#N'Garde. Vanilla-Friendly Parry and Active Block.
1 messages · Page 9 of 1
Mmmmmaybe. Thing with that is there's no prolonged contact
Yeah but maybe if sounds become louder and more "desperate", it may be enough
it may also easily end up being something that only sounds (hehe) nice on paper, though 😅
I guess that similar concept could apply for weapon parries. Slick deflect-like sound for high efficiency and sth sounding more like a proper hit for weak efficiency.
https://www.epidemicsound.com/sound-effects/tracks/36a1e68e-0446-428f-bfc8-f4be2021cc85/ maybe those "sliding" sounds could be used in some way. At least for blades.
I don't have a great ear for sfx... So far none of these "clicked". But i'll keep looking for a bit

not a reader, a writer 
@here
I'm getting sporadic reports of the hotkey not working after being assigned.
Needing to save and reload the game for it to stick. Am confused and can't replicate even after I've wiped my OMWInputBindings completely.
Did anyone experience anything like that?
hotkeys are cursed in general, but yours worked fine for me
probably a different mod messing with it
🤷♂️ No idea
I had to reload the save for it to work
Someone just posted a mod with alternative sounds for parry
I haven't tried it, though
Been using this mod since… well sometime before the message count here reached 1k I'd wager lol
Set the hotkey once and haven't had an issue since. Did require a reload after setting if I recall.
"balancing~" and its probably the only skill that I rather not had been chance-based
Oh hey thas me. I think there's some trouble with the perfect parry sound not working right now though. Could just be my load order so Ill look into it
Weird... meaning if it's an issue on my end it's not something recent. But also weird that it only happens for some people
Fair to you. I've checked it out and I don't think I vibe with those, but if people prefer them - sure
Woke up today to find this lol. Idk if you folks talked about it here or not but that was unexpected
YO
yeah, was about to post it
lmao
Am in "WTF" stage
barely woke up myself
Lmao
Same here
And I usually never click on the bloatware "news" notifications that I get
Are you famous now Arrean ?
Soon enough you'll start getting recognised on the street
"Are you the N'Garde guy ??"
Congratulations!
Pthbthb I mean yeah!
😮
"Taken together, this combination of feedback and functionality could even result in more fun melee combat than in Morrowind's successors, Oblivion and Skyrim." The guy is right you know ❤️
Yeah its a good article, well thought out
I agree! Todd should pay you now because you fixed his game. And he could start re-releasing Morrowind now instead of the 13473th version of Skyrim 
All the sky babies will be coming to check it out now lol the food gate are open
Oh shit that's wild hahaha
*static noise*
I love Skyrim, can't argue about that... but I cringed by reading this title.

Ah yeah, I think I even went in the opposite direction of what your sfx intend. You made perfect parrying a loud impactful action. I went for making it a quick little cling
holy-
Think that name was Max's idea
And so far it is only renamed in the docs
so credit where it's due
Ongbal should do a Morrowind boss rush now, because of the existence of N'Garde. Even if it would just be a meme video 
Yeah, that's an old article - morrowind net space was up in arms about it several months ago
I see. Maybe because of Oblivion Remastered, people thought about a remastered Morrowind too?
yeah, exactly
The guy that quote comes from is also the same guy who wrote the oblivion thieves guild, that might give you a clear picture of his attitude to older games
Congratulations huhu
Merci, still a little shellshocked about it
Ahah I bet
Just noticed about 10% of views have downloaded the mod huhu
Yeah, am very happy about that. Good ratio for nexus, I think
Very good, and the endorsement ratio is still super high too. Its really struck a chord
I honestly think this mod will be making more people get into Morrowind, since it improves possibly the most infamous part of the game
Anecdotally, I have a friend, younger than me by a couple years. Never played morrowind for any length of time - , after I've shown him the mod - he installed the game
We'll see if he sticks to it
the two main critiques people who either don't want to try or give up very quickly on TES III seem to be the combat, and the reading
Yeah, though the latter one is weird to me
I guess I grew up with RPGs where there's more reading yet
Yeah, unfortunately, I think modern internet content is not helping with people not giving up because of the reading
I mean, different people work differently. I don't like voicing TES III personally, but I like that it exists for people who struggle focusing through reading. It's an accessibility feature.
I know a guy who likes books, but struggles with reading a full one, or too long in a row. He processes audio info easier than reading it. I'm the opposite, couldn't get through an audiobook to save my life. To each their own
This could be the most consequential elder scrolls mod since schlongs of Skyrim
Having watched a first time let's play recently also made me realise that the game doesn't do a great job of explaining itself to new players - especially since it's now an old game so players now have different references and expectations.
Like, a small information on mouse hovering for stuff like "what does "magnitude" do on a levitation spell?" or "what does "sound" effect does?", "wth is "divine intervention"?" or even showing some references for chances to hit/miss attacks, this sort of things that players have to discover by trial and error currently.
Hey, so is this that new 100% hit chance mod I've been hearing about? Gamepad support covered?

Having watched a first time let's play recently also made me realise that the game doesn't do a great job of explaining itself to new players
Well duh, the game was designed to be played while reading the manual
^ Cause you'd have time for that during all the "cell loading" and loadscreens
🤷♂️
right, always forget about that. Never had it personally, discovered it too late huhu
Iron Dagger. Destroyer of noobs.
I remember playing the game on a family pc that had iirc 384 MB of ram.
3 load screens running from balmora gates to Caius' house
well, "load screens" - "loading cells"
tbh I have no memory of my first time playing.
I know I enjoyed the game, but didn't play much. Was shortly before Oblivion release, and I had never been found of early 3D games (always thought it was a downgrade from 2D visuals and didn't understand the hype of the late 90s/early 2000s). I found vanilla Morrowind ugly, my friend who introduced it to me didn't understand and told me it was considered great when it released.
It did make me hyped for Oblivion; played it, hated the leveling and auto-generated content, liked the character models and the DB and TG questlines, disliked the MQ. Discovered mods, tinkered it and played a while, then went back to Morrowind, this time with mods, and stayed there huhu
Imagine MW Remastered on UE, with AI gen look, all the old jank, both old and new bugs and of course, quest markers and Skyrim-style fast travel as new default feature 
could be worse. Imagine Oblivion-style fast travel instead 😂
And these Oblivion-style conversations, with same jank...
- I saw a cliff racer the other day.
- Indeed.
- I've heard others say the same.
- Take care.
And nowadays it's played while reading the UESP
Nowadays we have Quest Guider and Skyrim style quest markers, someone could finish the game without ever reading a word
Seriously, if I managed to play and understand most of the game at the age of 12, I don't think it's beyond the capability of an average gamer.
Yeah but some people are averse to effort. 12 year olds can be pretty damn focused if their into something
Agreed, some will not put in the effort. And tbf, they don't have to, their loss. I suspect someone playing with quest markers and not reading anything will not have a great experience, other games surely are better suited, but who knows? Some might still enjoy it somehow
Eh. Live and let die
Morrowind feels like it sits halfway between CRPG and ARPG. I'm not convinced it's a great game on the purely ARPG side.
