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

1 messages Ā· Page 8 of 1

rustic latch
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šŸ˜… oh yeah, and then it's hundreds of weapons, even without TR/TD

uncut sun
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i dared not look at td

inner hare
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it's a lost cause without some sort of automation and/or dynamic system

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mods like that have been done

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during MW's history

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same problems all the time

rustic latch
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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

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but I haven't played with esp exporters yet

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iirc tes3conv can do it?

uncut sun
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i feed dirty even changing esp's to omwaddons

scarlet vault
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Oh yeah, absolutely! I'll be glad to see it there

rustic latch
inner hare
uncut sun
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lol

inner hare
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therapy may be useful

rustic latch
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TES modder therapy, an untapped gold mine

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"todd can't hurt you"

inner hare
cinder gulch
inner hare
cinder gulch
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Wouldn’t have magic window extender or cups with drinks in them or food in bowls and plates without Todd

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Or cooking tbh

rustic latch
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:P

cinder gulch
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No I just accepted that the worst workarounds all involve toddscript who manages to save us from the devs (nightmare scenario)

rustic latch
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I know, I'm pulling your leg

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the animation system however scarytodd

cinder gulch
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Any modder who’s out here writing mwscripts in the json has my utmost respect

cinder gulch
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I read through the code for veloth’s staff, TR end game artifact

rustic latch
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We are not alone, however:

cinder gulch
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Mfers replace an NPC with a skeleton (yes the animation skeleton) when you hit it with its enchantment

rustic latch
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jfc

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I mean... Does it always "kill" the npc?

cinder gulch
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Just swapping out body parts and skeletons on death scarytodd

rustic latch
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or can you still talk to it?

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ah

cinder gulch
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Yeah it’s a 1 shot

rustic latch
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well

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then maybe I can see some workarounds

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but damn it will probably be cursed

cinder gulch
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I’m still mentally recovering from that lmfao

uncut sun
cinder gulch
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Before I started on it, I knew it was a 1 shot but didn’t think there was much more to it than that

inner hare
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imagine this

cinder gulch
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No

inner hare
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damn it

cinder gulch
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No reflect haha

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It’s not a spell

inner hare
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reflect a script!

cinder gulch
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Ownlyme was like ā€œlet’s just spawn it as a creatureā€ I’m like ok, open up that nif in nifskope

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OpenMW lua enjoyers literally cannot comprehend

rustic latch
vale wind
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aha, I see I was late to the party (late to the parry, could not resist the pun)

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So again here, nice work @rustic latch

cinder gulch
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Yeah literally none of that

rustic latch
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Fair

cinder gulch
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There are a few workarounds but none of them involve createRecordDraft haha

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Don’t think we use that once in this mod 🧐

rustic latch
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That was the idea of "hiding" the dead actor asap, and placing a dead skeleton there, with same name and inventory

cinder gulch
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Removing the dead actor is no problem, but where do I find a complete mesh of a khajiit skeleton that actually renders in game?

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Transferring inventories isn’t a problem either

rustic latch
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  1. Use one of khajiti skeletons that ship with TR/TD
  2. Create a crreature in your own ESP that is just a khajiti skeleton with a specific ID
  3. createRecordDraft Nonsese
cinder gulch
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  1. Not remotely the same thing and I don’t think there are complete beast skeleton statics or even meshes/assets, whereas I (probably) need an actor
  2. Doesn’t work for the same reason
  3. Also doesn’t work for the same reason since createRecordDraft does almost everything you can do in an esp
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I’m not talking about a skeleton like the creature or anything, I’m talking about the actual Body Part IDs in the esp/json

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We just ripping those off out here

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I know the workaround and it’s not worse than anything we’ve done so far, just caught me for a woozy

rustic latch
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Bah

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Cs was fighting me

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and regular skeleton.nif can be used for mer/men

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there's also argonian skeleton in there somewhere

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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

cinder gulch
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You think the nifs they use for this are in /cr/ ? todd

rustic latch
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Does it matter?

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Unless you want to replace bodyparts one by one or something.

Remove the actor, spawn dead skeleton where it was

cinder gulch
rustic latch
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Well, that's why I mentioned createrecroddraft

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take a creature that that mesh is assigned to

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rename

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place to actor.position

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ah, fuck

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nah, nevermind

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only see NPC createRecordDraft, not creature

cinder gulch
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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

rustic latch
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If we had creature.createRecordDraft - we won't need to, but we don't so my point is moot

rustic latch
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huh

cinder gulch
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Although there’s no need to if you’re doing summons, and I don’t think it would help here

rustic latch
cinder gulch
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No idea xD

rustic latch
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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
cinder gulch
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Transferring inventories and removing actors is no problem

rustic latch
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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

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And, just so you understand - this conversation is entirely driven by curiosity

cinder gulch
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What am I supposed to do with this in openmw lua?

rustic latch
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Give me a sec

young aspen
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Idk if axes should have any bonus to thrust, since it’s not really intended to be used that way.

