them as you use up fatigue

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the compass is as well

pseudo fox
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Just got it working after updating h3. Everything is working great. One piece of unsolicited feedback I have is perhaps considering a step forward/back animation instead of front/backflip

oblique lava
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Sure, totally! There's different animations at different encumbrance levels

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I need to gate the ninja flip off beind 75 acrobatics or something

pseudo fox
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I’m a dumbass, just realized this

oblique lava
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you'll find out the hard way once you hit the fat roll threshold as well todd

opaque vortex
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What is the pink bar

oblique lava
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a big space where your active spell icons are supposed to go

fading flicker
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I really wanna try this out but the dev build keeps asking for the "Master H3lp Yours3lf.esp" and H3lp Yours3lf only has a .omwscripts file

grave umbra
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Are you sure you have the latest?

fading flicker
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CHIM idk

fading flicker
oblique lava
oblique lava
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Did you catch it? πŸ™‚

fading flicker
pseudo fox
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The link on the st4sh brings you to nexus heads up

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If you look at requirements under CHIM

oblique lava
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Oh, thanks! I know. I'm just about done screwing with it now so I'm going to update the Nexus page tonight.

Sorry again folks πŸ˜…

dark hill
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hello all, I made a new character and this bug occurred. Before I had this bug aswell but it dissapeared and I thought it is fixed. Anyone knows how to fix this?

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blocking skill is 0

exotic knoll
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When blocking with shield, it disappears + when I release the keybind, my character sheathes their weapon
Dev build, no errors in the logs

dark hill
oblique lava
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It's not really "removed" per se

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it's just setting a modifier to zero

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Block still levels up and is used for a bunch of things throughout the mod.

oblique lava
exotic knoll
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Yes

oblique lava
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do this in the console:

luap
I.s3ChimPoise.Manager
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show me what it spits out

exotic knoll
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SettingsGlobalCHIM-2090PoiseManager {
    Members:
        AgilityPoiseBonus = 0.2,
        AlwaysScaleHitAnimSpeed = true,
        BasePoise = 20,
        CreatureBasePoiseDamage = 15,
        CreatureStrengthPoiseFactor = 0.15,
        DebugEnable = false,
        Enable = true,
        EndurancePoiseBonus = 0.15,
        EquipmentSlotTimeReduction = 0.03,
        HandToHandPoiseMult = 1.15,
        HandToHandSkillPoiseFactor = 0.08,
        MaxEquipmentPoise = 80,
        MaxTotalPoise = 120,
        MinPoiseDamage = 5,
        MinRecoveryDuration = 1.5,
        PoiseBreakAnimSpeed = 0.85,
        PoiseDamageMult = 2,
        PoisePerWeight = 0.8,
        PoiseRecoveryDuration = 5,
        ShieldsMitigatePoiseDamage = true,
        StrengthPoiseBonus = 0.1,
        StrengthPoiseDamageBonus = 0.01,
        TwoHandedMult = 1.4,
        WeaponPoiseMult = 0.8,
        WeaponSkillPoiseFactor = 0.1,
        WeightPoiseFactor = 0.15
    Methods:
        calculateMaxPoise,
        creaturePoiseDamage,
        get,
        handToHandPoiseDamage,
        hitDamage,
        isBroken,
        normalized,
        onHit,
        recoveryTime,
        reset,
        startTimer,
        tick,
        weaponPoiseDamage
    State:
        currentPoise = 120,
        isBroken = false,
        timeRemaining = 0
    }
oblique lava
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Hm.

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I think you are running into some kind of mod conflict.

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The only place I ever set stance is when your poise is broken.

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As for the shield just disappearing, I'm... not real sure about that. It looks like it's being unequipped.

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but, I've had the sheathing thing happen maybe once or twice

oblique lava
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okay, so it's only the stance change happening.

exotic knoll
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Otherwise I'd maybe blame Shield Unequipper for it

oblique lava
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something's setting your stance back to nothing... but if poise broke, you'd know by being knocked down

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I can't really post my modlist because of how many configs it's spread out across, but, here's my log, maybe my load order will prove insightful

woeful tide
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Random question can enemies crit you

oblique lava
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Oh yes.

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They can fumble on you as well.

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You'll most likely know when either happens. πŸ˜…

woeful tide
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already had 4 instances where I got 1 shot

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I have other mods where I lose attributes when I die

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this is amazing I love this mod Sector

oblique lava
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Hahaha. All the crit/fumble settings are tweakable! Including just turning it off lol. Glad you're enjoying it πŸ’œ

woeful tide
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No way im tweaking it. I love this

oblique lava
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🫑

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Everything working okay though?

woeful tide
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Mostly. I have noticed that humanoid enemies with weapons have their block up non stop

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There was an instance where the knock down animation in hand to hand just made the target stand there and slide around

oblique lava
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Like ones without shields specifically?

woeful tide
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yes

oblique lava
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Hm, neat, okay!

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Oh, that was useful lol.

woeful tide
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I moved it to a text file sorry

oblique lava
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Ah no worries.

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Ohh yeah I see it can't figure out how long he's supposed to block cause he doesn't have a block skill.

I thought I fixed that. Guess not.

woeful tide
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yeah ive been striking that one guy for 2 minutes straight in god mode to test and its not doing anything with his guard up

oblique lava
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It's blowing up specifically when it's trying to find out how long he blocks, so yea he's just stuck. Easy fix!

woeful tide
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Ash Slave turned on TGM too

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hmm interesting. I just broke its poise and it released the block stance. The main problem is now it took 3-4 minutes of just non stop hitting to break the stance

oblique lava
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I'm kinda surprised you were able to break it's stance.

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It shouldn't have very much Poise but I'd think the errors here would hit before poise calcs run at all

fathom bridge
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I'll have to check out more humanoid types

oblique lava
# woeful tide

Can you get me the whole log file, please? This is actually missing the bit I was looking for

woeful tide
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Okay

oblique lava
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Do you have a shield equipped?

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.... or is it a torch?

woeful tide
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Torch

oblique lava
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yep.

woeful tide
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Torch won't let me block. Is the error pointing at the player character?

oblique lava
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There's two, one's happening when it tries to play the block sound and the other is when you have a torch equipped

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Patched build is in the oven

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oh, wait no, there's another thing in here

woeful tide
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Another thing happened LOL

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No lua errors here

oblique lava
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patched version is up btw

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The way other actors handle doing blocks/rolls is that everyone nearby who does an attack will tell nearby combatants about it. Not the smartest, prone to false positives. I think I can make it smarter though.

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Torches.

