#N'Garde. Vanilla-Friendly Parry and Active Block.
1 messages · Page 14 of 1
its all about the same
High Rock resembles standard medieval fantasy the most.
but none of this is "low" fantasy
as it's not Tamriel at all
Tamriel is very magic-heavy
black marsh and morrowind are a bit wierder but its all heavy fantasy
Valenwood has walking cities
They have a lot of stuff though
Fairies and all that
It's more about Arthurian folklore, and if you know Arthurian folklore, you know this shit can get weird and whimsical
Skyrim is Scandinavian folklore
Which is admittedly weirder
But it focus more on the lesser weird stuff
meh, I think it's more about what you are used to
skyrim the province was wierd and whimsical, skyrim the game was grounded
See, this annoys me, Because they ended up giving the European Medieval vibe to Cyrodiil instead in TES4 for some unknown reason
They could have kept that for High Rock
Was it though? The province I mean
Skyrim never stroke me as super whimsical in the books
Even their tales were more grounded
they sort of tried to make it more like Game of Thrones. Northern vibes, those giants and mammoths, semi-grounded take but with dragons. Of course, they had none of the writing 
yeah they had loads of wierd stuff
Everything has a load of weird stuff in Post Kirkbride Elder Scrolls
that's the best TES
How much weird stuff is what is the value here
how do count wierd stuff
And Skyrim? Has the least amount of weird stuff of them all
1 2 3 4 5 6 7 8 9 10
so how is TES5 less weird than TES4?
its not an objective truth
Have you seem how the npcs look in TES4?
Honestly, Cyrodil nowadays is pretty weird
It feels like they want to go back to old lore, but can't because of modern lore
No
yeah
I meant just the writing
so they don't have to do anything
They won't go back there, probably
they won't, although one Dragon Break more wouldn't make a difference 
Some books really flirt with the Jungle Cyrodil stuff
Aggressively
I don't think they will tbh
Akatosh's breath is cold, Ayle
Nu uh
It's gold
Because he is golden in TES4
Talking about it
I kinda like the main quest
The boring European scenario is shit
But the main quest is really fun, especially how much of a secondary mc we are (We still are the big guy, but we also have another big guy by our side)
I don't because it's all focused on the grind and the game force-feeds you the MQ. It's very stupid what they did here.
doesn't fit the game at all
TES, I mean
Eeeeh
One can argue Morrowind also throws you into the main quest
Oblivion is just more dramatic about it
You can ignore the main quest if you want
Having the Amulet in the inventory is quite annoying though
it's a bit better in Skyrim, i.e. easier to ignore the MQ without it being weird. In fact, my best Skyrim experience was when I ignored the MQ entirely. If you don't do anything, dragons never spawn. Perfect.
MW and OB are nowhere even close, lol
Alduin patiently waiting for you to absorb a soul so he can start the invasion
But you never came for him : ( poor Alduin
We did it
and you do what you want
We won Skyrim
Best way to experience any Elder Scrolls really
you can do hunting, misc quests etc.
Wrong place to ask but is there a valenwood mod for morrowind…ik there one for oblivion
and no dragons everywhere
Become a furry
it's part of Project Tamriel but I don't think much has been done
Awwww
Skyrim, Cyrodiil, High Rock and Hammerfell are definitely in active development
with notable progress
They really made dragons annoying, ngl
Only human provinces, huh..?
TES fans never beating the allegations
Speaking off
Bruh, I met a guy on a YouTube comment section that deadass thought every mer was like the Thalmor

Ulric's greatest soldier right there
WIP Hammerfell stuff looks so nice
and the best part is that it neighbours Cyrodiil so no Void between the provinces
continuous landmass
God these exteriors look sexy
Yeee
it will look even better in game
In game with shaders will look insane
Hammerfell is a sexy province
The sexiest even
tr knows their vibes
What shaders do you guys use btw?
I wonder how cross-province PT will work
uhhhhhh
all of them?
Why it wouldn't? It's just a matter of time
Bro likes playing Morrowind: Flashbang edition
Because you wouldn't be able to add cross-province content like quests without adding a third mod into the equation
dependencies and stuff
And a third mod would be bad because..?
I mean
Isn't Tamriel_Data already the third mod in the equation?
because you'd need either a mod for every combination of provinces or one master for all the provinces at the same time
Or would it be the first mod of the equation..?
it's only the asset repository. It's a requirement for landmasses, not the other way around
Potato potato
like this
ATM even cross-TR regions stuff is lacking
I'm curious about the technical part of the problem 🧐
Separate releases, redos etc.
Keep in mind that each of those mods also add on their own assets too, so you’ll find things that exist in TR_Mainland.esm that aren’t in the PC esm
Maybe they will be redoing Narsis in a few years 😅
I'm very excited by Hammerfell btw. Deserts can look nice without demolishing performance and I doubt that TES6's version of the province will be more intriguing than PT's
it would be cool to see some big cross continent quests when they start to connect
yeah this kind of thing is very enticing, they have a lot of ways they can take it
Yeah. Even now cross-province stuff can be done but you need to stick to fast travel. It would be cool to get some high effort modathon cross-province quests 🤯 .
Oh, this is still N'Garde channel...
Oooh,I think that's Ethiopian architecture?
It looks good.
N'Garde,Home of the Nedes.
The Nedes are the proto-Bretons.
Proto-Imperials, Bretons, Reachfolk and maybe Nords..? (Proto-nords are atmorans, yes, but some sources talk like they are one and the same, but also not really, it's weird, maybe what they mean is that the Nedes mixed with Atmorans, creating Nords, but.. It's not well documented, like everything that matters in the damn lore...)
Sure does. I think that we will be eating good here.
High Rock stuff looks fun as well. Sometimes I can't believe that this is actually being done, lol.
Tamriel Rebuilt's original goal was all of Tamriel in Morrowind. They realized that it was way too big for a single team,so they scaled back to mainland Morrowind,and launched Project Tamriel for other teams to get involved in.
And the result? We're able to go from the Padomaic to the Abaccean!
The Bretons of High Rock are basically the Gauls. A combination of the Franks and Celts.
I hope they get into that.
TR and PT are so cool
As a series long Breton Enjoyer, I am really looking forward to getting immersed in the lore. The stuff in the Wikis is kind of dry.
The modders are so interesting and smart
Especially the interior devs
Handsome too
Heldorn is purty, I’m really excited for HR
Markarth will be the first release I’ve actually got a couple ints
PS I’ve got like, one little house - and maybe a small cave if I can finish it soon 😅
The prospect of having a continuous landmass between Skyrim-Hammerfell-Cyrodiil-High Rock (even if unfinished) in some years makes me hyped.
The PT blob 🫀
gallimaufry 
And because Cyrodiil is in the middle of it all,it's one contiguous landmass.
But *man,*I really wanna see Valenwood and Elswyr.
I'd really like to see PT's vision of Alinor too
Besides, "Kill trespassers on sight with overwhelmingly powerful magical deathrays from LEO?"
