#N'Garde. Vanilla-Friendly Parry and Active Block.
1 messages · Page 10 of 1
yw!
@rustic latch just so you know, I've just seen an NPC with Healer class blocking with HTH and casting Absorb Fatigue on me at the same time. He had blocking animation and the spell effect VFX appears in his hands 😅
wat
oh
actually. I may know what that is
he may have gotten stuck in blocking animation
that should be better in the next update too
so he wasn't actually blocking, but animation was stuck

yeah, happens rarely on 1.0.8, but it bloody made it into Salve's video 
so I was looking at it - should be better
It's also one of those fun ones that I couldn't replicate locally... 
Detaillierte Einstellungen für die Parier-Effektivität der verschiedenen Waffenarten befinden sich in script/ngarde/helpers/weapon_parry_table.lua
🫡
Danke schön!
Immer sehr gerne! 😉
What actually counts as a "block" as far as skill increase goes? I hold down the block button and it mitigates damage, but only occasionally does the hit seem to increase the Block skill at all.
Any time you get hit while holding down the button. However - the skill progression gain scale is sliding. It depends on how much damage you've prevented, and how far from "perfect timing" you were when the attack hit
even if you failed to prevent any damage, and brought up your guard very early - you should still gain some skill progress for each hit
That said, I probably should bump up the minimum that I pass to the skillUse
And extend the window after perfect parry window expires
1.0.9
- Weapons types now have varying effectiveness at guarding against other weapon types. With the exception of h2h and shields that already are governed by quite complex formulae. To support this - base values exposed in settings were slightly pushed towards the middle. E.g. the default for shortblade is now 0.9 not 0.7 but it suffers a significant malus at protecting against larger, heavier weapons. These values are not exposed in settings as otherwise we'd have 90 more of those. However if you feel some weapons types have been unjustly nerfed - you can edit scripts/helpers/weapon_parry_table.lua to your liking.
- Details of the above change are on the wiki: https://gitlab.com/Arrean/openmwluaparry/-/wikis/Formulas/Item-Parry-and-Block-Stats
- increased the minimum skill gain for weak blocks/parries
- fewer cases of stuck animations, hopefully
- lower collision detection range for actors backing off in combat to avoid jittering and allow better maneuvering in tight spaces
- can now block/parry and attack while overencumbered. Still can't when knocked down/out or paralyzed
- slightly wider reaction time range for low to high stats NPCs, with lower minimum (0.15 ->0.1 seconds)
- slightly wider parry hold duration range for low to high stats NPCs, with higher minimum (0.6->0.7s)
- Preventing NPC handling while they are fleeing
- renamed "all attacks hit" setting to "glancing blows" to better communicate what it does (cause some of ya'll didn't read the description)
- Better setting description for "Iron Palm" and "Perfect Parry" threshold to more clearly communicate what the setting means
- Ukrainian localization by Arrean
- French localization by Billie
- German localization by Semaro
- code cleanup and optimizations
- movement handlers cleanup
- better debug messaging
Great, thanks for that.
yeah, it was way too low.
Currently it should still push you to try and time your blocks for best defence and best skill gain, but you will still get something even if you're completely out of timing
"renamed "all attacks hit" setting to "glancing blows" to better communicate what it does (cause some of ya'll didn't read the description)"

In that case I was using it the way you would in TES4 and TES5, turtling a weak enemy and letting it wail on me for a few minutes.
you won't believe how many "is agility now useless?" "is this a 100% hitchance mod?" questions I got
Yeah, it's more like KCD, or Tainted Grail I guess
need to time the defence with the enemy strike
if you have godlike skills you can turtle
but why would you
One would expect that fans of a game that requires you to read a lot would take the time to read the mod page before asking questions...
🤷♂️
9000 get.
Also, August, may check this out for skill gains:
https://gitlab.com/Arrean/openmwluaparry/-/wikis/Formulas/Skill-XP-Gains
Thanks!
I'm using Skill Evolution myself as well, trying to get a sense of how many MW mechanics are now actually quite nice.
Oh
then you can see your last skill gain in the skill tooltip
e.g:
If you have Stats Window Extender that, but iirc it's a hard requirement
I would if I had Stats Window Extender replacing my regular stats window; alas I am using Gamepad interface and don't presently have it bound to a hotkey. Why was that again?
ah
well, that makes sense
gamepad menus currently can't be replaced
Iirc it will work fine if you bind it
but it can't replace the native one
Oh yeah... I left the hotkey off it's because for some reason typing things in the Console window and pressing that particular key will open the stats menu
It was very annoying, I wonder if it's just a bug or a flaw in the Lua API
It may be
hold on
Hmmm. It looks like some hotkeys even on keyboard are not context aware
e.g. my ncg window pops up while I type l in the console
May need to dig further at some point
Yeah I wondered if it was a wider issue, several other mods seem to have similar things going on WRT context awareness
I'm guessing right now that one mod is using "inputBinding" and the other "onKeyPress"
need to check which is which
Quickloot for instance is not as perfect on the gamepad as you'd think, thanks to any other mapped D-pad functions overruling Quickloot's own item picking interface
Hmm
interesting - it looks like specifically "inputBinding" is not context aware.
which is native "correct" way to currently do it
bleugh
I've been unsure till now if it's a systemic problem or of there's a better function script authors should be informed about
In my current load order, at least - the mods that use inputBinding to bring up a UI - still fire while e.g. console is open and the game is paused.
Mods that use their own renderers that wrap onKeyPress or do something else - do not
Thank you for the update. I will test shortly. This includes the flee fix to my friend?
Yup
Preventing NPC handling while they are fleeing
Let me know - should be largely bug free, but there's been a lot of time between coding sessions
Oh awesome thank you
looks like a nice update 😄
Hell yeah. Then building it up to the point where you can cast it for minutes at a time and jumping to every destination.
Good early game monk strat. Keeps them from bobbing back up every 3 seconds.
This is the same thing I was noticing. I think.
Arrean, my friend, glancing Blows doesn't affect ranged weapons correct?
I saw a mention on the Throwing Skill page about it so was curious. I'll have to test when I can haha
Ugh
It should? I have no memory of coding in an exception
give me a sec
No, it does affect it. What does it say on the throwing mod page?
Thank you for checking
I think they misunderstood that glancing Blows affects ranged weapons
Ah
yeah, it may not work with "thrown" weapons
but it should work with bows and crossbows
Thank you for checking this my friend
I really appreciate you clearing this up haha
I can't wait to go through the update tonight.
Ok, yeah. I can add handling on my end to make it work
Will post a small update soon-ish to address it
I just posted the rename today
Tbqh this mod, as well as the marksman overhaul make combat for more "mundane" characters so much more interesting. I paired those two with "Natural Character Growth" and "Sun's Dusk" and its absolutely perfect. IMO due to the weapon variety, active parry system and the slower leveling it makes the game much more enjoyable than other TES titles at this point, even with some of their combat overhauls. These mods are now a staple in my list no matter what.
Hell yeah!
Am using bullseye for my marksman stuff too
I dont think I can go back to vanilla or any other TES title. I am like 35 days into a play through, just recently hit level 12 despite all the heavy combat I have been doing and its still fairly challenging. Every other title stops being hard at like, level 3 imo. Its such a nice change of pace.
tbh I wouldn't be surprised if it stuck. Because, glancing or not, a hit's a hit, when you hate the vanilla "I saw it hit but nothing happened" behaviour, like 90% of people who dislike vanilla combat, this is what the "always hit" category is for. I'm guessing, but it would make sense.
Yeah, nah. That's fine ultimately
I actually can't play Skyrim due to how much it hinders your agility with all the animation locks and stuff 
Individual mechanics are there, but the execution...