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I thought I accounted for those but I guess not.

woeful tide
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Roger

oblique lava
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I pushed a commit to also make sure they'll never block if not in Weapon stance just now

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I realize just now this probably means npcs will block with ranged weapons, but that sounds funny, so let's roll it and see what happens

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ah crap that reminds me I should... probably not allow parrying ranged attacks. Lmao.

woeful tide
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God i just imagined someone with the block stance with a bow in their hand just sprinting towards me doing nothing

oblique lava
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At most, the turtliest of turtley characters should only hold it for about 3-5 seconds, if they even decide to do that

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Whether or not they block is primarily stat-based with a little chance thrown in so I doubt they'd do it much or for long. But idunno

grave umbra
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Blocking with a bow should do incredible amounts of condition damage to it

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Or don't allow it and you can reserve the block button for something else while ranged

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Like aim assist

oblique lava
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Well I def won't allow players to do it.

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Y'know what I was kinda thinking I might try is ADS, exactly the way FO3 does it

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Which I am well aware is the shittiest ADS that man has ever invented, but it would actually kinda work for bows/crossbows

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but that's already a thing so meh

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I even have another mod for that. πŸ˜…

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yea maybe I should just let you block with bows and break them terribly.

fathom bridge
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Hmmm I kinda like that idea

grave umbra
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You know, you could give different weapons different resistances to blocking condition damage in general

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Maybe base it on weapon weight

oblique lava
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I like that.

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Perhaps it should have some relationship between the two weapon weights

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EG, if I try to block your claymore with my chitin dagger (lmao) if you manage to hit the thing, you're probably just gonna slice it in half

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Or vice versa, if I have daedric claymore I can sit here and tank dagger hits all day

grave umbra
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I really just want more reasons to use early game equipment, which are generally heavier

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They already have inferior max condition so any buff there would be nice

oblique lava
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Sure!

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And tbh I don't really like the way I'm doing durability damage anyway. It's literally what vanilla does, optionally taking damage mitigation into account (which only sorta makes sense, I think?)

grave umbra
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I guess you could also compare durability of your weapon vs durability of the armor piece you hit

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Use that for something

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Or no durability damage on your weapon for hitting someone whose poise broke

oblique lava
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y'know I'm not actually even offhandedly sure how weapon durability damage happens

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Pretty sure that could be a thing. πŸ€”

woeful tide
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Any way to adjust the health of enemies and not my own?

oblique lava
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No, it's not really but to take that into account, like, as a concept.

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Everybody gets the same rules.

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I could do that I guess, that's just kinda how I did it already, though.

woeful tide
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gotcha. I might see if I can cap my strength with NCG

oblique lava
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oh, uh, wait

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You could adjust the difficulty slider. Like the in-game one.

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Usually what I do is play at difficulty 0, but above 0 makes you do progressively less damage in melee and them more, and vice versa.

woeful tide
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I already have difficulty set to 100 36vehks

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Its all good Ill see if i can tweak other settings. Im in a state of they either 2-3 shot me or I 2-3 shot them

oblique lava
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you know, that's actually, like...

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really that's exactly where it's designed to be! I'm really glad to hear that

woeful tide
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Ahh ok im glad to hear that

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I feel like its awkward having 158 strength

oblique lava
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Maybe the damage ceilings are too high πŸ€”

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I could replace the base damage calculation I guess

woeful tide
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Granted im using daedric weapons

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i can probably be restrictive to make it feel more intense

oblique lava
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Hm.

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I do wanna keep the higher end interesting. I wish I had an actual late game character I could play to test this, lol

woeful tide
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How late game are we talking about

oblique lava
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Idunno, like 20-25

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maybe a 50 also

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To be perfectly honest I don't play the game enough to know what actually constitutes "late game" anymore and what that looks like these days

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my mental model of how late game in morrowind works is very, uh... 2017

woeful tide
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Gotcha

meager compass
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hi im getting this warning when holding a torch in combat

[10:51:30.913 E] stack traceback:
[10:51:30.913 E] [string "scripts/s3/chim2090/block.lua"]:657: in function 'getSpeed'
[10:51:30.913 E] [string "scripts/s3/chim2090/block.lua"]:358: in function 'playBlockAnimation'
[10:51:30.913 E] [string "scripts/s3/chim2090/block.lua"]:692: in function 'toggleBlock'
[10:51:30.913 E] [string "scripts/s3/chim2090/block.lua"]:740: in function 'noBlockInMenus'
[10:51:30.913 E] [string "scripts/s3/chim2090/block.lua"]:834: in function <[string "scripts/s3/chim2090/block.lua"]:833>
[10:51:30.913 E] [C]: in ?

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hm well its happening without the torch now too

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im just testing DualWielding and having some issues so it might be related to that

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for the most part they do work together though

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btw did you give npcs the ability to jump in combat? their hopping around like quake bots 36vehks

woeful tide
meager compass
woeful tide
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Yeah its funny but when they hit you with that strike its deadly LOL

meager compass
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nice

tight anvil
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Some other npcs never

woeful tide
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Same with some of the narsis fighters in the arena

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I not ashamed to say I got 1 shot by those jump attacks they're lethal

oblique lava
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Serjo posted some errors that look a lot like this I think I fixed, actually.

meager compass
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v72ebd55?

oblique lava
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Uhhhhhhhhhhhhh

oblique lava
meager compass
oblique lava
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llmaaaoooooo

meager compass
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with the sound effect aswell

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lord of the dance

oblique lava
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Well the first person animations are done by taking the 3P one, and removing the spin on it

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So... tbh they look kinda silly.

meager compass
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haha fair

oblique lava
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BUT it looks a HELL of a lot less silly than having your camera do the full range of motion in the roll, which genuinely made me motion sick (I didn't know I got motion sickness)

meager compass
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yeah thats not the kind of immersion im looking for. nah these anims are great, still 100% better than the nothing we had before 36vehks

silver karma
wispy spear
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That argonian was hella confused

woeful tide
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noticed if your shield is broken mid blocking your character is stuck with his arm in front of him. seems like a easy fix for this is to just go into third person

oblique lava
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ooooooo that's a good catch.

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I can just un-block when your shield breaks.

meager compass
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hey do you know what this is about? seems like a clash with something new im trying out

[11:17:36.863 E] L@0x1[scripts/s3/chim2090/dynamicmanager.lua] onTeleported failed. Lua error: DelayedAction is not allowed to create another DelayedAction
[11:17:36.863 E] stack traceback:
[11:17:36.863 E] [C]: in function '__newindex'
[11:17:36.863 E] [string "scripts/s3/chim2090/dynamicmanager.lua"]:56: in function 'overrideNativeFatigue'
[11:17:36.863 E] [string "scripts/s3/chim2090/dynamicmanager.lua"]:76: in function 'manageFatigue'
[11:17:36.863 E] [string "scripts/s3/chim2090/dynamicmanager.lua"]:151: in function <[string "scripts/s3/chim2090/dynamicmanager.lua"]:149>
[11:17:36.863 E] [C]: in ?

meager compass
oblique lava
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Oh, yeah. I am actually pretty surprised to learn settibg fatigue is a delayed action. I've seen this a bunch and keep forgetting to fix it.

