#N'Garde. Vanilla-Friendly Parry and Active Block.

1 messages Β· Page 6 of 1

inner hare
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yeah

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I see

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so it's about the other settings

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the ones I don't use

rustic latch
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yeah

inner hare
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I see, I see...

rustic latch
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Actually, it may be fine

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if we leave 50% impact, capped at 100% fatigue

inner hare
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may be fair

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you don't even have to explain it

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I don't want to guess the number of players who will do what I did here

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but it won't be high

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lol

rustic latch
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lmao

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yeah

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actually no,

local formulaFatigueEffects = {
    ["Fatigue effects limited to 50%"] = function(value)
        if value > 1 then
            return min(value,1.2)
        else
            return min(value * 2, 1)
        end
    end,
    ["Without fatigue effects"] = function(value)
        return 1
    end,
    ["With fatigue effects"] = function(value)
        return min(max(value, 0.15),1.2)
    end
}

this will work

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let me just hoist that 1.2 in constants table

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all it'll be pretty

inner hare
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I know from experience that perfect parries at skill 40-45 ATM are absolutely manageable, so I don't think that the suggested changes will make things too hard or sth. It will just push the ceiling a bit and give more room for character development. It may even be too generous post-change but since it's only at 100% Fatigue, it's best not to get overboard. Values are easy to change once the formulas themselves are solid, anyway.

rustic latch
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Yeah, from my own playing - I've noticed that with all the fatigue drains, costs and portion of damage being converted to fatigue - it quickly becomes very hard to perfect parry

inner hare
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which is good

rustic latch
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Granted my current char is not purely melee focused

inner hare
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this shouldn't be the norm

rustic latch
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~60 ish longblade, and 50 ish block

inner hare
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normal parries are still very useful

rustic latch
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easy on full fatigue - very hard as fight goes on

inner hare
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seems right

rustic latch
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Keeps the spirit of the game too

inner hare
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yeah. Don't hit mudcrabs at 0 Fatigue

true umbra
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Is this the latest version?

rustic latch
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Yes, currently

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no more RC status, needs a bit more work

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so we are back to < 1.0

true umbra
rustic latch
inner hare
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ah, yes, tgm fun 36vehks

rustic latch
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yeah, but that's not the point - notice how he sidesteps the walls

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and ofc - need to pet the scrib first

inner hare
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yes, very important

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and movement is an improvement

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to be sure!

rustic latch
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Current logic - if too close to the enemy - find possible movement directions on the navmesh. try move back -> If can't move back -> try move right -> if can't move right -> try move left, otherwise don't do anything and leave it up to AI

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should detect ledges too

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but need to test that

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Need to find a good place without railings to test

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oh, ffs, why are there invisible stairs clipped inside foundations in BCOM ebonheart, no wonder it lags

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(unrelated)

inner hare
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BTW a minor suggestion for keeping that Vanilla spirit alive: since AGI and LCK affect block chance in Vanilla, I think that can add them to general parry defence (I don't want to fuck with parry window further and parry defence is more universal) in a subtle way. I think that there is a very simple way of doing that. Currently you use mainskillx0,65 and secondaryskillx0,35. Add (AGI-30)/5+(LCK-40)/10 to that. The effect should be subtle but fun. A starting character with minimal values (AGI 30 and LCK 40) will have 0 bonus. A character with 100 AGI and LCK 40 will have 14 bonus and a character with 100 AGI and 100 LCK will have 20 bonus. It's nice but nothing massive.

rustic latch
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You know you're going into mod's credits, do you?

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I like that

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Let me test the pathfinding on a flat roof, and I'll get that in

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Ah, ofc he doesn't side step. There's no navmesh on roofs doitswit

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so he just reaches the ledge and stays there

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but - it's an improvement over jumping

inner hare
rustic latch
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I think this is fine

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Hmmm. I can't really tell "no obstacle, but no navmesh == ledge" from "no obstacle and no navmesh == flat roof"

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I think I'll leave this as is

inner hare
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It should be a big improvement in 90% of cases

rustic latch
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Actually feels half-way natural

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enemy circling you when there's nowhere to fall back to feels like it'll work fine

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Not jumping off is the main thing anyway

inner hare
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Yeah

maiden tangle
# rustic latch

Looks very natural to me, nice! Have you tested the guards behavior with more than one summon?

rustic latch
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I did not - but then their behaviour would be reliant on the main target

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and main target on my end is assigned when combat package target changes

inner hare
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They may switch mid-combat

rustic latch
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so if they are targeting a summon - they'll dance around it

rustic latch
inner hare
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Ok

rustic latch
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and reassign primary

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I had a test in vivec arena with 10 necrom ordinators vs 10 dremora lords

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seemed fine

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need to retest that at some point

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MW doesn't shine at mass combat anyway

rustic latch
inner hare
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Such fights pretty much never happen

rustic latch
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:P

inner hare
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4-5 actors is pretty much the max you can encounter in like 95% of situations and usually it will be 1-3

rustic latch
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Yup, which is why I've tested it

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nothing broke, meaning - the 1v2s will likely be fine

inner hare
rustic latch
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Yah

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TES can't do battles

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well, maybe modern MW on OpenMW could if someone wrote new AI behaviour packages

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Right then

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let me test for ten more minutes. Cleanup the code

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and I'll put up a version with new incombat movement and defence formula changes

tough juniper
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this is amazing, fair dues

maiden tangle
# rustic latch well, maybe modern MW on OpenMW could if someone wrote new AI behaviour packages

I use the mod Morrowind Comes Alive (a bit outdated now) and it let's you randomly spawn bandits in cities and towns from time to time. You can select how many should be spwaned to your liking and I went with 20. Similar feeling of the battle of Whiterun or the one with the giant Oblivion gate next to Bruma. The Mercy mod already works quite good alongside it.
Bandits and guards fightings in the streets, the player character in between. Only the regular commoners behaving a bit unimpressed while their town is getting attacked. sipsshein

rustic latch
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that's fire

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Speaking of

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I've just realized - the ledge avoidance is not just an improvement over previous N'Garde behaviour

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they are jumping/falling quite often in vanilla too

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and now they shouldn't

inner hare
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oh yeah, it should lead to fewer deaths due to fall dmg or getting stuck because of falls

rustic latch
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There's this one place in TR

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where a telvanni(?) necromancer has killed an ordinator in mourning. Never found any quests associated wtih it. But the bitch is there wearing the deadmans armor with three skeletons

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last time I fought them - all three jumped off the waterfall

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that theoretically should be much less likely to happen now

inner hare
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sometimes I'm annoyed that level/encounter designers ignore obvious pitfalls and put enemies in places which are very hard to navigate for the AI

rustic latch
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yeah. Importantly - this obstacle detection only applies if you are too close to them

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so still can happen

inner hare
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I saw so many caves where removing one rock, changing a ramp or providing an easier way of getting out of the water would help with pathfinding a lot

rustic latch
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but I try to mess with that as little as possible, just for compatibility sake

rustic latch
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Hmmm. Should I teach them to try and rush past player if other three directions are blocked?

