#CHIM 2090 - Combat As Miyazaki Intended
1 messages Β· Page 2 of 1
Does this work for Starwind
Hell yeah bro. In fact, I originally made it for my Starwind modlist.
I have another component I'm gonna pull out for Starwind specifically, but only after this and the H4ND are formally released
What is H4ND
Love this
What does the hand mean lol
It's fatigue/health/magicka
Yea they're animated too so the color like drains out of them as you use up fatigue
the compass is as well
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
Sure, totally! There's different animations at different encumbrance levels
I need to gate the ninja flip off beind 75 acrobatics or something
Iβm a dumbass, just realized this
you'll find out the hard way once you hit the fat roll threshold as well 
What is the pink bar
a big space where your active spell icons are supposed to go
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
Are you sure you have the latest?
For CHIM or H3lp yourselF?
CHIM idk
Im downloading it from this button
Get H3 off my site too, the Nexus page is not yet updated. Sorry about that!
No worries!
Did you catch it? π
I didnt install the dev build lol
The link on the st4sh brings you to nexus heads up
If you look at requirements under CHIM
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 π
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?
blocking skill is 0
I'm not sure if this is an intended behavior
When blocking with shield, it disappears + when I release the keybind, my character sheathes their weapon
Dev build, no errors in the logs
Not a bug
this is intended? Blocking skill got removed?
It's not really "removed" per se
it's just setting a modifier to zero
Block still levels up and is used for a bunch of things throughout the mod.
Does that persist through a save/load?
Yes
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
}
Hm.
I think you are running into some kind of mod conflict.
The only place I ever set stance is when your poise is broken.
As for the shield just disappearing, I'm... not real sure about that. It looks like it's being unequipped.
but, I've had the sheathing thing happen maybe once or twice
It doesn't get unequipped, actually
okay, so it's only the stance change happening.
Otherwise I'd maybe blame Shield Unequipper for it
something's setting your stance back to nothing... but if poise broke, you'd know by being knocked down
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
Random question can enemies crit you
Oh yes.
They can fumble on you as well.
You'll most likely know when either happens. π
already had 4 instances where I got 1 shot
I have other mods where I lose attributes when I die
this is amazing I love this mod Sector
Hahaha. All the crit/fumble settings are tweakable! Including just turning it off lol. Glad you're enjoying it π
No way im tweaking it. I love this
Mostly. I have noticed that humanoid enemies with weapons have their block up non stop
There was an instance where the knock down animation in hand to hand just made the target stand there and slide around
Like ones without shields specifically?
Ah no worries.
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.
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
It's blowing up specifically when it's trying to find out how long he blocks, so yea he's just stuck. Easy fix!
Ash Slave turned on TGM too
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
I'm kinda surprised you were able to break it's stance.
It shouldn't have very much Poise but I'd think the errors here would hit before poise calcs run at all
I'll have to check out more humanoid types
Can you get me the whole log file, please? This is actually missing the bit I was looking for
Torch
yep.
Torch won't let me block. Is the error pointing at the player character?
There's two, one's happening when it tries to play the block sound and the other is when you have a torch equipped
Patched build is in the oven
oh, wait no, there's another thing in here
patched version is up btw
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.
Torches.
I thought I accounted for those but I guess not.
Roger
I pushed a commit to also make sure they'll never block if not in Weapon stance just now
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
ah crap that reminds me I should... probably not allow parrying ranged attacks. Lmao.
God i just imagined someone with the block stance with a bow in their hand just sprinting towards me doing nothing
At most, the turtliest of turtley characters should only hold it for about 3-5 seconds, if they even decide to do that
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
Blocking with a bow should do incredible amounts of condition damage to it
Or don't allow it and you can reserve the block button for something else while ranged
Like aim assist
Well I def won't allow players to do it.
Y'know what I was kinda thinking I might try is ADS, exactly the way FO3 does it
Which I am well aware is the shittiest ADS that man has ever invented, but it would actually kinda work for bows/crossbows
but that's already a thing so meh
I even have another mod for that. π
yea maybe I should just let you block with bows and break them terribly.