Imma let others do what they want, as long as it's not hurting anybody but themselves
Yeah, the writing, the world and other parts of game loop are its strong suit
not action
True, but now you've change that 😎
😅
Man I really can't wait to try this out
You didn't yet?
I have an older, heavily modded instal, making it compatible would require enough changes that I'm waiting for my next full reinstal
Which mods conflict?
Cause it generally should be fine to add, except for the need to update SE
Would need to check it all out, but first obvious one is NCGD (before it was split into SE and NCG, which, in turn, has new dependencies that I'm lacking)
Ah, but it shouldn't conflict I think
NCGD doesn't have an interface like SE does
so ngarde will just ignore it
iirc
ohhhh the new interface was the conflic?
yeah I don't have stats window extender on this old instal
local function registerHandlers()
if I.SkillEvolution and I.SkillEvolution.addOnHitHandler then
logging:status("registering SE onHitHandler")
I.SkillEvolution.addOnHitHandler(onHitHandler)
else
logging:status("registering regular onHitHandler")
I.Combat.addOnHitHandler(onHitHandler)
end
I.SkillProgression.addSkillLevelUpHandler(skillLevelUpHandler)
end
^ this
If skill evolution exists- I hook into it
and we interop
it needs SE 1.9.8
but if SE is not there - I just use vanilla onHitHandler
I don't think NCGD would have an interface of the same name
hence it should be safe
Then I'll give it a try and pray I don't have anything that could conflict (hundreds of mods that I haven't touched in a while, don't remember all that's in there)
Disable "Shields Up" if you have it, but otherwise - should be fine
never used Shield's up, so that's one less worry 🙂
Let me know how it goes
@rustic latch Hope I won't ask too many questions a second time after Billie's french translation. I'm currently doing the german translation and wanted to know what excactly do you wanted to point out with the sentence "Vanilla block doesn't block on-strike effects."?
With "Vanilla" you meant the original unmodded Morrowind automatic block mechanic, right? Because I would try to phrase it like this in german then.
Even though I had french in school, I should be better at reading it... Still I also take some inspiration from Billie's translating approach. Read that it was phrased this way "La parade ne bloque pas les enchantements automatiques dans le jeu original."
Je ne parlais pas francais :P
However, what that phrase means:
In vanilla game when autoblock is triggered - you still get damage by an on-strike enchantment of the enemy weapon
vanilla being "generally accepted term" for "unmodded game"
"standard flavour"
I took it as "unmodded game", to compare the mod's behaviour to vanilla behaviour. I used "original game" since "vanilla" isn't that much used in french
I somehow dropped that phrase entirely in the Ukrainian translation file 🤣
Yeah, I know about the vanilla term and it doesn't have a direct german translation either, so I'll go for "unmodded" or "original" Morrowind too.
base-game or something yeah
Jiup
The translating process is not as easy as I assumed. But fun, hence the challenge haha
Oh yeah
Completely separate skillset from just learning the language
You always think "oh, it's just one page of text, how hard could it be" - quite hard it turns out
that line is the one that required me to look up how "on strike" "on cast" etc.. enchants were named in french version of the game. It was surprisingly difficult to find, and I was dissapointed to see how wordy the french description was -_-'
Took a class of "french for translation" from the english license curriculum, back in uni. first test of the semester showed us how bad we actually were at french ^^'
My sister in law works as a lector says "Translating is an art form!". She is especially pissed when reading AI translated texts 😅
I can imagine
I bet huhu
But like why? Realism?
Yeah. Would feel more natural and make backward jumps harder for kiting.
Do you know of some good free sources for realistic or semi realistic weapon impact sounds on different materials (armors)?
Freesound is trash
Unfortunately, I have little experience here 🙁
Ah antikiting cheese, yea i can see that
Although i personally wouldve also/rather debuffed player speed during casting/drawing a bow for that purpose
If they still kite after that - they deserve it for leveling their stats right
Sorry, won't be testing it just yet. Ran into trouble trying to add the mod (not related to ngarde, dw), don't feel like investing hours into troubleshooting when I will make a new full install soonish anyway
Fair and understandable
this is frustrating, still 😅
OK I had an idea so I had o try before giving up. It worked.
So, N'garde working fine so far as I could tell on a new game. Worked as soon as I assigned key. Using OpenMW 0.50. Endorsed 👍
Excellent!
Thank you for letting me know, and hope you enjoy it!
To anyone passing by, btw. Please vote here, I need this info:
#1482416741077356692 message
I only tested it against mudcrabs and in addamarsus-whatever spelling the first cave has for humanoid opponents. Managed to land a few staggers, parries spark and clank, feels good 😄
I'll leave as is for now, good to know it can be changed if I ever feel like it, cheers
I have noticed that when using the increased flee gmst from HBFS that sometimes actors stutter and/or shake. It seems they still try to parry?
Hmmm
yeah, I made a similar report last week
Did you?
I completely missed it
It's not mercy. I currently don't have installed for testing
you said that you don't do anything with Fleeing
Ah, I think it was more than a week ago
maybe you should prevent any parrying if the actor is fleeing
I think it is
otherwise, the actor wouldn't be fleeing
I believe it is part of combat
ye, you are right
in Vanilla it may be hard to notice simply because the actors rarely flee. It's still possible if you use Demoralize or Turn Undead, though. With HBFS and Mercy fleeing is more common.
Oh, lovely, that should be easy
Bleugh. I was waiting to finish some other stuff, but for this maybe it's worth releasing an update asap
And sorry for ignoring it when originally reported
No problem. You had a shitload of other stuff to deal with back then 😄
I even remember some update which prevented any mod settings from appearing 
yeah!
Iirc I've plugged in a new setting, but not any plumbing for it, and posted it. So settings failed to render
what happens in pre-release, stays in pre-release
it isn't critical. I guess that it depends on the ETA of the next big update.
Depends on my time. Work quieted down a bit, but I got a boiler leak and workmen would be coming next few days to replace it and to fix the ceiling it fucked up.
the ceiling in question
Landlady was a bit perplexed
I guess I'll wait a couple days, really want to finish the new effectiveness system, but that may need a migration script too
And give couple people a chance to finish l10ns they've started
Thanks Montu. Posted it alreday in the morning - was fun "waking up famous" 
Even if I disagree with "sekiro parry" description
haven't even played sekiro
No need to apologize my friend. This work is fantastic. Thank you for everything
Of course it’s an over exaggeration, but people could also associate your mod with Sekiro because of the similar parry sounds.
I played Sekiro a lot and I immediately got flashbacks when I heard the first perfect parry cling 
Good game btw, not for everyone definitely but still.
You don’t have to be into Soulsborne games and it may be even better, because then you don’t have to unlearn certain mechanics like dodging.
I mean, it may be best game ever, II just never played it. Wasn't it a PS exclusive for some years? And iirc bloodbourne still is?