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nah, too tricky - maybe later

inner hare
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it's ok if sometimes they get backed into a corner

rustic latch
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but yeah, I'll leave it be

inner hare
rustic latch
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yup

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new debug message format btw:

Perfect parry window and "reflected fatigue" parts only show up if applicable

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0.8.3

  • Block Skill description update to match new behaviour
    • Optional omwaddon to match NCG skill description
  • Fully disabled distance keeping for enemies that can't parry due to lacking correct tool (ranged mostly)
  • In combat fencer pathfinding update - obstacle and ledge detection. Shouldn't jump off ledges when advanced at, should be much harder to back into a corner
  • Parry defence formula update: now adds (AGI-30)/5+(LCK-40)/10 before applying fatigue effects
  • further lowered perfect parry window ratios 0.35 -> 0.33, 0.13 -> 0.1
  • Cybvep now in credits for formula testing and design/suggestions
  • fatigue effects part of all formulas now caps over-bonus from fortify fatigue at 20% for a total of 120%
  • slightly better debug messages
maiden tangle
rustic latch
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So 1st person animation is - I'm not even sure how

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And posted this already - but:

maiden tangle
rustic latch
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Oh yeah, a punch/push or a shield bash or a spell will work without trickery

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I've seen this mod, but I'm not runnng it, iirc it was incompatible (clipping) with some other stuff I use

rustic latch
inner hare
maiden tangle
rustic latch
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rendering seems fine?

inner hare
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ah, ok πŸ˜„

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eager to test the new stuff

rustic latch
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Do let me know

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Seems like nothing blew up

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and only major changes are to pathfinding

rustic latch
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unironically, yes, but I'm not going there yet

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all new items on to do from this week are closed

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except for documentation

inner hare
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some modders never do the last bit 🀑

rustic latch
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^ mostly from stuff you've reported

inner hare
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my favourite case is when a mod is complex and all it has is sth like 2-3 sentences for its description

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and I have to wonder what the hell it truly does

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and then you find all those random changes...

rustic latch
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Yeah, I'll need to rewrite the feature list and descriptions

inner hare
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you already described the general features, at least

rustic latch
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Mostly yeah

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Just need to go over them and make sure nothing is outdated or missing

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Not today probably - have a bad headache since I woke up, but soon

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Once we get closed to release, I'll also probably ask for screenshots and videos of mod in action. I can record quite a few myself. But going back and forth with animation replacers etc is going to be a pain

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Zwej made a good point a few weeks back - that disabling replacers may be a good call for mod videos

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And I kind of agree

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although - I don't think anyone does that

inner hare
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I got this after setting reset

rustic latch
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oh fucking hell

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I've renamed it back, didn't it?

inner hare
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once I change the setting, it's no longer there

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so which one is the correct one?

rustic latch
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yeah

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"with" is the correct one

inner hare
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ok

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so default needs to be changed

rustic latch
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yah, I thought about renaming the setting - realized it will fuck it up for people that don't reset the settings and reverted it back

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but missed one place

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this should do it

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That however warrants a check. Why did VSCode's "find and replace everywhere" didn't find it?

rustic latch
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Hmmmm. need to adjust skill gain scale for parried missed attacks

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and maybe skill gain in general

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chained perfect parries level you up way too fast I feel

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And as a general observation - I think the general flow of combat, especially melee 1v1 is exactly where I want it

inner hare
rustic latch
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No way for player to know that, and still the timing is right if it's perfect

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hmmm

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yeah, I know what to do

inner hare
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the player doesn't need to know. It's automatic

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you still get the perfect parry

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and all the effects

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it's even generous that you get the parry if it's not a hit, but otherwise the flow would be off

rustic latch
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yah

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Ok, I'm thinking fatigue cost for parrying a miss down to 25% from 33%, and skill gain - 10% for weak parry, and 60% for perfect

inner hare
rustic latch
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nah, the skill gain specifically

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capped at 60%

inner hare
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uh, lower than standard vanilla block?

rustic latch
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For blocking a miss? yeah

inner hare
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ah!

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a miss

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I get you

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I thought you mean a standard hit

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then fine

rustic latch
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normally perfect parry is 150% + damage /400

inner hare
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ok

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I get you now

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yeah, fine with less gain for misses, absolutely

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it's behind the scenes. Nothing changes in the player's behaviour

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and that's the point

rustic latch
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yup

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indeed, and parrying a miss already costs way less fatigue, so player kinda can tell if they are paying attention

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but doesn't disrupt the flow

inner hare
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Combat flow is excellent

rustic latch
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So currently:
perfect parry a hit: 150% + negated damage /400
weak parry a hit: 100% + (0 to 99% depending on how long ago perfect parry window closed) + negated damage/400

parrying a miss has no damage negated, and if I drop base values by -90% - it seems about right. need to maybe limit the timing impact though

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good that wrote it down

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right now well timed weak parry is more skill than a perfect one

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need to halve that

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ah no

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I'm a dumbass - we substract 0 to 99 percent, not add doitswit

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all good

inner hare
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As for skill gain per dmg negated, in SE it's not based on nominal numbers, but relative to player HP. It's avoided raw damage (no AR) vs player HP. Therefore, you gain more for blocking powerful hits than weak ones, but somebody who is weak will still gain more from it than a high lvl char.

rustic latch
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Hmmm.

inner hare
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Check armor, it's same thing

rustic latch
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I can get negated damage percentage of total hp

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and use that

inner hare
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here you can see it in action

rustic latch
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so if you block an attack that would one shot you otherwise - big gains

inner hare
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raw damage 1 - 10% (minimal gain based on settings)

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higher dmg - better gain

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but not based on absolutes

rustic latch
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yeah, makes sense

inner hare
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only the Sith deal in absolutes

rustic latch
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I can't read SE settings

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but can do something roughly in-line for what I pass to it

inner hare
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and use some of that

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  • timing
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as a mix

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there will be healthy variety with it all

rustic latch
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yeah, I'll jsut replace negated damage/400 with (negated damage/totalHP)/2 or something

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or maybe current hp? So blocking in life ot death situations is worth more? πŸ€”

inner hare
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maybe let's not overcomplicate it πŸ˜„

rustic latch
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fair

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I do have that tendency

inner hare
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you will have: raw damage vs player HP, timing, weak parry and misses

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that's a lot

tough juniper
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that would make a good perk

inner hare
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you can work with that

inner hare
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for a submod

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or future expansion

rustic latch
inner hare
rustic latch
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I think it'll be fine

inner hare
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but before talking AR into account would be best

rustic latch
inner hare
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if you are not doing it already

inner hare
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some bonus for that

rustic latch
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ah

inner hare
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it fits a perk, that's a good idea

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obv not your 1.0 or anything, lol

rustic latch
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Maybe? More xp when blocking at low hp seems like an odd perk

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However, it fits at least, as that's something I'll never need to apply to NPCs

inner hare
rustic latch
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so current perk framewok will work

inner hare
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could actually be both skill gain and bonus efficiency

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at low HP

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for a perk

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everything is possible

rustic latch
inner hare
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for perks in general

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unless they have real drawbacks or are heavily conditional or sth

rustic latch
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for sure - just auto apply them if conditions are met

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^ whole mess of actors scripts probably though

inner hare
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combat flow is nice btw doitswit . Nothing broke. Skill description works as well.

rustic latch
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Not my headache however, at least for now (Sorry, Blur if you are reading this) doitswit

tough juniper
# rustic latch am lost. What exactly?

yeah i kinda meant that kind of complexity could make good future expansions as perks, something like take more dmg but higher block chance at low health, i havent thought it through entirely, but choices that affect your gameplay is the key, as cybvep has said. iirc theres a dark souls ring that does something like that, or is it a pokemon itemπŸ€”

rustic latch
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Got it

tough juniper
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but aye, i figure if you get this solid enough, people are bound to want to make perk packs for it in future

inner hare
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absolutely

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and when we are at the stage of perfecting SE scaled gains, skill descriptions and thinking about perks

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it's really a good sign

rustic latch
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Still need to figure out what breaks the mod in Path of The Incarnate

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πŸ€·β€β™‚οΈ

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but oh well

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we'll see

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Also - applying AR to negated damage is cursed

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I'll either have to reimplement I.Combat.ApplyArmor locally, or give it a bogus attack object that I'll then read.

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well... the latter may be workable

inner hare
rustic latch
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?

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I thought you meant I should

inner hare
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The opposite

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Dmg before AR

rustic latch
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to the portion of damage that is used in the skill gaiin

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ah

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that's easy then

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all good

inner hare
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Otherwise, you get fucked by AR

rustic latch
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I don't apply AR - handlers downstream should handle it

inner hare
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Ok

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AR shouldn't lower skill gain because it's unintuitive and unfun

rustic latch
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completely fair

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and since you're blocking damage before it even gets to the armor

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skillGainScale = skillGainScale + ((negatedDamage.health / health(self.defendant).base) / 2) + ((negatedDamage.fatigue / fatigue(self.defendant).base)/2)
thinking this looks good

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limit impact, still get big gains (up to cap) if the damage is big

inner hare
rustic latch
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/4 then?

