#N'Garde. Vanilla-Friendly Parry and Active Block.
1 messages · Page 13 of 1
When player attacks we can't easily tell which attack type is being used.
And can't get space coordinates of the weapon at all
Ah, gotcha. I'm playing it on lowervody plus torso. Basically only ignoring arms. Looks weird otherwise
will there be gameplay implications attached to this or is this all just for the visuals?
the way you're setting it up it seems like the ai will be able to move and fight ontop of dodging? or is it effectively a type of stagger?
yeah i see, id like to do some tweaking to get it working right with what you have going on
it'd probably be a lot easier if attack types were exposed, I think it only exposes whether or not it's an attack
They are supposed to be. They are for NPCs
But
Let me know. I wanted to push the update today. But wasn't done with testing yet
Nerevar: "You've been at this for hours. Are you done?"
Umbra: <Incoherent shriek of inarticular rage>
It should be short enough that stagger is not necessary. "Dodge" is completely automatic and only happens if the enemy attack misses, and the actor is not parrying
No gameplay implications beyond visual feedback for our most beloved morrowind mechanic - the diceroll combat
mite be cool
will you have to eventually make a new dodge animation for every weapon or do you intend to try and blend it in with existing ones?
i dont want to hold you up, but i think this is an improvement
I'm in no rush
As I said - still was testing
And thank you <3. Let me take a look
Except hold up. This is the sidestep kf? Or did you combine them? Cause that one I wasn't using here
yeah, all good. Except the key names are also the same as sidestep now :D. That may be a problem. If I'm to use sidestep in roll
I'll rename them
And also not marked as stop/start O_o
something went wrong on export
crap sory i should probably get some sleep
Nah, don't worry at all
I really appreaciate the assist
I was going to doublecheck it anyway, and it's something easily fixed in nifskope
sweet, yeah its going to be cool to see it all come together
I keep missing your messages somehow.
No, maybe, not now. Idea is that these animations should be short enouh and unobtrusive enough that they'll tell the player that "oh you missed" but don't do much beyond that. Hence just a single set used for most cases
With a bit of separation for h2h and armed, just cause we have a smaller subset of animations that look decent for armed enemies
And boom
Fargot here uses all 8 directional dodges made by Dubious and 3 turn/lean made by me
magic
lmao
that feels right for fargoth
you should give him secret monk powers
it looks really nice with the combo of the two, he's really shunking and jiving
In combat it is also much less intrusive
I wonder if I should prevent attacking while the dodge animation is playing 🤔
probably not - will allow stunlocking opponents that you can't otherwise hit
That is an amazing amount of added dimension to the combat.
Yeah damn there's a lot going on, absolute chimema
most material on voids usually pair the dodge with a counter attack of somesort
Cant wait to check out some arena battles with this
I think someone else said before too.
What "voids"?
'voiding getting hit in the face
jfc :D
ok, that makes sense. but no - we are not adding anything more here. Since we are just adding visual feedback to an existing system
PInk, do confirm if that's what you meant
Lol probably not right?
idk myself but you would say void instead of dodging in that you don't move your entire body to avoid an attack, just a portion
Sorry I'll shut up. I just think things are neat.
That gif is usually used when theres a) someone said something dumb and is about to get notes from everyone present. or b) when there's a lot to discuss. So don't worry, and continue
Dodging attacks with a rapier are risky, but there's quite the payoff: If it works, not only is it impossible for your opponent to hit what's not there, but you'll look devilishly stylish while doing so.
We're saving for new filming equipment! If you want to help us film higher quality content, please check out our Patreon - https://www.Patreon...
Ok, that makes sense. But again - the actual avoidance mechanics in the mod is the parrying and active block.
This excersice with animations is just to give feedback to where there was none. Still swoosh, still nohing happens, but the enemy visually moves out of the way.
yes
Been got for a awhile because my old laptop borked but now this looks amazing for non connecting attacks/ misses
Thank you!
This is going up soon. Been a lot of changes between current in-dev and what's released on nexus, so need to test a bit more to make sure nothing is fucked
If you want Counterattacks on a dodge - my Fighters Guild perks have you there, though no animation, so can be clunky
But this is looking incredible Arrean
A lot of credit to dubious for the animations
Meanwhile some random unrelated bug:

That's what last two days looked like yes
O_o
So ugh.
@here
Anyone had any issues with parrysparks.nif crashing your game?
Neither me nor the friend I recommended the mod to had any such issue.
cat meme
I run that and have not had an issue starting up the game
hmmm
well. I've told them to update to RC and asked about the fork. So will not worry about it until they respond
Just for reference, I run 0.50
Good to know
Which is why I'm thinking it's either old 0.50 or some fork, or whatever else
but we'll see
I've switched to 0.51 halfway through March.
in theory, nothing here should be impacted?
So yeah, I think we have a good spread of 0.50 and 0.51 and no such issues
yeah. I've originally wanted some new functions of the Animations interface
but in the end did it another way
1.2.0
- New animations, most of them by Dubiousnpc.
- Almalexia (warrior version for the bossfight), now can parry. Animation by Dubious.
- Goblins that have shields now can block. Animations by Dubious. (TR, TD, CYR, Tribunal etc goblins affected). Beware, cause tribunal gobbos have 90 block (yes it is ridiculous). Goblin brutes/berserkers still blacklisted and generally gobins don't use weapons to parry. Animations by Dubious.
- Miss feedback animations by Dubiousnpc and myself. Now when you miss an attack (even with glancing blows enabled) NPCs will do a little dodge move for visual feedback. Only humanoid enemies so far.
- Optional omwaddon THAT HAS TO BE DELTA MERGED to add isBiped flag to Almalexia and "can use weapons" flag to Vivec. The flag is omitted in vanilla Tribunal. This is necessary for parry sparks to work on her. Only applies on a new game. As a bonus side effect - this enabled weapon sheathing for her, so now Hopesfire is visible if carried by Alma
- Arrow deflection with weapons. At very high weapon skill (125 in weapon skill or 90/90 in weapon and block). Player and NPCs can attempt to deflect arrows. NPCs that don't meet skill requirements won't even try. Only perfect parry is capable of deflecting a projectile. Shields work the same as they used to, except NPCs should be slightly better at anticipating the projectile impact.
- Movement controller rework. NPCs backpedaling in combat should be better at navigating and avoiding ledges and corners.
- Complete rework of enchantment parry mechanic that is addressign several bugs with it. Spells and effects that are active on defendant that match the attackers weapon enchantment should no longer be cancelled on parry.
- Debug logging update. Removed quite a few unnecessary init messages. But generally increased number of debug logs visible. Keep them off if you want your log cleaner
- Better threat communication to fencer NPCs from other NPCs and player. Especially for ranged attacks. NPCs faced with a ranged threat will "guess" on when you're going to release the shot and will try to raise their guard in time. Or react to the shot itself and scramble to protect themselves. Whether they will be successful depends on distance and projectile speed.
- Possibly fixed issues with stuck parry animations in certain circumstances
- Likely fixed the issue that was preventing the parry hotkey from working on first install until save/reload
- Optimized VFX nifs.
@real onyx , yo. Enchant issue should be fixed
@here, this was a big one. Seems ok. But please report any issues you encounter
nice! will check out
And again, today was not the day I rememberd to remove specific debug logging. Hold up, let me reupload 
Done, same version number
Thank you for this update
It looks absolutely amazing
I can't wait to go through it
I'm sure a couple bugs snuck through. So do let me know if you find any 
I will thank you for the hardwork
🙏
is the miss anim toggelable?
Looks like a great update 
Not at this time. Do you want it to be?
