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

1 messages Β· Page 7 of 1

rustic latch
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hold up

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try this one

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So, I'm guessing no good news since you're typing for that long

copper raft
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This time the issues persisted same way as before (stopped casting, being stuck), although some of the hands casted spells for a bit longer. And luckily the log turned out errors this time

rustic latch
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well, log error maybe cause it's late and I'm spent,

rustic latch
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yah, I'm a dumbass

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give me asec

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try this one, and if it doesn't work we'll have to continue after I've slept

copper raft
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Yeah for sure. Sorry for any headaches I mightve caused because of this

rustic latch
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Nah, don't worry

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it's not you, it's mwscript fuckery

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but since that mod exists, I kinda need to handle edge cases

copper raft
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Its definitely appreciated. Ok testing now

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Well it didnt work, but its fine. Im not at that part of the quest so its not that pressing of an issue, least for now

rustic latch
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Didn't make it worse at least?

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I may give you a version with more debug logging tomorrow - to try and see wth breaks

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yah, and it was my tired brain again. Ok. you know what

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last try

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for today

copper raft
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Oh no, its not worse. Its more or less the same thing happening

rustic latch
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try this one

copper raft
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Gotit ok

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Ill leave this here for next time. Nothing new stood out, same issues as before

rustic latch
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dammit

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well

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I may need the quest id and stage number for what you're doing then. Or the save

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likely will be a bit borked on my end, cause modlists are not 1to1

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but at least I'll be able to load into that chamber and test

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On that note then - I'd suggest you rollback to the nexus version, or to the first file I gave you

copper raft
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yeah okay then, Ill make a save that includes just the essential mods. where the Hands just about enter the room

fickle crown
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As an Youtuber once said, Openmw is the Skyrim SE of Morrowind, in time everyone will stop with the old and come to the revised version

inner hare
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half of the questions on other channels related to this mod seem to be about hit chance. I guess that this is the reputation that modern combat type mods have.

copper raft
rustic latch
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Yeah, been getting a few of those on nexus and in the trailer comments. Youtube comments being what they are a lot of people can't bloody read

inner hare
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Admittedly, we've received a lot of unbalanced crap over the years, with no respect for the game's core. This is a side-effect.

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The good thing is that some people do read and I even saw someone mentioning the docs. Encouraging angyfargoth

rustic latch
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Yeah, some are encouraging

rustic latch
rustic latch
copper raft
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Oh- yeah one sec

rustic latch
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oh, it's just 160 kb

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coulda dropped it here. I see it, I've got it

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thank you

copper raft
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I definitely tried, discord threw a tantrum

rustic latch
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binary format

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I guess that makes sense

copper raft
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discord and google drive are conspiring to make me feel like I'm tech illiterate

rustic latch
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Do I treat and celebrate this as a milestone? Hell yeah I do

tough juniper
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+10% endorsement rate?!! πŸ‘€ I tip my hat sera

rustic latch
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It's been wild

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10% endorsement, 10% u-downloads/views

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I think that's pretty good

tough juniper
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Yeah it's legitimately impressive numbers for this amount of time

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Probably going to be a big one πŸ’ͺ

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Well earned I say

rustic latch
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I think trailer on yubtub helped a tiny bit - 12k views by now, though what percent of those are converted to downloads - I've got no clue

rustic latch
robust sundial
rustic latch
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Savle it was, I think. He was in the comments the other day

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so good chance

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youtube has been pushing the video, the cunts even slapped an ad on it - shame I can't do anything about that

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or I don't know how

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but probably can't cause it's copyright claimed due to the music. it's "Allows the use of content" but I think it takes away any ad control from me

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It's also been funny noticing convos about the mod up pop up in MW servers that I'm in. Fate spared me the reddit post fo far though

pastel vine
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In regards to all attacks hit mode. Does it apply to NPCs as well? Would find that to be a good extra challenge. Still testing everything out haha

rustic latch
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And to creatures

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to any actor you can be in combat with

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And for that one there's no blacklist

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so vivecs, goblins etc also will always hit and get hit

valid berry
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Yeah it's great. I've been making NPC's fight eachother for entertainment.

rustic latch
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doitswit
Thank you. I need to figure out some shenanigans with mwscripted fights

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but I've been too - e.g. in TR Old Ebonheart's Fighters guild

tough juniper
rustic latch
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I mean, I've wanted something like this for years. Comments all over the place went "not possible", but I've looked at combat interface and decided to take a crack. Only thing I'm surprisde about is that no one made it sooner

pastel vine
tough juniper
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There were a few, chim2090 did a great job at a lot of it but seemed as much like a proof of concept, probably doing too many things to get the same kind of acceptance (although it's highly modular too) I think the timing was just right aswell with what was available in API and what others were working on. The time had come, basically

rustic latch
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Right, CHIM. I guess what saved me is that CHIM isn't on nexus, shame though. However I've looked at it, and thought it's a bit soulsy for my tastes, so I think there's a niche for both

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S3ctor also helped quite a bit to form some of my half-baked ideas into something coherent

fickle crown
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Basically @warm rapids could also patch your mod as requirement for a Chim 2099 "wink wink"

rustic latch
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why?

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we are doing very different things in the end

fickle crown
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That aside, your mod has been the most compatible I've got to achieve what I needed, a modernized combat

rustic latch
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pleased to hear that

fickle crown
tough juniper
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The same path but different intent

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Or the same intent but different direction? 🧐

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Either way it's good to have both available

fickle crown
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So taking yours that uses an active parry/block implementation not being limited by the dice rolling of MW makes it closer to the supposed intention (in my view) to what S3ctor wanted to achieve

inner hare
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Soulslike combat style is a turn off for many players. Good to have alternatives.

fickle crown
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In that way, it could help just like they helped you

rustic latch
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I mean, he's welcome to any of my code

fickle crown
inner hare
tough juniper
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Its small differences that add up to quite a lot in the end

fickle crown
scarlet vault
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Actually, thinking about covering this, yes

rustic latch
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Yo

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That would be very much appreaciated

scarlet vault
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Are you planning any large updates soon-ish? I'd wait if that was the case. But I'm guessing the "1.0" release after months means you're pretty happy with the mod at this point

rustic latch
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But more importantly - hope you enjoy the mod

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There are severeal features that have been requested and considered, but not soon, no

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well, soon^tm, It may take me some weeks, to fight the animations and some code paths

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So don't wait up on that

scarlet vault
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yeah, I think I won't wait then

pastel vine
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I will say fighting polearm NPCs is very challenging. I love that they use their range

fickle crown
rustic latch
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Depends. Add-ons with a script-only mod are a bit tricky. Can always make them a toggle in the settings though

scarlet vault
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Okay, I'm reading the mod description and writing the script. Got a couple of clarifying questions:

  • Which weapon types are the most/least effective at parrying and how do they affect your movement speed while parrying? Can I get 2-3 examples?
  • "Block skill determines the amount of damage lowered by a weak parry, and the length of the perfect parry window." Is this sentence correct? Are those the only things affected by the skill?
rustic latch
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To elaborate in English

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for the first one - everything is listed on those pages

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for the second one - there are few(many) more things affected by various skills and stats

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all of that is in the formulas pages on wiki

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Glossary wise:
"Primary skill" or "main skill" is block for shields, related weapon skill for weapons and hand-to-hand for hand-to-hand
"Secondary Skill" is block for shields and weapons and hand-to-hand to unarmed combat.

I believe I refer to everything else by actual skill/attr names everywhere

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if anything is not clear or is missing from the wiki - let me know I'll elaborate and update it

scarlet vault
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Perfect. Thanks!

scarlet vault
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Blocking enemy arrows with a shield is the only change to ranged, right?

rustic latch
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Sort of. NPCs should react to ranged threats and raise their shields, and can advance with shields raised

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but that generally falls under the same thing

inner hare
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@scarlet vault you should mention in the video how many times the enemies killed you while you were capturing footage scarytodd

scarlet vault
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0 because I cheat πŸ˜„

inner hare
scarlet vault
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I'm also running it on Expanded Vanilla, which also has a stamina regen mod. Pretty sure that messes up the balance massively

inner hare
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one of the first things I removed from EV. The other thing was signpost fast travel, I think. Those were like... no brainers as far as removals went.

scarlet vault
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Yeah, I just don't use signpost fast travel. I like the stamina regen for most other things, though

rustic latch
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Should've shipped higher defaults for fatigue costs for N'Garde

scarlet vault
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you wanna see the video script before I record? to make sure I'm not misrepresenting anything

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I'll probably wait to record till tomorrow

rustic latch
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I mean, if you're offering - yeah, I'll take a look

scarlet vault
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||N'Garde is a mod for OpenMW which adds the ability to parry NPC attacks. The parry is implemented in a thoughtful way to ensure all vanilla mechanics stay relevant, and the result is a combat that feels more engaging, tactical, and action-packed.

The parry is a new combat move that you can use with any melee weapon, shield, or even your bare hands. When you parry while facing a hostile NPC, you have a chance to block their melee attack, which will either lower the damage taken, or negate it completely, and you can even stagger the attacker, giving you an opening to strike. Although you can hold the parry indefinitely, doing so will drain your stamina, so it's preferable to parry right before the attack lands.