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makes sense

inner hare
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yeah

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no bugs so far

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there is one but

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πŸ˜„

rustic latch
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?

inner hare
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keeping distance seems to be too weak for spear wielders and such

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they don't try to avoid you too often

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they often keep very close

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sidestepping is ok

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you should be able to witness this easily in tests

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stay close to them

rustic latch
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yah, the min distance was edited, and I think I need to revert that

inner hare
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yeah

rustic latch
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thanks for reminding me

inner hare
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other things seem to be working well

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tried various weapon types

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they feel good

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one thing which could be improved is that shield guard on animation could be more noticeable

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dunno if it's easy to do

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but sometimes I have trouble recognizing if the enemy is keeping the shield up or not

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a very minor thing

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in Vanilla you had no guide at all, just RNG

inner hare
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yes

rustic latch
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yeah

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that's the big one

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I need to try and remake the animation

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it needs to include all body parts belt up to look ok

inner hare
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I think it's the only thing that seems off animation-wise

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other animations give enough feedback

rustic latch
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That''s the only animation that wasn't made for this mod specifically, shame I wanted to use it as a hommage to "Shields Up"

inner hare
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well, it's a different mod, so you don't have to

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you can still give the mod credit for the general idea

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inspiration

rustic latch
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Yeah

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I'll see what I can do with the shield anim

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It's funny - I can sit neck deep in code for an entire day and not notice. Blender is like pulling teeth sometimes though

inner hare
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as for future perks, things like shield bash could easily end up as perks as well. Same with other stuff like feints or KCD-style master strike (although I would Morrowindify it and make it a little bit less based on player's dexterity)

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and no, I'm not even proposing that for 1.0, lmao

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if things go well, you should have this out in the next few days

rustic latch
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(although I would Morrowindify it and make it a little bit less based on player's dexterity)
At the moment - I've got no clue how I would even implement that

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lmao

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feints and shield bash will need animations

inner hare
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yeah

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since those are active abilities, they fit perks

rustic latch
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Yah. I've tested that btw, sort of. I can intercept the left click when parry is held and instead of starting an attack do something else

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But without animations - it's a bit ass

inner hare
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ofc

rustic latch
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will also need a bit of an update on how I handle held parry animation

inner hare
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there could also be some sort of counterattack, e.g. attacking the enemy mid-swing if you time it right and pass the usual hit roll. Such things can be cool. Again, no pressure for 1.0.

rustic latch
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Nah, none of that is happening for 1.0

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that's for sure

inner hare
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yeah... so much work and so many potential new bugs, lmao

rustic latch
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I'll need to gather more feedback and take a little break doing something else for a bit after release and initial post-release bugfixing. Cause this has been a lot already

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I mean, I'm a software engineer. But the domain is very different, and doing this for my second ever mod certainly has been... a choice

inner hare
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you will have a meaty Nexus portfolio 36vehks

rustic latch
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Speaking of nexus portfolio - downloads on my first mods suddenly picked up, and I've got no clue why

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Oh well- the more the better

tough juniper
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its a great little mod tbf. really nice and tasteful addition

dusk palm
lime spire
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Has this been released yet?

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nvm I found a RC.

rustic latch
# lime spire nvm I found a RC.

Just grab the latest archive from the thread. Current is 0.8.3. I'm not too proud to admit thay RC versions were not ready to be called RC

lime spire
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Where is it?

rustic latch
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#1482416741077356692 message

waxen cliffBOT
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this should do it

Attachment(s)
lime spire
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Thanks.

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What is the point of ngardencgdescription?

rustic latch
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#1482416741077356692 message

waxen cliffBOT
#

0.8.3

  • Block Skill description update to match new behaviour
    • Optional omwaddon to match NCG skill description
  • Fully disabled distance keeping for enemies that can't parry due to lacking correct tool (ranged mostly)
  • In combat fencer pathfinding update - obstacle and ledge detection. Shouldn't jump off ledges when advanced at, should be much harder to back into a corner
  • Parry defence formula update: now adds (AGI-30)/5+(LCK-40)/10 before applying fatigue effects
  • further lowered perfect parry window ratios 0.35 -> 0.33, 0.13 -> 0.1
  • Cybvep now in credits for formula testing and design/suggestions
  • fatigue effects part of all formulas now caps over-bonus from fortify fatigue at 20% for a total of 120%
  • slightly better debug messages
lime spire
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Oh I see hmm...

rustic latch
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Only enable it if you run natural character growth

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No reason otherwise

lime spire
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I use PotentialCharacterProgressionOpenMW with the ncg scaling setting so that should also work.. I think...

rustic latch
rustic latch
lime spire
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hmm.

rustic latch
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It's just the description

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So don't worry much about it

rustic latch
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I got to my PC.
Basically the difference between having that additional ngardecncgdescription is between this

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and this

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that's it

lime spire
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Oh.

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I thought it was going to give incorrect information.

rustic latch
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Nah, it just adds the "develops" line that is relevant to "natural character growth"

lime spire
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does natural character growth change the descriptions like that normally?

rustic latch
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Yes

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But base description is base - which is incorrect when N'Garde is installed

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Block skill allows one to use shields to block any melee attack. A successful block removes all damage from the attack. - base game description

lime spire
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I see...

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Thanks.

rustic latch
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So, realistically - don't worry about it. Nothing will break. You should still enable ngarde.omwaddon - as it disables native block mechanic

rustic latch
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P for Progress
F for fucking hell, why did I cram so much into those formulas

inner hare
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It's ok since it's already done 36vehks

rustic latch
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Yes, but now I need to explain all of it in as close to plain english as I can

rustic latch
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Which is good, cause I've found an error in stagger cooldown calc.

rustic latch
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** 0.8.4 **

  • slightly lower skill gain from parries
  • Lower skill gain when parrying an attack that was going to miss
  • Skill gain from negated damage is now affected by how big of a portion of total HP/FP the damage was.
  • increased minimum distance for melee combat a bit
  • fatigue drain condition fix - now active if either static or scaling drain is non-zero in settings.
  • stagger cooldown now correctly low for low skill targets. Was incorrectly taking max instead of min between calculated value and maximum cooldown, so it was always 2.2 second, now properly ranges between 0.4 and 2.2 depending on enemy stats
rustic latch
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Have a little taste of what I've put together

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However - I feel like we are mostly there.

Bugs that were found are squashed. Movement logic is better. ToDo is closed. Anything else that I'd want/can do is a big new feature, and I don't want to take any new ones of that sort yet

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So, I'm thinking release soon ^tm

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Also, importantly, mod is in a state where video won't need to be redone

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At this point - I'm sending out a general call - I need screenshots of your characters parrying stuff, or just generally holding guard

rustic latch
#

I've been starting at mod's T0D0 and begging it to convince me that mod is not ready.

I guess, the last question is - @here, has anyone who playtested encountered any issues on the latest, or second latest versions?

#

Cause if not - it may be time to send it

rustic latch
#

I'm still unable to locate the issue within Path of The Incarnate, installing it locally would be a pain however

jagged hamlet
#

- "All attacks hit" mode, disabled by default - a missed attack becomes a "fumbled attack" deals a maximum of 20% damage and doesn't grant skill
Why not grant the same part of XP than the damage ratio?

rustic latch
#

Ah, thank you for pointing that one out

#

that part is outdated.

#

I do grant XP on parrying a miss, whether that setting is enabled or not

#

however - this was with my testing of actual attacks granting xp - I didn't do anything with it, and I think base game doesn't recognise them as successful

jagged hamlet
#

Yeah you'll need to trigger the gain yourself

#

However I think weapon skills already increase fast enough without adding such miss gains

rustic latch
#

can I send skill use to another actor? Or will I have to add an event for that?

rustic latch
#

- "All attacks hit" mode, disabled by default - a missed attack becomes a "fumbled attack" which deals a maximum of 20% damage and doesn't grant skill XP to attacker

#

then

jagged hamlet
rustic latch
#

I've added a minimum to the skill scale btw, so I never send 0 or less. I see you've added a guard on your end too, but just in case

inner hare
#

🀑

#

Sorry. Couldn't resist a terrible pun.

rustic latch
inner hare
#

one more test, then

rustic latch
#

Hmmm. Anothrt thing. If more than one skill is involved in parrying (all the weapons) do you think I should split skill gain in 2? I think I should

right now it sends full value to both, and for shields e.g. - the gains are slower cause it's just one skill and the value is the same

inner hare
#

Then split is fair

rustic latch
#

yup, let me add that

inner hare
#

Oookkk

rustic latch
#

Should be fine, those animations haven't changed in a while

#

thank you

#

I'll take the shield one

rustic latch
#

0.8.5

  • 50ms quicker reaction time on quick mode.
  • Readme update,
  • skill gain scale split in two if two skills are used for parry
  • license update
  • wiki updates
  • credits update

I'm not renaming it to RC 36vehks

inner hare
#

No bugs so far. Everything runs smoothy. Skill gains look nice. Combat flow is very good.