I've played some soulsbourne games, not many though
It's just that here anything soulsbourne was never an influence on the design process
Its definitely just a snappy headline. Apart from the sound it's not really that similar of a system imo but still a complement for sure
Its a game that is ALL about parrying
lmao
Sekiro is available for PC, yes. But Bloodborne still isn’t sadly.
And I think it’s good that you didn’t really got your inspiration from those games, hence why your mechanics feel so seamlessly integrated into Morrowind’s combat 💪
That was the goal, but it still feels surreal to hear someone else say that
Some say even more like a Rhythm game, which isn’t all too wrong 🕺
Yeah a dedicated "sekiro style" parry system wouldn't fit as well in Morrowind
And the struggle of unlearning of usual Soulsborne mechanics was real. I felt like that chubby raccoon, getting hit by everything…
Yeah coming into it from dark souls is punishing. That's the funny thing about the bloodborne dodge too, it's similar to sekiros in that those games both really want to get you out of the pangolin habit
I still have hope for Bloodborne on PC
But hope...
is the first step on a road to disappointment
Only a fools hope
At some point I started playing Bloodborne with the claw grip on my controller to still being able to move the camera, while running and dodging and attacking ||and sweating of course
||
Yeah damn what a game, I had never played a from soft game before and it just broke me on its wheel
My favorite one of all of the Soulsborne franchise 💯
I refuse to touch a console pad. PC gamer through and through.
Someone is trying to make a Bloodborne-esque mod for Elden Ring. Did you see that?
I also saw a working emulator but didn't try it
I'd like to try the big ER mod that allows full multiplayer
Get a small crew to blitz the lands between would be a fun weekend
Still in early development. It’s called Graceborne
AVAILABLE ON NEXUSMODS:
https://www.nexusmods.com/eldenring/mods/5207?tab=description
Like, comment and subscribe to support the project, or you can join my Patreon to aid me even further:
https://www.patreon.com/c/corvianNoctis
Graceborne is a mod overhaul for Elden Ring, inspired by Bloodborne, it aims to shift its world and characters in...
No MW death mod truly appeals to me, unfortunately. Always sth. Some jank or weird design choices.
It’s really fun, you should go for it. At this point, even invasions by other players using the seamless mod are possible
N'garde would be pretty sick for a pvp duel, you gotta admit haha. Fingers crossed TES3MP updates to 0.5 someday 🤞
I do agree, but I don't think it'll work out of the box
though
maybe?
I have some assumptions in the code based on "we are single-player"
But yeah, that aside, enjoying the mod right now! Not really getting full usage out of it since I'm doing a wizard run, but experimenting a bit with bound longsword and it's really cool.
Oh and then there’s this of course, but you probably saw the presentation already when it came out back then.
Not sure if the guy is still working on a truly playable version
Click this link https://boot.dev/?promo=INFERNOPLUS and use my code INFERNOPLUS to get 25% off your first payment for boot.dev!
Mod collaboration discord: https://discord.gg/SnrGx6DAnc
Second channel video talking about this project: https://youtu.be/Bo0nuQCq10w
My patreon: https://www.patreon.com/c/infernoplus
Additional thanks to Greatnes...
Yeah I'm still hoping for some ansei sword singing mod now that magic is open season
Saw it. Don't see the point but... still cool.
I wonder how that's getting on now
I'm so glad I've fixed bound weapons disappearing bug 😅
It's doom on a toaster
but mw in eldern ring
cool because it's hard

Yeah hearing the guy talk about what he had to go through is the point 😅
It would be neat to play though idk if it will ever get that far but more power to hime
Did the parry hotkey work for you immediately after assigning
10
15
1
Yah
Oh, that might be what I experienced
I'm using a gamepad and had a hell of a time assigning it in the first place
It's as if releasing the button also counts as a press?
And then it didn't do anything even after I assigned it to LB, until I died and had to reload a save
And I can't seem to assign parry to the left trigger at all. I wonder if this is an issue with Lua API
That seems to be API. I was briefly testing, and for all my installed mods i wasn't able to assign any "inputBinding" settings to triggers
I wad able to assign shoulder buttons or dpad ones without issue though. So not sure about that one
That's another thing, assigning to the bumpers works but because they're also used to navigate menus, it immediately switches to the next menu tab on the same press as the keybind input
Ah. I tested with controller menus flag disabled in the launcher
That makes sense then
You could put the link for the article and Cybvep’s meme on the Nexus page of N’Garde 
Nah, I don't think I will. 
- MrArrean, care to comment?
- Oh, yes. Big Sekiro fan. Changed my life.
What I was thinking about besides the meme… people might tend to properly read an article that feels official to them, rather than your mod description 🫠
But if they’d stop posting dumb comments on several media platforms, we would have less to cringe and laugh about 
I need to figure out how to recover my actual username on nexus
I don't think that will stop them. And there weren't many tbf
Tell the Nexus people you’re famous now and demand it back because of that 

Getting some very strange "jittering" on NPCs in combat, which seems to be based on proximity. When they're right up in my face, it's constant, but when they're closer to the edge of the attack range, it stops
mercy or anything else installed that would modify NPC behavior?
under normal ngarde conditions they should backoff to their attack range
No to Mercy. I thought maybe it was "NPCs avoid collissions" at first, but I have that disabled
so seems like something is forcing him closer
ah
hmm
does the same happen in an open space?
I use navmesh to try and force them to move - he may be getting stuck cause the obstacles are too close
Anyway, thanks for the report, I'll investigate it
I know where it happens, need to figure out why
Happens pretty much everywhere, though definitely more in enclosed spaces. I have generated navmesh in the openmw launcher.
Only other combat AI adjacent mod i have is "take cover", which makes people try to avoid being shot with marksman/spells if they can't reach you
maybe a conflict there?
haven't had issue with it too
let me grab my load order, just in case anything stands out to you
I'm thinking it may be something with the enclosed space. I cast navigation ray to 200 units
may be too far in that space
when you're "not too close" actor has no need to move, so doesn't jitter
but otherwise - freaks out, as he tries to move, but can't
I'll take a look at that code later
"can't move" being defined by my navigation rays
And will appreciate that
Has some else also noticed, that when NPCs are getting constantly damaged via a spell for example, they tend to be more aggressive. Some started to swing their weapons like hell towards me after I poisoned them. This could also be Mercy though.
Wouldn't consider this a bug anyway and more like a feature for immersion.
Didn't noticed any jittering on my end btw.
Yeah, probably not on my end
I don't touch attack frequency
May be mercy - but I haven't run that for a bit beyond original testing with ngarde
it definitely happens "less" in more open spaces, but still happens https://cdn.steamusercontent.com/ugc/9796264150186506912/28B2890B76309084853AC7259D9066922AA194CC/
...