I will install this immediately 🔥
idunno, haven't played with it yet. I could imagine others would like this feature. You mod so far has been very vanilla frendly. I feel this is, while pretty cool, a bit of an overstep. It wouldn't hurt to have
That's fair. While I do think it's a good thing to have, cause in vanilla there's no feedback at all and it is a very common complaint - I'll add a setting for it and for weapon arrow deflect
I was wondering what the 2 uploads within 7-8 minutes from each other were
one day, someone will look at this mod, combine it with MaxYari's lua physics, and use it to play baseball in morrowind

Optional omwaddon THAT HAS TO BE DELTA MERGED
But what if I use tes3merge
Sound is feedback. It's not much, but it's there.
It's like that old business adage. That more people will buy ten black sharpies than 10 black and one yellow
Yeah, agreed on both counts
Come is probably on it 😅
Come will do anything in OMW except MW, yet at the same time - do absolute magic
Btw if any of ya'll don't have his DaggerFall style 3dMap downloaded - go and do so
Actually, baseball may be too vanilla for him 

And he has spell batting
Whicever you prefer. Or are you serious about description needing more clarity?
jk 
alright
"Use merge tool, e.g. Delta Plugin"

BTW you know that you have different colours for text in Nexus description, right?
unreal! this is a beastmode update
Mobile users must suffer
Actually check now (it may not refresh right away)
but yeah - I've never looked at the mod page from mobile, and it doesn't show up like that from desktop
yeah needs bright colours and more bold
just did that
nice
Definitely
and tunnel runner gif in top lefft corner uh-huh
@maiden tangle , @hearty scroll
I once again require your assistance:
allow_arrow_deflect_setting_desc: "Allow weapons to parry ranged projectiles, thrown weapons, arrows and bolts. Becomes possible for NPCs and player either at 125 weapon skill or at 90 in weapon skill and block both."
play_miss_animations_setting_name: "Miss combat feedback"
play_miss_animations_setting_desc: "Enables \"bob and weave\" animations on enemies when an attack is missed on them. No gameplay impact, just visual feedback that the attack is not effective"```
Would you please translate these for me?
Is witchering sth you considered as a toggle? Don't see it in the settings.
Not yet
hence me asking for the translation
I'll add both
Honestly, just something I forgot to do
has to be a toggle, but will probably be on by default for both of these
is that something you will disable or you just want the choice?
I will keep it. Conditions make it restrictive enough. Sb somewhere will complain, though.
oh for sure
I disabled weapon parrying of creatures
" i put the zip file into my game folder and it doesnt work!"
is creatures meaning non-weapon wielders like crabs etc?
ill probably switch that off too
yah. Anything that doesn't get the "fencer script" - by default allowed, can forbid or do "shields only" to match vanilla
I saw someone shitting on the mod with a post like: the videos don't show parrying cliff racers and bears because it probably looks silly and the mod handles it poorly
Dude, just read
I keep it on, mainly cause "why not". But also cause of the goblins and other stuff that is still in the blacklist
but nothing beats that poster who listed several features which would make the mod balanced while EVERY single one is already implemented

I choose not to engage. I've been stalking some of these posts on sites where i have an account, but damn
good Willpower training
just watching the train go off the rails from a safe vantage
there are enough BS posts that you could make hall of fame

lmao that last one
That one is mostly cause of the intro title in the trailer
"Time to bring MW combat into late 2000s"
oh ywah haha
most important comment was made on the day of release
I'm like 90% sure it's someone here in the discord 
no obv @
🤷♂️
allow_arrow_deflect_setting_name: „Erlaube Waffen das Parieren von Projektilen“
allow_arrow_deflect_setting_desc: „Erlaubt Waffen das Parieren von Projektilen, Wurfwaffen, Pfeilen und Bolzen. Dies wird für NPCs und Spieler entweder bei einer Waffenfertigkeit von 125 oder bei einer Waffenfertigkeit und Blockfertigkeit von jeweils 90 möglich.“
play_miss_animations_setting_name: „Visuelle Rückmeldung bei verfehlten Angriffen“
play_miss_animations_setting_desc: "„Aktiviert ‚Ausweich‘-Animationen bei Gegnern, wenn ein Angriff sie verfehlt. Dies hat keine Auswirkungen auf Spielmechaniken und ist lediglich eine visuelle Rückmeldung, dass der Angriff nicht erfolgreich war.“
Danke schön!
I have to go play test the bejeezus out of the new update, but I have a small request that you consider letting unarmed characters at least TRY to deflect arrows?
Make the timing window really hard. We monk enjoyers are a hardheaded weirdos and we will not complain.
I know there is tons of stuff about the D&D/Shaolin style monk fantasy that are "unrealistic" to a lot of people and they don't want it in their game where you can also wave your hands and fly or swing a warhammer made of hundreds of kgs of meteoric iron like it was a soap bubble wand, but I think it's fair and we monk fans often are overlooked.
You're in luck. I didn't forbid unarmed characters from doing it
still same skill requirements 90/90 or 125
Roaring Arena mod for Vivec is silly for it
"slave fighting for freedom" gladiators have 100 unarmed
and 100 block it seems
that's "godlike martial artist" levels
so yeah - you can observe some arrow blocking in real time :D
I need to start an orchish gladiator style character and finally explore that content.
My healer/monks just don't work there.
I am sure they could do it, it's just not the 'way'
Nah, completely fair
Now. I got sidetracked with fixing some issues in "Holidays" mod - so the settings update to make arrow blocking and miss animation will be out a bit later. Also would need to wait on 🇫🇷 translation for new settings.
I'm eating good as hell. I can wait for the next course no problem.
burnt my popcorn 🙁
whoever made the auto emoticon to emoji thing should be keelhauled
Anyway, when i finish the tr module for the armor overhaul i am making i think i will upload it. I would like some feedback. Should i put in nexus or make a thread here?
Depends on how ready you feel it is. Definitely make a thread here - I'll be happy to take a look. Other's here I'm sure will be too.
Nexus imo - when you feel it is ready for "general public" and not "fellow modders"
i am barely a modder
thats so funny because the slave fights used to be depressingly short. now i know who to put my money on 
They still often lose, but I've seen a few of them knockout ebony armored dunmer
i saw one fight that was a naked slave versus an altmer archer in full glass
he didnt even make it across the arena
it then takes 30 minutes for them to actually do enough damage to kill the mofo
^ now they have a chance
Nah, one of us
👆
Ah yes. The old school unarmed life.
You could wear out an entire mouse bringing down a champion skeleton unmodded.
Sorry, I had RL obligations, couldn't start working on it right away. I'm on it now
No worries at all, thank you for your help
Need to figure out how to translate "feedback", and the ingame official name for thrown weapons
I'll probably go with "dodge" instead of "bob and weave" huhu
Just to make sure I don't mislead the reader : the dodge animations happen regardless of the source of the attack, right? NPC vs NPC will both activate those animations?
not just player attacks?
yup
Cheers
@rustic latch
allow_arrow_deflect_setting_name: "Permetre aux armes de parer les flèches"
allow_arrow_deflect_setting_desc: "Permet aux armes de parer les projectiles, armes de jet, flèches et carreaux. Devient possible pour les PNJ et le joueur à partir du niveau 125 dans le talent de l'arme, ou bien 90 à la fois dans le talent de l'arme et dans le talent de parade."
play_miss_animations_setting_name: "Attaques manquées visibles"
play_miss_animations_setting_desc: "Active des animations d'esquive pour les ennemis lorsque qu'une attaque les rate. Aucun impact sur le jeu, il s'agit juste d'une information visuelle pour indiquer que le coup n'a pas atteint sa cible."
Merci beaucoup!