That's the basic premise of the mod, but there is way more to it than meets the eye Let's take a look at the specifics:

  • Parrying works with any weapon or shield. But you can even parry using your hands, which also works when holding throwing weapons, lockpicks or probes. There are different levels to this. By default, your bare hands will block only other hand-to-hand attacks. If you wear armored gauntlets or bracers, though, you can even block weapons. And finally, if your hand-to-hand skill is over the configured threshold, you unlock the Iron Palm ability, which lets you block weapons even with your bare hands.
  • The effectiveness of your parry is determined by your gear. For shields and gauntlets, this is represented by their armor class number. When it comes to weapons, two-handed ones are more effective, with long blades, staves and spears being the best choice. The weapon type also determines how much parrying slows you down.||
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||- Another important factor is the skill level associated with your type of weapon (in the case of shields, this is the Block skill). When your skill is below a certain threshold, you will only be able to perform a "weak" parry. This will lower the damage taken, but you will still get hurt. However, crossing the skill threshold unlocks the option to use the perfect parry, which negates damage completely while staggering your opponent. Performing a perfect parry isn't guaranteed though: to pull it off, you must time your defense perfectly and start parrying at just the right moment.

  • Even when not using a shield, your Block skill is still very important. It determines the amount of damage blocked by a weak parry, and the length of the perfect parry window.
  • By the way, blocking an attack negates even damage from weapon enchantments. By default, this does not include Area of Effect damage, but you can change that in the mod settings.
  • Also, shields have the unique ability to also block projectiles.

The mod also makes slight changes to enemy behavior to ensure combat feels great.

  • Your enemies can parry as well! This includes all weapon-wielding enemies, even daedra or skeletons. How often they will try to parry is determined mostly by their combat skill, as well as their current fatigue.
  • Hostile NPCs will keep their distance, staying as far as possible while still being able to hit you. This makes polearm-wielding enemies quite difficult, since they will now use their greater range to their advantage.
  • NPC attacks now take slightly longer to wind up so that you can react in time.

To install the mod, just follow the instructions on the mod page. Once you're in-game, go into the scripts menu, and set a parry key of your choice. While you're there, go through all the options and settings which I didn't cover in the video. There are some pretty interesting ones that you might want to configure.||

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this is the whole thing, lol

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hopefully nobody steals it to release the video before me πŸ˜„

rustic latch
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you have a chance to block their melee attack
this may (will) be misinterpreted - not a chance, you either will ( raised guard in time) or not.
armor class number.
rating probably, class may be read as "heavy/med/light"
Even when not using a shield, your Block skill is still very important. It determines the amount of damage blocked by a weak parry, and the length of the perfect parry window.
I'd not say so, I've kept block impact ratios intentionally low. So that it helps, but player is not pressured to always take it as a major or minor
This includes all weapon-wielding enemies, even daedra or skeletons.
Maybe, worth mentioning the blacklist (it's mostly goblins and rieklings) which are not affected due to animation incompatibilities

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Otherwise - for a high level overview seems about right

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For the third one - the block skill. I'd reword it to say that "your skills" are important. In general, as are agility, endurance etc for different parts of the calcs. Most players don't care and won't go that deep, but it's not all about block

inner hare
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*skills and attributes

rustic latch
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yah

scarlet vault
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How about...
Your other skills and attributes also matter. For example, Block influences the amount of damage blocked by a weak parry, and the length of the perfect parry window, even if you're not using a shield. No single skill or attribute is overwhelmingly important, but many of them contribute to the parry mechanics.

rustic latch
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Well, the "main skill" for that weapon type is overwhelmingly important (that's the one that unlocks perfect parry) :D

scarlet vault
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true πŸ˜„

rustic latch
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and the "main skill" ratios ar equite high

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I guess

Related skill for your chosen defence is quite important, but block skill, as well as other stats and attributes, and current fatigue, also play a role

inner hare
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Perfect pary is never "unlocked" IMO

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It's not a perk

scarlet vault
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it kinda is though πŸ˜„

rustic latch
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Well

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it's still there

inner hare
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No, you can always try

rustic latch
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jsut the timing is 5%

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of waht it would be if threshold level was not applied

scarlet vault
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Oh hang on. I was under the impression that below the threshold, perfect parry is impossible

rustic latch
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Practically, impossible

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but can happen

scarlet vault
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Ah, that's an important distinction, then

rustic latch
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not "becomes possible"

hearty scroll
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I guess it's possible, if you can pull a frame perfect parry or something like that?

rustic latch
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πŸ‘†

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theoretically it's kinda there a few levels before - one can pull it off with good reaction time and framerate

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I generally don't like "perks", so this soft-ish limit was the compromise

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it effectively measn that "real" base skill level for PP is aaround 50 - which is what a melee focused character can start at

inner hare
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I've done many perfect parries well below 50

rustic latch
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well, "feasible at 40"

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the formula is on the wiki

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but to explain what it means

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when you reach 40 - your perfect parry windiw is 50% of what it would be only by base formula, and hat % increases by 5 every level till 50

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at 50 the reins are off and perfect parry window is purely based on the base formula

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Did I make it too convoluted? Maybe :D

inner hare
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best not to go into formulas in a video, I think. Maybe just say that perfect parries become way easier at high skill and with high Fatigue. The lower the skill and the Fatigue level, the harder it is to pull it off.

scarlet vault
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Okay, I completely rewrote the parry paragraph:

There are two types of parry: the perfect parry, which negates damage completely, staggering your opponent, and the weak parry, which only diminishes damage taken. To perform a perfect parry, you must time your defense well and start parrying at just the right moment. The time window for the perfect parry depends on your skill level with the weapon you are using (in case of shields, this is the Block skill). At low skill levels, the window is very short, but once you reach a certain threshold (configurable in the settings), the parry will gradually become much easier.

rustic latch
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Perfect

tough juniper
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this is an interesting precedent, interviewing a modder pre-review πŸ‘ 🧐

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ooh, cool

rustic latch
scarlet vault
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Yeah, I'm not really treating this as a review, it's more of a short showcase. Basically just a way to let people know this exists and some basic info

tough juniper
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36vehks yeah, its objectively hilarious how often it comes up but it seems to be the case. i'm not immune to skipping the readme but i understand that it kind of disqualifies me from then also complaing about it

scarlet vault
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But I'm generally happy to have my scripts reviewed by mod authors. I have TR devs on speed dial to make sure I don't spread misionformation πŸ˜„

rustic latch
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That's great effort tho, especially for big project like TR that deal with enough idiots not undersatnding what is real already

scarlet vault
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Yep. Just look at all those fake maps out there πŸ€¦β€β™‚οΈ

rustic latch
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36vehks yup

tough juniper
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they going to do more changes to the map down the line, do you think?

scarlet vault
rustic latch
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I mean, the least I can do

inner hare
rustic latch
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Balance thoughts...

uncut sun
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stagger time depending on parried attack speed maybe?? just go full for honor why not

rustic latch
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Nah, I mean - the time the opponent can't be staggered after a stagger

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currently it's 0.4 to 2.2 seconds depending on endurance strength and block

inner hare
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Not sure yet.

rustic latch
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I jsut rewatched the video and I understand how people got the impression it staggers on every parry

inner hare
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Was the video even recorded before you fixed the formula?

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But if it were to change, I would go for more variation based on stats.

rustic latch
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Formula was borked the other way :D

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it was always 2.2 before I fixed it

inner hare
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You could expand the range (so like 0.4-4.4 based on stats, for example, instead of max 2.2)

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But I'm vibing it

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No strong opinion

rustic latch
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yeah, I was thinking of extending the range

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need to mull it over

inner hare
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Best to do it while drinking

rustic latch
robust sundial
# rustic latch

I think a tiny bit β€œtoo short” if anything, but maybe closer to β€œjust right”

kindred imp
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Had this error why mass butchering dremoras with console

[22:54:35.134 E] L0x706c5ad[scripts/ngarde/fencer.lua] eventHandler[ngarde_onScriptDetached] failed. Lua error: [string "scripts/ngarde/controllers/parry.lua"]:321: attempt to index field 'activeParryConfig' (a nil value)
[22:54:35.134 E] stack traceback:
[22:54:35.134 E]     [string "scripts/ngarde/controllers/parry.lua"]:321: in function 'getParryCooldown'
[22:54:35.134 E]     [string "scripts/ngarde/controllers/parry.lua"]:771: in function 'forceLowerGuard'
[22:54:35.134 E]     [string "scripts/ngarde/fencer.lua"]:128: in function <[string "scripts/ngarde/fencer.lua"]:124>
[22:54:35.134 E]     [C]: in ?
rustic latch
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^ can happen if an object loses valid weapon/shield after the parry was raised

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fixed on my end

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will upload at some point

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work has been bad last couple days - mostly focused there

kindred imp
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oki

rustic latch
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oh, hold up. Why do I even add cooldown on forceLowerGuard, that one only happens before detach or on stance switch. Well... maybe I do