Armor pierce or bonus damage to condition on axes seems interesting though.

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A big ol axe whack to your shield seems like it would mess it up

rustic latch
inner hare
rustic latch
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Hmmmm

cinder gulch
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But maybe just manipulating or doing anything with bones is beyond an openmw lua enjoyer’s comprehension

rustic latch
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I mean, yeah. Need to get enemy position, inventory copy, and proper creature type based on base race

cinder gulch
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Oh no, those are the least of the problems

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We already have an API for that todd

rustic latch
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I'll let you cook

cinder gulch
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Yeah I need to see the OG

inner hare
# rustic latch Hmmmm

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.

rustic latch
young aspen
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Trying to think about bonuses within the existing parry framework

inner hare
rustic latch
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ye, good, mid or bad vs specific weapon types

inner hare
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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

rustic latch
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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)

rustic latch
inner hare
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exactly

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so if somebody is close, you are already doing badly

rustic latch
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Especially considering that because of "fireball lol" formation fighting is not a thing in TES, hence spears are a "duelist martial artist" weapon

inner hare
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formation fighting can still be a thing in TES

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defensive magic exists

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it has side effects btw

rustic latch
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^ that's an "official" explanation

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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

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otherwise too much backpedaling, as enemies don't fear weapons at all

inner hare
# inner hare it has side effects btw

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.

rustic latch
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I think I vaguely remember that one

inner hare
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there are some fun stories like that

rustic latch
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Yup, quite a few

misty phoenix
torn crown
inner hare
torn crown
# inner hare 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. ;-)

ā–¶ Play video
inner hare
# torn crown https://www.youtube.com/watch?v=igaQww59NY0 Spears pretty well shit on most othe...

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.

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you keep the opponent at bay

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that is the point of the spear

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(no pun intended)

kindred imp
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mid to high tier damage, best range and best governing attribute caius

inner hare
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yeah, it's a great weapon type

torn crown
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Have to gimp myself to not fucking use it

inner hare
torn crown
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Or use a worse version of it to make it fair

kindred imp
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only issue is not having many artifact variants to choose from

inner hare
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I think that all weapon types in MW are cool, though

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everything can work

kindred imp
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not daggers

inner hare
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I literally like every weapon skill in-game

kindred imp
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screw daggers

inner hare
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I like short blades!

torn crown
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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

inner hare
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the only problem I have with them is that they are not good for sneak attacks in Vanilla

kindred imp
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tanto is a bootleg long sword
dagger is a wet noodle angyfargoth

inner hare
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tantos and daggers are similar

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you probably confused it with wakizashi

kindred imp
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i'd understand if daggers were better weapons for enchanting
but they're not...

kindred imp
inner hare
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it's funny that Vanilla gives same sneak attack dmg for every weapon type

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but I've been using Sneak Attack Buff mod since forever

torn crown
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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

inner hare
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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.

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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)

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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).

uncut sun
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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

rustic latch
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That would probably require quite a bit of dehardcoding to happen first sadcat

regal egret
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Make 3 different copies of every single weapon and hotswap them depending on the swing animation

rustic latch
strong lynx
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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

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But ifc noone did a cool finisher part cos people prefer not to touch animations

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So its usually some kinda buff instead which is not that fun

rustic latch
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Cool finishers also get old quickly

strong lynx
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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

rustic latch
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(I got tired of them in DOOM 2016)

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And that's a game with possibly best done cool finishers

rustic latch
strong lynx
rustic latch
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Ah

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yeah, that's fine then

strong lynx
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With altered damage and or reach or special properties

rustic latch
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As long as it doesn't interrupt the combat flow

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or fits into it nicely

strong lynx
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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

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Or for whatever utility it brings

rustic latch
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Nah it makese sense

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feel it may be clunky with current controls

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and we can't override them meaningfully to get "mouse move to choose attack"

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not at this time, not until 8101 is fixed

strong lynx
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Mm, yea move direction determines attack direction is a bit clunky, but im not sure that mouse move is that much better

rustic latch
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have you played M&B

