#N'Garde. Vanilla-Friendly Parry and Active Block.
1 messages Β· Page 6 of 1
yeah
I see, I see...
may be fair
you don't even have to explain it
I don't want to guess the number of players who will do what I did here
but it won't be high
lol
lmao
yeah
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
let me just hoist that 1.2 in constants table
all it'll be pretty
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.
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
which is good
Granted my current char is not purely melee focused
this shouldn't be the norm
~60 ish longblade, and 50 ish block
normal parries are still very useful
easy on full fatigue - very hard as fight goes on
seems right
Keeps the spirit of the game too
yeah. Don't hit mudcrabs at 0 Fatigue
Is this the latest version?

ah, yes, tgm fun 
yeah, but that's not the point - notice how he sidesteps the walls
and ofc - need to pet the scrib first
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
should detect ledges too
but need to test that
Need to find a good place without railings to test
oh, ffs, why are there invisible stairs clipped inside foundations in BCOM ebonheart, no wonder it lags
(unrelated)
Not perfect, but it works. On flat roof, he'll probably be able to circle me
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.
You know you're going into mod's credits, do you?
I like that
Let me test the pathfinding on a flat roof, and I'll get that in
Ah, ofc he doesn't side step. There's no navmesh on roofs 
so he just reaches the ledge and stays there
but - it's an improvement over jumping
This mod is great. I want to help and I'm not from the government, so it should be fine 
I think this is fine
Hmmm. I can't really tell "no obstacle, but no navmesh == ledge" from "no obstacle and no navmesh == flat roof"
I think I'll leave this as is
It should be a big improvement in 90% of cases
Actually feels half-way natural
enemy circling you when there's nowhere to fall back to feels like it'll work fine
Not jumping off is the main thing anyway
Yeah
Looks very natural to me, nice! Have you tested the guards behavior with more than one summon?
I did not - but then their behaviour would be reliant on the main target
and main target on my end is assigned when combat package target changes
They may switch mid-combat
so if they are targeting a summon - they'll dance around it
I read that event
Ok
and reassign primary
I had a test in vivec arena with 10 necrom ordinators vs 10 dremora lords
seemed fine
need to retest that at some point
MW doesn't shine at mass combat anyway
Bigger battle than final quest of oblivion btw
Such fights pretty much never happen
:P
4-5 actors is pretty much the max you can encounter in like 95% of situations and usually it will be 1-3
Yup, which is why I've tested it
nothing broke, meaning - the 1v2s will likely be fine
There was a "battle" in Skyrim for Whiterun and it was a joke.
Yah
TES can't do battles
well, maybe modern MW on OpenMW could if someone wrote new AI behaviour packages
Right then
let me test for ten more minutes. Cleanup the code
and I'll put up a version with new incombat movement and defence formula changes
this is amazing, fair dues
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. 
that's fire
Speaking of
I've just realized - the ledge avoidance is not just an improvement over previous N'Garde behaviour
they are jumping/falling quite often in vanilla too
and now they shouldn't
oh yeah, it should lead to fewer deaths due to fall dmg or getting stuck because of falls
There's this one place in TR
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
last time I fought them - all three jumped off the waterfall
that theoretically should be much less likely to happen now
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
yeah. Importantly - this obstacle detection only applies if you are too close to them
so still can happen
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
but I try to mess with that as little as possible, just for compatibility sake
Oh yeah, quite a lot of those
Hmmm. Should I teach them to try and rush past player if other three directions are blocked?
nah, too tricky - maybe later
it's ok if sometimes they get backed into a corner
should be quite tricky to do now under normal circumstances
but yeah, I'll leave it be
yeah, it was just annoying that they didn't choose the obvious routes where they were available
yup
new debug message format btw:
Perfect parry window and "reflected fatigue" parts only show up if applicable
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)/10before 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
Excellent! That justifies a potential new mod for kicking with knockback
Kicking is tricky. Legs are not rendered in first person normally 
So 1st person animation is - I'm not even sure how
And posted this already - but:
I know about this mod, but didn't tried it out yet. From reading how it accomplishes to make legs visible, especially for all clothes and armors, it sounds a bit tedious.
