#N'Garde. Vanilla-Friendly Parry and Active Block.
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Mostly cause I had different fish to fry, there are some methods that are currently not inside it. Very specifically the timers it relies on and "onThreat" even handlers and senders. I'll see what I can do, but no promises
Naw no worries, dont stress it,its an open invintation, not a request of entitlement
When ill be closer to releasing and balancing it all i can poke you again to see if it can be coherently integrated
Fair enough
@here
** 0.6.1b **
At this point, and from my perspective the mod is code complete. What's left on the to-do list are "maybe" items, That I'm not particularly feeling like tackling right now.
All weapon types have animations, and even if I make better animations in the future - what's there is fine.
In this version:
- Finally fixed move speed penalty for raised guard.
- SFX feedback for all weapon types on perfect parry. For "wood" and armor materials as well as h2h - this currently means that original perfect parry SFX will play together with their assigned sfx.
- this means PP has uniquely identifiable sound, but also makes more sense for other materials and weapons besides swords.
- Code cleanup and fixes.
At this point I need balance feedback most of all. How does it feel? Not from just watching videos but from people playing. So, if you're so inclined, and have time and/inspiration - give it a spin. Play some quests, play as monk, play with a staff or a spear. And let me know how it goes.
as a reminder - the mod features as implemented right now are here: https://discordapp.com/channels/260439894298460160/1482416741077356692/1482416741077356692
https://www.youtube.com/watch?v=XGvKOBIbB_8
N'Garde, outlander!
So, it's time to stop spamming #showcase. And maybe a good idea to get some design feedback.
Welcome to the land of incredible jank. Beta now.
Design idea:
Allow parry/active block that would not feel out of place in vanilla Morrowind.
Allow NPCs to parry each other and the player. Add ability to block ranged projectiles.
Make combat for a melee character more difficult but also more rewarding(you can block arrows!)
Current features:
- Block and parry NPCs and Creatures
1.1 Weapon using creatures and NPCs can block and parry the player and each other - HandToHand "Iron Palm" Style block/parry and Perfect parry that become available (and feasible) at certain related skill level. Effectiveness of both of these grows rapidly over next 10 skill levels after the threshold. Configurable
- Utilise your gauntlets' armor or go full DnD monk and take advantage of your sky high handtohand skill and parry enemy weapons with bare hands.(or both)
- Catch enemies attack at just the right time to negate all damage and stagger them for a brief period.
- Shield Active Blocking
- Block enemy arrows with shield. NPCs will block yours too.
- Per Weapon type parry effectiveness and Move speed penalty while holding guard
- Parry magical component of the enemy's attack.. Now you can give that Camonna Tong thug with a paralysing dagger what for
- Point (no area) enchantments can be blocked by defaut.
- AOE can not be blocked by default. (VFX would still play on AOE enchants if parried).
- "All Attacks Hit" mode, an attack that would've been a miss now becomes a "fumble" still hits, can be parried, doesn't grant skill increases, but deals only a quarter of possible damage. Disabled by default
- Spark VFX on weapon and shield blocks for NPCs and player.
- Constant slow fatigue drain while holding guard.
This looks awesome.
starting to look really good. just one thing. in your showcase, it might be an idea to turn off the 3rdP animation plugin. i believe it's simply good etiquette to do so.
awesome, ill give it a spin when ill get some free time, you know that im skeptical with the whole ability to insta react as well as npcs randomly parrying player without telegraphing, so probably ill be able to provide some sincere feedback, apart from just glazing how cool it all looks haha
Quite excited to try it honestly
That's fair
Just play and let me know. "randomly parrying" is very much not the case - they always try to parry if threatened and how quickly they react depends on their speed and weapon/block skill level.
The reaction times for NPCs have been tuned to be slower than real-life human reactions to account for lack of long attack telegraphs in the game, and for the speed of parry animation
I didnt mean literally randomly, i meant randomly as in suddenly, i.e without telegraphi g and giving any opportunity to counter-react and do something to avoid it
I mean if you release the attack immediately - yeah. but that's "as intended". If you charge - you can "feint" by threatening, then not attacking and attacking again once they lower their guard
Or you can turn and strike to the side to avoid enemy perfect parry, etc etc. There are ways to game it
And e.g. lower skill npcs will cower behind their guard more than higher skill ones, and will react slower to "threat lost" state change, as well as to "threatened"
giving you time to just punch through the weak guard
Yea exactly, to me just sounds like that intended aproach will not be fun because it takes away player agency
in what way?!
But im not saying that you have to change it or anything like that, just sharing my opinion here
See
no
you can
before you make a choice to release the attack
once you've commited - you can't
and that's by design
"think before you strike" instead of just mashing LMB was one of the ideas
Once again, i understand that how you want it by design, im only saying that to me that design doesnt sound fun
:P
I get it. There's one last thing I may consider - e.g. enabling "isParrying" state only when "stop" key for the parry animation is reached
Exactly this, it takes away something that was arguably fun about vanilka combat
but that would mean lowering reaction time for NPCs
Spamming enemies is sometimes fun
I get it, and I'm not as against vanilla combat as some people are. But that was kinda the whole point of this excercise - more difficult, more rewarding. And I think I'm most of the way there.
But once again a i get it, i understand this is your design, im only explaining why to me on oaper it sounds off in some places, im not saying that its objectively bad and neeeds to be different
And i also havent tried it yet, maybe it only sounds like that on paper
Do report back once you play through a couple quests with it yeah
I will!
Speaking of, and since you're on steamdeck - I recommend dpad-left for the controller layout. At least that's what I did when I tested that
This might make player blocking more interesting/challenging
and NPC too
I'll lower reaction times to low human range then
currently they are 100-150 ms longer
Why not put it on left trigger, seems like the most natural place
I think I had something assigned there already, but that's just what kinda worked for me
I'm not a big controller player
Yea default controller layout is weird, they had 4 dpad buttons for utility stuff but they put it all (like rest menu etc) on "main" buttons like triggers and shoulders
Not the kind of game I'd play on controller - but yeah, a bit weird in general
After taking some time to redo the controller layeout, and with target locking from dynamic camera - honestly it plays pre good
although I am playing mostly on kb+mouse still anyway
I rarley do anything in handheld
Yeah, that's just my personal preference. I never had a console/handheld growing up so never touched controllers till relatively recently
same! I mean except sega, but i got addicted to a conveniences and how nice it is to slouch away with a controller in comparison to sitting with kb+m
Enabling is parrying state on last frame of the parry animation
Well, I think imma add this as a setting and call it "hard mode"
Iβm running these animations now, but I noticed that weapon swings have a lot of latency. Before the weapon can hit the opponent, sparks from the impact effects mod are already visible and hearable (with vanilla animations a damaging hit would be in sync). The actual hit for damage connects later. The slower the swing speed of the weapon the mire latency there is.
Do you have the same problem in third person?
In first person there is no problem, but those animations are from a different mod (you also use) anyway.
Hmmmmm. I didn't really notice that
Let me poke at it
Do you have an example of weapon with a slow swing speed?
Also, does it happen for you on e.g both left and right swing? Cause alt-attacks only adds alternate swings, not replces the original ones iirc
I can only assume no one tried it since I've posted 0.6.1 yesterday, cause NPC parry was slightly borked.
** 0.6.2b **
- Unfucked NPC reaction-delayed parry function calls.
Btw with this shield pose "issue" shield is only used for a single weapon anim group right, i.e one-handed
So its possible to just make a nice upper body pose for it
Would you like some help w that? I can make one
Or was this resolved?
Which issue specifically?
Are you planning to also edit the block animation? The first picture shows how a raised shield currently looks like and to me the chraracter's defence is a bit open to the front, unlike in the second picture which shows the vanilla charged-chop-stance animation.
That one is the most egregious, but a few of them will need to be redone, especially the 3rd person ones, as finger weirdness moved there now
Yes this, yes, so if you want i can help, but ill need some info, there must be some rules on how to properly make upper body anims so they face same direction while standing and rinning, probably something to do with a hip bone, do you know whats the rule here?
I've got no clue, sorry
yeah i want to nwo this too
So after klicking the attack button, initiating the a weapon swing:
- hear the swing sfx (coudn't record sound because my sound card is crurrently not)
- see sparks vfx (from impact effects)
- here comes the latency into play, that wouldn't be there if you'd either use vanilla or the previously used 3rd person animation replacer
- see actual swing animation -> hit target + hit sfx (how it also functions for vanilla)
For showcase I used these two weapons:
- blunt 1h weapon with a speed of 0.800
- short blade 1h weapon with a speed of 1.500
My be a bit much for this thread here now and I should probably ask fallchildren about it, since it's their mod
Oh yeah, for comparison. 1st person works fine as you can see
Yeah, weird. Probably something about when impact effects spawns the vfx
latency on faster weapons is much less noticable
does it do the same for blood? Cause that would mean fallchildren's animations are behind where the engine is
Interestingly no. Blood effect spawns when the hit connects and the opponent gets damaged, so it's aligned. But if you'd fight against someone with a heavy amor, the impact effect sparks and hit sound would come in too early at the start of the swing, right after you had released the attack button.
So might be a light incompatibility between fallchildren's animations and impact effect?
Yeah, sounds like it
I'll need to take a look at how Impact effect decided when to spawn to know for sure
Thanks for doing so. π
Hope you'll get something from it, that isn't just solving my problem. Maybe like some better understanding for you modding.