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it definitely is

strong lynx
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I havent seen that kinda system implemented in a truly comfy way

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Yes mnb is a first thing i thought about

rustic latch
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especially in bannerlord

strong lynx
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An i still sometimes mess up attack direction

rustic latch
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it's very comfortable

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for both block and attack direction

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I never got good at manual block direction in warband, but in bannerlord - it's actually nice

strong lynx
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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

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Its is "better" though i would say yes

rustic latch
rustic latch
strong lynx
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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

rustic latch
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Yeah, I think it's just a question of tuning the sensitivity and deadzones

candid wren
rustic latch
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Oh no!🤣

Well the response seems positive at least

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I honestly expected first reddit post be some purist going "what this mofo doing"

candid wren
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I think the outlook of ā€œohhhh I used this old mod that did the same thing but in a small way but now there’s a more robust system to useā€
To go from shields up to this mod and it being good is the most accurate

rustic latch
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That is probably quite accurate. Shields up walked, so we could run

pastel vine
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One thing that's underrated about this mod is how compatible it is

rustic latch
pastel vine
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You've really made something special here

inner hare
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every time somebody writes that it's a 100% hit chance mod, one guar dies

rustic latch
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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

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Other people seemed to like it cause it preserves vanilla dice roll šŸ¤·ā€ā™‚ļø

inner hare
rustic latch
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Yeah

inner hare
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You can also add a disclaimer right in the beginning of the mod's description that it's not a 100% hit chance mod 36vehks

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this might reduce the number of such comments by 10,33%

rustic latch
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But that's a good call to add it to the description 36vehks

inner hare
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This is not a 100% hit chance mod.

This is not Mount & Blade combat system.

Please read further for more details.

rustic latch
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You won't believe what I've just wrote before you posted that

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(pretty much 1to1)

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Think this looks better

inner hare
rustic latch
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"practically impossible"

inner hare
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Eh

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Wasn't that hard at least on full Fatigue

rustic latch
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that's on 35 skill level and full fatigue

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83 miliseconds

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hmmmm.... Does the timer look right?

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that was easier than it should be

inner hare
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Maybe go for "considerably harder"

rustic latch
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Yeah, that works

pastel vine
rustic latch
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Yeah, and ttk is roughly the same

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but, I think the new name may still be better

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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

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I've got linked Just Background Noise vod - the man went to Narsis Arena with ngarde installed :D

"Oh, she staggered me" - pure gold

misty phoenix
# inner hare

Reddit user tries to read the modpage before commenting challenge (impossible)

tough juniper
pastel vine
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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

rustic latch
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I think it's fine

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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

pastel vine
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Thank you

rustic latch
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@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.

maiden tangle
rustic latch
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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

torn crown
strong lynx
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yea, im near convinced, i wouldve like to try that in morrowind

inner hare
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the mod is based on Real Weapon Range again. What I find interesting, though, is that it comes with this script:

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can be handy

rustic latch
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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?

inner hare
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I wouldn't even touch fCombatDistance

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it can only leads to problems

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as for reach values used by default, the mod is quite similar to what Foxuder did in... another mod which was released today šŸ˜„

rustic latch
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Btw. Cybvep. Feeling up to translating the l10n into polish at some point? Kinda want to cover all langs the launcher ships in

rustic latch
inner hare
inner hare
misty phoenix
# inner hare

It's becoming the new magicka regeneration, with how many mods are being released

rustic latch
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^ let the best one survive

rustic latch
inner hare
rustic latch
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It's also the "all attack hits mods"

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though those seem to have quieted down

inner hare
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yeah

rustic latch
inner hare
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since the mods are based on Real Weapon Ranges, they are very similar to each other as far as default values are concerned

rustic latch
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Should I... Shouldn't I... Nah there's enough of them

inner hare
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I might use the script just to see how it works and create my own version for custom use, lmao

rustic latch
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That's actually a good value add from that one. The lad posted the tools to do it

inner hare
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yeah. It would be better if it was dynamic in-game LUA tool. Unfortunately, that seems to be beyond current capabilities.

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so I guess this leaves custom plugins

rustic latch
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"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

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remove original weapon

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cursed beyond measure tho

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maybe do the same on any merchant when you talk to them?