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It won't hurt anything, this is where it's trying to adjust your fatigue every so often during cell transitions

grave umbra
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Oh yeah isn't Blind also useless now?

oblique lava
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Uhhh well blind is used to awareness checks but for all the good that is gonna do I guess you could say that, yeah.

silver karma
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Could make it where blind does something like the Blooper ink effect from Mario Kart

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Though thinking about it there are probably a wide enough variety of different blind sources, a whole mod dedicated to specific blind effects could be made

oblique lava
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I've been thinking about it and I was sorta thinking maybe I could just make blind its own hit chance layer

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I'm not really sure what else I could do other than just completely neuter the effect in combat

grave umbra
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Maybe chuck in a reverse-tonemapper that reduces saturation. Not strictly gameplay but it's something

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Oh second thought, don't put a shader in there. It will probably break on the gameboy

oblique lava
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I mean, it's not hard to... make sure that doesn't happen

fathom bridge
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Thats kinda a good idea

woeful tide
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Is there anyway to exclude a specific NPC from HP calculations?

oblique lava
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I guess I could add one, but no. Why?

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Is gaenor kicking your shit in?

woeful tide
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I made Gaenor extremely hard but his health is fixed at 126.

I think i might have figured out how to fix his health

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I 1 shot him before which was super anti-climactic

oblique lava
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Damn, uh, I think I have a balance issue then.

woeful tide
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The Endurance stat in the Openmw CS only brings it up to 255 but that didnt change his health. Modifying his health live also gets reset. Only way I was able to increase his health was by blowing up his Endurance to an absurd number

oblique lava
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Yeah, that's what I mean, I have a balance issue here, 126 seems way too low

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I kinda figured we'd run into this sorta thng eventually

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linear health multiplier or health vitality multiplier would probably be appropriate depending on how you wanna do it

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health vit mult would benefit whoever's on the "stronger" end of your diminish exponent, so like, if the exponent is low, health vit mult is more effective for characters with low END, etc

woeful tide
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hmm bringing up that number to 0.9 brought himn up to 189

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This might also be a problem because his base endurance value goes up to 100

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Without me having given him steroids

oblique lava
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No, that's just gaenor.

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I don't touch attribute values, ever.

woeful tide
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Oh no I know that I was just saying in general

oblique lava
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Ohhh yeah.

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Well, I was never 100% faithful in the way I did health, if the settings you have now work better lmk

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Maybe I could do a thing where we increase some of the values over time πŸ€”

woeful tide
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maybe. Im doing flat Attribute number increases

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Im adjusting the water flowing in the pipe, not the pipe itself per se.

oblique lava
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Generally speaking the health module's built to shrink the overall size of the pipe, so we avoid that Skyrim problem where everything is a fkn health sponge

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but I always kinda thought maybe it isn't well tuned for the high end

fathom bridge
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Sector, did you get a chance to check out HBFS with the CHIM Calcs?

oblique lava
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I'd expect maybe like 150-170, closer to 200ish for a target that strong

oblique lava
woeful tide
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Oh for sure. I am only trying to make it so this specific fight since its in of itself a whole meme on the Morrowind community back in the day

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to be a sponge and extremely hard

fathom bridge
oblique lava
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hol up hol up hol up

woeful tide
oblique lava
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find gaenor, open the console, click him, luas, do this:

I.s3ChimDynamic.Manager.manageHealth = function() end
I.s3ChimDynamic.Manager.updateStats = function() end
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he should then no longer be affected by health calculations as that will disable them outright

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(Brought to you by the special interface functions of H3 cause built in interfaces don't let you do thiiiiiiiisssssss)

fathom bridge
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Yeah H3 is pretty damn brilliant. Thank you for this my friend

woeful tide
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This worked

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Much appreciated!

oblique lava
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I'm just glad doing that finally came in handy. I almost forgot it works that way. πŸ˜‚

woeful tide
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Weird. it just turned itself back on

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mid fight lol

oblique lava
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Guess the stat insurance function was a bit too effective.

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Well, okay, the damn thing is broken anyway.

woeful tide
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Ok so I see whats going on. It looks like on reload it turns the functions back on

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(every time I get merked lol)

oblique lava
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oh, phew, okay.

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Yea when you reload they'll get restored, shoulda mentioned

woeful tide
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ehh Ill just go to my fallback of giving him 7560 endurance

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<.<

oblique lava
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Lmao. Fair. I'll tweak it some.

woeful tide
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That fight plus CHIM was a major butt clencher

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Im so happy i installed this mod LOL

woeful tide
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Sector just a fyi it looks like the CHIM mod overrides the scripts on Gedna Relvel

https://en.uesp.net/wiki/Tribunal:Gedna_Relvel

By default, Gedna has 700 health, 1,000 fatigue, and 1,000 magicka, and the script is intended to increase these values by 100, 400, and 300 times the player's level respectively. However, the script has two bugs. First, the level check is performed incorrectly, terminating the script before any bonuses are applied. Second, all three bonuses are applied to Gedna's health, meaning it would be increased by 800 times the player's level.
Some unofficial patch versions and OpenMW fix the first bug (which causes an error in the vanilla game and thus can be caught by debugging tools) without touching the second one (which does not cause an error). This allows the script to apply the bonuses and create an incredibly strong Gedna. For example, even as low as level 10 the player would face an enemy with 8,700 health.

Gedna Relvel is a lich that can be found in Gedna Relvel's Tomb in Old Mournhold. In life, she was a powerful sorceress, condemned for studying and practicing forbidden magics. She was laid to rest somewhere under Mournhold many years ago, but nobody realized that she had developed the power to cheat death itself.
When you get close, Gedna Relve...

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1 shot poor Gedna

oblique lava
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Shit.

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Well.

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I guess probably the sane thing to do is just apply the changes when they first load instead of aggressively trying to enforce it all over the place

woeful tide
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Probably. I know the original script is supposed to be Gedna really buff

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But it was broken and just left them at base HP (700)

silver karma
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Is there any way this will work with TES3MP? They are working with .49 I believe so I don't have high hopes

oblique lava
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I was the last person to make public commits to tes3mp, over two years ago now, other than trofi's gcc 13 fix which I didn't bother dealing with. If it's on .49, or .48, or even remotely close to doing so, I don't know anything about that.

