#N'Garde. Vanilla-Friendly Parry and Active Block.
1 messages · Page 11 of 1
it's funny when you see a video about a super-heavily-modded-Skyrim which seems like a total conversion, but then sth very Skyrimy happens and you are like: ah, yes, it's still Skyrim
lmao yeah totally
I have like 750 +
i play with like 1.5 myself, but then I'm, uhhh, going along at constant 10-30 fps on top of that so help 
granted i'm on an old igpu, etc
20 FPS was enough in 2004
So I'm a purist here, huh. With my ~150 mods 
ive had good results with kart's oc edits and dfpso
i get about 10-20 in vivec but im up to 30-40 in balmora
@kindred imp your turn, man. Hit us with your numbers!
um, is that Concept Art Palace with candles?
yeah oc build was nice, wish someone would build the updated fork for linux
i would probably recommend Bor's list over mine
i imagine its more stable
i jumped ship for custom spells on rc1
#announcements message
1212 folders
1053 plugins
not all of them are enabled
but most of them are
nah i think its mainly BCoM plus the other clutter
split looks kinda like this
maybe you should look for a version with closed cantons
i did
seeing 20 is an improvement
mfw Watercolor retexture alone takes like 40 gigs of space
I'm at 100-ish gigs rn
on my SSD 🙏
me too
can't imagine HDD
then the next stage would be a sort of cleanup mod. I mean, modded outdoor stalls for some minor merchants are nice and all, but it's not that they are important gameplay-wise. Removing stuff like that could help.
i know 😭 it just looks so cool
me! but i forego all upscaling mods so i'm probably just at 10 gigs, i hope
me when I click on Sloads in Sloads and Traders mod and type "disable":
I still need to check your submod
for the dialogue
still trying to find time to work on that quest integration idea
maybe that can be my modathon project
every time i debate removing a mod i'd keep thinking 'but won't it be cool to do x on this character or get y reward' and over 50% of the time the idea was dropped 
ooooohhh, that would be dope
I think that besides unique dialogue for the sloads, some dialogue for NPCs in affected towns should be added
latest rumors, little advice etc.
people complaining or commenting
10+gb vram usage on average btw
in any case I spent an hour vibe coding an implementation with claude that ought to do it for now, will check if it works when I get home, but the functions look OK
should work with N'garde and Skill Evolution
yeah it won't. And I don't mean compatibility
epic! Thanks claude
what I get for vibecoding without a test enviroment
Claude has no idea what it is doing - it's a glorified autocomplete.
But it's all the usual problems - nonexistant endpoints, params and fields, functions "used" but never defined
etc
and main thing - it added a handler to player's onHit, and not correctly that. So even if everythign else worked - it would fire when you get hit not when you hit something
amazing, well, serves me for blindly trusting an LLM in an area I understand little of, guess I'll have to actually work on it when I get home from work
you are the art
I mean - it's not that difficult, and you'll learn something and come out the other side a better yourself. The code probably can even be unfucked though I'd scrap it and start anew. It has some correct assumptions, but that's by pure chance.
In the nicest way possible too - I also have a policy of not unfucking llm written code unless I absolutely have to, so beyond guidance if you have questions - you're on your own.
Don't worry, I wouldn't have asked, I prefer to learn the right way
If you decide to start from scratch without an an llm though - I'm happy to help
I appreciate it, I guess I should start by RTFM
I guess go and check docs pages for the packages it imported. Specifically pay attention to I.Combat and types.Actor
will do, thanks again, I really appreciate it
i am completely way too dumb to understand most of the script conversations you have in here arrean but it is really really cool to see how much effort you put into a really fucking awesome mod
i honestly think ngarde is my favorite mod of its kind that I have installed
@rustic latch quick question about your Roll fork. What does Mercy Extension do and how should it be installed?
Because I've put it under both Roll and Mercy, and I get this error a lot when entering combat
[23:19:06.850 E] L@0x4d487[scripts/maxyari/mercycao/improvedai.lua] onUpdate failed. Lua error: [string "scripts/roll/mercy.lua"]:86: attempt to perform arithmetic on upvalue 'npc_roll_chance_multiplier' (a nil value)
[23:19:06.850 E] stack traceback:
[23:19:06.850 E] [string "scripts/roll/mercy.lua"]:86: in function 'chance'
[23:19:06.850 E] [string "scripts/roll/mercy.lua"]:124: in function 'should'
[23:19:06.850 E] [string "scripts/roll/mercy.lua"]:171: in function 'trigger'
[23:19:06.850 E] [string "scripts/roll/mercy.lua"]:202: in function 'run'
[23:19:06.850 E] [string "scripts/behaviourtreelua2e/lib/node_types/nod..."]:61: in function 'run'
[23:19:06.850 E] [string "scripts/behaviourtreelua2e/lib/behaviour_tree..."]:223: in function 'run'
[23:19:06.850 E] [string "scripts/maxyari/mercycao/improvedai.lua"]:760: in function <[string "scripts/maxyari/mercycao/improvedai.lua"]:486>
[23:19:06.850 E] [C]: in ?
It allows NPCs to roll if mercy is installed. However - It was there originally and I didn't touch beyond adding an interface check
So i've no idea if it even works
🧐
Using behaviour tree for it is also a bit overkill imo
I was going to rewrite it to be standalone, but didn't get to it yet
Also, does Mercy meaningfully improve the combat with N'Garde? Like, does it worth to keep it around at this point?
Cybvep says yes, in terms of NPC behaviour. But core NPC behaviour in N'Garde imo stands on its own two legs
@inner hare elaborate 🧐
btw. While I got you here. Do you have latest n'garde? does it work for you? Cause I got a weirdest bug report on nexus
latest being 1.1.1
I do have it, but I got the Roll bug first :D
roger that
lemme check again
Any details to look out for?
Nope, seems to work just fine
And re: Mercy - Mercy does many more changes to NPC behaviour than N'Garde does, they may jump, they may run around you, they may flee early, or charge. etc etc. N'Garde only really controls combat distance and adds some obstacle avoidance to backpedaling enemies. So imo - they are complementing
yup. Gonna ask for logs
Understood. I just didn't know how deep the AI changes went here
Very minimal - just "keep at range, don't walk yourself into a corner"
[23:36:22.373 I] L0x7060e15[scripts/ngarde/fencer.lua]: [NGarde]:[STATUS]:Debug logging disabled
[23:36:22.376 I] L0x7060e16[scripts/ngarde/fencer.lua]: [NGarde]:[STATUS]:Debug logging disabled
[23:36:22.379 I] L0x7060e18[scripts/ngarde/fencer.lua]: [NGarde]:[STATUS]:Debug logging disabled
[23:36:22.381 I] L0x7064e8a[scripts/ngarde/fencer.lua]: [NGarde]:[STATUS]:Debug logging disabled
[23:36:22.416 I] L0x7060e14[scripts/ngarde/fencer.lua]: [NGarde]:[STATUS]:Debug logging disabled
[23:36:22.443 I] L0x70730a2[scripts/ngarde/fencer.lua]: [NGarde]:[STATUS]:Debug logging disabled

:P
Imma have to remove that don't I
but you seem to have gotten into a fight with 6 npcs
so each parry controller separately reported that it won't log anything further
I sure did
yah, gonna remove that message in the next update
And thank you for the kind words.