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and any container as you open it

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quickly becomes heavy

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and game is choke full of unique autogenerated objects

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And there are surely some stuff that would prevent it from working smoothly that I'm just not thinking about now

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weapons that are just there in world e.g.

inner hare
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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.

rustic latch
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yup

inner hare
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too much BS

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not worth it

rustic latch
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so "can be done" - "best left alone"

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we need content.weapons for it to be pretty

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then it'll be a simple script

inner hare
rustic latch
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šŸ‡ŗšŸ‡¦

inner hare
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šŸ‘šŸ»

rustic latch
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There's this generations old joke - eternal ukrainian curse - can understand poles, can't respond

inner hare
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Ukrainians learn Polish quickly

rustic latch
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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)

inner hare
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close enough. "Dlaczego"

rustic latch
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Ah

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See - that always throws me off

inner hare
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but the way you wrote it is how it often sounds with accent when UKR are speaking

rustic latch
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all the diftongs for cz cs sh etc

inner hare
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haha

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I will say that Polish is not easy for foreigners

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UKR actually have it easy

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you get it quicker

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but Germans, French, British etc.

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offf

rustic latch
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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

inner hare
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yeah, basics must feel like elementary school

rustic latch
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Which leads me to where I'm at. Reading books in polish, can't properly pronounce it or hold a conversation

rustic latch
inner hare
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you will probably understand this

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šŸ˜‚

rustic latch
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definitely

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🤣

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So yeah, if you ever feel like you have some time to spare, I'd really appreaciate the pl. localization file

hearty scroll
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(doesn't help that I don't play in french version šŸ˜… )

rustic latch
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I had that problem myself. I mostly play games in English. So gaming specifc vocabulary in my native language is just ???

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Doesn't help that alot of it is loan words

hearty scroll
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yeah I started looking at the file, and already had to check how best to translate some game/technical words šŸ˜…

inner hare
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yeah, it's a typical problem. Especially considering the fact that you want to maintain consistency with the official translated version.

rustic latch
inner hare
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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.

kindred imp
inner hare
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doesn't help that for some goddamned reason, there is no Polish version of Morrowind on GOG

hearty scroll
inner hare
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why?

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no fucking clue

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what kind of deal they signed with Todd?

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must have been cursed

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as it's probably about licencing

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there were more versions than 3

kindred imp
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iirc

rustic latch
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Official ones 5 iirc

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there's also a turkish community made one that I know of

kindred imp
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chinese?

rustic latch
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No idea

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probably, but maybe not

kindred imp
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I definitely saw Italic translations of mods, but idk if they have the game translated

rustic latch
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And if there's a chinese one, there may be more than one

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cause HK/TW/CH would be slightly different

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if they did it right

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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

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šŸ¤·ā€ā™‚ļø

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"allowed" i say - "supported" probably is better

misty phoenix
rustic latch
hearty scroll
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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 ^^'

inner hare
rustic latch
rustic latch
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Funnily - we tend to speak with our hands too, especially when excited

hearty scroll
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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

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the one Italian person I knew who could speak both french and spanish, had an easier time with spanish

rustic latch
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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

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and vice versa ofc

hearty scroll
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might be. I have no idea

rustic latch
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I love learning languages and regional differences within one language - it's absolutely fascinating

hearty scroll
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she was from Sardinia

hearty scroll
# rustic latch and vice versa ofc

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)

rustic latch
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I would imagine it would've been historically. France put a lot of effort into language standardization though, is my understanding

rustic latch
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So I guess dialect amplitude these days would be lower

hearty scroll
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the revolution took its idea of universalism very seriously

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so everyone had to speak the same language

rustic latch
#

That makes the language nerd in me sad

#

And well, other implications of losing local langauges are not pleasant too

hearty scroll
#

same. I like the idea behind it, but at the same time, I mourn the loss of linguistic diversity

rustic latch
#

Yup

hearty scroll
rustic latch
hearty scroll
#

oh, and I guess in the east, since they were German until WW II

#

there you can definitely see the german influence

rustic latch
#

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 doitswit

#

Accent 1 and Accent 6 can barely understand each other and both try to emulate london english to converse

hearty scroll
#

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

rustic latch
#

Yeah, and then there are probably a lot of old bullshit arguments of "what is a language, and what is a dialect"

hearty scroll
#

I mean, I wouldn't be able to understand someone speaking Occitan for example huhu

#

or one of the overseas CrƩole

rustic latch
#

yeah

rustic latch
#

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

rustic latch
#

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

inner hare
# rustic latch Draftity-draft: Numbers hard on too little sleep, but this seems conservative en...