Maybe a h2h punch or magic push knockback would be better then. I know about Detail Devil's recent approach to random Wabbajack staff effects, which included a knockback mechanic already.
Oh yeah, a punch/push or a shield bash or a spell will work without trickery
I've seen this mod, but I'm not runnng it, iirc it was incompatible (clipping) with some other stuff I use
Shield bash will still need an animation, but that's much easier to achieve
sth with the way Stat window extender/NCG place those bars? I'm sure that it's solvable.
A bash function in general might not be hard to implement then. It's probably more about the balancing.
Nah, I'm just showcasing new description for those that didn't see it yet
rendering seems fine?
Do let me know
Seems like nothing blew up
and only major changes are to pathfinding
unironically, yes, but I'm not going there yet
all new items on to do from this week are closed
except for documentation
some modders never do the last bit π€‘
^ mostly from stuff you've reported
my favourite case is when a mod is complex and all it has is sth like 2-3 sentences for its description
and I have to wonder what the hell it truly does
and then you find all those random changes...
Yeah, I'll need to rewrite the feature list and descriptions
you already described the general features, at least
Mostly yeah
Just need to go over them and make sure nothing is outdated or missing
Not today probably - have a bad headache since I woke up, but soon
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
Zwej made a good point a few weeks back - that disabling replacers may be a good call for mod videos
And I kind of agree
although - I don't think anyone does that
I got this after setting reset
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
but missed one place
this should do it
That however warrants a check. Why did VSCode's "find and replace everywhere" didn't find it?
Btw, each time I look at your screenshots I fear that I've broke something. No borders and no separator bars is a choice, right?
Hmmmm. need to adjust skill gain scale for parried missed attacks
and maybe skill gain in general
chained perfect parries level you up way too fast I feel
And as a general observation - I think the general flow of combat, especially melee 1v1 is exactly where I want it
Yeah, this may need a nerf because it wouldn't be a hit
No way for player to know that, and still the timing is right if it's perfect
hmmm
yeah, I know what to do
the player doesn't need to know. It's automatic
you still get the perfect parry
and all the effects
it's even generous that you get the parry if it's not a hit, but otherwise the flow would be off
yah
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
you mean, a bonus for perfect parry? In addition to dmg negation
uh, lower than standard vanilla block?
For blocking a miss? yeah
normally perfect parry is 150% + damage /400
ok
I get you now
yeah, fine with less gain for misses, absolutely
it's behind the scenes. Nothing changes in the player's behaviour
and that's the point
yup
indeed, and parrying a miss already costs way less fatigue, so player kinda can tell if they are paying attention
but doesn't disrupt the flow
Combat flow is excellent
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
good that wrote it down
right now well timed weak parry is more skill than a perfect one
need to halve that
ah no
I'm a dumbass - we substract 0 to 99 percent, not add 
all good
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.
Hmmm.
Check armor, it's same thing
here you can see it in action
so if you block an attack that would one shot you otherwise - big gains
raw damage 1 - 10% (minimal gain based on settings)
higher dmg - better gain
but not based on absolutes
yeah, makes sense
only the Sith deal in absolutes
I can't read SE settings
but can do something roughly in-line for what I pass to it
I don't think you need to. SE just applies caps for min and max. However, you can check the formula used there for Block and Armor.
and use some of that
- timing
as a mix
there will be healthy variety with it all
yeah, I'll jsut replace negated damage/400 with (negated damage/totalHP)/2 or something
or maybe current hp? So blocking in life ot death situations is worth more? π€
maybe let's not overcomplicate it π
that would make a good perk
you can work with that
great idea
for a submod
or future expansion
I want negated damage, not raw
ok
I think it'll be fine
but before talking AR into account would be best
am lost. What exactly?
