#N'Garde. Vanilla-Friendly Parry and Active Block.
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i dared not look at td
it's a lost cause without some sort of automation and/or dynamic system
mods like that have been done
during MW's history
same problems all the time
I mean - probably can automate a big part of it by exporting the ESP to json and then editing values with a script before packing it back in
but I haven't played with esp exporters yet
iirc tes3conv can do it?
i feed dirty even changing esp's to omwaddons
Oh yeah, absolutely! I'll be glad to see it there
It's going up then
do you want to talk about it?
lol
therapy may be useful
Oldwind would be best.
- How many times have you faced evil GMSTs?
- Yes.
My brother in almsivi, Todd is the only reason half my mods are usable
Wouldnāt have magic window extender or cups with drinks in them or food in bowls and plates without Todd
Or cooking tbh
And here we see a clear case of Stockholm's syndrome
:P

No I just accepted that the worst workarounds all involve toddscript who manages to save us from the devs (nightmare scenario)
Any modder whoās out here writing mwscripts in the json has my utmost respect
Literally me earlier omg
I read through the code for velothās staff, TR end game artifact
We are not alone, however:
Mfers replace an NPC with a skeleton (yes the animation skeleton) when you hit it with its enchantment
Just swapping out body parts and skeletons on death 
Yeah itās a 1 shot
Iām still mentally recovering from that lmfao
what i usually do is look at the tr head repository. especially the altmer ones
https://wiki.project-tamriel.com/wiki/Heads_and_Hairs_Catalogue
.
Before I started on it, I knew it was a 1 shot but didnāt think there was much more to it than that

can it be reflected?
imagine this
No
damn it
reflect a script!
Ownlyme was like āletās just spawn it as a creatureā Iām like ok, open up that nif in nifskope
OpenMW lua enjoyers literally cannot comprehend
I mean, I'm assuming you did this already n your own way, but off the cuff - create a creature record via createRecordDraft, have that "skeletonized" creature in the esp, in the record draft rename it, copy the inventory and place it?
aha, I see I was late to the party (late to the parry, could not resist the pun)
So again here, nice work @rustic latch
Donāt need to do any of that nonsense haha
Yeah literally none of that
Fair
There are a few workarounds but none of them involve createRecordDraft haha
Donāt think we use that once in this mod š§
That was the idea of "hiding" the dead actor asap, and placing a dead skeleton there, with same name and inventory
Removing the dead actor is no problem, but where do I find a complete mesh of a khajiit skeleton that actually renders in game?
Transferring inventories isnāt a problem either
- Use one of khajiti skeletons that ship with TR/TD
- Create a crreature in your own ESP that is just a khajiti skeleton with a specific ID
- createRecordDraft Nonsese
- Not remotely the same thing and I donāt think there are complete beast skeleton statics or even meshes/assets, whereas I (probably) need an actor
- Doesnāt work for the same reason
- Also doesnāt work for the same reason since createRecordDraft does almost everything you can do in an esp
Iām not talking about a skeleton like the creature or anything, Iām talking about the actual Body Part IDs in the esp/json
We just ripping those off out here
I know the workaround and itās not worse than anything weāve done so far, just caught me for a woozy
Bah
Cs was fighting me
and regular skeleton.nif can be used for mer/men
there's also argonian skeleton in there somewhere
But anyway - you did it your own way, and chair input is not valuable, was just thinking out loud about what I would've tried first
You think the nifs they use for this are in /cr/ ? 
Does it matter?
Unless you want to replace bodyparts one by one or something.
Remove the actor, spawn dead skeleton where it was
Well yeah, I canāt just put any mesh anywhere I want haha
Well, that's why I mentioned createrecroddraft
take a creature that that mesh is assigned to
rename
place to actor.position
ah, fuck
nah, nevermind
only see NPC createRecordDraft, not creature
Open tr\\c\\tr_skeleton_arg_veloth.nif in nifskope or your program of choice and tell me what you can do with this in openmw lua
If we had creature.createRecordDraft - we won't need to, but we don't so my point is moot
You can create creatures 0.o
huh
Although thereās no need to if youāre doing summons, and I donāt think it would help here
wtf version of docs I've been looking at
No idea xD
but then:
local creatureTemplate = types.Creature.records['AppropriateSkeletonCreature']
local creatureTable = {name = "{KilledNPCName}", template = creatureTemplate, health = 0} --don't remember if this will work for health or other shenanigans necessary
local recordDraft = types.Creature.createRecordDraft(creatureTable)
local newRecord = world.createRecord(recordDraft)
world.createObject(newRecord.id):teleport(playerCell, killedNPCPosition)```
copy inventory and remove the original killed NPC
we are left with a dead body that looks like a skeleton and has same name and inventory
Transferring inventories and removing actors is no problem
What is then? Just make a draft of e.g. TR_m3_Hal_SkelBarbarian for orcs, T_Glb_Und_SkelKha_01 for khajit, any old skeleton for mer/men.
I can't find an argonian one though
And, just so you understand - this conversation is entirely driven by curiosity
Give me a sec
Idk if axes should have any bonus to thrust, since itās not really intended to be used that way.
Armor pierce or bonus damage to condition on axes seems interesting though.
A big ol axe whack to your shield seems like it would mess it up
here's what I mean
Yeah, I'll focus on this for a bit - bonuses /weaknesses vs enemy parry for certain weapon types
It seems interesting to give short blades bonuses against long-reach weapons. Not exactly convenient to defend with a spear or warhammer against a dagger hit.
Hmmmm
Yeah this is what ownlyme was thinking but the code is much more involved than that
But maybe just manipulating or doing anything with bones is beyond an openmw lua enjoyerās comprehension
I mean, yeah. Need to get enemy position, inventory copy, and proper creature type based on base race
I'll let you cook
Yeah I need to see the OG
You can make some fun combos. Not easy to defend with a short blade against a warhammer, but it works in reverse as well since you shouldn't be allowing your opponent to hit you with a fast and short weapon when using a warhammer in the first place. So unless you perfect parry, parrying is hard. Warhammer bonus vs shields is also fun. 2H blades could have a bonus when parrying spears. Pretty sure that a nice table can be made for all weapon types.
yup, it's shaping up. I don't have too much time to work on it today, but once it's close to ready and I plug in the effects - I'll post here for more brainstorming and balance review
Trying to think about bonuses within the existing parry framework
It's kind of there already. It's just that every weapon has a static modifier, so they are always good, mid or bad. With the new system, it would be more dynamic.
ye, good, mid or bad vs specific weapon types
there is a great case to be made for spears to be weak vs short reach weapons and good against long reach weapons on defence, I think
will also give shortblades more utility, cause instead of plain 0.7 always, - they can be good vs hands and swords (parrying daggers are a thing for a reason)
Yeah, cause with a spear you should be keeping distance
Especially considering that because of "fireball lol" formation fighting is not a thing in TES, hence spears are a "duelist martial artist" weapon
formation fighting can still be a thing in TES
defensive magic exists
it has side effects btw
^ that's an "official" explanation
However, that may require more combat AI updates, for you to be able to keep enemies at bay for a sec with your weapon reach
otherwise too much backpedaling, as enemies don't fear weapons at all
there is a book which describes a siege when Reflect was used by the assaulting army to protect against fireballs and such. Unfortunately, when they were battered with arrows and healers came in to help them, all their spells were reflected as well. Reflect caused a loss.