#

Mod seems to be in a good place. I think it's finally time to add it to my main save.

rustic latch
#

Excellent

#

well, then. I think it's time to send it.

#

N'Garde. Vanilla-Friendly Parry and Active Block. 1.0

rustic latch
#

Well, and I'm being told that apparently it works on the test build of Path of The Incarnate, so that's good news

jagged hamlet
#

Spears' parry arc at 160 is the same as long swords, wouldn't arc value be proportional to weapon reach? Which could be automatically computed

inner hare
#

reach is tricky in MW since it's not always coherent when we include all the weapons from Vanilla and popular mods. It's also not what you would always expect as some things were ignored, e.g. 2H swords have same reach as 1H longswords and 1H shortswords and 2H warhammers have higher reach than normal but 2H axes don't.

rustic latch
#

That's a good call, but in game reach of 2h swords is ass

#

and just mostly doesn't correspond well to weapon's actual size

inner hare
#

it's best to keep it based on weapon type for now

#

it's generic enough

#

and if somebody uses mods that change weapon's reach or adds new weapons with different reach, it will still be compatible with no new balance issues

rustic latch
#

Yeah, I may tweak those values as feedback comes in

#

maybe increase spar and staff a bit

#

170-ish

#

but in game where there are rarely big group fights you rarely notice

inner hare
#

feels decent in-game. I fought with spears and halberds

rustic latch
#

yah

eager crane
#

not the best but here's another one for the pile

rustic latch
#

Feel free to add it to nexus, I'll approve when I get back to my PC later in the evening

jagged hamlet
#

It would be nice to differentiate spears from long spears... But we indeed would need to fix weapon reaches first

rustic latch
#

And/or

jagged hamlet
#

With 0.51 we do have read/write access to records right?

rustic latch
#

Some

#

not to weapon records

#

nor armor

jagged hamlet
#

Ah

rustic latch
#

I was considering a lua "real range" mod till I saw these are not available

jagged hamlet
inner hare
cinder gulch
#

Could just make a database of all the spears in Morrowind, TD and OAAB and sort by spear length

amber slate
#

Bummer the functions aren't available yet, but hopefully they will be in the future

#

OpenMW really seems to be picking up speed, these days

rustic latch
amber slate
#

Custom spell effects are the big reason I'm excited for .51

jagged hamlet
inner hare
#

I would love to get spreadsheet heavy on the items for full coherence. Plenty of balance ideas around. Definitely don't feel motivated to do it by hand, though. I got burned 20 years ago, lol.

cinder gulch
#

Can’t turn tes3conv into a yaml, I have no idea what deltaplugin does there haha

rustic latch
#

nah, that's a good call

#

convert esp into a json, edit

#

I keep forgetting that exists

cinder gulch
#

Do you think we created 900+ potions by hand for cooking? yagrwut

jagged hamlet
#

JSON or YAML would work

cinder gulch
amber slate
#

I'm kidding, to be clear

cinder gulch
#

Work smarter not harder datchim

inner hare
#

back in the OG days manual labor was pretty much the only option todd

amber slate
#

I really want to make a mod for Morrowind. I don't know what kind of mod it'd actually be, or what it'd do, but I want to

#

I've really fallen in love with it, and seeing all the cool stuff people are doing with OpenMW inspires me

#

I've taken baby steps in to learning coding/scripting in the past few days. GDScript instead of Lua, but hopefully I have a better idea of how coding actually works now

rustic latch
#

Welp, first postrelease bugfix:

1.0.1

  • Fixed parry sparks for beast armatures
inner hare
rustic latch
#

Goes to show how many beast players there are

#

although I think someone here played an argonian, but never reported it

#

Silly mistake on my end - named animation folder xbase_anim_kna instead of xbase_animkna

inner hare
neon hamlet
#

Bane of my modding life lmao

cinder gulch
neon hamlet
#

Blind Carbon Copy? yagrwut

#

One can spend almost as much time dicking about with the mod page editor as they do making the mod lmao

jagged hamlet
cinder gulch
#

Damn, no colors

#

Or YouTube video embedding which is always a nightmare

neon hamlet
#

For someone like me who hyperlinks every single mod I mention meticulously, it’s an utter bastard right enough

cinder gulch
#

You and your spoiler sections hahaha

lime spire
#

How does the block work for creatures?

#

Do they use block animations?

lime spire
strong lynx
#

Heey its out, congrats Arrean! Long time in baking πŸ™‚

rustic latch
rustic latch
#

Most of those just work

lime spire
#

Because I was testing goblins out and didin't notice any blocking behaviour.

strong lynx
lime spire
#

Do they use blocking anims or is it just invisible?

rustic latch
#

There are some that use weird rigs. Like goblins and rieklings that are blacklisted

lime spire
#

oh..

#

Can't goblins block in the vanilla game?

rustic latch
#

No idea

lime spire
#

They have sheilds.

rustic latch
#

They do, but you don't want me to enable that. It's bad

lime spire
#

sad.

rustic latch
#

Maybe one day

lime spire
#

Hopefully.

lime spire
rustic latch
#

Weird jiggle in place and out of attack range

inner hare
#

Imagine Emperor Crab being resurrected in-game scarytodd

jagged hamlet
# rustic latch Life saver

Note that sublists can generate an extra empty line, but if you toggle bbcode/render twice in Nexus this fixes the issue

eager crane
scarlet vault
#

Anyway, mod looks amazing!! Can't believe this is my first time seeing it

#

great name, too

eager crane
inner hare
scarlet vault
#

what kinda stat is that, hahaha

tough juniper
#

its a custom skill

neon hamlet
tough juniper
#

thats so cool! yeah i'm looking forward to staves datchim all the custom skills are great so far, apart from climbing but thats understandable

inner hare
tough juniper
#

good ol' Blighty

eager crane
#

sadly, it doesn't move. Blight must've burned its speed stat away. Waiting for Kildozery to help out with that πŸ˜‰

tough juniper
#

his legs don't work but he's got a heart of gold. just don't pet him

copper raft
#

What does the progression for blocking look like now that it's a manual skill?

jagged hamlet
#

@rustic latch maybe you could add a note in your doc about parry feats available in skill tooltips if SE is installed.
Also I wonder why you grouped NCG and SE in the compatibility section, as they are now independent mods which can work without the other one.

rustic latch
toxic dagger
#

I've been a lurker here for a long while,
Congratulations Arrean on officially releasing N'Garde on Nexus ! it was very cool watching the progress of the mod over time.

inner hare
rustic latch
rustic latch
rustic latch
copper raft
rustic latch
#

Short answer - yes, long answer see above

#

all the formulas listed on that page take skills, often block and stats into account.

#

The wiki is slightly incomplete. Need to add weapon durabiltiy loss, and how damage is negated on parry. But most other stuff is there

rustic latch
#

**1.0.2 **

  • Compatibility fix for Gothic Style Knockout submitted by Foxunder
  • all attacks hit mode fix. Now player can hit the creatures too (not only the other way around)
  • fix for default value recognition for parry sound setting.
  • Readme Update to better describe Compatibility with Skill Evolution
rustic latch
#

1.0.3

Praise todd directory naming conventions.

  • Parry Sparks fix for female first person
rustic latch
#

And, indirectly, through #1 - lowers durability loss of weapon/shield/gauntlets that you've used to parry

#

Factors of block specifically in all of these are minor - imo, not enough to force you to take it as a class skill if you don't plan on using shields. But it helps. And for shields block is primary and secondary skill, so effect is much greater

#

And did some updates to the wiki with more general info

copper raft
#

Thats actually incredible, I cant wait to try this out now

lime spire
#

Getting mod errors when leaving cells, might be a conflict with pursuit idk I haven't had the time to test it.