Combat in Tes4/Tes5 never clicked for me tbh, weapons feel like wet noodles, block feels meaningless etc
For me it's more about shitty movement
Skyrim not only stops you from sprinting once you hit A or D, but also lowers your sensitivity when you sprint
I get the potential idea behind it
But omfg it's annoying and actively not fun
Haven't tested marksman mod nor Sun's Dusk ('cause I haven't really played a dedicated marksman character, and I'm not into "real needs" survival mods), but both N'Garde and NCD are permanent fixtures now for me too.
(technically, NCD has been a must since before it was created. I used GCD with MWSE, and wouldn't have made the switch to OpenMW without some equivalent. Even my Skyrim is modded similarly)
Even jumps can't be utilized for nothing useful but hill clibming due to not giving you any control in the air
Realistic? Yes. Fun? Hell no
I kind of felt the same way. I really wish they would have stuck with their original idea of directional combat but went for a mount and blade style combat system where it was controlled via mouse direction. It works perfectly well for dungeon crawling and RPG games while being less clunky.
ahah to me it's the animations restrictions : the fact you can't do anything while you jump/fall or swim, while Morrowind lets you cast/fight/whatever
Morrowind made me realize how much I love free movement
And also Dead Cells, for that matter
I actually have a draft of a small mod that takes away jump control 
SaintJ wanted it
I did like the ability to cast while fighting in Oblivion, since I like hybrid characters. Quick cast (or whatever its name) is actually the mod that made me switch to OpenMW huhu
Not being able to cancel anims feels so so awful to me
IMO I would suggest trying both out. Playing as an archer/melee character who is out on the road with real needs and a genuine reason to stop and explore the shops, taverns and even set up a small camp makes the game much more enjoyable and immersive. It also makes it so you have a good reason to stick around to a certain town/hub and ration your supplies, and gives healing potions a reason to exist outside of combat.
Logistics management for food/water, carrying bedrolls for sleeping outdoors and having to adjust your plans because you spent too much time resting and are beginning to lose stats due to hunger/thirst is a fun time.
^All of that only matters if you didn't level mysticism, but that's the beauty of playing the game
Or if you don't use multimark
I hate logistics. And survival mods are nothing new, I hate them because there's always a point were it's just burdensome/annoying to me. I like the immersion side of it, but the cost/benefit balance isn't there for me.
btw. How does N'Garde feels to you in that regard? Cause I prevent some animation canceling
I haven't played much Morrowind since it released 
Same 
well, 1.0.9 is a touch less restrictive in that regard, so should be better
But from the limited time I've played, though, I didn't find anything annoying
I typically play archetypes, so magic isn't always in my kit unless I find a piece of gear with mark/recall. I usually play a Nord, or a paladin/fighter or more recently an archer.
Yeah, that's fair
same, animation locks with N'Garde aren't big enough to be felt/frustrating to me (except the stagger obviously that's the whole point, no complains there)
IMO its not really an annoyance in this game, but to each there own. You dont have to sit down and eat every 5 minutes like in most other survival mods, or drink water every two seconds because you decided to run from one end of the city to the other.
(SD also has a crap ton of settings you can adjust for that matter)
its cooking saved my ass with water breathing soups like 3 times already 
Like no debuffs 
Tbh - waterbreating soup sounds rad af
Thing is, I'm a hoarder/collecter. Can't help myself. So I already deal with logistics too much for my taste as it is huhu 😅 (recently installed the Autosorter mod, and I love it)
Farming starfish from purifying saltwater 
Right here I understood that the quest required me to go into an underwater dungeon
And I had no means of water breathing 
lmao
I think by then I had the diver helmet
but yeah, without it - definitely need some soup
That soup saved my ass
I will usually store all of my shit inside my house or the tavern I am playing at and place it neatly around the room
BTW I'm not sure whether mod settings defaults RE: weapon parry effectiveness will automatically change to the new presets. I wanted to test that, but I clicked Reset out of habit 
They should
I've added a migration script
check your log for Old settings detected. Starting migration
vanilla stuff
that being still the case from vanilla engine, I got thrown weapons working with glancing blows
yeah, I know, just toddposting
there was a mod that flipped their rotation
but it's softly incompatibly with Bullseye Arrow Stick 
things start sticking backwards
Lmao, yeah. I've noticed that arrow stick places them correctly
but they fly backwards
Thank you!!
Hold on a second - not up yet, doublechecking some other stuff :D
Ok.
1.0.10
- NPCs now correctly react to threats made with thrown weapons.
- Thrown weapons are now handled correctly for "glancing blows"
- Enchanted thrown weapons are now handled correctly for "enchant parry".
That's fantastic. Ty
looks at the version number and tries to come up with a meme
1.1.11 would be funnier
We may see 1.1.11 at some point
But again - semantic versioning - this one was way to small to bump minor version number
I've got more version numbers for ya'll:
1.0.11
- Bugfix for lockpick handling while checking item condition
And a tiny sneak peek for ya'll
Woah!!!

lmao
I mean
get a load of that guy
but also - more power to 'em
that guy is king nerd
That man's wanna click - the man's can click
TBQH you can still click things to death while holding S. I just killed the fucker for Chrysamere at level 1 for my pally character while not parrying at all.
parry is an extension of the game's mechanic. Not a replacement for anything.
As it was intended
Bleugh. The 3rd person animation for shield strike is atrocious. 1st p is halfway there. Need to get back to with a fresh head
Maybe look at the TES5 shield bash for reference?
Maybe, not 100% sure
the "how it should look" though is not 100% the problem, it's more of a "can I execute?"
It would great to be able to have two binds for this. I switch between PC and Controller and I have to jump in an rebind it every time.
Yeah I have it bound to left bumper for now. It's surprising the API doesn't allow for two separate bindings for the different input methods.
Or maybe it does, but doesn't make the function accessible enough to authors.
That's yeah, the opposite of what we want, cause we are hardcoding the inputs. I'll take a look if what I can do
would it be possible to make it so enchant on a shield would trigger on perfect block?
Trigger how?
same as on-hit for weapons
So you want to enchant your shield with some sort of harmful on use effect, and trigger it on enemy on perfect block?
yes
Well, possible. I don't know if I like the idea, nor if it fits thematically or logically
or maybe even not harmful - maybe buff myself
also would be cool if I could block in spell casting stance - ideally with shield, but I'd settle for unarmed-only blocks
That would be cool, might need some new spells though
That would be a good fit for Sword Singing
you can't have your shield out in spellcasting stance, but unarmed blocks may be a possibility.
However this is even more of a maybe than other stuff.
What you can do however, already is get #1490798707858210939 and quick cast with your weapons out
We were talking about ward spells too 
yeah, I already have it - and it is neat, but since I have Alacrity spell that boosts cast speed from other mod, there's a good reason to switch to proper stance anyway
Fair
I'll take a note of unarmed blocking in spellcasting stance. No promises though - I try to avoid touching it, since especially NPC caster control is very awkward
Btw, looking at my notes. Jojy I need to know if new version helped with the jitter on your end
In theory could a new spell be scripted to use the parry mechanic? So that the spells effect is a parry 🤔 so the moment damage would normally be applied is timed to perfect parry
There's always bound shield ig
Just brainstorming...😅
In theory yes
Interesting 🧐
In practice - will require separate lua handling, and new VFX for the "parry" spell
there're bound weapons too
Yeah I'm thinking of a new mod maybe using skrows framework to make ward spells. Idfk when I'll get the time but if the theory is sound then it has legs
It'll either need to be part of ngarde, or I'll need to add more interop hooks
otherwise it'll duplicate same code - and there's no reason to do that
Ok well I'm not trying to make more work for you lol but if I make any progress I'll let you know 🤷 it would be cool if such a thing was compatible with ngarde
I mean, I don't know if we need skrows framework for it - maybe for channelling part, but that alone is relatively straightforward.