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People have been coming to me and telling me my .49 stuff would work on tes3mp soon for... idunno, a year

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Last I checked, the old gal doesn't even compile on Visual Studio anymore, so I just gave up even maintaining my forked repo.

silver karma
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I was going off the TES3MP discord, in November it sounded like work was being done to update. guess that wasn't the case. Thats sad

oblique lava
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I genuinely believe he's trying and equally do not believe from having tried to update tes3mp myself because I got tired of waiting, that it's even possible to do it

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So much of it needs remade that you honestly might as well just start over for the state it's in. It's bad in there. I could yak to you all day about how much broken, unfinished stuff is laying about in all those various repositories it needs to run. Honestly, it is pretty disappointing.

But that's why I do engine dev πŸ˜„

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It'd be like if I had a Ford from 1980, and one I bought this morning, and asked you to retrofit all the components of my new car into the frame of my old one.

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Perhaps you could do that, or perhaps I could just enjoy the new car smell.

tardy yarrow
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Hmm idk what I'm missing but I can't seem to manually block

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I'm using TO though so the answer is pretty obvious: Something's conflicting lol

oblique lava
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This should definitely work on TO

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Lemme double check the config

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Do any of the animations work?

tardy yarrow
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Oh no wow it totally does work something bugged up

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I reloaded and it works now

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one sec let me test something

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Huh actually I can't reproduce it

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I originally mapped it without thinking to "Q" forgetting that's what auto-run is bound to

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and it did like a wiggle attempt at animating and failed and then it didn't seem to work

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I can't reproduce it though, may have just been a script hiccup

oblique lava
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Yeah, I just bind it to right click, and put inventory on tab

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since we use action camera swap you might as well unbind the view switch completely (if you haven't removed that, anyway)

tardy yarrow
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I always disable that

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personally I don't like automatic switching

oblique lava
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Most people aren't fans, I got used to it eventually, but honestly chim is mostly focused on 3p gameplay so once I feel like redoing the animations I'll probably remove it

woeful tide
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I actually don't mind the action camera

tardy yarrow
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holy wow, I don't feel like a betty netch should be 2 shotting me

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I'm not going to chalk that up to chim2090 though I'm on a very old save

oblique lava
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Could be though, I do recalculate health and stuff.

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I'm not 100% faithful in my health formula atm either

meager compass
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yeah itll get ya

woeful tide
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It makes u rethink how you approach combat

tardy yarrow
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I meaaaaan I don't think 100% faithful should be the goal in an "always hit" mod

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that's kinda been the biggest caveat with those kinds of mods, Morrowind at its foundation just isn't designed for always hitting especially when you factor in on-hit enchants

oblique lava
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I just mean that I'm not confident in the way it works, not so much that I care about accuracy to MW

tardy yarrow
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scaling damage with skill is one thing, but even a 5 damage on-hit enchant is suddenly busted strong early on when you always hit

oblique lava
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Yeah, I remember Max Yari actually did some work on it with that a while back, but I haven't made it back around to dealing with enchantment applications myself yet

tardy yarrow
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I'll have to test this more on a proper fresh save because its a really good concept and execution

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of something that I think is generally seen as a flat out "bad idea" with Morrowind mods

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I mean "souls-like combat" and "always hit?" in Morrowind?

oblique lava
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Thank you πŸ™‚ The way the animations work in third person really really bothers me though so I needed to take a break for a bit because they need reworked.

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The original core of the idea is Glancing Blows and Hits from MWSE... I notice it seems to be the main one people say they like

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4nm is too much for a lot of people, glancing blows and hits is kinda in the middle

tardy yarrow
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One thing I haven't seen I don't think with these "always hit" mods

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is just... not making enchants always hit

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I don't know if thats possible with OpenMW, I know it wasn't with .49

oblique lava
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That's a big reason I haven't done anything about it myself, because I'm not sure what.

#

I think max removed enchantments on fumbles, but I think I would remove enchants on everything except crits. Maybe.

tardy yarrow
#

I feel like that would be the best solution maybe to the hit enchant conundrum, just have enchants only work on a "solid" hit

oblique lava
#

Or maybe, even better, if the attack is fully charged

tardy yarrow
#

what a solid hit means πŸ€·β€β™‚οΈ maybe just as much as running the vanilla hit detection maybe

#

like having enchants follow vanilla detection formula and damage always hit

oblique lava
#

Huh.

#

That's a neat idea.

tardy yarrow
#

It would make skill level feel even more relevant

oblique lava
#

I copied the defender-side portion of hit chance at one point but I never had anything to do with it. I might've deletd it.

#

Tbh I might add an option to do either of these because they both sound fun to me πŸ˜„

#

Either, fully charge the attack to apply enchant, or hit chance works

#

eh... probably for NPCs requiring fully charged hit would suck though, they randomize

tardy yarrow
#

fully charge sounds more fun from a like

#

"Feel" standpoint I think

#

like you're charging it up and thinking "oh yeah this is gonna hurt"

oblique lava
#

I'm gonna getcha with this one.

tardy yarrow
#

I guess it also adds a layer of strategy to the player deciding when they want to expend an enchant charge

#

but decoupling enchant onto its own "vanilla" formula sounds easier to balance

#

removes a lot of thought from it since its "basically vanilla"

oblique lava
#

Yeah, NPCs would probably have to work that way... but on player-side, can err more interactive

tardy yarrow
#

Oh yeah good point I didn't even think about NPCs

#

Well anyway mod πŸ”₯ I usually hate "hurr soulslike in everything mod" but this one isn't that

#

and "always hit mod that's actually still fun and challenging and balanced" is like a Morrowind pipe dream I think

oblique lava
#

I appreciate it, I've tried to pay respects to the good parts of both formulae

#

I actually totally loved 4NM and I might even one day go back to it to poach some ideas from this but I can't deal with MWSE

tardy yarrow
#

idk who 4NM is and yeah MWSE/MGE was always neat to me but

#

idk I just never got super into it

#

I basically just played Morrowind from launch until a good bit after Oblivion and then shelved it and kinda touched on it every now and then over the years

#

but OpenMW .49 is the first time I've come back and actually started putting hours in it

oblique lava
#

Definitely the best time to get in! We're two record breaking years in a row now in terms of mods...

