#N'Garde. Vanilla-Friendly Parry and Active Block.

1 messages · Page 15 of 1

inner hare
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The spear is a common weapon for light irregular troops and militias, but has been developed as a martial art form by the Bosmer. In Morrowind, the Ashlanders favor a wicked and elegant version of the spear, with a spike at the foot of the shaft.

*The long reach and high efficiency of this two-handed long-shafted axe-like weapon makes it well-suited for combat with encumbered, heavily armored opponents. Using this weapon in massed formations requires a high degree of skill and training, and its bulk makes it difficult to use in close quarters, so the weapon is, with significant exceptions, neither common nor popular for use by mercenaries or adventurers. *

cyan reef
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I believe the in-game literature cites spears as tribal weapons and the weapons of hero-warriors.

inner hare
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and Legion troops definitely fight in formation

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magic exists, but magic protection also exists

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so it's more complex than that

cyan reef
inner hare
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in game terms, you would get Reflect roll for every entity hit. It doesn't need to be 1:1 in the lore, but the threat would be there, so it's not as if Fireball AOE is some kills-everything-with-no-counter thing

cyan reef
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There's also the threat of a Telvanni lord just summoning a heap of unbound Daedra in the middle of the battle.

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Tamriel Rebuilt has a quest that does exactly this.

inner hare
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the Empire literally employs Battlemages

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they are the elite part of the Legion

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well, the "elite" part is arguable since Battlespire is literally them getting fucked, lol

cyan reef
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And also,individually,less skilled or powerful than any Altmer war wizard or Telvanni worth noting. Their advantage is numbers and military discipline.

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Because,in the systems of warcraft employed by the Cyrodiilic Empire,*all four of them,*logistics and strategic scope thinking is more valuable than any singular overpowered asset.

inner hare
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they don't need to be more powerful 1 on 1, although I will note that Zurin Arctus was an Imperial and one of the most well-known battlemages in the lore

cyan reef
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Outliers will always exist.

inner hare
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and if the Dunmer were oh-so-powerful-beyond-belief, they would have never surrendered to the Imperials, yet here we are.

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they had 3 gods on their side, all their old wizards, all their Redoran and Indoril warriors etc.

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yet Morrowind still joined the Empire

cyan reef
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My theory regarding the Four-Score War: ALMSIVI was overwhelmingly powerful,and inspired their troops to incredible feats. However,they had no idea how to properly wage war on the strategic scope.

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Thus,Reman Cyrodiil was able to grind them down to a stalemate,and they signed the Treaty of the Armistice.

inner hare
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well, I doubt that Sotha Sil or Almalexia are strategy geniuses. Probably not their forte.

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Vivec would probably be better but who knows

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too much stuff told about the Tribunal is mythical or legendary in nature

rustic latch
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I've given up trying to explain lore inconsistencies in BGS games

cyan reef
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Sotha Sil's a scholar,Almalexia's the bullish sort,and Vivec's the clever cockbite. Mage,Warrior,Thief. They represent the Guardians,as any Oversoul demands.

rustic latch
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given their track record of one writer having no idea what another is doing

inner hare
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there are no inconsistencies here, though. If anything, uncertainty is intentional

rustic latch
inner hare
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unless you mean game-to-game stuff

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then yeah

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because they retcon stuff all the time

rustic latch
inner hare
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and they will retcon more stuff in TES6

inner hare
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that was one of the design goals

cyan reef
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I'm speaking fully within the scope of what I can find in vanilla Morrowind,and Tamriel Rebuilt. Tamriel Rebuilt has the explicit objective of prioritizing pre-Oblivion lore.

inner hare
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and it's one of the reasons why MW is exciting IMO

inner hare
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most players do as well, I guess

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I mean, do you care about Red Year when playing Morrowind?

rustic latch
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lmao

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Sorta? I usually end up with a player home as far from Vvardenfell as possible :P

cyan reef
inner hare
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nothing post-TES3 truly counts when playing TES3

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if anything, it's all alternative history

cyan reef
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Whether or not you're genuinely Nerevar Reborn,you're still just Azura's patsy in ensuring that Dunmer society gets fucked in the most apocalyptic way possible. Because she got slighted.

inner hare
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and TES5 is happening like 200 years later, anyway, after a few retcons as well, so it matters the least

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I guess that Oblivion Crisis is actually the thing which seems the most legit

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because it's been foreshadowed

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obv the details would be different

cyan reef
rustic latch
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Should've just gone with another dragonbreak

inner hare
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and it was made outside the game

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in-game the devs didn't even care

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this is how much Bethesda cares about its lore

cyan reef
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And Heimskr in Skyrim VERY FUCKING LOUDLY preaches in Whiterun.

rustic latch
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Warp in the West, Warp in the East, Warp in the Center

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Dragonbreaks for everyone

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Explans why everything is so fucked, and why and how skyrim regressed 500 years socially in 200 years

inner hare
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so I guess 5000

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it's actually better when we pretend that each TES is happening within some sort of pocket universe, Dragonbreak or whatever, lol

cyan reef
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Note to self: Look into the Old Lore as to why Dragonstar is split between East and West,Berlin style.

inner hare
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Redguard-Nord tensions post-war

cyan reef
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...The locals mentioned a faction known as the Crowns.
And I watched a Just Background Noise video about TESA:R,and the Crowns keep getting brought up as a royalist faction.
Huh. I guess Cyrus has a lasting impact?

inner hare
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Crowns and Forebears is sort of what Hammerfell is

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I'm afraid to link UESP Lore stuff because they mix everything

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but you can read about the Dragonstar stuff in-game in SHOTN

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the war happened a few decades ago

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it was called War of Bend'r Mahk

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it's related to BS which happened during TES Arena

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with Jagar Tharn causing all sort of mess in Tamriel

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it was barely explored back then, but later became more developed lore

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I will also note that Jagar Tharn is another famous Imperial Battlemage 😄

cyan reef
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And a right cockbite.

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Several NPCs and quests in Firewatch also mention the mess the Simulacrum made.

inner hare
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yeah, it was a true mess

cyan reef
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It was basically no-man's land in Telvannis during the Simulacrum.

inner hare
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he became a faux Emperor

rustic latch
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And in and around Anvil too

inner hare
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Arena happened like 30-40 years ago

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it wasn't that long

cyan reef
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Living memory for all the races.

rustic latch
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I still maintain my stupid theory that Trebonius is the Agent

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Fucked up by all the trauma and the dragonbreak

inner hare
rustic latch
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sent for a quiet retirement in Vvardenfell

cyan reef
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Could explain him being a nepobaby. Could also explain his combat competence. Leaves his administrative competence up in the air,though.

inner hare
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maybe he is a secret offspring of Jagar Than's!

rustic latch
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""What do his papers say? Akato? Fuck if I know what Chancellor's name is after that mess""

cyan reef
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Nobody in the Vvardenfell Mages' Guild liked Trebonius.

rustic latch
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The man is not sure if he can trust reality

cyan reef
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Mostly because he's a pointy-haired boss.

rustic latch
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he gives tasks only to those that ask for them

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and it's on them

inner hare
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it's funny that TES Arena basically had shit all for plot yet Simulacrum became an interesting story point in the lore

cyan reef
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I mean,a pretender wearing the rightful ruler's face? That's epic plot bait.

inner hare
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I often find that TES stuff works much better in the background/as lore stuff rather than actual in-game events.