Git blame to the rescue. I did actually fuck with that file a bit more. I've changed the way it gets settings. Except looking at code - it should never be nil. I'd advise keeping it off anyway - cause it looks like it attaches globally to all NPCs, no attach/detach in sight
N'Garde is not a replacement for Mercy. The mods coexist together. NPC combat behaviour and attack patterns are different with Mercy. Other Mercy features work as well, e.g. warnings, surrendering, fleeing to get allies. It's not sth which N'Garde really affects.
if you fight 10 fights with Mercy and without Mercy, it will be easy to notice a difference
N'Garde, Mercy, Fair Care and Take Cover all work together quite well.
ah
do you see this fucker:
Mercy interface not found but mercy submodule is enabled. Check your load order
in your logs?
I think yes
yup. Weird. Cause I've got Mercy like 30 positions above both roll modules
and still it can't find the interface
let me see
And I'm sure Roll was loaded after Mercy
ye
I guess - just remove the if I.MercyCAO then wrapper in mercysettings.lua and it should start working
Seems like I no longer get the error, but I still will refrain from using the plugin :d
lol i have discord rich presence and I don't use Rubic0n 😛
Welp. Arrow deflection with weapons is turning out to be very funny
I've overdone it a bit.
But with bullseye installed - the arrows fly fast enough that even from fuck off distance - the raise guard animation is too slow for an NPC to deflect the arrow in time. Even if I ignore reaction time (they've been waiting and watching you)
And even if I make them basically prescient - knowing almost the precise projectile speed
Can only reliably deflect if you shoot at minimum draw


That's before taking "perfect parry only" into account
Bullseye - while not giving NPCs ability to headshot - still globally affects arrow speed GMSTs, so I'm thinking player will have the same problem
vanilla projectile speed is awfully slow
100% Vanilla projectile speed is unacceptable IMO
it's like slow-mo
it doesn't have to be super fast but come on, Vanilla is garbage
I mean - bullseye speeds are reasonable
talking about Vanilla here
I've set them based only on vibes
feel good - barely drawn bow sends the arrow barely flying, full drawn sends it properly fast
like, vibes are not off
and at that speed - no "witchering" is happening
My other problem is that the projectiles themselves are basically invisible
But I don't thin that's something I can realistically fix
you could fudge it with perfect parries for actors btw. It's not that it would come into play often, anyway. I expect that you would only enable it for 2H swords (and maybe staves?) and skill requirements would be high enough that most actors won't even get the chance to try.
Skill req is 90/90 or 125 in main, otherwise they don't even attempt to raise guard
But check out that vide - Umbra didn't "perfect parry" once
yeah
despite having 0.4 seconds window
oh
actually, that may be cause I forgor another thing
let me see
what I'm saying is that relaxing that requirement a little bit for actors wouldn't be a terrible idea
if other stuff fails
yeah, currently perfect is only allowed for melee
But still - he can't raise guard in time when I full draw the bow

and I don't overdraw it - Iv'e added a "release" in onFrame for testing once "max attack" key is reached
[12:18:49.685 I] L@0x1[scripts/ngarde/player.lua]: drawStrength:1
[12:18:49.702 I] L@0x32db7[scripts/ngarde/fencer.lua]: [NGarde]:[STATUS]:GOT SHOOT RELEASE EVENT
[12:18:49.702 I] L@0x32db7[scripts/ngarde/fencer.lua]: [NGarde]:[STATUS]:projectileMaxSpeed: 8000
[12:18:49.702 I] L@0x32db7[scripts/ngarde/fencer.lua]: [NGarde]:[STATUS]:projectileMinSpeed: 1000
[12:18:49.702 I] L@0x32db7[scripts/ngarde/fencer.lua]: [NGarde]:[STATUS]:speedGuess: 8000
[12:18:49.703 I] L@0x32db7[scripts/ngarde/fencer.lua]: [NGarde]:[STATUS]:Time to Impact: 0.060545446849935
that's 60ms over that entire room
no chance in hell
well tbh this entire room is not that big
plus I suppose you can have some sort of attack anticipation based on animations (i think you already do?)
hm. Did I fuck up the time to impact calc? I think I did, but I fucked up it in the "lower than actually" direction - and he still can't raise it in time
2000 units wall to wall long side
ah.
ok yeah lmao
that's 31 yards, or 28 something meters in game units
Combat rarely happens from bigger distance I think
yeah
btw here it's not that bad, especially considering the fact that in a real combat situation he would be moving towards you
all the shots that he deflected were "single mouse click" - absolutely minimal damage
and minimal speed
yup
anything over that - and it's hard to reliably release at reliable intervals - bow draw animation maxes out at about half a second - he can't deflect
I'll need to speed up "raise guard" animation like 4x for it to be possible
will be possible in quick mode though
but meh
as mentioned before, maybe relax the settings for the actors
it will be rare, anyway
and you can always implement cooldowns for witchering if it's too frustrating
temporarily enable "quick mode" for that one parry?
cause that's the only thing that'll work - otherwise animation doesn't have time to reach the "stop" key - where the parry is fully raised
all my animations play in about 250ms, arrow reaches him in 60
from across the room 
can you make him approach the player with raised guard if the player has a ranged weapon equipped? And then ignore perfect parries and allow standard parries for actors, but with cooldowns
maybe base cooldown on dmg
minimal dmg = shorter cooldown
high dmg deflected = longer cooldown
he should approach anyway - this was with toggleai for testing
I mean that he should sort of "turtle" if the player has ranged weapon equipped, but with intermissions
hmmm - I can shoot about 2 full drawn arrows at that distance before he's in my face. And the second one is ill advised
you can use a range check so he wouldn't try to do it very close
cause I eat a hit because of it
N'Garde and Bullseye can still be used together correct?
sure can
This is probably the best idea. And also may fix other stuff for shield users
WIll have to work on it in the evening, need to get to work now
just to make sure - my suggestion is to relax it for actors only... not the player
fuck the player

We'll see
And yeah - they anticipate it based on the animation, but there's not really a key to trigger off between min and max
Mixing "realistic" marksman (fast arrow speed), with "unrealistic" feats like deflecting arrowns with a blade, seems like a conundrum
exactly the problem we are facing 
Like I have some limited archery experience. I did penthatlon as a kid. And some re-enactment later. Even a very low draw weight bow - 12-15 kilo sends the arrow fast enough that it's almost impossible to do anything about it
yeah, we are talking about feats that are maybe not supernatural (although for crossbows it would be truly witchering), but very very hard. Hence the skill req. Not sth you want to see often in-game. It will be cool when it happens on those rare occasions.