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nah, doesn't seem like it needs it. Ok, yeah. better fix is in

rustic latch
# kindred imp oki

Did you get a chance to play with it, at all? If so - let me know how it feels, if anything is too broken/easy

kindred imp
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not really, since I'm playing ranged atm
only that gauntlet armor deteriorates REALLY fast which is suboptimal if you're playing with Iron Fist mod

rustic latch
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At what h2h skill level?

kindred imp
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~60

rustic latch
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hmmm, by that point it should be manageable

kindred imp
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but I haven't tested that all that thoroughly yet

rustic latch
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and the setting value at default, I assume?

kindred imp
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here's what one of the POTI testers says on regards of balancing

rustic latch
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the base durability damage

rustic latch
rustic latch
# kindred imp yep

Right. I think I see at least one issue. I was afraid that gauntlets would be too strong so I basically do double durability damage to them - full damage to each gauntlet, I'll spread it evenly

kindred imp
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I basically do double durability damage to them
they're 90 durability each sadcat

rustic latch
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well, good news is - the better the skill the lower the damage ( for weak parries)

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and perfect parries only apply base

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but with base at 5 - that's 10 for each hit

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so 20 hits per gauntlet doesn't seem rational

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22

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If you want - grab the latest from gitlab, I've just pushed an update to make that slightly better. Won't go up on nexus for a day or two - I want to try and fix the mwscripted fight interference first

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(actually pushed the commits now)

kindred imp
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nah, I'm not really relying on them atm

rustic latch
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Fair, all good then

inner hare
kindred imp
inner hare
rustic latch
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Actually, yeah. You've mentioned that you play with fair care on

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so technically mod was tested with it

inner hare
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Sure. FL settings can be tweaked btw

somber quail
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Not here to complain but just pass along a bug I found.

Getting a lot of parrys in a fight can lock an enemy in the block pose and they can continue to attack you without the attack animating and will remain frozen like that until their death or knock out animation.

This might be a mod interaction but I thought I'd mention it if it is of use to you.

rustic latch
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Nah, that's useful. Shouldn't happen but I'll see what I can do

somber quail
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If it helps replicate I was boxing skellies with tons of fatigue and it only happens if you get a ton of parries off. If the enemies can't fight for too long before dying it doesn't happen.

rustic latch
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so it's when you stagger them?

somber quail
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I can't honestly say what triggers it, the only correlate I can give between all experiences is that they were all foes that stood long enough to get parried a lot before they displayed said behavior.

I am about to hop on and hopefully I can gain some more insight.

rustic latch
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I may know where it happens

inner hare
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poll_question_text

What is the most common mod-related comment/request?

victor_answer_votes

7

total_votes

14

victor_answer_id

1

victor_answer_text

Gamepad support?

rustic latch
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I forgot about this one

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So far on N'Garde page and trailer comments:

  1. MWSE?
    2.Tes3mp
    surprisingly
rustic latch
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well, not complained - observed that together these two mods are kinda making the game harder

rustic latch
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🧐 attack prevention seems to be skipping a frame sometimes... which is all an NPC need to fuck you up while "staggered"

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Hopefully it doesn't happen on released version

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seems new

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O_o not even skipping a frame - reliably firing every second frame. WTF

rustic latch
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animation doesn't even play - you just get hit out of nowhere

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definitely new - I hope at least that otherwise someone would've reported it

rustic latch
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but wtf

rustic latch
strong lynx
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will still play "woosh" but eh, probably cant do much about it... or maybe can cancel it by file name if thats possible

rustic latch
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ah no

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you said debuff, not buff

strong lynx
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that be megabuff then

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yes

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some kind of debuff to hit precision, im sure there are ways

rustic latch
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well, it will "technically" work yes

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can cancel the woosh by sound id, not by the name

strong lynx
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technically is the best kind of working πŸ™‚

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whats a point of modding even

rustic latch
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lmao

strong lynx
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if its not beyound cursed?

inner hare
rustic latch
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I cancel spell SFX with that, just need to get the id, spells have them in the magic effect

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attack, actually may need to be hardcoded

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iirc it also plays on sound key in attack anmation not on its own

rustic latch
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phew, nvm, definitely new. And shouldn't happen in released version

rustic latch
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@copper raft , so I didn't get too much time to test your save today. But. I can confirm that the mwscript does quite a few cursed things to prevent them from moving.

And I was indeed right that N'Garde considers them "staggered" in that state. What's odd is that despite that they should still be able to cast. But it's progress at least

zenith karma
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Very cool and inspirational mod. Great to see it released

rustic latch
zenith karma
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Yeah, I've been thinking to myself about what I need to make combat actually feel good, and I think having a system like this is a big deal

rustic latch
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Secondary feedback to misses is something I've been thinking about too. I'm reasonably happy with ranged and magic, and there are other mods out there. But melee needed some oomph

zenith karma
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Yeah, the "rest" of what I want to see are more to do with the subtleties of input, animation, sound etc, to make it all look and feel convincing

rustic latch
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Animations are a big one. I'm currently running reanimation. And just having smoother snappier alternating attack animations is unbelievable difference

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With misses and all that people usually hate very much intact

zenith karma
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You know what really galls me? Every weapon type already has a lot of variety with three ways it can be swung, but:

  1. the way of doing it is too cumbersome,
  2. there is always one swing that is way better for a given weapon type, with no situational differences
  3. and (even worse) the player has an option to "always use best attack" to just turn all that off
rustic latch
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I keep it off for variety, but yeah. Imo the movement key attack selection is very clunky

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And the presence of "obvious best choice " us also not great

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Second one will need a sizeable esp, at least until content.weapons is a thing. But I'm tempted to try my hand at the first one

#

Well, i guess with some shenanigans second one is also currently possible in lua. Just not as pure attack stats

#

πŸ€”

zenith karma
#

Also, I have to say I really dislike the idea of having to hold down the mouse button just to do a regular attack. Like besides the fact that it feels awkward and uncomfortable to me, your character has to hold their sword up over their head for about a second like an idiot just to do the full rated damage

rustic latch
#

I don't really feel that way, but see what you mean. Not sure how to solve that one though

#

Anyway, i think i need sleep. Can't type straight 🀣

#

Not on the first try at least

zenith karma
#

I can get what they were going for, presumably to discourage the player from spam clicking and for them to commit at the right time. But I've never thought it looked or felt good.

#

Honestly a system like yours already goes a great deal further at inducing thoughtful gameplay than that particular mechanic

robust sundial
#

I used to fantasize about Mount and Blade combat in Morrowind, it always seemed so close because we have directional attacks in Morrowind already. I don’t think it M&B combat would actually fit into Morrowind nearly as much as N’Garde does, it wouldn’t mesh as well and would be more tedious to have to use directional blocking too.

lime spire
lime spire
copper raft
zenith karma
#

I could see even the β€œineffective” swings of a given type (thrusting with a mace, etc) as being hard by a skilled character not to do damage, but to throw the opponent off balance for the next real strike

lime spire
misty phoenix
#

I have no idea if that's possible with the current Lua API, though

#

But it's nice to see I'm not the only one bothered by the lack of depth the attack types mechanic has

lime spire
#

Ideally you would have something like: fire=damage over time, lightning=instant lightning bolt with no travel time, ice=slow down, poison=idk.

misty phoenix
#

But yeah, it's really silly to see an enemy charging at you with a fully charged attack when playing with Mercy

lime spire
#

Also maybe dynamically add new spell types like runes from skyrim, held down vs single use spells and maybe something inspired by the spell types cut in the transition from daggerfall to morrowind.

#

None of this is possible in openmw rn though.

#

For example you could chose to make a held down area at range spell to recreate the flamethrower spell from skyrim. (Assuming that is what area at range means, idk I have not played daggerfall much)

#

Sorry this is a bit offtopic....

regal egret
#

Playing for awhile, I feel like blocking needs some way to deal with spells.
Melee combat is much harder, but by comparison shooting fireballs at people now just feels like cheating.

candid wren
#

Anyway to make spell absorption or barrier/shield act as a layer for magic defense, like a perfect parry with spell absorption would absorb the spell and give you back magicka based on the magnitude, barrier deflects the magic effect?

inner hare
#

Doesn't make sense to make parries affect spells. Definitely cool to consider some new anti-magic barriers with their own durability, though.

lime spire
#

Honestly I could see sheilds being able to block spells...

#

kinda...

inner hare
#

Only if it's Spell Breaker 36vehks

river sluice
#

Just wanted to say thankyou for the extra work to make this compatible with tribunal reforged

#

Much appreciated!

rustic latch
# river sluice Just wanted to say thankyou for the extra work to make this compatible with trib...

Oh hey, It's your's isn't it? Still a work in progress from my end, but hopefully I can get it sorted.

I've mostly been testing that script fight with the Alma's Hands, and notice you are fighting the engine a bit - which also throws ngarde off.
e.g. that they switch back to weapon stance and then to caster stance after each spell. But hopefully I'll get it compatible.