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?
inner hare
rustic latch
inner hare
#

As for 1, I mean the first row

rustic latch
#

yeah, I figured it out after a minute

#

lmao

inner hare
#

Horizontal

rustic latch
#

yah

#

methinks.

inner hare
#

Nice

rustic latch
#

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

inner hare
#

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

inner hare
#

And you got a solid 1.0 out

rustic latch
#

Quite happy with that yeah. Fewer bugs that slipped through than I feared

#

much fewer

inner hare
rustic latch
#

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

inner hare
#

Yeah

rustic latch
#

short blades specifically

inner hare
#

I was actually thinking warhammers more 36vehks

rustic latch
#

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

inner hare
#

Fair

rustic latch
inner hare
#

I have to say, imagining getting hit by a Daedric warhammer is damn scary.

rustic latch
#

oh yeah, and it actually looks best somehow with WH parry animation,

inner hare
# rustic latch methinks.

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.

rustic latch
#

As they are presented in game yeah

#

I think

inner hare
#

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 datchim

rustic latch
#

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

inner hare
#

Ok, not the same thing

rustic latch
#

Hmmmm

inner hare
#

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

rustic latch
#

hold on - you want them both at -0.1

#

ok

#

yeah, I see what you mean

inner hare
#

I agree with 0 for 2H lb vs other stuff

rustic latch
#

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

pastel vine
#

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?

rustic latch
#

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

pastel vine
#

No problem brother, and thank you. I know S3ctor has some animations with the shield block/raise in CHIM that might interest you.

rustic latch
#

Will need to ask him, and I don't think he's been around on discord since the beginning of april

fickle crown
rustic latch
#

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)

fair wing
#

@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

rustic latch
#

ugh... Maybe? you mean so we can't strafe through the air?

fair wing
#

yeah

#

moreso move at all

rustic latch
#

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

fair wing
#

Ark has nice physics but it has momentum and everything

fair wing
rustic latch
#

well, it may in first person

fair wing
#

jumping while moving only calculates speed before the jump

rustic latch
#

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

fair wing
#

ok, thanks

#

I wonder if it would be possible to fix gravity too

rustic latch
#

fix how?

fair wing
#

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

rustic latch
#

lmao

#

ofc it does

#

close enough for some purposes I guess

fickle crown
fair wing
#

it hurts to think it just requires a simple change in the constant

rustic latch
fair wing
#

what does precision do?

rustic latch
fair wing
#

and adds colliders and physics to the weapons

rustic latch
#

ah

#

yeah, we can't do that yet

#

not without cursed workarounds

#

(can't get precise bone positions)

#

but one day

fair wing
#

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

fickle crown
#

Was also getting its text from their modpage 36vehks

fair wing
#

gotta love cursed workarounds

fickle crown
#

""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"

rustic latch
#

So, SaintJ, that movement change nerfs acrobatics tae fuck

#

let me record it

fair wing
#

it does seem that movement speed while floating in the air might be a gmst

#

morrowind rebirth seems to lower it

rustic latch
#

Not sure, but actually

#

I like it

#

give me a sec

#

Check this out

fair wing
rustic latch
#

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

fair wing
#

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

rustic latch
#
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%

fair wing
#

does this work when falling without jumping

rustic latch
#

yah

fair wing
#

controlled jumps uses space bar as an input

rustic latch
#

but also needs a check for levitating

fair wing
#

so if you TCL it's wraps

#

it's over

#

no more movement

rustic latch
#

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

rustic latch
rustic latch
fair wing
#

just personal stuff for more realistic movement

rustic latch
#

This may not be entirely realistic, but kind of an improvement actually

tough juniper
#

yeah that sound quite interesting

rustic latch
#

Too small to release as a mod :/

#

And may be other edge cases

fair wing
#

this works great

#

I'll pack it as .zip anyway for anyone interested here

rustic latch
#

Any other ideas on movement updates? We can do them and release a small mod on nexus

fair wing
#

hmm

rustic latch
#

If possible ofc :D

fair wing
#

any way to increase gravity?

#

reverse slowfall?

rustic latch
#

let me see if slowfall with negative magnitude even works

fair wing
hearty scroll
#

@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}"

rustic latch
#

{default} is a variable, it will grab actual value at runtime

#

so leave that as is

hearty scroll
#

cheers

#

it just means that {default} is the default setting, so I should treat it as a name, right?

rustic latch
#

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

cinder gulch
#

Negative jump?

rustic latch
#

Can't tell if it dos anything

rustic latch
hearty scroll
#

intuitively, I would have guessed that it increased fall damage?