De rien o/
I just thought of what 'bob and weave' might sound like transliterated to a non-native speaker. Lol.
a litteral translation would be wierd in french ^^'
Translating stuff is quite tricky, especially idiomatic bullshit like this one
the one english expression that really threw me when I first read it was "it's a thing". It sounded so ridiculous at first, it made me laugh.
Sure. It sounds silly to some english speakers too. Yeah. We know. Pretty much most things are things at the end of the day.
I was like "what does it even mean, saying that something "is a thing"? It seems like talking empty words for the sake of saying words without saying anything". I couldn't wrap my head around it.
....Now I use it too ^^'
I had similar experience with german "Es gibt" - "it gives" meaning "there is"
Do you mean... as a standalone?
Es gibt nur Wasser - there is only water. But literal translation would "it gives only water"
yeah
oh, I see
Don't get me started on 'It is what it is.'. I find this phrase infuriatingly pointless,
Yeah, the different ways of phrasing/describing stuff is something I find fascinating ^^'
it is pointless, so it is
:P
I was about to mention it lmao
Just say what you really mean " I don't care enough about this to do something" lol.
But after a while I realised it was more or less equivalent to the french expression "c'est la vie", litterally "it's life", expressing the idea that you can't affect the state of things you're talking about
In that sense, it feels more meaningful than "it's a thing", that basically means "it exists"
Well you guys did invent existentialism.
😅
Alrighty then
1.2.1
- Setting to control if arrow deflection with weapons is allowed. On by default
- Setting to control if miss feedback animations will play. On by default
Now we wait for inevitable bugs. Hopefully there's not too many
for 1.2.0 and for 1.2.1
On that note, will have to check on one possible bug on previous version that I see no reason to be fixed in the update (but need to re-read the readme first, to make sure it actually is a bug and not intended behaviour huhu)
What was it?
I am of course just being silly. I rather consider myself an absurdist for the most part.
skill exp gains that seemed wierd/inconsistent
That was me. Thanks for looking into this and the recommendations. I’m running 0.50 stable release. I have quite a sizable mod list (hence why I don’t want to update to 0.51), which is maybe to blame.
Hmmm
That's really odd - since quite a few people played exclusively on 0.50 till now
and I haven't gotten any reports like that
Did you mange to make it working with removing the nif?
Yeah I run on steam deck tho
That, hopefully shouldn't matter
I am on linux myself, and we have a few people that played the mod on android
Yeah probably on my end. I did delete the Nif and still had crashes. That was before I saw your recs and didn’t realize there were multiple folders it was in.
Does what you saw match this?
https://gitlab.com/Arrean/openmwluaparry/-/wikis/Formulas/Skill-XP-Gains
yeah it is in a folder for each skeleton that needs it
Actually. That nif was redone - maybe try 1.2.1 and see if that works for you?
That was my plan, older versions still didn’t work.
Secondary skill would be block, right?
I appreciate the help
main/secondary:
shields - block/block
weapons - weaponskill/block
unarmed - handtohand/handtohand
You're welcome, hope we can get it working for you. Also - 0.51 shouldn't break your modlist - I've updated without problems back in march
Nervermind then, it's all fine, this is why I wanted to go re-read it before mentioning it ^'
no bug 👍
Excellent, thank you
I missed/forgot that hth didn't use block skill at all
It used to early on - I've moved it to h2h/h2h before release but later
Holy update, Just saw it, Bobbing and weaving that looks good ?? Christmas must be early, or late
Also, since you divide exp gain evenly between main and secondary skill, I guess it means block skill takes less exp to level up than weapon skills. parrying with short blade at lvl 30-40 and block lvl ~70, I level up block skill faster than short blade.
well, you tell me if it looks good.
My bad, It looks amazing
Really can't tell. What I do is literally skillGainScale/2 - I pass the scale in though, not the "value", so the game decides how much progression xp you get
Nothing "bad" about you. All good - just reposted the vid, in case people didn't see it
Absolute fire, updating it right now since I'm starting a new run anyways (See ? I read stuff this time)
N'Garde. Vanilla-Friendly Parry and Active Block.
aktuall there is a German meaning for this and is used as an equivalent term in boxing.
Though I thought that it still wouldn't fit reall, so I dodged it in the translation.
The word is Tänzeln and could be translated back into a combination of dancing + jittering/fidgeting, but the latter being more elegant in the meaning.
Hmm I also found direct translations for this. Does anything sound right to you guys?
to sashay
to prance
to mince
to skip
to trip
I don't know all of those, but those I do don't feel like they fit to me
To prance and to skip : I've only ever come across those expression to describe someone's way of walking/behaving in a social setting. Not in the context of fighting
so what next?
the only meanings I know of "to mince" and "to trip" are probably not the ones that are meant here, since they have nothing to do with one's movements (well, to trip is to lose balance/fall after a misstep, so I guess it's tangientially related)
You're an impatient one, aren't you?
Bugfixing probably
Then I want to get back to roll fork for a bit and fix some stuff for controllers,
Then - I have an idea that may be completely harebrained, but
like, I only know of "to mince" as meaning to shred food into very small bits
"sashay" I'm not familiar with
Yes, that would be also called tänzeln as well as the bob and weave. It can be considerd childishly uncool and seriously cool, depending on the context and style of movement, just like regular dancing ^^
Since you'll include the new animations from dubious for the sidesteps I assume, will you make it an option in your fork to switch between the double tapping and using a hotkey? I currently can'r decide what I'd like to use more and it really depend to the context (or heated combat), so I switch back and forth between the original mod and your version
It is currently an option in the latest released archive
That leg movement/way of walking is what I've always seen called "skipping". I mean, prancing might apply too in this case, but it feels more related to the general behaviour (Iirc I've also seen "prancing" used in context of someone being proud of something/showing off), but I always though of "to skip" as a specific way to walk, regardless of the person's general behaviour
I might be completely off ^^'
"to prance" is idiomatic. A horse may more generally "prance". I don't know it doesn't generally read as "prideful" to me
but not as silly either
in heraldics "prancing" animals are usually called rampant
^ this
I see, haven't checked the latest version, sorry 😅
but when applied to human - it implies silly "hop, skip" behaviour
I see
The Prancing Pony is translated to Zum Tänzelnden Pony ||you probably know the source ;)||
Yeah
And no worries, but it should be in settings. If it's not - I'll poke at it later today after I get dinner
Morrowind is fixed ✅
I wonder how many purists will come after me for this one :P
let them come 🤺

In french they translated it "poney fringant".
"fringant" means full of energy, very reactive and attentive and quick.
Alot of heraldry speak is french. What would you call "a lion rampant" on coat of arms?
Awesome
I know next to nothing about heraldry huhu
90% of credit to dubious, only 3 of 11 possible dodge animations are mine
Are you crazy? 😮 Clearly there should be no visual feedback for misses. Otherwise, it's not Morrowind anymore! What's next? Sekiro parry????? 100% hit chance???!!!!!! If Emperor Todd truly intended for the actors to dodge, he would have implemented that Himself. If Todd omitted that, it means that such was His Divine Will and we need to respect that.

And you are still going strong on the mainland front of fixing Morrowind 
just removing the fog from the mainland
:D
Guess which mainland city I'm in :P
Racoon City
"Is Khajiit becoming sober? Sugar must have lost its effect, Khajiit can see the mainland in the distance again." 
:D Akamora
I mean, I've cranked volumetric fog to stupid value - no excuse necessary
They are all kind of feminized TBH.
That's.. a bit odd thing to say
The way the amer-english language has formed around homophobia and implying feminization through words considered 'effete' makes it not odd.
It isn't my belief that causes me to remark that way, but how such words are commonly used.
