#N'Garde. Vanilla-Friendly Parry and Active Block.
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there would've been a difference if it was in a right place
:P

if you replace lines 271 to 274 in parry.lua with
local window = masteryMultiplier * min(
(SettingsConstants.basePerfectParryWindow + ((mainSkillCurve + secondarySkillCurve) / 100)) *
fatiguePercentage, SettingsConstants.maxPerfectParryWindow)```
you'll immediately notice

there should be commented out logging:status below that, if you didn't delete it. Uncomment it and look at console
or add logging:status("perfectParryWindow:" .. window)
status log messages show up always regardless of log level settings, so you can see what the actual window it gives you is, with your skill levels
Is perfect block with shield supposed to give the same THUNK sound as with perfect parry?
thunk?
Perfect shield blocks sound like parries
all "perfect" parries play the same "high bright metallic ding".
For anything that is not swords - it plays at the same time and at a slightly lower volume as normal parry sound.
why - cause I needed 100 uniquely identifiable aural feedback that "this parry is different"
If you can come up with what "perfect block" sound for shields would even sound like - be my guest
I couldn't
This is minor but perfect shield block doesn't sound satisfying. It sounds as if parried with a sword.
No gameplay impact, though
Consider it enemy weapon ringing, instead of yours. :P
But yeah - I played with instead playing the normal shield block sound but higher pitch and louder - it sounded like ass
Which is base game armor hit sound based on armor category.
so I decided to go for uniquely identifiable feedback - so that you know withotu a doubt what happened
Does it sound silly for h2h block? Oh sure it does
But I can live with that
Yeah, now I see it in console. 0.09- 0.11 perfect pary with 50 setting instead of 0.13-0.14 with 100, whatever it means
seconds
You mean the perk framework doesnt support applying perks to noc rn?
what's your skill level? that seems low
Nope, I've asked Blur
Thats a shame, will have to improve that
Blur said that both me and S3ctor had the same question and more or less for the same reason. She says MR's are open
45 long blade, block 35
Ah, no
that's in line then
100-140 it's also modified by current fatigue
so about what Id' expect
Logging will be useful.
It's all there, just not exposed
I also don't know how expensive logging would be - cause each logging statement is evaluated individually - and It will just crap with string allocations all over if I add much more
Probably worryng for nothing
but still
I akways turn off logging in mod settings unless testing
flip the LOG_LEVELS.OFF at the top of the file to LOG_LEVELS.DEBUG you'll see quite a bit already
string is still allocated, call to the logger method is still made and it still needs to check if current log level is below or above message threshold
Won't be an issue unless there are hundreds of them onframe
but something to keep in mind
Yes, there is some cost even if no log appears in console
But at least it's not flooded
It becomes unreadable with many logs turned on
yup
[22:47:28.448 I] L@0x1[scripts/ngarde/player.lua]: [NGarde]:[DEBUG]:parrying, starting calcs and adjustments
[22:47:28.448 I] L@0x1[scripts/ngarde/player.lua]: [NGarde]:[DEBUG]:final multiplier:0.54267940489094
[22:47:28.448 I] L@0x1[scripts/ngarde/player.lua]: [NGarde]:[DEBUG]:self.baseParryFatigueCost:25
[22:47:28.448 I] L@0x1[scripts/ngarde/player.lua]: [NGarde]:[DEBUG]:self.activeParryConfig.effectiveness:1.75
[22:47:28.448 I] L@0x1[scripts/ngarde/player.lua]: [NGarde]:[DEBUG]:pre cost fatigue139.89785766602
[22:47:28.448 I] L@0x1[scripts/ngarde/player.lua]: [NGarde]:[DEBUG]:post cost fatigue123.69260766602
[22:47:28.448 I] L@0x1[scripts/ngarde/player.lua]: [NGarde]:[DEBUG]:pre cost fatigue139.89785766602
[22:47:28.448 I] L@0x1[scripts/ngarde/player.lua]: [NGarde]:[DEBUG]:post cost fatigue123.69260766602
[22:47:28.448 I] L@0x1[scripts/ngarde/player.lua]: [NGarde]:[DEBUG]:playing shield hit animation
[22:47:28.448 I] L@0x1[scripts/ngarde/player.lua]: [NGarde]:[DEBUG]:sending parry success event. This will play sound
[22:47:29.094 I] L@0x1[scripts/ngarde/player.lua]: [NGarde]:[DEBUG]:isParrying:true
[22:47:29.094 I] L@0x1[scripts/ngarde/player.lua]: [NGarde]:[DEBUG]:startedParry:false
[22:47:29.094 I] L@0x1[scripts/ngarde/player.lua]: [NGarde]:[DEBUG]:stopping parry
[22:47:29.094 I] L@0x1[scripts/ngarde/player.lua]: [NGarde]:[DEBUG]:stop parry
is final multiplayer the damage reduction?
[22:47:28.448 I] L@0x1[scripts/ngarde/player.lua]: [NGarde]:[DEBUG]:final multiplier:0.54267940489094
ye
on weak block
"weak"
well, not reduction as is - it's "multiplier" in a sense that you will receive 54% damage
Ok
Just for pure debug testing (absolutely not intended for final version), I think that it could be useful to display a message during parry to show % of damage received. I don't mean the console. A message box, sth like "Damage received during block: 44%; Fatigue consumed: 13". Should be easy and it should help with balance feedback IMO.
yeah, can do.
Unfortunately - probably tomorrow. haven't got time to do anything much today
np
I took a look at base AR of all standard armor and it seems that 5 is weak (like Fur or Netch), 15 is average (like Steel or Bonemold), 30 is very good (like Orcish) and 50+ is top tier (like Glass, Stalhrim or Ebony). You could use sth like 1+(AR-5)/15 as the first simple formula for determining shield effectiveness, capped at 3. To give some examples:
-> Netch Shield = 1
-> Iron Shield = 1,33
-> Steel Shield = 1,67
-> Dwemer Shield = 2
-> Orcish Shield = 2,67
-> Dreugh Shield = 3 (cap)
-> Glass Shield = 3 (cap)
-> Ebony Shield = 3 (cap)
This doesn't look bad for such a simple formula. Can always be tweaked later on.
it also lines up 1to1 more or less with what I've got going
yoink
I don't need another mad formula
lol
I've originally had heavy armor limited at 3
it was too much, esp for lower tiers like still and iron
hence 2.5
yeah
but it's fairer for high tier staff
and no arbitrary values for armor types as it's not always clear cut
yup
This wll make shields significantly stronger than anything else at parrying, but they already kind of are
So yeah, I'm yoinking that
and it's thematically appropriate for a shield to be useful
yah
as they should, :P
I'll keep move speed penalty and sounds for shields by category, ofc,
but effect yeah - makes sense to separate
Oh, you've tested shield. I've quite heavily nerfed movespeed, esp with heavy shields when guard is raised. Feel fine, or needs adjustment?
I used iron shield. Felt ok.
Makes sense to slow you down on approach. Constant static guard is easy with shield and needs drawbacks.
so what's going to happen for shields.