#

I didn't think we could do better than last year but someone ran the numbers last month and about 24%? I think it was of all MW mods on nexus are from this year

#

maybe it was the last two or three years or something, idr exactly

tardy yarrow
#

I'm gonna jump channels hold on

cunning mist
#

This looks like a nice mod. Might try it when I get a newer device

oblique lava
#

Hey gang I just wanted to drop in and let you know I didn't forget about you over here πŸ™‚
I've fixed a couple things and will soon start fixing the roll anims, but right now I'm transitioning the St4sh over to a new host, so it's gonna be a bit longer than I'd like it to.

#

Unfortunately I can't update CHIM, or any of my mods, right now due to this hosting problem, so I promise I'm gonna get it resolved quickly. πŸ˜„

fathom bridge
#

Take your time brother

#

No rush

#

I look forward to the next update

meager compass
#

yeah, everything's working nicely for now. 🫑

fathom mason
oblique lava
#

No, I refuse to use dynamic websites, St4sh is hosted by gitlab, it should never be under a real web host, ever. What I have to do is migrate my entire build system over to GitHub, and then just roll a new site.

#

I might be able to reuse the one I have, but, it's really deeply hooked into using gitlab in multiple places and I kinda feel like it'd just work better to begin fresh

fathom mason
tight falcon
#

Really dope mod, I really liked having a battles with it, i got a few bugs that i dont think are being reported here though, all of these happened on an old and new save:

  1. NPCs blocking indefinitely while still being able to attack while blocking and being invulnurable for some reason (seemed to only stop after i readied my hands for a spell) (Did a few things with the scripts menu, but it didnt seem to affect them),
  1. Parrying only seemed to work on creatures (either i went invulnurable or counter attacked) but NPCs seem to be unaffected (Did a few things with the scripts menu, but it didnt seem to affect them),
  1. Probably the worst bug is when you get knocked to the ground and your first person camera starts spinning wildly, and after you get up you literally cannot attack with any weapon other than your fists (Because pressing Use (The attack button for readied weapon) sheathes it (It also breaks blocking for some reason, like it wont block or play the animation [Also worth noting that you cant block with fists, not a bug, but an interesting fact because the fists were functional, only the other weapons werent]))

Those are the only bugs i encountered, I think this mod will absolutely be a smash hit when it officially releases, cause most combat mods ive seen dont really have that huge of an (in my opinion) impact on gameplay, sure you can feel some of the changes and it does mix things up a little, but most of it doesnt feel... in my words, right. But adding an actually functional blocking system (that is based on the player deciding wether to block or not, not on a dice roll) and parrying system actually gives the player more of a reason to pay even more attention to combat, but also with the parrying system rewards them for doing just that (and having good reflexes). This will absolutely go HARD on the more combat-oriented modders.

oblique lava
#

Thanks ❀️
In general, if an enemy becomes invulnerable, that's a dead giveaway the script's onHit handler is busting somewhere, somehow. Fortunately, those are really easy to fix, but I do need to grab an openmw.log from a session where you ran into that.

tight falcon
#

where can i find openmw.log?

#

nvm

#

DM openmw.log?

tight falcon
#

I saw it and forgot i played a few minutes without it, so i think it was overwritten with newer stuff so i reenabled it, launched my game and blocking didnt work, so i moved it lower on my load order and tried to replicate the bugs, but it seems like the first didnt appear XD, the second worked but the guards outside seemed to ignore the attempted parrying? (i am running it on default settings with a cheat character), third i havent played yet...

#

[19:56:22.801 E] L0x170841f6[scripts/omw/combat/local.lua] eventHandler[Hit] failed. Lua error: [string "scripts/s3/chim2090/block.lua"]:417: stack index 1, expected string, received nil: (bad argument into 'void(std::basic_string_view<char,std::char_traits<char> >, const sol::basic_object<sol::basic_reference<0> >&, const sol::optional<sol::basic_table_core<0,sol::basic_reference<0> > >&)')

[19:56:23.265 E] L0x170841f6[scripts/omw/combat/local.lua] eventHandler[Hit] failed. Lua error: [string "scripts/s3/chim2090/block.lua"]:417: stack index 1, expected string, received nil: (bad argument into 'void(std::basic_string_view<char,std::char_traits<char> >, const sol::basic_object<sol::basic_reference<0> >&, const sol::optional<sol::basic_table_core<0,sol::basic_reference<0> > >&)')

Like this?

oblique lava
#

You should be able to drop the whole file here, it's in Documents/My Games/openmw. Is this from a fresh install?

oblique lava
#

You might try updating CHIM, there's not actually anything at that exact spot aymore. This might be something i fixed already... kinda looks familia

tight falcon
#

btw, have you seen this error before? It seems to happen when i get knocked down and the camera quickly pans down and starts violently rotating
[22:05:35.479 E] Error in frame: Invalid attack type value: 5

#

It was the beginning for the third bug, but i couldnt stand up on that playthrough for some reason

oblique lava
#

That's definitely not from me, but other mods trying to trigger attacks on something might cause that.

tight falcon
#

It was popping up from [22:04:55.785 E] to [22:05:35.782 E]

#

hmmmm

#

might look into conflicts

#

I might look at my conflicting mods*

#

can i still post the openmw.log even if its just a wall of error in frames?

oblique lava
#

yea

tight falcon
#

tried to get the same error without CHIM 2090, but i didnt manage to get the error, but there was once a pan on it.
RN, i am doing a fresh install to see if i manage to get the same problems.

tight falcon
#

Didnt get any of the bugs, except the parrying not working on NPCs, and it was a fresh morrowind install, and the log didnt record anything abnormal, i installed the version i am replying on, could still send the log if wanted

oblique lava
#

No, there's never any reason to reinstall morrowind

#

I just meant the mod itself

tight falcon
#

didnt reinstall it, just installed a copy of it

#

I still have the mods and data files, i just needed a clone to see what it would do

#

sorry if it spooked you

oblique lava
#

GitLab must be screwing with me again... I can tell from these errors the build you have is stale. But it doesn't seem to be anything you did. Here:

#

No worries! Just wanna make sure I understand what's going on πŸ™‚
but yea both your log errors are pointing to stuff that doesn't... quite exist anymore. I guess gitlab is serving stale builds to people now.

#

I'm like 90% sure I already fixed this exact problem

#

idk if my repo is just too powerful for gitlab or what but this seems to be a recurring problem nowadays

meager compass
#

a few of us had this issue with not being able to get the most recent build, someone recommended to solve by loading the page in a private tab 🀷

oblique lava
#

well, like, the links aren't dynamic, they never change. So, there might be various things you can do on your end for gitlab to actually serve you the latest file, but... I don't think there's anything I can do to combat it. Maybe.