It's very upsetting coming into the age of reason immersed in all of the baked in prejudice of our language
Its basically oblivion now, so cringe
Imma pat myself on the shoulder for a sec, but to me combat now feels better than te4/tes5
No wet noodle swords, better feedback, active blocking/parry that does something and is not "just there"
I'm happy with it
I would honestly say it was a mechanical improvement on those games since release. Potentially engaging boss fights? In MY elder scrolls?!
Yeah I'm really looking forward to seeing how it plays and how people react to it
I could shove OpenMW with N'Garde installed,and nothing else,in front of some rando's face,and so long as I harp on them to read what the game puts in front of them during the C&E section of the game,they'd probably like it.
Not much feedback on this version so far. Except for "whoa the changelog looks beefy"
I mean - people seemed to like the demos, but I'm not sure anyone had time to play much yet
I was brought on board by the proper parrying system.
The visual feedback for misses that isn't just a number saying, "You were this likely to miss," is excellent.
If I may say so myself
It'll take some time I think to get proper impressions
While I personally see the merits of the vanilla blocking system,I much prefer the active parries.
Bravo muthsera
Vanilla blocking system tops out at iirc 60%
My hat's off to you,serjo.
so you never have higher block chance than that
Which makes sense, but it feels like a stopgap - as if they didn't have enough time to finish it
I can see the balance reason for that. And,in a way,it abstracts how,no matter how good you are on the defence,something will always sneak through in the chaos of battle.
But,it's not particularly satisfying,the vanilla way.
I mean, with ngarde you will also miss the blocks and get hit, no matter how high skill - or get hit in the back, or catch a stray fireball, etc etc
Imo - we preserve that
Until someone like Ongbal picks the mod up. That fucker can no-hit Malenia.
Though,that is an extreme edge case. And N'Garde rewards player skill expression,without devaluing character skill.
Maybe I should shorten perfect parry windows, now that you mention it. Feels a bit too generous at high skill level
That's one thing I'm still missing. I haven't gotten much balance feedback since release.
So a lot of values are still guesswork, and testing me and Cybvep did pre-release
That's honestly the single biggest disconnect I've ever seen with people bouncing off of Morrowind. They're incapable of separating their own abilities at playing the game from the stat sheet that defines what the character can do.
Cause it's an action RPG that wants to play like an isometric real-time with pause DnD rpg
It is in a weird space between
and doesn't communicate well either
hitchance. dodgechance etc is completely hidden
as if it doesn't exist
but it does
and you can swing and miss
I personally think it plays amazingly well,even without mods,if you meet it on its terms.
But I'm learning that the majority of people who play games refuse to meet games on their terms.
I mean yeah - I love it. But I do recognize weaknesses
it is strong in magic and exploration and wrtiting and questing
not combat, not really
combat in vanilla is serviceable and can be easily forgiven given how good the rest of the game is
but it is definitely not a strong suit
It was perfectly good for it's time, but decades of modern improvements can make older games feel pretty underwhelming in places.
This mod squares a very difficult circle in addressing some of that without taking from the 'purity' of the experience.
Some will suggest this is not the case, but they are in my opinion cranks.
🤷♂️ It's a mod - They are entitled to that opinion and can just not install it.
I appreciate where they are coming from - the skepticism is understandable as it's a big change,
I see what you're saying, but it feels like everybody needs to have an opinion of stuff, especially stuff they do not intend to use and it gets tiring.
I don't need to make a federal case about it, but I am not shy about putting my own pushback out into the culture.
Hot take: I like MW's combat more than TES4's even without this mod.
In this community at least
I do too
tes4/5 is again, fine, it's serviceable. But feels off to me
I liked the unarmed combat of four, which is usually my default offensive skill choice. That counter attack perk had a nice game feel to it.
TES4 is wet noodles with no feedback.
TES5 is slightly drier noodles with no feedback.
Guaranteed hits means the only combat balance levers available are durability and damage,and that's just flat.
That'd be a hot take on almost any other server. But here? You're in Winnipeg.
typo in changelog. Literally unplayable
:P
(thanks very much for the update)
I'm starting to spread the word.
They would have to implement way more dynamic blocking and dodging for it to work. Both for the player and enemies. There is also the question of how much you want player's dexterity to influence things vs character's stats. Making it too much of an action game has its cost.
Arrow deflection with weapons. At very high weapon skill (125 in weapon skill
man, this is crazy
Even in games all about dice rolls,people still have their rage out moments over what they deem as "improbable."
Sometimes balance is BS
The classic XCOM example of having your gun's muzzle to a Sectoid's eye socket,but only having a 70% chance to hit. And then you proceed to miss by a full 70 degrees.
Fire Emblem,where you miss that 80% hit,and then the enemy lands a 10% hit and crits on it,killing your Lord.
RimWorld,where a tribal with an Excellent quality Greatbow decapitates your guy in full Cataphract Armour.
Can be disabled, but do play with it - I'm quite happy with how NPCs reacting to shoots turned out
I'm very excited for it. Can't wait to reach 125
can do 90/90 in weapon/block
it's either 125 in main skill or 90/90 in main and secondary
Are you suggesting that Witchers have,bare minimum,125 Long Blade?
"I hear that a Witcher can parry bolts in flight."
Implement some anims for it and it will be way better. Weapon jamming, character fumbling, enemy reacting because you are so close. Can be done. Nowadays shouldn't even be hard.
Yes. If not more. Depends if it's witcher before or after potions.
A Witcher is made a Witcher via the Trial of the Grasses.
They're not a Witcher without it.
Aah.
Witcher is basically an OP high AGI light armor/unarmored long blade warrior using Alchemy as major skill and magic skills as minor 😄
Block would be high in N'Garde terms as well
glances at the armours Geralt can wear across the three games
I know it started as novels,but the author is very much a turbo douche.
Proper ones are light. Plate stuff from W3 is BS.
Highly intelligent and arrogant. I like him.
He dips into medium armour quite often.
lmao
In games, yes
Honestly,stuff like maille and brigandine would be the most practical PPE for an adventurer to wear.
In game representation is a bit weird for that -
as well as the idea of separating armor in light-medium-heavy the way games do
Light/Medium/Heavy is more practical than saying, "Wearing and using gambeson,brigandine,maille,splint,and plate are all entirely separate skillsets."
While the latter is undeniably true,it's also an absolute headache to implement as a developer,and to manage as a player.
KCD and exanima would like a word
and once we get closer to inventory dehardcoding - I'm bettign we'll see that here too
I'm pretty sure Morrowind classifies armour not on any separate flag,but by the literal weight of the piece.
Typos fixed :P
Eh, it's all in GMSTs
Jackchains: Light or medium armour,in Morrowind's ecosystem?
No idea, medium probably
Anything that restricts mobility too much would be useless for a witcher against monsters who destroy such armor easily. It's literally said in the book that nobody can parry a strike of sone big monsters, either, so witchers dodge. No hit Dark Souls combat with no rolling 
Yup. I've read all the books
Funny thing,though. Properly made and fitted full plate won't do anything to impair your agility... provided you actually know how to wear and use it.
That being said,it's still 50-75 pounds of steel,maille,and gambeson,so that's going to present an endurance issue to any non-Witcher.
You're exaggarating
While properly fitted full plate is plenty mobile
it's not "doing nothing"
It very much limits the movement amplitude of your arms and legs, your ability to bend etc
It's not "barely walks" like victorian myths imagined, but neither it is "nothing at all"
The Victorian stuff,I'm pretty sure,was all jokes that modern people have taken at face value.
But,we'll never rightly know,since there's no one to ask.
People back then weren't stupid. They were just as capable of logic,deduction,reason,and observation as we are today.