Golden Saint deflecting an arrow will probably be one of this oh shit moments the player remembers
it won't
GS are 80/80
base game golden saints that is
maybe there are others with higher skill
ok
but creatures don't have individual skills, just the "CombatSkill" and for GS it's 80
yah
lmao imagine the female Dunmer with the dagger in the cave deflecting an arrow shot by some noob
imagine the comments
LMAO
I'm tempted to adjust the formula now
canDeflect = (skills threshold met) or "i am Tanisie Verethi"
and she would do it effortlessly, without stopping, since short blades barely slow down the actors
it would be damn hilarious
Too much, honestly. But fun to imagine
or someone tries to kill Baladas and he stop the arrow, turns it around, and shoots it back at the player x_x
Damn, just started using this, and it's already transformed how the game feels
Glad to hear that
Hey arrean got a funny one for you
For some reason the options menu under scripts has like hundreds of entries for spell tomes. I'm using OpenMW 0.51 RC2 (Flatpak) on CachyOS
I can't replicate this and i'll tell the devs, but one of the only things I could think of is that maybe linux doesn't like the slider renderer? But you use the same one too, idk if you encountered anything like this
Glad to hear that you started leaning into the arrow deflecting ability now, because I still was thinking about exclusive light saber deflecting.
Would it technically be possible to make arrow deflecting available for some specific weapons only? Not in terms of a whole weapon type (like blunt weapons that light sabers share with other melee ones), but as a white listing for unique weapons?
Doesn’t meant to also have it for the regular Morrowind N’Garde version, but would nonetheless a way of making the ability a rare phenomenon.
Imagine the Fang of Haynekhtnamet would have a hidden use 
Besides that I’m all in for unlocking arrow deflection at near 100 points of used weapon type, with an extra cost of fatigue (because stressful action or something), so it might be considered to also just move out of the way or take cover instead (because no fatigue costs).
Ugh.
never seen something like that. I don't think it's slider then
it's also something that is not likely to be caused by the os
It actually is going to be limited to 2hLongblade, spears and staves. So I think Starwind is out of luck if lightsabers are blunt weapons ( why are they?!)
I see, looking forward to it 
And no clue, maybe because they arent technically sharp? 
... I guess if they are going off KoToR - there are regular swords there
so lightsabers have to be distinct
I mean, technically, staves are blun weapons?
separate weapon type. Blunt "Wide".
just covered by the same skill
oh I see
Does anyone here plays starwind though?
Yo. Btw. - Can't reproduce at all. So it's not linux for sure
Said he's using the flatpak RC2 on CachyOS
That shouldn't matter
I am on 0.52 nightly from couple days ago
barely any difference to linux RC2
I think at one point in 0.51 there was a problem with settings from mods crashing on linux
Am not on Cachy though
well, a problem until 0.51
🤷♂️ No idea. Never encountered it
Considering there's plenty of youtube videos of people doing it (in ideal conditions) 100 is probably a bit much
Like level 50 is professional swordsman level, 100 is the best swordsman in the world. Arrows don't move that fast
Idea conditions, capping out at around 30m/s arrows - which is already incredibly hard and only doable with a countdown
Yah, nah. No one does it in combat except by accdident
It's not 100 though
90/90 for main/secondary
or 125 in main
Cause what we will be doing is giving NPCs and player ability to do it semi-reliably in combat
and that is quite superhuman
well, even when Geralt did it with bolts, everybody was astonished 😅 .
actually let me convert the bullsyeye arrow velocity to base game and to RL
Yeah, that's 375 feet per second for bullseye at high end - nope.
Are there many vanilla NPCs that qualify?
I think there's one Buoyant Armiger who'd be able to do it
Umbra does, basically he's the reason it's 90/90
Actually... Max charge vanilla fMaxProjectileSpeed is ~140 feet per second. Which is kind of realistic for a historical bow
the low end is completely off base
but non-compound bows with heavy arrows won't be shooring much faster
Low end being 18 feet per second for vanilla, and 2.5 that for bullseye.
there may be some Bloodmoon and Tribunal NPCs who will quality, esp with many of them having high lvls and autocalced stats
they don't use 2H weapons
they have shields
so that will even worse for the player
😄
Greater Skeleton Champions have 100 Combat stats
shields already are quite good at blocking arrows
lmao
that's Bloodmoon Vanilla, so yeah
Yeah, so some NPCs will be able to do it
wait, can Hircine block with his spear?
I didn't blacklist him, but I don't know if the animation will work
when I looked through base+expansions+TD+OAAB creatures that have "can use weapons" he wasn't there
I'm not sure if Alma can parry yet
She can't - I wasn't able to get the animation working
she has 1H sword but it's definitely the case when I would expect her to be able to deflect arrows 🧐
ah
But it's on the radar
BM_hircine_huntaspect is not flagged as "can use weapons"
and the other two are quadripeds
😛
Yah, wanted to doublecheck
the fact that Dremora Lords are included make it much more likely for the player to see the feature in action in a typical playthrough
it will only become more common with modded content. I wouldn't worry about it.
and there are Bloodmoon Berserkers
So some, but not too much
Tribunal Royal Guards
100 Long Blade, Adamantium Claymores
welcome to Tribunal expansion, gentlemen
wanna try your test with them @rustic latch ? 
I mean.. They are not thatm much stronger than umbra
and he's getting max windows and basically min reaction time anyway
they are like walking Umbras
god I hate tribunal 
how much experience do you have with Bloodmoon?
have you played it unmodded?
with no rebalancers?
Berserkers and Rieklings will drive you nuts
riekling riders have 60% Reflect for reasons
the devs decided to make those damn snow gobbos like Advanced Steam Centurions 
Yes, and I still like it more than endless sewers of tribunal
ah, fair
yeah, exteriors are better
there is NOTHING in Tribunal besides sewers, lmao
yeah
you don't go to Sotha Sil until endgame and even then it's only a short section. The rest is sewers, sewers, sewers...