Are there any other "big scripted" fights in there, btw?

inner hare
rustic latch
#

Spell blocking/spellbatting is technically possible, one is more cursed than the other, but I'm not tackling that -for two reasons a) cursed b) not something I particularly want

cinder gulch
#

Is it truly a mod if you're not scanning the player's active spell effects every 0.4 seconds?

rustic latch
#

You do realize that of those two - the one that requires that is less cursed 36vehks

cinder gulch
#

Scanning animations of nearby actors? 🧐

rustic latch
#

I meant - spellblocking(which would require scanning active spells and cancelling vfx) is currently less cursed than spellbatting:
#showcase message

waxen cliffBOT
inner hare
#

it's still very tame for Come's mod

rustic latch
#

CΓ΄me is a wizard in all the best ways :D

cinder gulch
#

(arrows)

#

Not sure if all of them are or just some of them

inner hare
#

isn't this how their speed is set?

rustic latch
#

Technically, probably

cinder gulch
#

Maybe lmfao

#

I saw that and I'm like wow that is some todd jank

inner hare
#

glad that they don't increase Marksman

rustic latch
#

they can be kicked out of the air with an arrow or another spell after all

inner hare
#

yeah

#

never forget

#

hmm, no, speed is 0 for all spell "arrows"

#

it's set in the magic effect settings

rustic latch
inner hare
rustic latch
#

Since we genereally can't do lunges and meaningful footwork - imo it should be generally longer than the weapon model - plays better

inner hare
#

claymores and dai-katanas having same reach as spears is a choice

rustic latch
#

yeah, but I know some people, including those that early tested N'Garde like it, so posted it

inner hare
#

axes and maces having lower reach than shortswords is also meh. I don't think that taking things literally based on in-game models and animations is a good method at all

inner hare
#

I mean, Vanilla 2H claymore has same reach as daggers

rustic latch
#

It's, imo, good for certain weapons types - not so much for others

#

And a full review of what I do and don't like is why Fox got to it before me :D. I was planning to post similar at some point

inner hare
#

IMO it would be best to go for "good enough". Instead of trying to make every weapon perfect, tweak the stuff that is really off. This also has the benefit of not having to change literally every damn weapon record in-game.

rustic latch
#

Yeah, that's fair

inner hare
#

and there are other balance implications to consider as well. For example, if you nerf reach of warhammers like that mod does, then you deprive that weapon type of an advantage they had in Vanilla. What do they get to compensate for it?

rustic latch
#

Imo, really, spears and staves are fine. 2h weapons should probably all land at around 9ft mark as warhammers do. and then shortblades to 4-5 instead of 6

inner hare
#

yeah, no problem with spears and staves

#

2H axes and claymores need a boost

rustic latch
#

I don't see a reason for 2h Axes and 2h swords to have lower reach than 2h blunt yeah

inner hare
#

agreed that 1H axes, longswords etc. can be left as they are

rustic latch
#

given that in vanilla NPCs barely ever take advantage of reach, and don't let player do it either as they close in to lick you

inner hare
#

they can attack you at the edge of their weapon's reach, but they aren't good at maintaining it (don't care in Vanilla)

rustic latch
#

yeah

inner hare
#

Delta Plugin should do fine with those changes. The only problem would be mods which add new stuff not covered by TD and OAAB

#

they would have the values modders used and most go for Vanilla reach

rustic latch
#

There are certain outliers in base game

inner hare
#

some uniques and such

rustic latch
#

e.g. a 2h axe with 1.4 reach instead of 1

#

etc

#

yeah

#

There's a mace with 11 feet reach lmao

#

1h mace

inner hare
#

well, that looks like a typo

rustic latch
#

Nah, it's just bloodmoon

#

"Mace of Aevar Stone Singer"

inner hare
#

ah, ok

#

well

cinder gulch
#

Hahaha

inner hare
#

it's a powerful artifact. Reach still dubious, though.

cinder gulch
#

I have a super jank solution

#

Looking to reflect the spell with parrying?

rustic latch
#

but still

rustic latch
cinder gulch
#

Give the player spell absorption todd

#

That's some jank stuff

rustic latch
#

lmao

inner hare
#

Todd would be proud

cinder gulch
#

Spell absorption while in the parry animation

inner hare
#

Reflect while in parry animations πŸ˜„

#

kill enemies with their own spells!

rustic latch
#

lol, lmao even

cinder gulch
#

You can hide the spell absorption spell effect too although it can have unforseen consequences

rustic latch
#

One day we'll get onMagicEffectApplied

cinder gulch
#

I think we'll get scrollbars first

#

Possibly 🧐

rustic latch
#

while the roll animation is playing

inner hare
# rustic latch I don't see a reason for 2h Axes and 2h swords to have lower reach than 2h blunt...

some things which should be considered is balance tweaking of other stuff post-reach change. For example, in Vanilla, warhammers have longer reach and condition than battle axes and lower damage. If you make them have the same reach, then this difference becomes diluted. This leads to a bit less interesting gameplay, so sth else could be done. Would be funny if N'Garde solution was created, e.g. warhammer getting a bonus for breaking the enemy's guard and making the enemy more likely to stagger.

kindred imp
rustic latch
#

Can even expand effectiveness as "effective against"

#

so short baldes are effective against 1h weapons e.g. but not so much against warhammers and claymores πŸ€”

#

will also remove some of the special handling around h2h -

cinder gulch
rustic latch
inner hare
kindred imp
#

re: weapon range
Foxunder just dropped an update for Real range

Some slight edits in line with the original file, there's also a version for TR Data and OAAB Data. Introduces more realistic range to melee weapons.

Nexus Mods :: Morrowind

It's a collection of various bugfixes and small mods.

kindred imp
#

oh come on, I just woke up

rustic latch
#

Good morning

inner hare
#

right, right

rustic latch
#

But yeah, that's why we were discussing it

#

We don't really agree with reach choices in the original mod, and i think Fox kinda carried those on

kindred imp
#

likely

rustic latch
#

I actually will probably disable it on my end, at least for now. Spearmen enemies are hugging way too close, esp now that I'm used to N'Garde forcing them much further back

kindred imp
#

from my experience, while that mod makes weapons feel distinct
in general it feels way too close up for me

#

to the point where you need to basically hug your opponents :d

rustic latch
#

However. I know of at least one person that plays with it. @dusk palm , Foxunder posted real-reach update including TD and OAAB weapons, check out link above

inner hare
#

they have the same reach

#

which makes spears lose a lot of their advantage

#

without gaining anything else in return

rustic latch
#

Granted, base game also has dubious choices :P

inner hare
#

absolutely

kindred imp
#

I wonder if the process of adjusting can be automated via external scripts. I. e. parsing esps as jsons and adjusting them in plain text πŸ€”

rustic latch
#

probably

#

as long as json has the weapon type field

#

and it would if it's correctly reflecting the esp

kindred imp
#

Do you think shield bashing could someday make an apperance here?

rustic latch
#

Needs animations. I've tested how to intercept LMB while parry is active and do "something else" - so can easily do that, just need to code in the effects on the opponent and have a reasonable anim

#

Animation being the big problem, as I'm kinda burned out on blender for the moment

#

and I'm yapping here before work - but most of my attention will be there for the next few days

#

Also need to consider which opponent and how it is affected. Is shield bash an "attack"? Does it deal any damage? Fatigue? Health?

Or just plays a little "I'm hit" animation

#

I'm honestly not quite sure what should be the gameplay advantage of a shield bash

#

there's a lot of stagger sources as is

inner hare
#

well, definitely no reason to add it to the game if it doesn't have a notable impact. I mean, not worth the effort in such case.

rustic latch
#

and for weapon range - I'd honestly be quite happy with something like:

Long Blade, One Hand 1
Long Blade, Two Hand  1.5
Blunt, One Hand  1
Blunt, Two Hand Close (Warhammers)  1.5 
Blunt, Two Hand Wide (Staves)  1.8 
Spears  1.8 
Axe, One Hand 1 
Axe, Two Hand  1.5```

and keeping `fCombatDistance` as is
inner hare
#

yeah

#

well

#

maybe short blades can be higher

#

don't know how 0.6 will feel

rustic latch
#

see the whites of their eyes

inner hare
#

FPP is the primary camera mode, it needs to feel good there

#

and yes, I would def go for sth simple like you suggested here

#

instead of 0,83, 0,93, 1,12 etc.

rustic latch
#

well, maybe 0.75 dunno

inner hare
rustic latch
inner hare
#

then what would the impact of perfect parry be?

rustic latch
#

exactly

inner hare
#

just blocking dmg when the enemy can instantly attack again is a bit eh

rustic latch
kindred imp
#

but it's more in the goofy territory

rustic latch
#

Lmao, nice

#

I know DetailDevil also did knockback for one of his mods

#

So probably can do it

#

but imo for block bash - an animation with a root movement may be a better fit

#

again, animations sadcat

inner hare
#

running with shield guard up could be improved at some point as well

#

animation-wise

rustic latch
#

Oh yeah. Thing is - I'm not sure how to make the arm/torso rotation the same while standing still and running