Eh, needed a break anyway.
The "all attacks hit" mode is breaking my brain - I forgot about "normal weapon resistance":P
I've implemented hard mode however, where parry becomes "active" only after guard is fully raised
got killed by dremora like 7 times while testing - timing parries is much harder now
(don't worry, it's in settings)
That said - I can't easily find what Impact Effects is doing for "when" - it seems they are spawning it when certain animation keys are met
So if a replacer animation has more frames, or a key in a slightly different place - that would make sense that it won't work exactly right
I mean these animations are definitely more "fancy" and have probbably more frames to achieve that.
So eventually I should forward this issue to either fallchildren or taitechnic. I think fallchildren isn' that active on the server and taitechnic isn't on the server at all.
Might contact the latter through Nexus then.
Yeah, probably comment on nexus and see what they say
Fixed animation sillyness that happened when switching stance, or swapping weapons while holding parry
** 0.6.3 **
- Animation properly switches when changing stance or swapping weapon via hotkeys.
- Fixed a bug where equipment was being reprocessed each frame even if it has not changed.
- Hard Mode implemented:
- Parry becomes active only when fully raised
- NPCs reaction time 100ms lower across the board
- To make above a bit more bearable parry animations play 20% faster
- In settings - off by default
- Fixed "All Attacks Hit" mode. Now respects armour and normal weapon resistance
- Attack swing animations excluded from preventing parry list, attack charge animations stay. Attack animation still mostly plays if one switches to parry as soon as the attack is released, parry can still be interrupted by stagger. Feels better and more responsive
- Some other minor fixes
Primary T0D0 is looking good:
Didn't make the cut:
- WIP - stagger limit, otherwise even without "all attacks hit" - too easy to stunlock enemy with quick attacks
Funky moves πͺ©
And nice update!
Thank you! Just glad the weapon swapping/stance switch works right finally
I think I'll need to mark https://www.nexusmods.com/morrowind/mods/58262?tab=files as partial incompat. at least for now. With it enabled NPCs lose the ability to move while parry is raised. And don't dash ofc.
Otherwise mods work fine together, but do keep this in mind
I haven't tested it extensively, but for the moment, everything is working correctly ^^
The work done is impressive 
Thank you! For testing and for the kind words
This simple addition really brings a Kingdom Come Deliverance style of combat that I really like to Morrowind
π₯ π
π€ π€ Thank you.
Now. I think "final" -ish mechanical addition. At least for today.
** 0.6.4b**
I don't like how it's possible and easy to stunlock an enemy with repeated quick attacks, even with "all attacks hit" disabled - it is easy to cheese.
- Hence - stagger cooldown. from 0.4 to 2.2 seconds depending on endurance, strength and block skill of the target that is being hit. Only applies to "fencer" targets, because those are the only ones I'm additionally limiting while "stagger" animations are playing, so NPCs, Player and creatures that can use weapons.
- Also fixed Hard Mode settings group key, so it now can actually be enabled or disabled
note to self, if an NPC perfect parries player they should immediately switch out of parry stance and counter attack
And that was easier than expected. Also stagger cooldown now applies to player
From how I imagine it, this might actually turn out as a more "realistic" feature. Being able to dodge while parrying sounds like an unbreakable defence in my opinion. Might be better if NPCs decide if they rather dodge or block/parry an incoming attack.
Yeah, I can see that
Could be a setting for the future π€
To "decide" however I'll need to either re-implement the dodge on my end, or the Dash Dodge to have some interop, which it doesn't
I'm also looking at it and not understanding why it breaks, cause rn - when parrying they don't dodge and don't move. Although it seems that they should be able to do either
I am also currently lost in the weeds of fixing the h2h parry. Will probably try and reach out to Rosynant when I'm done with that and see if they have anything to say
Cause the two really play quite nicely together
Yes, they complementing each other. Most of the time I don't even use myself and just have it on for the sake of more versatile combat behavior of the NPCs.
Mercy and Dynamic Camera mods on top (for the lock on) and Morrowinds combat just became one of it's strong features 
That's actually a great testing suite you got going there - glad it works well with all of those
All other those other mods I mentioned added already a lot to the combat system, but your's made me activly searching for enemies in the world that could use parry mechanics now, because of the fun it adds. π
Me doing Quests latley: "Hmm I could talk my self out of this heated situation... Nah, let's fight instead!" βοΈ
"N'Garde, outlander"! 
If you have PTR installed - do visit Abecette in Anvil and the Narsis Arena
Adds a whole another layer to those
I already did, but as soon as Poison Song comes out, I'm starting a new game anyway and head torwards those again!
nice
I love just watching fights in there arena now
Making sure NPC vs NPC fights are handled was probably the best decision :P
I'm testing Iron Fist compatibility right now. h2h and iron palm and all of that has taken more time to straighten out than core systems 
Lately I often let my followers fight groups of bandits for me, while chilling in invisibility next to them, watching an awesome fight 
Using this mod, adding many more hostile encounters in an immersive way https://www.nexusmods.com/morrowind/mods/55825
Out of disposable followers? Use this Gothic style mod to knock out a bunch of bandits, then when they regain consciousness (mostly not hostile), raise their disposition to nearly 100 by βpayingβ them for their future service and assign them by the Rapport mod as new followers.
I made a mod that adds infinite "Servants" you can hire, I plan to release it in the modathon. It uses LUA to generate a servant on the fly. They cost 150 gold per month & have a 1,000 gold hiring fee.
Right now its just basically glorified slaves, but I am working on making it so you can hire different classes.
I also have the infinite slave mod currently out if thats your style lol
EDIT: My bad, I quickly skimmed & didnt realize you were sharing other mods.
Oh that sounds nice! Will you also add the possibility to let them teleport with you? It became kinda like a mandatory quality of life feature for me.
Alright. Calling this one beta 7.
** 0.7.0b**
- Better, fully featured handling for h2h + gauntlets and iron palm. Tested and seems generally compatbile with Iron Fist.
- Either high h2h skill or heavy gauntlets necessary for good effectiveness
- Now properly handles both fatigue and health damage on all h2h attacks. Fatigue damage gets reduced, Health damage converted to fatigue (after original fatigue damage was reduced)
- Some more bugfixes regarding stance switching/animations and h2h specifically.
- Higher default amimation speed for h2h 3rd person block
- Higher default animation speed for "shield hit" animation - otherwise it stunlocks the target, may drop it entirely
- "knockdown" and "knockout" animations no longer prevented by "stagger cooldown" - if you've knocked the enemy out - you've earned it.
- More general code cleanup on state switching
I think Daisy's Lua multimark handles that
meaning irrespective of other follower mods
That sounds fire. I was considering messing with generating NPCs - thought maybe I'll add a courier for "birthday gifts" in Holidays&Birthdays. But dropped that idea at some point
It's not a bad idea. Mine works by just cloning a random NPC from a bank (seperate banks for each sex/race), using MWSCRIPT to randomize their clothes (couldnt get it right in lua), then reassigning their class/stats/name/script via lua
Yeah, I was going for something like that. I've eventually decided that having the gift just show up is funnier, considering another "funni" idea about gifts I've actually ended up implementing :P
And ofc as soon as I go and retest something I didn't even work on - everything is on fire:
** 0.7.1b**
-
guarding against "object is not available" in ItemData calls
-
ignoring 0 condition items that are not yet unequipped for equipment checks
-
fix for All Attacks Hit mode for archery
-
clamping item condition to 0 - seems to more reliably unequip it then
Also, tested more with Dash Dodge, and I don't think it's any interaction with it that causes them to jiggle and stop on parry. ;/
No clue at this point - I've reworked that part like 6 times, and each iteration seems to work, except when it doesn't
I used to watch the NPCs duel in Ald Marak, Kogotel to see N'Garde in action, but with the latest release I am not seeing any of the two NPCs ever parry. Is this a bug on my end perhaps? When I fight an NPC, they parry normally. Maybe it is a problem between NPC vs NPC battles?
Huh. I'll need to take a look at that. I don't think I've touched that part
Ok. I don't think something is fundamentally broken. But they may need quicker reaction time
e.g. in "Old Ebonheart, Guild Of Fighters: basement" - the sparring NPCs do parry, but very rarely. Those in Kogotel, indeed do not.
And their reaction time should be quite low, as speed, weapon skill and block are all over 60 for both pairs
I'll test more
Oh yah, with logging enabled it reports reaction time of ~450ms, way too high for that skill level. I've overtuned the formulas down I think
This should be better, but will affect both npc vs npc and player vs npc fights. Reaction time generally slightly lower. And I've taken out part of "threat lost" logic for now, as it was causing weirdness. I'll keep working on this, but probably much later today
I may have to implement longer attack windups somehow, or see if another mod does that - iirc Mercy may - those will help too
don't want to 100% depend on Mercy either, but base game NPCs barely charge their attacks, animation is very quick. Which is cool - means it's harder to parry, but for NPCs vs NPC fights with any reaction time at all - this means they don't have time to react. And then either raise the guard after the attack hit, or don't try to parry at all
Can't really artificially lower reaction time if attacker is an NPC - that's plain silly
π
** 0.7.3b **
- Attack windup hold implementation. NPCs will hold their attack for a short random duration before swinging - charging it more(?) and better telegprahing to eachother and to player so that parry can be raised in time
- on "hard Mode" - windup is slightly longer, again, to make it playable at all. With this - it may become my intended way to play, still disabled by default
- Another all attacks hit mode fix for ranged attacks
- Restored threat lost logic partially - simpler this time and causes fewer issues
- I think(?!) finally found a way for NPCs to more reliably move with shield raised, at least not what they do feels more natural
- EquipChange detection fix
- Correction of h2h attacks detection
- NPC counterattack on perfect parry is now reaction delayed
- slightly higher playback speed and lower priority for "shield hit" animation, so it causes less weirdness
Ah dammit.