I think I vaguely remember that one
there are some fun stories like that
Yup, quite a few
If the AI was more advanced, an interesting bonus for slash attacks with spears would be crowd control, making it easier to keep multiple enemies at a safe distance
I mean realistically you would be skewered before you could even get in range to do so lol.
if you dumbly go straight at the spear - sure
https://www.youtube.com/watch?v=igaQww59NY0
Spears pretty well shit on most other weapons due to range and quickness. The only time they stop is when your opponent is heavily armored, at which point an axe head is added onto your spear to make a halberd or poleaxe.
Zornhau Armory spearhead + Neyman "Guardian Line" suit test.
Those spearheads are amazing guys... rly. ;-)
this isn't even what I'm talking about. Spear's reach advantage is already there. However, the weapon is as effective at close range as it as at long range in Morrowind and currently it's very effective for parrying no matter the weapon type. So gameplay-wise, while talking about parry efficiency tables, if the opponent is close enough to hit you with a short blade, it's not sth that spear is good at protecting against.
you keep the opponent at bay
that is the point of the spear
(no pun intended)
mid to high tier damage, best range and best governing attribute 
yeah, it's a great weapon type
Have to gimp myself to not fucking use it
hell, in Vanilla with no other mods, you can even run backwads at same speed
Or use a worse version of it to make it fair
only issue is not having many artifact variants to choose from
not daggers
I literally like every weapon skill in-game
screw daggers
I like short blades!
I havent gotten maces to work quite as well as I want, or daggers. The only exception to that is the jinxs blades you find on higher level bandits
the only problem I have with them is that they are not good for sneak attacks in Vanilla
tanto is a bootleg long sword
dagger is a wet noodle 
i'd understand if daggers were better weapons for enchanting
but they're not...
probably
it's funny that Vanilla gives same sneak attack dmg for every weapon type
but I've been using Sneak Attack Buff mod since forever
I like most of the weapons in the game, I just wish some of the meshes were better. Some of the weapons, particularly axes and maces, look really goofy
besides the dubious reach stuff, I really dislike the handling of dmg spread on most Vanilla and modded halberds, i.e. only good thrust dmg. That's what spears are, not halberds. In Vanilla, it seems that only Dwarven Halberd was handled differently.
there aren't that many halberds in Vanilla or even in TD/OAAB, so changing this alone isn't hard, but it's just such a weird choice (why bother adding halberds if they are the same as spears, lol)
one of the things which are cool about N'Garde is that it gives you more defensive options when using 1H weapons without shields. I was already playing such characters from time to time. Mostly assassin-types when I didn't want to carry a shield with me or invest in Block or when I wanted to carry a torch. It's cool that now parrying is possible pretty much no matter what you pick (although at different efficiency lvls).
my greatest wish would be to give different attacks (chop swing stab) different reach and speed. combat could be very complex if that was the case
That would probably require quite a bit of dehardcoding to happen first 
Make 3 different copies of every single weapon and hotswap them depending on the swing animation
ya'll are thinking of katanas, wakizashi is still a shortblade
Tough, if you for example make thrusts always faster - it will only boost the strength of thrust weapons while marginaly helping non-thrust ones
To do something about the whole "make it make sense to use dif attacks" conondrum im thinking of few options:
First and most obvious one (and i believe was do e before) are combos, do a specific series of attacs to get access to a cool finisher
But ifc noone did a cool finisher part cos people prefer not to touch animations
So its usually some kinda buff instead which is not that fun
Cool finishers also get old quickly
Or another option is making mist unfavourable attack do something special, like have a chance to knockdown opponent if used occasionally, kind of as an unexpected surprise atrack
(I got tired of them in DOOM 2016)
And that's a game with possibly best done cool finishers
That, however, is an interesting call out
Ah, got what you mean, but no, not execution - finishers as in combo finishers - soecial cooler attack at the end of the combo
With altered damage and or reach or special properties
Its just an attack animation, it shouldnt really affect the rhytm, only give an optional opportunity to go all in and for high damage option
Or for whatever utility it brings
Nah it makese sense
feel it may be clunky with current controls
and we can't override them meaningfully to get "mouse move to choose attack"
not at this time, not until 8101 is fixed
Mm, yea move direction determines attack direction is a bit clunky, but im not sure that mouse move is that much better
I havent seen that kinda system implemented in a truly comfy way
Yes mnb is a first thing i thought about
especially in bannerlord
An i still sometimes mess up attack direction
it's very comfortable
for both block and attack direction
I never got good at manual block direction in warband, but in bannerlord - it's actually nice
And sometimes it also felt stupid that i have to swing my mouse all around to ensure correct direction, theres a different flavour of awkward to it, that awkward just not in movement but in csm controls
Its is "better" though i would say yes
Anyway - https://gitlab.com/OpenMW/openmw/-/work_items/8101
Otherwise I'd have implemented "mouse move to choose attack" already :D
I tend to play with high-ish sensitivity, maybe that's the difference
But yea, in any case i wouldve picked mouse look attack direction as well i think, with some tweaking im sure it can be fairly fluid
Yeah, I think it's just a question of tuning the sensitivity and deadzones
You have made it to Reddit š«”
Oh no!š¤£
Well the response seems positive at least
I honestly expected first reddit post be some purist going "what this mofo doing"
I think the outlook of āohhhh I used this old mod that did the same thing but in a small way but now thereās a more robust system to useā
To go from shields up to this mod and it being good is the most accurate
That is probably quite accurate. Shields up walked, so we could run
One thing that's underrated about this mod is how compatible it is
That's great to hear, but I'm not sure it's more or less compatible than any other mod written in a sensible manner
You've really made something special here
every time somebody writes that it's a 100% hit chance mod, one guar dies
I'm also renaming the all attacks hit setting in the next update. Cause I've seen like several people now go "all attacks.. fuck that" and not read further
Other people seemed to like it cause it preserves vanilla dice roll š¤·āāļø
maybe naming and description of the parry window threshold stuff should be changed as well. Can give a sort of false impression about what it really does.