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probably because Bethesda writers rarely can do the latter justice

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and the devs face technical difficulties as well

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but if it's history and there are some mysteries involved, suddenly everything becomes cool

cyan reef
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Maybe Bethesda should stop with the fucking scope creep,and narrow right in.

inner hare
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if the battles that happen in Skyrim-the-game - the ones with 20 guys on screen and lagging despite that funnily low scale - were described as lore events, they could be epic af

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Oblivion Crisis sounds awesome on paper. It's not like that in TES4 because it's just a fucking grind with closing the samey gates and no depth.

cyan reef
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And then in came the lore of what was happening everywhere else.

inner hare
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which was fun!

cyan reef
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Skar was reanimated to defend Vvardenfell.
Skar lost.

tough juniper
inner hare
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When I was playing Oblivion, I was more interested in the rumours from the other provinces than in-game stuff

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when I heard about the Hist recalling the Argonians, Vivec's disappearance, Telvanni wizards struggling with the gates etc., it was all super exciting

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my imagination ran wild

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and when I returned to the in-game reality, well... it was another boring Oblivion gate that had to be closed todd

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I bet that if I heard about dragons attacking Skyrim and some hero fighting them with the power of Thuum, it would have been far more exciting than what actually happens in Skyrim-the-game, where dragon encounters are sort of like fights with buffed cliff racers.

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so yeah, I think that there is sth in the way Bethesda depicts events in-game and in the lore that makes the latter far more interesting most of the time

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can't say it's the norm in gaming since many games actually have very boring backstories and you tend to be more interested in what's happening to the characters in-game

inner hare
pastel vine
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Probably a dumb question but N'garde should load after mercy?

cyan reef
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They shouldn't have any overlap,so load order agnostic,relative to eachother.

tough juniper
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but like, a passing mention really

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hmm i might have misremebered actually 😂

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i was sure there was a line about it but i can't find it now todd

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ah yeah it was from the mythic dawn commentaries, i just love that guys voice so it got stuck in my head

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"CHIM. Those who know it can reshape the land. Witness the home of the Red King Once Jungled."

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so.. yeah..

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i guess thats case closed 👍

cyan reef
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Here's a thought exercise: Are the Agent,the Last Dovahkiin,and Cyrus the Restless Heroes/Prisoners?

hearty scroll
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...or something like that

hearty scroll
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(I should read everything before posting too fast)

regal egret
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80 percent of Tamriel is some kind of tropical environment, and then there's the Nords

tough juniper
tough juniper
inner hare
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They are Smooth Criminals

rustic latch
cyan reef
tough juniper
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Ah

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I see

iron lance
# regal egret 80 percent of Tamriel is some kind of tropical environment, and then there's the...

I wouldn't say 80 percent, High Rock is pretty temperate and Hammerfell is mostly desert with only the sea borders being tropical, also, Vallenwood is more of a big forest, which we do have in tropical countries, sure, but it doesn't make big forests tropical

Plus half of Elsweyer is almost the same big forest while the other half is a bit of a less dry desert with some mountains and stuff

Also Black Marsh is (mostly) just swamps and Morrowind is... Mushroom in Vvanderfell and rest in rest

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Also Summerset Isles are like, magic and stuff

Crystals and shit, yeah? Never payed attention to their lore

hearty scroll
cyan reef
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Someone unmoored from causality,with no history or real identity. Unfated and free-willed. Able to see the bars of their prison,the Godhead's dream,and potentially see the door.

rustic latch
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^ Main character

cyan reef
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In the meta-sense? Yes.

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But in-universe? Cyrus has a clear identity and history... and yet he still does some genuinely wild shit. Same with the Agent. And the Last Dovahkiin is,at least by my reckoning,a heat-seeking missile loosed by Akatosh.

rustic latch
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Also, I dunno. I often find deeper "metaphysical" stuff in TES mindnumbingly boring. It's a soup of real-world mythologies, and those are not great at undertanding even their own made up world already

rustic latch
cyan reef
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And a complete service record that you define.

rustic latch
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Eh

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about as much definition as talking to Socucius in MW

regal egret
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I don't think you can really count pre-redguard stuff as 100% canon anyway

tough juniper
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I think there's a lot more to it than that but at the same time I agree with the TR take on the esoteric lore, it's cool that it's there, but it doesn't need to get in the way

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I think you can safely define it all as canon. Its more interesting that way imo

cyan reef
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Every myth is true.
Every *account,*though...

tough juniper
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Nothing is true, everything is permitted. I find the idea of a world built of literal metaphor pretty compelling

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But it still shouldn't really affect the lives of your average muck farmer

cyan reef
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And then in comes the living god to help the muck farmer.
At least,so the story goes. That reads like state propaganda.

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The Temple of the ALMSIVI Tribunal is a deeply flawed and corrupt institution,but it still does good work. You can make a whole damn,if small,game around that on its own.

hearty scroll
tough juniper
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Yeah but you don't spend time worrying about supernovae when the vetch need milked

hearty scroll
rustic latch
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I'm not sure where "corrupt" part comes from, except for general assumption that "all religious orgs are corrupt". Authoritarian? Yes. But Temple is the reason the people of morrowind are healed, fed and housed when they can't fend for themselves

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There are no beggars in MW, and that's cause Temple hostels. One of the reasosn I dislike Populated Morrowind and other mods just mindlesly adding beggars to cities

inner hare
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Yeah, Vvardenfell wouldn't be flooded with beggars except in some extreme circumstances and people who avoid the Temple or the law.

Repopulated Morrowind is good. It's made by one of the TR devs btw.

fair wing
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I have an idea @rustic latch

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if theres a way to detect if the player is falling but also colliding with terrain or whatever (sliding down a cliff) could a sliding sound be added?

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/vfx /animation?

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animation is too complicated because it depends on direction / IK

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but dust vfx and sliding sound could be really cool

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could make the sfx and vfx scale with the amount of time "falling"

rustic latch
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Not quite sure. I don't think there's a straightforward way to detect that...

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Specifically that case whene player is not on ground, but only cause collision is wonky/slope too steep -

fair wing
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it disables controls when there is a collision at the direction of movement input

rustic latch
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raycasting probably

fair wing
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probably yeah

rustic latch
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I basically do the same raycast for NPC collision avoidance in N'garde

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with some bells and whistles

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but for sliding - I'm not sure how to do that

iron lance
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Though not really a multiverse

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But still, it's basically a multiverse

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And they decided to put it in the lore

But there is no way it's canon, it contradicts other stuff too much

fair wing
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the running one

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so I'm guessing detecting terrain collision is rough

rustic latch
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It's tricky

fair wing
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I'll copy these messages anyway, as an idea for the future maybe

rustic latch
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I can't test rn, main laptop dead, but will may take a look later

fair wing
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I read about that, rip

rustic latch
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Still a sliver of hope. Gonna go and see tomorrow. Mentally preparing myself that it would be dead-dead

inner hare
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hope is the first step on a road to disappointment sadcat , You have to try, though.

rustic latch
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Hope is a cloud, grief is deep water

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Mostly annoyed at the idea of having to buy a new one, with the way hardware prices are right now

fair wing
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what even happened to it?

