#N'Garde. Vanilla-Friendly Parry and Active Block.
1 messages Β· Page 7 of 1
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
well, log error maybe cause it's late and I'm spent,
Yeah π
yah, I'm a dumbass
give me asec
try this one, and if it doesn't work we'll have to continue after I've slept
Yeah for sure. Sorry for any headaches I mightve caused because of this
Nah, don't worry
it's not you, it's mwscript fuckery
but since that mod exists, I kinda need to handle edge cases
Its definitely appreciated. Ok testing now
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
Didn't make it worse at least?
I may give you a version with more debug logging tomorrow - to try and see wth breaks
yah, and it was my tired brain again. Ok. you know what
last try
for today
Oh no, its not worse. Its more or less the same thing happening
try this one
Oh!
Gotit ok
Ill leave this here for next time. Nothing new stood out, same issues as before
dammit
well
I may need the quest id and stage number for what you're doing then. Or the save
likely will be a bit borked on my end, cause modlists are not 1to1
but at least I'll be able to load into that chamber and test
On that note then - I'd suggest you rollback to the nexus version, or to the first file I gave you
yeah okay then, Ill make a save that includes just the essential mods. where the Hands just about enter the room
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
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.
seems irrelevant, I assume its because ngarde turns block into a manual skill. I hope they dont think that means the rest of combat has to be changed too
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
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.
The good thing is that some people do read and I even saw someone mentioning the docs. Encouraging 
Yeah, some are encouraging
Got the file. Today is going to be a bit hectic, so not sure when I'll get to test, but it's in my notes
Actually nvm. Browser tab lagged, I don't have access. requested it
Oh- yeah one sec
I definitely tried, discord threw a tantrum
discord and google drive are conspiring to make me feel like I'm tech illiterate
Do I treat and celebrate this as a milestone? Hell yeah I do
+10% endorsement rate?!! π I tip my hat sera
Yeah it's legitimately impressive numbers for this amount of time
Probably going to be a big one πͺ
Well earned I say
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
Thank you. Couldn't have done it without ya'll
The trailer popes up on my recommended videos so thatβs cool. Iβm sure a big youtuber will cover it soon, I forget the channel but he covered tr spells and suns dusk
Nice
Savle it was, I think. He was in the comments the other day
so good chance
youtube has been pushing the video, the cunts even slapped an ad on it - shame I can't do anything about that
or I don't know how
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
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
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
And to creatures
to any actor you can be in combat with
And for that one there's no blacklist
so vivecs, goblins etc also will always hit and get hit
Yeah it's great. I've been making NPC's fight eachother for entertainment.

Thank you. I need to figure out some shenanigans with mwscripted fights
but I've been too - e.g. in TR Old Ebonheart's Fighters guild
Its mad, I've never seen a mod pop up in my YT feed like that, unbidden
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
That's fantastic. Ty
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
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
S3ctor also helped quite a bit to form some of my half-baked ideas into something coherent
Basically @warm rapids could also patch your mod as requirement for a Chim 2099 "wink wink"
That aside, your mod has been the most compatible I've got to achieve what I needed, a modernized combat
pleased to hear that
I don't see it that way, on my view yours both are based on the same concept, while S3ctor goes beyond on that to soulsy it
The same path but different intent
Or the same intent but different direction? π§
Either way it's good to have both available
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
Soulslike combat style is a turn off for many players. Good to have alternatives.
In that way, it could help just like they helped you
I mean, he's welcome to any of my code
The best part of OpenMw is that we are all in a open source enviroment, all working together to achieve satisfaction
Not every mod has open perms, though.
Its small differences that add up to quite a lot in the end
True, but the learning can still be achieved
Whassup
Actually, thinking about covering this, yes
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
But more importantly - hope you enjoy the mod
There are severeal features that have been requested and considered, but not soon, no
well, soon^tm, It may take me some weeks, to fight the animations and some code paths
So don't wait up on that
yeah, I think I won't wait then
I will say fighting polearm NPCs is very challenging. I love that they use their range
If possible, I like the way n'garde is right now an skeleton, so if new features were to come I'd love for them to be an add-on instead of integral part of it... But if not possible, may the new features come!