Final result will be yourFormula * valueFromSetting
and helps archer players vs shielded NPCs
Yeah. Good balance measure.
cause, you know. Another big balance change, shield protects against arrows
I mean.. I'm willing to bet, that if they had another year - we'd not only gotten more varied melee weapon range, but something very similar to this as a block system as well
At least I think so
problem is - they didn't have that yer
They were almost broke 
yup
I have a luxury of a separate stable job, even if I need to work when I want to work on the mod :P
And actually. I probably want to do the same armor class thing for gauntlets
Yeah but lower values, I guess
It's the same
Ok
so it wil lbe "two best gauntlests add up to 1"
Not today
I'm stuck at work
I wfh, and can see discord on my personal laptop, but can't work on anything much mod wise
๐ป
0,1+(AR-5)/75 for each
Perfect parries and perfect shields are performed by blocking at the last moment right
Regardless of skill level?
More or less, yes. When you become "parrying" you have a short window while your parry is considered "perfect"
Nice
I've arrived at
but close enough
simpler formula means I can use a grapher to get the visual
which is nice
Here it doesn't need to be complex.
yeah
just sometihng I was very much missing while working on other formulas
maybe I over engineerd those
but too late now - redoing them would mean retesting from the ground up
No need if they work
Ya'll tell me, if they do. Mathematically they produce results, but do they work - we'll really see after someone does a good 50-60 hour playthrough with it
Seem to feel fine, and I did a lot of setkill x in console to test, but I don't know if my "feels right" is median enough
I felt that it was a bit too easy right out of the gate but good at high skill. If you implement those message boxes, it will be waaay easier to tell because all the % HP and % FAT debug data will be shown immediately. Sometimes it's hard to tell because of dmg variation. Only perfect parry is easy because of sound and 0 dmg.
Oh definitely will. Easy, just a bit annoying
lower skill curve steps maybe... I've raised most of them yesterday after realizing getStatCurve takes first step twice and fixing it
no, I'm a dumbass, that would be the opposite
Anyway, messages first
then checking and tuning
It's also useful for testing because then you can use stupidly low or high values and you will immediately get a message about the effect. You won't have to guess or base it on vibe or search in the console which takes longer.
More so for players than for me, I usually have console logs open on a second monitor
see values immediately
Fair
tail-f|grep our lord and saviour
I wonder how many of playtesters did that
two decades of grepping logs - still no better solution in sight
probably none
hence I agree with the need for messages :P
That would be my guess ๐
@rustic latch Howdy. Not sure if this is relevant but being over-encumbered seems to cause jitters. It becomes impossible to parry and only light attacks are possible. I figured this out through the Bodily Injuries mod.
I've been encumbered a few times without experiencing jitters so it's not universal anyway, some conflict maybe
Or mobile related ๐ค
Most likely, yeah. Bodily Injuries sometimes gives out penalties to Strength... maybe that's it?
Not sure, I'm not familiar with that mod but maybe ๐คท Maybe try with bodily injuries removed and see if the problem persists?
๐
I'll go get my health damaged by a bonewalker and see if the same issue appears.
Seems like damage to health is the problem? Hmm...
yes, it does. Just an ability which is removed if you restore health.
what's your encumbrance?
if it's sth like 285/295 then you may face issues at lower HP with Bodily Injuries until you restore HP back to a high lvl
Ye, that's how I found out it was Boduly Injuries
you may get more problems there because greater bonewalkers damage strength as well ๐
My mistake, yeah I meant damage to health seems to be the issue
Could be just on my end
I'll take it as a feature
Now damage to health is fatal because only magic becomes viable
Uh. I should have documented that. I blanket forbid parry if player can't move. Which includes overencumbrance. Same for NPCs too. Will add a message when one tries to parry and can't cause of that
HMM, no wonder... I see now, thanks.
So what this means is that if I Burden an NPC they are incapable of parrying, interesting.
burden, paralyze, exhaust so they are knocked down, damage strength etc
which, imo all make sense thematically, except the burden needs communicated to player
Sounds fine. Just display a message when you try to parry and it's impossible.
Messages, hehe. New favourite gimmick.
Only makes sense to display on encumbrance, the rest, I think, are self-evident
paralysis, knockout etc
Yeah
Good morning ya'll
** 1.0.0-RC2 **
I didn't have time for much, but a couple improvements based on feedback:
- Fixed a bug where sparks VFX won't play on perfect block with a shield
- Added a
Can't parry right now, you're overencumberedmessage box - Gauntlests and shields now take effectiveness from base armor rating, instead of armor category
- Better compatibility with Skill Evolution on my end, using SE interface if it's present.
- Mym also has a new version of SE that fixes the skill gain interaction with N'Garde, so if you use SE - do update when it's posted.
The rest that's been talked about today and yesterday is not forgotten, but I'll get to it a bit later
And a reminder to please vote in the polls here:
#1482416741077356692 message
and here:
#1482416741077356692 message
if you didn't already
Is that fir damage reduction or stamina consumption or both? I love firmulas as much as anyone else, but i feel like expectation will be there that even the shottiest shield can SIGNIFICANTLY protect you, otherwise whats a point of using light shields? Now if they consume a ton of stamina and maybe break quick and maybe defend from "only" 75% damage that will make sense
(at a reasonable blocking skill)
Or like that even the lightest shield will be noticeably better than blocking with a weapon
Also are autoblocks still in or is it all active blocking now?
But then on the other hand if blocking with a shield is semi-shitty it will insentifise parrying instead of turtle-blocking, and im all for that
Shield effectiveness with the new formula starts 1 and goes up from there
so even shitties shield is better than a dagger or a short mace
with base settings
however
Gotcha, thats nice
the shittiest shield in the game is literally made of paper
well, leather
but same deal
so it will break fast
Fatigue cost for parrying is also currently scaled with "tool" weight. I think I may move that into constant drain formula once I get to it
But this effectively means that I've slotted myself into base game balance for items. - Light armor is still the best
Tbf big animals with thick skin can just tank small caliber bullets, so maybe leather is not thaaat bad
It's netch leather - I'm not convinced flying jellyfish hide will be much effective
But it's there
and is reasonably effective
Or maybe its just cos they also have a ton of flesh to them to stop the bullet, prob both
Probably many times layered though, otherwise why even wttempt to use it as a shield if its literally worse than no shield
Yeah, hence 1. - Slightly less effective than a 1h sword, more effective than a dagger
parry arc much wider than a dagger
but shifted left cause moving shield far to your right is not trivial
Even Chitin has 10 AR
Am I about to get a "parry arc!?" message?