Yeah
You can also add a disclaimer right in the beginning of the mod's description that it's not a 100% hit chance mod 
this might reduce the number of such comments by 10,33%
your decimal separator is off by one place to the right
But that's a good call to add it to the description 
This is not a 100% hit chance mod.
This is not Mount & Blade combat system.
Please read further for more details.

You won't believe what I've just wrote before you posted that
(pretty much 1to1)
Think this looks better
It's not impossible. I did many perfect parries at 35 skill lvl.
"practically impossible"
that's on 35 skill level and full fatigue
83 miliseconds
hmmmm.... Does the timer look right?
that was easier than it should be
Maybe go for "considerably harder"
Yeah, that works
Personally I love that setting and if I'm being honest the game is far more challenging since it affects NPCs
Yeah, and ttk is roughly the same
but, I think the new name may still be better
that won't go up for a bit though, as I didn't have time to sit down and debug the mwscripted fights, nor do I have other meaningful updates yet either
I've got linked Just Background Noise vod - the man went to Narsis Arena with ngarde installed :D
"Oh, she staggered me" - pure gold
Reddit user tries to read the modpage before commenting challenge (impossible)
All while bulls-eyeing Womprats in your t-16
Arrean, how's Glancing Blows option with Maxar's timed attacks? It should still compliment each other correct? I'm just going through every combination for testing haha
I think it's fine
I haven't looked at maxars code. May need to check how they buff the attack, but probably is fine as long as ngarde is loaded after
Thank you
@here, I know we may have German and French speakers in here. Would anyone volunteer to translate the localization file to those respective languages?
je ne parle pas franƧais and Ich spreche nur ein bisschen Deutsch, so need help with that.
I could help with the German translation if you want. Just tell me what you need š
Grab this file from gitlab, and translate all the strings in there. Not actual variable names. Rename it de.yaml and send to me.
I'll see if there's more stuff that is outside of localization files that should be in there, but I think it covers most of it
It is much better lol. If you use really high DPI or high sens, it can be hard to control and a bit awkward but its significantly better than TES's attack control via WASD even under non-ideal circumstances. If you dont want to interact with the blocking at all, you either have auto block or shields, which are breakable.
yea, im near convinced, i wouldve like to try that in morrowind
https://www.nexusmods.com/morrowind/mods/58729 look at that. Seems that everybody is doing sth with weapon reach now š
the mod is based on Real Weapon Range again. What I find interesting, though, is that it comes with this script:
can be handy
It seems they did what we've been pondering here for a bit. Good shout
What I don't get is why each of these mods feels the need to fuck with fCombatDistance, fair, but - the reach itself as a multiplier of that is enough no?
I wouldn't even touch fCombatDistance
it can only leads to problems
as for reach values used by default, the mod is quite similar to what Foxuder did in... another mod which was released today š
Btw. Cybvep. Feeling up to translating the l10n into polish at some point? Kinda want to cover all langs the launcher ships in
Lmao, something's in the water
Sure, I can look at it at some point.
It's becoming the new magicka regeneration, with how many mods are being released
Let me know. Cause I can read Polish, but not much else
oh yeah, exactly. In fact, I sent mym Mr President meme once he told me that was doing another magicka regeneration mod a few months ago. The mod is actually good (State-Based Magicka Regen), but damn, we have many of them.
yeah
Ah, this lad is also in N'Garde comments on nexus
since the mods are based on Real Weapon Ranges, they are very similar to each other as far as default values are concerned
Should I... Shouldn't I... Nah there's enough of them
I might use the script just to see how it works and create my own version for custom use, lmao
That's actually a good value add from that one. The lad posted the tools to do it
yeah. It would be better if it was dynamic in-game LUA tool. Unfortunately, that seems to be beyond current capabilities.
so I guess this leaves custom plugins
No can do, without very cursed workarounds.
"theoretically possible" - as any actor enters combat, attach a script, scan the inventory for the weapon, copy and modify it with "createRecordDraft" based on predefined characteristics per weapon type and sub-class
remove original weapon
cursed beyond measure tho
maybe do the same on any merchant when you talk to them?
and any container as you open it
quickly becomes heavy
and game is choke full of unique autogenerated objects
And there are surely some stuff that would prevent it from working smoothly that I'm just not thinking about now
weapons that are just there in world e.g.
I was thinking about using Fresh Loot system on this but as you say, it's just too cursed. Quests not recognizing items, having to change every item placed in the world and in the player inventory (as they can be added via dialogue) etc.
yup
so "can be done" - "best left alone"
we need content.weapons for it to be pretty
then it'll be a simple script
so where are you from?
šŗš¦
šš»
There's this generations old joke - eternal ukrainian curse - can understand poles, can't respond
Ukrainians learn Polish quickly
I live in the UK now. And once I had a painter come over.
At some point he asked where i'm from cause "your english is good"
I, at that point, didn't yet clock that he is polish, so I've responded.
He threw his hands up "Dliacego po angielsku!?" (pardon the spelling)
close enough. "Dlaczego"
but the way you wrote it is how it often sounds with accent when UKR are speaking
all the diftongs for cz cs sh etc
haha
I will say that Polish is not easy for foreigners
UKR actually have it easy
you get it quicker
but Germans, French, British etc.
offf
It's funny - I've tried hiring a teacher or going to lessons several times.
Cause I understand that I need to learn the basics. But the basics are so obvious that I have a hard time staying focused for them, but if I go for harder stuff right away - I'm lost
yeah, basics must feel like elementary school
Which leads me to where I'm at. Reading books in polish, can't properly pronounce it or hold a conversation
yup
you will probably understand this
š
definitely
š¤£
So yeah, if you ever feel like you have some time to spare, I'd really appreaciate the pl. localization file
I'll look at it and see if I can (never done that before, so no idea if I can do a decent job. Any other french speaker wanna go at it, don't let me hold you)
(doesn't help that I don't play in french version š )
I had that problem myself. I mostly play games in English. So gaming specifc vocabulary in my native language is just ???
Doesn't help that alot of it is loan words
yeah I started looking at the file, and already had to check how best to translate some game/technical words š
yeah, it's a typical problem. Especially considering the fact that you want to maintain consistency with the official translated version.