#

it is on vanilla animations, but looks a bit ass there

#

with the replacers - the standing one looks fine, but running is still ass

#

I've played with it before release a bit, couldn't get it working right

#

best I could do is "fine while running, but looking all the way right while standing for some reason"

inner hare
# rustic latch and for weapon range - I'd honestly be quite happy with something like: ```Short...

probably would require testing for short blades to determine how it feels, but my gut feeling is that 0.75 or 0.8 would feel way better in-game. With this, warhammers and short blades would need some sort of boost in the efficiency tables to compensate for losing some of their advantages. If you distinguished daggers/tantos from shortswords/wakizashis, something even cooler could be done, e.g. daggers/tantos having by far the shortest reach but being very hard to perfect parry.

river sluice
rustic latch
#

Alma herself happens to be blacklisted - she's using a weird rig, so normal NPC animations don't play on her

#

So that at least won't be an issue

tough juniper
#

If you dial in the settings it feels really good

#

Granted they put the goofy up front

#

Maybe combining it with the shorter range works better because you can make little bits of distance with it

rustic latch
#
  • Bound weapons break on first parry (if base durability damage or scaled durability damage is >0)
    πŸ€”

tempted to keep it as a feature

inner hare
#

Too annoying

#

Other mods take care of balancing here IMO

rustic latch
#

Yeah, and it wasn't that lmao

#

not durability that is

#

on perfect, or strong enough normal parry - I cancel on-strike enchants. Some mods convert on-use into on-strike. So if I find an on-use with the same id on the player as is on enemy weapon - I cancel it

#

guess what happens when both have demon katanas with "bound longsword" on them

rustic latch
#

@twin pewter , let's take it here. What you descrive should be fixed in 1.0.7 which has been up on nexus for a couple of days.
#1482416741077356692 message

waxen cliffBOT
#

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
twin pewter
#

Im running the latest version on openmw 0.50

#

I'll double check it out i did switch modes in thecsame game, maybe a restart will fix it I'll also update again

#

I downloaded it last night

#

Sobit should be latest version

rustic latch
#

"perfect" parry of the attack that was going to be a miss with that mode on should prevent all damage,
"normal" parry is skill dependent, and you may take a bit of damage

twin pewter
#

Oh ok so I just have to switch the parry mode,lol my bad man with dumb question i download your mod and played with it for about a half hour or more lol, I'll switch it when I get home

rustic latch
#

It's not the "parry mode". Perfect parry means you've timed your parry just right, and raised it as the atack was about to land.

"normal" or"weak" is if you just stand there for a while holding guard and then get hit

twin pewter
#

Oh ok that's probably it then

rustic latch
# rustic latch
poll_question_text

Is stagger cooldown

victor_answer_votes

6

total_votes

10

victor_answer_id

3

victor_answer_text

just right

#

ok, so some room to increase it, but not much

inner hare
#

expanding the range so the change only impacts high lvl enemies in a noticeable way is probably the best course of action

rustic latch
#

yeah, so high level enemies are rock solid and harder to repeatedly stagger

#

I'm still battling that mwscript scripted bossfight.

I've managed to fix the two archers(I think) but other three hands are fucking annoying

tough juniper
#

hey, do you know what is it that makes the gobbos not work?

twin pewter
#

So boss fights like almalexia are not implemented yet?

rustic latch
#

goblins

#

and same problem with Almalexia

twin pewter
#

Ok

#

Oh well

#

As long as it covers npcs who cares

rustic latch
#

rieklings, golbns couple dwemer spheres from TD and alma are blacklisted cause of that

strong lynx
#

Can also probably go a route of level+armor based poise and poise damage on weapons

tough juniper
#

ok, just because im in there now and i found shield block anims with kf so i was curious

strong lynx
#

Then youll pre much have souls like poise system in there

rustic latch
strong lynx
#

But hey, if it works....

rustic latch
#

It works, but I really don't like those games :P

twin pewter
#

I have harder faster stronger installed, plus that mod that way toughens npc and makes them boss fights, so to be honest I dont need anything tougher 36vehks

rustic latch
#

so not implementing that

strong lynx
#

Yea, i mean i like elden ring, but i dont think morrowind should become elden ring

rustic latch
#

Fair, i, personally don't like poise system - it sounds good on paper, but in practice about as arbitrary an abstraction as "can't stagger me again for a sec"

twin pewter
rustic latch
#

I rarely run it, mostly for testing

#

but modern mercy runs fine

twin pewter
#

Modern.

#

?

rustic latch
#

well, latest versions

strong lynx
rustic latch
#

what Max said

strong lynx
#

There were a lotta optimisations last 2 months

#

Or rather 2 months ago i shall say

rustic latch
#

and iirc the engine bug that was causing freezes is fixed in 0.51 isn't it

#

I don't remember if the fix made it in, but I think it did

twin pewter
strong lynx
#

Its pre much no perf impact when out of combat and only some perf impact when fighting big groups of enemies, im running it on steamdeck

#

Oh yeah, with 5 npvs and if you have some other noc mods installed - maybe

twin pewter
#

I can try it again i guess

#

Ok

twin pewter
strong lynx
#

Although sounds like too little tbh, i was more thinking like 10 npcs should be noticeable but i dunno

twin pewter
#

I do like your mods though I have all your animations

#

I can try it again like I said

strong lynx
#

I was satisfied when it started to working smooth in normal gameplay scenarios, not like trying to fight a whole town

twin pewter
#

I'll give it another shot, I'll just make a data directory file back up of my mod list and then install it again

#

I'll probably try it tonight

strong lynx
#

There is some headroom for more in-combat performance optimisation, but not planning to do that soon

#

Yea, lmk how that goes

twin pewter
strong lynx
#

Nono, thats fallchildren!

twin pewter
#

Oh ok, because when I play it I got mybl9ad order correct, and the game runs great, plus the animation works but when I hit f10 I get a red warning about two hand animation?

#

I'll have to ask him

#

My games does not crash or freeze so probably nothing to worry about

rustic latch
#

Fallchidlren has been busy with RL stuff I assume and not really active. But Third-person-alt attacks works fine

twin pewter
#

Ok that was at the top of his website you posted on your n garde on nexus right?

rustic latch
#

yah

twin pewter
#

Ok so download it from fallchildren sight then get it from git lab at to where you posted?

#

I'll send screenshot shot later lol

rustic latch
#

I think

twin pewter
#

Ok I got that

rustic latch
#

I should probably change the link so it leads to the static site, instead of the source

tough juniper
#

not as hard as i expected to edit it. if your not interested in this i really don't mind, it's just a learning experience for me so don't feel obligated to follow through on it in any way.
that said i'm quite curious if it would work 🧐
the idea being you could add this kf and not have to fully replace the vanilla nifs

rustic latch
tough juniper
#

i take it you're interested

rustic latch
#

very much so

tough juniper
#

sick

rustic latch
#

Now I need to figure out how to play specific animation on goblins specifically

#

and I'll not have time today

#

but that's sick dude

#

Do you want me to send you the blacklist? So you can see what else can be edited? I think we should focus on rieklings and goblins and maybe Alma for now

#

(or grab it from constants.lua it's at the end of the file)

#

I mean, jsut with that

tough juniper
#

awesome yeah

rustic latch
#

you've cut 58 to 36

#

between base game and TD

#

that is as long as all gobbos have shields. But I guess we skip weapon parry for them

#

and just do shields

#

this is great

tough juniper
#

yeah i went for that model because it has the shield drop, the warbosses have like a bone claw thing, i've never actually got to them ingame so im not sure

inner hare
#

Da gits are back

#

Let's get stabby!

tough juniper
#

no mucking abou' give em da boot!

rustic latch
#

One thing

#

that may make our lives much easier

#

can you match the groupnames that are in the contstants.lua as well?