I think they're pretty good at achieving the balance between the weird but cool and the outright ridiculous
That's the vibe I get from Alinor based on lore. The Psijics take their isolation seriously.
A lot of fan interpretations of the lore are just kinda silly
the summerset channel has some stuff in it
LilianaUnfolded is very talented and has made a bunch of assets + there's a fair few concepts
I like how often this channel goes off-topic
Would you rather I use Agent Orange?
I would like more mod feedback. But - it's either it's good and there's nothing to say, or ya'll don't play the game and just switpost here. I know I'm mostly in the latter camp 
To be honest, it's been a couple months since I don't focus on actually playing through the game. Recently, I've only been testing mods, as I haven't had much time to play. The one I tested the most was problably N'Garde, but I still haven't played a whole lot with it. I've picked up some fights with my level ~28 character with multiple enemies on places with mid to high level enemies, and I really liked the balance
Nah, it's cool. I just worry I fucked up somewhere and don't know
I've read some messages about changing the perfect parry window. I honestly haven't played enough to have strong opinions about that. What I've noticed is that, compared to other games that emphasize active block mechanics, the enemies attacks don't have a lot of telegraphing. Not really a problem, in my opinion, just something I've noticed
got to say, the miss animations playing when someone's at negative fatigue is really funny
There it is
I think I'm a version behind though
I was just about to type that I'm surprised there wasn't more bugs, cause it was a big update

1.2.1, I believe
downloaded yesterday, installed
suffice it to say, I was like '???????' when enemies stood up with a jolt while unconscious to dodge a swing only to immediately faceplant again
lmao
how are you missing on a knocked out target is another question
let me fix that
that's vanilla behavior
I was using a shitty weapon with no skill in it
being unconscious is just like, 0ed agility I think
let me dig. I think it's 1.5x damage and enemy agility = 0, but I haven't seen the formula in YEARS
unaware = (not defender.inCombat) and attacker is player and (not defender.isAware(player)) # see comments
if not (defender.isKnockedDown or defender.isParalyzed or unaware):
defenseTerm = (0.2 * defender.agility + 0.1 * defender.luck) * defender.fatigueTerm
defenseTerm += min(100, defender.sanctuary)```
as for the mod itself, I quite enjoy it. in the midgame (or early, if you take block major or raise it aggressively early on) it's noticeably stronger than vanilla. I play with a very weird setup so it's not breaking the game cause it's mostly harder, but eh
if I had a mechanical complaint and not a funny bug, I think skill XP for blocking with a weapon should be split between the weapon and block
it is
it is? man, I must be unlucky as hell, cause i have not seen a block skillup from blocking without a shield
That with a shield? Cause block on its own won't get you far
the thing where you hold the charge attack then block and then release your attack is know right?
try timing your blocks closer to perfect for more skill gain.
but yeah, as I was saying, there was a mod that did some of the same stuff awhile back, and it was horrendously broken and favored marksman because marksman can't block
?
I have the timing down almost perfectly for H2H and I don't think I've ever seen it go to block
Ah, I see what you mean. Yeah, I need to doublecheck somethoung about how I check active animations for "is attacking" and "is staggered"
oh, h2h doesn't use block skill
it's h2h twice
for main/secondary
block/block for shields,
weapon/block for weapons
h2h/h2h for unarmed
To confirm - you mean:
1.Charge an attack
2. Hold down the parry key
3. Release the attack - it hits the enemy and switches you into parry stance immediately
also works for spellcasting with the quickcast mod i believe
but that's a mod interaction, not really your fault
Right. So jumping up for dodge animations fixed. I'll look into why isPlaying is not returning correct values for stagger, and apparently attack animations
yes, i was expecting the parry to cancel your attack
It's a bit tricky
we can't really cancel the attack right now
once you held down lmb - the attack will happen
no matter what I do
hence - It should prevent you from parrying while attack animation is playing or almost done playing
but it seems there is some weirdness going on
I need to check some stuff
yah
this is the intended behaviour, or near enough
Ok. Got it in a better shape - feels better than what is on the video above
but doesn't do this
So the attack now reaches the "hit" key before switching into parry
feels more natural
while it's a bit frustrating to hear that attack cancels aren't possible, that's a quite an acceptable solution
Unfortunately nothing I can do to make attack cancelling possible right now - once 'use' action is pressed (the LMB) - the attack will happen no matter what, whether we switch use back to 0, or cancel the animation ,or whatever else
lua side - what is exposed to us
switching use to 0 means "releasing" the swing
so yeah
and can't really communicate to the target (where onHit happens) that this specific attack was canceled, in time
so even if I cancel the SFX, the animation and everything else on player side - the damage will still reach the target if there's one in range
And thank you for reporting it. This was the intended behaviour before 1.0 - it broke at some point and I never noticed cause I don't tend to press parry key while chargin the attack
hypothetically could someone do the attack logic in lua?
Hypothetically yes - but it will be clunky with what we have available right now
At least that is my understanding
I spun up my character with https://www.nexusmods.com/morrowind/mods/47452 and seem incapable of taking weapon damage - it looks like maybe there's some extra data missing that works with NCG/Skill Evo?
🤨 get me your openmw.log please
when SE is installed I hook into Mym's onHitHnadler, but when it's not it should go through vanilla one
[23:08:21.161 E] L@0x1[scripts/omw/combat/interface.lua] eventHandler[Hit] failed. Lua error: [string "scripts/mule/skills.lua"]:144: attempt to perform arithmetic on a nil value
this looks like maybe the problem though
[23:08:09.496 E] L@0x1[scripts/omw/combat/interface.lua] eventHandler[Hit] failed. Lua error: [string "scripts/mule/skills.lua"]:144: attempt to perform arithmetic on a nil value
[23:08:09.496 E] stack traceback:
looks like mule doesn't know what to do when we pass scale but not skillGain
it's not implemented correctly
I'd say
options.skillGain = options.skillGain * mS.expStorage:get(key) / 100
yup
MULE bug
I'll leave a nexus comment and maybe poke mort about it
Specifically
skillUsed options may include either skillGain or scale
he only expects skillGain
Now - why you don't take any damage, cause it fails in "process parry" and that screws up the onhit handler chain
should still take damage when you're not parrying though, as that part is bypassed then
hmm, I was just letting it wail on me to no effect even without parry
Hmmm. Weird it should not enter processParry then
your install is cursed in other ways too
just by looking at that log
so not really sure what else may be happening
I see you got third-person-alt-attacks installed but no re-animation
whatever is happening to potion thrower
Fascinating!
in the meantime
I think I can guard against it, somewhat on my end
is it loaded before 3rd person alt-attacks?
that is a good question
I was about to post an update to fix stuff mentioned above. I can add a pcall for skillUse, so that even if skill handlers downstream crap out - n'garde will still work, you just won't get any xp
thanks for the help
1.2.2
bugfix update:
- miss feedback animations no longer play on staggered, or knocked down (or paralyzed) enemies
- holding down the parry key while charging an attack no longer causes the attack animation to cancel while still dealing damage. Intended behaviour restored - attack animation will play until the "hit" key, and then parry animation will start playing.