And here i thought you may have it easier cause most fencing slang is french in origin 
here it shouldn't be too hard, though. Fatigue, Block, Hand to hand, skills and attributes seem to be only things (words) that need consistency checks.
just throw transliterations at them 
doesn't help that for some goddamned reason, there is no Polish version of Morrowind on GOG
guess I'll do my first french install of the game in... maybe 15 years? I probably haven't played in french since before Oblivion came out, if ever ^^'
there actually is a French version on GOG
why?
no fucking clue
what kind of deal they signed with Todd?
must have been cursed
as it's probably about licencing
there were more versions than 3
chinese?
I definitely saw Italic translations of mods, but idk if they have the game translated
And if there's a chinese one, there may be more than one
cause HK/TW/CH would be slightly different
if they did it right
I also need to figure out how to get the game load l10n files for mods without a cursed workaround for languages that are not in the list of allowed locales
š¤·āāļø
"allowed" i say - "supported" probably is better
As a brazilian who can understand hispanics, but can't respond, I relate
Roughly same situation as portuguese to spanish yeah
I want to relate to this by mentioning Italian for french speakers, but it would require the Italian to speak slowly, seems less understandable than what you guys are talking about ^^'
I think that Italians tend to speak quickly in general
Nah, for me it also requires a pole to speak slower. But if we both speak slowly - we only get tripped up on some case forms and can hold a decent conversation, so quite close I'd guess
Funnily - we tend to speak with our hands too, especially when excited
I also have no idea if it goes both ways. Italian is the easiest language to understand "by default" (no training) for french speakers, but I'm not sure the reverse is true
the one Italian person I knew who could speak both french and spanish, had an easier time with spanish
I mean - it may depend on the person too, and the region they are from. I'd imagine cisalpine italy somewhere close to Nice would have some french influence already
and vice versa ofc
might be. I have no idea
I love learning languages and regional differences within one language - it's absolutely fascinating
she was from Sardinia
Not sure of the italian influence in this region of France. Aside maybe from some region-specific nouns? The ProvenƧal dialect isn't spoken much any more, nearly exctinct (I live in the area, although I'm not native)
I would imagine it would've been historically. France put a lot of effort into language standardization though, is my understanding
definitely
So I guess dialect amplitude these days would be lower
the revolution took its idea of universalism very seriously
so everyone had to speak the same language
That makes the language nerd in me sad
And well, other implications of losing local langauges are not pleasant too
same. I like the idea behind it, but at the same time, I mourn the loss of linguistic diversity
Yup
the only ones in continental France that barely survive seem to be the Breton (Brittany) and a couple south-western ones. Only oversea territories seem to still have healthy practice of local languages

oh, and I guess in the east, since they were German until WW II
there you can definitely see the german influence
Well, at least there's some
I lament language standardization. But then you look at the UK, where you ride the train for 1 hour, the accent changes 6 times, and local cakes (indistinguishable) have new name every 5 minutes 
Accent 1 and Accent 6 can barely understand each other and both try to emulate london english to converse
I mean, there are local accents and expressions.
But the dialects that were the majority a couple of centuries ago, have mostly disappeared. It took until mid 20th century to even have some use in school teaching iirc, and still none of them are considered "official language" to this day
Yeah, and then there are probably a lot of old bullshit arguments of "what is a language, and what is a dialect"
I mean, I wouldn't be able to understand someone speaking Occitan for example huhu
or one of the overseas CrƩole
yeah
Draftity-draft:
Numbers hard on too little sleep, but this seems conservative enough to work. Pondering the way to communicate it in game
(fractions of 1 which is 100%)
This is parry effectiveness of each weapon type against other weapon types. parrying with blue against green strike
shields and h2h have convoluted or AR dependent systems of their own, so left out of this
Nota bene: if I'm to implement this as is, with maluses for very long reach weapons against very short ones - Imma need a better working version of "threat/backoff" - I have something working, it's currently ass
This looks nice. Definitely an improvement over the static system. Some thoughts:
- 1h axes being easier to parry with sb than 1h blunt and 1h lb seems kind of random. If anything, I would expect sb to be more effective on defence vs other blades than heavy and less flexible stuff like mace or axe, but parity sounds fair as well;
- 2H lb shouldn't get a parry bonus vs sb. No reason for them to be better at it than 1h lb. If anything, they are more unwieldy at such close range. They can be better than 2H axe and 2H bw, but not 1H lb;
- maybe a defensive bonus for 2H parry vs spear/staff? A nod to them being anti-pike weapons. Let's swat those spears. Also, nothing gets a bonus vs spears and staves, so this works for gameplay;
- 2h weapons getting such a high bonus for parries vs HTH is not intuitive IMO. HTH gets rather close. Punches, grappling etc. Yes, I know, animations, but why would 2H weapons be better on defence vs HTH than 1H one?
Spears are great kiting weapons in-game. Even when using HBFS with no backwards running, they work great.
- Let me review 1h axe and blunt rows.
- Yah 2h Long getting a bonus against sb is a typo, should be -0.2. Fixed on my end.
- That's a good idea.
- It kinda reflects h2h position in game - it's strong by not obviously so. Since h2h and 2h Long range is exactly the same - this kinda represents "back off or I'll cut ya" against h2h
As for 1, I mean the first row
Horizontal
Nice
I'm actually glad I released when I did. And that I've got the mod, with ya'll help to where it is by then. You may have noticed that updates slowed down - it's cause I barely had time to do anything this past week
As for this backing off, I actually wouldn't worry about it too much. In fact, it's better if the enemy is aggressive when they don't have reach advantage.
Understandable
That might be fair
And you got a solid 1.0 out
Quite happy with that yeah. Fewer bugs that slipped through than I feared
much fewer
2Hb and 2Ha parry vs sb should be the same, I think
yup. Set both to -0.2
there's also an argument to be made for some weapons to be not great against the same weapon type
just by their nature
but not sure I wanna go there
Yeah
short blades specifically
I was actually thinking warhammers more 
I've sparred with resin knives. It's "stabbity stab" unless you're speciically "playing to "fence""
buuuut
shortblades are not just knives
so probably not
Fair
I'm holding out hope for a warhammer replacer

Daedric is the closest. The rest go for fantasy Dwarf kind of warhammers.
I have to say, imagining getting hit by a Daedric warhammer is damn scary.
oh yeah, and it actually looks best somehow with WH parry animation,
2Ha and 2Hb parry vs 2hb and 2hs being easier than 2h lb is sus. Maybe they should be treated the same? Even if you want 0 for same weapons for gameplay clarity, other combos apply, e.g. 2hb parry vs 2ha shouldn't be easier than vs 2h lb, I think.
Basically, parrying a dai-katana strike with battle-axe wouldn't be harder than parrying a warhammer strike (could be the opposite, heh), so -0.1 for all of them sounds fair. 2H lb parries vs other 2h weapons like 2h bw and ax treat them all the same way (0).