And fixed a case of rigor mortis reintroduced in 0.7.3b
0.7.5b
- Fencing measure handling. Melee NPCs will run at you if they are too far away. Then walk, then try and stay in range of their weapons never attempting to give you a hug. (unless you have a mod that modifies weapon range and they have a very short range dagger)
- Minor windup window adjustment
hmm you might also want to reduce a pause between attacks then maybe? Otherwise simply making them charge more will probably skew balance to a simpler side (they do less attacks per second)
although people can ofcourse just raise difficulty slider or smth
It's already more difficult. The windup is between 175 and 450 ms, randomly at the moment, it doesn't really seem like the make fewer attacks
NPCs never spammed really
yea, i think they had more or less constant pause between attacks, so if they hold windup and pause between attacks is the same then they do less attacks per second overall
or not?
Doesn't feel like that, maybe the pause is from attack start?
I see, yea maybe, no clue tbh π
I haven't looked into that part really, and tthat would be in the combat package somewhere I assume
so not touching that at the moment
are you working on any hotfixes rn or this latest version is somewhat stable?
I think id have time to run it tomorrow or even a bit today
would be nice to start a newb char and just enjoy the game for a bit
Latest few have been stable, instability was caused by me moving staff around mostly, and some stuff working not exactly as intended
no error spam in logs, no other issues so far
few funny things happened when I was implementing distance keeping
mmmm, like in lua? I dont thing things like that exposed to lua, maybe its a gloabal game variable, but eh dont know
but those didn't make it in
you know yea, probably its a global variable, that wouldve made sense
No clue, honestly
I would've assumed it would be in the AI package for combat
that's a logical plce for something like that
I didn't do anything
I recommend keeping "all attacks hit" and "hard mode" disabled in settings until you get a feel for basic settings
windup was essential to making "hard mode" playable, otherwise - there's literally no telegraph
Or a great idea. It's up in the air. But you now gotta either back them to the wall, or paralyze/burden/damage strength
fought a mabrigash and it was jumping around when in combat. never seen an npc do that before. was it your mod what did that?
Definitely not O_o
I only taught them to go forward if out of range, and back off if too close
You got mercy installed maybe? Although in my (albeit limited) testing with Mercy I haven't seen them do it
Interesting.
@strong lynx , did you teach NPCs to jump in Mercy?
i could try to recreate it some other time
That's a cool feature if anything, not mine though
yup, some very rare npcs can jump lmao
Nice
its one of the rare behaviours, i have few somewhat silly/annoying behaviours in there, but they are around 10% rare
another one are enemies that nonestop zoom around you like idiots
they are pre good at dodging like that actually
naturally
exactly, you never expect shit like that to happen, and then it just strikes you out of nowhere π
randomisation is also recordId seeded so theoretically behaviours should be stable between reloads, so itll really feel like that specific npc is just a special snowflake
Encountered one of those in the past. Had to spam big AOE spells on the ground to get him, very fun π
thats so cool
@rustic latch I noticed that I can get damaged, even with an active block stance, as if hits are getting through.
Though not always, maybe 1 out of 3 times or so. Is This international? I donβt have hard mode enabled.
Do you hear the parry sound?
But yeah, well. You still get damaged through weak parry, just less
I've bumped the ratios a bit last update actually,
oh. Another thing. You playing shortblades right? Those only have 100 parry arc degree arc
about like this:
so if you turn a bit - it may go through
(Secretly hoping it ends up beign balance feedback and not a bug-report :P)
I hear the metal sound, so not the perfect parry one.
And at 420 hp I got like 100 points of damage, which I also nearly receive when not blocking (leaving out any armor and difficulty calculations).
Good that you pointed out the block/parry arc for short blades, though I usually donβt habe any problems with getting perfect parries often.
In general I just wanted to test how combat feels, if Iβm activly going for just block and weak parries.
And I donβt think it might be a bug actually. Probably just balancing stuff π
Hoold up. What is your weapon skill and block skill at that point?
oh
and fatigue
should I take out current fatigue from that calculation?
I probably should...
the formula is
((diminishingCurve(Block) + diminishingCurve(WeaponSkill)) * currentFatiguePercent)/100) * weaponTypeParryEffectiveness
Meaning we take skill effect of both main and secondary skill (either block and block for shield or weapon + block for everythign else). multiply by current fatigue percentage, and then multiply that by weapon parry effectiveness - the thing in settings.
so let's say that number ends up being 0.65 - that means you will negate 65% of incoming damage
Fatigue sorta makes sense here. But not really, and I think it may be too punishing
Most of the time I get that punishing hit while blocking as the first encounter with an opponent, when my fatigue is still nesrly full.
Short blade and block skill are at 100 btw.
oh
first hit
fuck
yeah, that's a bug
well, oversight rather
let me see if something leftover of that logic is still in there
I don't know, I like that the ability to parry better or worse is connected with fatigue. It feels more natural and keeps the player monitoring that resource.
Of course, there's always room for an option to use a different formula in the settings.
Huh, that's weird. I see no leftover logic from the early days of the mod when presence in targets list was necessary. I'll keep looking
Yeaah, which is why it's there - but it seems too punishing, at low fatigue perfect parry is very difficult, but we also punish "weak parry" quite severely
Which sort of makes sense - at that point, drink potions or try to run
but
I don't know if it's too harsh
Maybe it could be up to player preference?
More options for the god of options I guess
But I'm torn on which one shoudl be the default
I like the more punishing one, but there's always the option of a poll.
makes a lot of sense. you don't realise npc act differently because its so natural. i really could never switch to mwse
How unanimous it's going so far may convince me that an option is not necessary after all
Oh, I've also made a mistake in the formula. Weapon effectiveness is not taken correctly.
Gotta patch that
Right.
0.7.6
Consider this a hotfix
- Fixed the parry defence formula - now correctly takes weapon effectiveness
Okie dokie
What's I'm reading from this, is that ya'll like the pain :P
Multichoice is enabled btw.
And I guess I'm implementing all three, but will keep the current one default
** 0.7.7b **
all three formula options from the poll are implemented. Choose which one you like. More settings for the god of settings
No other notable changes, and I'm done for today. Sleep beckons
Is this compatible with openmw perchance?
OpenMW only in fact
I think Storm was working on something similar conceptually for MWSE. This here though is pure openmw lua, however
Talked about the issue with the latency for alt thrid person animations with taitechnic on Nexus now. He said, that I actually made impact effects while having fallchildren's mod enabled and in mind.
Tested now, that even without impact effects enabled, vanilla swing sfx and the actual hit comes in earlier than the attack animation. Could probably only reach out for fallchildren at the very end and he doesn't seem to be that acive in the morrowind servers lately.
Edit: Tested again with a very slow weapon. The actual hit gets triggered according to the slwo swing (and the vanilla blood spilling afterwards). So it's just the vanilla sfx is early
Well, damn. Wonder what it might be then
However, I've went on a little side-quest yesterday adding double-tap-to-roll to Fallchildren's roll mod, and was told that he may be back soon-ish. Not sure when though
Yeah saw that and nice addition ti the mod. Instant download! Even though im on Keyboard an mouse, I didn't wanted to assign another extra key for dodging, so your solution was very welcomed.
Btw. I tested holding the block with short blades again and it seems to be fine now. Did you chance something about that by the latesd version? Could also be that I was very careful now with positioning in terms of the arc window.
Btw. I tested holding the block with short blades again and it seems to be fine now. Did you chance something about that by the latesd version? Could also be that I was very careful now with positioning in terms of the arc window.
Well, I think you specifically suffered from a bug in the formula - it was not taking weapon's effectiveness properly, so the "defence factor" was getting multiplied by 0 on weak parry
meaning - there was actually no defence
so I fixed that :P
Thanks for that π
Also am realising that for roll - I can't make it work with controller
Maybe blur will cook something up
I'm happy with double-tap on keyboard though
Btw, about the alt third person animations mod. Do you have impact effects before or after those in the load order?
let me see
After, both data dir and the omwscripts files
Impact Effects is actually almost at the very top of my load order, and 3pAltAttacks is down towards the bottom
Then it's the same for me. But is it actually important, in which order the data directory is assigned? I assumed only the load orders of omwscript and omwaddon files are so.
not for these two, no. But generally yes. E.g. if you have two mods that replace the same mesh or texture
the one that has its data directory later will take priority
I see, good to know!
e,g. Morrowind Optimisation Patch may replace some mesh or texture, hopesfire and trueflame for example - and then let's say you want another replacer for those two swords. You'd need to load it after
Another reason really why I advocate for adding each mod's data dir as a separate directory in the launcher and not stuffing them all into data files
Yeah, since we talked about it in the past (and also with dubious and Blur) I only do it this way now. Before this I often hesitated to download for example short quest mods, that included a lot of extra mesh and tecture files, because I didn't want to bloat my Data Files or manually delete every file independently afterwards to uninstall the mod.