But im just yapping ofc, it doesnt have to be realistic, having it tied to ingame armor tiers makes a lotta sense ofc
5 AR is THE shittiest
Probably not
yeah, and with the formula you cooked up - I like the line it makes
Although technically its not an arc, its a sector, muahaha
whatever
Haha
I personally wouldve expected it to be on a level of 2h swords, otherwise it sounds useless
But eh, whatevs
that's for netch leather shield
Steel shield is better than 2h
steel will be 1.6 better than 2h sword
If/when Ralts gets back and releases/updates inventory extender - I may need to add tooltip integration and just show it all ingame
Including enchanted arrows, so yeah, shields are plenty strong
Shield effectiveness is scalable in settings so with sth like 1.5 even a shit netch shield would have parity with daedric claymore, I guess.
yeah, if one wants to go that way
Those values in settings currently go 0..2, imo plenty enough to tune as one desires
shouldn't fatigue cost for parrying/blocking depend on the incoming damage? Intuitively, I would expect a strong hit to be harder to parry or block than a weak one and thus more tiring. In other words, Fatigue cost per parry/block scaled by player's skill and incoming damage. If not damage for reasons (e.g. technical ones), then maybe enemy weapon weight but ofc, there are HTH and creature attacks as well (which can be blocked with a shield in Vanilla and I assume that this will be the default setting here as well).
you're right on h2h - it is blockable
give me a sec
so the fatigue cost already kind of scales with incoming damage
what happens->
on weak parry - we reduce the attack.damage.health
then we add what's left to attack.damage.fatigue
What I've described above also means that fatigue damage scales down as you get better skills
and how does it scale?
because it's not described anywhere
how much on block 100, 50 and 25
well, if you have them
I assume that you have the formula
just not described
in detail
in a doc
I know that "base" is 25 by default
for fatigue
So, it's two formulas
there's a flat cost - for which 25 is base.
it's (25 +item.weight/10) * max(1 - (((mainSkillCurve + secondarySkillCurve) / 100) + (effectiveness * 0.1)), 0)
and then the damage cost
which is inverse of parry defence multiplier
max(1 - min(0.2 + (((secondarySkillCurve + mainSkillCurve) * fatiguePercentage) / 100) * effectiveness, 1))
let's say you took 100 health damage on a weak parry with a shield, at full fatigue, and your block skill is 65
skill curve step for this formula is 60
and let's say it was a netch shield
then
max(1 -min(0.2 + ((((60 + (5* .95) + 60 + (5* .95)) * 1 )/100) * 1,1 ),0)
at this skill level - the factor will be 0, so you will negate all incoming damage, and take no fatigue damage, but will reflect 50% of damage as fatigue back to the attacker.
at e.g. 30 skill level via the same formula you will negate about 60% of damage, half of that will go to the attacker, and 40% of original damage you will take as fatigue
skill curve is my idea of diminishing returns e.g. with curve step of 50 - every next 50 skill points are worth 5% less in this formula, so 100 skill will be counted as 95
Then you ๐๐ป . I will dig into this.
It's a bit convoluted
but diminshing returns thing is there for two reasons - to make fortify over 100 worth something
and to make skills over 100 with SE or other uncappers feel better
That's how magic can be done.
Do note that at half fatigue - the damage reduction factor is literally cut in half, with default settings
It's plain multiplier that goes from 0 to 1, so you can't effectively defend yourself at close to zero fatigue
same goes for perfect parry window
my intent was for the player to drink potions or run in that situation
Fatigue makes things dynamic, the idea is good
Looking at this - it may be currently overtuned though. full damage negation at 65 block may be too early
...But that's on full fatigue only
eh, I'll need to think about it
Since it was intoduced did you mostly test/play with "All Attacks Hit" mode
8
12
2
Off
Since it was intoduced did you mostly test/play with "Hard" mode
5
8
1
On
Well, that's decided then and align with what I want. Hardmode will be default and current default will be "quick mode". And "all attacks hit" stays off by default
quickmode will help for those that play with controller, or on android, or generally with lower fps, And I will state as much in the setting description
are main and secondary skills the same for shield blocking?
yes
and actually, I'm a dumbass
which is surprising no one
for those formulas
multiply MainSkill by 0.65 post curve, and secondary by 0.3
for parry defence
and for block defence?
same thing
For DefenceRatio:
SettingsConstants.defenceSecondarySkillRatio = 0.30```
For FatigueCost:
```SettingsConstants.fatiugeCostMainSkillRatio = 0.4
SettingsConstants.fatiugeCostSecondarySkillRatio = 0.2```
So for those formulas:
fatgiue cost
(25 +item.weight/10) * max(1 - (((mainSkillCurve*0.4 + secondarySkillCurve*0.2) / 100) + (effectiveness * 0.1)), 0)
parry defence:
max(1 - min(0.2 + (((secondarySkillCurve0.65 + mainSkillCurve*0.3) * fatiguePercentage) / 100) * effectiveness, 1))
max(1 -min(0.2 + (((((60 + (5* .95))*0.65 + (60 + (5* .95))*0.3) * 1 )/100) * 1,1 ),0)
๐ป
I'm converting this to Excel as then I will be able to do all the number crunching I want. Does this this look right for flat cost?
yeah. Except you'll need a separate formula to get the skillCurve
yeah, I just put the number there
that's fair
but skill curve seems simple from what you described
since it's impact is pretty minimal 5-100
if you go with 95 for 100
relatively yes
you missed "*" near skillcurve for parry defence
it's x = x / 1( * 1.05*n )
where n is the step number and x is step length
then for the last step - you just take whatever is left and multuply it by 1.05*n
so for first step divisor is 1, for second it's 1.05 for third 1.1025 etc
so I did
I've started the skill curve thing with base divisor being 2, that was falling off way too fast. 1.1 even seemed too fast. So 1.05 it is
I think I got this. This is the result for iron shield with 50 block, 100% Fatigue
time to run some simulations ๐
another one to the list, lmao
my testing folder is now big
Doing lords work. I'm not great at technical writing and number crunching
so these calcs are for standard parries/blocks
perfect parry always means 0 dmg
right?