I think I need to soften threshold on "move closer"
and "move farther"
think that happens right as he is on the edge of the difference between "come closer" and "back off"
I thought I've fixed that
ANyway - it's on the todo now
will get addressed
- Morrowind.esm
- Tribunal.esm
- Bloodmoon.esm
- Tamriel_Data.esm
- OAAB_Data.esm
- Tamriel_Data.omwscripts
- TR_Mainland.esm
- Arvesa - An Armigers Tale.esp
- StatsWindow.ESP
- StatsWindow.omwscripts
- SkillFramework.omwscripts
- Bardcraft.ESP
- Sky_Main.esm
- Arvesa - Tamriel Rebuilt.ESP
- Cyr_Main.esm
- tamrielrebuilt.omwscripts
- Expansion Delay.ESP
- Magical Mainland Homes v3.0.ESP
- JASPR-TR.ESP
- JASPR-V.ESP
- Sky_Main_Grass.esp
- Balmora Arches and a Waterfall.ESP
- JASPR-AS.ESP
- MasterIndexRedux.esp
- The Publicans.ESP
- RightToWearOrdinatorArmor.ESP
- Temple Markers.esp
- Vivec_Foreign_Quarter_Bridge_1.0 .esp
- smooth_sneak.omwaddon
- Bardcraft.omwscripts
- Impact Effects.omwscripts
- TakeCover.omwscripts
- Boundless.omwaddon
- if_rethan_manor.omwaddon
- BoundPauldrons.omwscripts
- MagicWindowExtender.omwscripts
- NiftySpellPack.omwaddon
- removeSpellFix.omwaddon
- ngarde.omwaddon
- MBSP.omwscripts
- Visible Morrowind finery.omwscripts
- fresh-loot.omwaddon
- fresh-loot.omwscripts
- LuaPhysicsEngine.omwscripts
- OpenMW_Magicka_Expanded_Framework.omwscripts
- ngarde.omwscripts
- ReAnimation_API.omwscripts
- ReAnimation_v2_Rogue.omwscripts
- third-person-alt-attacks.omwscripts
- TabletopAlchemy.omwscripts
I have only seen something similar when the NPCs is about to flee
Yeah, and that one is fixed next update
So we'll see. There's nothing I see in that load order that woul modify the flee behaviour howeveer
and it should invisible on vanilla
OpenMW settings wise, I have smooth animations as well, though I think that was recommended on the nexus page for the mod?
otherwise haven't really messed with much
It was "use additional animation sources"
otherwise it won't be able to play necessary anims
but shouldn't matter I don't think
I'll test and report. I'm still in a bit of a RL hussle mode - will likely get to closer to full speed on the mod on the weekend
https://www.nexusmods.com/morrowind/mods/58729?tab=files&file_id=1000063147
there's another one :) is this the same as the one that was taken down? they call out n'garde specifically as inspiration
😄

Ah it's a fixed and expanded reupload by the same guy that made the previous one
Makes sense
keep them coming, guys. Those "I have no idea what I'm talking about" comments are too good.
Just waiting for the first comment that says "Sekirowind" now. ^^
theyre beating my ass in this mod had to turn it off ngl
How do you level block till it reaches the threshold?
I mean, as you parry just generally you will get two skills progressing. Main and secondary. It's block twice for shields. Handtohand twice for unarmed. weapon skill and block for weapons. At 40-50 in main skill you should be reasonable effective. But main thing is time your parries.
Ugh... this is a new one:
Interesting. I'm the opposite, I found that block skill levels up pretty fast, even when not using a shield
...
Liam 
@kind locust is that you?
I'm a happy man that I mostly don't go to reddit 
I mean... On the one hand, it's frustrating that they didn't get that the mod is how they would prefer it to be... On the other hand, it confirms your design was good ?
Anyway, yeah. I even thought about tuning it further down. But it's more or less in line with vanilla skill gain scale. The only difference being that you can get it more often cause you control when you try and block
Yeah, there are quite a few of those riffing on that
I should've added a "combat how you remember it being" tagline 
Hey I am defending the mod to be clear it irked me that someone said it was unbalanced that hand to hand could block weapons as if that has literally anything to do with balance.
Nah, all good. Just funny that your "should" was describing exactly how the mod works till later skill levels in hand-to-hand
That makes sense, haven't had a chance to actually play it
Yeah, sure. However, blocking with bare hands is actually sth that isn't effective until a very high HTH skill level is reached. It's different than in case of weapons. Basically, you need to be kung fu master.
Early in the dev cycle someone suggested that h2h block/parry will go well with iron fist. So I had to implement "iron palm" for very high skill, and ofc gauntlets/ bracers for earlier
I never played Seikiro. Nor M&B. 🙁
I also don't get killed all the time, and didn't try the "always hit" option yet ^^'
that limits the options lol
I very much recommend M&B. Warband or Bannerlord, with mods or without
it's a great time

Yeah, it's either that, or asking for a non-meme answer lol
I have Warband, actually. Just haven't gotten to try it yet
Play around with vanilla
I have a lot of games I bought and haven't had the opportunity to play yet ^^'
then check out the mods
WB total overhaul scene is wild
Pendor and Perisno are personal favourites
There's also an Illiac Bay conversion in the works
Nope. No Sir, TES are the only games I'm really modding, I already spend more time modding than playing as it is. If I start doing this for other games, I'll just never play anymore huhu
and just in general a lot of amazing stuff
Nah, modding WB is easier - usually you just get a total overhaul that suits your tastes
and it would have gameplay stuff included
No 800+ modlists there
I don't plan on "total overhauling" a game that I bought because it seemed like something I would like. I mean, if it required total overhauling, then I likely wouldn't have bought it in the first place?
Also, dunno when I'll ever get to playing it, there are a lot of other games higher in my prio list
it's "total conversion" - meaning same game, different world
ohhh
Those fit really well with how M&B works
Well, we'll see. I've never played any total conversion actually, in any game
Skywind being the only one I kept an eye on over the years
Those are M&B bread and butter
I'm currently playing a marksman character 
They should be able to
Same here.
They can.
or at least stop and raise the shield when you draw
Maybe I didn't notice, then
the animation is weird on moving actors
Yeah
I don't remember it being the case 🧐
Is definitely in
I had my shots blocked like... yesterday.
I admit I wouldn't have guessed that this NPC had his guard up on this screenshot
Animation isn't very clear if the actor is moving.
🤔
The scrib 
Scrib is hanging out
They can't block if you shoot them in the back 😏
as intended
Nor can they block the first shot when out of combat
even if you are looking them straight in the eyes while drawing
but that's vanilla behaviour and something I can't easily fix without attaching too many scripts
BTW why I can't shoot why overencumbered?
huh?
I'm like 99,99% sure it's this mod
hold up
I can't attack
that's... a regression
ok, I'll fix it
makes sense to me logically, tbh, but not something I intended
Let's think. Are there any other special "can't Move" cases aside from overencumbrance that should still allow attacking?
I think not, right?