Just to be clear
I ignored greyed out areas because you use 0 for everything
All in all, looks like a cool system 
I think I see where I've fucked up.
Actually, no. Hold on -that's right. Idea beign that 2hAxe and 2hBlunt are roughly equally unwieldy - while 2h Long bonuses reflect it's comparative versatility
Ok, not the same thing
Hmmmm
Let's try again
2hb parry (blue) vs 2h lb strike (green) and 2ha strike (green)
What I'm suggesting is that they should be -0.1
I agree with 0 for 2H lb vs other stuff
same for 2hA vs 2hB
got it
yeah, that works
Good. Now I need to sleep on it, and stare at it tomorrow with hopefully fresher head and eyes
Out of curiosity, has there been discussion of having the first person shield block animation match the third person perspective? It just seems more raised in third person?
Both of those probably need redone. The 3rd person one especially so that it looks fine when moving and when standing
But holding off on that
No problem brother, and thank you. I know S3ctor has some animations with the shield block/raise in CHIM that might interest you.
Will need to ask him, and I don't think he's been around on discord since the beginning of april
There's also that unrigged animation pack posted on Nexus which S3c said he used some, maybe there's something there
This is a blender file of 120 animations for Morrowind.They have been retargeted from the Universal Animation Library, that can be found here : https://quaternius.itch.io/universal-animation-lib
I have it. There's some interesting stuff in there
Not specifically for armed animations
(there's a pistol shoot one in there though :P)
@rustic latch would it be possible to significantly slow down movement speed (to like 5%) while falling or jumping?
that controlled jumps mod removes the ability to move but thats too much imo
very slow is better
ugh... Maybe? you mean so we can't strafe through the air?
Right... Hmmm. I'm not sure how the game controls jump "physics"
theoretically there's an types.Actor.isOnGround(self) that can be checked on update, then doublecheck that we are not levitating of slowfalling
and if those conditions pass we can set movement and sidemovement to 0
or 0.05 as you said
but I'm not sure it will not break jumping
may need to test
Ark has nice physics but it has momentum and everything
it shouldn't
well, it may in first person
jumping while moving only calculates speed before the jump
right, but that's speed. I'm talking about frame by frame characters controls value
hmm
let me test quickly, disregarding the levitation edge case for now
fix how?
believe it or not the reason morrowind is so floaty is the acceleration due to gravity uses the meters constant but uses yards as the actual unit
as far as I know anyway
If only we could have something like Precision(Skyrim Mod)
it hurts to think it just requires a simple change in the constant
I've seen it mentioned, what does it do?
what does precision do?
Let me play around for five minutes with move constraints
it separates each part of the body afaik
and adds colliders and physics to the weapons
ah
yeah, we can't do that yet
not without cursed workarounds
(can't get precise bone positions)
but one day
Physically accurate collisions for melee attacks
Procedural physics-based hit reactions
Weapon trails
Integrated hitstop and subtle camera shake
Melee attack recoils when hitting certain materials while standing too close
Support for both first person and third person
Support for creature attacks
Support for custom collisions for new animations, set up by the animator
An API for other SKSE plugins to use
Everything is done through SKSE, can be installed/uninstalled anytime
Modular and flexible - most features can be disabled or configured through MCM
Was also getting its text from their modpage 
gotta love cursed workarounds
""attack collider is created for a given duration and attached to the weapon (or fists, feet, or whatever has been defined in the animation or .toml file. Details below.) which will collide with other characters' bodies or other objects.
The attacks will naturally hit all targets that they collide with during the swing. The sweep attack perks don't do anything anymore by default, but you can select a different mode in the MCM if you want to limit the maximum amount of hit actors per swing, or want to add a diminishing damage multiplier"
it does seem that movement speed while floating in the air might be a gmst
morrowind rebirth seems to lower it
you can see it's ever so slightly slower in the air
with the change - you jump and you keep flying into that direction
but the jumps are also much shorter
and slower
may need some finetuning
but doable generally
yeah thats how controlled jumps does it
but I mean taking away a % of movement ability rather than removing it
fully removing movement while in the air is pretty bad too
try jumping a fence
local isOnGround = types.Actor.isOnGround
local function onFrame(dt)
if core.isWorldPaused() then return end
if not isOnGround(self) then
self.controls.movement = 0
self.controls.sideMovement = 0
end
end
for basic proof of concept in player script
if not isOnGround(self) then
self.controls.movement = self.controls.movement * 0.05
self.controls.sideMovement = self.controls.sideMovement * 0.05
end
like this if you want to limit movement instead of removing it
0.05 being 5%
does this work when falling without jumping
yah
controlled jumps uses space bar as an input
but also needs a check for levitating
tcl works
ah, no hold up
lemme retest
nah
tcl also screws up
but I can add edge cases for that, levitation and slow fall
give me 5
local debug = require("openmw.debug")
local core = require("openmw.core")
local types = require('openmw.types')
local isOnGround = types.Actor.isOnGround
local self = require('openmw.self')
local function onFrame(dt)
if core.isWorldPaused() then return end
if not isOnGround(self) and debug.isCollisionEnabled()then
if not (types.Actor.activeEffects(self):getEffect("levitate").magnitude > 0 or types.Actor.activeEffects(self):getEffect("slowfall").magnitude > 0) then
self.controls.movement = self.controls.movement * 0.05
self.controls.sideMovement = self.controls.sideMovement * 0.05
end
end
end
return {
engineHandlers = {
onFrame = onFrame,
},
}
this will do it
TCL works, levitate and slowfall have movement allowed. Only applies when your feet are off the ground as engine considers it
limits speed to 5% of what it would otherwise be
at 100 acrobaticsa and 85 speed - jumps are still quite superhuman
but not as much as in the base game
and can't strafe back and forth through the air
Now, this was a curious detour, but what did you need this for? :D
this should work as a whole player.lua to apply it
There are also fMinFlySpeed and fMaxFlySpeed GMST but I guess those would apply to levitation too
evil sith lord business
just personal stuff for more realistic movement
This may not be entirely realistic, but kind of an improvement actually
yeah that sound quite interesting
Any other ideas on movement updates? We can do them and release a small mod on nexus
hmm
If possible ofc :D
let me see if slowfall with negative magnitude even works
@rustic latch Working on an attempt at translation. What do you mean in the line "base_parry_durability_loss_setting_desc" when you write :
"Default {default}"
cheers
it just means that {default} is the default setting, so I should treat it as a name, right?
When rendered in game it will look like
Default 3
so just translate first "default" and leave the curly braced one as is
Yah nah. Negative slowfall is weird
Negative jump?