if you are not doing it already
ah
Maybe? More xp when blocking at low hp seems like an odd perk
However, it fits at least, as that's something I'll never need to apply to NPCs
make that a bonus when blocking at low hp and it's better
so current perk framewok will work
could actually be both skill gain and bonus efficiency
at low HP
for a perk
everything is possible
if it's efficiency it will have to apply to NPCs
.
yeah, but I think that should be the goal for the future
for perks in general
unless they have real drawbacks or are heavily conditional or sth
for sure - just auto apply them if conditions are met
^ whole mess of actors scripts probably though
combat flow is nice btw
. Nothing broke. Skill description works as well.
Not my headache however, at least for now (Sorry, Blur if you are reading this) 
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 itemπ€
Got it
but aye, i figure if you get this solid enough, people are bound to want to make perk packs for it in future
absolutely
and when we are at the stage of perfecting SE scaled gains, skill descriptions and thinking about perks
it's really a good sign

Still need to figure out what breaks the mod in Path of The Incarnate
π€·ββοΈ
but oh well
we'll see
Also - applying AR to negated damage is cursed
I'll either have to reimplement I.Combat.ApplyArmor locally, or give it a bogus attack object that I'll then read.
well... the latter may be workable
You don't want to apply it, though
to the portion of damage that is used in the skill gaiin
ah
that's easy then
all good
Otherwise, you get fucked by AR
I don't apply AR - handlers downstream should handle it
completely fair
and since you're blocking damage before it even gets to the armor
skillGainScale = skillGainScale + ((negatedDamage.health / health(self.defendant).base) / 2) + ((negatedDamage.fatigue / fatigue(self.defendant).base)/2)
thinking this looks good
limit impact, still get big gains (up to cap) if the damage is big
btw avoided Fatigue dmg is treated as 50% by default in SE and I think it's a good idea since Fatigue alone is less dangerous
?
keeping distance seems to be too weak for spear wielders and such
they don't try to avoid you too often
they often keep very close
sidestepping is ok
you should be able to witness this easily in tests
stay close to them
yah, the min distance was edited, and I think I need to revert that
yeah
thanks for reminding me
other things seem to be working well
tried various weapon types
they feel good
one thing which could be improved is that shield guard on animation could be more noticeable
dunno if it's easy to do
but sometimes I have trouble recognizing if the enemy is keeping the shield up or not
a very minor thing
in Vanilla you had no guide at all, just RNG
If they are moving, right?
yes
yeah
that's the big one
I need to try and remake the animation
it needs to include all body parts belt up to look ok
I think it's the only thing that seems off animation-wise
other animations give enough feedback
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"
well, it's a different mod, so you don't have to
you can still give the mod credit for the general idea
inspiration
Yeah
I'll see what I can do with the shield anim
It's funny - I can sit neck deep in code for an entire day and not notice. Blender is like pulling teeth sometimes though
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)
and no, I'm not even proposing that for 1.0, lmao
if things go well, you should have this out in the next few days
(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
lmao
feints and shield bash will need animations
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
But without animations - it's a bit ass
ofc
will also need a bit of an update on how I handle held parry animation
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.
yeah... so much work and so many potential new bugs, lmao
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
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

you will have a meaty Nexus portfolio 
Speaking of nexus portfolio - downloads on my first mods suddenly picked up, and I've got no clue why
Oh well- the more the better
its a great little mod tbf. really nice and tasteful addition
wtf
is that a dodge roll
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
Where is it?
#1482416741077356692 message
this should do it
#1482416741077356692 message
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)/10before 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
Oh I see hmm...
I use PotentialCharacterProgressionOpenMW with the ncg scaling setting so that should also work.. I think...