Can't think of anything
others are knockout/knockdown and paralysis
It's already a disadvantage that you cannot move and it has weird interactions with some spells, expiring buffs etc. because you get fucked in an annoying way. In Vanilla, even actors with 0 STR can attack if you get close.
yeah, im patching it as we speak
I like that description ^^
And done. Can now parry and attack while overencumbered, but not when knockeddown or paralyzed
will go up with 1.0.9 which may be a few days
BTW can you parry with a bow? Haven't even tried. I remember doing it in Oblivion and it was stupid, but Oblivion was full of lazy design.
nah
It was suggested at reduced effectiveness
but I don't think it makes much sense
Like... I mean - some bows in game are made of strong stuff, and irl e.g. a longbow is a substantial stick
that can offer some protection
but it won't be bow for long
if used like that
And the player should be encouraged to switch to melee if they want to block
And adding "breaks in two hits" was as useful as "can't be used for parry"
Doing Todd's work

BTW anyone here played with MSWE blocking mods?
Storm did 
@valid spruce how similar is it to N'Garde?
Well, it differs on the approach
Blocking at first was too similar to parrying
I am at the moment blocked (lolz) because of the lack of animations, to implement the shield bash 😄
Animations do be like that
Holy shit, same picture 
We are working on the same game in roughly the same concepts 😄
I added more fluff like the spell batting 😄
but 🤷♂️
Possible in OMW currently, but incredibly cursed
the spellbattign I mean
and imo doesn't fit thematically
but
a cool feature anyway
it's more of a meme feature IMO
would probably fit the Spellbreaker shield
only
and dunno, maybe some other artifact
not a generic feature
Ah, I just thought it was fun XD
so you are saying that we are all one big family?
Yeah 😄
Probably if I had not been pestering in the showcase N'Garde would not have been brought into play
And in the future we will all probably just move to openMW 😄
Or GodotWind
@rustic latch Example of parrying not working immediately after assigning a key (dunnow if the guy voted in the poll)
https://www.youtube.com/watch?v=8ugOo0hssOs
At 21:45
Welcome to this brand new series headlined by yours truly, Red Mage Joe. I made the executive decision to try another semi-consistent series, and I thought something easy to walk into and out of would be perfect for people looking forward to just zoning out and chatting. Join me as we set foot onto Vvardenfell and go on a fantabulous adventure...
MGE XE has only so much to offer when occlusion culling and batching will be implemented 🙂
OC is live-ish. G7 is working on the batching 😄
After that, I guess a full rewrite would be needed to keep it going
wait, nobody did a parrying mod before?
Not with this level of interactivity
Yeah I tried out MGE XE because I needed to test an mwscript and the MWSE quickloot made me depressed
got it working eventually, though 😄
Y’all will enjoy ours 
You can loot things without unsheathing your weapons/going into spellcast stance
But yeah my condolences, you will certainly enjoy this mod and others haha
Interactive fishing and a painting mod for OMW are my hopes for the future, but it's not easy 
If we get decals before permanent corpses I will riot 
Didn’t know there was any 
Are they really decals and not just flat statics?
like the vanilla chalk writings
I'm not sure, actually
Because I don't know why would they be made as decals in the first place if they're static
Because doing lua stuff with decals is easier than using the CS
If you're going for max parity between the engines when possible? Nah
Also statics can’t be .dds which is likely what the decals are
Easier to make textures than using blender or nifskope 
But that’s not their goal 
Let's all jump to GodotWind 😄
if the level designer has a certain vision, they will probably want to place stuff in CS directly
The TRUE open morrowind 😂
Besides, with decals you can have them spawn dynamically with lua rather than having to use mwscript or whatever else you’d use to spawn them
To be honest, we are one crazy person away from having someone take the IDA and spend a gazillion tokens just rewriting the base engine into rust or whatever
AI has totally changed the game
it would most likely be some total slop
But yeah decals and texture manipulation is probably one of the first steps to being able to do something like JoP
If the programmer actually knows what his code does, it is
Not really, the clankers are really good at understanding source code
even the old models
Except when you give them the openmw calendar source code 
Probably it would just take a couple of weeks to actually pull it off
it's still a toaster without any creative thought
Which makes it perfect for the job
Any sentient creature would just glaze over and commit seppuku rather than going into that
Ah so what you’re saying is that you’ll be among the first casualties in the AI war
most definitely it is not something I will do 😄
110% chance that it will not be me XD
don't worry. We know that the humans won in the future and 20 thousand years later there are only mentats
40 thousand years later there are only daemons and humans
assuming we won't nuke ourselves in the nearest future 
nah, we will still be around 😄
I think I've started before I've seen any of your posts. Was crestfallen for a second, but then realised it's MWSE.
However - I was looking for parry mod before starting and I did find take that on nexus
, was a bit of an inspiration, although -attacking to parry while fine irl, was really weird to me with MW animations and attack system
it is the crosspollinization that keeps the game great 😄
When openMW finally becomes dominant, this era will be missed 😄
it's already dominant in terms of the player-base, but not the LUA capabilities
well, totally
You haven't looked at player numbers, have you?
It is the most played engine though? Just that any serious quest devs can’t use openmw
Yeah, I mean - there's no reason for everyone to move on
some people play on OG Vanilla
No need, any mod that has openMW on it in Nexus has 100x downloads 😄
it's more common than you may think
wait a sec, I will grab poll results
I mean, MWSE has the crazy setup to jump through hoops
Now omw is just a few clicks and ta-da! you're in
Yeah
I didn't expect so many OG players
There was no focus on that on the MWSE side, going instead on old school modlists
(with no MSWE)
And to be fair, there was not a lot of performance based dev in MWSE for a very long time
So less incentive for the automated modlists 😄
for the most impressive stuff, you mostly click on Merlord's profile on Nexus
and it's enough
so many "big" mods there. It's crazy.
yeah, but Mer didn't think about performance at first
They didn't need to, before modpacks exploded
And before I actually went ahead hunting for why it was a bottleneck with the profiler
CSO is hugely popular and a performance hog as well
uhhhh, not sure why, but every time I saw modded MWSE footage on youtube, it always was choppy as if it was played at 20 fps 
Yeah, that's what I am rebelling against 😄
That’s how it plays too
Not anymore 😄
Unless you really shoot yourself in the foot with bugged stuff
Though I'll be the first to agree, that in general openMW performance is better 😄
is that the cell name display demo?
Outlander is currently the heaviest modlist on MWSE
So it is a good stress test setup
When I was testing Kezyma's stuff in openMW, it ran great 😄
And looks amazing
It depends. Some places can still bring omw to its knees
Especially with pbr and huge textures
Like Starwind 
Or that vivec palace candles mod 
Never caused me any problems
SHOTN wilderness 😫
Yeah shotn is a shame
@rustic latch So I'd say I'm done now. You'll check for formats and possibly missing quotation marks, right? Hope I haven't missed anything as I went back antd forth with some translations 😅
You're welcome! I was a fun experience 🙂
And thanks for crediting, I'd say Semaro is fine.
Love to see it:
Couple issues with quotes, but otherwise looks good. Can't really proofread it though, but looks like all good
Nice. Yeah I also let some friends who play and don't play Morrowind to check the translation. For them it felt quite immersive, especially in terms of the skill acquiring messages for "iron palm" and "perfect parry", since the german version of Morrowind often uses similar old phrasing like archaic English does with "thy/thou/thee" for example.