Can't tell if it dos anything
that's an option
intuitively, I would have guessed that it increased fall damage?
but it will just make you jump lower, not fall faster
never tried it though
I either did it wrong, or it doesn't do anything when mag < 0
positive one applied though
so I think it's just it's clamped
Yeah some effects do things when theyāre negative and others donāt
think slowfall is one of those
and I don't think actual gravity constant is exposed to us anywhere
comments on this btw. While nice, what it also prevents is jumping onto ledge until quite high skill level
acrobatics 41 - couldn't jump onto the railing in vivec arena
do you mean the only way to jump onto things is run jumping?
not even that
enough to standing jump onto something in front of me
are you moving and jumping or standing and jumping
does it affect the actual height of your jump then>
?
it's great anyway, when falling it mimics having 0 momentum
height no, but mw really wants that horizontal movement to place you onto the ledge
side to side momentum anyway
so need to instead press move -> jump not vice versa
I can get used to this
feels more natural somehow
is there any way to transfer/share fall damage to what you land on?
Stomping mudcrabs would be awesome
i was playing around with a beta climbing mod and i have to say the best part by far was the ability to easily cross chest high walls
Yeah, it's nice. I don't really like how it integrates so dropped it
movement felt clunky
but the idea itsef is nice
not sure - maybe
yeah there are parts of it that could be implemented within the morrowind style philosophy, like n'garde has done with combat
I mean - two real options imo
daggerclimbing
fully - you stick to the wall and move how you want
first person only
second - full rework - animations etc
both may feel clunky if the block movement
low grade vaulting of some kind i think fits, its that space just between where is useful but non invasive and just keeps things moving. for bigger climbs/spaces there are already a few options
so like to make movement smoother without necessarily superseding magic
so rope arrows etc. will still be desirable for the non mage
@rustic latch sorry to bother you again, just want to make sure I understand it right :
-
"weapon type parry effectiveness" > you mean the effectiveness of short blades (for example) for parrying, or effectiveness of staves for parrying, etc?
(appears in line "base_parry_fatigue_cost_setting_desc") -
What should I do with those lines (not sure what they are for) ? :
true_string: "true"
false_string: "false"
they are in the docs but don't seem to be actually used, but you can just translate them to what equated to "yes" and "no" or "true" and "false" in your language
and for 1. Yes, that's what I mean
Cheers
YOu think that line may need to be rewritten in english too?
If it's not clear what it means
yeah, something to ponder
Depends on the context. It's not really confusing imho, but to someone who doesn't understand what the mod does exactly, it may seem a bit vague (or it might just be my non native english speaker's brain who gets disoriented when confronted with too many nouns used as adjectives in a row).
With context, it's clear, don't mind me ^^'
Yeah, not sure how to communicate it better. It means "each weapon type has specified effectiveness for parrying, and that effectiveness applies here"
that's what I meant with context. Since that line explains that "that effectiveness applies here", if you already understand that each weapon type has specified effectiveness, it's perfectly clear. If you had no idea, that's when it might get more strange. Can't think of a better way to communicate it either, seems good to me as is.
as I said, don't mind me, I just want to make sure I don't make a mistake ^^'
Nah, you good. It's good to ponder these things, even if we can't really improve on what's there. Cause I have instinctual understanding of what all of it means - hence my explanations might rely on the reader having the same knowledge that I do
Cheeky request - can we build in starwind detection, and change the sfx for deflection when using lightsabers (blunt weapons)
Even cheekier, but legendary if possible - deflecting blaster bolts with the lightsaber?
Why woudln't it be? Bolts are arrows
Raycasts donāt work in Starwind
It won't be pretty, but we don't have proper collision anyway
Or rather they do, they just bring the engine to its knees
Yeah
Even a regular ray can tank your fps by 30 depending on the area, idk how many rays you use in this mod
Couldnāt you just apply a brief ability spell with an reflexion magic effect via a script, every time you press the parry button?
well no
hold up
I also do navigation rays
that may be fine, cause pathgrid
but may blow up too
Are bolts in starwind magic?
Wait, arenāt you using our raycast? Or something similar?
no, I don't need "activation" distance cast on frame. So I used it and the docs as an example to build my own on demand one
without a distance limit
Donāt know, I never played starwind before, but even if they arenāt, hyacinths new reflect damage magic effect could be used instead.
Which I appreciate, hence ownlyme in credits. But I don't use your interface
Yeah, the unlimited distance raycast will help Starwind
I needed it to add the current "guy in crosshairs" to target list to communicate threat events to npcs, and cause threat may be ranged - distance is much greater
actually limited, but beeeg
not actually sure it's useful anymore... š¤ cause I add all incombat NPCs to target lists
and navigation rays for backpedal and ledge avoidance logic
oh if you can crack lightsabers starwind is starting to look pretty interesting
I think s3 had some trick with the camera that might work but not sure if you want to refactor your mod to use that
I have no idea if this will work on starwind at all btw
never tested it
never played starwind at all
Which is why I said Iād be impressed 
No, I mean, I think I just don't need that ray, Like at all. It's there from earlier version before I changed threat communication logic
Letās just say that attaching scripts to every actor in an instance is not the most imperformant thing you can do when that .esm is enabled
lmao
Not even kidding btw
Navigation rays should be fine right? as long as navmesh is present - since they don't care about other intersections
You could run reanimation + mercy + bardcraft before their updates and youād still have less of a performance impact than a single onFrame raycast (not even render ray btw)
No idea lmfao
well, I don't have onFrame raycasts
it's on demand when weapon is raised
but I get what you mean
Like I said, Iād be impressed
I'm not curious enough to install starwind for this
Star Wars is over. Some stories must end
And I still need to figure out how to fix mwscripted fights before that 
Speaking of. @river sluice while I got you here
I've managed to fix archer hands for that fight in 1.0.8. But there is weirdness
specifically
If youād make a tweaked NāGarde version for Starwind too, with the usual parry mechanics, but also lightsaber having the same ability like shields being able to block arrows/bolts, your Nexus page might blow up even more š
if I disable and re-enable all 3 melee hands once they enter combat -
they get through the rest of the scripted fight just fine
but if I dont - they get stuck after first phase
I have no idea why that would be the case
I'll consider it
:P
Even if I never played it myself, I know that it has quite an active community itself.
Nah, I getcha. Starwars mods usually do
So...
fatigue_effects_formula_desc: "How much fatigue affects parry, block and other related formulas"
...apparently, the french version's name for the "block" skill is literally "parry". The name of the mod would literally translate to "Parry and Active Parry".