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I was considering buying myself a gaming laptop to do textures on the fly

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but I'll get a desktop instead probably

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I keep hearing they overheat easily and when that happens a portion of the computing and rendering power dies

rustic latch
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Honestly, not a clue. Friday night I was questing around Akamora. FPS dropped to 2. Laptop hot. I shut all the heavy programs down, desktop lag seemed fine.

Shut it down, opened it up, cleaned out the dust, as I did many times. Put it back together - dead.

Not even a light on the power button.

Opened it up again, check all the connectors etc. Put it back together - light on power button, still won't turn on. At that point I've disconnected the battery and on Sat went looking for a repair shop. No one would take it (come back monday) but I think I found a shop that does decent board level repair, hence the hope. So imma hit them up first thing tomorrow morning

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I've used to only ever run desktops, but I've had to move 6 times in last 4 years - hence a laptop

iron lance
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Jesus

fair wing
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damn that sounds exactly like the warning I received from those people

rustic latch
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🤷‍♂️ laptops can overheat, yeah. Some more than others

fair wing
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rip

iron lance
rustic latch
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It's generally fine, but sometimes shit happens

iron lance
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But external coolers aren't really practical

fair wing
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I'll invest in a good desktop to have for the future

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rn I sorta use my dads desktop

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I bought some of the components

rustic latch
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Most new laptops are also choke full of ai crap

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including a "copilot button" that you can't even fucking rebind

iron lance
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Only windows 11 ones

rustic latch
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🤮

fair wing
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but when I move out I'll def need my own desktop

rustic latch
iron lance
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Oh shit, fr?

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That sucks

fair wing
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censor that please

iron lance
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Why did they think this was a good idea?

rustic latch
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that you can't fucking rebind, cause it's "meta + shift+ f23" but doesn't register properly even in windows, let alone other OS's so you can't rebind it

rustic latch
iron lance
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Aaargh

Fucking shareholders, man

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They think they know so much, as if their jobs aren't gambling with extra steps

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The idiots couldn't know what is a good product if it hit their heads with a hammer

uncut sun
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finished TR addon for my armor mod. Posted in new thread if you want to check it out

rustic latch
iron lance
rustic latch
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So I'm leaning towards buying a desktop and just biting the bullet if I need to ship it anywhere

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if I have to buy a new pc

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which is alos a fuckign bad time for it

iron lance
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You could buy an external cooler on the mean time

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They are pretty good

rustic latch
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Laptop dead, I remind you :P

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nothing to cool

iron lance
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Oh yeah

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Oof

rustic latch
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I have an old work HP, that I'm writing from right now - which I think my company forgot I have, but it has no dedicated graphics and doesn't overheat

iron lance
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In my country we have a saying
"Who doesn't have a hound, hunts with a cat"

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Pretty much that •-•

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Still, really sorry for your laptop, this kind of shit is unfortunate.

rustic latch
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Bad timing generally. I was thinking of replacing it one day, but I was hoping I'd be able to sell it or give it away to a family member at least

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🤷‍♂️ meh. We'll see what tomorrow brings

iron lance
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Guess you can't do either when it doesn't even turns on todd

inner hare
rustic latch
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Meh

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I have 700 hours in Cyberpunk and am done for now

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have not been interested in anything else "modern" recently

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and my other stuff very much needs to be local

iron lance
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Also you can't mod in these type of things

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And modding is like

Half the fun

inner hare
dusk palm
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Has anyone tried this in TES3MP btw ?

rustic latch
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Won't work. TES3MP iirc is a fork of openmw 0.47 and while it is updated on occasion, it diverged too much. And Tes3mp lua is a very different beast to what is available for OMW

wet tendon
rustic latch
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And if it's a board you can replace it

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moving across countries with a desktop is much tricker however

wet tendon
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yeah, I think with most laptops the boards are welded in

rustic latch
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so 🤷‍♂️ . I had to pick my battles

wet tendon
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ah, where you from?

rustic latch
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Ukraine

wet tendon
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that's cool- I still use the pc I put together 13 years ago

rustic latch
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Had to move around quite a bit last several years. And when I could afford a new pc - I went with a laptop precisely cause - "i've no clue when I'll need to pick up sticks"

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in retrospect - may have been a wrong choice, but eh, whatever

drowsy rain
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laptops have been deliberately made harder to repair, so

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especially keyboards. my god, the keyboards

rustic latch
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well, at least the fucking keyboard while you can't repair you usually can swap out

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and it's not that expensive

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e-waste still, but not as bad as a dead cpu, or soldered ram

inner hare
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Just witnessed Dremora Lord blocking my arrow shot datchim

rustic latch
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Nice datchim

rustic latch
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Welp. Left main laptop at the repair shop. Now we wait

rustic latch
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Ultimate mark of approval (if you're in the server, love the name) doitswit

sour cipher
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This W8 mod took around 20 years to finish and is spectacularly bad, but look how a few frames snatched from an existing pain / death / attack anim could work to visually telegraph dodging (at least in a Nix Hound). https://youtu.be/jfomcLpSBQg?t=48m59s (it’s actually a pain anim in this mod but it does look like it’s dodging)

rustic latch
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Creature dodge animations are not in not cause it's hard to do, but cause there's fuckton of creatures. :P It being a few frames doesn't make it meaningfully easier I don't think

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But also. wtaf is that mod O_o

sour cipher
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Frame snatching could be automated with an AI or something?

rustic latch
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Maybe, at that point it stops being my problem and won't be in this mod

sour cipher
rustic latch
sour cipher
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Yep, it’s a crane.

rustic latch
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jfc doitswit

sour cipher
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Dude has been playing W8 since he was a kid and always dreamt (to liberally quote his own words) of combining all the ideas from the big W8 mods into one and make a playthrough last at least a few hundred hours and shove in as many new creatures and items as possible. Also good luck finding out the new 200+ crafting recipes, let alone the changes in mechanics—all traces of documentation are missing on purpose because «manuals are spoilers» or something. He started making the thing around 2005 or 2006.

rustic latch
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That's some dedication

sour cipher
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About 4 people on this planet were able to finish a playthrough before going insane.

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I believe the MW equivalent would be 4NM.

rustic latch
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4NM is tiniest bit self aware

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that w8 thing doesn't seem to be

hearty scroll
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He found the hidden knowledge, and now tries to spread it

rustic latch
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quite likely

sour cipher
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BTW can someone identify what game the mod stole this alit / kagouti hybrid from? Looks tangentially Gothic.

sour cipher
iron lance
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Is openmw even equipped to properly change creature animations currently?

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I know it can do for humanoid and beastfolk characters, but idk if it was even tested in creatures

tough juniper
iron lance
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banger

kindred imp
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borger

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🤤

inner hare
sour cipher
somber quail
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There are some amazing expansions to Quake that still hold up today, but 'Scrooge' was not one of them, lol.

Very d*ckish enemy placement and ammo shortage issues.

Cute 'lil feller does fit in with the rest of the MW gang though.

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Just stopped in to say that mod is working flawlessly still in spite of a lot of carelessly maintained mods.

Figured some good news might cheer you up.

sour cipher
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And it defo had no Chompers. God I hate the system prompt google uses for the Gemini instance built into the search box, it bars the thing from saying «I don’t know» or «I’m not sure» altogether.

rustic latch
wet tendon
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and also I thought it was silly that you couldn't block arrows

rustic latch
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At least with shields yah. I still think that deflecting arrows with a weapon is a bit silly, but TES is a land of gods and heroes, so whatever. But at least shields fits exactly with my idea of "what if beth had another year to cook"

maiden tangle
# rustic latch At least with shields yah. I still think that deflecting arrows with a weapon is...