It is Fallchildrens roll mod. I've updated it a bit to add double-tap-to-roll
It won't let you run it, I think. Cause it depends on ncg.omwaddon
hmm.
I got to my PC.
Basically the difference between having that additional ngardecncgdescription is between this
and this
that's it
Nah, it just adds the "develops" line that is relevant to "natural character growth"
does natural character growth change the descriptions like that normally?
Yes
But base description is base - which is incorrect when N'Garde is installed
Block skill allows one to use shields to block any melee attack. A successful block removes all damage from the attack. - base game description
So, realistically - don't worry about it. Nothing will break. You should still enable ngarde.omwaddon - as it disables native block mechanic
P for Progress
F for fucking hell, why did I cram so much into those formulas
It's ok since it's already done 
** 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
Have a little taste of what I've put together
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
So, I'm thinking release soon ^tm
Also, importantly, mod is in a state where video won't need to be redone
At this point - I'm sending out a general call - I need screenshots of your characters parrying stuff, or just generally holding guard
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
I'm still unable to locate the issue within Path of The Incarnate, installing it locally would be a pain however
- "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?
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
Yeah you'll need to trigger the gain yourself
However I think weapon skills already increase fast enough without adding such miss gains
can I send skill use to another actor? Or will I have to add an event for that?
Yeah, probably doesn't need to be in there
- "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
The SkillProgression interface is only from the current actor
yeah, if I did that -would have to send an event back to attacker and trigger gain in the handler
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
it's en garde, not guard
π€‘
Sorry. Couldn't resist a terrible pun.
I thought I fucked up in the video for a minute, and was terrified

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
Then split is fair
yup, let me add that
Oookkk
would the old ones be ok?
Should be fine, those animations haven't changed in a while
thank you
I'll take the shield one
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 
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.
Excellent
well, then. I think it's time to send it.
N'Garde. Vanilla-Friendly Parry and Active Block. 1.0
Well, and I'm being told that apparently it works on the test build of Path of The Incarnate, so that's good news
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
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.
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
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
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
feels decent in-game. I fought with spears and halberds
yah
not the best but here's another one for the pile
Feel free to add it to nexus, I'll approve when I get back to my PC later in the evening
It would be nice to differentiate spears from long spears... But we indeed would need to fix weapon reaches first
And weapon types dehardcoded
And/or
With 0.51 we do have read/write access to records right?
Ah
Yeah, I was considering such a mod too since a long time
Yeah, I think that future item overhauls need to be lua-based or they will always face the same problems with compatibility and tons of manual work with mod updates.
Could just make a database of all the spears in Morrowind, TD and OAAB and sort by spear length
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
And then go manually through CS and update reach on every one 
Json gang 
Custom spell effects are the big reason I'm excited for .51
Or use yaml outputs from delta plugin
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.
Canβt turn tes3conv into a yaml, I have no idea what deltaplugin does there haha
nah, that's a good call
convert esp into a json, edit
I keep forgetting that exists
Do you think we created 900+ potions by hand for cooking? 
JSON or YAML would work
Can even write a lua script to generate/print a json
lazy dev smh
I'm kidding, to be clear
Work smarter not harder 
back in the OG days manual labor was pretty much the only option 
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
Welp, first postrelease bugfix:
1.0.1
- Fixed parry sparks for beast armatures
See what beast races have to deal with? Morrowind is such a hostile place that even the first bugfix concerns them.
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
I liked my Argonian playthrough very much π
Bane of my modding life lmao
Today I actually had to edit the bcc because I could not get the editor to cooperate after refreshing and reformatting the text at least 10 times
Blind Carbon Copy? 
One can spend almost as much time dicking about with the mod page editor as they do making the mod lmao
Now I use this tool to convert all my README.md files to Nexus format
https://www.nexusmods.com/skyrimspecialedition/mods/100441?tab=description
Life saver
For someone like me who hyperlinks every single mod I mention meticulously, itβs an utter bastard right enough
You and your spoiler sections hahaha

Also congrats on the release.