Makes keeping all the explanations clear... interesting 
I mean, what is it called in french version of MW?
Parade
right
parade-riposte should've guessed
bleugh
I mean - you can then jsut do "active parry"
clear enough
for the mod description at least
and just deduplicate the references
cause really - the same thing in eglish too
just that "block" is a dnd-ish new term
How much fatigue affects parry, and other related formulas e.g.
and same in other strings
can call "perfect parry" riposte, unless there's a french "perfect parry" term used in souls games and the like
yeah, most of the time I just stuck with "parry" for the mod's parry. This specific sentence, I went with "How much fatigue affects formulas related to active parry or the Parry skill"
nah, don't need "or the parry skill"
block in that sentece refers to "shield block"
cause "shield parry" makes no sense in english
ohhhh ok, cheers
š¤
I see that š” :D. As I said - some things may be easier cause modern fencing uses french terms :P
Sadly I'm just the writing guy from reforged. Superduple did the scripted boss fights
They on discord?
I'm not familiar with the specifics of fencing vocabulary, so I would have intuitively thought that "riposte" implied some counter attack or damage reflexion.
Discord username
Well, it kind of does
the verb "riposter" is typically used in french to mean "attack in return"
dammit, last active im MMC in 2025
retaliate
I'll try to reach out
yeah you right
well, then parade - something I guess
not sure what correct adjective would be in french
I'll figure it out ^^
Thank you!
Decided to be less rude and reached out to superduple on nexus. We'll see
It's funny how the French Academy can makes things harder sometimes huhu
You'd expect having an "official" reference for proper french would make things easier... except they hate foreign imports so much that they basically create french versions of words for everything, regardless of what the people actually use everyday. Some of the stuff they come up with is used by close to no one (except some hardcore patriot grammar nazis or smth).
In this case, there is a french translation for "debug log", but since it's IT language (that tends to use a lot of english words), I have no idea if players would be more familiar with the english version, the french version, or some type of mix or other "anglicism" lmao
@rustic latch "Print debug log messages to f10 log" -> what is f10 log?
so f10 log is the debug log?
well, yeah.
I guess it would be "print debug messages to f10 log" or "to debug log"
cheers
Sorry to bother you so much (I'm close to the end!)
"Base multiplier for short blade weapons parry defence applied on top of skill based formula"
-> what does "parry defence" refer to exactly in this case?
percentage of damage that is cancelled on weak parry
weak parry being a "non perfect one" when you didn't time it right
this
cheers
š¤ š¤
Just to clarify something :
When you write in shortbladeonehand_base_effectiveness_setting_name:
"Short Blade base effectiveness"
You reference the skill, not the weapons, right?
Same thing, weapon type that is governed by that skill
OK
Should be the last one :
"This number is further modified by Iron Palm 'feat' at an appropriate skill level"
This is the first time in the whole file you mention "feat", what do you mean exactly there?
"perk", or "feat" it's in quotes because it's not really a perk, but kinda acts like one
becoming active at a configurable threshold level
Think I could use a wording along the line of "modified by the effect of Iron Palm"?
Oh, I have one last question I almost forgot I wanted to ask (should really be the last!!)
technical, this one
you used single quotation marks often : is it a simple choice of writting, or is it required in place of double quotation marks so it won't mess up some code or something?
(asking because single quotation marks aren't really a thing in french afaik)
it's required for the yaml formatting
ok
single quotations should be good enough, people will still understand, don't want to mess anything up
yeah, \" works
so it should be fine
do it, or don't I'll convert all of them after
so should look like :
"something something words"
?
wait, that didn't translate in discord huhu
yup
cheers
you "escape" something with a \, so it shows up in the string as a literal instead of being interpreted as part of formatting or anythign else. Or you can add special symbols. \n being newline for example
"Allow a successfull parry to cancel effects from an on-strike enchant of the enemy weapon." -> you mean a perfect parry I'm guessing?
(just noticed a typo while I'm here, one "l" in "successful")
will fix the typo
It's... It's either perfect parry or "weak" parry with high enough skill etc that it cancels all damage
Let me think how to best phrase it
alright
Just wanted to make sure I wasn't using wrong designation to avoid confusing the reader
I think
Was it S3ctor's Chim?
I thought that a few hours without visiting the thread wouldn't mean much
how many new messages? LMAO
any updates? Or is it just discussions and brainstorming? š§ š
discussion shitposting and l10n work
No it was another one from a thread here, called FLOW. Can't find it now, good fun just undercooked
enjoyed the challenge provided by Redoran warriors blocking my arrows with shields today. Got the opportunity to use that command scroll I had in my inventory. Turned 1 of them against the other 2. It helps a lot when your enemies are killing each other 
More gameplay opportunities - love it
yeah, I really like it when various mods affecting difficulty heavily encourage me to use these consumables which are often gathering dust in the inventory
Oh, also - we made a jump mod #1482416741077356692 message that prevents you from strafing midair
It's in regards to "how many messages!?"
Aaaah.
I thought you are talking about this one:
https://www.nexusmods.com/morrowind/mods/58063
@rustic latch add swimming to the list of exceptions in the jump mod
lmao, knew we were missing something
just required some playtesting, I'm sure there's some more stuff maybe
@rustic latch This is as good as I can make it
Thank you! This is much appreciated!
Cheers. Your mod is much appreciated
You got a nexus account, or a specific name you want to be credited under? (can DM it to me if you want)
it's fine, cheers
Pretty similar implementation
Nah, you're getting credited, But for now you're getting called Billie :D I'm asking if you want another name used
Yeah, Billie is fine ^^'
So it will be written
BILLY!
Oh, lovely, you even localized the hotkey recommendation to AZERTY
š 
Ya need updated script, or did you modify your end yourself?
I need the updated, I can't script for shit
there you go
So this is just to reduce control when jumping?
Sick!
with no climbing in-game (at least not in Vanilla), I would be careful about nerfing jumps too much. Acrobatics is pretty much a substitute for climbing.
nah, height is still there
you jsut can't magically move left right or fwd-back after you've jumped
well, fair
That might fit nicely with shield surfing
at least move forward
the version that I've linked above limits midair speed to 25%
at high acro - it's still fine
at low - more difficult
But you can start moving before you jump, right?
was SaintJ's idea, I just scripted it together
yeah
not as fast as you used to though
hmmm
it would be better to bundle jump changes with climbing tied to Acrobatics IMO. But oh well, it's an optional mod.
I have an idea
I like the sound of it anyway, tes jumping has always been such moon physics
I thought Acrobatics didn't only increase jump height, but also the ability to walk up steep slopes
?
walk?