Even though the mechanic is now included, I don’t really going for it actively, since it’s still often much easier to just move out of the way while handling other resources like taking potions, throwing spells, shooting projectiles yourself.
Best scenarios are when there were a narrow interior corridors where I carefully deflected arrows, while trying to get less space between me and that insert cat meme here 36vehks

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So in general it the best case having the option, but not overusing it jut cause datchim

rustic latch
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Given the high skill levels necessary for it I'd say overusing it would be tricky

inner hare
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Yeah, it has low impact if the whole playthrough is considered

wet tendon
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Unrelated: I wonder if anyone's tried to do discord RPC support for openMW

rustic latch
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Can be done and ownlyme posted a version few days back.

I've never enabled discord activity at all, so never tested any of it. Nor understood the appeal. doitswit

wet tendon
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i've had one made for months, but the way it works is sort of cursed and is sort of beyond the scope of what openMW sandboxed lua can do

rustic latch
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Rubic0n then?

cinder gulch
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Not even necessary though if you use vencord

rustic latch
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Imma go out on a limb, and guess that "parsing logs" is the cursed part :P

cinder gulch
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Not really

rustic latch
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However, meh - doable several different ways and that's good

rustic latch
cinder gulch
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Has an addon you can just add RPC to for any exe

rustic latch
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Yes, but how. Fucker's not reading hot memory, does it?

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Ah. Just user input ( at least what I'm finding)

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reasonable doitswit

rustic latch
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🧐

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Anyone seen any jittering or enemy freezing in place on latest version?

misty phoenix
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I haven't tested it yet, but I might play a bit this weekend

rustic latch
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Can't reproduce that specific one. Thinking the user might have done something silly

candid wren
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Is damage on perfect parry a thing?

rustic latch
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Nope

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Why?

candid wren
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I think I just figure it out

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Toying with it and I got damage based on block and strength implemented idk how poorly though, no errors in the log for me after overwriting this with your existing parry.lua file

rustic latch
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I'll need to take a closer look once I wake up. But I'm not sold on it as a feature

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We already reflect quite a significant amount of fatigue back to the attacker

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health on top of it seems too much

#

To the point when right now if you get hit by something stupid strong that would otherwise one -shot you - you can theoretically knock the enemy out with a perfect parry

#

On the first glance - works as you intended though.

#

It's 3 AM however, so Imma head to bed

candid wren
#

Ok np

rustic latch
# candid wren Toying with it and I got damage based on block and strength implemented idk how ...

So three pieces of good news, and one of bad news.

Bad first:

  1. I don't think I will integrate it into the main mod. As is - feel cheap and unnecessary to add damage to the perfect parry.

The good though:

  1. What you've posted works. Even if I would've made some changes to integrate it properly.
  2. I've just updated the interop hooks and events in the indev version of n'garde, but also - the perfect parry hook already exists in released version - so you can make it a submod with relatively little trouble.
  3. I'm going to try something with animations and much shorter (like 10% of current) window for a "riposte" - that would do something like this. However - still feels a bit cheap, and if I don't figure it out with existing animations - it will have to wait till my main laptop is back from repair, cause current one has alot of trouble running blender
rustic latch
#

Minor notes:

  1. Perfect parry already burns attacker fatigue, so don't think that is necessary in the "bash"
  2. util.clamp exists and util.clamp(value, from, to) will do the same as min(max(value,to),from)
  3. Debatable, but this one may be a decent fit for the "hit" event instead of "modifyStat", as it's essentially a counterattack
inner hare
#

How is your laptop?

rustic latch
#

{Technician name} working on it

#

Actually, I probably should give them a call today, it's been almost the entire week

inner hare
#

||F?||

rustic latch
#

No idea, that's the problem

#

They told me they would diagnose for potential repair and then I'll need to make a call if I want to pay for the repair. I haven't heard the diagnosis yet

#

🤷‍♂️

wet tendon
#

the cursed part is how to handle different continents, and how it should handle situations where a player jumps from an interior to another on a different continent

rustic latch
rustic latch
# rustic latch 🤷‍♂️

Well fuck. They think the CPU is dead, I guess I better go and start checking modern parts and compatibility et al

wet tendon
#

i stopped using namebrands a long time ago, I had a Dell Inspiron 530 that I couldn't swap the motherboard on because it was welded to the case, so I built my own

rustic latch
#

meh

#

I needed a laptop, not a tower. Lenovo had a configurator that meant I could skip storage OS and some other stuff and save ~300 bucks

#

🤷‍♂️

#

I'm not happy the fucker died

#

but whatever

inner hare
#

F

#

Was it a good toaster?

rustic latch
#

Bleugh. I guess time to build a tower, seems like it'll be much cheaper than a new laptop

rustic latch
wet tendon
#

yeah, you saved 300 bucks, and now you have to spend 1000

#

😄

rustic latch
#

Seriously, however - was quite a beefy laptop. If GPU was on the weak side.

inner hare
wet tendon
#

im surprised mine hasn't blown up yet, i've had it for 13 years

rustic latch
sour cipher
#

inexplicable cpu death is extremely rare, especially resulting from a cleaning routine

rustic latch
#

jeebus how paranoid are ya'll

sour cipher
#

and this is the first place to look at this issue? no other shop touched it?

rustic latch
#

yeah, the first one to look inside

#

also, it's a fucking laptop - you're not swapping a cpu without swapping the board, or resoldering it

sour cipher
#

did they say anything as to how this could have happened

sour cipher
#

wait 3 minutes, remove

#

put in a new one

#

wait 3 minutes, done

rustic latch
sour cipher
# rustic latch jeebus how paranoid are ya'll

the reason why i learned all the stuff i know about pc repair is exactly to avoid electronics repair shops; my home society is a low-trust one, swindling the client is considered a virtue, and electronics repair is barely legally regulated; one of my favorite YT shows is a repair dude dealing with laptops plundered by previous repairmen and sometimes engaging with them in various ways

rustic latch
#

Consumer protection is very much a thing here. Local solicitors would be chomping at the bit

sour cipher
#

"we aren't done looking at it" is often a polite "we haven't had time to look at it yet"

inner hare
#

I wonder if they did actual work during this week btw

#

as it varies a lot

#

but "high priority" looks nice

tough juniper
#

My last laptop CPU died because of a design flaw in the model. I had it fully replaced and the motherboard melted

#

Towers hold up the mundus

sour cipher
#

aaaah intel 13 or 14 gen?

#

yeah they do that

inner hare
sour cipher
rustic latch
#

mostly down to that

#

most laptops also come with laptop specific GPUs, so you read "oooh 3060!" But nah, it's not the same as desktop 3060

inner hare
#

yeah

#

this is very noticeable

#

like, 3060 should be good enough for 95% of stuff on the market

#

but it's different 3060

rustic latch
#

yup

#

Should I buy a used gpu 🤔 now. Probably would off some crypto-miner cunt

wet tendon
#

(sometimes)

rustic latch
#

I've seen too many adverts for it to trust it

#

I also hate the idea of buying a new nvidia gpu for the fucking prices they are charging :/

wet tendon
#

Someone was selling a 5090 on it for the low low price of $3899 🤣

rustic latch
rustic latch
#

So... I got KCD style riposte working. Mostly. Needs more polish.