Depends. Add-ons with a script-only mod are a bit tricky. Can always make them a toggle in the settings though
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?
To elaborate in English
for the first one - everything is listed on those pages
for the second one - there are few(many) more things affected by various skills and stats
all of that is in the formulas pages on wiki
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
if anything is not clear or is missing from the wiki - let me know I'll elaborate and update it
Perfect. Thanks!
Blocking enemy arrows with a shield is the only change to ranged, right?
Sort of. NPCs should react to ranged threats and raise their shields, and can advance with shields raised
but that generally falls under the same thing
@scarlet vault you should mention in the video how many times the enemies killed you while you were capturing footage 
0 because I cheat π

I'm also running it on Expanded Vanilla, which also has a stamina regen mod. Pretty sure that messes up the balance massively
if it's the mod I'm thinking about, it also increases carrying capacity to 10 x STR
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.
Yeah, I just don't use signpost fast travel. I like the stamina regen for most other things, though
you wanna see the video script before I record? to make sure I'm not misrepresenting anything
I'll probably wait to record till tomorrow
I mean, if you're offering - yeah, I'll take a look
||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.||
||- 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.||
this is the whole thing, lol
hopefully nobody steals it to release the video before me π
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
Otherwise - for a high level overview seems about right
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
*skills and attributes
yah
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.
Well, the "main skill" for that weapon type is overwhelmingly important (that's the one that unlocks perfect parry) :D
true π
and the "main skill" ratios ar equite high
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
it kinda is though π
No, you can always try
Oh hang on. I was under the impression that below the threshold, perfect parry is impossible
No
Ah, that's an important distinction, then
nah, that's why docs and settings say "becomes feasible"
not "becomes possible"
I guess it's possible, if you can pull a frame perfect parry or something like that?
π
theoretically it's kinda there a few levels before - one can pull it off with good reaction time and framerate
I generally don't like "perks", so this soft-ish limit was the compromise
it effectively measn that "real" base skill level for PP is aaround 50 - which is what a melee focused character can start at
I've done many perfect parries well below 50
well, "feasible at 40"
the formula is on the wiki
but to explain what it means
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
at 50 the reins are off and perfect parry window is purely based on the base formula
Did I make it too convoluted? Maybe :D
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.
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.
Perfect
this is an interesting precedent, interviewing a modder pre-review π π§
ooh, cool
I am grateful, as youtube and nexus comments show some people refuse or can't read.
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
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
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 π
That's great effort tho, especially for big project like TR that deal with enough idiots not undersatnding what is real already
Yep. Just look at all those fake maps out there π€¦ββοΈ
yup
they going to do more changes to the map down the line, do you think?
I'm really glad I sent this out, too, with how many things you've caught π Great feedback. Much better than "no notes"
I mean, the least I can do
It's TR. They love their redos 
stagger time depending on parried attack speed maybe?? just go full for honor why not
Nah, I mean - the time the opponent can't be staggered after a stagger
currently it's 0.4 to 2.2 seconds depending on endurance strength and block
Not sure yet.
I jsut rewatched the video and I understand how people got the impression it staggers on every parry
Was the video even recorded before you fixed the formula?
But if it were to change, I would go for more variation based on stats.
You could expand the range (so like 0.4-4.4 based on stats, for example, instead of max 2.2)
But I'm vibing it
No strong opinion

I think a tiny bit βtoo shortβ if anything, but maybe closer to βjust rightβ
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 ?
^ can happen if an object loses valid weapon/shield after the parry was raised
fixed on my end
will upload at some point
work has been bad last couple days - mostly focused there
oki
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
nah, doesn't seem like it needs it. Ok, yeah. better fix is in
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
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
At what h2h skill level?