And Sotha Sil is just corridors
yeah
I mean - I can feel my disappointment again all these years later
The city itself also felt like a downgrade
it's incredibly lifeless
because it's a glorified Oblivion-/Skyrim-esque settlement
yup
I wish there was a solid vanillish sotha sil overhaul
Mournhold you can at least look longingly over at tr planning and dream of something better
Sotha Sil is actually on the TR map, it's in the Dres area
That's going to be fire when it releases
See ya all in 2090!

Let'a get Almalexia first. Next Narsis-lvl city is exactly what's needed to get rid of Mournhold stench
it won't change any of the interior though
I saw Sotha Sil Expanded mod. I don't like its visual style.
Right, @cyan reef let's take it here to not spam momw channels further
Fair!
blunt 51 is quite respectable and should give you enough leeway to block with the staff
Oh,wait,you're the dev? Schweet!
I thought you were a helpful wildcat debugger.
They exist in modding communities,you know.
I mean, fair
and I do that sometimes
but this one's mine
Hence the joke of me never having played sekiro, and Fuji calling me "mr. sekiro parry"
But yeah,the reason why I keep bringing up Sekiro? It'd because that it functions as close to Sekiro as you can get without a posture gauge.
With crackerjack timing,you negate the damage,stagger the enemy,and get a riposte opportunity. Certain enemies need more work to get that opportunity.
With less crackerjack timing,you just block most of the damage.
Assuming you return Kuro's charm in NG+.
Too late
#1482416741077356692 message
At the end of the day,I love a good deflection/timed block system.
I'd call it a parry system,but every fucking genre has a different definition from reality.
Let me know hot it feels. The staff is reasonably good at it. and you'll level block fast if you fight melee
I'm currently in Almas Thirr,so I think I should get to the Bitter Coast and check some smuggler dens.
Staves... hit like wet noodles. Such is the nature of the beast.
Fast, good reach
SSE is cool but very extra
Reach is the main thing yeah
Especially if you enchant your stick in such a way to emulate H2H knockdowns.
yup, it certainly helps
Not sure how closely you read the mod page, but do be aware that spear/staff wielding enemies will be more of a nuisance now - as they'll keep their distance at the edge of their weapon range
Yeah,I saw that part.
Dang I missed this but that is my favorite part haha
LOL- that's a game i haven't heard of in a long time
Poor guy went through the trouble of installing NGC, which is a big change from vanilla leveling, because he couldn't read a sentence in the instructions ^^'
It's like 6th message/request/comment that didn't read the install instructions and is complaining about the optional esp
(he obviously didn't read NGC description either)
yuuuup
I understand preferring to experiment things rather than read thinigs, but I can't help wondering how much harder his life must be because he won't use his literacy skills (which he obviously has, otherwise he wouldn't be posting on the forum)
He's a writer, not a reader.
kinda a downer for actual communication though ^^'
Well, I hope my response helps the guy
It's very clear and patient, I'm sure it will.
...If he reads it 😅
I do have experience adopting a "customer service voice" - mostly used on my managers and co-workers. So that helps 😅
Prescient mofos.
However - think it's in a better place now. Still can be avoided/cheesed by holding shot longer than NPCs expect, or switching targets. Which feels natural
Now to polish it up
They idea being - they don't know when you'll shoot, so they raise guard roughly halfway through your "draw" animation
may add some variation there to imitate them "guessing"
meanwhile:
[11:49:59.452 I] L0x106300b[scripts/ngarde/fencer.lua]: [NGarde]:[DEBUG]:openmw.self[object0x106300b (Creature, "vivec_god")]sending parry success event. This will play sound
[11:49:59.452 I] L0x106300b[scripts/ngarde/fencer.lua]: [NGarde]:[DEBUG]:Parry. Defence factor: 100%.. Health damage negated: 0. Fatigue damage negated: 6.2.. Damage received: 0. Fatigue damage received: 0. . Fatigue parry cost: 7.78. Perfect parry window was: 0.4s. Timing: 100%. skillGainScale: 1. Damage Reflected as fatigue to attacker: 3.1
I've no idea why devs marked him as "can not use weapons" but rig is fully compatible with my animations
so now any mod that adds a spear or anything to him will 100% work
I mean, most players don't fight him, I think. But now if they do - it will be extra funni
Same
lmao

i usually kill them both and let sotha sil live
I gotta level with you. I've played through Tribunal twice
and have no intention of doing it again
Once as a kid many years ago, and again 3 years back or so - I'm good
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Yuuup
insert Arrean’s often and fittingly used swearing cat meme here
I wonder how many comments like this i would get if i upload my armor mod. Finished it btw. The TD file at least
Gamepad support?
Btw, I found the problem with the infinite loop thing causing the linux guy's settings to freak out
Many probably
Apparently there was some issue with extracting the mod. Somehow my file name changed from Spell Tomes of Morrowind/scripts/SpellTomes/ on his computer to SpellTomes/scripts/SpellTomes/ which apparently caused the VFS in my API scanning for scripts/SpellTomes/ to freak out. Even if he changed the name of the mod's folder to SpellTomes I have no idea why it would cause such a fucked up problem with the VFS
O_o
Basically my response
Funny enough this isn't the first time I've had a problem with a different OS's VFS getting fucked, I just haven't seen a loop like that before
Yes, imo. NPCs do a lot of fun stuff during the fight - walk around, retreat, call their allies, surrender, call you names
not enough

holy shit, I didn't expect the first fight to be so intense! That secret N'Garde update is fire 😮
lmao
Hey, you. You were dreaming.
Wake up, there you go...
"why are you shaking?"
Hmm. I seem to be forced to release held attacks whenever I'm hit. intentional?
if you are staggered yes. Stagger has an internal cooldown of 0.5 to 3 seconds iirc (exact numbers are on the wiki, and I'm not at my PC). So you can't get staggered again for a bit
the cooldown length is based on your endurance, strength and block skill.
if cooldown is going - any stagger animation will get immediately cancelled
except knockout and knockdown
same rules apply to NPCs
logic being - without cooldown it's easy to stunlock.
But logically speaking - it's not easy to keep holding your bow string drawn, or stoically hold the raised swing while getting pummeled
And all vanilla "hit" animatins are staggers
Hmm. I have pretty decent Endurance,yet I seem to be guaranteed to get staggered whenever I have my staff reared back.
(And Agility.)
if you enable debug logs - it will report the stagger cooldown length once stagger ends
agility has no effect on this one
only insofar - if you have glancing blows off - it can help you dodge
this will be visible in f10, look for stagger cooldown: line
On the plus side: Being able to parry and riposte is making melee combat much more engaging.
That was the plan
it should be more challenging, especially against multiple enemies
but more rewarding too
And it gave me an idea to make a martial Orsimer. Urgoz gro-Gortwog.
Daggerfall only ended a decade ago,and a king needs a legacy.