Some points about it:

  1. Rewards passive playstyle. Even more so than parrying does already. But I guess it would only work in 1v1s anyway.
  2. I don't want it to be reasonably possible to win a fight just by doing that. So lower damage and spread over more skills and attributes.
  3. Weapons only, screw shield bash. But really - I can re-use vanilla weapon attack animations, but currently don't have anything that would reasonably run blender, so can't polish my shield strike wip anims
  4. How is it different from just attacking after the parry? I don't know if it is. Maybe make it a guaranteed hit, but again, cheeeeeesy
  5. I'm thinking it should only fire in the first half of the perfect parry window.
  6. And probably will need a higher internal skill threshold.
  7. Will add a setting for it, but won't do "player only" - that feels bad
river sluice
#

Can we get different sfx and vfx for hand to hand blocking? Especially if it's wearing no armor.

#

I'm loving the mod btw

rustic latch
# river sluice Can we get different sfx and vfx for hand to hand blocking? Especially if it's w...

Yes, eventually. SFX are already "different" but let me explain
My idea for still including the "ring" - is to make it clear that "perfect parry" has happened. Feedback clarity over anything else

Without the perfect parry h2h plays a "hong kong action movie style wood thwack" sound, which seems very appropriate.

For the VFX - I need to find something, or come up with something, not sure what would be appropriate

river sluice
#

I think no vfx probably better than sparks

rustic latch
#

Hmmmm

#

Maybe

#

I can see that

#

specifically for unarmored h2h block

river sluice
#

My fave hand to hand fps game was xeno clash

#

Had great thonking sounds for blocks and kicks etc

rustic latch
#

well, can't reuse them. obviosly

#

but I may check it out

river sluice
#

I just mean for inspo

#

On mechanics and feel, too

#

First person melee combat that works well is rare I think

rustic latch
#

I mean, that's for sure out of scope - maybe one day, but I'm not overhauling h2h combat in its totality here :D

river sluice
#

Don't expect you to

#

But you never know what ideas might come

#

From mucking round in a game with good first person feels

#

It's only 8 hours or so

#

Fun one shot

rustic latch
subtle turtle
#

Saw this mentioned this above, not seen any freezing, but do see NPCs jittering, rotating towards/away from the PC while guard is held. Doesn't happen all the time, had a look at load order and seemed to happen less frequently when removing Real Weapon Range Extended (fCombatDistance + weapon range edits), but could be placebo. Double checked settings and Smooth Movement etc.. are all enabled, use a lot of the same animation mods as in the demo

rustic latch
#

Would you say it happens when enemies are just at the edge of their weapon range?

#

And do you have mods that would cause enemies to flee, e.g. Mercy or HBFS

rustic latch
# subtle turtle Saw this mentioned this above, not seen any freezing, but do see NPCs jittering,...

Just to make sure - the issue I got report of yesterday, was indeed caused by disabled settings. So whatever you have is not that.

But just in case:

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
All three are enabled, right?

subtle turtle
#

Yep those are all set - HBFS yes, Mercy no. Tried standing still and trading blows and doesn't seem to happen - NPC enters guard, rotates away, but no jitter. Not sure if it would be of any use, but happy to share a log

rustic latch
#

The rotation is the weird part

#

cause I don't touch NPC rotation at all

#

log, maybe

#

can you spawn an npc, enter combat with them, and then do tai and see if it still happens when you attack them

#

that may not help too much, but won't hurt to try.

#

oh

#

do you have fair care?

candid wren
#

Or perfect party bash?

#

Ive made some changes since i sent that last files idk if your interested i been playing around with options and different things, made a bracing block too

#

Over looked bashing an enemy to death so there a threshold now on a percentage, and an option to not kill on bash, set the threshold to 0 for knockout after fatigue damage

rustic latch
waxen cliffBOT
#

So... I got KCD style riposte working. Mostly. Needs more polish.

Some points about it:

  1. Rewards passive playstyle. Even more so than parrying does already. But I guess it would only work in 1v1s anyway.
  2. I don't want it to be reasonably possible to win a fight just by doing that. So lower damage and spread over more skills and attributes.
  3. Weapons only, screw shield bash. But really - I can re-use vanilla weapon attack animations, but currently don't have anything that would reasonably run blender, so can't polish my shield strike wip anims
  4. How is it different from just attacking after the parry? I don't know if it is. Maybe make it a guaranteed hit, but again, cheeeeeesy
  5. I'm thinking it should only fire in the first half of the perfect parry window.
  6. And probably will need a higher internal skill threshold.
  7. Will add a setting for it, but won't do "player only" - that feels bad
candid wren
#

Ohhh ok ok gotchu

rustic latch
#

Mostly. You gave me some decent ideas. However - I'm not implementing it without animations - that just feels cheap, instant damage however low.

So for now - I'm re-using vanilla attack animations

#

for shields it's a toss up

#

either do the riposte with the weapon held in the main hand, which is more realistic anyway

candid wren
#

Understandable

rustic latch
#

or leave them alone

#

cause shields are strong as is

candid wren
#

Attack types then?

tough juniper
#

maybe it could be tuned to be more risky when your not 1v1? or vice/versa. so its less passive, more of a choice

rustic latch
#

best attack of a held weapon

#

and I'm thinking instead of flat damage - it will do some percentage of the weapons attack damage

#

for that attack type

#

But you're getting into credits for the idea and original implementation. I redid most of it, added animations and key listeners etc, and it is now an actual "attack" as far as the game concerned, but still - good idea and good POC

rustic latch
#

so it's a choice

#

and never happens on its own

#

probably can re-use the same hooks I did for shieldstrike

#

so riposte only happens if you have LMB held down while holding the guard up and it fits within half of the perfect parry window

#

may be finicky, both to implement and for the player though

candid wren
#

Thanks, I have a bracing stride/stand for blocking while standing still and moving idea, like a vanguard or bombarder type play style

rustic latch
#

Elaborate? Not sure how that would work

tough juniper
#

what if instead of a portion of damage it somehow reduced the targets armour rating? like a short damage armour skill effect, so it just opens them up for more hits 🤔

rustic latch
#

do creatures have armor?

candid wren
#

So I hold block after a set time I loose more fatigue that normal, and moving drains the fatigue bar faster.
Incoming damage is lowered overtime at the cost of more fatigue drain over time.
The incoming damage lowers and fatigue drains faster the longer you block in place not moving

rustic latch
#

hmmmm. Not sure I like that. Doesn't really fit the general playstyle I've worked the mod around. I tried to discourage turtling

inner hare
rustic latch
candid wren
#

Ok ok

rustic latch
# candid wren Ok ok

I mean - once the main is a touch more stable - you're free to modify it for personal use. But yeah, I probably don't want that specifically in the main mod

#

"touch more stable" meaning "I've stopped fuckign with it"

candid wren
#

Yea no definitely can’t wait nothings wrong for me so far with the mod

rustic latch
subtle turtle
#

No fair care, attached might make it clearer exactly what i'm seeing - first example NPC enters guards fine, second see this rotation & jitter back and forth. Tried tai and jitter stops, even if moving to very edge of weapon range.