rustic latch
#

but it will just make you jump lower, not fall faster

hearty scroll
#

never tried it though

rustic latch
#

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

cinder gulch
#

Yeah some effects do things when they’re negative and others don’t

rustic latch
#

think slowfall is one of those

#

and I don't think actual gravity constant is exposed to us anywhere

rustic latch
# fair wing

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

fair wing
#

do you mean the only way to jump onto things is run jumping?

rustic latch
#

not even that

fair wing
#

I set the speed higher from 0.05 to 0.25

#

so I can still move a bit

rustic latch
#

ah, no, I'm still poking the local version that is 0.05 :D

#

0.25 may be fine

fair wing
#

enough to standing jump onto something in front of me

rustic latch
#

with 0.05 need acrobatics 60 to jump onto here

#

and not reliable

fair wing
#

are you moving and jumping or standing and jumping

rustic latch
#

standing

#

moving is easier actually

#

it kinda clips me onto the railing O-o

fair wing
#

does it affect the actual height of your jump then>

#

?

#

it's great anyway, when falling it mimics having 0 momentum

rustic latch
#

height no, but mw really wants that horizontal movement to place you onto the ledge

fair wing
#

side to side momentum anyway

rustic latch
#

so need to instead press move -> jump not vice versa

#

I can get used to this

#

feels more natural somehow

fair wing
#

I wonder if proper movement physics will ever be a thing

#

try 0.25 too

rustic latch
#

Yeah, feels a bit better

#

and forward speed feels a bit more natural

tough juniper
#

is there any way to transfer/share fall damage to what you land on?

misty phoenix
tough juniper
#

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

rustic latch
#

movement felt clunky

#

but the idea itsef is nice

tough juniper
#

yeah there are parts of it that could be implemented within the morrowind style philosophy, like n'garde has done with combat

rustic latch
#

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

tough juniper
#

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

hearty scroll
#

@rustic latch sorry to bother you again, just want to make sure I understand it right :

  1. "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")

  2. What should I do with those lines (not sure what they are for) ? :
    true_string: "true"
    false_string: "false"

rustic latch
#

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

hearty scroll
#

Cheers

rustic latch
#

YOu think that line may need to be rewritten in english too?

#

If it's not clear what it means

hearty scroll
#

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 ^^'

rustic latch
#

Yeah, not sure how to communicate it better. It means "each weapon type has specified effectiveness for parrying, and that effectiveness applies here"

hearty scroll
#

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 ^^'

rustic latch
#

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

river sluice
#

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?

cinder gulch
#

Is that possible without a raycast ?

#

I’d be very impressed dabgothur

rustic latch
cinder gulch
#

Raycasts don’t work in Starwind

rustic latch
#

It won't be pretty, but we don't have proper collision anyway

cinder gulch
#

Or rather they do, they just bring the engine to its knees

rustic latch
#

oh yeah

#

the omegamesh thing

cinder gulch
#

Yeah

#

Even a regular ray can tank your fps by 30 depending on the area, idk how many rays you use in this mod

rustic latch
#

barely one

#

and I may not even need it

maiden tangle
#

Couldn’t you just apply a brief ability spell with an reflexion magic effect via a script, every time you press the parry button?

rustic latch
#

well no

#

hold up

#

I also do navigation rays

#

that may be fine, cause pathgrid

#

but may blow up too

cinder gulch
#

Wait, aren’t you using our raycast? Or something similar?

rustic latch
#

without a distance limit

maiden tangle
rustic latch
#

Which I appreciate, hence ownlyme in credits. But I don't use your interface

cinder gulch
#

Yeah, the unlimited distance raycast will help Starwind

rustic latch
#

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... šŸ¤” cause I add all incombat NPCs to target lists

#

and navigation rays for backpedal and ledge avoidance logic

tough juniper
#

oh if you can crack lightsabers starwind is starting to look pretty interesting

cinder gulch
#

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

rustic latch
#

I have no idea if this will work on starwind at all btw

#

never tested it

#

never played starwind at all

cinder gulch
#

Which is why I said I’d be impressed 36vehks

rustic latch
cinder gulch
#

Let’s 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

rustic latch
#

lmao

cinder gulch
#

Not even kidding btw

rustic latch
#

Navigation rays should be fine right? as long as navmesh is present - since they don't care about other intersections

cinder gulch
#

You could run reanimation + mercy + bardcraft before their updates and you’d still have less of a performance impact than a single onFrame raycast (not even render ray btw)

rustic latch
#

well, I don't have onFrame raycasts

#

it's on demand when weapon is raised

#

but I get what you mean

cinder gulch
#

Like I said, I’d be impressed

rustic latch
#

I'm not curious enough to install starwind for this

#

Star Wars is over. Some stories must end

river sluice
#

It's a whole new story with 50 voice actors!