I made a "duelist" dunmer back in early feb. Got to level 18, realized something is missing and got to work on this
When I make Urgoz: Two-handed arms,or weapon and board?
Whichever tickles your fancy. At the moment only shields can protect against arrows
And shields are generally better at defending you, especially those with high armor rating
but mod was built around longblades first
You are not escaping the Sekiro allegations,despite never having touched it.
This tickles me.
I used to do hema
KCD is my game of the decade for 2010s
what I did - I did for a reason :P
I've heard nothing but good things about KCD and KCD2.
Except for one thing: Apparently,polearms are carry in hand,or dump on the ground. I have a friend who lost their shit at that.
Pretty sure they ran out of time
but hey - it's also reasonable
no magic pocket for 3m long guisarme
They did alot of motion capture and work for other weapons
I mean,it wouldn't be much of a thing to make a hanger bracket on a simple harness.
Though,a whole three meter long polearm... yeah,you're not hanging that.
You'd only get away with hanging a shorter polearm on a harness mounted bracket.
Polehammers are the one true weapon.
granted - there's a lot of variety in 1 already
lmao
we need a warhammer replacer for MW
<3
2h axes and blunt are just comical in MW
what's odd is that swords look downright reasonable in comparison
Replace every instance of the word, "Warhammer," with, "Polehammer."
Add warhammers into 1h blunt,alongside maces.
Mhmm. Yup. Just need good models
Interestingly enough, some of them can be left as is - daedric is fine
but others
bleugh
steel and iron are too
One of the two.
There are some in TD, but they're already implemented as something else
Do you have IDs, Fuji? Never seen those
The steel warhammer is more aping on the idea of a maul.
Which is a historical weapon... that was an immediate failure.
yo, lemme check them out
Aah,the Longhammers. Spear class. Choppers.
that's sensible in comparison
...That's an anvil on a pole.
It still looks better than vanilla
Mighty strong to hold a whole city on a pole
Pfft.
Porting the Lucerne mesh and textures from Dark Souls/Elden Ring would probably be... overkill.
A roight an' proppa polehamma,dat.
like, literally
Though... you do wield it solely as a bec de corbin.
I am burdened with the knowledge of how weapons and armour should look and work.
A lot of fantasy designs as a result make me sad.
I am generally able to detach that knowledge from my enjoyment of the game
But.. yeah
You can get epic rule of cool stuff going without making a grossly oversized *thing,*though.
Gilding is your friend,in that regard.
Same with shape.
yup
Anime and MMO BS are the worst 😫
Per exemplar,the Bloody Helice from Elden Ring.
It's a heavy thrusting sword class weapon. Basically,what if you gave a rapier or tuck the greatsword treatment.
The weapon class itself is nonsense,but you can easily see the vision.
And this specific one? The blade is shaped like an auger. It doesn't spin,thankfully. And that hilt is gold spangled.
Only improvement I could think to give this design is throw on a grip wrap.
Yeah, some golden wire will go a long way
That is a proper fantasy design without being overtly comical nonsense.
I don't know what triggers me the most. Final Fantasy/Berserk-type swords or female "armor" in some games which looks like porn cosplay.
Berserk at least justifies the Dragonslayer. It was made as a *joke,*and nobody ever considered it to be a weapon until Guts grabbed it.
Skyrim modding community seems to love this BS...
The Buster Sword,though... Eeh.

And thus,the Washing Pole was born.
I like how he practices with it by just swinging it downward over and over again
Final Fantasy sometimes has a clever fantasy weapon design. I'll always point as FF8's gunblades as an example for that.
you probably know what I mean
Somewhat reasonably sized as a greatsword,at least Squall's models. They do NOT shoot bullets,as the in-game info will happily let you know. The trigger mechanism detonates a magical cartridge within the cylinder to briefly turn the thing into a vibroblade.
Seifer's gunblade,though... Yeah,no. Ergonomically nonviable.
🤮
The Buster Sword gets some background info in Crisis Core,but it doesn't really justify the thing's size.
DS3 Gael works really well, but he's also kinda huge
Sir, that's a desk
It used to be an executioner's sword.
He used and abused it so much,it snapped in half.
(Gael's,that is.)
I think it helps when the designers still keep some weapon-to-wielder proportions and when the wielder is big themselves.
Malenia is sort of cool
and she is like 2,5 meters tall
demigod
And her sword,being a katana as long as she is tall,is actually not meant to be wielded by anyone except her,because it has no hilt and is designed to slot into her prosthesis.
It's called the Hand of Malenia for a reason.
it's what players will see before being butchered over and over again
the lady can wield as she pleases
shes a hard one alright
"I am Malenia,Blade of Miquella. And never have I known defeat."
polish that sword
Hol' up,heading to the Scadu Realm to murder her brother.
I've heard that there is Elden Ring animation coming. Wondering whether it will be shit.
As with all things: Wait and see.
yeah trying not tohave expectations about it is best.
https://youtu.be/vrU8SRu2z_E?si=FIrwU8om6AtyIUGi if they kept such style, it could be impressive
Cinematic Scene & Intro Music to Malenia the severed and General Radahn Fight..
Official Footage from Elden Rings Trailer Presentation - Game Awards 2021
LIKE & SUBSCRIBE!
still holding out hope for a bloodborne highschool anime "Byrgenwerth GX the early years"
facepalms
just me?
"For FUCK'S sake,Micolash,stop going on about eyes!"
I have a very slim hope of Bloodborne on PC, but at this point it's pure copium.
By my understanding,because Japan Studio is dead,the rights to Bloodborne are in legal limbo.
hmm yeah idk. i think Miyazaki just wants to leave it as it is forever so it fades into legend
like a dream
Bloodborne is in Sony's hands
The Hunter's Dream.
It's live action, and no I have no idea how that is supposed to work
do with it anything you want 🧐
Same here. It will be hard to make it not look like shit.
as for warhammers, as previous discussion was about them... I'm sort of a fanboy. There are few things as satisfying as warhammer smack. I think that Bob Baratheon would agree, although Rhaegar probably would not.
I love Sunder btw
If my understanding is correct: Warhammers were very small weapons,typically used by cavaliers to fight from horse to horse once they draw against the enemy cavalier's flank to eliminate their primary weapon (Almost always a polearm) as a threat.
warhammers were anti-armour weapons
And *boy howdy,*did they get the job done.
1H ones
actually you can find them in hardware shops sometimes
Wondering whether they were inspired by Ghal Maraz btw.
for putting in posts
...Sigmar,that's an anvil on a haft.
i wish i had a picture but it literally looked like that
Would a falcata be a long blade or short blade,in Morrowind's ecosystem?
long
curved
swords
curved... swords... I might have heard it somewhere...
would be cool to get a falx
I remember reading about them back in Rome Total War 1 days...