Such a quality of life feature with this now approach.
Yup. OpenMW launcher is awesome like that
Current formulas high level breakdown:
- Parry defence - only applies outside of perfect parry window:
* Affected by current weapon skill(or block for shields) + block skill, multiplied by weapon type parry effectiveness and current fatigue percent - Parry Fatigue cost
* affected by weapon weight, weapon skill and block skill, as well as weapon type parry effectiveness - Perfect Parry Window
* Affected by current fatigue percentage, weapon skill and block skill - Parry Cooldown - only affects NPCs - lower for higher skill
* affected by weapon skill and block skill - Reaction time - only affects NPCS - lower for higher skill
* affected by speed, weapon skill and block skill - Parry Hold Duration - Higher skill NPCs will hide behind their guard less. Minimum 0.5 seconds
* affected by weapon skill and block skill - Stagger Cooldown - affects player and NPCs, prevents stunlock from repeated fast attacks
* Affected by endurance, strength and block skill
Oh absolutely beautiful
I just saw this mod and was like "man if this isn't openmw compatible I'm going to cry"
lmao, nah, openmw only. And I think we are close to release
pretty sure just balancing is left, and even that is mostly where I want it
So, as I request from anyone coming over - do play around, with base settings and potentially with "hard mode" and "all attacks hit", do a few quests and let me know how it feels
And I mean, it would be little reason for me to have main thread for it in OpenMw discord if it was not compatible :P
Which version can i download, im setting the keybind to the recommended buttons but im not sure if its working
** 0.7.7b **
all three formula options from the poll are implemented. Choose which one you like. More settings for the god of settings
No other notable changes, and I'm done for today. Sleep beckons
^ this is the latest
If that one doesn't work. I'll need to see your openmw.log
It's not, give me a second to get to it
The Numidian dreams
It works, i just had to reinstall
Excellent, good to know
getting this spammed in my logs, its about n'garde, right? could it be a load order thing? i had to make a few changes to my list
[22:03:35.443 E] L@0xc8ca[scripts/sc/actor.lua] onLoad failed: Lua error: [string "scripts/sc/actor.lua"]:20: Key not found: HandToHand
[22:03:35.443 E] stack traceback:
[22:03:35.443 E] [C]: in function 'error'
[22:03:35.443 E] [string "..."]:30: in function '__index'
[22:03:35.443 E] [string "scripts/sc/actor.lua"]:20: in function <[string "scripts/sc/actor.lua"]:15>
[22:03:35.443 E] [C]: in ?
[22:03:35.443 E] [C]: in ?
nah
sc is not me
and I don't even have actor.lua script -it's fencer.lua and creature.lua
not sure what sc would be though
it's usually scripts/modname/some_script.lua
all mine are ngarde
Nah, no worries
So, I'm considering a release sometime soon.
Haven't been much in terms of feedback, which either means no one is playing with it, or it's fine. I can't do anything about the first one, and the second one is what I want
Any thoughts, feedback, requests?
@here
barely had a chance to play with it, but no issues so far. using it along with Foxunder's mods is wild, i got parried, knocked out, disarmed and then they stole my sword and half my money
thats the juice man
Default formula for "weak" parry
6
8
1
Include fatigue percentage
Welp, that's done already and that is indeed the default
- Feinting or an just an alternate attack would be neat, like you've pressed attack+parry and you get a feint or shield bash depending on what items are equipped that causes the NPC to drop their guard.
- Other than that, an option to tune how often the NPCs parry, or how often they are staggered might be fun to play with. (Overall, I think I'd like it a bit more if the NPCs hid behind shields more often*)
- This is might be out of scope, but tripping with polearms (the character being tripped could just fall down or be staggered) and/or pushing could add more elements to the fighting
- but I'm a little weird and made a LUA mod to give all the NPCs shields, so it might not fit the use case
- Considered, - still a maybe, specifically the block bash of some description - still in my todo. But, I don't have a good idea of what it should look like, what it would do and how
- I probably can expose some more settings. But all of those are skill based formulas - higher skilled NPCs will have lower parry cooldown, but will hide behind it less. And for stagger - the higher the endurance/skill level the longer the time between possible staggers
- Oh, definitely out of scope, and will need a new set of animations. I may consider it, if I decide to add "specials" of some descriptions to all weapons, this would fit the bill for spears and staves, but I'm not aiming for general combat overhaul, not yet
Otherwise - are there any parts that feel plain bad or unfun for you?
I was thinking a feint could just be a "half attack" where the player looks like they are going to attack and then the NPC drops their guard might be the easiest way to implement that.
I suppose that's the main unfun part, is that there is no real way to break their guard (unless I'm missing something).
Well, yeah, the only real way is distance and timing
You can threaten - then wait for a tiny bit, they'll lower their guard
Right, which is fine one-on-one, but I like to aggro large groups all at once. π
Yeah, that's fair. And I had a nasty encounter in TR myself while doing Akamora FG quests. On the way to the shrine -there's a telvanni nercomancer with 3 skeletons, it was hectic
But that's part of the idea - in those situations you really want to make sure you're not getting flanked etc, fighting more than one enemy should be tricky
For "feints"
although it's a bit cheesy -
you can raise and release the attack while looking at one enemy, then quickly turn to another
iirc - it will register
Oh, definitely, it does increase the difficulty of encounters and makes you think twice about just going gung-ho
though may need to test
Yah, main thing for me was making sure that it is also more fun and rewarding. I personally quite enjoy the "parade-riposte" gameplay
catching an opponent with your parry, hitting back
etc
But I may really think about feints. Problem is - I'm not sure how to implement them
Right now "breaking guard" is all based on timings and cooldowns
so that s not really a thing that is easy to slot in
hmm...
Definitely, it is much more fun. I played for a little bit without and the combat felt sparse. Parrying is now a must-have mod.
Very pleased to hear that, and thank you
personally - it's something I was always missing in MW, so here I am
I may have half an idea of how to do feints... This may not work out, so not promising anything, but I'll take a look
Cool, no pressure.
Two main things is that I don't want to add another button
and I don't know how good it'll feel/play, especially NPC vs NPC
Reasonable. That's why I was thinking a button combo
always can do only for player, ofc. But this whole thing I have here is explicitly enabled for npcs too
And if I didn't do that - the mod wouldn't be half as good
so excluding features from NPCs seems odd
Something like an attack combo might be within the constraints. Like, if the player or NPC does 3 short attacks it would break some low-level parrys or something. Or if the player/NPC does 3 short attacks the NPC backs off and resets their guard.
I guess that would be more of a disengage, but similar idea.
Speaking of "backs off"
did you fight any NPCs, especially those with spears, since the last update?
I engaged a few in larger melee battles, but I'll try to find one by itself.
They did seem to keep behind the other's with shorter weapons
I'll have to seek out a worthy foe.
base game behaviour generally caused NPCs to keep in almost hugging distance
I feel like this is better, but e.g. spearmen guards are now even tougher than they were
just because of that
they also should generally telegraph attacks more since last couple versions - so should be easier to tell when to parry
I wonder if they intentionally try to flank while in groups.
True.
it's quite primitive, I don't know if e.g. Mercy does anything with that
but it's there in base game too
That probably explains why I'm always backing up in large group battles.
that gives me an idea...
Too bad there's no group tactics
Not for group tactics mind you
but in most games, egregious example being e.g. mount&blade - spears are weak because NPCs don't fear them
but it doesn't only affect spears
Maybe I should add something so that lower skilled enemies try and backpedal a bit when threatened
Not sure if it'll feel good
but may make spear gameplay better - as you'll be able to keep them at bay a bit more easily
I may be getting ahead of myself
Not a bad idea to not have them go and try to impale themselves
I'll see if I can do anything reasonable with it. If not - eh
out of real scope anyway
but maybe
Nothing wrong with giving it a go.
It sounds like it would add another dimension to spear gameplay.
On the other hand it may make it worse -if they back off out of range
Need to sleep on it
Will try feints first
Oh, does the spear-distance thing work with other two-handed weapons? I noticed an NPC with a two handed mallet going for a hug.
it works on all weapons
but - it depends on the actual range that is defined for them
and all weapons in game are 6ft, except spears which are 10.8
in base game that is
e.g. Vultureman uses one https://discordapp.com/channels/260439894298460160/1482416741077356692/1490018136823431350 - which would alter this behavior
but mallets/etc are same range as daggers if unomodified
Ah, I didn't know that spears were the only differently ranged melee weapons. I had thought they were all the same.
e.g.
staves are 10.8 too
spears and staves
Huh. Actually. Warhammers are 9 ft.