#

so shield then would be shieldraise

#

the game would play correct anim depending on what skeleton we are trying to play it on

#

kinda like idle3 for a humanoid is one thing and tail thump for the scrib

#

(I think, at least)

#

I'll try with a separate name first, but probably tomorrow

tough juniper
#

ok yeah i see πŸ‘

rustic latch
#

Thank you!

tough juniper
#

no worries, itll be great if it works out

inner hare
#

General Dubious to the rescue 🫑

rustic latch
#

not many of those

#

in general

#

and I'm not even sure waht uses OAAB data

#

and fewer of those in the blacklist

tough juniper
#

yeah need specific examples but im open to suggestions

rustic latch
#

"BM_riekling",
"BM_riekling_be_UNIQUE1",
"BM_riekling_be_UNIQUE2",
"BM_riekling_be_UNIQUE3",
"BM_riekling_be_UNIQUE4",
"BM_riekling_be_UNIQUE5",
"BM_riekling_Dulk_UNIQUE",
"BM_riekling_Krish_UNIQU",
"BM_riekling_be_UNIQUE",
"BM_riekling_boarmaster",
"BM_riekling_st_UNIQUE",
"BM_riekling_mounted",
"goblin_grunt",
"goblin_footsoldier",
"goblin_officerUNI",
"AB_Und_DwrvSpectreWep",
"AB_Und_DwrvSpectreWepF",
"T_Cyr_Cre_Gob_01",
"T_Cyr_Cre_GobChf_01",
"T_Cyr_Cre_GobSkm_01",
"T_Cyr_Und_Wrth_01",
"T_Cyr_Und_WrthFad_01",
"T_Dae_Cre_SeducDark_01",
"T_Dwe_Cre_CentArc_01",
"centurion_projectile",
"centurion_projectile_C",
"T_Dwe_Cre_CentArcMl_01",
"T_Dwe_Cre_CentArcSh_01",
"T_Dwe_Cre_CentArmor_01",
"T_Dwe_Cre_CentArmor_02",
"T_Dwe_Cre_CentArmor_03",
"T_Dwe_Cre_CentArmor_04",
"T_Dwe_Cre_CentArmor_05",
"T_Dwe_Cre_CentArmor_06",
"T_Glb_Cre_DreuMoW_01",
"T_Mw_Cre_DreuMoW_01",
"T_Mw_Cre_GobBlind_01",
"T_Mw_Cre_GobBlind_02",
"T_Mw_Cre_GobBlind_03",
"T_Mw_Cre_GobBlind_04",
"T_Mw_Cre_GobBrs_01",
"T_Mw_Cre_GobBru_01",
"T_Mw_Cre_GobChf_01",
"T_Mw_Cre_GobShm_01",
"T_Mw_Cre_GobSkr_01",
"T_Mw_Cre_GobThr_01",
"T_Mw_Und_AncestorWep_01",
"T_Sky_Cre_GobBrs_01",
"T_Sky_Cre_GobBru_01",
"T_Sky_Cre_GobChf_01",
"T_Sky_Cre_GobShm_01",
"T_Sky_Cre_GobSkr_01",
"T_Sky_Cre_GobThr_01",
"T_Tsa_Cre_Tsaesci _01",
"T_Tsa_Cre_Tsaesci_01",
"T_Tsa_Cre_Tsaesci _02",
"Almalexia",
"Almalexia_warrior",

#

lmao

#

of these
only these two are OAAB iirc:
"AB_Und_DwrvSpectreWep",
"AB_Und_DwrvSpectreWepF",

inner hare
#

OAAB has creatures?

rustic latch
#

apparently

#

otherwise what AB is?

#

actually let me doublecheck which file those are from

#

RefID: "AB_Und_DwrvSpectreWep"
Memory address: 0x59b93bd94520
Cell: Bamz-Amschend, Skybreak Gallery
Coordinates: 4021.62 1574.09 12320.8
Model: meshes/oaab/r/xdwspecterwep.nif
(DIR: /home/arrean/.config/openmw/Data Files/Base-Data/OAAB Data)

yup

tough juniper
#

Lexy's got lousy footwork

rustic latch
#

Indeed

tough juniper
#

does everyhting on the list have some capacity to block?

rustic latch
#

no

#

hmmm

#

actually

#

let me just get you a better blacklist tomorrow

#

otherwise - the only option is to spawn each and see

tough juniper
#

yeah fair, best to find the most important ones first

#

but imma chill for a while now. this is good though, im diggin this in general

rustic latch
#

what's the hold key?

tough juniper
#

idk lol i didn't think it through just thought i might as well throw in something to mark the midpoint, i dont think its useful

inner hare
#

Almalexia parrying will be scary scarytodd

#

Vivec can parry, right?

rustic latch
#

Vekh is a creature with canUseWeapons = false

#

so πŸ€·β€β™‚οΈ

#

can't do much about him

tough juniper
#

not on the list

rustic latch
#

unless dubious gives him a weapon bone

#

and maybe he'd need a CS edit

inner hare
rustic latch
#

^well, you can give him what you want

#

he can't use it

inner hare
#

he uses it

tough juniper
#

theres a whole bossfight mod for him, right?

rustic latch
#

πŸ€·β€β™‚οΈ

#

no clue

inner hare
#

you don't need the boss fight mod

tough juniper
#

@true isle made a patch for it, might know what he can do

rustic latch
#

If it's another mwscripted thing I'm hanging it up and adding him to the blacklist

rustic latch
inner hare
#

but he can in the mod

rustic latch
#

ffs :D

inner hare
#

maybe they just toggled it

#

I mean, his animations look standard

rustic latch
#

Well if it the mod is done right - my script will just pick him up

inner hare
#

he uses his fists if he has 0 magicka

#

in Vanilla

rustic latch
#

iirc vivec rig is standard or almost

inner hare
#

and those anims look standard

#

the only different ones seem to be idles

#

levitating

tough juniper
#

i guess they're a maybe then

rustic latch
#

If you can find that mod - let me know

#

I think animations can be gathered together, tested and we an push that as 1.1

#

meanwhile

1.0.8

up on nexus in a minute

  • internal timers fix
  • durability damage evenly spread to gauntlets instead of effectively doubling it
  • code cleanup in formulas section, default values if formula is somehow called from an invalid state
  • swords and light weapons sound feedback update
  • If a enemy attacks you with a weapon that has a "bound weapon" enchantment on it, while you're using the same type of bound weapon to parry and you perfect parry - your bound weapon should no longer disappear.
  • more carefully avoiding unnecessary interaction with NPCs in mage stance or archers.
  • Better compatibility with heavily Mwscripted fights
  • cleaner stagger and attack detection
  • slighly longer stagger cooldown for high skill/stat entities

@copper raft @river sluice if you have time and inspiration please test the hands ambush fight. I was able to get through the whole fight without issue. But if you're using a test character feature of openmw - disable and enable all 5 of them before starting the fight proper. Or get there on a normal char via coc and journal indexes, I just don't know those.

tough juniper
#

yeah iv got it installed here somewhere, cool

tough juniper
#

oh yeah theres a scripted fightpit in Greymarch Dawn too, i need to check if that's ok

inner hare
tough juniper
#

this is the fixed version

rustic latch
#

yeah, as long as he has "canUseWeapons" set to true, has a weapon, not in blacklist and the bones that animation would play on are correct - we are fine

#

that's a lot of ifs

#

but for Vivec I think, it's just the "canUseWeapons"

#

and if they gave him Muatra -then he's fine

tough juniper
#

nice should be good then

#

yeah they dont add any anims, its just esps

inner hare
#

somebody should create this with N'Garde in mind

tough juniper
#

yeah he needs all phalli he can get

#

phalli? phalluses yagrwut

inner hare
#

Molag Bal is not his Anticipation

tough juniper
#

tell that to the nords

strong lynx
#

btw Arrean just noticed that on the old ver im playing perfect parry stagger (atleast when player is staggered) does not block movement. I personally prefer it like that, tbh id rather have all staggers not block your movement but rather maybe just slow you down

#

but mentioning it if its not intended since vanilla staggers do root you inplace

rustic latch
#

first person?

strong lynx
#

yes

rustic latch
#

yeah,, hang on

#
function ParryController.onEnemyPerfectParry(self)
    self.isStaggered = true
    self.isParrying = false
    local hitIndex = "hit" .. tostring(random(1, 5))
    logging:debug(tostring(self.defendant) .. "playing:" .. hitIndex)
    I.AnimationController.playBlendedAnimation(hitIndex, {
        startKey = 'start',
        stopKey = 'stop',
        ---@diagnostic disable-next-line: assign-type-mismatch
        priority = {
            [anim.BONE_GROUP.LeftArm] = anim.PRIORITY.Scripted,
            [anim.BONE_GROUP.RightArm] = anim.PRIORITY.Scripted,
            [anim.BONE_GROUP.Torso] = anim.PRIORITY.Scripted,
            [anim.BONE_GROUP.LowerBody] = anim.PRIORITY.Scripted
        },
        autoDisable = true,
        blendMask = anim.BLEND_MASK.LeftArm +
            anim.BLEND_MASK.RightArm +
            anim.BLEND_MASK.Torso +
            anim.BLEND_MASK.LowerBody,
        speed = 0.70

    })
end

should. Unless the game does more for vanilla staggers.

#

hit anim has no root movement, but iirc - this should 100% root you in 3rd person

#

first person is tricky

#

I can probably add blanket "stay put" for this duration

#

but - not sure if necessary

#

as long as it prevents you from block or attacking I'm fine

#

yeah, roots you in 3rd person

#

damn

#

don't like that inconsistency

strong lynx
#

yea i dont think 1st person respects anim based movement, so unless you purposefully disable it - player will be able to move

rustic latch
#

yah

#

it doesn't

#

I wonder - are you sure base game stagger stops you moving in 1st person?