tough juniper
rustic latch
#

Well, that is normal

inner hare
rustic latch
#

The "supported one hand guard" animation is a bit jank, the jitter is a bit weird, but generally - that's the same kind of behaviour I'm seeing

candid wren
#

Maybe having using the same attack type at the same time as the enemy trigger the riposte
Ex. You use a thrust attack at the same time as an enemy

rustic latch
#

she is at least not freezing in place, doesn't actually rotate away from you - the small rotation you're seeing is due to animations behaving slightly differently for movign and stationary targets, jitter probably is too

candid wren
#

Or is enemy attack type not recognized

rustic latch
#

Actor A has no knowledge of Actor B attacking until that attack lands

#

I have some threat communication hooks - but due to dealy on events - it will be very tricky to tell which attack is which

#

it won't be continuous

#

well, not just because of events

#

in general

candid wren
#

Prediction? Like attempting to determine what type by the windup

rustic latch
#

nah-nah-nah

#

that's not the problem

#

the problem is continuity

#

I can't connect that windup to the hit event in any meaningful way

#

and if you are fighting more than one enemy it becomes a whole mess

#

Also - need jank to tell which attack the player has wound up

#

cause self.controls.use doesn't work right

#

or does, but not for this

#

And also - we have no way of getting weapon position in the world

#

hence I think - riposte should happen on parry,
parade-riposte and all. But I'll think about how I can make it only happen by choice

#

I also want it to be very difficult

#

Or, reasonably difficult, but only available on higher skill level.

rustic latch
#

I may have some improvements ideas for that

hard tree
#

I've been playing Avowed and I'm really looking forward to trying this mod out with Poison Song 😁

rustic latch
inner hare
#

If lucky

subtle turtle
rustic latch
inner hare
#

If there is no jank, is it even Morrowind? todd

rustic latch
rustic latch
inner hare
#

is @here supposed to be a prompt-type message?

rustic latch
#

Supposed to ping those present in the channel

#

🤷‍♂️

inner hare
#

right

rustic latch
#

May be disabled by default

inner hare
#

well, I didn't get a ping

rustic latch
#

Well, naught I can do about that

vagrant needle
#

Is there a recommended setting to make it work best with Sols mods? (Expanded Vanilla included attacks mods)

rustic latch
rustic latch
candid wren
#

No conflict at all

#

Hmm I’m thinking, is there a way to implement a timing system after a riposte, perfectly parrying an attack and then pressing the attack key would allow to do a quick attack, not a shield bash but like when you open up from the prefect parry you can hit the attack key at a finer window for a counterattack

#

Playing the thrust anim to show breach of the counterattack kinda

#

The anim can be like a jab with the hilt?

rustic latch
#

I mean. You can do that already through stagger

#

That's the point of perfect parry. Open up the opponent for an attack or two

#

That plus riposte on a shorter timer than perfect parry seems plenty

hearty scroll
#

BTW, is it vanilla behaviour that HtH hits damage HP instead of fatigue when the target is paralyzed?

real onyx
#

yes

rustic latch
hearty scroll
#

TBF I don't even remember what Solthas's mod does, this is an old install from before I took a break, so for all I know there could be incompatibilities and I wouldn't notice that Solthas's mod isn't working. But N'Garde at least seems to be working working properly and I haven't noticed anything crazy occur during fights 👍

#

BTW I was testing stuff with paralyze, and noticed that console command TGM makes me able to move around even when paralyzed, but I cannot attack : is this vanilla behaviour, too?

rustic latch
#

Partially

#

N'Garde considers paralyze a "stagger state"

#

so I prevent parrying and attacking during it

#

attacking more as a side effect, but yeah

#

and N'Garde currently doesn't respect TGM

#

I probably should add a hook for it, it's not too difficult to do

#

just for consistency

vagrant needle
# candid wren No conflict at all

Yes, but (and maybe that is just my setup) if you use charge attacks mod (one that if you spam attacks you lose stamina) there is, in my experience, very small window of attack between blocks/parries of the enemy.

Generally, I feel like there could be more punishment for parry spam for both player and npcs. Fighting two dagger opponets regardless of level while having twohander can be quite frustrating. But overall I really like the mod.

rustic latch
#

I mean. All NPCs have a parry cooldown of 0.5 seconds minimum, and that's 0.5 seconds at 100/100 in main and secondary skill. Generally you're looking at a second or longer

#

they also don't hold parry up for long before dropping guard and continuing to attack

#

and you got staggers etc

hearty scroll
#

I had a mod on TES V that added a "perfect parry" sort of thing, where if you raised your shield just before the enemy hit landed, you negated all damage and staggered the enemy (IIRC).

The way this mod dealt with the spam prevention was that when you raised your shield, you gained an effect that lasted for a short duration and had a cool down, and receiving a hit during that effect was what negated damage and staggered the enemy.
You received the effect regardless of wether you were under attack or not.

I know N'Garde works differently, this just reminded me of it.

rustic latch
#

No, in that sense its quite the same

#

raising a guard starts a timer

#

whether in combat or not

#

getting hit while that timer is running and the guard is still raised results in a "perfect parry"

#

lowering the guard actually didn't use to reset the perfect parry timer. But I've changed it while troubleshooting something else an update or two ago

#

need to change that back

#

Importantly - only one timer exists per actor, and it can't be restarted if it's already running

#

It's generally not noticeable if the perfect parry timer is stopped when guard is lowered, cause it's short. But I better restore original behavior

hearty scroll
#

That TES V mod also had a feature where if you successfully perfect blocked an attack, your cool down was reset, but if you didn't, cool down occured. To prevent defensively spamming, but rewarding successfully timing the blocks.
Though both the ability to perfect parry and the ability to reset timer were unlocked via perks IIRC, the cool down reset being higher level in the same branch as the perfect parry.

rustic latch
#

I mean - ultimately, I think I have similar thing achieved? I'm not sure I agree that with the current setup either NPC or player parries are spammy

hearty scroll
#

I love N'Garde as it currently is 🙂

#

I thought I remembered the "effect" timer being visible in my buffs HUD, but now that I think about it, I think it was the cooldow that appeared as an active effect.

inner hare
#

IMO the mod is in a good place. In fact, barring the obvious stuff like technical improvements etc., I think that it would be best to make potential future features optional. Reading these ideas about riposte and such makes me wonder whether the risk of overcooking is becoming too high. Shield bash, master strike etc. sound cool on paper, but the way N'Garde is integrated with Vanilla mechanics make it seem like... enough?

#

Mod appears to be pretty feature complete. At least on the player side. I bet that a lot could be done on the AI side, but it's PITA in terms of implementation (because MW actor AI) and compatibilty (everything should work smoothly with Mercy, Fair Care, Take Cover etc. or it will feel like a downgrade), not to mention the fact that some people would riot if things became more difficult (and this is what would happen if flanking, melee-ranged coordination, anti-AOE defensive manoeuvres etc. were implemented).

rustic latch
#

The riposte - I'm personally not sold on yet. I have it implemented, it's not bad. But it definitely is going to be off by default if I decide to ship it

inner hare
#

that's fair

sour cipher
sour cipher
inner hare
#

N'Garde works with Mercy.

sour cipher
# rustic latch What for?