The Dacian falx and the Iberian falcata were weapons the Roman Legions feared.
For largely the same reason: They could sunder helms and shields.
Sure,the langschwert,rapier,katana,and falchion get the most airtime in media.
https://www.europabarbarorum.com/factions_getai_units.html check out Thraikioi Rhomphaiaphoroi 
Official site of Europa Barbarorum, mod for Rome:Total War
But the swords that wrote history were things like the spatha,falcata,and falx.
Gladius probably has the highest kill count, but it's pretty much stolen from the Iberians
as is Roman tradition
The Romans adapted everything they saw as a neat idea.
It's part of why they lasted so long.
I believe that's Lorica Segmentata.
yeah
but it's not what Romans used for most of the Republic's history
it's just what the media like
The kopis and spatha came after.
They needed something a little more versatile than a straight on thrusting sword. The kopis was briefly adopted as a falcata clone,capable of nasty chops and excellent thrusts,before being replaced by the spatha as a simpler to make compromise.
he is wondering how his pauldrons would fare against the sword...
he doesn't look confident
indeed
Dumb thought: Wouldn't weapons with complex guards be much better for N'Garde's combat model? Sabres and rapiers,largely.
I don't even see any meaningful effect vs other weapon types in the table
how would a rapier fare against a battle axe?
better than a longsword?
Doubtful
You could more reliably cold stop the axe on that overbuilt guard.
Your wrist won't like it,though.
or get your hand hurt
it's good vs other 1H stuff
imagine blocking a Dwarven Warhammer hit
or Daedric Claymore
Yeah,you don't block blunt weapons. You parry them,which means exploiting the lever your enemy is so graciously swinging at you with killing intent.
yeah, which is why the parries are allowed
not useless
but a rapier wouldn't be my choice against a battle axe hit 🙂
I bet that Cyrus would find a way
he probably has 150 Long Blade, though
Rapiers are very long swords,considering their mass and the fact they're one-handed. Logically,you could just snipe the guy's hand,unless he has a proper poleaxe.
my choice against a battle axe hit is to not be in battle. war axes in general they. (pun incoming) .. 321 .. get under my skin!
seriously though, so rough
id rather the hammer
yeah, but you would definitely like to use a claymore to parry the hit rather than a rapier 😉
To parry an axe,hammer,or mace with a rapier,you'd be lunging for the haft.
Get it against your guard and blade,and redirect.
my body is ready
Moments like that is where a main gauche would be very nice,but Morrowind can't really do that.
nice spam, guys. Useless for the mod, but I like those spam chats from time to time.
😄
it just shows were cozy with the mod. the same thing happened to get SD thread to those numbers
its vaguely pertinent .. 👀
Arrean is suspiciously quiet. Maybe he is working or sleeping. When he gets back and sees all the useless unread messages, he will get an opportunity to post his cat meme 😄
I've been in the shower
And I'm happy to oblige:
To be quite honest. I welcome this thread being a hang-out too, not just the mod discussion
Hey I got a question to you N'Garders , I'm just not sure if I understand this correctly
At 100 Block and 100 WeaponSkill. A weak parry blocks 100% of damage you're supposed to recieve?
If so, then at that point, what becomes the difference between a perfect parry and a weak parry ? the Stagger ?
A fellow cool channel enjoyer 
Stagger, skill gain( if you're using SE it still matters), lower fatigue cost and lower durability loss
Interesting, thanks, this will help me balance it how i'd like
I'm of the opinion that SD thread should have been at least temporarily closed 101 responses ago 
And even at 100/100 consecutive weak parries will tire you out and you will get damaged
But yeah - at that point you're basically martial arts god, so enjoy the fruits of building up your character
So low fatigue makes you block less damage ?
you've missed the 9 and 10 k marks in there :P
yes, and makes your perfect parry window shorter
and a bunch of other things
Okay then I might not have to change much in the script settings.
Would it be wise to mention this in the nexus page ?
I've been a SD enjoyer back then as well 
Wiki is linked on nexus
Seriously though - default settings are quite extensively tested and balanced
If you want to make it easier or harder for yourself -that's why they exist
but default preset should be fine
You can quite seriosly punch up with n'garde install. Making content that was previously not doable - doable
but
if you use a mod that overhauls Fatigue, you may want to change Fatigue-related values in the setting. Otherwise, default should be fine.
quite some NPCs may give you alot of trouble
Yeah now that i know that fatigue matters, they do seem like it
I think I'll just remove the scaling fatigue drain and add it to the base fatigue drain, seeing as there's plenty of sources of fatigue regen in the game
Umbra got hands
And because I'm a potion hoarder
Alma's Hands ordinators also - those things are scary
Can't wait for this fight with Ngarde honestly
I think I'll just remove the scaling fatigue drain and add it to the base fatigue drain, seeing as there's plenty of sources of fatigue regen in the game
that's fair. That drain is for holding the guard though, not for parry itself
I'm thinking about making a small addon to cover some annoying gaps that other big mods seem to ignore, e.g. I don't like it that Golden Saints have 50 attribute value for almost everything, it seems kind of an afterthought.
That's a good call
there are other small annoyances as well, e.g. if I switch Weakness and Fire Damage priority in Almalexia's spell, her dmg potential will increase by 75% even with the first spell hit
I still need to get alma's animation working. Still not sure what I'm doing wrong
still - imagine the comments
And I got vivec working, even without a weapon - he's way above the Iron Palm threshold
I think staves might not hit hard enough to be worth using for bonks...
Staves swing fast and have good enchant potential. They're similar to Daggers/Shortswords in that they're usually Cast On Strike delivery mechanisms
what do you reckon you need to to get that working? like do you need a certain kind of key or is it just calling any anim and you want something smooth to try to avoid jank?
and much higher reach
staves are good
usually they have rather low weight as well
compared to 2H weapons
So, see. That's my problem - I don't exactly understand the process of adding an animation to a creature, their animations are usually stitched into the nif.
So do I need the full nif? Do I put it into meshes/w/h/a/t/e/v/e/r whatever that stupid dir structure is? Doesn't seem to work. And I'm not sure why
Swinging fast means shit for dick if you're only doing one damage a bop and your enchantment fizzles out after five hits.
And if I don't - i don't seem to be able to force it to play
as if the animation group is not even there
however. I have half an idea
which I'm going to try
the keys - as long as there's a start and stop I can at least rename to what I need so thats not an issue
Increase your Enchant level, get more use out of charge. Also try the "Staves!" mod lets staves do stuff like Fatigue Damage and chance to restore Charge on hit
staves are sort of like spears, but lighter, faster, less damaging and with more enchant capacity. Play to their strengths and you will raise high, outlander.
yeah the way everything is stitched together in the nif makes me think it needs to be like that so probably fitting it in with the rest is the most likely
yah. no clue. so two things i tried.