I've encountered that 
Playing a game and suddelnt "ihr"
or am I misremembering old second person plural, used in place of Sie as a form of polite address
No you're right. If you'd speak to someone in a formal way today, you'd adress them with "Sie" ("Du" as "You" when less formal). Adressing them with "Ihr" would probably confuse them, except for fans of medieval or fantasy gaming stuff.
It's nice to have it in Morrowind, Oblivion and Skyrim have it too
"Sie" can be used for both a singular person and several people.
Yeah, I was just blanking on the specific "you plural, but used as a polite form for one or more people" that fell out of fashion
Thanks for this btw. But unfortunately doesn't really help - all he did was immediately go reloadlua - and since that type of setting is very much mostly handled by builtin lua and the engine - I've no idea what may have gone wrong there
Sorry it wasn't any help. I admit I don't know anything about the technical aspect of a mod such as your ^^'
No worries. It's a weird one, and I hope we'll figure it out eventually
its probably cuz I also had this skill evolution mod on
maybe Ill turn it off and try again
cuz wow the game is more fun for me when I can make money and not deal with morrowind grind mechanics
skill evolution is very much compatible and skill gains are in line with vanilla
although I use SE skill feats
I mean, as you parry just generally you will get two skills progressing. Main and secondary. It's block twice for shields. Handtohand twice for unarmed. weapon skill and block for weapons. At 40-50 in main skill you should be reasonable effective. But main thing is time your parries.
@rigid yoke we've been yapping, so to your earlier question ^
I mean idk I didnt level up block a single time when I had both mods on and I was trying to block everyone I could
latest skill evolution installed?
yeah 1.9.8
get me your openmw.log please
I turned them off now but theyre still added as directories
And blocking/parrying generally works?
yeah, no. I need a log with ngarde active, and from a session where you fought and parried someone
Preferrably with both SE and ngarde enabled
ngarde should be loaded after SE for interop, btw
may enable "debug logs" in settings for good measure
I can click block and I block something but I dont really know if I was parrying or not
do sparks fly? do sounds play? Does the enemy recoil if you time it just right?
Sparks fly I dont think I see much recoil
I absolutely do recoil when I get parried tho
Right
The issue with thr sparks is that I see them even when I hold block sometimes
but if sparks and sfx play when you block/parry - it should be working
are you on PC?
So I was confused if that was a parry
Yeah
all of those are "parry"
but "perfect parry" is distinguished by a high and bright ringing sound
you can't miss that one
Thats probably something I didnt do
Dont know if skill or didnt reach parry threshold yet
and try and raise the parry just before the enemy attack lands
it's 40
try setting it lower in settigns too
I know that I never reached it till later when I bought training
Hence why I was askinf how you grind it up before reaching the threshold
well, realistically - 40 is something a lot of characters will start with
if you focus on melee at all
35 being absolute minimum iirc without any bonuses
and 5 points are relatively easy to get by just existing
30 block?
Yeah
and you were trying to use shields to defend yourself, right?
I was trying to use a greatsword
see
The claymore
main skill for that is longblade
block is secondary
your ability to defend yourself with a weapon is defined mostly by weapon skill
So parry doesnt level the block skill when using the longblade?
it does
but the effectiveness of the parry is mostly defined by weapon skill
as well as the time window it gives you for "perfect parry"
on "normal"
parry is "ready" when fully raised
so try and time your parries in such a way that you finish raising it when the enemy attack lands
try quick mode otherwise - it is easier - then parry is "ready" as soon as you press a button
once you grasp what and how you can always move back to normal
it's tricky sometimes to anticipate the enemy strikes
It doesnt matter much now both skills are well levelled so I can probably turn on both mods
Both skills are leveled.
But Ill try
The amount of skill gain you get - is dependent on how close your timing was to "perfect" and how much damage you prevented
try turning on debug messages in mods settings first
and fight someone
I meant they are both above 40 so I can probably figure out the real parry
- That's the character I created (weapon major with no racial bonus, and magic specialty), and even like that I managed some perfect parries (though most parries weren't)
yeah, it's stil possible, but you get like 70 miliseconds
possible just quite hard
So I've testing movement, distance keeping and other stuff with multiple enemies in a confined space
After 10 minutes - not one jitter
I think it is at least better
what are you looking at?
Lmao
“Never should have come here”
I just happen to stumble on a PCGamer article about this mod lol
Wait you're hitting TR status and getting PC gamer articles, shit is looking up for openMW congrats
Now we just need this animation mod to release and we achieve perfection https://youtube.com/watch?v=VyjAMFjcXJ0
oh man yes!
I wouldn't go anywhere that far. But the article was indeed a surprising but nice turn of events
It's been wild
How would you describe N'Garde?
6
20
5
My favourite 100% hit chance mod!

That's Storm's Take That on MWSE
Over 10% of views turned into unique DL
Over 7% of unique DL turned into endorsement.
Highest number of endorsements over the past two weeks.
Those statistics are impressive, congrats huhu
For curiosity's sake, I compared the endorsement rate of the 20 most popular mods on the nexus : 5 of them have equal or better rate (none reached 8%)
Better bodies
Better heads
Better clothes
OUTDATED - Morrowind Overhaul - Sounds And Graphics
Run Faster - Faster Running Speed
Overall, 7,X% seems to be the ceiling of endorsement rate on the Nexus huhu.
Most popular mods (recent or "of all time") navigate between 4-6%
Nice, that's interesting statistics!
I haven't looked at other mods ratios, but I'm very pleased with this
Shame endorsement rate didn't keep up
it was ~10% for a long time
I checked the highest endorsement mods because higher numbers give more accurate percentages. With low numbers, % tends to vary wildly.
yeah, makes sense
look at the ratio of endorsements to unique downloads here 
Average mod in a modpack
oh yes, those explode in popularity
although endorsements require effort
downloads are automatic
Yup, which is why it's hovering around 1.5%. Shame really
a side effect of being included on MOMW modlist
800+ endorsements is excellent, though
yeah
as for N'Garde, it's all well deserved 👏🏻
Yeah MO2 lets you endorse from inside it
Vortex too
ah, interesting! Quicker actions
Wabba modpacks still have the problem of ppl not endorsing of course but it's not on the software's end 
this will lead to more people actually endorsing the mods
But it takes moving your finger slightly 😩
from time to time, I make a pass on the mods I use and give endorsements if sth deserves it but I ignored it for some rerason
usually because I forgot
I don't think there are many mods I downloaded that didn't deserve an endorsement. Only if its totally broken and dead really
I remove some mods via MOMW customizations and I don't want to endorse them, but MOMW still downloads them before removing them 😉
I am guilty of using a modpack when I made the switch to OpenMW. Because I didn't want to spend 2 week checking out all the mods and making my own install like last time. Bad side-effect was I had to use MO2, which I wasn't familiar with. I had no idea you could endorse from it huhu
(My next install will definitely NOT be a modpack, I hate MO2 and I want to customize this one to my liking)
well, not using MO2
modlists are very useful, though
many players don't want to waste much time on installing mods, checking compatibility etc.
it's easier to start with a modlist
and add stuff to it if necessary
although the more extensive ones can be hard with compatibility
and of course, there is always the "Morrowind Rebirth guy"
if a mod changes everything, compatibility will be hard...