#

All I know is that pursuit is not working now. THe error might be breaking it? idk?

rustic latch
#

Hmmm. That happens when you exit cell while in combat, right?

#

Should be relatively harmless - as that is happening on script detach, when re-entering the cell it should re-attach and start working

#

Don't know that it would break pursuit

#

I'll push a fix to prevent this, however

#

Actually I strongly suspectthat it shouldn't break pursuit

#

but I'll test

rustic latch
# lime spire

So two things here -

  1. I've fixed that error on my end for a cleaner script detach.
  2. I've installed pursuit and I can't get the enemy to follow me through the door 9 times out of 10 even with N'Garde completely disabled

So I don't think it was something I caused

#

Debug mode in pursuit settings also doesn't seem to produce any logs πŸ€·β€β™‚οΈ

#

(if looks a touch silly)

tough juniper
#

πŸ€” could be worse tbf. Its on my todo to have a look at DW eventually, the anims could do with some juice

#

I haven't been able to get pursuit running in ages, I thought it was kinda dead

rustic latch
rustic latch
tough juniper
#

Idk if it was .50 specifically but it was around then it stopped working for me

#

And some others said similar la r

rustic latch
#

Not even any errors in logs

#

weird af

tough juniper
#

Yeah

rustic latch
#

1.0.4 up on nexus

  • Cleaner script detach from NPCs on cell change. No error message now (even if it was harmless)
  • added an event on perfect parry for interop with Disarm Them All.
  • Tested Dual Wielding, GRIP, confirmed no conflict with N'Garde
  • Tested Pursuit - confirmed whatever breaks it is not N'Garde (NPCs rarely follow even with N'Garde fully disabled)
inner hare
#

I'm still wondering what mod in POTI conflicts with N'Wahrde and my bet is still on some totally random, unrelated mod with 0 gameplay impact todd

rustic latch
#

Well, It's weird. It works on test version of next POTI release, and e.g. some gameplay and animation mods are removed in that one. But the lsit of removed mods is also not small :D

gentle shard
#

Sorry if this is a stupid question, but how can I remap Morrowind menu from RMB?

rustic latch
#

FInd "Inventory" key

#

default is "mouse 3" which is RMB

lime spire
#

damn...

#

my bad.

rustic latch
rustic latch
#

MYSTERY FUCKING SOLVED

#

At least one of them

#

lmao. It was old version of skill evolution not working with the interop. So @here if N'Garde doesn't work for you on Path of the Incarnate, or generally - go update your Skill Evolution to the latest version

#

With that out of the way. I gotta say, release went smoother than I ever expected

inner hare
#

Good, chill experience so far with the mod on the main save. Turns out that parrying means jack shit when you shoot people in the back 36vehks

rustic latch
#

lmao

#

But good to hear

inner hare
#

yeah, no bugs or anything

rustic latch
#

reports are positive and what issues did crop up have been minor

inner hare
#

mod seems to be popular. Seems that many people were waiting for sth like this.

rustic latch
#

I know I have been

inner hare
rustic latch
#

Did already

#

compat, readme, and sticky in the comments

inner hare
#

I also saw some updates made related to Foxunder's mods. Nice to have compatibility here.

rustic latch
#

Yeah, Foxunder got curious and suggested a couple fixes to make Gothic Style Knockout compatible.

And then we decided that on perfect parry disarm should not be possible, so added that too, but I don't know if Fox updated disarm them all yet

inner hare
#

he did

rustic latch
#

nice

inner hare
#

and it's a nice feature

rustic latch
#

yeah, fits together nicely

#

Hmmm . Nexus has added an ability load readme.md file into it, but I see nowhere It would show up, lmao

#

And another confirmation that update SE fixed it. Think we are in the clear

tough juniper
#

Optional hard mode: perfect parry ALWAYS disarms the user doitswit

rustic latch
#

the user????

#

lmao

gentle shard
#

A suggestion: parry with a torch (if equipped).

rustic latch
#

Ya'll just itching to send me back to blender aren't you ur

#

That's actually an interesting idea, however, it will need a new animation

#

I'll add it as a maybe for now - and mull it over - not sure how much sense it makes, torches in MW look flimsy

gentle shard
#

Wouldn't the torch (i.e. left hand) parry animation be symmetrical to the sword animation?

rustic latch
#

Sort of

#

If I exclude the opposite hand - and I can do that

#

but still needs a new animation file

#

can't mirror/flip it in code - need to do it in blender

#

and just pressing "mirror" in blender is likely to cause it to explore

gentle shard
#

Ah, OK. That was just a thought, since I remember parrying with a torch in Skyrem. Don't sweat about it.

rustic latch
#

Nah, it went on a todo

#

I'm open to suggestions

#

doesn't mean I'll implement all of them though doitswit

tough juniper
rustic latch
#

I'm running on way too little sleep right now.

But, id need just stop and start keys and 15 frames at 30 blender fps. And a name like "TorchGuard"

#

Just the kf file too, don't need the nifs

#

But before you commit to that

#

I need to check if I can easily tell a torch apart from a lantern

#

And that is probably tomorrow

tough juniper
#

No worries πŸ‘

#

Good to know anyway

jagged hamlet
inner hare
#

Parrying damages the weapon. No material effects.

jagged hamlet
inner hare
#

If perks are ever added, I always imagined shieldbreaker type stuff for heavy blunt weapons. Stagger the opponent on heavy hit even when blocked. Ignore parries under 50% timing completely. Stuff like that.

#

Shield bash, disarming (even via special interop), counter strikes and other kind of active abilities could also become perks at some point. Stuff you cannot get immediately. Obv it all only makes sense if there are enough perks to learn in the first place (so choices have to be made) or if methods of learning them are gatekeeped in some way (high lvl trainers only at a certain skill level?).

I guess that Iron Palm could also be a perk.

Non-player actors would get perks only if they meet certain conditions. Automatic for them, but wouldn't be sth that everyone can do.

tough juniper
#

I've always been a sucker for learning combat techniques in game, seek out a master or defeat a tough foe(or both at once) or performing some feat to unlock it. Hollow Knight sword masters or New Vegas had secret H2H techniques like throwing sand you could learn as feats from quests or events. It could be an epic quest mod

inner hare
# tough juniper I've always been a sucker for learning combat techniques in game, seek out a mas...

"Admirers of the unarmed, unarmored martial arts traditions of the Marshmerrow, Salt Rice, and Golden Reed societies have adapted them for use in the Mages Guild, in the criminal subcultures, and among opponents of Imperial occupation of Morrowind." - in-game dialogue

We even have names for HTH techniques already and can make them whatever fits gameplay the best 36vehks .

Oh gosh, the insane feature creep. Good that N'Garde is working already. There are many options for potential future expansion options/submods, but none of them are essential. Just cool stuff that could be added.

tough juniper
#

Cool, where is this from?

inner hare
tough juniper
#

Nice

#

Joinable Salt Rice Society when?