~60
hmmm, by that point it should be manageable
but I haven't tested that all that thoroughly yet
and the setting value at default, I assume?
here's what one of the POTI testers says on regards of balancing
the base durability damage
yep
That's good feedback. I may need to test fair care on my end too - never installed it
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
I basically do double durability damage to them
they're 90 durability each
well, good news is - the better the skill the lower the damage ( for weak parries)
and perfect parries only apply base
but with base at 5 - that's 10 for each hit
so 20 hits per gauntlet doesn't seem rational
22
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
(actually pushed the commits now)
nah, I'm not really relying on them atm
Fair, all good then
I killed that smuggler 50 times during testing sessions with Fair Care on 

Lol, prepare to get fucked, then
. You've been playing on easy 
Actually, yeah. You've mentioned that you play with fair care on
so technically mod was tested with it
Sure. FL settings can be tweaked btw
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.
Nah, that's useful. Shouldn't happen but I'll see what I can do
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.
so it's when you stagger them?
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.
I may know where it happens
What is the most common mod-related comment/request?
7
14
1
Gamepad support?
I forgot about this one
So far on N'Garde page and trailer comments:
- MWSE?
2.Tes3mp
surprisingly
It seems to work for me.
Yah, it works. People complained about being wrecked by first smuggler in addamasartus ( the gal with the chitin dagger) with it
well, not complained - observed that together these two mods are kinda making the game harder
π§ attack prevention seems to be skipping a frame sometimes... which is all an NPC need to fuck you up while "staggered"
Hopefully it doesn't happen on released version
seems new
O_o not even skipping a frame - reliably firing every second frame. WTF
lmao, i-frames for NPCs
animation doesn't even play - you just get hit out of nowhere
definitely new - I hope at least that otherwise someone would've reported it
but wtf
which again - canceling attacks doesn't bloody work in this game, unless you don't even let the attack ever start
animation cancel + megadebuff to hit precision for a bit π
will still play "woosh" but eh, probably cant do much about it... or maybe can cancel it by file name if thats possible
you mean to evasion, right?
ah no
you said debuff, not buff
that be megabuff then
yes
some kind of debuff to hit precision, im sure there are ways
well, it will "technically" work yes
can cancel the woosh by sound id, not by the name
lmao
if its not beyound cursed?
I remember old active Block mods being stuff like: buff Block to insane numbers and change max GMST to 100
I cancel spell SFX with that, just need to get the id, spells have them in the magic effect
attack, actually may need to be hardcoded
iirc it also plays on sound key in attack anmation not on its own
yup, and then block got stuck at zero cause you saved and loaded while holding it
phew, nvm, definitely new. And shouldn't happen in released version
@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
Very cool and inspirational mod. Great to see it released
Good to hear that people are liking it.
Something like this has been at the first place of my morrowind wants for so long, that its absence for a while caused me to doubt if anyone wants it besides me π
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
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
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
Animations are a big one. I'm currently running reanimation. And just having smoother snappier alternating attack animations is unbelievable difference
With misses and all that people usually hate very much intact
You know what really galls me? Every weapon type already has a lot of variety with three ways it can be swung, but:
- the way of doing it is too cumbersome,
- there is always one swing that is way better for a given weapon type, with no situational differences
- and (even worse) the player has an option to "always use best attack" to just turn all that off
I keep it off for variety, but yeah. Imo the movement key attack selection is very clunky
And the presence of "obvious best choice " us also not great
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
π€
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
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 π€£
Not on the first try at least
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
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 donβt think it M&B combat would actually fit into Morrowind nearly as much as NβGarde does, it wouldnβt mesh as well and would be more tedious to have to use directional blocking too.
Honwstly dynamic reticule/camera does a decent job of that by just adding more feedback for hits.
Yeah this really bothers me too...
That's good you were able to narrow down the problem at least. I like using orc magic to script my sequences but even I had trouble understanding this one
I could see even the βineffectiveβ 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
Imo magic needs work too. The different magic types (fire, lightning, ice, poison) are too similar to eachother.
The idea I had was to make specific weapon and attacks types reduce a percantage of the armor rating of enemies wearing a specific armor weight class. They would need to have different effects on creatures, though, to also make combat with those more engaging
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
Ideally you would have something like: fire=damage over time, lightning=instant lightning bolt with no travel time, ice=slow down, poison=idk.