I was just reacting to Cybvep's words "et that a lot could be done on the AI side, but it's PITA in terms of implementation (because MW actor AI) and compatibilty (everything should work smoothly with Mercy, Fair Care, Take Cover etc. or it will feel like a downgrade)"

inner hare
#

New stuff would be more N'garde specific like getting out of parry FOV, for example

sour cipher
#

yeah, and if it has to be compatible with mercy at all times, it could probably use mercy as a dependency and be a mercy plugin -- the extra ai-related features, that is

#

so it would require ngarde cause it expands ngarde

#

and mercy cause it's a mercy plugin

rustic latch
#

I wouldn't say it's overlooked. It's just too big for what I am doing or want to do

inner hare
#

Yeah, AI stuff is big and annoying to deal with. I'm still happy that N'Garde works with Mercy so well.

sour cipher
#

Like it's just Mercy that is based on it lol.

inner hare
#

That's true. Probably because few modders want to deal with actor AI or with Mercy compatibility.

#

last time Max worked on Mercy he seemed very tired of it. He did a lot of work, though, fixing various bugs and improving performance.

iron lance
#

Isn't Max retiring because of all the job Mercy gave him?

inner hare
#

was he working on Mercy? I think that not recently.

#

well, last update is Feb 2026, but not after that, right?

rustic latch
#

He just said "I'm not having fun at the moment, burnout bad - Imma do something else for a bit"

#

which is completely fair

inner hare
#

yeah

iron lance
#

True

inner hare
#

he made a prophecy before he left, though

rustic latch
#

Translation call

🇩🇪 @maiden tangle🇫🇷 @hearty scroll When/if you have time and inspiration:

enable_riposte_setting_name: "Enable riposte mechanic"
enable_riposte_setting_desc: "Enables manual or automatic riposte that happens when an attack is perfectly parried in the first half of the perfect parry window. In manual mode hold down the LMB while parrying for the riposte to happen"

controller_left_trigger: "LT"
controller_right_trigger: "RT"
controller_off: "none"

fatigue_effects_full: "With fatigue effects"
fatigue_effects_partial: "Fatigue effects limited to 50%"
fatigue_effects_off: "Without fatigue effects"

parry_creatures_all: "Yes"
parry_creatures_shields: "Shields only"
parry_creatures_off: "No"

riposte_mechanic_manual: "Manual"
riposte_mechanic_auto: "Auto"
riposte_mechanic_off: "Disabled"

And not sure if LT/RT for controllers even makes sense to translate, leave them as is if not

I've finally gotten to integrating the values of select settings into localisation too

hearty scroll
#

In what context do these appear? Just to phrase it the most appropriate way :

`controller_left_trigger: "LT"
controller_right_trigger: "RT"
controller_off: "none"

fatigue_effects_full: "With fatigue effects"
fatigue_effects_partial: "Fatigue effects limited to 50%"
fatigue_effects_off: "Without fatigue effects"

parry_creatures_all: "Yes"
parry_creatures_shields: "Shields only"
parry_creatures_off: "No"`

rustic latch
#

It's the select values for these settings

hearty scroll
#

cheers

sour cipher
#

😭

hearty scroll
#

What does "fatigue effects limited to 50%" mean? Is it divided by 2, or is it a ceiling? If ceiling, 50% of what?

rustic latch
#

Divided by really

#

I may need to rephrase that

hearty scroll
#

Wondering if a "100%" and "50%" would make sense, or if it is a misrepresentation of the mechanic

rustic latch
#

what it means in a long-winded way is that if you have 15% fatigue, all formulas will act as if you have 30%

#

20->40 etc etc

rustic latch
hearty scroll
hearty scroll
#

Cheers

rustic latch
#

Hold on, let me think on how to best explain in a way that is not a code snippet

#

What I meant by "50% fatigue effects"

Is that fatigue is about 50% as impactful and you generally won't feel the impact at all until you are below half

#

does that make sense?

hearty scroll
#

I'll go with the "effect cut in half" route then

rustic latch
#

Cheers, that works

hearty scroll
#

@rustic latch 🇫🇷

`enable_riposte_setting_name: "Activer la mécanique de riposte"
enable_riposte_setting_desc: "La riposte se déclenche (manuellement ou automatiquement) lorsqu'une attaque a été bloquée par une "parade parfaite" dans la première moitié de la fenêtre de "parade parfaite". En mode manuel, presser et maintenir le clic gauche durant la parade pour déclencher la riposte."

controller_left_trigger: "gachette gauche"
controller_right_trigger: "gachette droite"
controller_off: "néant"

fatigue_effects_full: "Impact de la fatigue"
fatigue_effects_partial: "Impact de la fatigue divisé par 2"
fatigue_effects_off: "Pas d'impact de la fatigue"

parry_creatures_all: "Oui"
parry_creatures_shields: "Uniquement avec bouclier"
parry_creatures_off: "Non"

riposte_mechanic_manual: "Manuelle"
riposte_mechanic_auto: "Automatique"
riposte_mechanic_off: "Désactivée"`

#

I'm not a controller user in general, so I'm a little unsure what video game conventions are for the french version of "RT" and "LT" (could be that the english "RT" is actually what french players are used to 🤔 ). In doubt, I went with no abbreviation to make sure it will be clear in any case.

#

IIRC : "RB" "RT", "LB" and "LT" are litterally written on the controller's buttons/trigger, but I'd rather take no chance.

rustic latch
#

Yeah, even just "left" and "right" would've worked too

#

Well, if anyone plays mod on a controller and in french - they may tell us :D

#

Thank you very much!

hearty scroll
#

You're welcome

#

I feel that the "fatigue impact" section in french is a bit awkwardly phrased tbh, but it felt the clearest and most synthetic way to phrase it.

rustic latch
#

I have no choice but to rely on you. I took one year of french back in middle school - I don't remember anything

hearty scroll
#

In this case, I prioritized clarity over flow :p
Couldn't think of anything more clear that wouldn't turn into a full sentence

rustic latch
#

Yeah, completely fair

rustic latch
#

1.2.8

  • Minor hotfix for miss combat feedback handler.
  • Minor hotfix for lower guard animation handling on script detach

@random spear check it out and re-enable "miss combat feedback"

#

@remote gazelle should address what you've reported too

inner hare
#

patiently waiting for first report just to confirm no regression memes happened

rustic latch
#

the png is ready

inner hare
#

You recovered the cat from the laptop?

rustic latch
#

However - shouldn't. I've deliberately made this update based on last nexus version, not whatever bullshit I've been up to on the dev branch

rustic latch
#

Just heard from the shop today - they think they can't fix it. So I'll go and collect it tomorrow

#

"no fix no fee"

inner hare
rustic latch
#

if you don't press LMB while parrying - no master strike will happen

#

considering removing the automatic mode

#

And ofc npc do it too doitswit

inner hare
#

"From Sekiro parry mod author: Morrowind combat has just become KCD combat!" 🗒️

rustic latch
#

I at least played and almost 100% achievements in KCD

rustic latch
#

There was a funniest interview with the guy soon after 1 came out btw. He never played the game, so was very confused by some of the memes

#

never played at that point

#

iirc he since did

inner hare
#

Later on he embraced them

rustic latch
#

yup

inner hare
#

I underestimated crossbows. They are like repeaters. Very fast.