yup
and parry window is affected by skill
let me just get you all of them
since you already understand what "curve" means
Perfect Parry window:
curve step 45
masteryMultiplier = 0.5 + (0.05 * min(10, max(0, (mainSkill + 1 - self.perfectParryThreshold))))
(SettingsConstants.basePerfectParryWindow + ((mainSkillCurve + secondarySkillCurve) / 100)) *
fatiguePercentage, SettingsConstants.maxPerfectParryWindow)```
SettingsConstants.perfectParryMainSkillRatio = 0.4
SettingsConstants.perfectParrySecondarySkillRatio = 0.15
SettingsConstants.maxPerfectParryWindow = 0.5
SettingsConstants.basePerfectParryWindow = 0.05```
Parry Cooldown (NPC only):
curve step 60
parryCooldownRatio = max(1 - ((mainSkillCurve + secondarySkillCurve) / 100) * fatiguePercentage, 0)
parryCooldown = max(SettingsConstants.baseParryCooldown * parryCooldownRatio,SettingsConstants.minParryCooldown)
if attack was ranged:
parryCooldown = parryCooldown / self.rangedThreatCooldownDivisor
SettingsConstants.parryCooldownSecondarySkillRatio = 0.35
SettingsConstants.minParryCooldown = 0.5
SettingsConstants.baseParryCooldown = 2.5```
Reaction Time(NPC Only). This one is a doozy:
curve step 60
factor = max(1 - ((mainSkillCurve + secondarySkillCurve + speedCurve) / 100), 0)
reactionTimeExtra = 0.0 + random(-0.050, 0.050))
reactionTime = SettingsConstants.npcReactionTimeMin + (SettingsConstants.npcReactionTimeBase * factor) + reactionTimeExtra
if not self.quickMode then reactionTime = reactionTime - 0.1 -- flat decrease to reaction time for hard mode end
if Helpers:rollNdM(1, 100, 93) > 0 then reactionTime = reactionTime - 0.1 end
reactionTime = max(reactionTime, SettingsConstants.npcReactionTimeMin) min again, so that it still can't go below minimum
SettingsConstants.npcReactionTimeBase = 0.55
SettingsConstants.npcReactionTimeSpeedFactor = 0.5
SettingsConstants.npcReactionTimeMainSkillFactor = 0.5
SettingsConstants.npcReactionTimeSecondarySkillFactor = 0.2```
ParryHold Duration (NPC Only):
curve step 60
```local ratio = max(1 - ((mainSkillCurve + secondarySkillCurve) / 100), 0)```
```local holdDuration = SettingsConstants.parryHoldBaseDuration + (1 * ratio)```
```SettingsConstants.parryHoldBaseDuration = 0.6
SettingsConstants.parryHoldDurationMainSkillRatio = 0.55
SettingsConstants.parryHoldDurationSecondarySkillRatio = 0.45```
Stagger Cooldown:
curve step 100
```cooldown = max(SettingsConstants.staggerCooldownMin + ((strengthCurve + enduranceCurve + secondarySkillCurve) / 100),
SettingsConstants.staggerCooldownMax)```
```SettingsConstants.staggerCooldownMin = 0.4
SettingsConstants.staggerCooldownMax = 2.2
SettingsConstants.staggerCooldownStrengthRatio = 0.75
SettingsConstants.staggerCooldownSecondarySkillRatio = 0.1
SettingsConstants.staggerCooldownEnduranceRatio = 0.8```
And you have fatigue cost and parry defence factor already
Copied it out into a docs file already
you could consider displaying block/parry effectiveness for currently equipped shield or weapon by using Stat Window Extender
in a tooltip
not that it's important for gameplay
UI only
the AI stuff (cooldowns, reactions etc.) is sth that the player is not meant to see so not relevant for the UI
Eh, not sure about that one. Tooltip where? On the skill?
yeah, that's what I've been thinking. Hover over Block and you get it. Not sth important, though. Just sth that came up.
But get what? For all weapons? For currently equipped one? What if you have non equipped? It will be very inconsistent
currently equipped
the only thing that makes sense
if nothing equipped, then HTH. Actually... is Block important for HTH blocking as well?
It is
ok
404 FYI
this fatigue-hit-for-the-attacker thing... how is it calculated?
Half of the negated damage
ok
Try wiki now
making progress with the simulation spreadsheet
yeah
wiki works now
excellent
I'll fill it out as I have time
Probably separate individual formulas into their own pages, and add plain text descriptions
yeah
remaining
so that as you get better - you get less fatigue damage and enemy gets more
yeah
cool
- the flat value we got earlier
item weight factor isn't too significant. Nothing to worry about here
I didn't want to make it significant cause items weights in the game are stupid
yes because they are not even pure weight
and all over the place
and abstraction of size yeah
if it was "realistic", you would be able to carry 100 swords easily
and that's stupid as well
Nah, that's fair. I'm just saying if it was realistic weights - we'd need realistic carry capacity too
and that's "encumbered and slow" at like 30 kg
and items which you have equipped are not the same as carried
30 kg spread over the body is different than 30 kg in a backpack
even if it packed in a good modern backpack and you're in a decent shape - lugging aroudn 30-40 kg is not trivial
but that's not this mod ๐
yeah. Paratroopers in the WWII carried more but they lost half of that on approach 
We've used to go camping in the mountains, And I was on water duty. ~30 liters of water in a good modern alpine pack, 3km there and back. I was in much better shape then - but I do know how it feels
Not fun to lug around
I think that knights actually had it easier than modern soldiers in terms of carried equipment. Armor weight was distributed over the whole body. They didn't have to carry ammo and such. They had squires. They didn't even have to use backpacks.
squire alone means that you basically have a servant
To some extent yeah. But not every man-at-arms was a knight with a squire, and e.g. in 14-16th they've carried comparable equipment
but well made armor is surprisingly easy to move around in yeah
I think Roman legionnaires could be more similar to modern soldiers overall
In terms of luggin a fuckton on the march - yeah
they carried everything and constructed forts
they were like players with shitton of stuff 
yup
wait, why is parry defence more influenced by secondary skill than main skill?
what
ok
SettingsConstants.defenceSecondarySkillRatio = 0.30```
questionable why the order is reversed there, compared to everything else, not like it matters, but I'll swap them around -that's why I got confused when typing up the formula here
๐
Yeah, it's correct in code:
local secondarySkillCurve = self:getStatCurve(secondarySkill, SettingsConstants.defenceSecondarySkillRatio,skillCurveStep)```
I'm not sure I converted that part right but I will make sure. At 0 Fatigue it doesn't matter at all whether you have 0 skill or 1000 skill for parry defence. The result is always the same.
if that's intended, then I will say that it's a bit dubious
if I converted sth wrong, then I will fix it
Why is it dubious?
You're exhausted and any poke will bring you down gasping for air on the ground?
20% defence is the absolute minimum I allow in that situation, as a last resort ineffective attempt at defence
what is dubious is that it doesn't matter whether you have skill 5 or skill 100
or 1000
And it shouldn't at 0 fatigue, I think
base game at 0 fatigue - you can't fight effectively, any hit will knock you out
why this would be different
this isn't how Vanilla works. You will get much lower hit chance at 0 Fatigue, for example. Not the same hit chance for skill 5 and skill 100. Skill still matters. Same with attributes.
I see what you mean
you are still a very experienced fighter at skill 100. Makes sense that you can deal with it in a better way than a Seyda Neen grunt.
I agree that Fatigue should have high impact. Just not the same for 0 in all situations.
note that if you get KO on the ground, then you will get penalized for that, anyway. You cannot retaliate.
then parry defence doesn't matter
it matters only when you are standing
But you won't be standing for any length of time
if you try to parry - you are down
if you get KO, then that's fair
it can get to 0
actually
but that's besides the point. KO is KO. You are lying on the ground. Before that, it's a different story. As long as you are standing, other stuff should matter and that's why it seems dubious to give static result for parry defence at Fatigue 0 no matter what.
What I'm trying to say is that "as long " won't be long at all
approaching 0 not long
flat cost 0
parry defence 0,8
I mean... What we can probably do. Is move the fatigue multiplier to the outside of the formula? and maybe cap it at like 90%? So anything below 10% fatigue is the same, but slightly different based on skill level
this is Morrowind hit chance for comparison
as you can see, Fatigue has a big impact, but everything else matters as well even at 0 Fatigue
cap could work. Currently 10% Fatigue gives better result.
yeah, so that fatigue multiplier never goes below 10%
so it can't set skill values to 0
I mean - 10% damage reduction imo is generous
at that level of exhaustion
how about 15%?
this will make skill matter more which is fine by me
I'm not sure what you mean by generous here
I imagine fatigue 0 being almost lethal levels of exhaustion, esp in combat. So blocking 33% damage at high skill level instead of ~20% at low - that's the generous part :D
that formula was dumb, I put the thing in a wrong place
Like this:
(1 - min((SettingsConstants.baseParryDefenceFactor + (((mainSkillCurve + secondarySkillCurve)) / 100) * self.activeParryConfig.effectiveness) * fatiguePercentage, 1))
we know from other Vanilla formulas that it's not exactly lethal. It's just high impact. However, I want to make sure that we are talking about the same thing here. Capping Fatigue effect at 15% makes skill more imporant, not less. Here you can see parry defence 0,61 and 0,79 with 15%. For comparison, with 10% it would be 0,79 and 0,67. Therefore, skill matters more at 15% than at 10%. I'm all for capping the effect at that higher 15% level btw. Just note that it makes skill matter more, not less.