When you are playing a potentially one hit-one kill game and this is what happens vs many monsters lorewise, plate armor would be totally useless. In fact, it could do more harm than good. So witchers go for maximum agility and speed. Note that this style makes it risky and dangerous by definition. If RNG doesn't go your way, it's gg. Geralt got stabbed by a peasant with a pitchfork, after all.
Dunno, plenty of myths flying around even nowadays. If you romanticize stuff, such things happen all the time.
Look how much BS is said about samurai
They were archers first. And the honour was wholly self-serving and easily discarded when practicalities demanded it.
Myths and legends often mix with reality. Sometimes it's hard to separate fact from fiction.
Funny thing, Morrowind plays with this a lot
Hence multiple accounts and people calling BS in-universe on some stuff
Every myth is true.
Every story... less so.
But hey, Vivec flooding the province after teaching Dunmer water breathing is a fun story 😄
Then there's 2090 Sun's Dusk.
Marching a wholeass army under one of the biggest lakes in Morrowind,and losing the battle because your scouts mistook the Wizards of Alteration for Imperial Battlemages.
I'm sure some details in that story are out to lunch.
2090 series is like our fantasy or maybe historical fiction
Note: I might have the title of the book wrong.
But man,that book does not portray Vhek and his forces in a positive light.
He also didn't seem to be using his powers much there. So you can either go with he-wanted-to-test-himself-as-a-general, he couldn't use them for reasons or it's BS to make a fun story.
Or the author's Cyrod.
I'd give it even odds that the author's either Colovian or Nibenay.
But if the Tribunal was truly almighty, they wouldn't succumb to the Empire.
To be fair,they gave a better fight than anyone else,besides the Hist.
Hadn't the invasion and the armstice happen just after the loss of Kagrenac's tools?
Reman Cyrodiil conquered everyone else. ALMSIVI forced an armastice. I'm less clear on the details surrounding Black Marsh,but last I checked,Imperial presence there is border forts and little else.
It was close, yeah. But this didn't make them useless or anything. We meet Vivec and Alma hundreds of years later and they are still crazy strong. If anything, they could be even stronger back then and they still surrendered, although not unconditionally.
The terms of the Armistice basically mean that Morrowind is governed by its own traditional law,not Imperial law. In broad strokes,at least. Morrowind is less a province,and more a vassal or tributary.
It's both Imperial and House laws
It's a mess
Oh, TD adds the Treaty as the item
Wait a second. If it's just Vivec's signature, we should consider whether it's a biding treaty. Did he have the legal capability to represent Morrowind alone? Did Alma and Sotha Sil give him power of attorney or sth?
Maybe it can be ignored 🤡
That's more or less what I did yesterday 
Finally convinced a friend to try the game, only added a few graphics and QoL mods + N'Garde. They had a blast playing monk around Seyda Neen ^^'
The proof!
just as planned
If they get the basics mechanics and get hooked into the world, it's done. MW has them.
Basic stuff: 1) look at your skills, 2) beware the iron dagger, 3) keep Fatigue high, 4) weapon have no random rolls, charge for stronger hit
Honestly, the problem might be the reading. They struggle keeping focus and getting immersed via text. They also don't want to listen to AI voices as an alternative. We'll see how it goes 🙏
I'm not too worried about gameplay, they managed to kill that mage in addamarsus cave (after dying a few times). With their fists, and no potions huhu
There. Chitin dagger lady not so strong.
They did get killed by chitin dagger lady the first time. And tried a bit more, then struggled even against the most basic creatures in the area.
Then finally gave up and lowered the game difficulty from maximum to medium. Went back to the cave and killed her easily ^^'
(playing hth and unarmored, with some restoration and alteration)
Ah, the pro-gamer move. "Imma crank the difficulty in any game I see" -> "Why am I getting my ass beat" 
Not going to blame them for trying ^^'
Also, the lack of visibility on enemy's fatigue bar was rather obnoxious. Made me look up UI mods for the first time 😅 (I like vanilla, but I don't usually play HtH main)
Yah, h2h suffers from that for sure
One of my favourite runs was a bare knuckle brawler.
I need to do a h2h playthrough
I've spent so much time adding features to h2h and I barely ever use it 
HTH on high skill lvl is grossly OP. Especially in OMW with STR scaling on.
My first move on that run was to buy training from Caius to Unarmed 60. After that,I went around punching faces in.
you KO everyone so fast that it's hilarious
I had zero alchemical boosts,too.
Still did alchemy,but only for healing and fatigue potions.
And making bank.
anything that drains or damages Fatigue is a good combo with HTH
cast a spell like that before engaging and you will KO the enemy even faster
There's a Poison Weapon mod for OpenMW now.
Imagine if it allowed you to poison your own fists.
https://www.nexusmods.com/morrowind/mods/58243 well you can enchant them
There's some potential there.
Wait a second. It's spellsword. Spell. Sword!
Cast spells on your weapons (fists too) to enhance them.
spellfist
HTH at high skill lvl:
you touch the enemy and it's KO 😅
since N'Garde allows parrying, it gives HTH a tool which it lacked - defence. Guess that monks never had it that good.
I’ve been wanting to do a H2H pure thief
Maybe for WBM and make him my hlaalu guy
Also waiting for OpenMW to allow clothing hats for full unarmored
You could do H2H Imga 😉
Just remember:
I'm thinking of going HTH but not Unarmored. Medium or Heavy Armor.
I remember the rest of that advice. Effectively boiling down to, "but only if you like gambling with your life."
Death Curses,yo.
🤷♂️ who knew that in the world where woo-woos were right mages are wildly OP
Have you fought an Ogre in the Arena mod?
I have not
it's an experience
when the fight started, he closed the distance in like 1 second and KOed me in 2 hits
then it was death in 2 next hits
he got some HBFS boosts as well 
Welcome to the wonderful world of HtH. It's where I live. Not quite what you asked for, but IMO very balanced and necessary.
People say that but I politely disagree. It's not that it's not powerful, per se, just that it takes just absurd amounts of time to bring down high tier targets.
I have punched through many left mouse buttons in MW.
On paper the stunlock and stuff looks good, but in practice you wind up repeatedly punching people who pop up and down every 3 seconds for like 15-60 seconds a pop depending on fatigue values.
And armor? Forget about it.
Thank goodness for mods like Iron Fist.
The fatigue drain on hand to hand really is absurd
At 100 HTH and 100 Str, you can KO anyone in 4 punches, armor is ignored
or "when your level 132 redguard warrior/priest hybrid with 2130 hp almost gets oneshot by a level 60 dunmer because you cranked difficulty up to 300% and have HBFS set to full blast with a critical strike mod"
Idea - Daggerfall had reflexes, you could retroactively have a setting that tiers all settings into three separate levels, cat/afliq: enemies will focus more on attacking rather than blocking and parrying, wolf/nixhound: enemies will have a balance of attack, blocking and parrying, bear/ogrim: enemies will block and parry more effectively than attacking overall. Or if the player likes the base function of N’Garde (what you have already) the option is there, or have these three be tied to the different races, truly just spitballing
Cheers. We'll see if my friend needs it.
For ennemy fatigue bars, we found this :
https://www.nexusmods.com/morrowind/mods/58505?tab=description
That... Is probably more than I want to do with behaviours if split by race. Quick mode already kind of covers slower enemy reaction times, but maybe a decent idea to have that as a setting independent of guard state change? 🤔
I like that magic can only be dodged, so you dodge and attack, dodge and attack, I like that 
It does exactly this and it sucks. I would know (having looked at literally every single piece of armor weight)
I'm sure it does, but if we go by the name of the classification, it makes sense. That light armour be... light, and heavy armour be... heavy ^^'
Works ok for Vanilla purposes. Annoying for item overhaul type mods as they have to take GMST into account.