Hmmm I kinda like that idea
You know, you could give different weapons different resistances to blocking condition damage in general
Maybe base it on weapon weight
I like that.
Perhaps it should have some relationship between the two weapon weights
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
Or vice versa, if I have daedric claymore I can sit here and tank dagger hits all day
I really just want more reasons to use early game equipment, which are generally heavier
They already have inferior max condition so any buff there would be nice
Sure!
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?)
I guess you could also compare durability of your weapon vs durability of the armor piece you hit
Use that for something
Or no durability damage on your weapon for hitting someone whose poise broke
y'know I'm not actually even offhandedly sure how weapon durability damage happens
Pretty sure that could be a thing. π€
Any way to adjust the health of enemies and not my own?
No, it's not really but to take that into account, like, as a concept.
Everybody gets the same rules.
I could do that I guess, that's just kinda how I did it already, though.
gotcha. I might see if I can cap my strength with NCG
oh, uh, wait
You could adjust the difficulty slider. Like the in-game one.
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.
I already have difficulty set to 100 
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
you know, that's actually, like...
really that's exactly where it's designed to be! I'm really glad to hear that
Maybe the damage ceilings are too high π€
I could replace the base damage calculation I guess
Granted im using daedric weapons
i can probably be restrictive to make it feel more intense
Hm.
I do wanna keep the higher end interesting. I wish I had an actual late game character I could play to test this, lol
How late game are we talking about
Idunno, like 20-25
maybe a 50 also
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
my mental model of how late game in morrowind works is very, uh... 2017
Gotcha
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 ?
hm well its happening without the torch now too
im just testing DualWielding and having some issues so it might be related to that
for the most part they do work together though
btw did you give npcs the ability to jump in combat? their hopping around like quake bots 
Do you have Mercy CAO installed? that's what has been making my NPCs jump
Oh word, ive had it for a long time and never seen that behaviour before
Yeah its funny but when they hit you with that strike its deadly LOL
nice
Heddvild always jumps for some reason
Some other npcs never
Same with some of the narsis fighters in the arena
I not ashamed to say I got 1 shot by those jump attacks they're lethal
It's not. It literally says Chim on here. Have you updated recently?
Serjo posted some errors that look a lot like this I think I fixed, actually.
v72ebd55?
Uhhhhhhhhhhhhh
47f3492
btw i just wanted to share this, its what it looks like doing the forward roll with FBA π
https://youtu.be/RYRZy7ctAlU
idk why it becomes this kind of ballet prance but its hilarious
llmaaaoooooo
Well the first person animations are done by taking the 3P one, and removing the spin on it
So... tbh they look kinda silly.
haha fair
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)
yeah thats not the kind of immersion im looking for. nah these anims are great, still 100% better than the nothing we had before 
I couldn't resist, I can delete if you want me to
https://youtu.be/fOPyvMTKEmo
That argonian was hella confused
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
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 ?
btw you might find this interesting https://discord.com/channels/260439894298460160/1443431228287094946
pretty sweet mantling/climbing implementation
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.
It won't hurt anything, this is where it's trying to adjust your fatigue every so often during cell transitions
Oh yeah isn't Blind also useless now?
Uhhh well blind is used to awareness checks but for all the good that is gonna do I guess you could say that, yeah.
Could make it where blind does something like the Blooper ink effect from Mario Kart
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
I've been thinking about it and I was sorta thinking maybe I could just make blind its own hit chance layer
I'm not really sure what else I could do other than just completely neuter the effect in combat
Maybe chuck in a reverse-tonemapper that reduces saturation. Not strictly gameplay but it's something
Oh second thought, don't put a shader in there. It will probably break on the gameboy
I mean, it's not hard to... make sure that doesn't happen
Thats kinda a good idea
Is there anyway to exclude a specific NPC from HP calculations?
I made Gaenor extremely hard but his health is fixed at 126.
I think i might have figured out how to fix his health
I 1 shot him before which was super anti-climactic
Damn, uh, I think I have a balance issue then.