#

oh

#

no

#

are you sure the perfect parry stagger doesn't prevent you from moving

#

cause it does - there's a problem with it that despte "scripted" prio - it can be interrupted by vigorous enough player input. But - when it plays - meaning the stagger was not on cooldown - and while e.g. the camera is shaking to follow the animation - I can't move

#

Seems the same behaviour as regular stagger

strong lynx
#

might be also based on launcher setting, forgot what its called

#

something about animation and movement in 1st person

rustic latch
#

weird

#

cause it seems that sometimes it does

strong lynx
rustic latch
#

yeah, need to think how to handle it properly

#

the inconsistency is the problem here, I think

#

should be just one or the other

rustic latch
#

Btw, @strong lynx . Your dynamic camera is doing shenanigans. Only happes on load, is not captured by f12 or obs. Any ideas?

strong lynx
#

im not sure what im looking at but if its a short thing that only happens once on load - I have 0 motivation to fix it )

rustic latch
#

lmao

strong lynx
#

probably something to do with you using 3rd person and using or not using 360 camera

rustic latch
#

doubles the perpective and shimmers like all hell

#

as if I'm lookig at the scene from two different povs at the same time

#

first person too and move 360 is disabled

strong lynx
#

and for how long is that happening?

rustic latch
#

until reload, or until postprocessing menu is opened

#

not game breaking but annoying af

#

Just thought I'd let you know

strong lynx
#

so it happens only sometimes on load and then you reload and its ok?

rustic latch
#

every second load roughly

#

f2 menu is a real life saver here

strong lynx
#

also the postprocessing menu fixing it barely makes any sense, you sure its dynamic cam causing it and without it its not happening?

rustic latch
#

yeah, 100% - disabled it for a few days and didn't happen once, and only started happenning when I installed it to test it with #1377450837651099738

#

postproc - or really any other UI mode change. Or even alt-tab, but it doesn't go away on its own until that

strong lynx
#

mmm, does it happen without roll though?

rustic latch
#

lmao. No idiea - didn't test that, but roll doesn't mess with camera until you roll

strong lynx
#

i mean i literally never encountered that issue so my first assumption is mod conflict, or, even better, some other mod deciding that its a good idea to patchup my mod by replacing one of my lua files

#

which happened before and is hillariously difficult to debug lmao

#

and no errors in console right?

lime spire
inner hare
rustic latch
strong lynx
#

well, no ideas for now, but i keep it in mind, maybe something will popup who knows

#

thanks for letting me know

strong lynx
# lime spire I am so curious about what happend.

ah not much, skrow was making a mod thats based on my lua physics engine, he was very lose with his coding and instead of using the api just bundled a bunch of files that replace physics engine lua files and introduce methods/mechanics that he needed

#

but then some other things in some other places that depend on that physics api started breaking and throwing errors

#

and it throws an error saying that my code is erroring

#

i look at my code and the error makes 0 sense lmao

inner hare
strong lynx
#

bcause its not my code ofcourse, its an altered file, but ofcourse console does not report that

#

and skrow also kinda forgot that he even bundled those files

#

so it was bizarre haha

twin pewter
#

@rustic latch you talking earlier about where to get third person alt attacks, this is where i got it so it is the correct page

rustic latch
#

yeah

#

that's the one

twin pewter
#

ok cool

#

@rustic latch this was the error i get, sorry to bother you by it but it doesnt do anything to my game, i dosnt crash

#

so i think maybe just ignore it

rustic latch
#

I don't get the error, so I dunno

twin pewter
#

ok

rustic latch
#

just click "code -> zip"

twin pewter
#

ok ty

rustic latch
twin pewter
#

ill try that

rustic latch
#

And you do have re-animation installed and have "additional animation sources" enabled, right?

#

otherwise - yeah, not sure

twin pewter
#

lol

#

ty

rustic latch
#

Which one was it?

twin pewter
#

in your link for third person alts i would give them steps you just gave me

#

the one from gitlab

#

the file on his site is out of date i think

rustic latch
#

it's a gitlab static page

#

should be the same thing

twin pewter
#

i just updated from the gitlab lkink you gave ran it and its fixed the code

rustic latch
#

but I don't know how he has them set up

twin pewter
#

weird

#

maybe a different change he did

rustic latch
#

Yeah, no idea - maybe I misunderstand how those static pages work

twin pewter
#

all good thanks for your help though man lol

#

whenever i see those errors always makes me paranoid

rustic latch
#

good job it's fixed then :D

twin pewter
#

you did a kickass job on the mechanics, and animations

rustic latch
#

Glad to hear you're enjoying it

#

It's been a lot of work, the bloody animations especially

twin pewter
#

yeah man i read originally saw on your mod page, how you said you weren't the best at animations, i think they are spot on

rustic latch
#

Eh, good enough at least. πŸ˜…

copper raft
#

@rustic latch I started testing via coc and journal index first, but the Hands still werent casting or moving out of their frozen spots afterwards, except two of them who actually seem okay ("sdtrib_savor hlan" and "sdtrib_sadas mavandes"). I tested again via disabling/enabling each of them which fixed the problem altogether, but only if you do it when they're in combat (they're not at first, its because they monologue at you beforehand). Ill add my startup script here incase you need it for your own testing

inner hare
#

waits patiently so it's possible to post the meme

inner hare
strong lynx
#

Also my furst time seeing that error

rustic latch
# copper raft <@681306411229380669> I started testing via coc and journal index first, but the...

Dammit. Well. I'll test more. It's decidedly weitd that disable/enable fixes them for the rest of the fight, however...
For the two that are fixed-fixed - the Savor Hlan and Sadas Mavandes - I believe those two are archers, so the problem remains with the three melee hands. The archer hands are also weird in that when they switch to swords they don't ever try and parry, but looking at that later

rustic latch
inner hare
#

It depends on whether you want shortswords to have shorter reach than HTH

rustic latch
#

well, logically, only what amounts to knives should have same reach as h2h, but this is all in ideas state - I'm not sure when I'll get to messing with ranges or if I will,

On an unrelated note - during small testing session yesterday I couldn't get "mouse move to select attack direction" working sadcat

inner hare
#

HTH may also include kicking. Daggers rely on thrusts and cuts applied to weak points, the way you use them is sort of special. However, shortswords are not that short, hence my initial proposals (HTH = shortswords).

rustic latch
#

That's fair, but there's layers to that - h2h may include kiicking, but we never see kicking in game

#

abstractions and limitations apply as always

tough juniper
#

Like daggerfall style? Seems like that would require something more extensive πŸ€” like the way I'm imagining it you'd need a universal "ready" pose when holding the attack and moving the mouse would quickly blend into one of the vanilla attack poses so when you release it can follow through. Does that make sense? So it would need one extra ready weapon idle as a base for it all 🧐 in my head it's cool

tough juniper
#

Regarding your unrelated note πŸ˜…

rustic latch
#

so that the attack is selected based on last mouse vector

tough juniper
#

Same same more or less

rustic latch
#

well, I just basically wanted :
no mouse movement -> chop
horizontal-ish -> slash
vertical-ish -> thrust

not switching attack mid charge like m&b can

#

that however would've been cool, the last one

#

but I'm not sure it'll work. The ready pose also is the weapon idle imo

tough juniper
#

Yeah, so in that case it would be the chop that is the "base ready weapon" pose

#

Which is simpler

rustic latch
#

But didn't fly :D At least not in the naive implementation I had. Canceling attack animation also produce quite some weirdness

tough juniper
#

Yeah idk how possible blending attack animation is but what I'm describing would be:
click/hold - for chop ready,
move mouse - release

  • play attack based on last direction at release
rustic latch
#

hmmmm

#

need to think

#

however something else devious is taking shape in my head

tough juniper
#

I'll let you cook

rustic latch
#

And I didn't forget about testing animations you've made, either. But I'll likely get to to those after work today, not earlier

tough juniper
#

Aye no rush πŸ‘ I am looking forward to see how it works though

rustic latch
#

And imma ride this high for a little bit

tough juniper
#

Hell yeah

#

Well deserved

inner hare
#

Docs say that stagger range is 0.4-2.2. You changed it in the code and mentioned in the changelog that it was changed, though, so new values should be shown there.

rustic latch
#

fck

#

thank you

#

Fixed

#

Description/readme/wiki, think that's all of them

inner hare
#

😏

rustic latch
#

Patience pays off

pastel vine
#

Well deserved the recognition

torn crown
#

Hey Arrean, I just wanted to tell you that you did an amazing job on your mod "N'Garde"! It is a must have. I was curious though, since it is Mount and Blade inspired, do you have any thoughts about changing the directional combat system, so instead of using the "wasd" keys it uses your camera instead?

rustic latch
#

Hi, and thank you.
It's not really M&B inspired, I wouldn't say. But that specific input method I've given some thought to. Doesn't seem to currently be possible to do via a mod

torn crown
#

Darn! I was hoping someone would make a mod to change that. Thats really my only gripe with the game as of now. I do recall that there were similar mods (now abandoned) for both Oblivion and Skyrim and was curious if it would be at all feasible for Morrowind since this mod seems to have pushed the combat in a better direction

rustic latch
#

I may keep looking or ask someone who knows the ins and outs of OpenMW lua a bit better - but as it stands - by the time we can see the "event" of the attack being started - the direction is already decided and we can't really change it

torn crown
#

Well, if you have any luck I would unironically be willing to commission it as a mod. Your work here is honestly excellent already!

rustic latch
#

Thank you. Glad you like the mod. No promises on attack direction control thing

cinder gulch
rustic latch
#

yup

#

But even before that

#

I mean the attack "type" (chop/slash/thrust)

cinder gulch
rustic latch
#

as soon as lmb is pressed - you're stuck

cinder gulch
#

Yup

rustic latch
#

not even when it's released

#

pressed and held down

cinder gulch
#

Correct

#

Engine feature todd

#

Won’t get changed either since that is Todd’s vision

rustic latch
#

I mean - the hold direction may

#

the hit thing - probably not

cinder gulch
rustic latch
#

Are they though?