Can we have the enemies visibly dodge missed hits like this?
Like with this dice combat no longer feels infuriating.
#1482416741077356692 message
well, you tell me if it looks good.
Damn I missed that thanks!
The vid shows the dodge anim triggering after the hit lands.
Storm atronach’s mod triggers it preemptively and that looks way better.
API limitations?
MWSE privileges
Sort of. The hit chance is calculated before the animation plays
but I have no way of knowing what it was/is befoe onHit lands
imo it looks good enough, and in actual combat - much more natural
that vid is very much a demo - with fargoth doing nothing but dodging
10000 AGI + 100 sanctuary do that to the mofo
Really? Now I must watch some fencing vids.
And this
#1482416741077356692 message
What we are saved by is that "hit" part of animation often happens not when the weapon actually "phisically" lands. So it still looks decent
I wonder if a few anim frames from nonbiped, non-npc creatures’ hurt or wasted anims could be used as improvised dodge anims.
At that point may as well redo them. Stilll need to extract the creature nif from the bsa, cut out the necessary animation and re-add it
can't just "play me a few frames of hit1"
That’s sysiphean, looking at PTTR and the popular creature expansion mods from the MOMW lists. Unless you could task an AI with automation.
it is, hence we only did humanoid rigs for now
It's the bulk of enemies in game, and the mod generally focuses on armed enemies anyway, so good enough for now
These days I’m seeing more and more AI gen anims in various small projects, wonder if that could be the solution—vanilla creature anims are clunky and I’m sure an AI will easily outdo that https://youtu.be/j9tYF5T3plY
In this video, I implement a basic HUD featuring a working XP bar, skill slots, potions, and a stamina bar.
#Diablo2 #unrealengine #solodev
Dgaf, to be quite honest. If someone wants to use a clanker to "get results" - it's not my problem. Not what I'm here for
Well if it’s AI or nothing... I’d defo prefer AI unless really bad looking.
Nope, but you funeral, so order the music
The thing is, that it isn't "nothing"
People have already made animations for this stuff by hand
For creatures we didn't yet. Someone else may have, but yeah
I get the point, to some very thin extent, but just not going to go down that route
Dodge anims for critters?
I meant animations in general tbh
I wouldn't be surprised if someone in the history of the game has done dodge stuff for creatures. But with the game as old as it is, some mods are lost to time
Doing a dodge anim for every vanilla / PTTR mob is something I honestly wouldn’t wish on any living creator.
Let's say dodge anims in normal games (get ouf of the way) are not the same as dodge anims in Morrowind (Matrix-style)
Making creature anims for MW is so painful I’m pretty sure no one tried. Even MAOP is taking ages to accomplish.
what's MAOP?
The place for all the modern style MW anims https://discord.gg/anr3ryJj4
ah
Yeah.
And they use a combination of AI (Cascadeur) and manual work and the results are impressive.
I don’t think anyone will ever attempt to reanimate the critters given how convoluted and user hating the anim / mesh / skeleton format is.
That’s why I think it’s AI or nothing.
Couple of them use cascadeur, quite a few use plain old blender
cascadeur is again - does less things with ai than it seems on the tin
But in any case - irrelevant here, more power to em
It’s essentially a frame interpolator that you gotta feed good handmade frames into
yeah
@plucky sorrel any luck with 1.2.1 btw? Or are you still having the issue?
So what do you think the skill level needed for deflecting bullets will be?
https://www.youtube.com/watch?v=GOSrp9j8VR0
Goodby magic and RPG.
Now OpenMW is a First Person Shooter.
(If you like OpenMW as a FPS, look at Robowind for OpenMW)
Fair enough.
That said - one day I'll have time and energy to install starwind and make a starwind focused patch to shift around parry sounds and animations so it's more in-line with "cortosis swords and lightsabers"
Not sure when though
I'm told mod works as is on starwind, but sounds and animations are obiously not in line. And "can deflect arrows" should tie into force powers there, not weapon skill imo
I still have yet to try it. Because I am stupid. I am a huge KOTOR fan and am playing myself.
Also I'm not sure if having a portable openmw install for that and my main one might cause issues.
I've not played it yet either, I've fell off anything star wars kinda hard a few years back and didn't pay attention, nor had any desire to, any media related to it
🤷♂️ no clue
I was an OT fan so the modern adaptations being... less than desired wasn't such a disappointment for me, but I get it.
But I do like KOTOR.
I think the fans honestly make better lore.
I dunno. I just lost all hype and hope when ep7 was just "a new hope, but again"
then it got worse
It did really seem like that.
Oh it very much did
it was almost a frame by frame fanservice
with bits of "remember this" here and there
Shoulda sprung for the scanline shader and the VHS distortion.
lmao
My brother was a big fan of the OT too. We both said: These aren't our movies. But he would turn colors when he said it, lol.
@iron lance . Just noticed you are in the server too. Regarding your comments on nexus. What did you mean by "just want 100% hitchance". From CHIM, or from N'Garde? Cause I'm fairly certain CHIM has it's own 100% hitchance thing, but I do too here
Did you read the description?
A bit
I got some mixed signals
But the no 100% hit-chance sounded very final
So I just believed it
Can't win with ya'll.
Without that message at the top - everyone though it's just a 100% hitchance mod
with it - you miss the features

Optional - Glancing Blows:
"Glancing Blows" mode, disabled by default. Preserves vanilla hit chance mechanic, but - a missed attack becomes a "glancing blow" deals a maximum of 20% damage and doesn't grant skill XP to the attacker. Time-to-kill is roughly the same, just better combat feedback. If "strength affects h2h damage" is enabled in launcher - missed h2h attacks lose strength bonus, but instead only get reduced to 40% damage. Takes "normal weapon resistance" and armour into account. While disabled, attacks that are missed can still be parried or perfect parried to stagger the opponent.
I MEAN YEAH, WHEN I SEE A MOD SAYING THAT IT ISN'T A 100% HIT-CHANCE MOD I WILL BELIEVE IT, I DIDN'T KNOW MODS COULD JUST LIE
That's where I caught the mixed signals
It's an optional feature for those that want it
mod is not focused on it
and is not about it
Fair enough
I am kinda curious, it says it doesn't give exp, but why not make it give like
20% of the exp? •<•
well, atm - no xp
Okie
Is it?
I still think 20% exp for 20% damage would be cool
you level up weapon skills faster in this mod anyway
you get weapon xp for parrying
exp on miss is very much not needed
You probably should make it give block exp •-•
Because blocking and shit
That's what parrying is
Active blocking
You block actively, so you get better at blocking
I mean
Think about it
If you hit someone with a gun
Will you become a better marksman? No, you will be good at hitting people with guns
You won't aim better, you will hit people with guns better though
In real life blocking with a weapon would make you better with that weapon though
That's fair
But what is block for then if the weapons are taking all the exp?
Ok I read the description
That's fair
You were suggesting stuff that is already implemented
one way or the other
main/secondary is
block/block for shields
weapon/block for weaoins
h2h/h2h for unarmed
both main and secondary get xp on parry
20% exp for 20% damage isn't implemented though
Yeah, cause if you fuck up the attack that bad you're not learning much :P
I meaaan
Talking about real world logic
You learn stuff by failing
No one is born walking, you need to fall on your butt a couple of times before you get the right balance
I think you're missing something here Ayle
Yeah
I am missing the 20% exp for the 20% damage
It's not implemented, and they're saying
no xp
That's why I am missing it
it wouldn't feel very Vanilla-like if blocking suddenly became the only skill where you would gain skill gain for failing
you do it for everything
or not at all
You mixed the stuff now
they want xp for failed attacks
Same with weapon xp on miss
You don't gain xp for failing anything else in the game in vanilla
But it isn't miss with the glancing blows
Is just not hitting the guy completely
Wait, does it work with missing blows?