#

It's okay i know the solution to this problem

meager compass
#

its clean, thats what i like about it

oblique lava
#

I have just a couple more ducks to get in a row before I try the new site build this weekend

#

hopefully I can end up keeping pretty much everything tho. I'm not sure. I might get a little too excited shopping around for site themes πŸ˜…

tight falcon
# oblique lava GitLab must be screwing with me again... I can tell from these errors the build ...

Ok, i downloaded it, tried parrying, but it didnt work, checked the log, and it seems like there is a wall of the same errors

[23:18:31.816 E] L0x101f7c5[scripts/s3/chim2090/block.lua] onUpdate failed. Lua error: [string "scripts/s3/chim2090/block.lua"]:189: attempt to compare nil with number [23:18:31.816 E] stack traceback: [23:18:31.816 E] [string "scripts/s3/chim2090/block.lua"]:189: in function 'tick' [23:18:31.816 E] [string "scripts/s3/chim2090/block.lua"]:863: in function <[string "scripts/s3/chim2090/block.lua"]:857>

And then

[23:18:31.827 E] L0x101f7c5[scripts/s3/chim2090/block.lua] onUpdate failed. Lua error: [string "scripts/s3/chim2090/block.lua"]:189: attempt to compare nil with number [23:18:31.827 E] stack traceback: [23:18:31.827 E] [string "scripts/s3/chim2090/block.lua"]:189: in function 'tick' [23:18:31.827 E] [string "scripts/s3/chim2090/block.lua"]:863: in function <[string "scripts/s3/chim2090/block.lua"]:857>

#

Wanted to send it but...

#

btw, im using the same original clone i made

#

original morrowind clone*

oblique lava
tight falcon
#

Oh

#

Hmmmm, enemies seem to parry me, but i cant parry them, no more issues in the openmw.log

fathom bridge
#

I'm not sure if this is helpful

#

L@0x1[scripts/s3/chim2090/dynamicmanager.lua] onTeleported failed. Lua error: DelayedAction is not allowed to create another DelayedAction
[22:53:40.156 E] stack traceback:
[22:53:40.156 E] [C]: in function '__newindex'
[22:53:40.156 E] [string "scripts/s3/chim2090/dynamicmanager.lua"]:140: in function 'overrideNativeHealth'
[22:53:40.156 E] [string "scripts/s3/chim2090/dynamicmanager.lua"]:146: in function 'manageHealth'
[22:53:40.156 E] [string "scripts/s3/chim2090/dynamicmanager.lua"]:152: in function <[string "scripts/s3/chim2090/dynamicmanager.lua"]:149>
[22:53:40.156 E] [C]: in ?

#

And

#

31.711 E] L0x4d000b5f[scripts/s3/chim2090/block.lua] eventHandler[CHIMAttackSignal] failed. Lua error: [string "scripts/s3/chim2090/block.lua"]:286: attempt to index field 'block' (a nil value)
[22:59:31.711 E] stack traceback:
[22:59:31.711 E] [string "scripts/s3/chim2090/block.lua"]:286: in function 'shouldTurtle'
[22:59:31.711 E] [string "scripts/s3/chim2090/block.lua"]:902: in function <[string "scripts/s3/chim2090/block.lua"]:890>
[22:59:31.711 E] [C]: in ?
[22:59:33.919 E] L0x4d000b5f[scripts/s3/chim2090/block.lua] eventHandler[CHIMAttackSignal] failed. Lua error: [string "scripts/s3/chim2090/block.lua"]:286: attempt to index field 'block' (a nil value)
[22:59:33.919 E] stack traceback:
[22:59:33.919 E] [string "scripts/s3/chim2090/block.lua"]:286: in function 'shouldTurtle'
[22:59:33.919 E] [string "scripts/s3/chim2090/block.lua"]:902: in function <[string "scripts/s3/chim2090/block.lua"]:890>
[22:59:33.919 E] [C]: in ?
[22:59:34.066 E] L0x4d000b5f[scripts/s3/chim2090/block.lua] eventHandler[CHIMAttackSignal] failed. Lua error: [string "scripts/s3/chim2090/block.lua"]:286: attempt to index field 'block' (a nil value)
[22:59:34.066 E] stack traceback:
[22:59:34.066 E] [string "scripts/s3/chim2090/block.lua"]:286: in function 'shouldTurtle'
[22:59:34.066 E] [string "scripts/s3/chim2090/block.lua"]:902: in function <[string "scripts/s3/chim2090/block.lua"]:890>
[22:59:34.066 E] [C]: in ?

fathom bridge
#

E] L@0x1[scripts/omw/combat/interface.lua] eventHandler[Hit] failed. Lua error: [string "scripts/s3/chim2090/block.lua"]:447: attempt to concatenate local 'blockingItem' (a userdata value)
[00:30:56.129 E] stack traceback:
[00:30:56.129 E] [string "scripts/s3/chim2090/block.lua"]:447: in function 'playBlockSound'
[00:30:56.129 E] [string "scripts/s3/chim2090/block.lua"]:585: in function 'handleHit'
[00:30:56.129 E] [string "scripts/s3/chim2090/onhitmanager.lua"]:67: in function <[string "scripts/s3/chim2090/onhitmanager.lua"]:21>
[00:30:56.129 E] [string "openmw_aux/util.lua"]:122: in function 'callEventHandlers'
[00:30:56.129 E] [string "scripts/omw/combat/interface.lua"]:123: in function 'onHit'
[00:30:56.129 E] [string "scripts/omw/combat/interface.lua"]:143: in function <[string "scripts/omw/combat/interface.lua"]:143>
[00:30:56.129 E] [C]: in ?

fathom bridge
#

L@0x1[scripts/skill-evolution/player.lua] eventHandler[SkillEvolution_on_player_hit] failed. Lua error: [string "scripts/skill-evolution/skills/scaling.lua"]:942: attempt to index field 'damage' (a nil value)
[00:39:13.986 E] stack traceback:
[00:39:13.986 E] [string "scripts/skill-evolution/skills/scaling.lua"]:942: in function 'onPlayerHit'
[00:39:13.986 E] [string "scripts/skill-evolution/player.lua"]:279: in function <[string "scripts/skill-evolution/player.lua"]:279>
[00:39:13.986 E] [C]: in ?
[00:39:15.664 I] Playing "music/abot/10sec_silence.mp3"
[00:39:16.153 E] L@0x1[scripts/skill-evolution/player.lua] eventHandler[SkillEvolution_on_player_hit] failed. Lua error: [string "scripts/skill-evolution/skills/scaling.lua"]:942: attempt to index field 'damage' (a nil value)
[00:39:16.153 E] stack traceback:
[00:39:16.153 E] [string "scripts/skill-evolution/skills/scaling.lua"]:942: in function 'onPlayerHit'
[00:39:16.153 E] [string "scripts/skill-evolution/player.lua"]:279: in function <[string "scripts/skill-evolution/player.lua"]:279>
[00:39:16.153 E] [C]: in ?
[00:39:17.933 E] L@0x1[scripts/skill-evolution/player.lua] eventHandler[SkillEvolution_on_player_hit] failed. Lua error: [string "scripts/skill-evolution/skills/scaling.lua"]:942: attempt to index field 'damage' (a nil value)
[00:39:17.933 E] stack traceback:
[00:39:17.933 E] [string "scripts/skill-evolution/skills/scaling.lua"]:942: in function 'onPlayerHit'
[00:39:17.933 E] [string "scripts/skill-evolution/player.lua"]:279: in function <[string "scripts/skill-evolution/player.lua"]:279>
[00:39:17.933 E] [C]: in ?