That is if you want it to be a channelled spell, so that while you keep casting it - the ward holds
Otherwise - we can create a spell effect.
And tie lua to it. The lua will need to give the actor a special "active parry config" with durability, override results of some formulas with magic skills and set the "isParryng" flag properly
then when the spell is active - it would be the same as if you got hit while holding the parry button
Magnitude can be the defence factor
Can we do "resist normal weapons" spells already? Cause aside from potential "channelling" and the perfect parry - that would do the same thing btw
well, I guess - this would affect magic weapons too
Those are already in the base game though ?
Resist normal weapons?
yeah they are, that's what I'm saying
{
"type": "MagicEffect",
"flags": "",
"effect_id": "ResistNormalWeapons",
"icon": "s\\Tx_S_Rst_NmlWpn.tga",
"texture": "vfx_bluecloud.tga",
"bolt_sound": "",
"cast_sound": "",
"hit_sound": "",
"area_sound": "",
"cast_visual": "VFX_RestorationCast",
"bolt_visual": "VFX_RestoreBolt",
"hit_visual": "VFX_RestorationHit",
"area_visual": "VFX_RestorationArea",
"description": "This effect increases the target's resistance to damage caused by normal (i.e., not enchanted or silvered) weapons. The magnitude is percentage reduction in damage caused by normal weapons.",
"data": {
"school": "Restoration",
"base_cost": 5.0,
"flags": "ALLOW_SPELLMAKING | ALLOW_ENCHANTING",
"color": [
128,
128,
192
],
"speed": 1.0,
"size": 1.0,
"size_cap": 50.0
}
},```
Yeah, I was jsut considering if it would be completely pointless as a spell
It won't cause it will cover magic weapons too
But between bound weapons/shields, and the resist normal weapons - mages get a lot of the tools that martials do with the parry already
I don't currently have events to control parry behaviour from the outside, nor an interface on the ParryController, so will need that, and ability to override formula responses with magic stuff
But possible, I'm not particularly motivated to do it right this second, but will add to notes
Yeah it just seemed like it could be neat but it's not a priority feature or anything. There are probably better things to spend valuable resources on haha
Maybe a "fortify parry" spell
to match "fortify attack"
cause on attack we can do "fortify attack", "fortify skill" and "fortify stat"
skill and stat apply to parry too
but, there's no direct equivalent to fortify attack for defence
but then again - is there a need for it
meh
fortify long blade + bound longsword, or foritfy block + bound shield will achieve the same effect
Yeah the need isn't there for sure. I didn't really think much of ward spells in Skyrim tbh, way too passive. It would be better if it was a costly one-shot spell that was hard to time, purely for the Chad wizard who wants to flex. But balance wise it's probably not something the game really needs
Oh btw
speaking of "hard to time"
vanilla spellcasting animation is about 1 second
you're not timing that to a strike
even with windups increased by ngarde
I think we probably should shelve further mixing of weapon and magic stances till some more dehardcoding happens
Fair enough 🤷
That's why it would be a flex
Imo - it won't even be. My parry animations are around 250ms - add median reaction time of around 200ms on top of that - and the attack windup that is 450ms maximum - and you already need to be johnny on the spot with it
to "time" it to a spell cast - would be pure luck , or prescience
which, luck isn't a flex
Cheers!
I wonder how a shield bash would fit in the combat, what its role will be. offensive source of stagger while in defensive stance (guarding)? As opposed to the current defensive source of stagger while in offensive stance (perfect parry) ?
That's a bit up in the air right now. I'm thinking - a way to break enemy guard and a short stagger
So minimal fatigue damage too
Do ennemies even guard when PC is in guard position?
edge of the shield to the face seems thematic for that
Not specifically, but you can switch into guard position and do a face hit
Not massively useful - cause NPCs don't hold guard for very long against melee attacks
but still something to do
and a way to break up enemy attack flow from guard position
Only shields though, at least for now
Heya! I'll get it downloaded as soon as I've got a bit of time to play, thanks for the heads up!
Let me know
more bugfixes in the name of the gods of bugfixes!!!!
the timing of the sound makes it look like it's the right hand hitting the ennemy instead of the shield. The bash occurs just a fraction of a second later, it seems
I may need to figure that out
currently the sound is coming from the fact that shield strike is an "attack"
may change that
this still needs a lot of work though
Yeah, the right hand motion is weird
I don't mind the right hand movement, it makes sense to gain momentum so that the bash will have more strengh, it's just the sound timing that makes it wierd
Plus I can't say that bashing enemy with shield's side instead of front looks all too convincing. Maybe I'm too used to how Skyrim does it, idk
True, but you're trying not to hurt the armor, but to stun a person inside it 🤷
It's true that I wasn't thinking in terms of armour taking the hit but the person wearing it
put your hand in front of you, as if you're holding a shield and see how much motion you can get out of it
Ok valid
And that is exactly why you use edge as brass knuckles
which is also why actual historical warhammers are "tiny head"
not the atrocities we see in MW
concentrate the force - more better
That one weirds me out too a bit, but I don't even play any animations on the right hand
https://www.youtube.com/watch?v=VlCQ2pBob5Q There are thousands of these online, but 8 seconds in - guy in white brig does a nice chin check with his shield
Knockputs during knights' fights are very rare, but when they happen, they look very impressive!
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Yeah, the specific tourney seems a bit ass in that sense
they are going for a spectacle
yeah
but, the chin check at 00:08 - is very nice
👌
good lord 
Hence why edge strikes - a push with a shield face is a possible manoeuvre, but won't get much force behind it - only leverage you got in that situation is from your elbow .
An actual punch using shield edge on the other hand is bound to have the desired effect
there's a fantasy trope of the one man shield wall, using your tower shield like a snow plow. but this just looks legitimately painfull lol
That's yeah - that's what it looks like in Skyrim iirc, and most other games and movies
@rustic latch update has made no difference, NPCs still violently jitter in the same way
goddammit
I might try doing a binary search of disabling half my mods at a time
it's reminiscent of what anti-riot forces use, and likely the only shield use people have ever seen outside of a video game.
(noting that anti-riot forces are using them for crowd control, trying to push people, not stun them)
see if i can track down an incompatibility
- 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
your load order is up to date here?
Yup, no changes have been made since then, besides updating N'Garde. And the only animation mods I have installed are those recommended on the N'Garde mod page, ReAnimation and the third person one
Which I grabbed the latest versions of at time of downloading ngarde
And smooth sneak I guess, but I don't think that'd affect this, that's a first person player only thing
Removed. I need to stay away from input lol
I mean, it will for work you it's just something I can't ship
Can you check if it happens on a clean install?
backup your openmw.cfg somewhere first though
sure, can do. Just n'garde on clean 0.51 RC1 with a fresh config?
yeah, something like that
do you want to try some alternate shield anims?
yes, please.
some i was working on a while back but i cleaned up after seeing that video, they needed some impact.
kfs are parry01 is just a block, parry02 and parry03 are bashes
Will have to rename those, but that thankfully is easy in nifScope
thank you
I'll check them out in a bit
aye no worries 🫡
yeah i forgot what names you used but figured thats the easiest part to change
I am in fact still getting NPC jittering on a clean 0.51 RC1 install with a newly generated config. No other mods, zero config changes except "use additional animation sources". Running at 144fps with vsync enabled.