#

Finally show those Marshmerrow fools who has the superior technique!

inner hare
#

There is more info about various weapons and fighting styles in-game. Some random tidbits which you may or may not know:

  • Highland Bretons were the first to use the very heavy two-handed sword called the claymore, but powerful Redguards were quick to adopt these massive shock weapons to their heroic melee styles. Not suitable for use by close order troops, the claymore is favored by the solitary hero-adventurer, particularly against great beasts and otherworldly creatures.
  • "The unarmed, unarmored martial arts traditions of the Marshmerrow, Salt Rice, and Golden Reed societies of the Dissident Priest, patterned on the 'Rain-of-Sand' fighting styles of Elsweyr, are slow to be adopted in the Empire, associated as they are with the ascetic renunciation of worldly wealth and material goods, and the rigid disciplines and mystical philosophies so alien to the Imperial West."
  • "The sabre is the weapon of Imperial light cavalry. Since horses cannot adapt to Vvardenfell's harsh climate, sabers are uncommon, except among Legion veterans."
  • "The staff is the standard informal weapon of the traveler, doubling as walking stick and utility tools. Battlemages, spellsword, nightblades, and other magical support troops in the Legions also train with the staff, among other blunt weapons."
  • "Small thrown weapons are a Khajiit specialty. Throwing knives are useful in cultures like the Khajiit whose warrior classes disdain heavy weapons and heavy armors, relying on stealth and maneuver for success in personal and clan combats. Throwing knives are also popular in criminal subcultures."
  • "Heavy two-handed hammers were developed in the West to counter the defensive protection of the heavily armored Western knight. The iron warhammer has a single head with a balancing spike to penetrate plate armor. The steel warhammer, on the other hand, has two heavy heads, and is designed to batter or knock down an armored opponent."
lime spire
#

Instead of making stuff like perfect parry be unlocked after a specific weapon skill level along with a message maybe it would be better to make it a percent chance that reaches 100% at the skill level to better match how morrowind does things?

inner hare
strong lynx
#

tbh one can argue that anlocking OR making it a breakpoint improvements with notifications is better for player experience

#

as gradual improvement is harder to notice (and therefore enjoy) than an obvious unlock

inner hare
#

Such a core feature shouldn't be hard locked by a threshold IMO. It's also very dynamic and changes with Fatigue.

rustic latch
#

I see ya'll. You may have gathered that I don't like sudden unlocks. Hence softer thresholds

#

But still thresholds

inner hare
#

BTW definitely noted shield impact as an archer during some fights. Nice to see shields not being useless vs ranged weapons.

strong lynx
#

nitpick, doesnt really matter, already pre cool - but shields certainly can use a more shiledy sound effect for blocking/parry

#

so great balance here honestly

rustic latch
strong lynx
rustic latch
rustic latch
#

Hang on

strong lynx
#

yea, i guess then what i meant to say is that it be nice for shields to have their own perfect parry sound, since that one is too blade-y

rustic latch
inner hare
strong lynx
#

from a shield i would rather expect a shield sound + lower deeper metallic ring

rustic latch
#

I'll play around later

strong lynx
#

although i think those "marker" sounds in those cases then usually made in a way that they dont really directly correspond to anything realistic

strong lynx
#

like you know crit in ds

#

or parry

#

is not really a weapon thin

inner hare
strong lynx
#

its just some kind of arbitrary cinematic bass thing

#

not saying that you need to do that, just kinda thinking out loud

rustic latch
inner hare
#

Absolutely. Khajiiti martial arts, here we go.

strong lynx
#

everybody was kung-fu fightiiiing

#

oh on perfect parry it should play the "tin-tilidin-tin-tin" from that song

#

bwhaha

rustic latch
#

Lmao

inner hare
#

Every time you perfect parry, you hear Fargoth

strong lynx
inner hare
#

HTH perfect parries cause Curio comments

#

He gets excited

#

BTW I learned that shields don't block arrows in Vanilla only 2 years ago.

#

Truly a todd moment

rustic latch
#

Every time I replayed MW. I managed to forget that

#

It just makes sense that they would

robust sundial
#

After playing around with N'garde for the past few hours, I keep wanting a sprint function like in Skyrim. Morrowind combat is now super modernized with N'garde so it makes the lack of sprinting very apparent now. I wonder why it's never been made, it must be an engine limitation still?

inner hare
tough juniper
#

theres a few

#

πŸ‘†

inner hare
#

Def not sth I would use, but the option is there πŸ™‚

robust sundial
tough juniper
#

yeah, i don't think much of sprinting as a mechanic usually, unless the game is all about speed. it just encourages a certain kind of gameplay

inner hare
# robust sundial Why not?

Player-only feature that makes the game easier and makes the world feel smaller. It's the opposite of what I want in-game. I enjoy MW pacing and variety of travel speeds and options.

robust sundial
tough juniper
#

they added it to oblivion and then every clip of that game seems to be the player naruto running everywhere 36vehks

inner hare
#

Yeah, I don't like how sprinting influences gameplay in TES.

#

And there are many ways to increase movement speed in-game already.

lime spire
#

Just so it feels more vanilla esque.

honest bluff
#

it says i need ngc.omwaddon but idk where to get that

lime spire
tough juniper
copper raft
young aspen
#

Finally played around with the mod a little after updating my install

#

feels great dude, congratulations

lime spire
#

Yeah I am impressed ^

#

It feels great to play.

#

And it works seamlessly.

lime spire
# rustic latch No idea

Yeah you might want to have another pass through goblins because some of them have sheilds and can use the block skill in vanilla.

#

If it's only sword blocking that is the problem maybe you could make it so they can only block if they have a sheild?

uncut sun
#

couldn't the regular blocking framework just apply to goblins?

rustic latch
rustic latch
rustic latch
rustic latch
rustic latch
copper raft
rustic latch
#

I've added a more general safeguard to not do anything if the enemy is not in weapon stance - or has not valid parry tool. It was handling more specific execution branches - now it will just exit the actor's onUpdate. Should improve compatibilty with scripted fights. Although, those that Iv'e tested in TR worked anyway

tough juniper
#

Hmm gobbos... πŸ€” That might require rawdogging the nif. Idk if you ever tried animating without a rig, it's ah.. not pretty. Doable but time consuming

rustic latch
#

** 1.0.6 **

up on nexus

  • Some more safeguards against changing behaviour of NPCs that should not be affected (mages, archers etc). Should improve compatibility, especially with scripted fights like e.g. in Tribunal Main Quest Reforged mod.
rustic latch
inner hare
#

Rieklings also block in Vanilla, the snow gobbo mofos they are scarytodd

rustic latch
#

I know

#

that's the two big ones, if I could somehow handle these even if I assume they are too dumb to use weapons to parry and only use shields - will shorten the blocklist by half

copper raft
uncut sun
rustic latch
rustic latch
rustic latch
#

Ah, goddamit. The sound overlap for gauntlets/shields also wasn't working right.

#

Fixed shield sound feedback. This should be much better. Not critical, so will go up on nexus with other stuff later

rustic latch
#

And there it is

** 1.0.7**

  • Better audio feedback for shields, gauntlets and "heavy" weapons used to parry/block.
  • Another fix for "All Attacks Hit" mode - perfect parrying a fumbled attack no longer deals 1 point of damage
rustic latch
#

Possibly, but would cause a lot of weirdness down the line for other actors

#

So "technically" but not really workable, unfortunately

uncut sun
#

oh i thought you tried to implement it. it was a shitpost

rustic latch
#

I did check how it would behave

#

if it was that easy to fix goblins without breaking everyone else - I'd take it

inner hare
#

I guess that it is possible but with some jank which isn't worth it for some damn gobbos. New animations for the gobbokind is probably the high-effort way to go for in the future.

rustic latch
#

I don't even know where to start at the moment, with that

#

But I've at least figured out why and how goblins don't actually parry - it's cause since quick/hard mode was implemented I rely on animation keys to start the parry, and gobbos don't play the animation

inner hare
#

gobbos... da gits...

#

they don't parry out of mercy for the player considering how stupidly OP the devs made them in unmodded Tribunal

rustic latch
#

Was going to say

#

I don't mind actually nerfing rieklings and goblins

inner hare
#

and I won't even mention the snow gobbos

rustic latch
#

Yes, but how about 16 of them at the same time

#

as unmodded bloodmoon tends to go

rustic latch
#

Who is Teralitha, and why are they getting mentioned in N'Garde trailer comments? πŸ€”

quasi niche
rustic latch
#

alright

somber quail
#

Thanks for reaching out and suggesting this mod. It may never leave my load order.

That being said I do have an amusingly naive and hopefully not tooo annoying suggestions from a modding idiot that doesn't even know what's possible:

1)Brief hitstop effect with optional blur on blocking and being blocked.

  1. Add slight compensatory stagger to blocker's animation on impact. Doesn't have to be huge, just a bit of added feedback.

3)Impact sound could use a skosh of added drama. The one you are using is really good, but needs a bit of edge.

Maybe something like this?
https://samplefocus.com/samples/sharp-metallic-fx

Anyway love this mod and hope my BS wasn't too annoying.