???
jump, if anything
that's what I took as the replacement for climbing
I don't think it does that
and kinda shimmy your way up by jumping repeatedly yeah
but it diesn't affect walking
I guess it was a wrong impression I got. Funny, 'cause I was certain it did for so many years huhu
speed can greatly increase jump length
This is the TES way. Just hammer jump against a thing until you pass it
often not as effective as believed
I managed to climb into the college of winter hold the back way with nothing but determination
much better to use a short duration Levitate instead of getting frustrated
ah
Skyrim
ok
Yeah but it's still using magic
and you move faster than Levitate
yeah, sure
although with high Acrobatics you don't need it
high Acrobatics + high Fatigue + low Encumbrance will give you insane results
at no magicka cost š
Back to good old hammering spacebar (or e if your an animal)
another nifty thing is that you can jump backwards in order to dodge enemy attacks
There's apparently an fMaxFlySpeed GMST
We need a mod for stumbles
Levitation speed is affected mostly by spell effect magnitude. Jump doesn't affect your speed. Only helps you with height/length. No help against fall dmg btw.
I know
pretty sure I saw sth like that
based on encumbrance
giving a random chance to fall
like in Death Stranding or sth, lmao
I wish ground and slopes affected movement speed and stumble chance
with ice having the highest chance to cause a fall
and walking would reduce that to 0
https://www.nexusmods.com/morrowind/mods/56722 found it, haha
nice! haha yeah there was some interesting work being done with slopes and raycasts a while back, death stranding might be the extreme but i do think there is something to be said for an intuitive balance system
DS would be too annoying. That game is a Fedex courier horror, though, so not surprised they went with that 
it works in that instance because its the whole point of the game
i love that game, i wouldnt want to have to deal with that while also fighting etc.
btw that game had such bad corny dialogue and storyline full of long and boring cutscenes that I found myself grabbing my head in disbelief š
. Definitely not everyone's cup of tea 
let's call that Kojima-lvl
no for sure
it was off the kojima chart even. i did weep like a baby at the end though. proper ugly blubbering tears
as for adopting a stumble system to MW, we have staggers and knockdowns in-game. Maybe sth in between could be adopted for stumbles and integrated with the rest of the game's systems, e.g. Fatigue, movement, jumping. That would require some animations, though.
yeah, it should be fairly subtle so as not to be an annoying gimmick, its mostly when your leaping backwards at full speed that it gets pretty silly imo
well, we have no backwards running option for HBFS already. Maybe a sort of stumble system would fit there.
for backwards jumping
yeah maybe mym could add that without too much hassle
maybe stumble could be just a sound effect + additional Fatigue loss
or maybe just speed/jump length should be lowered while jumping backwards. I don't think that it should be disabled altogether as Acrobatics should be useful for dodging.
oh, the newest reach mod is hidden now

@fair wing check this one out.
Idea being - if you're running or walking in any direction when doing so - all of that movement transfer into the jump - no movement - no momentum and limited to 25% we had before. Meaning a running jump in a direction will carry you the distance
hmm but this will more or less just make it the same as if you held the control direction after jumping no? And therefore also reduce air control
oh i get the idea, the idea is to reduce the air control but then bring back some of it via momentum preservation
well, ok
while you are at it, maybe you can differentiate backwards jumps and forward jumps
How exactly?
Yah, that was the plan. SaintJ's idea
backwards jumping would have lower momentum. Forward jumps - higher momentum. Side jumps would be somewhere in between.
basically, jump length based on direction
limit back to like 50%?
I dunno. Depends on how it feels. Makes sense on paper.
momentum specifically - there still will be length and I can't control that much - that's speed and acrobatics
but I can control how much your movement factors in
all I'll say is the distance is a little crazy
equivalent of doing a full power jump every time you jump
every? if you walk - it will be shorter
I was also thinking of making it timed
as In longer jump longer you are moving with a limit
so that if you just started running and suddenly jump or change direction and suddenly jump you don't fly as far as a full sprint jump
hmmm
Let me bring up a gitlab and a makefile for this one
:P
editing it in place is becoming annoying
and a settings page, needs a settings page
this is 70 acrobatics
seems too far
idk if jump power and acrobatics influence is a gmst
this is too far? At 70 acrobatics? Ignoring TPP stuff (jumping never looked good in TES and TPP was never the focus, anyway), seems like a stretch to call this "too far" at such a skill level.
in real gameplay, when you spend most of the game at much lower skill lvls, it will probably feel awful
getting stuck at small rocks is not exactly fun and seems silly when you can't overcome such obstacles
esp with MW having "seamless" gameplay (no prompts to jump over fences and such)
There are things I can do to make it interesting, - e.g. accumulate "momentum" over last several seconds instead of taking it once at jump time etc
but probably not today. Repo is up and I've made some changes(including nerfing backwards jumping) but am tired
I've also patched couple more minor incompatibilities with Foxunder's mods in N'Garde (love that lad for reporting them) . And am hooking in the per-weapon vs weapon effectiveness system - but that needs polishing
I was going to jokingly call 1.0.9 a "clarity update" given that it will ship with better descriptions and localizations. At least some
but now I'm shipping a much more esoteric effectiveness systemt with it 
thats why I was thinking about making acrobatics influence jump height less too
acro 0 vs 100
55 acrobatics seems to be the most lifelike jump
I guess thats where most people will be around
IDK imo it should have less input on jump height
don't focus too much on how it looks in TPP, that's what I'm saying. Jumping in Morrowind isn't like in real life because you have no animations for it, no grabbing, no pulling yourself up etc. You can literally fall in Morrowind if you miss an inch - that's how collisions often work (and it can be janky). Even in Vanilla you often cannot jump over a small fence on low skill and it's sth that pretty much everyone would be able to do just by moving one leg over it and then the next one. There is also no climbing in Morrowind while an acrobat would be able to scale many obstacles easily. In MW that's represented by Acrobatics and you jump because that's the game's limitation.
BTW 55 Acrobatics is pretty high. Unless you start with Acrobatics as major/minor, focus on that skill via training or hop around all the time like a lunatic, it will take a long time to reach such a skill lvl. Nowadays many players use some mods to slow down levelling one way or the other.
On a different note, I'm wondering what kind of feedback would be best for parry efficiency. I guess that it would be sound since you learn audio cues during gameplay even without trying.
I guess that there is already some feedback due to the character grunting if hurt (so dmg goes through)
probably not easy to find proper sounds, but I bet sth recognizable can be done for very weak (low parry efficiency parries) and good ones (perfect parries are covered so it's about the rest)
as well as damage and stagger yeah
Problem beign I currently have no concept of what that would sound like... š¤