that's fucking weird
unrelated:
Warning: addAnimSource: can't find bone 'bip01 r finger32' in meshes/xbase_anim.nif (referenced by animations/xbase_anim/xshieldstrike.kf)
Warning: addAnimSource: can't find bone 'bip01 r finger4' in meshes/xbase_anim.nif (referenced by animations/xbase_anim/xshieldstrike.kf)
Warning: addAnimSource: can't find bone 'bip01 r finger41' in meshes/xbase_anim.nif (referenced by animations/xbase_anim/xshieldstrike.kf)
Warning: addAnimSource: can't find bone 'bip01 r finger42' in meshes/xbase_anim.nif (referenced by animations/xbase_anim/xshieldstrike.kf)
Warning: addAnimSource: can't find bone 'bip01 r toe0' in meshes/xbase_anim.nif (referenced by animations/xbase_anim/xshieldstrike.kf)
I'll see if I can replicate it, have half of an idea
pre-release version didn't really have movement control
Cool band
And just to confirm once again, it's not a high FPS issue either. Capping at 60 and turning off vsync doesn't remove the jitter, it just slows it down.
well, fuck. That was my next guess
Yo. I figured out what cases that bullshit "missing bone" spam
Now, the problem is - I don't think kf file can be edited to remove them in nifskope( or I don't know how)
But first, to confirm, which blender version and rig are you running for problematic animations that you had?
im on 5.1 with this rig #1471171570750722118 message
i've had the issue from a few different rigs
5.1
yup
sure, here's my configs. These were both freshly generated today, from an untouched morrowind.ini
I was on 4.4 and it doesn't happen there. But - more generally it is caused by exporting into 3rd person off 1st person rig
or vice versa
so that rig is 1st person only?
huh, fair enough. i'm pretty sure the bizzarre exporter is supposed to filter them out but yeah i suspected it was something like that, too many fingers for 3rd person.
Try adding these one by one to [Game] in your settings.cfg:
NPCs avoid collisions = true
normalise race speed = true
smooth animation transitions = true
smooth movement = true
make sure game and launcher are closed when you edit it
roger that
Yup. Exporter, while nice is very vibe coded, so it may not work as expected
had smooth movement and npcs avoid collisions on originally, not normalize race speed. But I'll go ahead and do them one by one now
Just comparing your config to mine
And that is really the only section that theoretically can have an effect
NPCs avoid collisions = true
normalise race speed = true
prevent merchant equipping = true
rebalance soul gem values = true
shield sheathing = true
smooth animation transitions = true
smooth movement = true
strength influences hand to hand = 1
swim upward correction = true
trainers training skills based on base skill = true
turn to movement direction = true
uncapped damage fatigue = true
use additional anim sources = true
weapon sheathing = true
show effect duration = true
show enchant chance = true
show melee info = true
show owned = 3
show projectile damage = true
use magic item animations = true
actor collision shape type = 2
best attack = false
# invalid setting: player movement ignores animation = false
player movement ignores animation = false```
the entirety of mine, but I think most of these should not have an effect
OH!
?
Smooth Movement Transitions might've completely fixed it
let me load up my original setup with all my other mods to confirm
please do
yeah, seems like smooth animations + smooth animation transitions is what completely fixes it. Having just one or the other produces different, but both janky, results
Alright, let me add it to install instructions and the readme
glad we've figured it out
Likewise haha. Thank you, for this, and for the mod as a whole 🙂
Dubious, I come bearing feedback.
a) logspam ofc, but at least now we know how to deal with that
b) I was looking mostly at third person stuff - and something seems off. :First two pics are shield hold - standing and in motion, hence rough idea of how it looks with animation replacers and without
c) The videos are shield bashes, the first one that you had as parry02 is a bit weak imo - it seems like it's a shield front surface hit. and the one you had as 03 is almost there, but on a lot of shields PC slaps themselves in the face before moving further
I'm reasonably happy with what I got for first person, so didn't check those out yet
I dunno, I feel bad saddling you with more animation work, so do know you're under no obligation to redo these, am grateful anyway
Yeah, first person shield guard is a bit odd too
Do you need torso movement on the guard animations?
yeah, ok. I see there's some, but it doesn't help with the shield position
Nah good feedback anyway,
A) yeah I need to redo most of my 3rdP anims it looks like, some can be salvaged with nifscope but it is what is
B) I take your only playing the torso up? It looks like a lot of the motion is missing so it's a lot jankier than intended, easy enough to remove those frames and account for it in the upper body
C) accounting for that change would improve the impact and clipping but yeah accounting for the variety of shields is tricky.
I'm happy to help out with it but likewise I'm not trying to impose on your mod, your good at doing the anims how you like them it just seems like you hate it
so I can help out as I hone my skills it's all mellow 👍
The music... 
Kvetching mananaut at their finest
B) Yeah, torso and left hand - generally try to limit it. No lower body cause otherwise it will lock movement in third person while animation is playing - which doesn't feel good to play
C) I try to start with biggest stupidest shields like bonemold tower and steel one. What you seem to do is rotate the forearm first and then move the rest of the arm which causes that "flick myself into the face" moment
I do hate it a bit, every time I open blender I long for the pure light of code. But it's all good
.
Did you need to speed it up?
It is indeed Kvetching Mananaut
No, actually. The guard - maybe, so it matches the 250ms others do, but the bashes are fine
and I don't have a good idea of what speed those should be yet anyway
Speaking of music. I think I screwed up my playlists on reinstall. I'm not sure it's supposed to play in Vivec Arena
🤔
Actually, I forgot I was already playing the bash at 1.75 speed. Probably need to do 200-250 to match the attack animations or something
That said - I'm reasonably happy with 1st person for both shield hold and strike
So if you can come up with a 3rd person ones - that would be greatly appreciated
I have a placeholder for the strike, which looks good in blender, but something is off in game
Yeah ok I think I see what I can do
What rig are you working with out of curiosity
Fair
these two
both by G7 iirc
interestingly enough - exporting 3rd person of this 1st person rig doesn't produce warnings if exported in blender 4.4
but does in 5.1
I've played a bit with new Max's rig - it's nice, but something went awry and I went back to these
Only know that cause I've updated blender yesterday
Hmm
It has other issues - the crab claw fingers namely, but otherwise 3rd person works as expected
I kept my ol install so I guess I can switch back and forth 
otherwise - the autorigpro from MOAP discord, and latest G7 exporter and bizzare tools
I had like 6 versions side by side at one point
Do note - you can't open files saved in newer blender in older versions
mostly
Yeah that'll be fun, the most important part is no more logspam
Let me know once you update scrib pet and sidestep. - those are two main offenders in my dev setup :D
You have a link to G7s exporter?
and hrere's the problem I got with 3rd person
hold on a sec
Sweet ty
Well, I needed a pick me up. But also - apparently the mods works on Starwind, which is nice
can't wait to parry a lightsaber with my bare hands! xd
It's a bit rough around the edges, but, it's a good time
I'm a bit off starwars stuff since 2017 - quite purposefully didn't do anything related to it. Maybe one day
That part, thankfully is easy
Here
almost did all of the armor edits for my mod
well for the TD addon. there is still TR and PS and Shotn addons, they add pieces too
Yooo, that's fire
Iirc, individual mods in PTR should have fewer pieces, but can't say for certain
tr has a few. shotn and pc hace barely any. a lot of things you might think would be province mod dependant are actually td items
I was surprised anything is in province mods at all when I discovered it - my naive understanding was that everything is TD, and that's the big idea
The almas thirr temple questline gives you some unique ordinater armor. That is TR. But some simple imperial shields for random quests are TD. i don't get it
Yeah, honestly, neither do I
e.g. that ordinator armor - unless they are 100% sure it will never show up outside morrowind - it should be in TD
but then
maybe they are sure
and specifically put it in TR, so that no one working on other provinces uses it there 🤷♂️
ye
I got it last playthrough
I mean - sort of makes sense, given how exclusive it is
also two questions: how powerfull should dwemer armor be? currently i have it at 40 ar. Iron is 20, steel is 25, silver is 30 and gold is 35. Personally i think dwemer is ugly and i don't like using it. Thinking about making it 30. I have reasons for doing this. Second; what sould wormmouth armor be: Light armor (so a type of leather), or medium armor (which it currently is). Personally i would change it to light. Makes more sense, plus there could always be more light armors, as i have made a coule light sets into medium
Are you going for lore consistency or balance? Cause if lore - dwemer armor should be higher. I don't like the look of it either, nor the dwemer scrap from TD, but it's "good for lore reasons"
Balance is not a concern. Light armor has basically become useless
Then I'd keep dwemer at 40, even if I don't like the design of it
m'Maybe i can make it 35. Have the 40 slot be something else. Did you know dwemer scrap, the medium armor from td, has an ar of 25, while regular dwemer has an ar of 20. it is actually better.