I only dislike the 3rd person animations of the power attacks, otherwise they feel right to me
But yeah, it's really silly to see an enemy charging at you with a fully charged attack when playing with Mercy
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....
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.
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?
Doesn't make sense to make parries affect spells. Definitely cool to consider some new anti-magic barriers with their own durability, though.
Only if it's Spell Breaker 
Just wanted to say thankyou for the extra work to make this compatible with tribunal reforged
Much appreciated!
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?
Fake. No shield there π€‘
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
Is it truly a mod if you're not scanning the player's active spell effects every 0.4 seconds?
You do realize that of those two - the one that requires that is less cursed 
Scanning animations of nearby actors? π§
I meant - spellblocking(which would require scanning active spells and cancelling vfx) is currently less cursed than spellbatting:
#showcase message
I guess we can have physic for magic projectiles with openMW π€
https://youtu.be/IpQCVHkZRe8
lmfao
it's still very tame for Come's mod
A test for my project to clone classic Resident Evil game engine with openMW.
I try custom drawing for each weapons.
Check the discord : discord.gg/jWAFQdJHSH
CΓ΄me is a wizard in all the best ways :D
Did you know that spell projectiles are weapons?
(arrows)
Not sure if all of them are or just some of them
isn't this how their speed is set?
Technically, probably
glad that they don't increase Marksman
they can be kicked out of the air with an arrow or another spell after all
yeah
never forget
hmm, no, speed is 0 for all spell "arrows"
it's set in the magic effect settings
Uh, speaking of and it's relevant to N'Garde cause of distance keeping.
Foxunder is at it again:
https://www.nexusmods.com/morrowind/mods/58227?tab=files
TD and OAAB data included. Range is a bit short for my tastes, but that can be solved via a GMST edit.
Dubious posted this yesterday, but I've got to check it out now
The idea is great. I'm not really fond of the method of calculating distance per weapon type, though. I think that the OG author of the mod took reach too literally and looked too much at weapon models instead of focusing on gameplay impact and just making sure that the reach isn't too off.
Agreed, which resulted in it being too short imo
Since we genereally can't do lunges and meaningful footwork - imo it should be generally longer than the weapon model - plays better
claymores and dai-katanas having same reach as spears is a choice
yeah, but I know some people, including those that early tested N'Garde like it, so posted it
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
yeah, sure
I mean, Vanilla 2H claymore has same reach as daggers
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
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.
Yeah, that's fair
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?
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
I don't see a reason for 2h Axes and 2h swords to have lower reach than 2h blunt yeah
agreed that 1H axes, longswords etc. can be left as they are
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
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)
yeah
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
There are certain outliers in base game
some uniques and such
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
well, that looks like a typo
Hahaha
it's a powerful artifact. Reach still dubious, though.
Correction, it's 9.6 not 11
but still
Not really? But I'm curious what you're cooking
lmao
Todd would be proud
lol, lmao even
You can hide the spell absorption spell effect too although it can have unforseen consequences
One day we'll get onMagicEffectApplied
speaking of that - I think it kinda is hidden by default. In the Fallchidlren's roll mod - I was not sure if sanctuary works correctily cause it doesn't show up in effects list, nor does chameleon on sneak roll in my fork.
But the effects are applied and taken away correctly
while the roll animation is playing
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.
Unique effect of the spellbreaker π§
... That actually may be a good 1.1 or something feature. Bonus to guard breaking per weapon type
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 π€
will also remove some of the special handling around h2h -
Yeah my hide in bushes mod doesn't show the chameleon effect on the spell effects UI
someone already said they use this to roll into the bushes with your mod:P
Nice idea. I think that with some smart application of bonuses and penalties, it could work well. Can be a toggle for those who don't want it. When you adjust the reach in some optional plugin, it could also boost warhammers' effectiveness, for example.
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.
π
Arrean posted it way sooner π
oh come on, I just woke up
Good morning
right, right
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
likely
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
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
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
and it has some dubious choices RE: spears vs claymores, for example
they have the same reach
which makes spears lose a lot of their advantage
without gaining anything else in return
Granted, base game also has dubious choices :P
absolutely
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 π€
probably
as long as json has the weapon type field
and it would if it's correctly reflecting the esp
Do you think shield bashing could someday make an apperance here?