No, no. That's what I mean, for it mo matter a bit more than at 10%
And I like those numbers
40% defence at 100/100
about 20 at 5/5
all of that with 0 fatigue
less than that. Not even 33%
yeah
39
I like the 15% numbers
yep
ok
as for flat fatigue cost, I like what I'm seeing. It seems like sth easy to balance just by tweaking the base cost if necessary. 25 seems like a good base. Item weight has a subtle impact, nothing crucial but it's still there. This is good considering the way Vanilla uses weight and all the item overhauls floating around.
Good, now I think I'm going to clamp the fatigue percent impact for the rest of the formulas that use it too
only makes sense
I'm taking it one thing at a time ๐
Oh, it was/is at the same level of impact - meaning it plunged formulas straight to 0
parry cooldown
perfect window
etc
I don't believe anyone would've ever had an issue with it gameplay wise
you're never at 0 fatigue long
you drink a potion or you are dead
or teleport away
I actually fought at 0 Fatigue plenty of times
it's not as "deadly" as you suggest
but it's the source of mudcrab memes
can't hit a mudcrab
yeah...
because of 0 Fatigue and 5 skill
It is with additional fatigue cost that I have, cause the act of raising guard will tick 3 points of fatigue damage and you're down on the ground
BTW you can get flat cost to 0 but it requires skill at supernatural level. For top tier shields like Ebony or Dae, it requires around 118 Block. For iron shield, it requires sth like 145. At a glance, that seems fair.
no because Fatigue regen exists
not with your default setting atm
I mean, probably
but we've solved it, so all good :P
Now, need to renamed the "fatigue effects" setting and update description
cause it now affects all calcs that use fatigue
wait for other stuff
Sure, am not doing much right now besides taking notes and coding the work stuff on the work laptop
Also, noticed that formatting got all fucked on that formulas wiki page. Will need to redo it
So far I'm liking parry defence calculations. With high quality shield, you can get to 100% damage reduction quite easily but that only lasts while Fatigue level is very high. I'm wondering whether Max will read this as he suggested that shields were underpowered. An Ebony Shield with 3.0 effectiveness will give 100% damage reduction at skill level 30. 100%. I repeat, no damage at 30 skill. However, one caveat. Only at very high Fatigue level, i.e. sth like 95-100%. Since you will get flat cost, that won't last long and you will soon start receiving some damage on default settings.
Anyway, I think that the general approach is right, same as differences in shield quality (iron shield won't give the same result as daedric). What I would suggest, though, is adding a toggle for scaled guard cost. The idea is to keep that static Fatigue cost (3 by default ATM) as base and add an optional multiplier scaled by skill. Make it noticeable but not too strong unless the player deliberately uses such a setting. Proposed formula: staticguardvalue+scaledguardvalue*(1-skill/100). For example, with 3 as static and 5 as the scaledguardvalue, at 25 it would be 3+3,75, at 50 skill it would be 3+2,5 and at 100 it would be 3+0. Clear skill differences but it's never too high as even 6-7 guard Fatigue cost doesn't lower Fatigue by much (natural Fatigue regen still applies). At 100 skill level you are down to static only. All of this would be optional.
Note that I deliberately made the formula simple af.
Yeah, imo that one should be simple af
And I agree with the rest
So you think another setting
e.g.
base fatigue drain cost = 3
and
additional fatigue drain cost let's say also 3
or 4
by default, and it will slide from 7 to 3 over the couse of leveling up
and will probably use block skill for it
Yeah.
Yeah, I agree with that
Oh yea that would e been nice
Wil that all work with TR and modded shields as well out of the box?
If he uses AR only, it should
I doubt that Arrean created a whitelist here
He probably just checks (base) AR of equipped shield slot item
there's no reason it won't work with modded items
including silly things like books implemented as "shields"
etc
There's no white/blacklists
This is inaccurate
The dunmer would simply call the nord a slur
if it's a general question about modded equipment used in fencing, I confirm that it works out of the ๐ฆ
There's no reason it wouldn't. As long as the mod is not broken, or implemented in a fantastically silly way
yeah
local armorRating = self.recordEquippedL.baseArmor
and similar for gauntlets/bracers
Edited the TR Bonemold Caravaner/Gondolier helmet and also made it into a shield. Works very well too
Sorry if this has already been asked, but is the parrying automatic or do you use a button press to block? I haven't had a chance to try this out yet
All manual. That's the main idea - we are bringing morrowind combat into mid 2000s 
Do try the latest version and let me know. We've yapped a bit since, so here's the latest released archive.
I'm hoping to get it on nexus in the next week or so, but needs a bit more testing before that and I have been swamped on my actual work
No attachment
What's the default key to block/parry? Also how would I change it?
OpenMw can't do defaults
Iโve been looking at this a ton and love everything about it canโt wait to try it, I shouldnโt use this with shields up?
Ah yeah, so I made a one handed sword into a two handed sword with GRIP, the animation is off which is not unexpected because GRIP does have this without N'Garde but it's more hidden since the hands/arms are always mostly out of sight
It's really more the weapon model's handgrip not being made to support two hands
yeah, that's the kind of animation weirdness I was referring to
It's present on some base game weapons, e.g. the Daedric Croissant, but that's the price we pay - can't exactly do animation per weapon model
Right, that makes sense. Would it be possible to be able to switch between charging an attack and blocking? For example, hold down LMB to charge attack, then at the same time hold down RMB to switch to blocking, without attacking in between? It works great the other way around, going from blocking to charging attack (Hold RMB to block, then simultaneously hold LMB to attack, then release RMB to no longer block)
No, it's disabled on purpose, while attack windup is active, or attack animation is playing neither player nor NPCs can suddenly switch to blocking
Animations don't blend well, and it doesn't play well either
Abstractions and engine limitations apply, RL the difference between parade/attack is much more nebulous, but can't really do that ingame
Cool, that also makes sense as well!