#

But

#

Totally get it

rustic latch
#

And I still need to figure out how to fix mwscripted fights before that doitswit

#

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

maiden tangle
rustic latch
#

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

maiden tangle
rustic latch
#

Nah, I getcha. Starwars mods usually do

hearty scroll
#

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 36vehks

rustic latch
#

I mean, what is it called in french version of MW?

hearty scroll
#

Parade

rustic latch
#

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

hearty scroll
#

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"

rustic latch
#

block in that sentece refers to "shield block"

#

cause "shield parry" makes no sense in english

hearty scroll
#

ohhhh ok, cheers

rustic latch
#

šŸ¤

#

I see that šŸ’” :D. As I said - some things may be easier cause modern fencing uses french terms :P

river sluice
rustic latch
#

They on discord?

river sluice
#

Yup

#

superduple

hearty scroll
river sluice
#

Discord username

hearty scroll
rustic latch
hearty scroll
#

retaliate

rustic latch
#

I'll try to reach out

rustic latch
#

well, then parade - something I guess

#

not sure what correct adjective would be in french

hearty scroll
#

I'll figure it out ^^

rustic latch
#

Thank you!

#

Decided to be less rude and reached out to superduple on nexus. We'll see

hearty scroll
#

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?

rustic latch
#

press f10 in game

hearty scroll
#

so f10 log is the debug log?

rustic latch
#

well, yeah.

I guess it would be "print debug messages to f10 log" or "to debug log"

hearty scroll
#

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?

rustic latch
#

percentage of damage that is cancelled on weak parry

#

weak parry being a "non perfect one" when you didn't time it right

#

this

hearty scroll
#

cheers

rustic latch
#

🤜 šŸ¤›

hearty scroll
#

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?

rustic latch
#

Same thing, weapon type that is governed by that skill

hearty scroll
#

OK

hearty scroll
#

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?

rustic latch
#

"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

hearty scroll
#

Think I could use a wording along the line of "modified by the effect of Iron Palm"?

rustic latch
#

yeah

#

and I probably should change to it in english

hearty scroll
#

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)

rustic latch
#

it's required for the yaml formatting

hearty scroll
#

ok

rustic latch
#

you can probably do \"

#

I don't remember if yaml properly accepts escape symbols

hearty scroll
#

single quotations should be good enough, people will still understand, don't want to mess anything up

rustic latch
#

yeah, \" works

#

so it should be fine

#

do it, or don't I'll convert all of them after

hearty scroll
#

so should look like :

"something something words"

?

#

wait, that didn't translate in discord huhu

rustic latch
#

need another \ on discord

#

that's how escape sequences work

hearty scroll
#

\"something something words\"

#

?

rustic latch
#

yup

hearty scroll
#

cheers

rustic latch
#

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

hearty scroll
#

"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")

rustic latch
#

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

hearty scroll
#

alright

#

Just wanted to make sure I wasn't using wrong designation to avoid confusing the reader

rustic latch
#

I think

inner hare
#

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? 🧠 šŸ˜„

rustic latch
#

discussion shitposting and l10n work

tough juniper
inner hare
#

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 datchim

rustic latch
inner hare
#

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

rustic latch
#

Oh, also - we made a jump mod #1482416741077356692 message that prevents you from strafing midair

waxen cliffBOT
#
Attachment(s)
rustic latch
#

It's in regards to "how many messages!?"

rustic latch
fair wing
#

@rustic latch add swimming to the list of exceptions in the jump mod

rustic latch
#

lmao, knew we were missing something

fair wing
#

just required some playtesting, I'm sure there's some more stuff maybe

hearty scroll
rustic latch
#

Thank you! This is much appreciated!

hearty scroll
rustic latch
#

You got a nexus account, or a specific name you want to be credited under? (can DM it to me if you want)

hearty scroll
#

it's fine, cheers

tough juniper
rustic latch
#

Nah, you're getting credited, But for now you're getting called Billie :D I'm asking if you want another name used

rustic latch
#

So it will be written

tough juniper
#

BILLY!

rustic latch
#

šŸ™ doitswit

rustic latch
fair wing
#

I need the updated, I can't script for shit

rustic latch
tough juniper
#

So this is just to reduce control when jumping?

rustic latch
#

yeah

#

and it also nerfs jump length quite a bit

tough juniper
#

Sick!