- if downstream skillUsed handlers fail (MULE does right now, cause it expects skillGain and not scale). N'Garde should not fail the onHit handler chain anymore
Ty
You're welcome
@covert robin , @drowsy rain bugs you've reported also fixed
and if you test new n'garde update before MULE updates - do let me know if it worked, please
Excellent! Thank you
I was testing Spellsword mod update on Mages Guild residents and managed to bug out Ajira:
looks like she died from magic effect while doidging my atack?
I saw weird bugs with death anims of Khajiit and Argonians a couple of times when playing EV without N'Garde. No idea what causes it.
what could be the reason for the yellow triangle?
stats window?
You have NCG?
nope
...
ah
Then you have the answer 😄
It's optional btw. Turn it off if you don't use NCG.
right, I deleted it
all these screenshots and videos people are sending and I haven't seen one circular minimap yet 🤔
Afaik changing the shape of the minimap like that would be very cursed and hard to do, possibly would need to do it with expensive post processing. I might be wrong since newer version but there's still a lot of UI and map that needs dehardcoding
no it's not
i got the circle drawn, just got the transparency backwards, once i fix that it should work
I couldn't find anything regarding gui shaders, so that seemed out of the question, used a mask instead
I've seen a circle on ralts' screeshots. No idea which he is using though
I have a bug where Ajira dies but doesn't fall on the ground. She stands, the arms in the air.
It happens if I let her cast her summon.
I removed all other mods to confirm the bug.
Read down from this report by Mym
One can use shaders to draw a gui. Some mods do. Some are more scuffed than others
And it's 151 by the time I woke up 
🤨
Anyone else seeing this on the mod's page?
👍
tf
Your mod is so popular that Nexus is nerfing it
What are "CDN servers"?
"Content Delivery Network" servers
the servers they use to host and deliver files for download to users
well, I did email support, so we'll see
What does this mean? Wasn't it already there, when you uploaded it?
It means that they've fucked up somewhere
for a file this small upload to CDN should be immediate,
and since it reports a bunch of downloads - it has been uploaded successfully
but then something went wrong
we back:
has anyone tried it? I couldn't find anything
Hold up a sec
Iirc this one does stuff
And Max in general was trying to do stuff with it
there were other WIPs
Iirc - he has mentioned relatively recently that he's now "on a sabbatical", so not sure how reachable he is, though
iirc his UI is broken as of the latest update 
Broken how? I'm using it currently and it seems to work fine...
Same for me
idk, I don't see the healthbar at all
Do you have the shaders active in the settings?
ofc
The Health bar is a post processing effect
Hmmm
Then it's probably something in the settings you have
Try resetting the mod config
I’m not on my laptop but I think it’s the hpWidget shader
it is
maybe I should, didn't try it yet

MW modding energy drain power in action 😫
It didn't work for me at first but I had to reload Lua for it as well
Tried it. Seems like the shader straight up doesn't enable for me 
You can check the modlist for all the incompatibilities...
One by one....

Fuck
For whatever reason it is dependent on a different setting from a different mod by him
I do that sometimes with copy paste errors
Ohhh well I do have that one installed haha
I did have it too. I just disabled that setting 💀
huh... guess you were right
Congratulations!
i don't really care honestly
Eh. Still
they didn't even put my mod on the trending tab
That's counted by endorsements over the past week I think.
What's your nexus profile, btw?
Mazel tov!
Just saying that new dodge animations are so much fun
so, when is shield bash going to be included?
Do you have a good idea on what it would do?
Cause I couldn't come up with anything that would be distinct and useful
Hence it's shelved for now
Offsensive stagger - maybe? Not even sure
Another source of stagger seems meh
breaking guard is also weird, cause NPC never hold guard up for long enough for it to be anything
knockback? I dunno
Basically until I/we come up with something that "clicks" for me - it's on the backburner
Making it "another attack" like in skyrim is also kinda ass
Stagger and knockdown/back definitely seem like interesting approach
Maybe even a silence?
btw does having 20k, 50k, 100k etc. downloads provide money to the modders or is it just about recognition? Never really checked how that works.
Knockdown seems too strong. Slight knockback to get space may be a better idea
Apparently so, but I've no concept on how it correlates
not sure how useful knockback would be. 1H weapons don't have high reach, so increasing space between you and your opoonent doesn't really provide a tangible benefit. It would only be useful if you wanted to run.
Or need to get space in 1vN
🤷♂️
when does that happen, exactly?
And that's exactly why I didn't do anything with shieldbash yet
largely superfluous
Idk man. I am not the person to ask
You just get free premium for the first few
ah, ok, so easier umo modlist installs 😄
There's something called donation points that I think are automatic based on unique dl but no idea what they do
I don't even know what that is
Yeah Lol big woop. Idk I felt pretty good about it just because it means a lot of people are digging my stuff and having fun
yeah, I'm just curious because of all the controversies regarding the Creation Club
nice easy subject that can be discussed over coffee 
That movie also has one of my favorite New England-isms of all time "You cain't get thar from heah!".
(You can't get there from here)
Bro this shit would scare the ass off me
Why is it so orange 💀
This type of layout should be for when you get a suspension or an warning, not an achievement
They have your location. Run.
Or need space to heal yourself or use any spell, or charge your next attack and hit before the ennemy can raise their guard again
Very true, I agree
Offtopic, but I've seen that term been said around, is UMO a mod manager like MO2? And if yes, why use it instead of MO2?
UMO can also download lists
although if you don't have nexus premium you need to click a lot
UMO is built specifically for momw modlists pipeline
iirc
it ships a neat executable that can do modlist download and configuration
it's very convenient if you just want to load up one of the modlists
although I wish there was a simple gui instead of all terminal
oh man that looks sweet
Fatigue damage/drain for opponent.
Status effect - sound (ringing in ears)
Hmmmmm, that's actually interesting
Bash those mages!
Still need the almighty kick
I think ear ringing feedback might be a bit, unwelcome for some people.
Same thing with on hit blur shaders. It's either perfect or maddening.
What I'm envisioning feels a bit 'call of duty' and that may be seen as ridiculous by people acknowledging that this doesn't even exist yet.
No hard dependency on shaders please
Never planned anything like that
what I would even use shaders for?
fnord was talking about them 🤷♀️
Ah, yeah, think that was just an example of what usually ends up weird
Not doing that
Certain modern action rpg tropes I find infuriating and the modern idea of "combat feedback" is one of those
Now I have a questions. A few people complained about not beign able to assign left trigger to parry. That seems to be an input binding limitation
Does anyone here play on a controller? How important is it for you to be able to parry with a left trigger?
@hard tree , I know you are a controller afficionado, any input?
i don't play on controller usually but it would be how i would want it set up, it makes the most sense if you attack with right trigger
That's fair
I use controller but have the hotkey button set to hold on my x using steam input
https://www.nexusmods.com/morrowind/mods/58576?tab=description when the character is knocked out they still parry and do the evasion animation when called then lay back down
Hmmm? On latest version? Shouldn't be happening - knockout/down is in the lisr of animations I check for stagger
I’ll see if it’s a load order issue
I'll test in 30 minutes or so when i get back to my pc
Ok
No preference here
No preference cause you don't play with n'garde, or that parry input on the controller doesn't matter much?