And when an NPC blocks with a wooden spear, it makes a wooden block noise, different than the metallic noise between metal weapons. However, I noticed when I was fighting an NPC who was hand to hand, the NPC would block with his fists, but it would make a metallic clang as if blocking with a metal weapon
If they had gauntlets on - I play native "armor hit" sound based on armor category
however
if the NPC perfect parries - manages to parry your attack just as it is about to hit - I overlay this "high, bright ring" sound - which uniquely identifies that specifically perfect parry has happened. When that happens - the attacker gets briefly staggered allowing for counter attacks
It sounds a bit silly for h2h I agree, but I prefer clear aural feedback in this case
that sound always means "perfect parry"
About a lot of things, not everyting probably
Mod has been in development for over a month and in public testing for just under a month, so I've had time to polish certain things
How do spear wielding enemies feel btw? :P
Very good, the animations/poses are awesome
They should be keeping much longer distance from you
at the edge of their weapon range
Yup, backing up away defensively
The most evil thing I've done with this mod is teaching spear enemies to backpedal
Lol yup just like the player would do
I'm playing N'Garde with Path of the Incarnate modlist, so it might be an incompatibilty, but it doesn't seem like I'm able to block/parry enemy attacks
huh
it didn't break that way yet for anyone
however - you say your NPCs do parry successfully?
I thought it was low character block skill, but then I made a character with 40 block and it hasn't activated yet
Yes the NPCs are working perfectly it looks like
are you doing weapon parry or shield?
I tried both. The animations for them work great
It's in documents > my games > OpenMW > openmw.log right? For some reason my .log has a modified date of 1/3/2026
Hmm I wonder why it didn't generate a log when I exited out of OpenMW
I have these in a different location
Log is not generated on exit
it's written continuosly while the game is running
that doesn't look like correct folder
I was looking to see if it got saved somewhere else for some reason, but the log here is old and hasn't been updated. I might try reinstalling the modlist to see if that fixes it
can you just get me that log file?
jsut in case windows is beying a lying bitch as always
Yeah I'll message you
Actually message me, I can't message you due to your settings
sent you a friend request, but you can just attach the log here
btw if it's not done already, you could make actors less eager to parry/block at low Fatigue. Since it may result in a KO, it's actually smart.
I actually didn't implement parry chance at all. Not sure if it'll make much difference for NPCs - they often have stupid high fatigue
but makes sense to do
NPCs have same fatigue as the player (just a sum of 4 attributes). Creatures don't.
Probably will go simple with it, 100% chance at full, and slowly scaling down
and I KOed many of them
to like 50
yeah
but you don't have to start scaling from 100% Fatigue
more like 75% Fatigue = 100% and 0 Fatigue = 50%
75%-100% - 100% chance, maybe? and then slowly going down to 50
same braincell
great minds think alike

I've been also thinking how best to implement witchering (deflecting arrows with a weapon), if it was to be done. Not even needed for the first official version, just sth to consider for the future. I think it could be a toggle and work like this: perfect parry only and parry window is twice as hard. In other words, all or nothing effect and much more difficult than standard parries.
That's all well and good, until I start thinking on how to make NPCs do that. So far all features were "both player and NPC"
and separating it doesn't feel good
I agree. For NPCs, I wouldn't even consider it for low skill lvl ones. Basically, enable it only for those who have very high skill. Maybe even only a particular weapon type.
not a priority, anyway
you definitely don't want to see guards deflecting arrows with halberds as a standard thing or sth
It's very tricky to have them properly do that for ranged attacks
sure
timing is hard
especially if the player doesn't use one of overhauls that speeds up projectiles
could be player-only as well considering that it's perfect parry only
cause they are stupid slow in vanilla
But NPCs can perfect parry
well, maybe. It's actually in the maybe section of the todo
it's been suggested before
and frankly, in many situations it would feel off
you don't want to see a guard deflecting your arrow with a warhammer
this isn't fun
yup
and doesn't seem believable
so there are issues
but if Almalexia did it, nobody would bat an eye
Basically only swords seem believable, and only cause we are used to it from movies and games
it's not really a smart thing to do IRL
I used to do a bit of re-enactments
and had a pleasure of beign an archer at a demo once
even if it may be technically possible in some circumstances
15kg bow
blunt soft tipped arrows
safe as can be
dude told me he can deflect my shots with a sword
lol, lmao even
I saw some videos with "samurai" doing things like that
never knew if it was staged BS or not
40 meters roughly distance, incredibly low powered bow, arrows with not great flight cause of the soft tip
still stuck him with every single one

hehehe
well, it's stupid to even consider for low skill. That's why I called it witchering. Just may be sth cool for super high skilled players. Limiting it to perfect parries and making it much harder seems like a good start.
Still MW is a fantasy land of gods and heroes
so, it's on todo in the maybe section
pretty sure Vivec could swat an arrow with mind alone, lmao
However - as I said before - I quite like the gameplay part of "dammit they have bows and I have no shield, run for cover" - feels natural
As does, "you mofos thought, I brought a tower shield"
So, I'm still thinking about it. But definitely like a 1.5 feature or something
Vanilla Block skill description:
"Block skill allows one to use shields to block any melee attack. A successful block removes all damage from the attack."
Suggested change for N'Garde version:
"Block skill affects the effectiveness of using shields to block melee and ranged attacks and slightly contributes to effectiveness of weapon parries. A well-timed block or parry removes all damage from the attack."
NCG-compatible version:
"Block skill affects the effectiveness of using shields to block melee and ranged attacks and slightly contributes to effectiveness of weapon parries. A well-timed block or parry removes all damage from the attack.
Develops your agility and endurance a good amount each, and your strength a bit."
This should make it coherent and Vanilla-like without providing false information.
I can override those via Stats Window Extender, right?
Need to check how exactly to do that
I can check if NCG/SE is installed and provide one or the other
That would be the best as then no patch required. Otherwise, manual change.
SE doesn't change skill descriptions AFAIK. NCG does.
Let me check if NCG has an interface so I can easily see that it's on
Oh, yeah it does
๐ง
default is yes, as was behaviour till now, but if someone finds this silly - they can now change it
๐ง
** 1.0.0 RC3 **
- Setting to display debug messages ( on parry only )
- Setting to display debug logs (get spammed nerds)
- Setting to
forbid/allow/shield onlyblocking non-fencer creatures - Skill gain on block/parry now triggered as scale, not flat value. 2 on perfect parry,
2 - (2*(seconds since perfect parry window closed, up to 0.5)) - Parry chance for NPCs, 100% parry chance at 75%-100% fatigue, scaling down to 50% at 0 fatigue.
- Hard mode now default. Setting is now for quick mode - quick mode recommended for mobile, low fps etc. In quick mode parry becomes active as soon as the button is pressed.
- Fatigue impact now clamped at 85% maximum for all formulas that use it, meaning that effective fatigue ratio as used in the calculations is never lower than 0.15
- Fatigue formula setting renamed to better reflect that.
- Static+Scaling fatigue drain on holding guard. 3 and 4 by default. Scaling cost is governed by block skill, scales down to 0 at 100 block
- Weak parry offers slightly (up to bonus 25%) better protection the closer to the end of perfect parry window it happens
- Slightly slower shield raise animation to bring it in line with the rest of them
- Animation speed normalized between normal and quick mode
In progress, but I need rest:
sidestep during backpedaling in measure manager - need to figure out how to cast rays to the back and sides of an NPC for obstacle detection.
well, actually. Slightly more info on perfect parry as well for debug messages. No other difference compared to previous file
goddammit. And removed test sideMovement from NPCs
Nice
Theres a way to get a closest navmesh point using the navigation package, or cast a nav ray, those might help you with obstacle detection
๐ง ๐
what is that armor?