#

if we can get an event that use is about to become true next frame, not that it is already true - we can set controls.use ourselves to whatever based on whatever

#

basically - press the button - let lua know, then set attack direction

cinder gulch
#

Feel free to make an issue and see the response todd

rustic latch
#

I mean, I don't know. But these are less connected than you seem to imply

rustic latch
#

bah

#

even worse there's already an open issue for what I'm trying to do, and it may have been a regression sometime around 0.48

#

So yeah, ^ that's a blocker to setting attack type based on inputs other than block direction. Works on NPCs though

rustic latch
#

Will play with it more later

lime spire
#

Uh oh.

#

I am still using the prev version so this might be fixed but I found a bug.

#

This character is using combat normally but for some reason is stuck in the block pose.

#

So they can attack me and block independently but anim wise they constantly block.

#

Also somehow I am using the sword block anim despite having a shield.

#

Oh interesting.

#

My shield was broken.

#

I unqeuipped it and could not re-equip it.

rustic latch
rustic latch
# lime spire My shield was broken.

Yeah, so sometimes when item condition reaches 0 game doesn't immediately unequip it for you. Not sure why. But good news is ngarde recognizes that immediately and switches active parry tool

rustic latch
#

A new vegas modder that made a few quite nice melee combat mods for FNV has offered to help with animations, the idea being - they have a blender file with animations made, but we'll need to retarget/rotoscope them to MW. Not sure of how much help that'll be, especially since bipeds/humanoids are not currently the problem. But it's wild to see news of the mod spread around

inner hare
rustic latch
#

Lmao

rustic latch
#

brainstorming time.
Attack types bonus effects by weapon type

  - Chop - ???
  - Slash -???
  - Thrust - more effective against enemy armor
2. Long Blade 1h:
  - Chop - hit chance? 
  - slash - normal
  - Thrust - bonus against weak parry?
3. Long Blade 2h:
  - Chop - ???
  - slash - ???
  - thrust -???
4. Blunt 1h:
  - Chop - bonus fatigue damage
  - Slash - ???
  - thrust - ???
5. Blunt 2h:
  - Chop - bonus fatigue damage
  - Slash - ???
  - thrust - ???
6. Staves:
  - Chop - bonus fatigue damage
  - Slash - ???
  - thrust - ???
7. Spears:
  - Chop - bonus fatigue damage
  - Slash - ???
  - thrust - armor pierce?
8. Axe 1h:
  - Chop - bonus armor damage
  - Slash - ???
  - thrust - fatigue damage???
9. Axe 2h:
  - Chop - ???
  - Slash - ???
  - thrust - ???
10. H2H:
  - ????```
#

(fck discord sucks at formatting)

pastel vine
#

That sounds great. I'm so happy for this mods success. It's really refreshing and I love the extra challenge. Thank you again

rustic latch
#

Can't do better controls for attack types yet( well, maybe "alternative" not better") but can do something to make attacks matter

kindred imp
#

oh btw, coming back to the weapon reach
can't we just dynamically override the reach of all weapons using new Load context? doesn't it allow us to write to existing records just like that?

rustic latch
#

I also had that Idea immediately

kindred imp
#

yeah, just read it myself

#

:d

rustic latch
#

yup

#

Would've been a small lua mod to dynamically alter them all

#

with endless mod compatibilty

kindred imp
#

*would be
once that gets dehardcoded todd

rustic latch
#

Would'be, eventually^tm

young aspen
#

Don’t weapon damage ranges already sort of reflect their preferences for attack type?

rustic latch
#

Yeah, I kinda want other attack types to be useful too

#

basically make something so that there's a reason to no flip on always use best attack

#

maybe keep the damage intact

pastel vine
#

That's a fantastic idea

rustic latch
#

but add something on top

#

so that it makes sense to sometimes do anything else

young aspen
#

I always felt like halberds got the short end of the stick

rustic latch
#

oh yeah

young aspen
#

Like should chop better instead of having spear type thrust

rustic latch
#

that too, but that may be beyond scope for what I'm doing -

Maybe an optional secondary ESP

#

to adjust halberd damage, but I'm bettign there's something like that already out there

inner hare
young aspen
#

I wonder if you could do something like

misty phoenix
rustic latch
young aspen
#

Chopping damage uses 110% str bonus

rustic latch
#

the act of remembering and deciding to use the best attack

young aspen
#

Or iirc Kotor had a finesse perk that let you use dexterity for hit instead of strength

#

Something like that

inner hare
misty phoenix
#

It would be cool if you had to adapt the attack types you use depending on the fight, even if you use the same weapon. Like, the best strategy against a heavy armor enemy might not be the same against a light armor one

rustic latch
young aspen
#

There’s that mod that makes skeletons resist slashing

rustic latch
#

yeah, but it's more focused

young aspen
#

Pillars of eternity had a good system of slash/crush/pierce resistances

misty phoenix
rustic latch
#

Doing it per enemy type may be too much

young aspen
#

But you also had a party with different weapons

hearty scroll
rustic latch
#

Good ideas

#

I'm not currently concerned with "can be done"

#

just "what can we even reasonably come up with"

#

Cause the sea of ???? has me worried that we can't really come up with much, and hence the idea may be dead in the water :P

inner hare
#

Weapon attack types are cool and all, but isn't parry efficiency table (different per weapon X vs weapon Y combos) sth less feature creepy? πŸ˜…

rustic latch
#

Yeah, that one is in progress and I don't have a ???? on each line

hearty scroll
inner hare
#

Or a submod

#

Sth

rustic latch
#

^ it's a touch easier to integrate if it's e.g. a setting within the same mod, otherwise load order becomes very annoying and important

#

but yeah, I hear you

#

was mostly just musing out loud

inner hare
#

But hey

rustic latch
#

Idea is not in a state where I would add a WIP thread for it

inner hare
#

Long way to go until 2.0

rustic latch
#

so here is the next best place

hearty scroll
rustic latch
rustic latch
#

Meaning - next bugfix patch after 1.0.9 is not 1.1.0 it's 1.0.10

#

:P

inner hare
#

It's worse than OMW version numbers angyfargoth

rustic latch
#

X.Y.Z
x - major version - may not be backward compatible
y - minor version - backward compatible
z - bugfix or a patch

cinder gulch
#

Imagine having a lua mod that’s not backwards compatible scarytodd

#

Migration scripts people angyfargoth

rustic latch
#

That's how semantic versioning works, obviously compatibility doesn't apply here

rustic latch
#

But it breaks peoples brains sometimes when they see 5.18 or 1.11.3 or whatever

inner hare
#

So I guess 1.3 is Mount & Blade combat, 2.1 is saving the planet and 3.0 is World War III todd

rustic latch
#

lmao

inner hare
#

4.0 is TES 6

#

That comes after WW3

rustic latch
#

Mount&Blade combat is not happening till #8101 is addressed

#

By myself or anyone else

inner hare
#

I don't even want it, but it sounds good in a shitpost doitswit

rustic latch
#

well

#

lmao

#

In a right kind of mood i may commit to a multimonth development effort for a shitpost

#

haven't been like that in a while though

uncut sun
#

same as with my armor mod i wanted to make a weapon mod, changing every value of every weapon to make it all more dynamic

#

making thrusts not have a big damage range was my idea

#

most weapons have their damage range from 1 to some value 20,30,40. think for swords that stab starts at 10 and goes to 20 or so. swing starts at 5 and goes to 25. chop would be normal and start at 1 but go the highest

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it would make you change how you moved based on what attack would be best, a slow but heavy chop or a quick stab. no lua needed. especially if you also mess with the speed

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but again, 1000s of values need individual changing

rustic latch
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Yeah, it's a lot to go through, but I like your ideas

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Also
@scarlet vault , thanks for coverage, let me know if it's ok to link it in the mod description on nexus
https://www.youtube.com/watch?v=hZ_nRKlqz60

Parry this, you filthy n'wah!

Download N'Garde: https://www.nexusmods.com/morrowind/mods/58658
N'Garde Wiki: https://gitlab.com/Arrean/openmwluaparry/-/wikis/home

Modlist: Expanded Vanilla (https://modding-openmw.com/lists/expanded-vanilla/ ; see my installation guide video) with some additions, notably:

  • Inventory Extender (only available in...
β–Ά Play video
inner hare
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watching this video reminds me how much better Morrowind plays in FPP πŸ˜„

rustic latch
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oh yeah

uncut sun
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i was actually going to try and work out some beta idea, to see if it was worth it, but when i opened the cs and saw that almost every weapon had a fire, ice, shock, poison, weaken, whaterver variant, i realised it is more effort than it is worth