I asked a friend who is currently playing N'Garde with mouse but who is often a controller user in general, and he said he would likely want to assign it to left shoulder (before I even told him about the left trigger problem)
Shoulder works as is, but good input, thank you
Tae, which version of N'Garde are you on?
And how do you even tell that they still parry. Fargoth certainly didn't seem to try, and then died in one hit
yeah, something is very wrong whn GKO is installed
any NPC that was knocked out, or killed and then resurrected gets superpowers
1.2.2
ok. Let me test more - something is very wrong
Yea it happened again with gothic set before N’Garde
I did not run that mod, so
I also have lua bounty hunters
yah, no. it very much doesn't happen without GKO. Just tested
I mean before you fixed it yesterday
ah, that one yeah
It was really funny at least
but I thought you were just getting miss animations?
what I did would fix both, but I didn't observe the other issue for sure, even before the fix
Was definitely bouncing off of blocking enemies who were out cold if I hit them head on
This game is far too piano for a controller IMO, but having the option to rebind things to whatever is always very good to have. People can lose fingers or have reduced/partial mobility.
That's fair
Ugh. I think I've fixed whatever needs to be fixed to make GKO work
Really struggling to repro even without those changes though
Gothic?
"The kingdom of Myrtana,united by King Rhobar II. During the long years of his reign,he was able to defeat all foes of his realm. All except one."
I’ve a short term solution until a fix rolls out I’m just using the blunt weapons only setting in gothic
that's fair. Something weird is still going on with resurrect actors
so troubleshooting
O_o. I think we good
some more testing and update will go up
If I have energy I'll also try and put in cotroller teigger support though
Just noticed that N'Garde is in the top 10 endorsements over the past year
Ralts is collecting them it seems huhu
What is this for ?
I've been told this:
#1482416741077356692 message
and that's the top 10 over past year
Just noticed that N'Garde is in the top 10 endorsements over the past year
Good Morning, I guess? :P
Nice
Meanwhile:
Billie, while you're here.
Mind assisting me with the french l10n?
controller_trigger_desc: "Controller Triggers cannot be assigned to input binding above at this time. If you want to use a trigger to parry select one here"
trigger_sensitivity_name: "Trigger sensitivity"
trigger_sensitivity_desc: "How far the trigger has to be pressed for the parry to register"```
What do you mean by "input binding above" ?
literally above
above what?
Oh, right. Cheers
🤜 🤛
@rustic latch
`controller_trigger_name: "Gachette de manette"
controller_trigger_desc: "Pour le moment, les gachettes de manette ne peuvent pas être configurées ci-dessus. Si vous jouez à la manette et voulez utiliser une gachette comme bouton de parade, sélectionnez-la ici"
trigger_sensitivity_name: "Sensibilité de gachette"
trigger_sensitivity_desc: "A quel point il faut appuyer sur la gachette pour déclencher une parade"`
Thank you!
Semaro is probably asleep. But @maiden tangle, if you have time/inspiration - would greatly appreciate an assist for German localisation
Hey Arrean
(this btw is now why I'm trying to avoid adding new settings :D)
?
Turns out the miss exp mod from yesterday doesn't works with N'garde Glacing Blows.. So.. Any chances of muh 20% exp for 20% damage? 👉👈 Pwetty pweeeease?
The modder says it doesn't
On the mod page?
Yeh
They are around here somewhere - after it was published it I've told them about the load order. I'm betting they just didn't update the description, may not have had time to test
Hmm
@quick obsidian , any input?
If you say so, I will believe you
Try it -Ender is not doing anything silly in their onhit handler, so it should just work. You will get the exp before the ngarde handlers even fire
Hopefully it also works with Skill Evolution -w-
Do you have recent skill evolution (1.9.8 or higher?) then it should
How can I check those things? I know how to handle esps, but omwaddons and omwscripts are a damn mystery to me
omwaddon is just an esp by a different name
omwscripts is just a text file that lets the game know which scripts to load
load order works the same as elsewhere
last loaded - takes precedence
God damn it, I should have known
For Miss XP specifically - make sure that my omwscript is loaded before missxp
so that missxp onHit Handler resolves first
👍
Bleugh. I give up. I don't understand OMW controller handling, or generally.
All checks pass, rising edge input is detected. All is good - but if left trigger is held down parry animation doesn't play. 
1.2.3
- Fixed attach/detach bug made visible by Gothic Style Knockout
- fatigue less than zero now considered a stagger state, as an additional fallback check on top of checking knockout animation
- performance improvements - fewer calls to actor stats to get skill/attribute and health/fatigue values
@candid wren , let me know if this helps with GKO
Gothic style knockout is interesting. Don't tell the fans that getting knocked out for extended periods usually leads to serious brain damage, coma and death, lol.
Not as heroic seeming.
Eh. It's not necessarily "lights out over the head". But disabling instead of killing is a good option to have
It's a good option and it's all fantasy I suppose. Deciding where to draw the line with 'realism' can get absurd.
its better than murder, surely
haven't gotten around to try it nor updating the description lol
MMMM.... consequentially speaking it may be burdening his family with a vegetable for one.
People come out of long periods of brain anoxia with severe impairments.
Personally I wouldn't trade any of my concussions for lethal stabbing 🤷
Brain trauma also causes long term trends towards executive dysfunction and tendency towards violence, cruelty and impulsivity
Concussions are not the same. Were talking knocked out. Brain stem calling it a night and locking your CNS into error protection fault mode.
No your not getting my point
Or ignoring it
Its not important anyway
All true points and important information
Does anyone else have issues with perfect parrying not playing the right sound?
As in, it just plays the same sound as normal parrying
bout to test inna bit
No hiccups like before thanks
Oh, gamepad support? 😏
Sure, as always, I'm gladly contributing. 💪
And don't hesitate to implement new features just because you'd need translations be made for those too haha
Of course this is the only reason.
Btw, I think for those small details, some translations need to be made too
And it seems that you missed implementing my german translation for this bit of description. The one where I used the discused word Tänzeln 😉
There you go:
controller_trigger_name: "Controller-Abzug-Zuweisung“
controller_trigger_desc: "Controller-Abzüge können derzeit nicht der oben genannten Tastenbindung zugewiesen werden. Wenn ein Trigger zum Parieren verwendet werden soll, wähle diesen stattdessen hier aus.“
trigger_sensitivity_name: "Abzugsempfindlichkeit“
trigger_sensitivity_desc: "Legt fest, wie weit der Abzug gedrückt werden muss, damit das Parieren registriert wird.“
Ah. Thank you for pointing it out. It's actually the „" quotes that tripped it up
And thank you very much for this. Adding
The opponent still gets staggered? What weapon type?
And are you using that parry sound replacer of yours?