Agreed, that's what I plan on doing for my next install. That's what I did previously as well. But back then (vanilla engine) I used Wrye Mash
(or Wrye Bash, or whatever version existed, I forgot)
It is
But it was great (for me at least)
Apparently there's still a more recent version
Even had an OpenMW version in the works apparently 👀
(no updates since 2020 though, ig it was abandonned? 😮💨 )
yes?
Wait, no
"25 Mar 2024, 9:14PM
A new beta for OpenMW released, fixing the following:"
They didn't update the Nexus files, but the Github page had a beta release in 2024, so it might still be in development?
I'm not holding my breath, but one can still hope ^^'
I'll keep an eye on it, just in case
this screenshot should be an official TR poster
Lmao
That would be epic
@here balance feedback time. How tricky are NPCs to fight? Getting some conflicting reports
Also wonder how do you feel about random NPCs fight responses - the speed at which they react, how often and how successfully they parry etc
I mostly can report on the experience of fighting with multiple companions. The enemies usually lock in on the companions, ignoring me completely
I also play with Mercy and Fair Care (they heal each other)
That's fair. And I don't touch targeting. Mercy may, but that behavior sounds vanilla
I got ganked pretty easily just doing the Telvanni Agents job with the Fighter's Guild, sometimes Morrowind just throws a bunch of people on you at once even on "beginner" quests. One also has an enchanted sword which made it harder
Fair - I've had some trouble with that one too
had to kite them out and try to not face more than one at a time
it's interesting that a commenter on nexus mentioned this specific quest for this too
Hmmmm
Even Elden Ring has done AI tweaks to make 2-on-1 and gank fights not quite so unfair, so there's no shame in deciding to do something similar
I think what they did is have other opponents hang back a bit when one was going in to attack
And it makes a certain amount of sense, having several melee weapons crowded around swinging and stabbing in the same place is a good way to stab a mate
I actively endorse every mod I download
Case in point, these two weren't hard but you can see how it would be plausible for one to hold back while the other is attacking so they don't swing through their leg
BTW enemies patiently waiting while you finish off their allies so you can have "fair" 1vs1 fights is one of features in gaming which I heavily dislike. Most notable example is Ubislop with enemies in AC surrounding the player and attacking only 1 at a time. If there are any plans to nerf the AI, plz make it optional.
Fighting these guys was cool, not too daunting and makes sense to for one to do ranged
Eh, it doesn't really. There's alot of space for others to strike.
Case in point, I used to do hema and some other stuff. Ofc all of us played games and seen the movies so we were bound to fuck around and try.
1v2/1v3 is possible if 1 is much better than their opponents with alot of footwork and they still get wrecked most of the time. 1v4 - you're dead.
I didn't want to make it strictly like that in MW, but there are times when you probably should rely on dodge (if glancing blows are disabled), and need a lot of weaving and dancing to survive the fight
I didn't really add more than a footnote about it in the mod description (the "more challenging but more rewarding" part) because it aligns with how I play vanilla morrowind too
I also am not sure if I can do much meaningful with AI on my end without major time investment :/
I'm definitely interested in not cheesing it, which is always a risk of with MW's mechanics and content - trying as a player to seek that balance of functional, fair and fun without relying on exploits or meta too much. I don't even necessarily think AI is the answer in this case, and you can only do what you can do. Just giving my thoughts on the experience so far
Haven't encountered groups of NPCs yet (I typically avoid this type of situations, playing low endurance character). 1V1 early game seemed relatively similar to the usual difficulty so far. Will wait before answering the poll, to see if I end up in a group fight and notice any obvious difference.
screenshot goes hard
Damn, we need those animations on Openmw as well 
@rustic latch How do you feel about doing dodge Animations on miss for N'garde? 
It's a maybe
I don't know if I like animations in Take That - too snappy for my tastes
but something is better than what we have
My thoughts exactly when seeing this video ☝️
I love you bro 
i'd like to help out with some animations if that's something you'd want to implement or if you have some other ideas let me know.
A more subtle dodge animation would be hot
that dodge animation reminded me of this video for some reason https://youtube.com/shorts/hk9UblL_yyA?si=zcgK9jCBL6w24RJT
Once you master how to dodge & parry, it’s OVER for those nevrons in expedition 33 🤺 #expedition33 #clairobscurexpedition33 #clairobscur #expedition33game #gamingcosplay #gamergirl #pcgames
😅
I still need your help with creature animations :P. I wasn't able to make the almalexia one working yet, nor the goblins. Not sure what I'm doing wrong =/
yeah that will need some thinking through, i held off on doing more since its busy times for everyone rn. possibly will need to add it to the main mesh instead of making a seperate thing
Does it need to be added via CS or something?
Oh, or that
and we'll need to convene on groupnames and keys before you do those
just in case

there's things i still don't understand about npcs. i couldn't get my idle animation working properly mostly its exporting is a mystery
Yeah, and creatures are the same for me
Unironically, while I don't use it, this is my favorite implementation of 100% hit chance. The accuracy roll still affecting damage is genius.
I'd personally cap it lower than 20% on a miss, maybe 10%, but still.
I don't find it any harder than vanilla, at least on an already mid level character with melee skills in the 40s-60s. If anything, marginally easier because the parry does significantly reduce incoming damage, even at very low block skill.
A fresh character getting swarmed by like five dudes, probably would be a struggle, but that'd be true either way haha
Thank you, and noted
Honestly, even just the Impact Effects mod to give you an armor-appropriate sound effect on a miss is game changing for the combat feedback
yeah, which is why I run it
but I think I can make a simple "step back -> step back into guard" animation for "dodged" at one point. Still burned out on blender, and just generally busy
you, Jojy, however may be glad to hear that I made some improvements to movement code. I wasn't able to reproduces the jitter, but it should be better generally
Fingers crossed! I'm excited to see if that fixes it for me.