I somehow completely misremembered that
why the hell 2h swords would have shorter reach than hammers
well, anyway - there you have it. That + half bounding box is about the distance they should try and keep
I guess I just rememberd the sillyness of a dagger being same range as a claymore and applied it universally
Still a bit silly, though
oh very much
but that's
Morrowind
20 quid says they had plans for proper melee reach system but ran out of time
Definitely wouldn't bet against that
Which is why it's "there" but this half-baked
Welp. After some prototyping I think I'll have to drop feints idea for now. Can do the proper inputs (e.g. left click while parrying) but feints will require animations and I have no energy left for blender for the near future
after using it for longer I really gotta give the mod creator props
those attack range are very accurate to the length of the weapon model. 2 handed swords have way more range than one handed swords or daggers. Which does kinda fuck up the balancing tbh
As a matter of fact im not sure if daggers can even reach cliffracers
They probably can't 
Cliffracers have weird hitboxes as is, where you often need to jump with a 1h sword to fight them
so with those short daggers - likely impossible
Yeah, that certainly would be easier
Just to leave my feedback here: this mod works perfect for me. Next gen achieved
Thank you
Thank you for feedback. If you encounter anything that feels weird or unfun - do let me know. We are pretty solidly in balancing phase here, but some changes may still be made
What I like is that the range isnt based on the weapon class but on the actual model of each weapon, except for modded weapons which get a range based on the average range of that weapon class
Hmmm. Average? I wonder how they did it
that sounds great, I may actually install it. Cause what has been stopping me is that I play TR/PT and use mostly weapons from those
so I thought it just won't affect them
Nah, I play that too and still use it
nice
ancient brawler
Installing it as we speak
oh no. This is what I was afraid of

I don't think they do anything for average for moded weapons. They've dropped fCombatDistance GMST to 64 from 128, which is fine, but then they edit "reach" property of each weapon, and those that are not edited have vanilla values of 1, 1.8 etc, and e.g. for modded 2h swords it's 1, in game units 1 * 64 is ~3 feet. One foot in game is 21.333333333 units
Good man. Now what did you expect whould happen?
however, both of those should put you into h2h parry mode. I'll check it out whn I get home
well, i expected nothing to happen tbh, but instead i saw console errors haaaa!
lockpick does put you into h2h
throwables dont
i wanted to quickly test on a new char but then i realised that tere are barely any melee fighters around seydaneen, gotta go adventuring to find someone to fight
Well, there are a couple in Addamasartus, but yeah, not much beyond that
Well apparently ItemData.condition can return nil, I guess I'll just make it treat all throwables as "broken" so it just goes into h2h mode.
The second one doesn't look like it's me though - that's in projectilephysics, innit
I'm not doing anything special with lockpicks - I'm just ignoring them and putting actor in h2h parry mode
Alright,
0.7.8b
- Some minor formula adjustments
- NPCs should lower their guard slightly quicker after perfect parry (their perfect parry) to counter-attack
- Shield hit animation no longer plays on perfect block (imagine you got the perfect angle, not just too the brunt of the hit on your shield) as it didn't make sense and interfered with counter-attacking
- Fix some weirdness that happened for NPCs when guard was lowered after hold timer expired
- Fixed item condition check, now lockpicks/probes/trownweapons put actor into h2h parry mode properly
And actually up to date archive
Holy fuck, why nexus text editor is so bad at nested lists O_o
a fight with a golden saint teamed up with lame corprus stalker turned out to be legendary. It took me minutes and loads of consumables just to land a (1) strike on her. Very good challenge
I can't wait to level up my long blade. It's one of my worst weapon skills. But it would be so cool to fence with a proper long sword/rapier/saber
prepare to meet your doom
Other weapons are effective too, although I must admit, I play a lot of longblade and did a lot of balancing around that
That sound like I maybe overtuned it a bit? What were you weapon/block skills at the time? And did you feel like it's too difficult?
some quick feedback from very abrupt testing,
i think right now misses are parryable, right? Maybe they shouldnt waste (as much) of player stamina though?
That thing with attack and parry blending together and attack becoming invisible is still certainly happening, i think maybe they are allowed to parry during some of the attack anim stages?
I like that npcs dont really turtle completely in block and that they react after some time to your charged attack, and that they will not hold block indefeinitely when you keep holding charged attack, so its possible to wait for it and still strike, thats nice
Im still on a fence in re of npcs reacting to quick attacks, if they were react to attack spam for example - that would've felt more fair, but to a single quick attack, that just feels like a random thing out of my control, i had no chance to notice that they are blocking and to change my tactics, but maybe ill warm up to it in a bit
Preparation to parry overall feels somewhat sluggish even on hard mode, feels like there should be no reason why the character takes all the time in the world to simply raise a sword, feels like irl that motion can be done twice as fast
I really like trying to get a perfect timing on a hard mod though
Also weould've been cool to have some kind of special attack anim right after perfect parry, i.e a riposte, but prob out of scope, i get it
Parry hands recoil anim i feel would've elevated it, I can help with that if youd like... that is as soon as i get more free time ugh
I was not expecting parry to constantly sap my stamina, i dont understand why would it do so, I dont know what i feel about it, but i certainly was not expecting it
I have 35 block and 50 longblade, it feels to me like holding parry barely reduces damage i get, like maybe by 30%? I personally would expect blocking with 2h to atleast reduce it by 50%. Tbh even if my block was 0 - this would've felt weird and i wouldve still expected noticeable reduction
since im pying with stamina for this, it should give me SOMETHING in return even at low skill
id rather have it block 30% + skill dependant increase but have amount of stamina used for blocking being very high at low skill levels
And i really like that they dont try to react to every attack, atleast it seems so on low level chars, on those it feels like its at a comfortable level, like they will block some of my attacks when i over-commit, but they will not tdo it on every attack,
Btw @rustic latch there have been many mod updates so I will ask about the latest version. When using a 2H weapon or 1H with no shield, which skill do you use for scaling? Weapon skill or Block?
both, "main tool skill" and block as secondary
so for 2h sword it would longblade and block
for shield it's block twice
It's "primary" for shields, I treat is a "general active defence" skill. Same as TES4 e.g. does
What Oblivion does is besides the point as TES3 is base reference point π .
I can see arguments for both options
but since it affects skill picks... maybe a toggle?
or would that be too much of a bother
?
That would be tricky, block generally has much lesser impact
I don't think - it being secondary should force you to choose it as major or even minor
give me a sec
do you have the exact formula somewhere?
yes
maybe it's fine
let me find it
ok
and then finish writing up the response to Max
sure, sure
I plan to put the mod to some rigorous testing when I get the time. I think that you are still gathering feedback, right? π
re non-hardmod, to me personally its quite easy, i just parried probably 10 times in arow that lady in a first cave with a shortblade, thats on mercy though, which is im not sure easier or harder
Yeah, after recent changes "hard" is the intended way to play
... and i just killed a dark brothehood assassing on level one with nothing but a sick 2h claymore parry skills
Yes. Nexus page is up but non,published I want balance feedback for next several days
π«‘ You have my axe. I will get back to you before the weekend.
hard, well, dont throw stone at me - but id say on hard parry windup is waaaaaay to slow and long, like it just feels unnecesarry sluggish, im here totally thinking more of a dark souls levels of timing, where its not a whole second of prep but rather something in 300-400ms range
It's 15 frames sped up by 2x on hardmode in last version
thats it from me, sry for a wall of text haha
is it not bound to anim!?
It is - animaton speed is increased by 2x when hardmode is enabled
All animations are 15 frames
i mean, parry is not ready when the sword is in its final pose, its ready earlier?
on "easy" - ready on "start" key, on "hard" - ready at "stop" key
No bloody clue. 60 I think
It doesn't feel sluggish to me at all, however. So I wonder what's different
but I may increase the animation speed overall
Now, let me deal with this for a sec
30 i guess, i just roughly measured it, take around 0.5 sec to raise a parry
...
wat
it should still be 0.25 since animation is sped up
in hard mode
or did you just test easy?
apparently this is parry timing chart from ds3 i believe
notice though that its 60 fps, so divide by 2 to be directly comparable to yours
Would it make sense that I don't really care about how DS does it?
nono thats hard
claymore
ah wait i needed to do reloadlua
after chaning the setting
lemme try to parry some stuff with 0.25 anim
wat?
no you don't
unless there's some weirdness
I mean i might be going insane but prob not
it should read that setting on settingsChange
are you subscribing to settings updates?
ofc I do
what is it, amateur hour :D
I usually dont im too lazy for that ahaha
I'll doublecheck
but i recently made a wrapper for that
needs a wrapper about as much as "isEven" needs to be a module π€·ββοΈ
but fair
i usually just leave a "yo run reloadlua or reload your game" on top of my setting, and then just blame users haha
naw, you just dont have a good taste for wrappers, you dont wrap subscription cmon, you wrap the whole settings system so you can get setting by wrapper.settingName and all those settings are also automatically updated by the sub system
Now, for your feed back: p1:
i think right now misses are parryable, right? Maybe they shouldnt waste (as much) of player stamina though?
fair, I can hook in cost reduction for unsuccessful attacks.
That thing with attack and parry blending together and attack becoming invisible is still certainly happening, i think maybe they are allowed to parry during some of the attack anim stages?
The swing animations are allowed, feels better with some attack cancelling than without any. But I may consider changing that.