- put files you got me under meshes/r/
- put files you got me under animations/xalmelexia_warrior
tried playing the animation on her using the groupname that is currently on keys - completely nothing, same command can play other animations so it's not that.
I've tried several permutations of filenames. dir names etc
no dice
I see animation in nifskope - it's there. I just am blanking on how exactly to add it
also, the fuckign typo in the name of her mesh is driving me nuts, but it's 
lmao ikr
this is what once of the mods that replaces her looks like
so - that should work
but I dunno, seemd dumb
yeah theres no reason a replacer shouldnt work, i think it just needs to have her full set all in together
No idea if you would be interested, but I could potentially port some of Mount and Blade's weapon models over to MW, which are fairly realistic. I just fucking loathe messing with the creation kit and properly sizing them in blender.
I mean, that's fraught with problems - would be fun, but a no-go on nexus. Can't release mod with assets from another game
I should rephrase that, its open source models from fan projects often used in mount and blade mods. Its not the original models from Warband lol.
oh
that's much better
but then - I mean - it's a bit out of scope of what I'm doing. Why don't you package and release it yourself - I'll be interested, but since you'll be doing all the work - it's up to you :D
They are fairly ubiquitous in every module that has any sort of western setting. Armor is much the same but thats even more of a pain due to needing to be split up, weighted and so on.
Those axes do look good
I would love to but EMT/Firefighter academy plus work has me so busy I cant even play lmao.
Completely fair
But then you won't have time to port them either :P
In any case - I very much appreaciate the offer, but really I don't know if you need my blessing - cause I lack the skills to convert them myself
I do too for the most part. Genuinely pretty annoying and I would love for someone to do all the hard shit if I just convert them into a .nif. I would genuinely commission someone to do so after school is over.
By the way, I just realized. Morrowing doesn't have any absurdly long two handed melee weapons that ARENT spears does it?
Other then I think Chrysemere.
I forgot all about those. I genuinely didnt even register that they were a thing
They very much are, and good in their own niche
and I had to make animations for them :P
Argh... This is silly:
As someone currently using staves: If you're not an enchanter,don't touch them.
theoretically if we place a kf file into Animations/xalmelexia_warrior/ it should be loaded.
@tough juniper , do you still have the blend file for almalexia?
Their damage values are atrocious. They're highly enchantable,meaning you're meant to give them meaty Cast on Strike enchantments. Which will only fire off five times before needing a recharge,unless you have a high enchanting level to make it more efficient.
yeah im just looking at it
can you send it to me please?
sure, my cropped down one, yeah?
yeah
Danke
macht nichts
nope
no dice
there should be a way to get just the kf and get it to play the same way we do for normal actors
I'll see if I can do anything tomorrow.
FUCK YEAH
Now I need to figure out which part of what I did actually did it
lmao
It may be more than one thing.
However, what I now understand for sure, and in retrospect it's obvious -
her mesh is in meshes/r/ in bsa
hence her animation should live in Animations/r/xalmalexia_warrior/
Now to figure out which of these worked
but goblins are back on the menu, bois
Bad news too, the nif/kf files that you've sent me originally don't work even like this
no idea why
However, a set re-exported as 3rd person using bizzare plugin works, and that one also has exported straight, without that weird lean
it's alive
@tough juniper good news for when you wake up ^. Imma go to bed now
So it was two things - no clue what's wrong with the orignal nif/kf, but they didn't work.
Re-exported using G7's plugin separately, and via Max's Plugin - both work, but one exported via G7's exporter has weird lean to it.
Only need the kf file - meaning this will compatible with any replacers, as long as they don't alter the skeleton too much
And had to be placed in a correct directory,Animations/r/xalmelexia_warrior/ in the mod dir.
||
that typo is fucking driving me nuts, but I won't need to look at it anymore||.
I'll tweak the animation speed, and pretty sure I can use it as is, it's a bit slow right now - over a second from start to stop, needs to be ~250ms to be in line with others
Oh, actually. Tweaking the animation speed may be annoying. May have to compress it in blender
legendary, thats gonna be fun haha idfk if something is wrong with my blender install but damn its good to see it work anyway. here's some late night goblin stuff in celebration
@rustic latch thank you for motivating me to learn a little bit of lua for this, it was surprisingly simple https://www.nexusmods.com/morrowind/mods/58925
Ohh the bsa....
I see now
It all makes sense 
I really need to do more reading, did you find that from the docs?
Nice
One note though - you don't make a distinction between melee and ranged attacks, but exclude bows/crossbows from processing
Basically. I put 2 and 2 together after reading how "use additional animation sources" is documented
btw, if you want it to work with n'garde glancing blows mode - load it after ngarde. Cause I flip "successful" flag to true in a glancing blow
Man... if I wasn't a staff wielding mage in this playthrough, I half want to beeline through the EEC and get Bullish and Bearish for this...
It's literally a rapier and buckler
Nice
Buckler may be a bit weird with current shield animation though
Rapier on its own should fire, however
Staff should be quite useful anyway - it has some nice bonuses
Honestly doesn't look too bad
Oh I'm aware, but the fashion
lmao yeah
So this one doesn't require an engine fork? 😉
Nope
The previous mod got engine fork flagged as suspicious by Nexus
lmao
They actually may be legit
Jumping a gun a bit imo with pushing it to nexus, but they've included it as demo in the MR, so again, checks out. We may see "skill use failure events" in the main soon^tm
Nexus probably flagged it because of file type
It has literally the entire game in there
libs, binaries and all
it probably can't scan the binary files
or considers some of them "dangerous" for a mod, while it's a perfectly benign lib that is just doing stuff mods are not usually doing
This is a bit of a relief tbf. While "unspecifed fork" mod was funny - looks like it's a fresh contributor doing their thing and doing it properly on the engine side
Yup
based ngl
well at least the combats are sorted out for now until the MR gets approved
Which EEC branch? Or is this a quest reward?
Old Ebonheart - getting both requires requires setting up the best possible trade situation between the EEC and Indoril in the alternate path for their last quest
And how's "best possible" defined here? Mutually beneficial? Or maximum exploitation?
We're dealing with a crown monopoly here.
Yes
Spoilers for the route, but it explains what you need to do
Complex. But I love the skill checks.
Hmm. Maybe my staff enchantment to simulate H2H knockouts was a bad idea. Maybe I should replace this with an Absorb Health and Absorb Fatigue enchantment.
Those are great effects, but serve a different function.