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
Yeah, that's what I mean, I have a balance issue here, 126 seems way too low
I kinda figured we'd run into this sorta thng eventually
linear health multiplier or health vitality multiplier would probably be appropriate depending on how you wanna do it
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
hmm bringing up that number to 0.9 brought himn up to 189
This might also be a problem because his base endurance value goes up to 100
Without me having given him steroids
Oh no I know that I was just saying in general
Ohhh yeah.
Well, I was never 100% faithful in the way I did health, if the settings you have now work better lmk
Maybe I could do a thing where we increase some of the values over time π€
maybe. Im doing flat Attribute number increases
Im adjusting the water flowing in the pipe, not the pipe itself per se.
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
but I always kinda thought maybe it isn't well tuned for the high end
Sector, did you get a chance to check out HBFS with the CHIM Calcs?
I'd expect maybe like 150-170, closer to 200ish for a target that strong
I'm not 100% sure it's doing everything I'd expect it to, but, it's definitely working well. I haven't had any problems with it
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
to be a sponge and extremely hard
Okay I just wanted to make sure, I'll have Chim load after it?
Oh! Hey! You know what, I know exactly what you can do
hol up hol up hol up
find gaenor, open the console, click him, luas, do this:
I.s3ChimDynamic.Manager.manageHealth = function() end
I.s3ChimDynamic.Manager.updateStats = function() end
he should then no longer be affected by health calculations as that will disable them outright
(Brought to you by the special interface functions of H3 cause built in interfaces don't let you do thiiiiiiiisssssss)
Yeah H3 is pretty damn brilliant. Thank you for this my friend
I'm just glad doing that finally came in handy. I almost forgot it works that way. π
Guess the stat insurance function was a bit too effective.
Well, okay, the damn thing is broken anyway.
Ok so I see whats going on. It looks like on reload it turns the functions back on
(every time I get merked lol)
Lmao. Fair. I'll tweak it some.
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...
1 shot poor Gedna
Shit.
Well.
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
Probably. I know the original script is supposed to be Gedna really buff
But it was broken and just left them at base HP (700)
Is there any way this will work with TES3MP? They are working with .49 I believe so I don't have high hopes
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.
People have been coming to me and telling me my .49 stuff would work on tes3mp soon for... idunno, a year
Last I checked, the old gal doesn't even compile on Visual Studio anymore, so I just gave up even maintaining my forked repo.
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
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
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 π
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.
Perhaps you could do that, or perhaps I could just enjoy the new car smell.
Hmm idk what I'm missing but I can't seem to manually block
I'm using TO though so the answer is pretty obvious: Something's conflicting lol
This should definitely work on TO
Lemme double check the config
Do any of the animations work?
Oh no wow it totally does work something bugged up
I reloaded and it works now
one sec let me test something
Huh actually I can't reproduce it
I originally mapped it without thinking to "Q" forgetting that's what auto-run is bound to
and it did like a wiggle attempt at animating and failed and then it didn't seem to work
I can't reproduce it though, may have just been a script hiccup
Yeah, I just bind it to right click, and put inventory on tab
since we use action camera swap you might as well unbind the view switch completely (if you haven't removed that, anyway)
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
I actually don't mind the action camera
holy wow, I don't feel like a betty netch should be 2 shotting me
I'm not going to chalk that up to chim2090 though I'm on a very old save
Could be though, I do recalculate health and stuff.
I'm not 100% faithful in my health formula atm either
yeah itll get ya
It makes u rethink how you approach combat
I meaaaaan I don't think 100% faithful should be the goal in an "always hit" mod
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
I just mean that I'm not confident in the way it works, not so much that I care about accuracy to MW
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
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
I'll have to test this more on a proper fresh save because its a really good concept and execution
of something that I think is generally seen as a flat out "bad idea" with Morrowind mods
I mean "souls-like combat" and "always hit?" in Morrowind?
Thank you π 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.