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
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.
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
see the whites of their eyes
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.
well, maybe 0.75 dunno
yeah, just make them different from other 1H. That's the point.
It's just that I'm not sure what it should be - open to ideas. Maybe even move the stagger off the perfect parry onto the blockbash? But doesn't feel quite right either
then what would the impact of perfect parry be?
exactly
just blocking dmg when the enemy can instantly attack again is a bit eh
oh hell yea
And another stagger source is not that useful - there are a lot of them already. Maybe a knockback, if I can code that in
there was a knockback mod btw
https://www.nexusmods.com/morrowind/mods/57721
but it's more in the goofy territory
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 
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"
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.
Yeah, the final Almalexia fight
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
I feel this mod is misunderstood
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
- Bound weapons break on first parry (if base durability damage or scaled durability damage is >0)
π€
tempted to keep it as a feature
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
@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
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
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
"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
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
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
Oh ok that's probably it then
Is stagger cooldown
6
10
3
just right
ok, so some room to increase it, but not much
expanding the range so the change only impacts high lvl enemies in a noticeable way is probably the best course of action
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
hey, do you know what is it that makes the gobbos not work?
So boss fights like almalexia are not implemented yet?
Gobbos?
They can't get the animations played on them, different rig, assuming different bones
goblins
and same problem with Almalexia
rieklings, golbns couple dwemer spheres from TD and alma are blacklisted cause of that
Can also probably go a route of level+armor based poise and poise damage on weapons
ok, just because im in there now and i found shield block anims with kf so i was curious
Then youll pre much have souls like poise system in there
That's what CHIM Does, and I don't like DS
But hey, if it works....
It works, but I really don't like those games :P
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 
so not implementing that
Yea, i mean i like elden ring, but i dont think morrowind should become elden ring
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"
I hope eventually with openmw advancing that mercy will run better would be great to have it implemented, just too much cpu ram power atm
well, latest versions
Are you running the latest ver?
what Max said
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
Yeah if I get 5 npc on me it starts to throttle/lag. Im running 32 gigs ddr5 mem 6000mts, rx 9070 xt, ryzen 7 7800x3d
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
Yeah I do have other mods Installed
Although sounds like too little tbh, i was more thinking like 10 npcs should be noticeable but i dunno
I do like your mods though I have all your animations
I can try it again like I said
I was satisfied when it started to working smooth in normal gameplay scenarios, not like trying to fight a whole town
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
There is some headroom for more in-combat performance optimisation, but not planning to do that soon
Yea, lmk how that goes
Did you make the third person attack alt animation mod?
Nono, thats fallchildren!
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
get latest version from gitlab and latest re-animation to go along with it
Fallchidlren has been busy with RL stuff I assume and not really active. But Third-person-alt attacks works fine
Ok that was at the top of his website you posted on your n garde on nexus right?
yah
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
i mean the one on fallchildren's site is the same one as on gitlab
I think
Ok I got that
I should probably change the link so it leads to the static site, instead of the source
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 π§
the idea being you could add this kf and not have to fully replace the vanilla nifs
Yoooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
i take it you're interested
very much so
sick
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
awesome yeah
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
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
no mucking abou' give em da boot!
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
ok yeah i see π
Thank you!
no worries, itll be great if it works out
General Dubious to the rescue π«‘
Then focus oaab creatures lol
not many of those
in general
and I'm not even sure waht uses OAAB data
and fewer of those in the blacklist
yeah need specific examples but im open to suggestions
"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",
OAAB has creatures?
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
Lexy's got lousy footwork
Indeed
does everyhting on the list have some capacity to block?
no
hmmm
actually
let me just get you a better blacklist tomorrow
otherwise - the only option is to spawn each and see
yeah fair, best to find the most important ones first
like this one seemed like an obvious priority imo
but imma chill for a while now. this is good though, im diggin this in general
what's the hold key?