My almighty Bonk Stick made from the Wabbajack - it kinda trivialises the game, but this character's story is finishing soon
And I have over 110 Enchant, so I only consume 1 charge per use
The knockout enchantment has no immediate effect,is the key issue. Sure,it's incredibly powerful... After the terminal threshold is crossed.
Currently,my Enchant skill is too low to allow that to happen,due to charge efficiency.
Bleugh. BIg refactor is mostly done and functional. Arrow deflect works and Almalexia parries with fearsome effeciency
Trying to figure out why I can't seem to add extra bones to play sparks on her parries, and will take a look at gobbos probably tomorrow
@hard tree , I see you've been talking to G7 about extra bones for addVFX at one point - what did end up working for you?
Considering that Almalexia is the Warrior of ALMSIVI,I'm amazed you can sneak a blow past her defences at all.
Does she have high enough skills to deflect arrows then?
yeah
Oh boy
100 block and 100 longblade
I was considering doing the parry with her hand lol
since she is a creature it's actually one stat - "CombatSkill"
so all her combat skills are 100
Marksmen was traditionally the counter to Block because arrows couldn't be blocked in Vanilla - and was my go-to to kill Almalexia because killing her with spells is hard
But now, woof, that's gonna be fun
Had to squeeeze the animation Dubious provided in blender to 15 frames, and set framerate to 30 ( you had it at 24, btw)
She was already one of the hardest fights in the game, but honestly, making her even more of a challenge is great
I still don't know how to change it
her parry animation is actually slightly slower than equivalent for normal enemies, by about 20 ms, but I can't be arsed to redo that
It's more of the fact that she can parry, on top of her fearsome statistics - I can't wait to make a duelist and face her
Orsimer who's a devil with a zweihander,Orsimer who's a devil with a rapier,or something else...?
Doubtful as they have no spells and much much less HP.
I've been testing a bit too much with tribunal main quest reforged
fuckers do have spells hp, and 160+ in each skill
Well, modded is a different story
well yeah
You can make a mod that gives Alma 255 as well
I honestly just forgot what they are like in vanilla
all my interactions with Tribunal recently are testign to fix that scripted fight
Yeah
Why 255? It's not limited by 2^8
It's what Vanilla CS used for max IIRC
And of course, wielding
But you can do whatever
She hits like a TRUCK even in Vanilla
And yeah, Alma is a freak
I will edit that spell by switching order of Weakness and Fire Dmg and add Weakness to Shock...
ah, makes sense
I believe her melee damage is 100 + Weapon.
Which is... Holy fuck,over.
Gaenor gets Luck via ability
Honestly, Almalexia is one of only 2 NPC's that have really scared me with their spell
Understandable
She is a Creature 
Fits the bitch better 
The other is Fainurin of Sunhold in Ashurbipal - in Shipal-Shin
I don't know WHAT he cast, but it oneshot me several times through 50% magica, Frost, Fire, and Shock resist with 180 health
And I mean instant death, not over a duration
spells in modded games tend to be scarier. Vanilla has a ton of trash spells.
One of the most ugly ass fantasy weapons I ever saw
Another being trueflame
I have a love-hate relation with those
fuck I probably hate those two swords more than tribunal sewer levels
My first ever experience of magical weapons sheathed in elemental energy
But they're so ugly
And Trueflame has a slow as fuck swing speed too
It's not even elemental
so dumb fuck writer decided that it's "eternal dwemer tar"
for the enchantment
it's not fucking magic
fuck that noise
Let's not go so far 
lmao
I like the model of Hopesfire more than Trueflame - WHY IS THE HILT BLADED
And that insane curve is just
Trueflame is... Bleh. Hopesfire looks so much nicer.
Trueflame is an edgelord weapon
Now,if Trueflame were instead falcata-shaped...
Hopesfire's shape is somewhere between scimitar and khopesh.
trueflame is very "coolest shit i've ever seen in the year 2002" I'm pretty fond of it
Kriegsmesser Trueflame when
While that would be dope,I think a more prominently curved blade would be a better twin to Hopesfire.
Thus,falcata.
I know they were supposed to be wedding gifts for Nerevar and Almalexia - but I've always preferred the imagery of Nerevar with the spear
You can find Nerevar's axe (Where was this mentioned in lore?) in Tamriel Rebuilt.
I mean
Given the whole "stabbing a heart at the end of the game" thing I'm inclined to agree
One of my fave weapons for an Axe character
They look so... energy weapon - not sure if I like it or hate it
that's the enchanted versions
Hopesfire looks like an ebony weapon,in vanilla. Trueflame looks... utterly unique. Can't tell if it's supposed to be steel,Dwemer,or ebony.
I think the other thing about them that I'm not that much of a fan of is that... they don't look Dwemer enough, even if we consider that they were built in more of a Chimer style for them, they don't feel like they match any existing aesthetic. Beyond Hopesfire looking somewhat Ebony
Why is one a short blade?
That mod is based on this redesign concept
trueflame is shorter
both are long enough, it's just that hopesfire is stupid long
I don't think Hopesfire look better here at all
...Am I wrong in saying they look like something Travis Touchdown would wield?
they both still look stupid, but that's a testament to how bad original design was
I mean:....
It at least looks like a sword.
Nope. Not that thing. Trueflame - yes, but I'm not amazed, either. It's just that Vanilla is trash.
As I already noted,somewhere in between scimitar and khopesh.
This is ok.
And then this piece of shit:
Yeetus deleetus Trueflame.
Skyrim butchered it just as much in Creation Kit fashion
Creation Club. But yes.
warcraft ahh sword
Then in ESO it looks way too small, the blade is better, but the bladed hilt is still awful
I need to find a good replacer because this is unacceptable.
Honestly, seeing as they're the "pinnacle of Dwemeri craftsmanship" I would love to see them more crystalline like Keening
Hopesfire,IMO,is inoffensive in its current state.
Trueflame needs a complete redesign,though.
Making it a falcata,I think,would allow it to retain an exotic shape without being total early 00's edgelord nonsense. And permit a bladed guard without being a joke.
I mean I like this
I would leave Hopesfire alone
Make their enchantments more reminiscent of tonal magics, as opposed to "flaming oil" and "somehow electrical fire"
Yeah, same
This is pure garbage.
They would have to pay me to use this and I might still refuse
A man has standards
Agreed
Of the "official" models, I do think that ESO's for once is the least egregious
That's not a high bar
Exactly
Maybe Trueflame should be flaming falcata
THAT'S WHAT I HAVE BEEN SAYING!
So which one of you is making new model?
Dibs not it, I only know lua :^)
Vadryn's Staff of Arbitrage...
Eventually.
Gotta get back to an enchanter to make it for me.