Heey its out, congrats Arrean! Long time in baking π
Creatures don't block. Unless it's creatures that can use humanoid weapons. You won't expect a mudcrab to parry, will you?
Sorry that is what I meant.
Most of those just work
Because I was testing goblins out and didin't notice any blocking behaviour.
I do expect mudcrab to parry, that wouldve been pre hillarious
Do they use blocking anims or is it just invisible?
There are some that use weird rigs. Like goblins and rieklings that are blacklisted
No idea
They have sheilds.
They do, but you don't want me to enable that. It's bad
sad.
Maybe one day
Hopefully.
What... does it look like?
Weird jiggle in place and out of attack range
Imagine Emperor Crab being resurrected in-game 
Note that sublists can generate an extra empty line, but if you toggle bbcode/render twice in Nexus this fixes the issue
genuinely worried that at first glance, I read PC as Province Cyrodiil
Anyway, mod looks amazing!! Can't believe this is my first time seeing it
great name, too
nice to get your Hauling increased 
what kinda stat is that, hahaha
its a custom skill
Its great! Between that, Morrowswim, Cooking, Bardcraft, and my four WIPs I currently have 8 custom skills π
thats so cool! yeah i'm looking forward to staves
all the custom skills are great so far, apart from climbing but thats understandable
also, that blight rat follower? Priceless 
good ol' Blighty
sadly, it doesn't move. Blight must've burned its speed stat away. Waiting for Kildozery to help out with that π
his legs don't work but he's got a heart of gold. just don't pet him
What does the progression for blocking look like now that it's a manual skill?
@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.
Will definitely add that. In a couple hours once I'm home. And will split the line for them. Just that in my mind they are still very much complimentary
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.

It was inevitable.
. I have an advantage of actual mod name rolling off the tongue much better though
Thank you. I've been working on it since mid-late Feb, I think. Message count in this thread also implies we've been yapping an not keeping quiet 
It's fine, I think. You get quite a lot on perfect parry and then some depending on how much damage was negated compared your total HP/FP. But I've tuned it down quite a lot, so should not be too fast
Sorry, I'm asking more as someone who hasn't tried the mod yet. Vanilla block chances are dependentant on the level of the skill. Since the mod disables it as a passive skill, does it bring a form of progression in its place?
I hope you understand it's an incredibly general question:
Here https://gitlab.com/Arrean/openmwluaparry/-/wikis/Formulas
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
**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
1.0.3
Praise
directory naming conventions.
- Parry Sparks fix for female first person
Now that I've fixed some of the issues that were reported - I can expand.
Block skill affects:
- Parry defence factor ( damage negated on weak parry)
- NPC Reaction Time
- Stagger Cooldown
- Perfect parry window
- Guard fatigue drain
- NPC parry hold duration
- NPC parry cooldown
- Parry fatigue cost
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
Thats actually incredible, I cant wait to try this out now
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?
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
So two things here -
- I've fixed that error on my end for a cleaner script detach.
- 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 π€·ββοΈ
Meanwhile. I've also tested https://www.nexusmods.com/morrowind/mods/57839 with N'Garde and it seems to work fine.
(if looks a touch silly)
π€ 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
Yeah, it's a bit jarring with reanimation installed π€£
Good to hear another confirmation. I did get the guard to follow me once, but that was it. Even with N'Garde uninstalled
Idk if it was .50 specifically but it was around then it stopped working for me
And some others said similar la r
Yeah
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)
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 
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
Sorry if this is a stupid question, but how can I remap Morrowind menu from RMB?
Options->controls
FInd "Inventory" key
default is "mouse 3" which is RMB
So an engine update broke the pursuit mod?
damn...
my bad.
Maybe, it seems that it still sometimes works, so it's probably fixable
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
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 
yeah, no bugs or anything
reports are positive and what issues did crop up have been minor
mod seems to be popular. Seems that many people were waiting for sth like this.