Im still on a fence in re of npcs reacting to quick attacks, if they were react to attack spam for example - that would've felt more fair, but to a single quick attack, that just feels like a random thing out of my control, i had no chance to notice that they are blocking and to change my tactics, but maybe ill warm up to it in a bit
NPC's have reaction time, generally 200-400-500 ms, depending on their skill level. Minimum is 150, and never lower
Preparation to parry overall feels somewhat sluggish even on hard mode, feels like there should be no reason why the character takes all the time in the world to simply raise a sword, feels like irl that motion can be done twice as fast
Abstractions and conditions, so RL logic doesn't stricly apply., I also don't know why you feel it's so sluggish - felt fine to me. I wonder.
ok, yeah with 0.25 anim pulling off a perfect parry feels satisfying af
Also weould've been cool to have some kind of special attack anim right after perfect parry, i.e a riposte, but prob out of scope, i get it
Definitely out of scope
Parry hands recoil anim i feel would've elevated it, I can help with that if youd like... that is as soon as i get more free time ugh
again, out of scope for now, but I've thoguht about that
I was not expecting parry to constantly sap my stamina, i dont understand why would it do so, I dont know what i feel about it, but i certainly was not expecting it
It's in settings - default is 3 per second iirc, set it to 0
I have 35 block and 50 longblade, it feels to me like holding parry barely reduces damage i get, like maybe by 30%? I personally would expect blocking with 2h to atleast reduce it by 50%. Tbh even if my block was 0 - this would've felt weird and i wouldve still expected noticeable reduction
I'll need to plug that into the formula, but should be more than 30%, what weapon type?
when they go into parry right at the beginning of follow-through attack anim it looks a bit glitchy bcs follow through starts right after the damage delivery frame, i.e not at the end of swing but in its very middle
id rather have it block 30% + skill dependant increase but have amount of stamina used for blocking being very high at low skill levels
I may add a base count, iirc it's 0.10 base right now - may increase it
And i really like that they dont try to react to every attack, atleast it seems so on low level chars, on those it feels like its at a comfortable level, like they will block some of my attacks when i over-commit, but they will not tdo it on every attack,
This is the reaction time at play
so it works
Yeah, fair. I'll re-add swing animations to list of "can't parry during"
claymore
if you want to be like annoying about it, you can check anim duration for a current weapon type and say allow to parry only after half of the follow-through anim
kinda overengineering, but you know, flexible
Not the formula, but ratios:
here's all the "secondary" ones for block:
defenceSecondarySkillRatio = 0.30
perfectParrySecondarySkillRatio = 0.13
fatiugeCostSecondarySkillRatio = 0.1
staggerCooldownSecondarySkillRatio = 0.025
parryCooldownSecondarySkillRatio = 0.35
npcReactionTimeSecondarySkillFactor = 0.15
imo, it's generally low enough impact that getting it leveled just from parrying should feel enough
naw, probably like half fatigue, i was fighting
and if not - how much and which fatigue formula? ( it's in settings)
i didnt change default settings re that
full impact then
so let me calc that
well, you were spot on
about 30 percent
that's on half fatigue
at full impact
woudl've been 62% at full fatigue
32.5 being your main skill impact, 9 is from block. 1.5 is 2h long blade default effectiveness
so, again to Cybvep's point - block is lower impact on this, to the point where I don't think it force you to pick it as primary or seconday skill
Now. I need to get to work, will make some changes based on feedback later today
ah so fatigue is a direct multiplier, ok
yeah
and far as I can tell - my testers love the pain:
#1482416741077356692 message
Raw embed linked by @β.arrean from @β.arrean in #1482416741077356692
Default formula for "weak" parry
6
8
1
Include fatigue percentage
this doesn't seem bad. More like a small bonus than anything important.
yeah, that was the idea. But for shields, block is primary and secondary
Much appreciated
I play with Mercy, if that makes a difference.
well, opinions opinions as usually, to me that doesnt feel good, im fine with fatigue scaling things, but literally being a direct multiplier makes it so blocking at anythinng but the highest fatigue is almost pointless, it borderline invalidates even the mechanic of fatigue itself, since if you HAVE to have the highest fatigue all the time, thats practically the same as not having fatigue as a mechanic at all
imo should more like be a small factor scaled by ffatigue
switch formula to 50 impact or remove it
that's why there are options
50% impact effectively "caps" it. So that as you go below 50% fatigue impact stays at 50%
I may handle that slightly differently, but that's the current implementation
May also do so that multplier goes down slower
now, I really need to work
so see ya'll later
I wouldve not understood what that option does until you explained it to me
yea now i get it, ill just do no fatigue effect
see ya!
Although smth strange now happens with no fatigue formula - fells like im blocking all the damage no matter what, and i dont think im that lucky
when im not parrying ever 2nd enemy attack lands, when im holding block i just blocked all attacks until my stam run out and 0 damage
To me current on-hit cost felt quite reasonable so far, that is assuming fatigue does not play a big role in how much i block
but i also have 190 fatigue, maybe thats a lot
And my offer of animation help still stands, doesnt seem like you are interested in that, but you know if you will be - lmk
That's definitely a bug. I'll need to doublecheck the formula. It should just set the fatigue multiplier to 1 no matter what
but not affect anything else
Let's consider it "day 2" features. I want to do "parry impact" animations, for when you weak parry, same as I do for shield right now - if parry is not perfect I play the "shield hit" animation from base game
But it's 10 animations, for 1st and 3rd person each
bleugh
Then - If I do that, I'd also want to do feints, which will start in "parry full raised" pose and imitate an attack, but again - fuck ton of animations
Shouldn't. Shouldn't much at least. I don't currently have mercy enabled, but people played with it and it seemed to work without confict
oh are 1st and 3rd person anims very different, tbh i thought you are reusing 1st person anims for both
Exported separately, but take a look at fingers in 3rd person e.g. in "staff" animation on left hand
that's caused by exporting off 1st person rig
Not very different, but I'd want them to be eventually, if I have energy for that
Well, exactly the same, but made specifically for 1st and 3rd
got it
the only one that's really different is h2h block, cause 3rd person was made by SaintJ, and first person by me
my blunt weapon (I was fighting with an auroran mace) is 60+. The fight was hard but felt like this is how a fight with a demon-champion coupled with the strongest corprus monster should be
btw you are using ARP rig for anims right? I noticed that your wrists are kinda twisted sometime/dont align with palms, if you want to tweak it - check the latest blend rig file i updated in MAOP discord, ive exposed a controller to adjust wrist rotations
I also was out of most potions and didn't want to abandon my companion (a Bosmer pauper from Gnaar Mok I recruited)
sometimes its kindof necessary since that whole segmented mesh just cant do proper writs twisting
that is on vanilla meshes, im not using any body replacers
arp first person yeah, the one G7 shared, I tried to do it manually by adjusting elbows
but some weirdness remains
Got it. Well, still noted as balance feedback
yes, so the one i updated in tools chanel there is the same thing but tweaked and improved
Got it, thank you
Ah, dammit. Need to update blender then
Loading "/mnt/data/modding/TESMods/Morrowind/MW-blender/Original Rigs and Tools/morrowind-armature-arp-v1.5.blend" failed: Cannot read blend file '/mnt/data/modding/TESMods/Morrowind/MW-blender/Original Rigs and Tools/morrowind-armature-arp-v1.5.blend', incomplete header, may be from a newer version of Blender
I'll figure it out later
Nels really gave me a workout
ignore that I stole his pants
I absolutely adore this, so far. If and when it hits the Nexus, I hope it's a huge hit!
I just shot this guy with an arrow two days ago 
Thank you!
Hopefully soon, I'm in a "this is perfect for it ends here" stage for last couple of days, so needs some balancing, minor fixing and maybe exposing more settings. but functionality wise it's where I want it to be for 1.0
Shame he doesn't have a shield ^^
if it helps at all for balancing. with my many.. many.. many hours in for honor, i have learned that for videogame parries 400 ms is very quick and very hard to react to. 300 ms is pretty much impossible. 500 ms is a little slow with a bit of practice. if the time from the attack to your parry input activating is faster than 500 ms, it starts to feel very punishing, perhaps even a little to gamey if the parry windup is to show, as max has been saying.
Two difficult things in programming.
2. Threading
- Naming things
3.Off by one errors
Looks like I've fallen victim of #3 and now all formulas need a review
Yeah, we've figured it out - the animatin speed was indeed not switching correctly when going from "hard" to "easy" mode. Sped up animation feels fine in hard mode and is not necessary on normal since parry is active immediately
So the delay between you clicking a button and being protected on hard mode is actually about 250ms
which seems fine - it's quick enough that one can press "parry" after seeing enemy attack start - and it is ready by the time attack lands
most of the time
Actually, may just increase animation speed across the board. No reason to keep it slower on "normal" mode
that seems like it would be the perfect timing. if an attack is 500 ms then with a reaction time of 250 ms, which is fairly normal, that would just line up
attack windup is between 175 and 450 ms on normal and 350-450 on hard. Then add attack animation duration to that
so yeah about that long
like - if you watch opponents weapon hand - you can reliably parry every attack
in a hectic fight - you won't be, and that's by design
In general I completely agree to that and would be pretty fine with it, if the reaction time would be changed as juggested.
Though for what I experienced with Morrowinds NPC behavior, even with the Mercy mod enabled, that I tend to kinda forsee when NPCs would βwantβ to attack me and often perfect parry accordingly. Me and the opponent often trigger our actions simultaneously.
Just an opinion and nothing that I wanted to bring forward as a counter argument
Noted on both counts
My 5 cents - important to note that parries do not have to be reactive! In DS pvp you can only react to gratswords or slower weapons, parrying a shortsword is about baiting and predicting, not reacting!