For those it's a bit trickier. But I guess yeah,
It's alright how it is I think if it would be too much of a hassle
It just that those values are a "list" that I compare against to determine behaviour. It can be done, just need to rewire it a tiny bit
Meanwhile I got the Trigger thing working
I see.
And nice that you did 🔥
if you take the last month into account, N'Garde is actually at the top in terms of endorsements 😮
always nice to see so many Sekiro parry enjoyers, right guys?

That's a nice bundle tbf
That, plus top 10 for the year makes a slamming modpack
Very impressive to be on both lists
I am still mad that I only found out yesterday about the detection spells mod. I've been waiting for such a mod for litteral years (basically, ever since I used a detection spell in Morrowind after Skyrim came out).
Been getting this error right now while fighting minotaur. Latest version too
[14:21:12.546 E] L0x708410d[scripts/ngarde/fencer.lua] eventHandler[ngarde_onRangedThreat] failed. Lua error: [string "scripts/ngarde/controllers/parry.lua"]:314: attempt to index a function value
[14:21:12.546 E] stack traceback:
[14:21:12.546 E] [string "scripts/ngarde/controllers/parry.lua"]:314: in function 'getCanDeflectArrows'
[14:21:12.546 E] [string "scripts/ngarde/fencer.lua"]:213: in function <[string "scripts/ngarde/fencer.lua"]:209>
[14:21:12.546 E] [C]: in ?
Or a mummy barrowguard, not sure
it's good and highly customisable
Ooh minotaurs, can they parry?
maybe they should deflect arrows with their thick hides
Sadly not
frankly, they probably wouldn't bother with parrying
it's like giants parrying
They're tough as fuck
they don't need to do that
a minotaur parries by swinging his big giant hammer at you
O_o
Spent maybe 50 arrows on one guy alone
hmmmm
Maybe but I want it for a boss fight mod
Given I was cornered and coud;nt make any distance 
So two things
- Whatever you were fighting got fencer script attached
and it probably shouldn't
Minotaur Barrowguard from PC
Yeah, may need to add them to the blacklist.
If they are flagged as "can use weapons" -
I think I've originally only checked TamrielData- so probably missed creatures that are in Cyr_Main only
Second, I've screwed up creature skill getters
in the last update
so I'll fix that
I don't think the infantry was ready
https://youtu.be/GBvaPViIiLs?si=um05Ra-TwZbwMG0a do you think they were ready here?
Nuke em humies yes-yes!
yeah they seemed prepared for that
"gods have abandoned us"
at least one of the flag guys was giving them a pep talk, i saw him running back and forth
Fun interaction with Arrow Stick. The arrow flew just be the skeleton hitting a wall, but he still played the dodge animation

Nice
[07:33:45.513 E] L0xa10008b2[scripts/ngarde/fencer.lua] onInactive failed. Lua error: Object has no animation
[07:33:45.513 E] stack traceback:
[07:33:45.513 E] [C]: in function 'playBlended'
[07:33:45.513 E] [string "scripts/omw/mechanics/animationcontroller.lua"]:25: in function 'playBlendedAnimation'
[07:33:45.513 E] [string "scripts/ngarde/controllers/parry.lua"]:761: in function 'stopGuard'
[07:33:45.513 E] [string "scripts/ngarde/controllers/parry.lua"]:791: in function 'forceLowerGuard'
[07:33:45.513 E] [string "scripts/ngarde/fencer.lua"]:239: in function <[string "scripts/ngarde/fencer.lua"]:237>
[07:33:45.513 E] [C]: in ?
[07:33:48.408 E] Can't start L0xa10008b2[scripts/ngarde/fencer.lua]; Lua error: Object has no animation
I am getting the following errors after the most recent update
should have an easter egg animation for skeletons when you shoot arrows at them- they just throw their hands up in the air
Also, may be a coincidence but the character stats window is no longer showing progress towards progressing skills
Do you have ncg?
since yesterday I update your mod as well as kildozery's
yeah the interesting thing is they were working before your last update - I can revert back to see if it solves the issue
well, that is odd
These warnings are harmless
And for NCG it just one line of code to address. Which I did on my install and reported to Mym
isn't it the usual 0.51.0 log spam BS?
you got any mods that change the minotaurs?
No, I don't think I have
Base PC they are not marked as "can use weapons"
so fencer script should never attach
At least none that I know of
Do they have a weapon?
giants also have a weapon and they are not "fencers"
No
Not yet
Hircine has a weapon...
iirc giants also don't have the flag
it's largely irrelevant if the model has a weapon as part of it
yeah, it's the flag
the CS flag is what's important
Its relevant for my purposes
Were there other enemies there?
bluegh - those have no flag too
weird
and you had debug logs disabled, right? Cause those would report which actor they've attached
Debug is disabled, yes
What I'm getting at is that "fencer.lua" should have never been active in the first place to get you that error
it's too laggy to play
Dammit
I might spawn one in manually and see if it's consistent
I'll go stare at attach filters for a minute, but also will push a version in 10-15 minutes that fixes the skill getter issue
It's repeatable, but I don't see any mentions of the minotaur in logs
[14:52:11.504 I] L@0x1[scripts/ngarde/player.lua]: [NGarde]:[DEBUG]:Sending ranged threat event
[14:52:11.505 I] L@0x1[scripts/ngarde/player.lua]: [NGarde]:[DEBUG]:table: 0x02a32b8da030
[14:52:11.505 I] L@0x1[scripts/ngarde/player.lua]: sent:false
[14:52:11.505 I] L@0x1[scripts/ngarde/player.lua]: threatType:10
[14:52:11.505 I] L@0x1[scripts/ngarde/player.lua]: timeDrawn:0.016765499487519
[14:52:11.505 I] L@0x1[scripts/ngarde/player.lua]: threatReach:1
[14:52:11.506 I] L@0x1[scripts/ngarde/player.lua]: drawStrength:1
[14:52:11.506 I] L@0x1[scripts/ngarde/player.lua]: actor:openmw.self[object@0x1 (NPC, "player")]
[14:52:11.506 I] L@0x1[scripts/ngarde/player.lua]: minReached:true
[14:52:11.518 E] L0x708410e[scripts/ngarde/fencer.lua] eventHandler[ngarde_onRangedThreat] failed. Lua error: [string "scripts/ngarde/controllers/parry.lua"]:314: attempt to index a function value
[14:52:11.518 E] stack traceback:
[14:52:11.518 E] [string "scripts/ngarde/controllers/parry.lua"]:314: in function 'getCanDeflectArrows'
[14:52:11.518 E] [string "scripts/ngarde/fencer.lua"]:213: in function <[string "scripts/ngarde/fencer.lua"]:209>
[14:52:11.518 E] [C]: in ?
[14:52:11.519 E] L0x7084104[scripts/ngarde/fencer.lua] eventHandler[ngarde_onRangedThreat] failed. Lua error: [string "scripts/ngarde/controllers/parry.lua"]:314: attempt to index a function value
[14:52:11.519 E] stack traceback:
[14:52:11.519 E] [string "scripts/ngarde/controllers/parry.lua"]:314: in function 'getCanDeflectArrows'
[14:52:11.519 E] [string "scripts/ngarde/fencer.lua"]:213: in function <[string "scripts/ngarde/fencer.lua"]:209>
*with debug enabled
Can you send me the full log please?