Sample Focus

Listen to Sharp Metallic FX. Royalty-Free sound that is tagged as down sweep/fall, monophonic, one shot, and riser/sweep. Download for FREE + discover 1000's of sounds.

rustic latch
#

Hey there. So,

  1. Not sure what you mean by hitstop, could you elaborate?

  2. That's in the plans - I'll need to make animations though, and that may take a bit. Currently this exists for shields on non-perfect parry, eventually for all weapons too

#
  1. I quite like what's there, but I'll check out what you've linked. Iv'e been thrawling royalty free sound repositories for a while now
somber quail
#

I'm here, just trying to find a good succint video to demonstrate hit stop. A brief verbal description would be a brief feedback pause the game takes to lend impact to collisions

#

Obviously this is a very polished engine and all, but vaguely this sort of thing:
https://www.youtube.com/watch?v=HZRNNJpWQns

Cronus Hitstop Overview: https://www.youtube.com/watch?v=UpVrzt5G91E

Get Cronus Hitstop on the Unreal Engine Marketplace!

What's New in Cronus 2.0:

Added support for user-defined curves: control the intensity of cosmetics over time, increase/decrease the power of an effect based on camera distance, and vary the update rate of the effect dynam...

β–Ά Play video
rustic latch
#

I'm about to step away for a bit, but I'll check it out when I'm back

somber quail
#

As for the impact sound the example I gave was not from an exhaustive search, but the element I think is needed is a sharp, sudden ring of resonant metal impact. All sorts of examples of what I mean in Soul Calibur 2, for instance.

#

In any event thanks for tolerating my blather and thanks for the cool mod!

pastel vine
#

I apologize if this has been asked but are we able to block/parry arrows? I know CHIM managed to do it somehow. I'll have to grab a shield with n'garde and test

rustic latch
#

And enchanted arrows too

rustic latch
# somber quail Obviously this is a very polished engine and all, but vaguely this sort of thing...

I... That's a good fit for fighting game, or maybe not even that but a beat em up, I'm not sure I'd want something like that in MW. However, there are camera mods that include all sorts of effects around hits and kills so maybe you can find something that suits your vision of this. That one I'm not likely to even attempt - just don't see it in morrowind or in my mod.

The other two however - the "parry hit" animation and more looking up sounds - that's on a todo

pastel vine
#

Is there any niche things you need help testing? I'm going through all the settings

rustic latch
#

I mean, at this point - just play as you would and report any issues you find. If it feels too hard/too easy etc

#

I would like to think that we've fixed all major issues and the mod is pretty well tested, in no small part thanks to everyone @here

#

Knock on wood, considering the gameplay impact of it - there has been rather few post-release issues

rustic latch
somber quail
rustic latch
#

Hmmm. I don't know. Imo it fits perfectly for swords, and for other stuff - check this out:
#1482416741077356692 message

waxen cliffBOT
#

Fixed shield sound feedback. This should be much better. Not critical, so will go up on nexus with other stuff later

Attachment(s)
somber quail
#

All of my testing is with hand to hand, btw.

rustic latch
#

I've updated sound feedback a bit today

rustic latch
#

I'll see if I can find a good 80s kung-fu movie one to replace it for h2h

somber quail
#

I am not critiquing it from the HTH vantage, however. I am assuming there's a 'one size fits all' sound that has to suit for all.

tough juniper
# waxen cliff

thats really cool, i missed that you did that, nice detail

rustic latch
tough juniper
#

would be funny πŸ˜‚
id much prefer a bruce lee wood block though

#

oh word

rustic latch
somber quail
rustic latch
rustic latch
#

Oh, btw - those shield sounds - same would play when you block with h2h with gauntlets on

somber quail
maiden tangle
# rustic latch For Bruce Lee sound specifically - I'm yet to find a good free one

Might be a good inspiration too sipsshein

https://youtu.be/JTRi-a3Tn7Q?si=P2TOOFAefVD-Bu4h

Here's a pack of many of the hit/attack (like punching and kicking) sound effects from Super Smash Bros. Ultimate, plus a few other sounds. So far there aren't many videos accurately having Smash Ultimate SFX, so I made this video bc I want more people to use the better Ultimate sounds in their videos instead of the outdated Smash 4 ones or from...

β–Ά Play video
rustic latch
#

Also - a lot of people are more used to movie SFX than to real impact sounds

#

So while bogus - it will sound natural

somber quail
#

Definitely

#

I might have to fiddle around with that 'Player combat cry' mod I have installed to incorporate more classic kung fu movie sounds into the mix. That might be really fun.

rustic latch
#

lmao, a decent idea

somber quail
#

I fully welcome you to go down the youtube 'kung fu sound effects' rabbit hole. Amzing, weird stuff in there.

tough juniper
rustic latch
#

Yo, that first one is actually great

rustic latch
#

Now to convert it into nexus downloads

robust sundial
rustic latch
#

or do you mean N'Garde makes it into 2.2?

cinder gulch
#

Probably abs

rustic latch
#

kajklgljakghslkdghldskjf

#

I mean, that would be cool

robust sundial
inner hare
cinder gulch
#

Any cool mod that doesn’t attach scripts to every actor in the game tends to draw Clayby’s attention dabgothur

robust sundial
rustic latch
cinder gulch
#

Although maybe he needs a default keybind to be really decisive caius

rustic latch
#

Ya'll don't even check if your "default" is already assigned elsewhere ;P

#

Well, maybe by now you do, but you didn't when I spoke to Ownlyme a couple days ago

cinder gulch
#

If default keybinds are implemented correctly, it doesn’t matter if they’re already assigned elsewhere since you can change them easily hassle free 🧐

#

They only get quantum entangled if they’re not implemented correctly

rustic latch
#

My argument being - that for most players - they will be already

#

two good keybinds for parry is RMB and Q, both are system assigned by default

cinder gulch
#

That’s true I guess

#

If someone put a keybind on my q button (move left) I would riot angyfargoth

rustic latch
#

Yup. And it's "auto run" by default

#

I use Q as well - KCD muscle memory, and muscle memory of openin inventory with RMB

robust sundial
#

I use q for auto run, keeps it consistent with later TES games

rustic latch
#

So immediately - I'm left with no useable default :D

cinder gulch
#

Fair tbh haha

rustic latch
#

Meaning that on average it is likely cause more issues than it'll solve

#

What I can do - is check if RMB/Q already assigned and show a message. I guess

#

But if every mod does that - we'll have 50 messages on startup

cinder gulch
#

Put a message box in the tutorial 36vehks

#

Was thinking about doing that for Sun’s dusk

rustic latch
#

I guess

cinder gulch
#

When they equip the dagger haha

rustic latch
#

But then it breaks with any alternate start mod

#

like H&B did for dubious

#

and that was a soft break

#

So yeah, I'd rather try and bully the devs into implementing actual default for "inputBinding"

cinder gulch
cinder gulch
rustic latch
#

Never used alt start mods

rustic latch
cinder gulch
#

Also I’m pretty sure the input binding is working as intended

rustic latch
#

yeah

cinder gulch
#

Just documentation isn’t good and it’s not straightforward

rustic latch
#

cause of different input schemes

#

just the docs are a bit ass

cinder gulch
#

At least there are docs 36vehks

#

Some of the APIs are not as fortunate

rustic latch
#

Fair 36vehks

#

Speaking of, Hyacinth, I've got a timer class in N'Garde that prevents the "script doesn't exist" spam on detach. Timers need to be updated onUpdate, but are light, so may be useful. I know Better Elemental Shields does a bit of that spam

inner hare
cinder gulch
rustic latch
#

Scary red spam anyway :P. I did "wait a sec before detaching" thing first, but it was unreliable

tough juniper
rustic latch
#

Just have a folder somewhere in your mod and core.sound.playSoundFile3d when the conditions are met

#

I do that from global context, so I can play sound either at player's or attackers position

#

but check out the docs for that method

tough juniper
rustic latch
#

So it begins:

inner hare
rustic latch
#

It works on gamepad

#

through no fault of mine though

#

I'm waiting for the "is it rebirth compatible" guy

strong lynx
tough juniper
#

Compatible with rebirth?

rustic latch
strong lynx
#

but maybe a cursed one

#

can send an event from onHit back to attacker and pause anim - but that be 1 frame too late and in swing anims where a swing is like 3-4 frames it might be too much