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
nah
Vekh is a creature with canUseWeapons = false
so π€·ββοΈ
can't do much about him
not on the list
there is a mod which gives him Muatra
he uses it
theres a whole bossfight mod for him, right?
you don't need the boss fight mod
@true isle made a patch for it, might know what he can do
If it's another mwscripted thing I'm hanging it up and adding him to the blacklist
he can't use weapons in vanilla
but he can in the mod
ffs :D
Well if it the mod is done right - my script will just pick him up
iirc vivec rig is standard or almost
i guess they're a maybe then
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.
yeah iv got it installed here somewhere, cool
Patches to fix things for the various mod lists on Modding-OpenMW.com
oh yeah theres a scripted fightpit in Greymarch Dawn too, i need to check if that's ok
should be similar since he also has Muatra here
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
somebody should create this with N'Garde in mind
Molag Bal is not his Anticipation
tell that to the nords
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
first person?
yes
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
yea i dont think 1st person respects anim based movement, so unless you purposefully disable it - player will be able to move
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
ofcourse
yes
might be also based on launcher setting, forgot what its called
something about animation and movement in 1st person
i dunno if my input was too vigorous, but every time i can move fine
yeah, need to think how to handle it properly
the inconsistency is the problem here, I think
should be just one or the other
Btw, @strong lynx . Your dynamic camera is doing shenanigans. Only happes on load, is not captured by f12 or obs. Any ideas?
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 )
lmao
probably something to do with you using 3rd person and using or not using 360 camera
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
and for how long is that happening?
until reload, or until postprocessing menu is opened
not game breaking but annoying af
Just thought I'd let you know
so it happens only sometimes on load and then you reload and its ok?
also the postprocessing menu fixing it barely makes any sense, you sure its dynamic cam causing it and without it its not happening?
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
mmm, does it happen without roll though?
lmao. No idiea - didn't test that, but roll doesn't mess with camera until you roll
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?
I am so curious about what happend.
Oh? That's an interesting conflict.
nah, squeaky clean
Not on this install no
well, no ideas for now, but i keep it in mind, maybe something will popup who knows
thanks for letting me know
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

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
@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
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
I don't get the error, so I dunno
ok
maybe try grabbing https://gitlab.com/fallchildren/openmw-third-person-alt-attacks from here- should be same thing, but maybe static page is behind for some reason
just click "code -> zip"
ok ty
ill try that
And you do have re-animation installed and have "additional animation sources" enabled, right?
otherwise - yeah, not sure
Which one was it?
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
i just updated from the gitlab lkink you gave ran it and its fixed the code
but I don't know how he has them set up
Yeah, no idea - maybe I misunderstand how those static pages work
all good thanks for your help though man lol
whenever i see those errors always makes me paranoid
good job it's fixed then :D
but you mod is real badass man, ive actually had a chance to play it lol
you did a kickass job on the mechanics, and animations
Glad to hear you're enjoying it
It's been a lot of work, the bloody animations especially
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
Eh, good enough at least. π
@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
waits patiently so it's possible to post the meme
might be worth changing fHandToHandReach as well. It should have the same reach as (non-dagger) short blades for consistency, I think. Then that GMST change could be part of the same module so it would only apply if the player is using the weapon reach changes.
Also my furst time seeing that error
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
Maybe? It's 1 - so 6 feet by default
It depends on whether you want shortswords to have shorter reach than HTH
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 
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).
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
Like daggerfall style? Seems like that would require something more extensive π€ 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 π§ in my head it's cool
Nah, M&B style
Regarding your unrelated note π
so that the attack is selected based on last mouse vector
Same same more or less
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
Yeah, so in that case it would be the chop that is the "base ready weapon" pose
Which is simpler
I mean - just before the click - so move mouse -> click. Like right now press move key -> click
But didn't fly :D At least not in the naive implementation I had. Canceling attack animation also produce quite some weirdness
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
I'll let you cook
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
Aye no rush π I am looking forward to see how it works though
And imma ride this high for a little bit
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.
Well deserved the recognition
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?
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
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
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
Well, if you have any luck I would unironically be willing to commission it as a mod. Your work here is honestly excellent already!