very silly
A bit yeah 
I guess the point is one is medium and another is heavy
and one skill and armor category is better filled out than the other
Just saw this. Very close to the idea I had. I do like what he did with giving evasion to npc as a workaround. Might ask him if i could use something close to that for mine. I have a problem right now with npc's not using armor because the type was changed
i would have to nuke unarmored to fix that
You may have accidentalyl a link
this one
didn't ctrl c it properly
Ah, yeah. Saw it, but didn't have a chance to try it yet
Might be a cool idea to combine with your armor rebalance somehow yeah
I will have to look at it. Seems to be a nice way of doing it.
Yeah, may be a good little lua companion for it
or you can reimplement some of the same ideas on your end
I thought that F10 is our little lua companion 
lmao
Actually thinking about it, i think you experimental "always hit" is a perfect way of doing it. I never liked that you would "miss" an attack. It feels very gamey. Having them be glancing or deflected blows I think is way better. Here is the pitch: using a version of your system, you would make it actually always hit, but every "miss" would have the armor stats applied, while every "hit" would be "crit", (hitting a gap in the armor is the thought). The equations would have to be different, perhaps just taking the full armor rating of the character and subtracting it from the damage delt. Would have to be tinkered with.
Speaking of f10. What should shield bash/strike do? Currently it's another source of stagger and a way to break enemy guard if they are turtling, but I'm having trouble coming up with a situation where NPC would even hold guard for long enough for a guardbreak to be possible
Hmmm. I do something similar, I apply base game armor rating formula, and no crits on the hit , but the rest is basically that yeah
I am kind of leery of touching damage scaling - that has very far reaching consequences
No you shouldn't do that. This would be a separate thing
Yeah, was going to say
Frankly, I'm not sure. Ths is actually my main problem with this feature. It's hard to come up with sth interesting that won't feel redundant or OP.
yup
of half a mind to shelve it
first thing that comes to mind is Fatigue dmg + stagger, but this can escalate soooo quickly
oh it does
and it would be stupid af if combat suddenly became all about shield bashing
any meaningful amount of fatigue damage allows to very quickly KO
Stagger has a cooldown already
maybe a shield bash cooldown too
some fatigue damage
and a shorter stagger? not sure
maybe shield bash should be more like a counter
sort of super perfect parry for shields?
and it could fail
higher effects
bleugh - now I remember why I didn't do it
seems boring tbh
I guess I'll keep it boring and redundant for now - a small offensive source of stagger
with very minimal fatigue damage
it's just not easy to translate this to gameplay considering standard N'Garde mechanics
maybe I'll come up with something else
It's just that - now I've made 1.5 animations, so discarding them hurts 
maybe you can use them for sth else
if you implement counters, master strikes or whatever
in the future
🤔
Just for honor it again. Have the bash be a counter for blocking. Perhaps you can cancel an attack into a bash. Unsure if that is possible though
Not currently. Need to be holding the guard up to be able to bash
and can't hold the guard up while attacking
but yeah - that was the idea, bash breaks guard
but NPCs are smort, they don't hold guard forever
So there's barely ever a situation where an NPC is holding guard and you have a chance to break it
they'll drop it as soon as attack lands and counterattack
Npcs could guard more at low hp maybe
How about shield bash be a type of attack, then, instead of something you do when guard is up? Might require changing the animation huhu
It frankly - same as in M&B smells like a pvp mechanic that is never used in PvE
That would make shield interesting for parry in their own right, not just a quantitatively better parry than weapon parry
yeah, guard turtling sounds like PvP, lol
It already has advantages
can block arrows
better stats
etc
I forgot the arrow. Although, having shield exclusive arrow block + ennemy parry break doesn't seem crazy to me
hmmm, what if successful shield bash could cause that stagger (if allowed due to cooldowns), but also gave you a damage bonus for your next weapon strike?
Well, yeah, considering the parry break is basically never useful
cause NPCs don't turtle
that may be interesting
or you could make bash also work with weapons to break parry, but with way lower results than shields - close to zero against ennemy shield, but work against other weapons parry
to empower sword and board playstyles compared to 2h weapons
then shield becomes a tool for the offensive move
frankly, 1H weapons aren't underpowered in MW
yeah that too
but still, if you are looking for sth useful and interesting
I thought about it, for weapons it would've been called "feint"
this might be it
but nah, feints too smell like pvp stuff
That may be the only meaningful thing for it yea
"successfull shield bash" - do I have to implement fooken hitchance for it O_o 🤔
you will have to
no other way around it
it needs a formula
yeah, otherwise it will feel like ass
I'll be honest : I wasn't particularly enthused by the bash idea at first (not like, against it, just not really interested), but tthis + Cybvep's idea of boosting next attack, working with weapons as well (though less good at breaking parry than with shield) is starting to get me more interested
can probably use the base game formula but with block instead of weapon skill
We may have something
chill, not yet
xD
cause ofc NPCs should be able to do it too
Funny interop idea: shield bash increases critical hit chance from Lucky Strike mod
can just buff luck briefly
It's likely to be more disruptive for PC than PNCs, depending on PC's playstyle. Since NPC tend to raise their guard when PC prepares attack, whereas some players like turtling, keeping their gard up at all times
which is a bad idea the way ngarde implemented, but old habits die hard
indeed
NGarde is much more interesting than Skyrim active parry
which encourages turtling more than NGarde
Ok, I'm making a call - I think it's best to shelve it for now. :/ The guardbreak doesn't give much new tools to the player.
And for combat flow I'm more interested in combos.
And while shield may provide some of that - e.g. via buffing next attack - it's not exactly great.
It can be done, but I'm not sure it's doing much useful the way the rest of the mod is designed and made
Could Bash be optional then? So that players who prefer turtling Skyrim-style and don't want to think too hard or pay too much attention in combat (but still prefer active parry than vanilla RNG auto block) may still find their happy spot?
Formulas don't support turtling at all, until very high skill level
and then - why would you?
It is one step a away from a dual wield mod... in a way
Yeah, and dualwield is already there
and works with N'Garde
I know. But it's still possible, kinda "brute-force" parry until high level and be OK with that
not optimal
I dunno - I think people who try that are the ones that report gettign wrecked in Addamasartus
that may be.
still don't know how that can happen unless you literally go all noob mode with 0 Fatigue bar
Supposedly people that report that had HBFS, Fair care etc installed
as do I
POTI decided to nerf their stock Fair Care settigns due to ngarde
lol
maybe they had it unreasonably high
I dunno
JBN on stream with N'Garde went into a dungeon with lvl 20 enemies as lvl1 character and it was hard but doable
btw a few weeks ago I sent mym an idea that NPCs should learn to use Restore Fatigue spells smartly, restore Fatigue of their allies and get Restore Fatigue potions in Fair Care. Imagine that with N'Garde.
haha
Still, and keep in mind I have no idea how much work making it optional would require or if feasible, I'm sure some people would prefer the sub-optimal but possible "active but no paying attention" playstyle, and might be turned off if combat becomes too much work. Kinda like playing expedition 33 but you suck at dodging/parrying : you can still play it as a regular turn-based game (yes, you miss out, but it's possible)
I mean, that's what "quick mode" kind of is
no need to pay attention to strike timing or anything
still telegraphs, slower NPC reaction
quick mode is more "making dodges easier", not "playing as a regular turn-based game" (to keep my Expedition 33 comparigion going)
The big problem with that is that exactly same set of formulas governs everything for NPC's and for player
so would be quite annoying to implement
and bug prone
Cause I will forget something while decoupling it
yeah, "making it optional" suggestion was basically to deactivate bashes for everyone, not just NPCs
but again, just a suggestion, with no idea of the mecanisms under the hood
Yeah, I guess I'll have this convo to go back to, and it stays in the notes for now. But I really see no good way to implement it that clicks for me
Nor for feints
what about MSWE support?