Then can instead of pausing actually rewind it to a proper frame - might or might not look cursed

Or, alternatively, always pause for a frame on any hit keyframe, so when actual hitstop arrives - it arrives at a correct anim frame and can pause further - might or might not feel cursed

#

feels very much unrelated to N'Garde though

rustic latch
#

I'd strongly prefer something like that to be a separate mod tbh. Someone that does like it can install it

#

I know I don't

#

maybe in your "Hit Reactions"?

strong lynx
#

i tried messing with hitstops before, i didnt try all aproaches i listed but i just also kind of figured that i dont really like hitstops

#

maybe on like super ultra powerfull megamoves (which are not yet in the game), but on regular attacks, kinda meh

rustic latch
#

To me it feels like it'll feel good in a fighter

#

or a beat-em-up

#

not really here

strong lynx
#

i think even figters leave those for only very impactful hits

rustic latch
#

yeah

inner hare
strong lynx
#

i remember force unleased II (star wars slasher) did hitstops on each strike

#

and i remember googling it trying to understand why my game stutters every time i attack lmao

rustic latch
#

I meant more like MK or GGXX

#

more hitstops there

strong lynx
#

ye ye i get it, when i responded about fighters i also meant MK

#

force unleashed is an example from another genre

#

as if to say "not only fighters do that" or whatnot

rustic latch
#

nah, fair

strong lynx
#

i wonder if DMC does it

rustic latch
#

Although in action games like that one I don't know if I've seen it often

strong lynx
#

i think it doesnt

#

i think its smooth as butter

rustic latch
#

Haven't really played it much, but from what I remember - I think you are right

somber quail
# strong lynx no _easy_ way to do it

Sure. Makes sense.

But in my defense what I was envisioning was like subframe fast feedback to sell the hits a bit, not necessarily a big showy effect.

strong lynx
#

yea, i get what you mean, it might feel good if its very subtle, but I wasnt super convinced after experimenting with it a bit

copper raft
#

Tested the update! It seems the sequences is somewhat fixed, but they stop casting after a few spells. This is the block from Tribunal Reforged's fight script that I could only guess is what your mod is conflicting with, but Im not really sure, or if it even says much if it is;

if ( sd_teamAttackGo )

if ( GetItemCount, "sd_almaHeavyBone" < 1 )
    AddItem, "sd_almaHeavyBone", 1
endif
if ( GetSpell, "sd_fly" )
else
    AddSpell, "sd_fly"
endif
set castTimer to ( castTimer + GetSecondsPassed )
if ( castTimer >= 3 )
    if ( castTimer < 4.5 )
        if ( GetSpell, "sd_handFireShield" ) ;;;vonos
            Cast, "sd_handFireSpell", player
        elseif ( GetSpell, "sd_handFrostShield" ) ;;;drals
            Cast, "sd_handFrostSpell", player
        elseif ( GetSpell, "sd_handLightningShield" ) ;;;arnas
            Cast, "sd_handLightningSpell", player
        elseif ( GetSpell, "sd_handShield" ) ;;;sadas
            Cast, "sd_handPoisonSpell", player
        elseif ( GetSpell, "sd_handShield2" ) ;;; savor
            Cast, "sd_handHarmSpell", player
        endif
        ;MessageBox, "CAST GO"
    else
        set castTimer to 0
    endif
    return
endif
return

else
if ( GetItemCount, "sd_almaHeavyBone" > 0 )
RemoveItem, "sd_almaHeavyBone", 1
endif
endif

The more notable issue happens afterwards when they teleport out of the air. They're suppose to chase you again but instead they get stuck. I have no clue what would be causing this, but disabling/re-enabling them got them to move again

rustic latch
#

you sure they didn't ran out of mana?

#

am being facetious

#

but

#

does this work with N'Garde disabled?

#

At the end - when the get down - all of them are in mage stance

#

I'm not touching them at that point

copper raft
#

Yeah, in the fight they cast on repeat until the sequences is over. And sorry, the log I sent didnt have the debug messages. One moment

rustic latch
#

it did

#

the N'Garde ones at least

copper raft
#

okay thats weird, discord just doesnt show the full list to me then

rustic latch
#

discord doesn't show the full file in the embed

#

over certain size

#

need to download it

#

anyway

#

I see that ParryController for each of these was created:
[15:16:15.642 I] L0x6000001[scripts/ngarde/fencer.lua]: [NGarde]:[STATUS]:Enabling debug logs
[15:16:15.642 I] L0x6000001[scripts/ngarde/fencer.lua]: [NGarde]:[DEBUG]:Created ParryController for: openmw.self[object0x6000001 (NPC, "sdtrib_savor hlan")]
[15:16:15.643 I] L0x6000002[scripts/ngarde/fencer.lua]: [NGarde]:[STATUS]:Enabling debug logs
[15:16:15.643 I] L0x6000002[scripts/ngarde/fencer.lua]: [NGarde]:[DEBUG]:Created ParryController for: openmw.self[object0x6000002 (NPC, "sdtrib_vonos veri")]
[15:16:15.644 I] L0x6000003[scripts/ngarde/fencer.lua]: [NGarde]:[STATUS]:Enabling debug logs
[15:16:15.644 I] L0x6000003[scripts/ngarde/fencer.lua]: [NGarde]:[DEBUG]:Created ParryController for: openmw.self[object0x6000003 (NPC, "sdtrib_arnas therethi")]
[15:16:15.644 I] L0x6000004[scripts/ngarde/fencer.lua]: [NGarde]:[STATUS]:Enabling debug logs
[15:16:15.644 I] L0x6000004[scripts/ngarde/fencer.lua]: [NGarde]:[DEBUG]:Created ParryController for: openmw.self[object0x6000004 (NPC, "sdtrib_sadas mavandes")]
[15:16:15.645 I] L0x6000005[scripts/ngarde/fencer.lua]: [NGarde]:[STATUS]:Enabling debug logs
[15:16:15.645 I] L0x6000005[scripts/ngarde/fencer.lua]: [NGarde]:[DEBUG]:Created ParryController for: openmw.self[object0x6000005 (NPC, "sdtrib_drals indobar")]

#

but they don't really do anything else

#

no messages coming from fencer lua

#

meaning N'Garde is not doing anything much with them

#

In fact there are literally no messages from fencer.lua aside from those, although those come in several times in a row

#

not sure if you've switched cells, reloaded, or they exit/enter combat several times

#

no errors either

#

well, looking at logs closer, I think you did the reload a couple of times

#

but I'm perplexed

#

I don't touch casting logic

#

Oh fucking hell. I may know what is up

#

They can't move during that scene can they?

#

I mean, move on their own

#

Nothing else really that I can think about. I'll need to think on how to best handle that

#

If it's that

#

I am not at my pc. Will you be here in 30 ish minutes? I probably can give you a file to replace to test it

copper raft
#

So when I tested, I didnt change cells at all, I dont remember reloading though, thats weird. That video demonstration was them doing the sequence for the first time, so its not that they ran out of mana. This is how its meant to look (no ngarde)

copper raft
rustic latch
#

Mwscript fuckery

#

Ok. Give me 30 to get back to my pc. And I'll see if we can test something

copper raft
#

Yeah yeah for sure

rustic latch
#

Ok. In your ngarde install - find a fencer.lua file and replace it with this one. No need to restart the game, just do reloadlua in console

#

@copper raft

copper raft
rustic latch
#

Hmmm

#

They should

#

unless they get switched out of weapon stance forcefully, but get the "can't move" flag before that

#

so what I think happens

copper raft
#

Probably more of the mwscript's fuckery. I know it modifies their skill values on the fly as well to force them into using other weapons

rustic latch
#

that... jfc

#

ok

#

so, that specifically, while fuckery - should not be causing problems

#

what does, I think, is that they somehow get marked as staggered

#

by N'Garde

#

the "staggered" state, prevents both attacks and parries

#

but it prevents attacks by forcing them to "no attack" state each frame

#

I'm fighting the engine a bit for that one

#

so if they become "can't move"

#

they become "staggered" from N'Garde's perspective

#

and it doesn't let them do anything

#

I think I know what I can do