Exactly and i personally REALLY like that it plays out like that often right now
You do not merely react, you foresee attacks using your sick warrior's sixth sense, exactly kind of feeling i was hoping Arrean will be able to balance, and i think it is very much there
And btw mercy does randomise a lot of stuff including hold times and pauses between attacks, so its not really a simple pattern to get attuned to and you dont always feel it right, but it just feels so satisfying when you do!
Blocks/Parries with shields don't seem to be giving block skill
Hmmm? That's odd
Another thing to check out
oh... They kind of do, but I may be invoking skill gain wrong.
Yeah, I'll fix that in a minute
Was about to post a version with changes and fixes based on morning feedback
Do you happen to have Skill Evolution installed?
it's weird. For me it only gives me any skill gain on perfect parry. But SE debug logs report gain either way
sth was changed for better compatibility with skrow's new mod today in SE. Maybe it's a similar case, i.e. some easy tweak. Worth a report. Mym usually resolves things like that quickly if he can.
Oh yeah
with SE disabled skill gain works fine
both on weak and perfect parry
Gonna try latest version of SE and if it still happens - ask Mym
Yup, still borked
I wonder
does your mod have a Nexus page btw?
unpublished
"pre-release"
I also need to make some screenshots and videos with the latest version
is 0.51 a hard req?
no
ok
Not a req at all, I'm just running the latest
ok
Now, If you plan on grabbing it now - hold up a few minutes
No problem, I was just about to post when i ran into the skill gain thing
I play with Mercy, SE, NCG and a shitton of other mods, so it's a good testing ground
what's weird is that it works on perfect parry path - I don't get what's different between the two
I only change the value
Well, I've looked at what he's talked to Skrow about - not my case, I do provide skill use type properly
so I'm stumped. Going to poke at it a bit more
that's the way to do it
Alright. Quite a few bugs fixed. Let's call this RC-1
Still can't figure out what's wrong with skill gain. Works reliably with SE disabled, doesn't work at all with latest SE. Asked Mym, we'll see.
** 1.0.0 RC-1**
Dammit it felt good to type that.
- Fixed hard mode animation speed multiplier not applying immediately when setting was changed.
- "Missed" attacks if parried now only cost 1/3rd the normal fatigue cost to the defender.
- Fixed off by one error in
getStatCurvemethod used in every single formula. The bug was causing it to take an extra "curve section" where it shouldn't have. Basically meaning that skill level of 50 was being interpreted as 95, for curve step of 45 e.g. - As a result of the above - had to double or nearly double ratios for all formulas to retain previous behaviour.
- Fixed some calculations that were happening too often on update
- increased the minimum defence value provided by the weak parry
And Fuji, just for the record, which OpenMW version are you on?
Dev build, probably not the newest
right, so similar to mine
good to know
Actually - also re-enabled more animations that prevent parry
let me know how it feels
ab779287d5
17df1f7669 on my end. Unless one of us goes digging through build pipelines that's not easy to compare though
Re: Skill Gain with Skill Evolution installed if any of you are not reading Skill Evolution thread.
SE prevents block skill gain if damage is non zero(on weak parry)
and SE prevents weapon skill gain if damage is zero or nil - which it is when we parry, as we didn't hit anyone
Mym thinks SE may need to be more permissive, and is looking into it
On my end - I've added a compatibility tweak, so that if SE is installed, we use SE interface to register onHit handler, not native interface, which also helps a bit
this is the latest version?
ye, for now
One thing - do take a look at available settings if something feeld odd - there may be a switch or a value for that
Hard Mode is No by default
What's your intent?
I want to test your intended settings before making tweaks, if any
User choice.
But, the way I'd play is HardMode on, all attacks hit on, and defaults for everything else
I may rename that setting to "easy mode" and flip its effects
Def no for all attacks hit
That's up to you
I just like it
There's no significant balance difference between the two - just better feedback imo in that mode
the "glancing" or "fumbled" attack damage is reduced so much that it may as well be a miss
Take a look at the readme here, if you want:
https://gitlab.com/Arrean/openmwluaparry
That however may call for a poll, cause I don't think I've got that info.
I don't want to remove on hit rolls as they represent MW's core. It would be too much of a divergence. Parrying is just an additional combat element. I will put Hard Mode on first, though.
It still counts them, just gives you a tiny bit of damage if the attack was going to be a miss originally
@here. Please take a look at two polls above
Min durability loss is nominal?
Default is 3 right?
Yeah, that should be fine
on weak parry you'll lose that + remaining damage after defence factor is applied
on perfect parry - just that
so inverse of base game - on hight skill shields break slower not faster
For final release you should consider adding console debug log on/off
yeah, easily done. All logging is handled through logger module. I can just set log level based on that setting
this is of course valid. my one slight disagreement is that when game mechanics turn to much from reaction to predicting, it starts to feel very gamey. this is especially bad when npc have the same ability (parrying in this case) and they also have to "react". tuning npcs "reacting" can be very hard. usually you program combat around these issue to make them non issues ie features. but this is straying to far from discussing mr arreans fantastic mod i think
It may be tooting my own horn a bit, but what you describe here is what I was aiming for. Some reacting, some predicting. NPC reaction time is generally a struggle, I may need to tighten the range difference between low and high skill level NPCs, but genereally - the higher their skill level the better they react.
Achieving the intended effect of better fighters reading you like an open book and weak fighters not being able to react to most of your attacks
Not 100% sure I've achieved that, but that was the goal
And I think completely clearing it is a question of tuning at this point
First hour of testing. The mod is very fun, that's for sure. Makes combat more dynamic but it keeps Morrowind vibe. Nice π . I'm writing my notes right now. BTW where can I find the formulas? Mod settings are vague.
Formulas are not exactly written down.
Top level overview is in the readme on gitlab:
Diminishing returns, most skill/attribute values used in formulas below become less effective for the calculation after a certain point
Parry defence - only applies outside of perfect parry window:
Affected by current weapon skill(or block for shields) + block skill, multiplied by weapon type parry effectiveness and current fatigue percent
Parry Fatigue cost
affected by weapon weight, weapon skill and block skill, as well as weapon type parry effectiveness
Perfect Parry Window
Affected by current fatigue percentage, weapon skill and block skill
Parry Cooldown - only affects NPCs - lower for higher skill
affected by weapon skill and block skill
Reaction time - only affects NPCS - lower for higher skill
affected by speed, weapon skill and block skill
Parry Hold Duration - Higher skill NPCs will hide behind their guard less. Minimum 0.5 seconds
affected by weapon skill and block skill
Stagger Cooldown - affects player and NPCs, prevents stunlock from repeated fast attacks
Affected by endurance, strength and block skill```
but it's top level
I will ignore SE compatibility stuff as it's already been reported and is being investigated. As for the other stuff:
- General combat feeling is good. The mod is a big improvement over Vanilla.
- PC skill threshold seems to make things a bit too easy. A lvl 1 player who exits chargen can already have 40-45 skill. I made an Imperial Crusader, an average pick, and it was a bit too easy. Long Blade 45, Blunt Weapon 40. Used dai-katanas, maces, warhammers. I guess that it's a bit generous to consider 40 the base threshold for perfect parries. Based on mod settings, it was not exactly clear how exactly everything is calculated but the description said sth about next 10 skill levels greatly contributing to effectiveness. If 10 skill levels mean up to 50, then that seems a bit dubious as well. It's not a high skill level. It's sth which the average character can have in the first few hours of the game.
- Why can I parry creature strikes? I mean ogrims, mudcrabs etc. This doesn't feel right, i.e. very gamey in a bad way. Only shields should be allowed as in Vanilla. If you want to keep that for weapons, I would suggest making it a toggle. If there is one, I missed it. I played on default settings except setting Hard Mode on.
- When blocking with HTH, I got sounds as with weapon parries. That was weird.
- Thank you
- It starts at 50% of "effectiveness as determined by skill level" and then goes to 100% "effectiveness as determined by skill level" at 50, then continues rising as skills rise
- Not a toggle, I'll add it.
- Did you have gauntlets on? It will play armor sounds. depending on gauntlest. If bare handed - it will play a "bruce lee style thwack". If it's a perfect parry - the ding overlays base parry sound and plays together
4 - I used iron gauntles. Then I unequipped them mid-combat and I got the same THUNK sound as with weapon parries.
Should be separate sound, I'll doublecheck - I think used a "slap" sound effect, for 80s hong-kong action film effect
2 - a curve would help, I guess. I mean, a visual graph. Not that it's anything pressing. However, mod settings are very vague IMO.
I'm bad at math. I know how to express it in code, but give me a graphing software and I'm lost
- I used the mod with Fair Care and Mercy and it seems to be working well which is encouraging.
- Keeping distance seems to be working quite ok for most part. One thing I noticed, though, is that the actors don't seem to be registering obstacles behind them. They keep going backwards even when a rock or a wall is behind them and they are not moving at all. If possible, you could encourage them to sidestep when they are trying to move backwards and not really moving.