As a sidenote btw, I don't think it's relevant, but
I tried capping my fps to 60 instead of 144, to see if for whatever reason my high framerate was causing it
It didn't stop the jittering from happening, but it did massively slow it down. Instead of rapid vibration it turned into just swinging their shoulders back and forth
That'd make sense then!
still, that it happens at all, means that somehow codepath can't decide what to do
What I did so far is soften the threshold between "too clsoe", "just right" and "too far"
so that native AI can kick in between them
and lowered the distance at which they avoid obstacles
should be better
but since I couldn't reproduce - can't confirm either way
I'll push the update soon ^tm, And we'll see
Well I'll let you know as soon as it's ready!
can't really give you an early version yet - some other parts are disassembled 😅
Loving the mod so far, but I was wondering if there could be a way in future releases to speed up the block/parry animations? I'm not sure whether or not that's influenced by the appropriate skills or whatnot but it seems to me that sometimes my block comes out a bit too late for my taste, and quick mode is just 2ez. In any case mod is great as-is
also some creatures can be weird to properly parry against, like bloodmoon draugr, not sure if that's due to the mod changing their attack cycles or if that's just how the animations work for them, if the latter then that'd probably be outside the scope of N'garde
Well, for that, it's a maybe. But animations are already plenty fast. I'd hazard that as you learn the timings and enemy attack cues you'll find it much easier. Animations as they are right now play out in around 200ms, imo that should be enough
draugr, most of them are in a blacklist due to incompatible animations, that means that generally I don't control their behaviour in any way
oh
no
hold on
you mean draugr
not dreugh
Do draugr use weapons in BM at all?
If they don't - what you're seeing is vanilla attack animations and windup times
no, I assume it's just the default attack animation being wonky when factoring in the mod
Yeah, it's just the default - then
That's cool, but I was thinking if there could be a slider in the script settings, or are the animation speeds locked in blender?
I'm speaking from the depths of ignorance here btw
Possibly. But do note that it will also cause NPCs to parry faster
so it will stay a maybe
At least for now, - do play a bit more with it - pay attention to enemy weapon arm, etc. Imo it's quite enough time as is
Alright! Thanks a lot for answering my questions!
i love ngarde
i also think i need to get a mod to make it so enemies just don't focus arvesa in combat though lol
it depends on who starts combat I think? I'm not sure, but also different enemy types will focus me depending on my damage output. reminds me of ffxi aggro management. would be cool to have that more explicitly. anyway. ngarde is fun and I like it lots. not really any complaints
just Adding depth in a minimal way to combat without making it too easy to cheese is fun
Bada fucking bing
thank u lmao
Enjoy
I mean, she's recognizable
basically a staple of current day companions, I might say
Wholeheartedly agree
Mod author is nice, too. offered me some help for my as of yet to be started companion mod aspirations
Balance feedback time. How tricky are NPCs and groups of NPCs to fight?
10
13
2
Seems fine. Git gud
Well, I've only really gotten detailed feedback from August. Anyone else that voted too hard - too hard how?
sigh
I think multi target combat is difficult for reasons outside of the scope of the mod.
It's too easy for gangs of enemies to hit you with weapons and spells with a bunch of their allies standing in the way. You don't fight multiple opponents, you face a dungeon crawler style blob.
So it's not on you to fix it.
That's somewhat true
and also kind of realistic
Not going for realism much here
but we ain't playing Dynasty Warriors either
I dunno. ABout the only hope you had in getting jumped in my experience is people get tangled up trying to kick your ass.
ya, pretty much
It's the a hard limit on how many things can hit you.
Poll, however was not just about groups of enemies. But general response seems that 1v1s are fine, and only issues people have encountered are with groups of enemies
Deuling is a real pleasure for sure.
there are ways to split up enemies or distract them
it's all doable
and there are AOE effects for a reason as well. Not only spells. Scrolls. Enchanted items.
most fights in-game are 1vs1 or 1vs2
What I mean is a bunch of magic and weapons can flail at you irrespective of concerns about friendly fire and how much space a body occupies.
And that is a hard limit of the game engine.
Ye, not much I can do about enemy mage deciding "I said fireball"
well, I can, but not in scope
enemy AOE spells can actually be an advantage in some situations
"I didn't ask how big the room was, I said 'I cast fireball'"
Some yeah
Morrowind gives so many tools to deal with problems that there is always sth you can do
Not actual complaining. Honestly saying the mod is as good as it could be.
There are a few things. But I'm glad you like it
one thing I would recommend is avoid using AOE spells when you have Daedra summons fighting someone. You may end up killing yourself because of Reflect 
It would be hilarious to see a mod where people just stabbing and swinging like they do in the game would end up a ton of friendly casualties, lol.
Morrowind collisions and AI are so simple that it would require more changes to be feasible
Like the X stooges
instead of a meme mod ofc
Many more
I've always just chosen the careful kiting approach, personally. Although multiple tangos are kind of more doable in a way because once they are exhausted it just takes one punch to fell them again.
^ basically the way I play
and what I've not 100% consciously balanced ngarde around
doing a jenkins into 3 dremoras ain't gonna fly until much higher level
yeah
and it makes sense
it's often my go to in many games tbh
I avoid fighting multiple enemies if possible
I do take some evil joy in people reporting getting wrecked by 1st addamasartus lady :D
I don't even know how much you have to fuck up there...
maybe I'm just too experienced, I dunno
but she has a chitin dagger
1 lvl character
seriously
Yeah, usually keels over in a stiff wind
Enemies do generally feel more challenging without having to result to HP bloat, which is great.
I like that it's possible to observe power lvl differences in enemies as well
skilled ones definitely make better use of the mod's features
That's thanks to you too. The "will parry" formula is yours
Yeah, I recently frenzied a sixth house cultist who was always stopping me, and the guard put him down like a small dog. It was hilarious.
even if you set HP of a skeleton champion and skeleton to the same lvl, the former will feel like a more challenging opponent
which is fun
how it should be imo
absolutely
so far I'm having a great experience with the mod in general. The only truly annoying feature is this random shit with encumbrance
. Recently I haven't been able to use a lockpick and wondered what the hell was happening. Feather expired and I couldn't perform the action 😅 . I know that it's getting fixed next update, though.
It's gone in 1.0.9
I had to work today, otherwise it would've been out sooner
I ran into a Bone Walker yesterday
yeah...
preventing actions on encumberance was a bad idea
everybody is running slightly different modded setups. In mine Hungers and Devourers can damage strength in addition to their other shenanigans 😄
jfc 
This is why Resoration is a forever major skill for me. Stat burn friggin' blows.
yup
stat restore good, but the real reason to take it is to immediately grab a "restore fatigue 5pts for 60 seconds" spell haha
I like to play agility melee type, with no restoration (relying on enchant/potions), so to me this mod is awesome, and groups of opponents were already something to be avoided huhu
Well, against my better judgement I had to change some l10n strings for the next update.
to keep it minimal.
@hearty scroll , @maiden tangle
Can you please translate this one for me:
Detailed settings for weapon type parry effectiveness are located in scripts/ngarde/helpers/weapon_parry_table.lua
need 🇫🇷 and 🇩🇪 , so far
Not exposing all of that in settings, cause it would mean 90 more of them. Those that can't not fiddle will have to edit the file 
🇫🇷 Les paramètres d'efficacité de parade des différents types d'armes se trouvent dans le fichier : scripts/ngarde/helpers/weapon_parry_table.lua
wait
I think it'd be better like this :
🇫🇷 Les options d'efficacité de parade des différents types d'armes sont paramétrables dans le fichier : scripts/ngarde/helpers/weapon_parry_table.lua