Sure
the fuck:
Ok. Found the issue
fencer was very much not attached to the barrowguard
update coming up in 10
1.2.4
- Controller trigger handling - now can assign left/right trigger to parry in script options
- Fixed a bug with attach/detach introduced in 1.2.3
- Actor onInactive event handler bugfix
- creature skill level getters fix
@kindred imp , @steep crystal stuff you've reported should be fixed
this should be your avatar... or maybe a thumbnail on Nexus mod page
A mascot
About a possible the bashing feature:
Another source of staggering your opponent might be too much or too easy to apply I think. Players/NPCs will likely prefer a guaranteed bash stagger over a perfect parry one, which is harder to time. Unless you want to apply side effects for the player as well, like heavy endurance drain or durability damage.
I like the idea of applying a sound, silence or damage armor effect (depending on skill) onto the enemy.
But it wouldn't feel nice if a magic effect, alongside its vfx, which also would be reflectable/absorbable pop up when you bash someone. Avoiding this on the technical side, I can't really say anything about it.
Besides that, I think I mentioned last time when we talked about this, that it could be cool to be able to bash with bows and crossbows instead of parrying with them. Beside any other side effects that I mentioned now, those do could apply a short stagger or a very minor amount of health damage to opponents, alongside a weapon damage penalty to the user.
I'm still not certain I want to touch bows/crossbows,
For magic effects - it's thankfully relatively easy to do and bypass the reflect completely
Just not sure if it feels right
Yes, as in they've staggered with the normal sound instead of the perfect one. And no I'm not, although I don't see how my mod would affect it, it just replaces .wav files
What are you parrying with?
Vanilla Daedric Warhammer
2h blunt close pitches down the perfect parry sound by 15% and plays it at the same time as normal parry sound
try weak parry and perfect parry and listen carefuly - maybe you just not notice it?
I'll try again and keep you updated then
check this out
It might just be that I didn't notice then. Didn't know they even overlapped, was it always that way? Anyways when I can I'll still check again, but it'll likely be as you said
Thank you as always
Since 1.0.8
The goal was to make the "ding" less jarring
Feels like a lifetime ago 
Ah, goddammit
1.2.5
- script ordering update to fix slider renderer breaking in some cases for controller trigger sensitivity
How it didn't break on my end - no idea
It was, infact , almost a month ago O_o
Maybe a different stagger anim would be cool? On reflection, the hit stagger seems a little dramatic for a parry.
That is very much on the table, I'm not quite certain what it should look like
right now I randomly play one of 5 vanilla "hit" animations
Something else would be cool, but I very much don't have a vision of what
You have thought about it. Ok.
[10:59:41.929 E] [string "scripts/maxyari/reanimation_v2/animationoverr..."]:18: in function 'cloneAnimOptions'
[10:59:41.929 E] [string "scripts/maxyari/reanimation_v2/animationoverr..."]:204: in function 'options'
[10:59:41.929 E] [string "scripts/maxyari/reanimation_v2/reanimationapi..."]:293: in function <[string "scripts/maxyari/reanimation_v2/reanimationapi..."]:253>
[10:59:41.929 E] [C]: in ?
[10:59:41.945 E] L@0x1[scripts/maxyari/reanimation_v2/reanimationapi.lua] onUpdate failed. Lua error: [string "scripts/maxyari/reanimation_v2/animationoverr..."]:18: attempt to index local 'opts' (a nil value)
[10:59:41.945 E] stack traceback:
[10:59:41.945 E] [string "scripts/maxyari/reanimation_v2/animationoverr..."]:18: in function 'cloneAnimOptions'
[10:59:41.945 E] [string "scripts/maxyari/reanimation_v2/animationoverr..."]:204: in function 'options'
[10:59:41.945 E] [string "scripts/maxyari/reanimation_v2/reanimationapi..."]:293: in function <[string "scripts/maxyari/reanimation_v2/reanimationapi..."]:253>
[10:59:41.945 E] [C]: in ?
[10:59:41.963 E] L@0x1[scripts/maxyari/reanimation_v2/reanimationapi.lua] onUpdate failed. Lua error: [string "scripts/maxyari/reanimation_v2/animationoverr..."]:18: attempt to index local 'opts' (a nil value)
[10:59:41.963 E] stack traceback:
[10:59:41.963 E] [string "scripts/maxyari/reanimation_v2/animationoverr..."]:18: in function 'cloneAnimOptions'
[10:59:41.963 E] [string "scripts/maxyari/reanimation_v2/animationoverr..."]:204: in function 'options'
[10:59:41.963 E] [string "scripts/maxyari/reanimation_v2/reanimationapi..."]:293: in function <[string "scripts/maxyari/reanimation_v2/reanimationapi..."]:253>
[10:59:41.963 E] [C]: in ?
I assume this is for reanimation v2 and not related to N'Garde
I posted on their mod bug page just in case
Very unlikely it's something I did
Max is on a sabbatical, so not sure when he gets around to fixing it
do you have latest reanimation?
Yeah, version 2.7 rogue
Just my thoughts on this, no request or pressure for implementation of course 😉
About the magic-effects-bash; it seems when applying a spell that is marked as an ability onto an actor, the usual hit-sparkling vfx won't show up (if that information is helpful).
I can apply an effect directly, bypassing a spell
spell actually may be cleaner
in short - there are options
And it's fine if it's a request. I listen, but generally only implement stuff that I like anyway 🙃
And that's exactly how it should be! 😁
Perhaps offer a consequence for a 'critical fail' that makes deflecting arrows a move of last resort?
It's a last resort anyway, with bullseye it's quite tricky to time, and not available for most of the game anyway
And if you miss the timing - you're screwed, only perfect parry works
I started new with the new patches and haven't been able to test this feature yet. Sorry if this was out of turn.
Nah, don't worry
Really liking the mod! One question: (maybe its just my setup/modlist) often I see NPCs using block/parry animation but I get 'shadow' hit by them. AFAIK they are both blocking and attacking which makes some fights v hard Did you encounter this interaction, is it known or something new?
Are you on latest version?
Nope - 1.2.0. I'll download the newest. Didnt see that I'm 4 versions behind 😅
let me know if it still happens
btw this is all of N'Garde meme lore covered in one picture

Seems fixed now! Will keep you posted if anything changes. Thanks!
Good to hear
I'm glad you mentionned "N'Wahrde" *
*N'wahrde
it's not mentioned often enough, right?
we cannot forget about this
Indeed, it's very important
I wonder what would the poll results be if the community voted on mod name change...