I've asked Semaro before - it's a custom, a model from Tamriel data that has a cape, then edited to his liking
lol itโs a fan fave but itโs edited from the vanilla textures
Should just be on nexus already 
Yea I wanna learn to add the cape from that armor to the netch curass
i have been working on a armor overhaul mod for ages. it makes a few armors that are light armor into medium, so i need more light armor
Nice!
general idea. light is not really armor, it might make you survive an extra attack so you can run away. medium is a generalist, there are light medium and heavy medium, think dreugh or bonemold as light and metal chain or similar as heavy, both are in the medium category. heavy is heavy. very heavy and very protective. the best light armor will be about as about as good as the worst to next worst heavy
i considered making a thread about it, asking for balancing advice
maybe i should
the light armor is custom
Interesting. And what about glass?
I'm guessing it goes into medium in your estimation?
glass i made medium. that is why chitin is also. it was the boyant armiger problem
it also made sense to make it medium because dreugh is medium aswell
my general thought is can you put it in a backpack it is light. that implies a notion of malleability
anyway i will stop talking about my little project in you thread
Nah, you're good
And that makes sense - if it's basically cloth - it won't offer too much protection
stil more than we usually imagine, but general armor logic is abstracted away in game
Imagine if we could do KCD style layered armor system. Oh if only inventory slots were dehardcoded :P
gambeson's/arming doublets as an underlayer, etc etc
i don't like how armor works anyway. i had an idea the other day about a different way to do it. strength and weight are already a good way to moderate not using to heavy armor, and having it affect stealth could discurage you from trying to be a thief in full steel plate. my idea came from the impact effect mod. when you miss you still "hit" them, but no damge is dealt
what if armor rating was always applied no matter the skill level, but the dodge chance is what was effected? that was my idea
if you had 5 heavy armor and wore a full set, you would always get hit. if you had 100 in it your full evasion chance would be apllied
That's actually a nice way to balance it
does kind of affect stealth btw
-1 effective sneak for each point of weight on boots
it would fix the issue of waering full deadric but being less protected than wearing cloth. it would also make hit connect mopre often while still having dice rolls in the game, only coming in to effect later in progression
Yeah, the only issue is - I don't know how to communicate that to the player in game, but it's not like the native system is well communicated
idk either man, i just had the idea
No, I love it
if it needs any lua to be implemented - I'll be happy to help
not 100% sure how to nicely modify hitchance, cause what I do here is meh, but can definitely supplement it
assuming you're combining the two, otherwise the latter can be implemented purely in lua probably
well, with some caveats. I can see some cursed workaronds to the "effective skill level" so that we always get full AR, but get dodge nerfed into oblivion
Iirc thereโs a mwse mod that does that
Nimblearmor?
Maybe not 100%
N'garde is a great name. Good job
Thankya
You try the mod itself at any point? I'm thirsty for pre-release feedback
I haven't, but I am really eager to
recent versions are stable and only in need of balance and incompatibility feedback. Still not sure what caused that issue with POTI yesterday - where NPCs could parry, but player couldn't.
So please do if you have time and inspiration.
Otherwise, if you want to wait for release - that's cool
I'll try to make time to do it today
i know i said to not worry to much about external animation mods, but i encountered this
I'm not 100% what is the issue? That's a shortsword, right?
yes it's shortsword with the reanim v2 mod
Right
and I'm using reanimation too
it's supposed to do that far as I can tell - that's, at leat for now, the best I could come for short blades as aniamtion that makes sense, kind of like 1h sword, but with extra left arm movement to imply additional support
it's not great
but
If you're referringto snapping it does sometimes - not really sure why it does that - should blend to that point in animation
^ same one on my end
if there's some issuse I'm not seeing - do let me know
the eldritch being know as morrowind animation. we will never know
i was refering to the snapping
right
yeah, no idea
thing is - I start animation from lower point than that
if anything it should snap down
but it snaps up and to the right
And you see actually on my vid it snaps only from active idle - where pose is held, when PC starts waving sword around after no input is given for a while blending from there works fine
bloody weird
main wtf
1h axe uses the same animation and doesn't snap
tried turning anim blending off. block animation starts down as it should. IDK
the issue is the reanim stance i believe
so it would only be an issue for shortblade
may have fixed it
mask and priority on shortblade was different from axe
still a bit jank, but better
No snapping at least
Thank you for the report!
I'll post an update later today with this included
WOW
And we have integration with Skill Evolution's Feat system. Pending official SE Update:
hm?
Do you use custom max scaling? In SE, it's capped below 487% and other things you see here. Default cap for weapons is 200% and 400% for block IIRC. It can be tweaked in the mod settings, so I wonder what you did.
Then 487% should be impossible
which 2 + damage negated/100
generally
that was with setting guards strength to 1000
actualy, I should add enemy name to the stat
Doesn't matter. SE has caps.
I don't do anything with them
๐คทโโ๏ธ
neither in my SE settings nor in code
I asked mym ๐
I see, yeah
The whole armor set or just some pieces?
Like the others said, itโs a mix of edited meshes and textures from the vanilla game, Tamriel Data and several bits of details from armor sets of other creators like Mage Robes by Melchior Dahrk and Daggerlad by Ashstaar.
The cape, most people are asking for is from a reachmen shirt of the Skyrim section of Tamriel Data.
Uploading it to Nexus might be poroblematic in terms of copyright ๐
The normal or the boiled one? I can assemble it for you if you want and send you the cuirass with cape then ๐
Ah, the TR one with several scarves in front.
Should the cape have the pattern of one of the scarves?
If you could to the same pattern as your if possible
Pattern of the texture can be translated onto it. The red or the white one? Both together in one texture might look really off on the cape
Sorry I read that wrong. So just the texture my Cape already has?
Scaled Fatigue cost for guard seems to be working nicely so far 
Nice
I've also added more logs and better debug messages on my end, will post it sometime later today
My bad
i just never saw it before that's all. i am looking for stuff to use as light armor for my mod
it's based on T_Rea_Cm_Shirt_02 in tamriel data
the cape part at least
i'm going to need to learn blender to finish my simple small gmst edit mod... sigh
Blender comes for us all
I remember the old days when animations were almost untouchable in Morrowind
Yeah, read the concept you talked about with Arrean earlier. Sounds really great, looking forward to it!
don't get your hopes up. it's a whole lot of values to edit
I can imagine 
technically it is "done", but only for vanilla. no one plays vanilla however. with tr i am not even close
Using this, I get no Block skill gain with SE when using Iron Shield or Steel Shield. I get Block skill gain when parrying with Iron Naginata, though, and with Iron Mace, so it's sth with shields, I think. I know that you changed stuff in the meantime. I'm talking about this version as it's published for testing.
When using N'Garde, I think that NPC pathfinding becomes worse. I did many tests in the cave near Seyda Neen. WIth N'Garde on, certain patterns can be observed. The Dunmer in the room often gets stuck near the rock instead of following the route around it. The Dunmer mage often gets stuck on wooden bridge or falls down from it. With N'Garde off, in the same place, the NPCs seem to take more sensible routes.