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
4nm is too much for a lot of people, glancing blows and hits is kinda in the middle
One thing I haven't seen I don't think with these "always hit" mods
is just... not making enchants always hit
I don't know if thats possible with OpenMW, I know it wasn't with .49
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.
I feel like that would be the best solution maybe to the hit enchant conundrum, just have enchants only work on a "solid" hit
Or maybe, even better, if the attack is fully charged
what a solid hit means π€·ββοΈ maybe just as much as running the vanilla hit detection maybe
like having enchants follow vanilla detection formula and damage always hit
It would make skill level feel even more relevant
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 π
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
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"
I'm gonna getcha with this one.
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"
Yeah, NPCs would probably have to work that way... but on player-side, can err more interactive
Oh yeah good point I didn't even think about NPCs
Well anyway mod π₯ 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
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
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
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
I'm gonna jump channels hold on
This looks like a nice mod. Might try it when I get a newer device
Hey gang I just wanted to drop in and let you know I didn't forget about you over here π
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. π
yeah, everything's working nicely for now. π«‘
Do you need any help with that? I happened to be hosting websites a lot in the past
I wish it were as easy as a domain switch π
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
Sounds liek a headache for sure. Best of luck π
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:
- 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),
- 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),
- 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.
Thanks β€οΈ
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.
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?
You should be able to drop the whole file here, it's in Documents/My Games/openmw. Is this from a fresh install?
Its not from a fresh install
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
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
That's definitely not from me, but other mods trying to trigger attacks on something might cause that.
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?
yea
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.
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
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
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 π
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
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 π€·
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
its clean, thats what i like about it
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 π
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*
you probably need a fresh copy of this too.
Oh
Hmmmm, enemies seem to parry me, but i cant parry them, no more issues in the openmw.log
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 ?
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 ?
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 ?
Okay disregard, it was on my end, git was grabbing the wrong version for me lol. Sorry
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.
Ohhh that looks awesome
Looks very fitting to Starwind
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?
fonts, install widget, giscus comments
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 ?
I've seen this before, it shouldn't hurt anything
I have similar errors when Teleport is queued in SHOP while other action is executing at the same time. Like S3ctor said, nothing bad seems to happen except red in the log
you should still fix them ποΈ
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
Sounds good brother thank you
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
Interesting, I just bound it to a key last night and it worked for me
Do you have use additional animation sources enabled in the launcher?
player movement ignores animation being turned on can also trigger this. Also a launcher setting.
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)
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.
Ah, I see. My mistake
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 ?
String fail π
im watching two npcs fighting
they might be scripted to fight forever, im not sure
if that makes a difference
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 ?
I noticed the same thing
interesting, thats good to know its not just meπ
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
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
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?
Xp gain can be intercepted I believe. Check out mym's natural character growth mod
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
You gotta try CHIM's blocking and parrying, it's very satisfying and well integrated and balanced. I highly recommend it.
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?
not an issue on your end
scroll up and/or search for S3ctor's comments to see his dev build he shared in this thread directly. he also shared the dependency, H3lp yours3lf
Thanks, i've got it working π
its active though, right?
not as much of a fan. morrowind is a crpg after all.
this looks like a decent kick anim though ha
The dodge/roll animations are great too if you haven't checked them out
Are they an actual roll or more of a sidestep? Tbh i dont really want to darksoulsify morrowind π but somethink like a small sidestep that boosts your evasion - i can get behind that
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
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
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?
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
Yes it does appear to affect your armor etc. It can be very satisfying haha. Sector did a great job
Are you still having this issue? I fixed it by loading chim earlier than IT
Yes I am my friend. Which mod is IT again haha. Ty
immersive travel, they seem to be clashing with the placement function of that mod and the animations break down. I still have testing to do because my modlist is very big now π but hopefully you can get some benefit
Ohh geez, that's right immersive travel lol
Thank you I will absolutely try that today and let you know how it goes. I appreciate
is this the most recent version? the git link isnt working anymore
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 ?
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 beforeπ€
also agree with the awesome and underrated part
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 :(
i think we're still waiting on s3ctor's new site
Yes he's been working on it and busy haha
Ah I see