If yes, I am satisfied
I'm not sure how it works when combined with N'Garde, though
Yeah, neither am I
That's why I asked the question to the N'garde dev
I will, dam nit
should be fine if it's loaded after ngarde
Glancing Blows is one of my favorite parts of the mod if I'm being honest
don't suggest such revolutionary ideas
I actually really liked the description of that
I was pretending to be dumb sooner here, I knew about glancing blow and I had deleted Chim 2090 after seeing it for the first time
It's a very cool execution of the idea
I have an idea that will melt some minds and cause some people to sigh heavily...
Fallout 3 is Oblivion with guns?
Pretending to be dumb in a contextless online world is a dangerous plan - people can actually believe you
Yeah well
I don't really care about looking dumb in a Morrowind modding online Forum
It's not like its politics or something that matters
Understandable
We have Vanilla hit chance option and glancing blows option. Therefore, we need a third one - "Why not both?". Vanilla hit chance works the same as before, but there is a chance for glancing blows which become like critical failure. Interop with Lucky Strike as well - no critical failure if critical hit was rolled.
I do enjoy combining N'garde with lucky strike
What would critical failure do? Drop your weapon?
Damage your weapon without damaging the enemy
It's pure punishment
But won't leave you unarmed
I think as in
Critical Failure = 0 damage
Failure = Glance
Success = Hit
Critical Success = Lucky Hit
It's like you hit the armor or the floor
Or some hard place in the enemy
It also would be cool if this critical failure was tied to the enemies armor value, give a nod to how dodging worked in Daggerfall
Still kinda weird how dodging was tied to the armor value in Daggerfall •-•
it would do what your glancing blows do
low dmg
20% or sth
It doesn't sound like a failure enough
critical strikes in Lucky Strike increase dmg
It needs to punish the player
critical failure would lower it
there is a disarming mod already
and it works with N'Garde
let's not mix those up
Agree
I still like my armor hitting idea
Wouldn't it make sense that sometimes you would hit an armored area that your weapon couldn't penetrate?
no need to 0 damage because we already have it. It's just when you miss.
0 damage + you damage your weapon
increased stamina cost
How exactly is the hit calculation rolled?
Does it just roll a 1d100 against the hit chance?
Omg dubiousnpc hiiii
huh?
I mean in Morrowind itself
As in, calculates the hit chance %, then rolls a random number between 1-100
Isn't it something about agility and weapon level?
Well that's factored into the hit chance
I don't actually know the specific maths the game uses
Who does?
I know the maths to calculate the hit chance is (Weapon Skill * 1.25 + Agility * 0.25 + Luck * 0.125) * Fatigue Multiplier + Fortify Attack - Enemy Sanctuary - Player Blind)
I wonder what they were doing during the Oblivion Crisis.. And the Dragon Crisis.. Also, where were they during the Umbriel invasion?
Or rather
In other words, with Why-Not-Both turned on:
- miss when you don't pass the Vanilla hit chance
- standard hit when you pass the Vanilla hit chance
- glancing blow when you roll a critical failure - lowered damage (and maybe increased stamina cost per @tough juniper suggestion), so sth between Vanilla miss and hit
- glancing blow doesn't happen if Lucky Strike is installed and critical hit is rolled (wouldn't make sense to combine them - it's counter-intuitive)...
- ... but critical hit is Lucky Strike's domain so it's left up to the player whether they want to install Lucky Strike at all. If not, only standard hits, misses and glancing blows happen with Why-Not-Both.
No to my cute armor idea? 🙁
(Weapon Skill + Agility/5 + Luck/10) × (0.75 + (0.5 × (Current Fatigue/Maximum Fatigue))) + Fortify Attack Magnitude - Blind Magnitude
against
(Agility/5 + Luck/10) × (0.75 + (0.5 × (Current Fatigue/Maximum Fatigue))) + Min(Sanctuary Magnitude ; 100) + Min(Chameleon Magnitude/5 ; 100)
But I'm just curious how the game gets from these two values, to a hit/miss event
Ooooh
Huh, makes sense
I believe it's like D&D
If you roll a bigger number than the "armor points" of your target
You miss
Because this obviously gets 2 distinct values
Like if your Hit value was 100, and their Dodge value was 50. Is that 100% hit chance, 50% hit chance, or 200% hit chance, and what is rolled to determine that
It's less about luck and more about how "fragile" the target is
Luck is still involved
But still
This is entirely about luck though - Armour Class in Morrowind is a damage reduction up to 75% in vanilla
Don't take the armor points comparison too literally
DON'T TAKE IT TOO LITERALLY
no DnD BS here
I am making a comparison, it's obvious the values taken in account aren't the armor ones
Though a chance to turn an oncoming successful hit into a glancing blow when wearing Heavy Armour or Medium Armour when skilled enough would be cool and scary
Elder Scrolls IS DnD bs
At least was
not in Morrowind
TTRPG/CRPG =/= DnD
Morrowind is still a sequel to Daggerfall
...
it's nothing like Armor Class in DnD or sth
you don't miss because you wear heavy armor
like in DnD
and lower numbers aren't better, lol
I get the vision, but it's not the same
It's not the same, yes
I am just doing an analogy
A comparison maybe? Idk, still, I know it's not the same
You guys are too literal
It's a text chat, there's no subtext to go off of
That's why I put "armor points" on quotes
To show that I wasn't actually talking about the armor system, a giving it a sorta of bridged to compare the likeness and such of two different systems
anyway, purging some OG DnD-inspired stuff from TES3 compared to TES2 was actually one of the biggest improvements ever made by Bethesda. Everything was cookie cutter generic fantasy in TES1. TES2 improved that only a little bit. Mostly still cookie cutter. They tried to do sth different with Redguard. Morrowind was the true revolution.
True true =<=
The cookie cutter stuff still matters though, I get Morrowind is more fun and definitely more complex
But one doesn't exclude the others
Redguard, Battlespire, and to a degree Shadowkey, made Morrowind what it is
Even if Shadowkey reads as edgy fanfic
i love redguard. i need to go back and finish it
High Rock is still the same High Rock from Daggerfall though •<• it is the de facto medieval™ area of Tamriel with kings and knights and politics
Man, I love Daggerfall politics
Arena was Julian LeFey just wanting everyone to play in his dnd world
A thing that I liked in Daggerfall more than Morrowind and company is how strong the Tamriel politics were focused
while the inspirations will stay, I'm sure that Project Tamriel will cook with High Rock areas
they won't be "just medieval"
there will be more to them
yeah it will be interesting to see how they take it
It should
Politics and medieval stuff are what High Rock is about
Taking it away is like what Bethesda did to Cyrodil
Daggerfall was a political chess game
They better
there is a lot of politics
lmao yeah
Best part of Daggerfall
Fucking love TES politics
I know it's controversial, but the Civil War was my favorite part of Skyrim
even SHOTN - the earliest release besides Morrowind - has massive amount of politics. This is because PT is made as if it was made in TES3 times and TES3 is heavily political.
so you have social and racial tensions everywhere
and the Reachmen with proper culture
instead of whatever they were in TES5
is that controversial? i thought it was obviously the best part even if it was gutted
yeah, especially when your competition in Alduin snoozefest, lol
who cares about Alduin?
like really
Forsworn aren't the reachmen though, they are a terrorist offshoot tied to the more daedric worshiping side of their culture
even Skyrim fans don't care about Alduin
should have swapped the focus
but Todd wanted dragons and dragons
Alduin could be more interesting, but I don't mind him just being evil dragon
so they made them like cliff racers
literally the most boring option
I like the Civil War more, but I also don't mind Alduin as he is, especially because we get a reason for why he is kinda bland
He isn't the devourer, he is the pre-devourer avoiding devouring
Perhaps
tes dragons were always more interesting
But it could be worse :v
btw if you play SHOTN, visit the cities there, talk to the people and you will see what I mean
you have the Reachmen there, Redguard-Nord tensions, political fallout due to a previous war, fights for trade influence and even a city divided between Redguard and Nords
I know Reachfolk have more interesting stuff to them
I am just saying the Forsworn aren't exactly that bad if you see them less like THE reachmen and more of an outlier of the culture, because that's what they are
If they were reachmen, they would be reachmen, not forsworn
Generic bandits don't have hearts showing in their chest and goat head helmets
You never did the Cidhna Mine questline?