I'm wondering whether it may be related to "keep distance" logic which is being used
using Mercy in both cases btw
Hmmm. that is interesting. I'll need to retest that once logic is updated
maybe apply it only when distance is closer as these NPCs get stuck while relatively far away
or pick stupid routes
I do, that's the thing
Anyway, bloock skill gain doesn't work for me either with shields
ha
so maybe it's a one for mym
so yeah
sth with shields
weapons work
I get increases
I try to switch weapon types in order not to get false impressions
interesting how he got locked in the fist blocking animation after he's surrendered via Mercy
yeah, found it
also, do you affect NPCs when they have spellcasting stance? I saw an NPC who looked as if he was trying to keep distance while using spells. On touch spells...
fck
yeah
Yep, noticed a similar problem sometimes, especially when using summons. When having one on one encounters, it often works fine, but as soon as I have a compation or several summons, actors that get affected by NGarde tend to "run away" endlessly and get stuck on obstacles, as if they're not using nav meshes anymore (independently from the "run away" behavior per se).
oh
good that it's not just me, then
and yes, it's as if navmesh disappeared or sth
you can notice how much better pathfinding is with navmesh, lol
well, it's cause it did :P
I mean, OMW is much better than Vanilla
in Vanilla you get those stuck encounters far more often
ah ๐
Anyway -
- Pathing
- shield bugfix - just a typo, thankfully
- Ignore measure in non-weapon stance
For shields - line numbers probably changed between test version so, locate this line in parry.lua core.sendGlobalEvent("ngarde_ParrySuccess", params)
on the line below it change lowe() to lower()
ok, will do that in a sec
btw I saw an Ordinator falling through stairs in Arena and dying
it reminded me so much of old Vanilla issues
that now I'm wondering whether it's related to this mod somehow 
because of navmesh stuff
or sth
well , that one at least is probably not me ๐
I don't do anything with navmesh itself
it's just that for distance keeping I modify actor movemment
no
ok
definitely remove all influence if no active weapon stance is on
just in case
if not done already
if no combat - there's no script
that wasn't me then
in combat - for mage stance I've jsut added a check
And I mean literally - I attacj script to actors only when combat starts
Nice
good
I will test that in a sec
well, rather it will only process weapon stance
actually, maybe just send the actual files, if they are ready for testing?
with weapon stance and all
unless it's not done
ok
btw when fighting a skeleton, I used Orcish Towershield and turned notifications on. Block Skill 35. Despite the fact that notifications gave me info about some damage being received while my fatigue got lower, I wasn't getting any dmg at all.
only fatigue. All this was while I just kept the guard up. No damage - literally 0 - until I stopped blocking or got Fatigue to 0 so it was KO. It was weird because notifications kept showing what should be happening (more damage gets through as Fatigue gets lower) but it didn't reflect gameplay.
Alright, check this out then.
1.0.0 RC4
- More and better debug logs and messages
- Integration with Skill Evolution Feat system(SE Update required, ignore for now)
- fixed 1h shortblade animation
- fixed typo that prevented shield skill gain
- no measure keeping in non-weapon stance
still working on other distance keeping and obstacle detection stuff
Notification is before that line where the typo was, so it would show what should happen, and then the nil method call would break the onHit chain
I was hoping I'd release by now
I wonder which RC will be the last one
yeah, sorry for that. I just deliberately try to break sth when testing ๐
at least it means fewer issues to fix LATER
if I can fix distance keeping stuff, may need to scrap that one and rely on vanilla or mercy for behaviour completely
backpedaling NPCs are fun, but
It may be v. 1.1 if you don't manage get it right for 1.0
This should be significantly better for NPC movement. When too near you I only force them to back off a couple paces
and force them to walk last couple meters, instead of run, makes more sense in my mind
Yeah, block skill gain is working and dmg is getting through as Fatigue gets lower. Good! Block skill gain is way fucking overtuned (I get it for almost every strike) but this is "ignore it" part, I presume
Ok, I will switch to this for testing
yeah, it's going way down
Massive improvement
Immediately noticeable
do they jiggle for you?
What?
cause that's been fucking annoyign for me
sometimes when at the threshold of "too far" and "too far but walk" they just freeze for a sec
and do a little wiggle
Ah, I think I saw this once
unless I tell them to "go forward" but that "go forward" is what's causing other issues
It's better now, though
yeah, cause I removed all movement directives except back off to weapon reach if too close
you should still be able to back them to a wall, or over the bridge or something
More Mercy behaviour is noticeable now and they don't get stuck so often
but there native detection or marcy should take over
... I wonder where's a good ledgy location to test that
Hard to say
probably some roof somewhere tbh
Spell stance stuff works ok now
As it should. And thanks for confirming
Now - this. On combat end script should be detached, and on detach it should force them to lower guard. This is a touch odd, but I'll see what may be wrong
As for this, I will elaborate on the cap I mentioned in SE thread. In SE mod settings, there are skill scaling caps for every skill type affected by SE. You said you didn't touch this. Then it means that by default for Blocking, it should be 10-400%, for example. Skill gain should never exceed 400% in such case. If you change the cap to 300% or 500%, then those values should be respected for coherence in N'Garde. And so on. This is what meant. I'm not sure whether it was clear because many things were being discussed there at the same time.
Nah, all good - but I understood that I'd need either an update on SE side to autoforce them, or an update that will do that and let me override them
Meaning - that specifically won't be on my end
that I'm not sure of because I only understand half of the things mym is saying on the purely technical side 
but I'm sure it's solvable. It's just a cap.
Yeah, I can read those settings if I want to
and apply
But imo the enforcement should probably happen on SE side
and Mym was going to change how stats are passed in to SE, for feats so - probably then
ok
And reading on my end would be a bit jank - I'll need the groupKey and it's only in Mym's code, so I'll have hardcode the value and if it ever changes -it'll break
ok
mod is fun af btw. I'm having fun while dying to skeletons, getting hit by mudcrab to test creature exemptions and keeping guard up in order to gradually get pummeled by a warhammer-wielding maniac.
it's not always the norm for testing sessions

Well, I had to get something right, hadn't I?

Now that's a badge of honor
Gonna swap your ๐ง for
on the thread reactions
?
I consider this mod to be Mercy-like in terms of overall gameplay impact, i.e. sth that it's hard to play without once you got that first taste.
I appreciate how well-weaved into the core of the game N'garde is
one thing which is annoying in many combat-focused mods is that they are player-only. This is a pitfall that this mod avoids, fortunately. It seems to be well integrated into the game.
ninja'ed!
it's not just "you have a perfect parry now lol" it integrates with the base systems really well
This is why I've been raving about "vanilla like" since the beginning. The whole plan was to do something that may as well have already been there
yeah, this is another thing. It avoid being a SOULSLIKE like most things like this and respects Vanilla identity but keeps that modern feature core.
Other combat mods I've seen are either "whole different game" or "player got stronger for no good reason"
Hence, we are here
as for the last bit, I only accept it when the player gets weaker


fuck-the-player policy
but on a more serious note, rampant OP stuff is prevalent in combat-focused mods
not only here (MW) but also in other TES games
oh yeah. Skyrim combat mods come to mind