rustic latch
#

and barely any midaird control

#

unless you're levitating or slowfalling

inner hare
#

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.

rustic latch
#

nah, height is still there

inner hare
#

you need to move in order to use that height

#

move mid-air

rustic latch
#

you jsut can't magically move left right or fwd-back after you've jumped

#

well, fair

tough juniper
#

That might fit nicely with shield surfing

inner hare
#

at least move forward

rustic latch
#

the version that I've linked above limits midair speed to 25%

#

at high acro - it's still fine

#

at low - more difficult

tough juniper
#

But you can start moving before you jump, right?

rustic latch
#

was SaintJ's idea, I just scripted it together

rustic latch
#

not as fast as you used to though

#

hmmm

inner hare
#

it would be better to bundle jump changes with climbing tied to Acrobatics IMO. But oh well, it's an optional mod.

rustic latch
#

I have an idea

tough juniper
#

I like the sound of it anyway, tes jumping has always been such moon physics

hearty scroll
#

I thought Acrobatics didn't only increase jump height, but also the ability to walk up steep slopes

#

?

inner hare
#

walk?

rustic latch
#

???

inner hare
#

jump, if anything

hearty scroll
#

that's what I took as the replacement for climbing

rustic latch
#

I don't think it does that

inner hare
#

you can jump on steep slopes

#

but Acrobatics doesn't affect walking

#

in any way

rustic latch
#

and kinda shimmy your way up by jumping repeatedly yeah

#

but it diesn't affect walking

inner hare
#

note that Fatigue impacts jump height

#

and encumbrance

hearty scroll
#

I guess it was a wrong impression I got. Funny, 'cause I was certain it did for so many years huhu

inner hare
#

speed can greatly increase jump length

tough juniper
#

This is the TES way. Just hammer jump against a thing until you pass it

inner hare
#

often not as effective as believed

tough juniper
#

I managed to climb into the college of winter hold the back way with nothing but determination

inner hare
#

much better to use a short duration Levitate instead of getting frustrated

#

ah

#

Skyrim

#

ok

tough juniper
#

But that's skyrim

#

Yes

#

Obviously levitation is a better option lmao

inner hare
#

Jump is very good, though

#

so convenient in many situations

tough juniper
#

Yeah but it's still using magic

inner hare
#

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 šŸ˜„

tough juniper
#

Back to good old hammering spacebar (or e if your an animal)

inner hare
#

another nifty thing is that you can jump backwards in order to dodge enemy attacks

rustic latch
inner hare
rustic latch
#

I know

inner hare
#

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

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with ice having the highest chance to cause a fall

#

and walking would reduce that to 0

tough juniper
#

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

inner hare
#

DS would be too annoying. That game is a Fedex courier horror, though, so not surprised they went with that todd

tough juniper
#

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.

inner hare
#

let's call that Kojima-lvl

tough juniper
#

no for sure

#

it was off the kojima chart even. i did weep like a baby at the end though. proper ugly blubbering tears

inner hare
#

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.

tough juniper
#

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

inner hare
#

well, we have no backwards running option for HBFS already. Maybe a sort of stumble system would fit there.

#

for backwards jumping

tough juniper
#

yeah maybe mym could add that without too much hassle

inner hare
#

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

rustic latch
#

@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

strong lynx
#

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

pastel vine
#

Ohhh this is interesting

#

I'll have to give it a shot

inner hare
rustic latch
inner hare
# rustic latch How exactly?

backwards jumping would have lower momentum. Forward jumps - higher momentum. Side jumps would be somewhere in between.

rustic latch
#

hmmmm

#

I mean doable

inner hare
#

basically, jump length based on direction

rustic latch
#

limit back to like 50%?

inner hare
#

I dunno. Depends on how it feels. Makes sense on paper.

rustic latch
#

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

fair wing
#

all I'll say is the distance is a little crazy

#

equivalent of doing a full power jump every time you jump

rustic latch
#

every? if you walk - it will be shorter

fair wing
#

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

rustic latch
#

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

fair wing
#

this is 70 acrobatics

#

seems too far

#

idk if jump power and acrobatics influence is a gmst

rustic latch
#

It's not

#

at least I can't find one

inner hare
# fair wing

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)

rustic latch
#

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 doitswit

fair wing
#

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

inner hare
#

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.

inner hare
#

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.

inner hare
#

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)

rustic latch
#

as well as damage and stagger yeah

rustic latch
inner hare
#

I imagine some kind of loud sound for weak efficiency shield block representing struggle

#

and sth more effortless for high efficiency