Thank you. Glad you like the mod. No promises on attack direction control thing
Engine feature (literally) https://gitlab.com/OpenMW/openmw/-/work_items/8834
Also includes attack type I believe
as soon as lmb is pressed - you're stuck
Yup
Donβt think so, since theyβre tied together
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
Feel free to make an issue and see the response 
I mean, I don't know. But these are less connected than you seem to imply
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
I'm doing something wrong :/ Can't get the new animation to play on Alma, via console or when threatened :/
Will play with it more later
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.
Well, you may need to stagger them or kill for it to go away. I believe it should be better on the new version, but some cases may remain
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
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
Make them fix that shield running! 
Lmao
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)
That sounds great. I'm so happy for this mods success. It's really refreshing and I love the extra challenge. Thank you again
Great to hear that!
If any of you have any ideas regarding this ^ I'd be glad to hear them. At this point - I'm mostly ???? and not even concerned with "can it even be implemented" but rather what would possibly make any sense at all
Can't do better controls for attack types yet( well, maybe "alternative" not better") but can do something to make attacks matter
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?
If I read the docs right - not for weapons or armor
I also had that Idea immediately
yup
Would've been a small lua mod to dynamically alter them all
with endless mod compatibilty
*would be
once that gets dehardcoded 
Would'be, eventually^tm
Donβt weapon damage ranges already sort of reflect their preferences for attack type?
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
That's a fantastic idea
I always felt like halberds got the short end of the stick
oh yeah
Like should chop better instead of having spear type thrust
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
I use it for challenge. Always best is for noobs. Would be good to get more options and variety, though.
I wonder if you could do something like
There's Slashy Berds too https://www.nexusmods.com/morrowind/mods/58579
Yup, something is already there
Chopping damage uses 110% str bonus
I disable it cause that's what little player skill expression vanilla combat allows
the act of remembering and deciding to use the best attack
Or iirc Kotor had a finesse perk that let you use dexterity for hit instead of strength
Something like that
Yeah, with always best off, you sometimes make a mistake. This is more interesting.
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
Something like that yeah - I'm not sure how to implement those bonuses yet, but I've been thinking about it
Thereβs that mod that makes skeletons resist slashing
yeah, but it's more focused
Pillars of eternity had a good system of slash/crush/pierce resistances
Yeah, me neither. I wrote down some ideas I had a while ago, but I didn't have many. They were mostly focused on specific weapon and attacks types VS specific armor types. If I refine my ideas, I'll share them here!
Doing it per enemy type may be too much
But you also had a party with different weapons
the "hit chance" would better suit slash type attacks imho. Could be for all longer type weapons, it feels like it'd be harder to dodge than a chop (I might be wrong).
Suggestion for all blunt "thrust" : some short slow movement effect (no idea if even possible) ? (since it's the type attack that requires running toward the target, it would mesh well with giving pursuit too)
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
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? π
Yeah, that one is in progress and I don't have a ???? on each line
I agree that effects on weapon attacks would be something I'd expect from a separate mod, not from a parry mod
^ 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
But hey
Idea is not in a state where I would add a WIP thread for it
so here is the next best place
I think it's a very cool idea, but yeah, I'd keep it at least an optional feature
I do semantic versioning - it can go 1.0.N+1 forever
It's worse than OMW version numbers 

X.Y.Z
x - major version - may not be backward compatible
y - minor version - backward compatible
z - bugfix or a patch
Imagine having a lua mod thatβs not backwards compatible 
Migration scripts people 
That's how semantic versioning works, obviously compatibility doesn't apply here
Conceptually, it's fine.
But it breaks peoples brains sometimes when they see 5.18 or 1.11.3 or whatever
So I guess 1.3 is Mount & Blade combat, 2.1 is saving the planet and 3.0 is World War III 
lmao
Mount&Blade combat is not happening till #8101 is addressed
By myself or anyone else
I don't even want it, but it sounds good in a shitpost 
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
Everything for the meme
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
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
but again, 1000s of values need individual changing
Yeah, it's a lot to go through, but I like your ideas
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...
watching this video reminds me how much better Morrowind plays in FPP π
oh yeah
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