Hey is there currently an issue with the newest version ?
the enemies block and parry just fine but when I do it I get the animation but I cant actually block or parry anything
ok I just trued the 0.8 version and its still not working
so its definetly something on my end
Thank you for the documentation of modding history 🤝
but also - it sounds like the issue people have been having with older version of skill evolution
Do you have skill evolution? And if you do, which version? And do get me your log file
well I had the same version of skill evolution back when I was using N´Garde 0.8 and it worked fine
now it doesnt work with neither the old nor the new version
0.8?
That's about time I worked with Mym on interop
Update skill evolution to latest
there is no error message from N´Garde
Only from Mercy
at least .1.9.8 -
okay yea that solved everything somehow
thanks
So at some point during 0.8 I've added interop with Skill Evolution to support SE feats and just generally better integrate. Mym also did some changes on his end. This together meant that you either use N'Garde without skill evolution, or need to use it with Skill Evolution that is new enough to have Mym's changes
right, I need to update the meme map with old SE version issues

I remember one pre-release version which actually managed to break SE
I still have that save
NIL
Oi, is it safe to update the mod for the minor bug fixes that've been released ?
I don't know if Morrowind works the same as in skyrim
Please don't send the "READ" gif, I promise I read 🙏
lmao
for lua mods - it is generally safe
and ngarde is almost pure lua
content mods - your results may wary
Morrowind is much more forgiving than Skyrim in that regard.
And in case what I said may be misunderstood - it is safe to update N'Garde midsave
In case of lua mods, it's always safe unless stated otherwise 
worst case if you update from 0.5 or something probably a good idea to reset your settings
Thank ye !
All of the combat mods work perfectly, only think I’m conflicted about is GRIP, would that go before N’Garde
Probably, but I think it may not matter
I’ll do it before like all the other thanks
Ye, should be fine
I've been convinced. I like the visual misses. Very minimal. Good job
Awesome, thank you.
Care to share why you had doubts?
Never had doubts. It looked like a good feature. My issue was that it was not what your mod was supposed to do, parrying and active block. That i enjoy the feature is a secondary thing.
glorious feature creep 
Ah, completely fair. I do agree it seemed out of scope a bit, but since I already had the "glancing blows" thing - didn't seem like a step to far
It's good, it's minimal and is completely optional. Relecting, i think i was worried that it would just feel weird. I would swing at someone with a big claymore sword and the npc would do slight head bob and somehow that means that the sword missed. But really vanilla is not much better. is good
Yeah, vanilla just does a "woosh" sound and that's it. I've tried to keep my animations non-intrusive and so did Dubious, I think we struck a decent balance
it would be hard for Vanilla to do it better when the sword physically hits the actor, but there is simply no impact hit and no damage 😄
it's almost funny because this is what many people dislike about Morrowind and it got "fixed" in some random update for a mod about parrying, not dodging 
you could release it as standalone and I bet it would be popular even with players who don't use N'Garde
That seems too much like download farming 
However, I guess there may be people that don't want active blocking, but may want that
Yeah. So if you want to do some farming... 🧑🏻🌾
1.2.6
- Pursuit compatibility patch. Reviewed and improved script attach/detach behaviour which happens when player and chasing NPCs change cells
i'm getting the jitter now also. FUCK!
?
the same bug Jojy had?
Enable "Use Additional Animation Sources" setting in the launcher
Enable "smooth animation transitions" setting in the launcher
Enable "smooth movement" setting in the launcher. This one and one above will prevent jitter on NPCs in combat
try these launcher setting
Just realised something.
I tried heavily increasing the stamina costs to really nerf myself. I thought it would make the game much harder
Turns out, it made it easier lol
I don't know why but I just assumed that the config settings only apply to the player and not the NPCs , they just started knocking themselves out in front of my feet 
All settings apply to both NPCs and the player yeah 
You know I only now realise how strong it is that vanilla block just completely stops all damage when it procs
Because Kagoutis early game are a fucking menace with N'Garde man
If I get knocked out against a Kagouti at my level it's goodbye for me lol
Now imagine if creatures could block :P
Can't Imagine it, early game would be impossible lmao
BUT
It would promote alternate playstyles
Like stealth
Well, that was never the goal. N'Garde as is makes melee gameplay harder, but more rewarding, and allows you to punch up once you figure some stuff out.
Which is kind of the vision I had
BTW folks, if you are struggling, here is a short guide on how to deal with enemies when using N'Garde:
- First order of business is preparation. Check your equipment. Be mindful of condition.
- Make sure to spot the enemy first. Check what they are wielding.
- Check whether there is more than one enemy nearby. Try to avoid groups if possible.
- Once you are sure that the encounter is manageable, make sure you have potions under hotkey.
- All done? Good.
- Now shoot the pathetic n'wah in the back with an arrow as a sneak attack, loot their worthless corpse and move on.
You shoot in the back
LMAO
btw @lime spire I think it was you that tried it. Pursuit got updated, works great now
your mod is ok arrean, but if its not compatible with this i might have to uninstall https://www.nexusmods.com/morrowind/mods/59004
Oh perfect.
Welp. Laptop dead. Fooking amazing 
Just glad that I got those two bug fixes in today
offers a tube of thermal paste
damnit i got taken innnn
||ggwp lmao||
I'm pretty sure that ranged attacks don't benefit from a sneakycrit. You certainly don't get the message.
they can't parry what they can't see O_O
@rustic latch Is the ability to parry arrows with fists at lvl 90 hth (no block skill needed) on purpose?
Yes, but may need to change
it's more of an oversight
alright
Well fuck. Laptop is dead-dead
Will bring it to a shop that does board level repair on monday, but not optimistic
A beefy laptop?
decently so
equivalent one today is 600 bucks more expensive and has a worse cpu ffs
Farewell, Nerevar. Better luck in next incarnation
.
Well, good news. I managed to resuscicate old work laptop. Bad news - it runs purely vanilla openmw at 30 fps in interiors 
Well,fuckberries.
Well, no data loss at least. Or I hope so, I pulled the ssds out of the dead laptop, and most important stuff is backed up or is in git. But fuck it's annoying. No guarantee that the repair shop will even work on Monday as it's a holiday and no one wanted to take it today "Try that shop over there, or come back next week - no reason for it to sit in the shop over weekend"
Good news is in one of the shops I remembered that the charging port on my phone is fucked and the guy has fixed it in under 10 minutes
Must be in the Commonwealth. No one else has Victoria Day.
"Late May Bank Holiday" jfc, the brits are bad at naming things.
I'm in NI atm
I live in Canuckistan.
We're not that bad at naming things xD
Lmao
yeah remember Boaty McBoatface?
And that disproves my point, how? 
It was funny though, I concede
I think this laptop ran starsector pretty well when I used it as my daily. So I think that's what I'll do till monday
tbf, it's not a religious Holy Day or any other celebration, so it's not got a special name
I hear nothing but good things about Starsector. I really should look into it.
From what I saw,it's kinda like a more intimate Stellaris.
No, it's M&B in space + some questing
one can turn it almost into a 4x with Nexerelin
but then it's still M&B in space with some better colony management
woah that sounds cool
Also,one video warned me of something nasty: One faction loves to load supertankers with fuel and bombs,and attempt to ram.