I agree they aren't as interesting, but the Forsworn do have they depth
ah, I see. You are talking it literal
. I see, I see. But I said "bandits", not "Bandits". As a Skyrim player, you should know that I meant the bandits in general terms, not Bandits as enemy group 🤡 
I think you are being too biased against Skyrim here
And I get it
It could be better
But still, the Fosworn are interesting, a sub-faction of the indigenous people of the place going full postal after years of oppression
Especially since all they want is to be their own nation, as we see when they invaded Markath
They just wanted freedom and to be recognized as their own selves, not part of Skyrim or High Rock
Just the Reach
"I think you are being too biased against Skyrim here " - hey, I like the soundtrack 
see? I said sth positive about Skyrim.
not 100% hater
and TES5 is better than TES4
another W
not quite
TES5 is newer than TES4
TES4 is worse than TES5
But still, forsworn aren't that bad, they aren't reachmen per say, they are forsworn
They want the Reach to be free and shit
Terrorists, but more than just bandits
I just want you to see this point
Cybvep listening to Skyrim criticism
I get it that Skyrim isn't as good as Morrowind in writing, but the biases some of you guys have towards it make you sleep on the interesting stuff it has to offer
Especially the forsworn, they really are an interesting faction
i like the hagraven connections
Are they though?
They may have been if there was one compentent writer around
It's more of a Namira stuff that connects the two
Yes
I went in a whole tangent about it
idk i haven't played it in a long time
I don't hate Skyrim in its entirety or sth. It's a decent action adventure game with beautiful landscapes and nice soundtrack IMO. Fails as TES compared to what it could have been, but still does a better job than Oblivion overall. Civil War is undercooked, but at least there is some politics at all and it's better than those godawful MQ with Alduin. In Oblivion there was basically no politics (in an Imperial capital province) and MQ was about closing the Oblivion Gates which was a far worse grind than dragon fights are in TES5.
True
But I am kinda talking about the goat helmet guys
Which are the most redeemable part for me of the game lore
The rest is undercooked, I agree
But the Forsworn are well made in comparison, and people take the "oh Skyrim isn't well written" train and run over them, even though they are the focus of one of the best quests of the game
I am not Todd's greatest soldier
I understand not liking Skyrim as a whole
TES5 does far less dmg to Skyrim than TES4 does to Cyrodiil. You can like Skyrim the way it's depicted in TES5, even if it lacks depth. At least it resembles Skyrim from the old lore (again, despite some travesties like whatever they did to Nordic pantheon). As for Cyrodiil, it's so different from what it should be that it's hard to get into it unless you pretend it's some High Rock offshot.
But the forsworn? They are legs above the rest of Skyrim when it's about writing
tl;dr Oblivion hate will always be much greater than Skyrim hate as Skyrim has more redeeming qualities 
It's because Skyrim is just a pretty simple place to adapt
Also, the Nord Pantheon is still there
They worship the same and do all the Nord stuff about Sovngarde, they just use the Empire names for branding and shit
But if you mean the old old nord Pantheon
They are the ghouls and shit we see in Nord ruins
Those damn zombies
Ghastling around
Shouting on my ears
well, draugrs are sort of similar to what they were in Bloodmoon, so it's clear where they got the idea
Also, some people still talk about the gods with the nord names in some voicelines, it's kinda clear the worship is the same, the names are just switched for some dumb reason (Again, branding..?)
I meant the ruins really
The ruins are full of classic first and second era Nord stuff
I think that they did it because they thought it was too confusing 
And now people think they erased the Nord religion
I don't like the name change either xd
you pay the price for simplification
they gained nothing tbh
as for Skyrim being an easier place to adapt, let me say this... I'm glad it's not just snow.
They did gain a lot of money, but it wasn't because of the name change
Putting "Worship Kyne" instead of "Worship Kynareth" in the altars wouldn't cost them a lot of money
It's really weird what they did there
Even more because a thousand voice lines recognize the Nord religion
No one says "By Lorkhan's beard" or whatever
It kindaaa issss
They butchered Morthal
And Dawnstar
And Winterhold
Falkreath is fine-ish
But what they did well adapting the regions
They fumbled adapting the cities
oh, yeah, they are garbage
And I will never forgive them for it
Especially Winterhold
looks like a village
It fits a bit with the lore
It always gave me "big village" aura
But the rest?
Outrageous
anyway, we have Skyrim at home 
I am a Reach dickrider as you may have notice
But that Markharth is just sad
That's very beautiful, How many seconds per frame ?
don't ask hard questions
The only reason why I don't play SHOTN and PC is because I like focusing on the main game region when playing Elder Scrolls games
I also won't be playing the Beyond Skyrim series of mods for the same reason
I came for Skyrim
I will stay in Skyrim
I came for Morrowind
I will stay in Morrowind
Simple as
It's very nice if your character comes from outside of Morrowind, I played an Imperial Paladin of the Divines and spent some time in Anvil first before comming back to Morrowind
If someone demakes Skyrim or Oblivion in Morrowind
I will play
Because I will make the game Skyrim and Oblivion
And I will stay in Skyrim and Cyrodil there too
Because I am a simple man
I am probably missing stuff out
But still
Morrowind Morrowind
Skyrim Skyrim
Cyrodil Cyrodil
uh, nope, Oblivion > Oblivion
I don't like to enter the gates : ( they are scary
stay true to your words
On a more serious note, some wilderness areas have atrocious FPS. Cites are much better than I expected, although some people really complain about low FPS in Dragonstar. I know that the devs will be improving the performance in the next SHOTN release. Some areas will be derocked, some assets optimised etc.
Mesh optimization is key
Modders are too trigger happy on the "1 quadrillion polies will make everything better" bottom
They won't even need to dream about decluttering the wilderness if they optimize the meshes
Skyrim-in-Morrowind has nice vibes, though
Skyrim is a place of vibes tbf
It's the lowest fantasy area in Tamriel
not really
What?
Even High Rock has the whole Arthurian shit
You got faries and etc
Skyrim is a lot more grounded
and you have a lot of fantasy stuff in Skyrim
Sure, you have giants and some critters here and there
Literally giants
even the old lore was always heavy on the Voice
But in comparison to the rest of Tamriel, this is grounded
YEAH WELL
VERY TALL PEOPLE ARE A LOT MORE GROUNDED THAN FARIES AND TROLLS
I meet tall people
Have you ever meet a fairy?
SEMANTICS
were there witches in Skyrim? Don't remember
I mean
If Skyrim isn't the most grounded province, what is?
Yeah
Witches were the ones that turned the Companions into furries
Also Hagravens
Which are witches who are bitches
ah, werewolves!
Hargreaves
vampires