fathom bridge
#

Okay disregard, it was on my end, git was grabbing the wrong version for me lol. Sorry

oblique lava
#

Really? Okay, cool!

#

I did some changes in H3 a couple weeks ago and it went, uh, a little sideways, so I'm still trying to be sure where these are coming from, lol.

#

I have something to show you guys.

#

This is our new mod template.

fathom bridge
#

Ohhh that looks awesome

fathom mason
oblique lava
#

I gotta slap some fonts in here too, I bet mystic cards is gonna look sick

#

also needs a purple template ofc, rn there is blue/green/red/pink and I think orange?

oblique lava
#

fonts, install widget, giscus comments

fathom bridge
#

I'm not sure if this helpful my friend. I see it sometimes

L@0x1[scripts/s3/chim2090/dynamicmanager.lua] onTeleported failed. Lua error: DelayedAction is not allowed to create another DelayedAction
[01:07:22.099 E] stack traceback:
[01:07:22.099 E] [C]: in function '__newindex'
[01:07:22.099 E] [string "scripts/s3/chim2090/dynamicmanager.lua"]:140: in function 'overrideNativeHealth'
[01:07:22.099 E] [string "scripts/s3/chim2090/dynamicmanager.lua"]:146: in function 'manageHealth'
[01:07:22.099 E] [string "scripts/s3/chim2090/dynamicmanager.lua"]:152: in function <[string "scripts/s3/chim2090/dynamicmanager.lua"]:149>
[01:07:22.099 E] [C]: in ?

oblique lava
#

I've seen this before, it shouldn't hurt anything

fathom mason
oblique lava
#

you should still fix them πŸ—žοΈ

#

Some of us actually read our logs and care how they look, you know..

#

If you actually need to be doing something onTeleported like that, it's easy to check if someone's teleporting, but in my case I can just kill the onTeleported handler

fathom bridge
tender pewter
#

Having an issue where the roll module isn't working properly. Any attempt to roll results in my character freezing in place, unable to do anything. Also the actual scripts section for it looks like this.

#

Using the latest of H3 and CHIM2090 from this thread

fathom bridge
#

Interesting, I just bound it to a key last night and it worked for me

oblique lava
tender pewter
#

fiddled around with the settings you mentioned. The good news is that dodging works just fine now, the bad news is that the script menu text is still bugged (though it's still possible to assign a hotkey and turn settings on/off)

oblique lava
#

Oh, it's not bugged, just unfinished.

#

I didn't even notice you mentioned that.

#

I don't have translated names for them yet so it just shows the variables names.

tender pewter
#

Ah, I see. My mistake

meager compass
#

is this an issue?

[22:36:02.194 E] L0x2670004f2[scripts/omw/combat/local.lua] eventHandler[Hit] failed. Lua error: [string "scripts/s3/chim2090/block.lua"]:447: attempt to concatenate local 'blockingItem' (a userdata value)
[22:36:02.194 E] stack traceback:
[22:36:02.194 E] [string "scripts/s3/chim2090/block.lua"]:447: in function 'playBlockSound'
[22:36:02.194 E] [string "scripts/s3/chim2090/block.lua"]:585: in function 'handleHit'
[22:36:02.194 E] [string "scripts/s3/chim2090/onhitmanager.lua"]:67: in function <[string "scripts/s3/chim2090/onhitmanager.lua"]:21>
[22:36:02.194 E] [string "openmw_aux/util.lua"]:122: in function 'callEventHandlers'
[22:36:02.194 E] [string "scripts/omw/combat/local.lua"]:274: in function 'onHit'
[22:36:02.194 E] [string "scripts/omw/combat/local.lua"]:428: in function <[string "scripts/omw/combat/local.lua"]:428>
[22:36:02.194 E] [C]: in ?

grave umbra
#

String fail 😞

meager compass
#

im watching two npcs fighting

#

they might be scripted to fight forever, im not sure

#

if that makes a difference

meager compass
#

Im getting this spammed when i use Immersive Travel, the silt strider animations arent working, it seems related

[12:45:53.493 E] L@0x1[scripts/s3/chim2090/dynamicmanager.lua] onTeleported failed. Lua error: DelayedAction is not allowed to create another DelayedAction
[12:45:53.493 E] stack traceback:
[12:45:53.493 E] [C]: in function '__newindex'
[12:45:53.493 E] [string "scripts/s3/chim2090/dynamicmanager.lua"]:56: in function 'overrideNativeFatigue'
[12:45:53.493 E] [string "scripts/s3/chim2090/dynamicmanager.lua"]:76: in function 'manageFatigue'
[12:45:53.493 E] [string "scripts/s3/chim2090/dynamicmanager.lua"]:151: in function <[string "scripts/s3/chim2090/dynamicmanager.lua"]:149>
[12:45:53.493 E] [C]: in ?

fathom bridge
#

I noticed the same thing

meager compass
#

interesting, thats good to know its not just meπŸ˜…

odd tangle
#

what do you guys think a good value for on-hit XP is, given this mod guarantees hits? with Skill Evolution, you can set the XP ratio so I'm thinking like 0.1 or something?

#

so 10% xp of a vanilla hit. I think ideally it would be based on damage with this mod but I'm not sure if that's possible

odd tangle
#

curious how this setting in Skill Evolution will interact with CHIM 2090, though I would guess that the setting for 100% chance is always used

old helm
#

Hey @oblique lava , are you using here that system i introduced last year with minihits that do no stagger? Does stagfer cancel still work with new combat api?