That they do
And they're the mouth-frothing fundamentalist zealots that nobody likes.
Luddic path do be like that
fight fire with holier fire
It's not straight M&B in space. But - you get a fleet of up to 30 ships, you equip each one individually and ship customization could've been a whole game
I wonder what would happen if Freelancer's Xenos met Starsector's Luddic Path.
Xenos are human,despite the name.
They're xenophobic isolationist terrorists from Freelancer's Space America. Motivated almost purely by, "They took our jobs!"
🤷♂️ never played freelancer
when It was fresh - I was playing X: Beyond the frontier 
As long as they are not using AI, or other "high tech" luddic path won't care
But generally - do play starsector, it's great
And modding scene is thriving
They can't afford higher tech goodies. They're stuck with civilian market ships and improvised,though effective,particle cannons.
So,you can have a fleet of thirty ships...
Yeah, choose any one as your flagship, equip them, hire officers, supply them, etc. Do quests, make a colony, get a commission with one of the factions
Aaand my Stellaris brain said: Carrier,ten cruisers,the rest are destroyers.
Nah, very different generally
So a battlegroup isn't smart in Starsector?
Much smarter than stellaris, but two just don't compare in how combat is handled
I'm surprised that no cat meme was posted despite the FUBAR laptop situation
still...
Well, you see
the cat meme is on that laptop's ssd
And I haven't bothered plugging it in here yet
That laptop broguht you N'Garde. However I've almost re-setup my dev environment on this one
Not pleasant, as this box is a bit laggy
but I'll be able to fix bugs at least
go to Naris
and also - the fuckign apostrophe is way too fucking close to the enter
for OG experience
Ain't even got the TR installed
20 years ago everybody ran Morrowind at 20 FPS and it was FINE!
hell, you can do VIvec Arena testing
without GrumblingVomit's mod, of course
as his has crowds
but you can lower their density
Yeah, probably
😅
intel UHD is trying its very best - but it just can't cut it
I'm also glad I've upgraded this shitboxes' ram when I used it. If it still had 8 - I'd fucking cut someone
No you don't
That's the point.
LMAO
😄
Probably an unpopular opinion: I think the slow (base) movement speed and low fog distance is to the game's benefit. It helps the genuinely small game area feel large,especially when combined with the extremely rugged terrain.
i totally agree. i think long view distance is nice for occaisional vistas but overall it just makes the world feel smaller
I agree. It's why I keep view distance at 5-6 and don't increase player movement speed.
Default max is 2
oldwind max that is
yeah, but Oldwind is a bit too low
That is oft repeated and somewhat popular opinion
but, with TR and PT it doesn't make much sense anymore
view distance 10+ affects the game adversely IMO
Fair
the illusion of distance is lost
I personally played at 4, cause that's what my laptop could reasonably handle with other GFX mods that I was running
should be fine
Then there's enchanting an amulet with Jump 100,Fortify Strength 100,and Fortify Acrobatics 200 for 1 second each to just bound over enormous swathes of land in one go.
Just make sure you have a Slowfall ring to throw on immediately before impact.
unrelated
Funnily increasing it to 10 didn't make much different except in certain areas I got awful stuttering
Hey,if it gets me from Gnaar Mok to the Urshilaku Camp in a hurry...
4 and 10 probably has some effect, but genereally speaking, 5-6+ will have very little real performance impact because of how distant land works
Momw people, think it was Sophie and Gonzo on two separate occasions told me that over 4 should have minimal impact, cause first 4 cells are the most expensive
but I found that to be a sweetspot for my hardware
yeah, sth like that
because then it's distant land
and since distant land isn't processed the same way...
Yeah
I wonder. With modern hardware,what'll you lose first in OpenMW? Frames per second,or ticks per second?
man, staves are SO good as a utility weapon early on
You can just sit out of reach and prod someone's block to ruin their stamina because they're so much faster than spears
stops working once enemies have higher block, but at that point you have better options
they also have an incredibly fast block animation
Staves are best avoided in later stages of the game unless you're an excellent enchanter.
yeah, the damage falls off a cliff, if you want low damage high volume, use short blades
If you are an excellent enchanter,then you can guffaw as you slap on an enchantment made to simulate H2H knockouts.
Or a smiting enchantment,if you're boring.
With N'Garde,staves gain a new utility in being the only weapon that can match the parrying abilities of claymores.
Shields,perhaps expectedly,are still better on all fronts for parrying and plain ol' cold blocking,though.
yeah, but short blades don't have the reach, so you can actually poke enemies with the staff even mid-late game.
Spears too
I love the idea of a staff with Damage and Drain Fatigue and Damage Endurance enchantment,because it just calls to mind the image of just mollywhopping the guy in the gut to drive the air from his lungs.
Exactly the same parry profile for a staff and a spear infact
spears are actually one of the meta weapon types in Vanilla, so they are great either way
The spear meta in vanilla is driven almost entirely by backpedal kiting. Which is... Eeh.
once you know how to utilise spear's reach in Vanilla, other weapon types may seem weak
Don't get me wrong,I love spears,too. But I find backpedal kiting to be very boring.
I tend to take oblong orbits around my enemies instead,when using spears. And if I have good enough hops,reveral leaps.
you may also consider it boring to shoot someone with a bow or a fireball
but it's a thing
but boring or not, spear is extremely strong in Vanilla. Hell, besides reach, with Vanilla levelling system, it also has the most meta governing attribute.
so it's arguably one of the best weapon skills in-game even if you plan to switch to some other weapon type later on
Aah yes. Endurancemaxing.
only thing is that this itself loses more value when enemies get better at blocking and specifically block staggering you
you need to wait longer instead of spamming then
I wonder. How does Disintigrate Armour work? Does it evenly distribute its damage across all worn armour? Or clone its effect for all worn armour?
no, there is a strict sequence
shield is always first
if the enemy has one
Amulet enchantment identified,then. The most Disintigrate Armour I can get on that thing,with the express goal of vaporizing shields.
Drain Block or Damage Block may also work, if you have these spell effects
Yharnamite's Amulet: Disintigrate Armour 100 pts/s for 100s on touch.
"Shields are nice,but not if they engender passivity."
yeah, swords are great. Very common and versatile weapon type, so it's hard to go wrong with Long Blade.
I try to avoid Long Blade as much as possible,because they're so grossly overrepresented in media.
Swords were,with vanishingly few exceptions,sidearms and ceremonial pieces. I wanna be a BAMF with something else.
There are easier ways to win the Darwin award
8 bit theatre is great 😄
TES Lore specifies spears as "martial 1on1 weapon" due to difficulty of formation fighting when fireballs exist
most of my characters nowadays don't use Long Blade, but it's because I used it a lot as a teenager, so I try to go for more diversity
Which kinda demotes them from the queen of the battlefield they were for the entirety of human history
I was referencing history with that statement,but that just makes sense.
I think it's telling that my first ever Morrowind character,on the original Xbox,was a Redguard in Medium Armour,a spear,and a shield.
this isn't really what's said in-game btw