6 is kind of a feature, though sidestep is to be added. if they were much smarter about it - spear enemies would be even worse
teaching spearmer to backpedal was already potentially a mistake 
- Good to hear
no, it feels good
also, I'm using HBFS as well. It has no backwards running option for player and the enemy
and it's working well as well
I'm also using Lucky Strike mod which adds critical hits and so far it seems to be working well as well
all these mods combined create a much better experience
Nice to hear, I tried to ensure compatibility, but of those - I don't have a single one installed
Tested with Mercy at least though
So, added to to-do:
- add sidestep to backpedal if there's an obstacle behind
- toggle to forbid parrying non-fencer creatures, or only with shields
- Doublecheck H2h Parry sounds, and when gauntlets are unequipped
- review perfect parry skill and threshold formulas
- Static guard fatigue cost seems to be a bit low. Is it scaled with skill? If not, then it might be an idea. 3 is almost unnoticeable. It's barely above base Fatigue regen (and with endurance bonus it will be well below).
completely unscaled, but opinions are divided, so I set it specifically to only counteract base regen at middle of the road endurance
Some people hated it, others wanted more
so default is "there, but barely"
I think that scaling option would make sense as a toggle. I mean, you can always turn it off by default but it's sth that would make sense for scaling.
What's the difference for heavy/medium/light shield?
I saw it mentioned in the mod settings
but it was vague
(there is a pattern here π )
Constants.gauntletParryModMap =
{
["heavyarmor"] = 0.5,
["mediumarmor"] = 0.3,
["lightarmor"] = 0.15,
}
Constants.shieldCategoryModMap =
{
["heavyarmor"] = 2.5,
["mediumarmor"] = 1.75,
["lightarmor"] = 1,
}
^ shields and gauntlets
gauntlets is "for each gauntlet"
yeah
damage threshold?
effectiveness
Don't even go there
π
I'm saying that I don't see the reason
shields already have variable condition
variable AR
light shields tend to break much more easily
compare chitin shield with iron shield
but why you give such a huge bonus to heavy?
iron shield wouldn't really be better than orcish shield
idea was - based on in-game lore
lgiht armor - even outliers like glass is good not because it protects well, but because it allows mobility
so actively putting your LA item in harms way reduces that effectiveness
but
doing armor rating is better
yeah, much more universal. Note, however, that if you use any value other than base, then it will vary a lot.
so the formula should take that into account
nah, base for sure
I have enough other levers to worry about without adding implicit armor skill effects into the mix
yeah
that's a given
so, added that to TODO as well,
And also - I'm assuming you want documentation lol
π
cause that seems a theme
well, yeah
FAir
I'll see what I can do
for the final release, you def want docs
I mean, it's fair to expect that the relevant info is either in mod settings or in mod readme
Yeah, I keep forgetting that only I know it inside and out
so when I read sth about next 10 skill levels contributing more to parry window or sth, I wonder how much more and what's the difference between skill 40, 50 and 80
many people won't give a shit
but it's good for balancing
and troubleshooting
Nah, it's good - so if people want to dig in - they can without looking at source code
I was avoiding doing anything with that tbh, because there were many formula rewrites
last one yesterday
They are mostly in a good place now though, where I'd probably only want to tweak values
so, that is doable
I really like what you are cooking btw
so everything I say here is out of the desire to improve the mod and generate more meaningful feedback
I think that your "core" is solid
Nah, it's all appreciated and noted. Even if I disagree on some points - making those toggles or options is fine by me
And thank you
yeah, I know that half of the things here will be subjective. It's fine. That's what settings are for π
e.g. I don't see an issue with parrying non-fencer creatures, but making it a toggle is fine
more settings for the god of settings
blood for the settings god!
To be honest - when I started this - I knew it would be somewhat complex code wise - that turned out to be easier than expected. The balancing and optionals turned out to be trickier than i expected though :P
you are very responsive and are making a lot of effort
I saw some mods which have great concepts but I doubt the modders playtested them π
I mean - I'm fundamentally changing core gameplay - without testing it would've been shite
yeah, but unless you use that always hit thing, the rest feels very Vanilla-like
Did you try it? Cause imo it's not that big of a departure, I'm not forcing hit chance to 100, no fortify attack or anything
and to double check that I didn't miss anything:
β toggle to forbid parrying non-fencer creatures, or only with shields
β Doublecheck H2h Parry sounds, and when gauntlets are unequipped
β Do shield and gauntlets effectiveness by base armor rating instead of class
β Documentation for all the formulas```
^ that about right for your feedback?
Nah, not enough time during 1h testing session to test the setting which I won't be using. I have no problem with the fact that the option exists, though. I'm all for more options. More customisability. That's great.
if you want to consider this, then also guard Fatigue cost scaling option
hmmm.
let's say - lower drain with better endurance? Or skill too?
main skill then
Endurance already contribues to Fatigue
and fatigue regen
same as AGI, WIL and STR
so you will have more Fatigue
yeah
so block for shield, and relevant weapon skill for h2h and weapons
currently base is low
if you want to keep that, then you can always keep scaling off by default
and leave it up to the player
Ok, I do come from corporate software. I guess for mods it's different, but in my experience most users never touch settings :P
default settings matter because most players will use them
I mean, a typical person who downloads the mod
but customisability is not for them
they trust the author
so default is sth which you consider suitable for "mainstream", I guess
Probably
So will need to think on it
Will probably get some of it in either late-late today or tomorrow
cool, cool
one thing I've been thinking about is sth which always annoyed me in Oblivion (which introduced active blocking to TES), i.e. daggers somehow "parrying" warhammers. I was about to write that it should not be allowed. However, in-game the animations are generic and fast enough and enough damage gets through for standard/weak combatants that a proppa warhammer strike stills feels heavy enough.
dagger base effectiveness is also very low
yeah, I saw 0.7
meaning - "you can try, but unless you're a god - you will get bonked"
still a fantasy game, so don't want to forbid it completley
and it's a setting so if a player wants to ninja-bullshit - they can
and I know that it's sort of an abstraction. Just as a guy with fists isn't really parrying a warhammer strike. He would deflect or catch your hand or catch the weapon by the pommel
yeah
so I know that animation fidelity doesn't allow that
Abstractiosn and engine limitations apply
seems good enough
E.g. I can't get actual weapon position in world
yeah
while it's being held
the animations are still far less janky than I expected
they feel good
considering Morrowind "core"
That's a surprise, cause most of them are my first ever foray into animating anything
Morrowind animations always suxxed. That was true even in 2002.
Shield is by Xe, h2h 3rd person is SaintJ
what matters here is that they seem to be fast and fluid enough in order to feel good
others are mine
glad to hear
I'm particualrly happy with 2h warhammer/axe and staff. The hand sliding up to grip it differently was the missing piece I needed
(and spear)
all the blocking animations in games are usually eh
it's not how combat works
in real combat what is a parry and what is a hit is more "fluid"
you don't block like in Mortal Combat
Oh, I'm aware
with static "guard"
(HEMA experience that informed my animations for swords)
π
but I know that here we are severely limited by the game and frankly, I'm surprised that it still feels so responsive
Animation speed up in hard mode was key for that. They all play in about 250 ms, which seems enough to feel "fast, fluid and responsive"
yeah
I think that you got that just right
probably good idea to make hard mode default
you can always tell people to git gud. Just joking... but it's a toggle
I was thinking about that
Well, @here everyone roundly ignored the Hard mode poll :P
#1482416741077356692 message so no idea really
Depends - I like it default, and it feels good enough now, that it may make sense
#1482416741077356692 message look at the poll results here so far
I play with Hard Mode on, so ye
You can parry enchantments but not spells right
But I don't scale damage! TTK is the same
Not spells no
enchanted weapons arrows
omg that dmg scaling in Oblivion
those fucking paper swords
and not AOE enchancts by default
I turn All Attacks Hit off simply because of attack speeds. If combat was slow like Kingdom Come it may be on, but NPCs typically shank me fast, so...
Hmmm. Does it feel that way even with attack windup added?
I guess that's fair
It's definitely much better, but I play on mobile so my fingers can't react too quick either
I am out here mashing my finger to parry and strike, and on a small screen it gets a bit smushed
Nah, completely understandable. Just glad it works on mobile at all
It's very fun though
what was funny in Oblivion is that weapon hits felt more arcadey than in Morrowind which had hit rolls. It's as if there was thin air instead of a body and that damage scaling is a huge part of it. In Morrowind you get full damage when you hit (scaled by STR, condition, AR etc.) so when that warhammer hits somebody, you can feel it. In Oblivion that's the not the same and it seems weird.
Probably because they float around
and windup diration
I guess yeah, that convinced me
all attacks stays off
won't cut it out, but off by ddefault
yup
this mod will be a banger π
Right. Good feedback, and keep it coming if you have more. But Imma need to get off discord for a few hours
I'm not seeing much difference between parry threshold 50 and 100 
On skill 45 and with iron dai-katana, it seems to feel the same
wat
Ah. I see it
well, it's on to do for review anyway
both the setting description and the actual way threshold multiplier applies
I'll handle that
yeah, I moved the multiplier from the threshold to the wrong place
I'm honestly considering just dropping it
Static guard cost setting def works as I see the difference between 3 and 6
I didn't do "perks" because perks don't apply to NPCs
Yes
yeah, it's not cause setting doesn't work, it is there, just that it was multiplying small part of the formula instead of the end result
Maybe in the future a submod with perk framework. Ignorable atm
But back to this - I'd probably just remove thresholds. Idea was to make perfect parry and iron plam impossible until a certain skill level, but it makes no sense. Skill curves take care of that
It's fun that you can KO enemies who have low Fatigue if you keep attacking and they block