#

Also about that xp scaling above - what would be a proper way to do that? Is there a way to intercept xp gain event, or its just tracking xp stat state and altering its delta change?

grave umbra
atomic quiver
#

https://www.nexusmods.com/morrowind/mods/51034 this mod has a really cool feature where you and NPCs have a chance to parry attacks with your weapon based on your block skill (which also grants it EXP) that comes with some really cool SFX and animations.

would something like that be doable as part of this? I personally prefer it working off RNG like vanilla blocking than having it be active

Nexus Mods :: Morrowind
PvP

A combat based on parries and dodges. Enemies fight almost like real players.

fathom bridge
#

You gotta try CHIM's blocking and parrying, it's very satisfying and well integrated and balanced. I highly recommend it.

dusk sedge
#

I'm really interested in trying this mod but I get a 404 when I try and access the gitlab page. Is this an issue on my end?

tight anvil
#

not an issue on your end

odd tangle
dusk sedge
#

Thanks, i've got it working πŸ‘

atomic quiver
#

not as much of a fan. morrowind is a crpg after all.

old helm
fathom bridge
#

The dodge/roll animations are great too if you haven't checked them out

old helm
#

Are they an actual roll or more of a sidestep? Tbh i dont really want to darksoulsify morrowind πŸ™ but somethink like a small sidestep that boosts your evasion - i can get behind that

meager compass
#

its a flippy roll. i think its a little bit overtuned to be honest. i usually end up using to flee because you make a lot of ground in a straight line if you have low speed

#

i would prefer a smaller step

odd tangle
#

in my testing, flippy roll is only if your weight is low (under a certain threshold?)

#

I didn't test whether it was equip weight or total weight but I would think equip weight

#

when I put on heavy armor, the roll became a side step

meager compass
#

I use light armor so I didn't know the step was implemented. Is there a way to set it to run with light armor?

odd tangle
#

if there's not a setting on the Rolling settings page, there's probably a threshold value somewhere in the scripts

#

I don't really use the roll but if it has i-frames maybe I should be using it to side step out the way of mage bolts lol
edit: I did not see a setting for it in the menu

fathom bridge
#

Yes it does appear to affect your armor etc. It can be very satisfying haha. Sector did a great job

meager compass
fathom bridge
meager compass
fathom bridge
#

Thank you I will absolutely try that today and let you know how it goes. I appreciate

wraith tusk
fathom bridge
#

I'm not sure if this is helpful brother but I see this sometimes in the latest dev with this absolutely incredible and underrated mod

#

00:11:59.085 E] L0x101f7c0[scripts/omw/combat/interface.lua] eventHandler[Hit] failed. Lua error: [string "scripts/s3/chim2090/onhitmanager.lua"]:43: attempt to index field 's3ChimBlock' (a nil value)
[00:11:59.085 E] stack traceback:
[00:11:59.085 E] [string "scripts/s3/chim2090/onhitmanager.lua"]:43: in function <[string "scripts/s3/chim2090/onhitmanager.lua"]:21>
[00:11:59.085 E] [string "openmw_aux/util.lua"]:122: in function 'callEventHandlers'
[00:11:59.085 E] [string "scripts/omw/combat/interface.lua"]:123: in function 'onHit'
[00:11:59.085 E] [string "scripts/omw/combat/interface.lua"]:143: in function <[string "scripts/omw/combat/interface.lua"]:143>
[00:11:59.085 E] [C]: in ?
[00:12:00.788 E] L0x101f7c0[scripts/omw/combat/interface.lua] eventHandler[Hit] failed. Lua error: [string "scripts/s3/chim2090/onhitmanager.lua"]:43: attempt to index field 's3ChimBlock' (a nil value)
[00:12:00.788 E] stack traceback:
[00:12:00.788 E] [string "scripts/s3/chim2090/onhitmanager.lua"]:43: in function <[string "scripts/s3/chim2090/onhitmanager.lua"]:21>
[00:12:00.788 E] [string "openmw_aux/util.lua"]:122: in function 'callEventHandlers'
[00:12:00.788 E] [string "scripts/omw/combat/interface.lua"]:123: in function 'onHit'
[00:12:00.788 E] [string "scripts/omw/combat/interface.lua"]:143: in function <[string "scripts/omw/combat/interface.lua"]:143>
[00:12:00.788 E] [C]: in ?
[00:12:02.056 E] L0x101f7c0[scripts/omw/combat/interface.lua] eventHandler[Hit] failed. Lua error: [string "scripts/s3/chim2090/onhitmanager.lua"]:43: attempt to index field 's3ChimBlock' (a nil value)
[00:12:02.056 E] stack traceback:
[00:12:02.056 E] [string "scripts/s3/chim2090/onhitmanager.lua"]:43: in function <[string "scripts/s3/chim2090/onhitmanager.lua"]:21>
[00:12:02.056 E] [string "openmw_aux/util.lua"]:122: in function 'callEventHandlers'
[00:12:02.056 E] [string "scripts/omw/combat/interface.lua"]:123: in function 'onHit'
[00:12:02.056 E] [string "scripts/omw/combat/interface.lua"]:143: in function <[string "scripts/omw/combat/interface.lua"]:143>
[00:12:02.056 E] [C]: in ?

meager compass
#

im getting that too, i also am having trouble trying to block i sometimes get this message

[10:32:30.328 E] L@0x1[scripts/omw/combat/interface.lua] eventHandler[Hit] failed. Lua error: [string "scripts/s3/chim2090/block.lua"]:447: attempt to concatenate local 'blockingItem' (a userdata value)
[10:32:30.328 E] stack traceback:
[10:32:30.328 E] [string "scripts/s3/chim2090/block.lua"]:447: in function 'playBlockSound'
[10:32:30.328 E] [string "scripts/s3/chim2090/block.lua"]:585: in function 'handleHit'
[10:32:30.328 E] [string "scripts/s3/chim2090/onhitmanager.lua"]:67: in function <[string "scripts/s3/chim2090/onhitmanager.lua"]:21>
[10:32:30.328 E] [string "openmw_aux/util.lua"]:122: in function 'callEventHandlers'
[10:32:30.328 E] [string "scripts/omw/combat/interface.lua"]:123: in function 'onHit'
[10:32:30.328 E] [string "scripts/omw/combat/interface.lua"]:143: in function <[string "scripts/omw/combat/interface.lua"]:143>
[10:32:30.328 E] [C]: in ?
in this case fighting a mudcrab, i think mudcrabs have given me trouble beforeπŸ€”

meager compass
rapid haven
#

Where do you actually get the latest dev build? I'm not sure I'm running on the right version because it keeps asking for H3lp Yours3lf.esp instead of the omwscripts version of H3lp Yours3lf :(

meager compass
fathom bridge
#

Yes he's been working on it and busy haha

rapid haven
#

Ah I see