That's Storm's turf :P
gamepad?

works tho
I didn't put it into words till today - but that's the thing - both shield bash and feints are PvP mechanics that make little sense with NPCs that are implemented the way I did them
I could fuck around and make them "more player like" - but that's a lot of work for not much of a result
I think their behavior in combat rn is good
you could also easily make things worse by changing it too much instead of improving it
yah
Now... Combos though...
a hitchance bonus, and maybe a small damage bonus for each next attack that is different from the previous two within certain timeframe? 🤔
Or am I tripping and overengineerring it again?
I would say that AI stuff is something that can be improved in the future. When the previous poll about fights with multiple opponents was up, I was about to change my vote to "make it harder" just for the lulz and the opportunity to write a post that fights should be made even harder, with true group behaviour. Turn it up to 11. Enemies flanking the player if possible to get outside player block/parry FOV, archers staying in the back or changing position if the player is engaged with their allies, exhausted enemies exchanging places with their allies to regenerate some Fatigue if possible, enemies spreading out to avoid AOE damage sources if the player has any etc. I didn't do it, though, as obviously I would never suggest sth so blatantly hard to implement and feature creepy. Disgusting idea. Good that I never mentioned it.
yeah, there is a reason so few mods even touch the enemy AI
I only know one Mercy mod
and Fair Care which dabbles with AI
and now N'Garde, I guess
I don't even touch AI, I override it in specific situations
although to be fair
Mercy does the same
the point is that the result is different than Vanilla
Yeah, fair
btw those N'Garde videos I saw on YT... they look worse than enemy behaviour in my game. I think it's because of Mercy which changes it up.
Probably
For shield bash: how does it work in Skyrim? I would expect it to be similar
I think that you had KCD somewhere in description once, but removed it
Bashing
Tapping the attack button while blocking will bash your opponent with a shield or weapon. Bashing is an attack to an opponent's health; it carries a chance of staggering an opponent and of interrupting an opponent's power attack. This applies to dragons as well, whose "power attacks" are shouts. If you acquire the Power Bash, Deadly Bash, or Disarming Bash perks, press and hold—instead of tapping—the attack button while blocking to achieve the associated benefit. You can bash (with or without benefits from perks) with two-handed weapons as well as shields; but if equipped with a bow, you can perform only a regular bash. Bashing with a torch will set opponents on fire.
The damage that a bash inflicts depends on the base armor rating (for shields) or the base damage rating (for weapons). Weapons deal more damage than shields. A Power Bash inflicts 3 times as much damage.
Blocking an incoming attack uses a small amount of stamina. Bashing consumes a notable amount (35), while power bashing uses significantly more (55).
It was and is in gitlab readme
If nexus supported sane markdown - it'd probably be in sync, but even with that converter tool Mym posted - it's annoying
I mean - this is ass
No wonder I don't remember it
loled at dragon power attacks being shouts. As for N'Garde, I think the only thing you would reuse is Shield AR being used for something.
yeah, quite literally the only thing
MW has no concept of power attacks
nor do I want to introduce something like that
it doesn't do anything else really besides being "another attack"
well sorta, not in the same sense as skyrim though
no random dmg, remember
hold attack for full charge attack
spam click for quick ones
Doesn't clock as a "power attack" for me
difference is immaterial, but "quick attack" and a "full swing"
MW - a game which came several years before Skyrim - actually had a more gradual system
I mean
it was 9 years difference
more time passed since Skyrim's release until now than between Morrowind and Skyrim releases
in fact, in a year or so Skyrim-then will be same as Daggerfall-Skyrim time period
😅
several is usually 3-5, but yeah, I getchu
I prefer the mechanics of long presses of mouse/gamepad button being reserved for power attacks, because frankly it's not a very comfortable action to do literally every time I attack.
I'd be keen for an alternative, just haven't seen one yet.
And Elden Ring, and...
cause my pc gamer brain was talking - I didn't even consider gamepads
never had a console growing up - first picked up a gamepad when I was like 25 - so barely think of them ,despite one literally laying on my desk rn
random unrelated idea: it would be fun if Fatigue % affected animations, with low Fatigue ones being more strained. Unfortunately, considering the number of NPCs and creatures that would need to be supported, it fits Dumb ideas thread.
If it could've been done proceduraly - I'm all for it
unfortunately it will require 3-4 copies of every animation in the game
a Walmart option for immersion and feedback would be to add Fatigue-related sound effects
Within N'Garde I can slow down all the animations based on fatigue
but that would be way too punishing I think
and it probably wouldn't look good
oh it won't
very hard to balance as well since magic and HTH have to be taken into account
people don't suddenly start moving in slow motion cause tired
I think that additional sound effects with conditions based on HP % and Fatigue % could make combat feel more visceral
On a completely unrelated note, it's occurred to me that if it was possible for a "difficulty" mod to scale NPC level dynamically on load, your mod would synergize well with it as higher difficulty NPCs would genuinely fight "smarter" thanks to the level>skill change affecting parry chance. That combined with a mod like Skill Evolution would be similar to something like Fallout Survival Mode or better; much deadlier combat but also higher experience and rewards.
Does HBFS adjust skills? Or only health and attributes?
Cause that may be the ticket
for NGarde purposes, HBFS can scale Luck and Agility
and Strength and Endurance for stagger
yeah
all these things affect much more than that, though
Fair Care also has regeneration component. Creature with no casting ability can regenerate if it's turned on. Scaling based on END+STR.
it's even possible to turn that on for NPCs and the player, lol. All separate settings.
nice
@grizzled crane I see your comment on nexus, it's easier to reach me here, especially since nexus doesn't reliably sort by "last responded". Do you mean "all attacks hit" is not working with creatures? on 1.0.12?
Yes, with the new update it doesn't seem to work again with the creatures
Sure, but not until tomorrow—I’ll take a closer look then. I’ll start a new game as a test and see if it works. Maybe my save it couldn’t handle the update. I noticed the glitch when my enchanted weapon ran out of enchanment; maybe that’s where the problem lies. If you can’t reproduce the issue, then the problem must be on my end—I’ll get to the bottom of it tomorrow. Good night. 🙂
Well, there possibly is an issue. I'll post a cleaned up update in any case - test that one tomorrow
1.1.0
- Potential minor hotfix for "glancing blow" mode for creatures.
- Cleaned out shelved and WIP stuff
I got up again to test it. But just a quick check with my current save file. It's not working yet. I'll take a closer look tomorrow.