I know I have been
maybe mention in the compatibility section that the last version of the SE should be used, just in case somebody actually reads the readme
I also saw some updates made related to Foxunder's mods. Nice to have compatibility here.
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
he did
nice
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
Optional hard mode: perfect parry ALWAYS disarms the user 
A suggestion: parry with a torch (if equipped).
Ya'll just itching to send me back to blender aren't you 
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
Wouldn't the torch (i.e. left hand) parry animation be symmetrical to the sword animation?
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
Ah, OK. That was just a thought, since I remember parrying with a torch in Skyrem. Don't sweat about it.
Nah, it went on a todo
I'm open to suggestions
doesn't mean I'll implement all of them though 
what do you need from an anim in regards to timing/ kf etc?
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
Does parrying damage the weapon/shield?
The material could define the lost condition, e.g. metal vs wood would damage more the wood item used to parry. Sharp vs round weapons too.
Parrying damages the weapon. No material effects.
The shield too?
Yes.
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.
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
"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
.
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.
Cool, where is this from?
it's what some NPCs say in-game on "unarmored" topic
Nice
Joinable Salt Rice Society when?
Finally show those Marshmerrow fools who has the superior technique!
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."
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?
It's not unlocked. Your parry window simply improves. You can even manage perfect parries at low skill if your timing is very good.
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
Such a core feature shouldn't be hard locked by a threshold IMO. It's also very dynamic and changes with Fatigue.
I see ya'll. You may have gathered that I don't like sudden unlocks. Hence softer thresholds
But still thresholds
BTW definitely noted shield impact as an archer during some fights. Nice to see shields not being useless vs ranged weapons.
nitpick, doesnt really matter, already pre cool - but shields certainly can use a more shiledy sound effect for blocking/parry
https://cdn.steamusercontent.com/ugc/14073415236720921289/57636658389FBE3CEDF92DA72A1E6684DD0C8E83/
Also picked a fight with few guards, albeit on an old version, quite happy that they dont spam parries and block on me, yes they block SOMETIME, but that doesnt instastagger me, its essentially feels similar to the frequency with which they-ll autoblock in vanilla
so great balance here honestly
Hmmmmm. I'll see what I can find. Currently they play same sounds sa vanilla does
in the video they certainly play something else... oh i gues thats a perfect parry then?
Good to hear. I think guard abuse was main testing method 
That would be perfect parry. Vanilla sound overlayed with that ring
Hang on
Skeletons for me.
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
If I can come up with one - probably. But I like perfect parry sound being the same across the board
It would be good to have special sound for HTH without gauntlets as well. More dodgy-kungfu-BS stuff.
from a shield i would rather expect a shield sound + lower deeper metallic ring
does make sense
I wonder if pitch correcting it will make it better
I'll play around later
although i think those "marker" sounds in those cases then usually made in a way that they dont really directly correspond to anything realistic
Yah
It has the gameplay advantage, but for HTH it's still off IMO.
its just some kind of arbitrary cinematic bass thing
not saying that you need to do that, just kinda thinking out loud
For sure. I'll need to review more kungfu bs sounds
Absolutely. Khajiiti martial arts, here we go.
everybody was kung-fu fightiiiing
oh on perfect parry it should play the "tin-tilidin-tin-tin" from that song
bwhaha
Lmao
Every time you perfect parry, you hear Fargoth
(in extasy)
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
moment
Every time I replayed MW. I managed to forget that
It just makes sense that they would
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?
https://modding-openmw.gitlab.io/RUN/ it'a here if you want
Def not sth I would use, but the option is there π
Why not?
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
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.
Yeah I agree with that actually
they added it to oblivion and then every clip of that game seems to be the player naruto running everywhere 
Yeah, I don't like how sprinting influences gameplay in TES.
And there are many ways to increase movement speed in-game already.
Oh nice. COuld you add an option to disable the popup though?
Just so it feels more vanilla esque.
it says i need ngc.omwaddon but idk where to get that
This is only for the ncgdescription part which you dont need if you dont have ncg.
yeah you dont need that extra file unles your using this mod: https://www.nexusmods.com/morrowind/mods/57801
I can confirm that N'Garde breaks a scripted fight sequence in Tribunal Main Quest Reforged (they should all be casting spells in the video but are standing still)
https://www.nexusmods.com/morrowind/mods/54743
Finally played around with the mod a little after updating my install
feels great dude, congratulations
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?
couldn't the regular blocking framework just apply to goblins?
Send me your log from that session please
Not easily. Since block gmsts are set to 0
Shield too. The animation of "raised" shield doesn't work on them. But I'll see what I can do.
You don't need the ngardencgdescription.omwaddon if you are not using NCG, as Half and dubious specified
Right, I see some of the errors in the logs in the video, and know how to address those, but I'm not 100% sure the rest of the fight breaks because of N'Garde. However, I'll post a version on nexus in a minute that should help, but I don't have that installed and don't know which part of the quest it happens in. So I'll need you to test
I'm away from the computer for a bit, but later yeah I can absolutely test and send you the log. Luckily the rest of the fight is fairly normal so that video is the only time their AI broke
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
Alr good
Hmm gobbos... π€ That might require rawdogging the nif. Idk if you ever tried animating without a rig, it's ah.. not pretty. Doable but time consuming
** 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.
That's yah. I've asked the elder council, but it may be bad.
Rieklings also block in Vanilla, the snow gobbo mofos they are 
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
Nice, and yeah I'm not sure what Reforged is doing different for it to have happened. I assume a mwscript in the mod is probably taking their weapons away to force them to use their magic. I'll check that out too
Let me know how it goes
set the gmst to as low as possible and fortify every goblin with 1 million block skill... i am a modder
Thoughts? Pitched it further down for heavy armor
That... May have worked. I fear I'll need to deal with gobbo and riekling animations after all
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
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
wait actually?
Possibly, but would cause a lot of weirdness down the line for other actors
So "technically" but not really workable, unfortunately
oh i thought you tried to implement it. it was a shitpost
I did check how it would behave
if it was that easy to fix goblins without breaking everyone else - I'd take it
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.
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
gobbos... da gits...
they don't parry out of mercy for the player considering how stupidly OP the devs made them in unmodded Tribunal
and I won't even mention the snow gobbos
Who is Teralitha, and why are they getting mentioned in N'Garde trailer comments? π€
some reddit mwse hardliner or smth i think
Ah, that comment makes sense then 
alright
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.
- 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.
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.
Hey there. So,
-
Not sure what you mean by hitstop, could you elaborate?
-
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
- 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
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...
I'm about to step away for a bit, but I'll check it out when I'm back
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!
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
Only with shields
And enchanted arrows too
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
Awesome!!! Ty
Is there any niche things you need help testing? I'm going through all the settings
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
Oh, and speaking of impact sounds - did you test with weapons or with shields? And you mean "normal" or "perfect" parry sounds?
The 'thunk' of the weak parry is good, it has a good 'try again' kind of feedback. But the perfect parry sound sounds more like something metallic falling to the ground than two metallic objects impacting each other, both with force behind them.
As for the rest of the stuff, those were just ideas I had for whatever they are worth. Hopefully something I said was helpful in some way.
Hmmm. I don't know. Imo it fits perfectly for swords, and for other stuff - check this out:
#1482416741077356692 message
Fixed shield sound feedback. This should be much better. Not critical, so will go up on nexus with other stuff later
All of my testing is with hand to hand, btw.
I've updated sound feedback a bit today
Yeah, that's where it sounds silliest :D
I'll see if I can find a good 80s kung-fu movie one to replace it for h2h
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.