@rustic latch I can confirm something similar regarding Glancing Blows and creatures
L0x81000016[scripts/omw/combat/interface.lua] eventHandler[Hit] failed. Lua error: [string "scripts/ngarde/controllers/attack.lua"]:105: attempt to index local 'damageTable' (a nil value)
[00:11:24.150 E] stack traceback:
[00:11:24.150 E] [string "scripts/ngarde/controllers/attack.lua"]:105: in function 'processFumble'
[00:11:24.150 E] [string "scripts/ngarde/creature.lua"]:32: in function <[string "scripts/ngarde/creature.lua"]:12>
[00:11:24.150 E] [string "openmw_aux/util.lua"]:122: in function 'callEventHandlers'
[00:11:24.150 E] [string "scripts/omw/combat/interface.lua"]:130: in function 'onHit'
[00:11:24.150 E] [string "scripts/omw/combat/interface.lua"]:158: in function <[string "scripts/omw/combat/interface.lua"]:158>
[00:11:24.150 E] [C]: in ?
I'm on the dev from two days ago and have the most current version. I hope this helps. Thank you
Honestly that would be 90% perfect for Starwind, even without blaster bolt deflation. Lightsabers are blunt weapons in starwind, so its just unique blunt blocking sounds, plus blunt on blunt blocking sounds
In Skyrim I mostly used Bash to interrup casters. Hey, how about that? Bash (or feint or whatever you call the equivalent for weapons) can silence the opponent? A very short time? With cooldown, similar to stagger? (the goal isn't to make hybrid characters useless)
That would give it a different use from parry, and since breaking parry isn't a senario that should come up often but spells can't be parried, this would give warriors at least some tools against mages?
Ok. That's weird. Damage table is not really ever nil...
I'll Double-check
Another movement mod idea, the sprint stop Skyrim mod could maybe be built into RUN
As in when you sprint and suddenly stop, there's an animation for a sort of slide to cancel momentum
🤔
I imagine this would be more complicated to do
But just an idea
I mean - the animation is the main thing probably
making sure it looks good with all directions etc
The new Oblivion remaster just dropped today and the running animation is hilariously bad! It fits in well with how unpolished in a good way the original game was.
🤡
Let's not even talk about this
Right that's true
@pastel vine , @grizzled crane if you could let me know what type of creature you were fighting then - it may help. I see a potential issue, but still can't reproduce with daedroths, mudcrabs etc
Yeah I think Skyrim doesn't let you sprint diagonally for that reason
I noticed it while fighting skeletons. To test it, I tried it on a guar and a mudcrab. It didn't work on either of them. The log is from the guar.
Nvm, found the issue, again, shoulda left throwing weapons alone
Now - that's a bit weird, since skeletons are "weapon users" - and the bug I've found shouldn't apply
but I'll check that out too
Unless it's some special modded skeleton that can't use weapons
Sorry, maybe it was a Bone Walker. Just out of curiosity, what caused the error?
Fixed handling for thrown weapons. The "process glancing blow" method needed an extra argument. I've passed handled it in "fencer" scripts, but missed it in "creature that can't parry" one
if it was a bonewalker -that makes sense
so if "glancing blows" is enabled and the player misses on the creature - the handler chain failed. If you hit it was fine, and since my test character has quite high skills - I didn't notice it
I'll spend some time checking other stuff over and will post an update in a little bit
Thank You!
Suggestion: with high weapon skill, you can block arrows by swinging at them
Widely suggested and considered. A bit tricky, especially for NPCs( and it will have to be for NPCs too).
But definitely may be fun
The "high weapon skill" will need to be like 90 or something though
at least
Testing session aftermath
100+
for witchering
if anything
Honestly yeah
I would give it 100+ requirement and perfect parry to be effective
otherwise, it should do nothing
no partial arrow deflection
all or nothing
1.1.1
- Tamriel Data "
T_Dwe_Cre_CentArmor_*" creatures removed from the "fencer" blocklist. These can now parry - Creature handler update - stagger possible on perfect parry
- Creature handler update - cleaner script attach and detach
- Fixed a regression caused by 1.0.10 - Glancing blows mode now should work correctly against creatures
- Code cleanup to make sure above doesn't happen again.
More bugfixes for the god of bugfixes
Yup. That makes sense to me too
Kind of like with enchants - it currently wants either a perfect parry or a strong enough "weak" parry that you take 0 damage.
Except for arrows I'd drop the second part
Is there anyone with 100+ weapon skill besides high ordinators?
Even Umbra is only 90
very high lvl enemies will have 100 weapon skill
nobody will have more than 100 unless fortified
for NPCs, I mean
Bugs for the bug throne!
That, actually tempts me to either increase his skill for this, or set the limit to 90
Cause Umbra being able to deflect arrows with the sword is incredibly on brand
And I mean, the other silly mechanic - the Iron Palm is 70-80 by default
Makes sense, if anyone can do it it should be him
divayth fyr is 1-10 levels away from maxing every skill. poser 
and it's actually harder than main at 100
hmm
well, more investment
maybe it can be a flexible cap
flexible how?
like 125 long blade would allow you to deflect arrows, but 90 long blade and 90 block would allow it as well
hard to call it even a formula. Just some flexibility with choices.
hold up. My neighbors fire alarm is blaring brb
well, the fucker is cooking apparently, shut your alarm up or open the window then
Yeah, something like that would work
hmm
just curious : what's umbra's block skill level?
unmodded Umbra has 90 Long Blade and 90 Block
Good morning, my friend. I was testing on mudcrabs.
Thank you! I will test shortly. Appreciate it as always
"Are you not entertained?"
I need to install some vivec arena mods
Roaring Arena is lit
Real. Like I understand the appeal of an installer with pictures on the options to simplify more complex installs for the end user... but just give me a readme any day.
BCOM is fucking atrociuos for it
every time it's a game of "WTF did I choose last time"
need a fomod - your mod is too big
What mods are you playing with btw? Do you have your own custom modlist?
Bunch of stuff I built up over last couple months.
Started with "recommended mods" on TR install page, added most of the stuff in I<3Vanilla and went from there
Oh, and fomod for Roaring Arena is fucked
doesn't extract the esm it needs

esm is in the archive in 00 Core, but it's nowhere to be found in mod dir after fomod install
lmao
more or less
Couple more years you could probably do an arena only game
Vivec, OE tourney, narsis, blacklight, dargonstar, anvil, kvatch
Anvil is just Abecette, right?
Yeah
Well, still - can do a bit of gladiatorial bullshit
I think maybe kragenmoor has an arena too? I don’t remember
Welp, I'm not too surprised but pleased to report that NPCs in arena properly parried and the khajit with the dagger stood no chance
this is better, I guess
There is some good stuff there, that's for sure. I would recommend checking out Rebalanced and Nerfed Vanilla Races and Birthsigns. The mods you are using seem to heavily boost birthsigns and races, some of the stuff I see in the description there seems very strong. It's a matter of preference, though. There are many mods altering races and birthsigns around.
Are you using any sort of no pausing in inventory mod? Not sure I saw anything there. They can increase difficulty a lot. It can change your approach to combat when you cannot just do anything in your inventory at your leisure.
For other balance and difficulty enhancers, I can recommend mods like Pay Taxes, Bound Balance, HBFS, Daedra Use Bound Equipment, Fair Care, Mercy, More Deadly Morrowind Denizens, No More Excessive Healing... There is a lot you can use, actually.
You’re welcome to borrow my list 😄 although I haven’t actually spent much time testing or playing
I'm not overly stuck at the idea of making the game harder for myself
fair
I've been running HBFS and Mercy for quite a while - to test them with N'Garde too.
HBFS is nice, but enemies felt spongie to me, maybe needed to play with the settings
Same
Actually need to install Fair Care, forgot it after I've accidentally wiped my mod dir
I don’t really care to make MW like, hard
just don't increase their HP
Not what I’m looking for
I like races being decently strong since that also affects NPCs. All races having a good mix of passives, resistances, and powers gives even very weak bandits in the early game situational advantages that can make them dangerous.
Mercy I'm conflicted about - it's nice, but I kept it off till the bug is merged, it is now merged - but it causes my game to stutter quite a bit
there are many things that NPCs are not using in mods like this
powers, for example
well, there are mods that fix that haha
orcs using their berserk against you is SCARY
and some spells are also player-only as they have no utility for the NPCs
which was a big part of why I made sure everything in ngarde is useable by NPCs too
I figured there would be by now, though I haven't checked. I've always used such when doing script extender runs though
yeah, I'm careful with player-only stuff which is why I avoid mods that heavily boost birthsigns, for example
iirc they did/plan to move the OE arena thing to there because it makes more sense. Or something like this, I haven't paid that close attention.
I haven't seen such a mod, but it would require a careful balanced approach to make it a fun experience instead of a frustrating or silly one.
It's probably not that hard to do - the problem being since NPCs have no other place to use their power - they will always have them ready to fight the PC
it's stupid when every Dunmer in existance only uses their Sanctuary power against you and it's always available for them, for example
bersker or that redguard power or sanctuary on dunmer
you go into a room and three orcs all cast berserk at once, you start booking it the fuck away lmao, I'm totally into that sort of "balance" that can allow even low to mid level mobs be a threat if I'm caught off guard
:shudder:
which is why there would need to be a chance-based system
probably scaled by NPC lvl
yah
But then someone fixed pursuit 
then you remove the problem with every lvl 3 bandit having the powers available against the player
Nah, we keep it and just tell people that first lady in addamasartus is now final boss
lmao
the meme would become true
it's actually interesting that nobody made such a mod for OMW, huh
or at least I don't know about it
I haven't looked
I have, but long ago
hey, that lady fucked up 12 year old me in 2002, with my no weapon skills whatsoever build custom class
insert ---I don't know--- axe skill meme here
I don't remember her ever being a problem when I played as a kid
i mean she really isn't haha
If I ever died in Addamasartus it was usually to the mage
one of the weakest enemies in-game
that first lady
miss
but then, people die to mudcrabs
give her a trainwiz-style 12 phase boss fight
Versus Vivec? Nah, Versus Tanisie Verethi
Quick question, is there a way to implement fractional skill xp for glancing blows / misses? is there already a mod that handles this? I want to disable trainers in my game and I'm looking for a way to fix the xp curve for low level combats
You don't get xp for those
or do you want some?
that's where I'm getting at
Ah
well yeah, there's a way - but I'm not sure it fits
you still can get xp by parrying while you're low level in a skill
which will get you to useable level
I also use a quite powerful races/birthsings mod. But 1) care more about immersion/customisation than balance and 2) it also applies to NPC. Like, Orcs have 1pt HP regen, permanently. Sounds OP when you choose to play orc, but when every Orc you face has it too... I don't feel so bad anymore ^^'
I see, but I was wondering if there was a way for OpenMWLua to handle that, even if it's not implemented in the main mod
There is
Thanks! I'll see if I can figure it out on my own, I'm new to lua mods in general
I'd assume it could be implemented by setting it up as a skill use type
not as type
you'd just need to trigger a skill use when a miss happens
to set up a new type - we're going into c++ land
here is my monster for comparison. I'm always tweaking stuff from playthrough to playthrough, removing things I don't like or adding new mods, sometimes even mid-playthrough if it's possible. I'm quite happy with it regarding overall difficulty, challenge level, balance etc. The game can definitely make me sweat sometimes. I also like how it looks, but that's mostly OMW shaders and Expanded Vanilla stuff with some removals/small adjustments.
I see, is there a way to multiply skill xp gain after that? Say I would want a miss to count as 0.1x a hit
Yeah
that's basically what I do
you pass a "scale" to SkillUse
pass in a 0.1 and it will be a 10% of "normal"
alright, guess I'll boot up the CS and see how I do, thanks a lot Arrean
That won't be in CS :D
But yeah, I mean - I'm pretty purposefully not adding it myself - I've angered the purists enough with the "glancing blows"
vim it is!
Best 100% hit chance mod
funny thing : it unironically is huhu
But it should be a relatively straightforward lua mod. But it has some caveats - I don't think an "actor" that made a hit "knows" that it has missed
so you may need to catch on the other side - but then you need to be very careful with what scripts and how you attach
do you mean it hasn't missed?
no, I meant that when a player character misses an attack - there's no way for you to tell in lua from player context that that has happened
you can only see it in the onHit on the target
So any swing would give XP, even if it hits the air
No
The base game mechanics is still there.
Misses don't give XP, hits give XP. What changes is that you as a modder have no visibility into if specific attack was a miss, unless you look at it from the targets perspective
I see, so the player actor does not know if his attack misses, that gets handled by the target
I've also heard a rumour that it's a good Sekiro parry system.
I haven't played Sekiro yet, so I'll take your word on it
More or less
Sb won a contest for the most misinformed post, I think 😅
Good to know I’m not the only one getting the crazies
Wouldn't really be so... striking, if that person wasn't making "balancing changes" suggestions huhu
I feel bad tooting my own horn, so I really only respond on nexus, or if people are having issues. But writing that up while all of that is in the description is 
(especially since the suggested changes are exactly how the mod actually works lmao)
^
I can even understand the people asking "does this mod do X ?" because they couldn't be bothered to read the whole thing if the mod didn't have that "X" feature they care strongly about.
But the guy is saying he'd like to see some "balancing changes"
Oh, ffs and there's a new guy in youtube comments going "would've been so cool if it was compatible with Mercy"

while he hasn't even played the mod or read the description
which, tbf is what sends me
Hey good news : there's a new guy. That's a good thing !
:P
MW is often rightfully criticised for not explaining some of its mechanics well in-game, but based on various comments about the game or mods I saw on the net, it would only have helped so much.
I think that some players are also naturally reserved about "big" mods. They don't want them to change things which heavily affect their perception of the game or the things they are used to, so they don't even make effort to read about the mod in detail. I also noticed this approach with some players so much used to MSWE that the things they say about OMW are heavily outdated or just untrue.
🤷♂️ People do be people
They can use what they want, but it's weird when sb complains about stuff which is, well... BS
Guess what I saw in a random recent Skyrim video 
there was somebody complaining hours ago that openmw doesn't have a 'script extender'. like i mean, what 
Hold up, it made its way to Frostbreak's discord?

we even have rubic0n now, but barely anyone took advantage of it so far
then proceeded to throw down 'tell me if it even had extra hotkey mods' like it's a clincher and someone very much corrected that misapprehension
it needs its initial push
so that the modders won't worry as much about adoption
I guess
Liam is working on seasons mod with it
I am in awe of what it does - but am currently blanking on what I may use it for though
that's the one with read-write access, yeah?
the most basic and inoffensive option
discord rich presence
I mean - that and integrating irc/discord/etc chat into the game were pitches S3ctor made
I'm not sure I'd want that 
Maybe it confused some folks because it got released on 1st of April...
I think S3ctor did that on purpose, tbf
This and bullseye are my base v+ combat mods even though they’re arguably big mechanical changes
Can anyone explain to a non-programmer what it does?
lets your mods communnicate with your OS
at least that's what I know
https://www.nexusmods.com/morrowind/mods/58893 weren't you talking about this like... 5 minutes ago?
yet no specifics on the spork is given 
But if you wanted to do funny things with skills you can just override the lua one shipped with the engine
Psycho move tbf, but whatever works
They (the devs) encourage it 
Means you’ll need to do patches or work with other modders also overwriting them since yeah
Welp, that's certainly more than what I did, still you got nothing on Dubious 
Skyrim players be like: those are some rookie numbers
yeah idk how they do those numbers
its surprisingly stable though, but i tend to have about a cell view distance
its like og morrowind
except insane
on the juice
i feel infinitely better about my 500 already somehow, thx