That's more or less what currently plays on normal h2h parry
The change in resonance adds a lot of immersion.
That's the idea. It's pitched down for all three but goes from highest to lowest light->medium->heavy,
For Bruce Lee sound specifically - I'm yet to find a good free one
Oh, btw - those shield sounds - same would play when you block with h2h with gauntlets on
I've you're leaning into the cheese, there's a load of good old fashioned kung fu impact noises here. https://www.youtube.com/watch?v=VhLuAMD_hDI&t=21s
Might be a good inspiration too 
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...
I mean, I kind of do for the h2h. Realistic sounds just won't work, and we are allowing an empty hand blocking of weapons - so cheese it is
Also - a lot of people are more used to movie SFX than to real impact sounds
So while bogus - it will sound natural
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.
lmao, a decent idea
I fully welcome you to go down the youtube 'kung fu sound effects' rabbit hole. Amzing, weird stuff in there.
something like these? π€
Yo, that first one is actually great
Now to convert it into nexus downloads
When POTI 2.2 drops it should have a big increase in downloads
I've added disclaimers about updating SE everywhere
or do you mean N'Garde makes it into 2.2?
Probably 
It would be cool if different races had different punch sound effects lol. Like a Malahk orc sounding like a donkey Kong punch, and a bosmer sounding like a little kid punching
Will it become N'Wahrde by that point?

Any cool mod that doesnβt attach scripts to every actor in the game tends to draw Claybyβs attention 
No :P
Idk of clayby has commented on it being in POTI 2.2 or not, if he says no we will simply bully him into adding it
Good thing I've designed it with attach/detach in mind from ground up
Although maybe he needs a default keybind to be really decisive 
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
If default keybinds are implemented correctly, it doesnβt matter if theyβre already assigned elsewhere since you can change them easily hassle free π§
They only get quantum entangled if theyβre not implemented correctly
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
Thatβs true I guess
If someone put a keybind on my q button (move left) I would riot 
I use Q βπ»
Yup. And it's "auto run" by default
I use Q as well - KCD muscle memory, and muscle memory of openin inventory with RMB
I use q for auto run, keeps it consistent with later TES games
So immediately - I'm left with no useable default :D
Fair tbh haha
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

I guess
When they equip the dagger haha
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"
I donβt think so, I think the tutorial appears the first time you equip a weapon regardless of if youβre in the census and excise office no?
Not before my permanent corpse 
Not 100% sure
Never used alt start mods
first one to the mark
Also Iβm pretty sure the input binding is working as intended
yeah
Just documentation isnβt good and itβs not straightforward
Fair 
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
Half of my characters never take the dagger 
Yeah that mod is on the update list, not that anyone can read the debug log these days
Scary red spam anyway :P. I did "wait a sec before detaching" thing first, but it was unreliable
how do you add custom sounds?
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
uh which docs exactly?
this? https://openmw.readthedocs.io/en/latest/reference/modding/sound-effects.html
So it begins:
Gamepad support?
It works on gamepad
through no fault of mine though
I'm waiting for the "is it rebirth compatible" guy
not sure tbh, still sounds like a blade to me, I think shield fundamentally would sound different, probably not worth bothering with it
oh yea thats better for sure
Compatible with rebirth?

no easy way to do it
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
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"?
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
i think even figters leave those for only very impactful hits
yeah
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
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
nah, fair
i wonder if DMC does it
Although in action games like that one I don't know if I've seen it often
Haven't really played it much, but from what I remember - I think you are right
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.
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
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
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
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
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
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)
Oh and no, I think the mod does some weird trick with giving them a heavy object to prevent it. But thats suppose to going away Im sure
Mwscript fuckery
Ok. Give me 30 to get back to my pc. And I'll see if we can test something
Yeah yeah for sure
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
That fixed both problems! Almost... I think because that fight cycles between those two phases more than once, the fixes dont re-apply the next time
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
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
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