rustic latch
#

Need context on that one

#

but yeah crossbows are stupid fast in MW

inner hare
#

Faster than bows

rustic latch
#

and/or stupid strong, cause a crossbow that can be reloaded that fast is either a mechanical marvel or very weak

rustic latch
#

yeah

inner hare
#

High tier bows have higher max dmg

#

Like way higher

#

And there are no crossbow artifacts

rustic latch
#

I think that's just cause there are not really any high tier crossbows

inner hare
#

I have Adamantium one

#

38-38 😏

rustic latch
#

Yeah, fair, that's high tier

#

bows go up to 50-something tho

inner hare
#

Yep

#

And there are artifacts

rustic latch
#

min==max is cool tho

#

projectile speed still stupid however

inner hare
#

Also, throwing weapons are underrated

#

Very fast support weapons

rustic latch
#

crossbow shoot animation is ~150 ms long, but bolt flies very much faster with "full draw"

#

noticeable difference between "click" and "click->hold->release"

opaque raptor
vocal ibex
#

hey @rustic latch ! is there a way for me to blacklist my mod's cells from being effected by n'garde? I've found that this mod is breaking my boss' behaviors and causing some framerate issues

rustic latch
#

No, there isn't. What are the bosses?

vocal ibex
#

well, two bosses in beneath the permafrost. I also have scripts attached to some npcs in encounters, which seem to be breaking

rustic latch
#

Breaking how?

vocal ibex
#

both bosses are pretty heavily scripted to cast spells based on timers and dice rolls, with n'garde they end up getting stuck and just stop doing anythingg

rustic latch
#

N'Garde releases NPCs that are in mage stance

#

this shit again

#

fuck

vocal ibex
#

also there are some swarms that I think the lua is causing big fps drops when i spawn in like 50 skeletons lol

rustic latch
vocal ibex
#

xD

#

i like l4d

tough juniper
rustic latch
vocal ibex
#

there's no plan to make some sort of blacklist that's like "hey n'garde just turns off in this cell"

rustic latch
#

well maybe not blow up, but performance will be even worse

rustic latch
#

I mean - for exteriours it's also going to be stupid

#

you cross the cell boundary and suddenly npcs stop or start parrying? Can you imagine the bug reports?

#

However

#

Since you're the mod author - we can work on fixing the boss fights

#

Downloading your stuff now.

vocal ibex
#

i'll get you the ids of the npcs

rustic latch
#

I've had the same problem with "Tribunal Main Quest Reforged" and after a long while gave up. And I couldn't get a hold of their scripter for it

#

one thing that was the case there

#

and that I urge you to try and try and explain to me

#

get into a boss fight

#

let it start

#

then disable/enable the boss

#

smart money says that after that the fight will complete normally with ngarde enabled

#

No idea why

vocal ibex
#

hmm ok i'll try

rustic latch
#

but that worked for Tribunal mod

#

obviously not a solution

#

but it's fuckign weird

#

Do let me know what cells boss fights are in, and what quest stages are necessary tho

vocal ibex
#

so disable/enable fixes it for a moment, but then when they roll to cast another spell they freeze again

rustic latch
#

...

#

I'm getting through your dependency list

#

give me a moment

vocal ibex
#

lol

bosses are in:
"Morasil Skarr"
"The Frozen Crypt of Nhar'zekhaal, Chamber of the Lich"

rustic latch
#

any journal/quest stages necessary?

#

and are you on 1.2.7?

#

of ngarde

vocal ibex
#

no, boss fight will just start if you tp in
i'm using 1.2.8

rustic latch
#

cool

#

forgot I've updated today :P

#

that really meant "are you on latest"

vocal ibex
#

no problem if our mods are just incompatible, I've got a LOT of crazy shit happening in my mod. most of the combat npcs have some scripted behavior

i've just been getting reports from poti people and yea it seems this is causing the freezes

rustic latch
#

I mean - My stuff is optimized best it can be, but generally 50+ actors in combat is something MW is not well equipped to handle

#

but maybe we can work it out

#

Alternatively

#

do your skeletons have unique IDs?

vocal ibex
#

yes

#

yeah i was thinking if you had a blacklist

rustic latch
#

cool, get me those - we can blacklist them

#

I do

#

They will get a much lighter creature script still, instead of the fencer script

#

but should help

#

as they won't be making much decisions etc

vocal ibex
#

sch_FVFC1_sc_e1CrMum
sch_FVFC1_sc_e1CrSkel

rustic latch
#

oh ffs. I forgot OAAB data is a fomod

#

fuck I hate fomods

vocal ibex
#

fo for fuck off

rustic latch
vocal ibex
#

well

rustic latch
#

which is it?

vocal ibex
#

skarr

#

uhh the boss is in the barrow part of the cave

#

you'll prolly wanna tcl through the walls

#

you'll see a room with very blue lights

#

when you get near the statue in the center of the room the boss spawns

rustic latch
#

yup see it

vocal ibex
#

prolly should put these on the blacklist too
sch_FVFC2_cr_BSpec2a
sch_FVFC2_cr_BSpec2b
sch_FVFC2_cr_BSpec4

#

that's all of em

#

i will say this parry shit is pretty 🔥 tho ngl

rustic latch
#

Can you send me the mwscript for the boss in the skarr?

#

Cause I don't really understand what's going on. When he gets stuck - the control is very much released

#

n'garde is literally not doing anything to him

#

except check "still not in weapon stance? cool, carry on"

vocal ibex
#

both of my boss scripts are nuts

#

lemme get it

rustic latch
#

hmmm

vocal ibex
#

i guess to sum it up, boss rolls dice to determine time between casts, and rolls dice to determine spells, then special events happen at health points

rustic latch
#

Just for posterity -here's his n'garde state object while he's frozen

#

stance:2 is spellcasting, which means that I don't touch any of the character behaviour or controls. Other importan-ish stuff is isStaggered, isAttacking, isParrying and startedParry - all false, and processing of those doesn't happen in mage stance anyway

vocal ibex
#

haha oh well
probably just two things pulling on the npc and he gets stuck somehow

rustic latch
#

That's the problem innit - I'm not even pulling at him at that moment

#

getting somewhere though

#

your sequence is actually simpler than that hands ambush

inner hare
#

50 skeletons isn't the best idea btw 😛

#

"Battles" like that don't work well in MW although I remember 20 vs 20 even back from 2003-2004 days. Ah, glorious 12 FPS. The game didn't explode, though todd .

vocal ibex
#

actually it's something like 800 skeletons

inner hare
#

😂

inner hare
#

No wonder people are reporting this 36vehks

vocal ibex
#

but i don't play with texture mods

#

rip

inner hare
#

It's not sth you see in MW, that's all. That's why some thought it's a bug.

vocal ibex
#

oh i understand lol

inner hare
#

How did you implement scripted combat encounters? Mwscript?

vocal ibex
#

yea they're all mwscript

inner hare
#

Do you have 800 skeletons with holy Todd scripts?

#

And the game runs?

vocal ibex
#

oh the skeletons don't have scripts on em

#

just bosses and some of the npcs

#

oh wait i take that back the skeletons do have scripts

#

HAHA

#

but the scripts just make them delete when they die

inner hare
inner hare
#

Looks interesting

rustic latch
#

Didn't G7 make something like that very recently?

inner hare
#

No idea

#

Good for finding items buried somewhere in the modlist todd

#

I like these moments. Not Vanilla, not TD, not TR, not OAAB and it turns out that it's an item from some city mod datchim

rustic latch
#

lmao

#

Alright, @vocal ibex It's late. And testing is proving to be incremental. I'll keep at it tomorrow and will let you know how it goes

vocal ibex
#

hey sleep well, thanks for looking into it! np if it just doesn't work out lol i know my scripts are uhhhh unorthodox

rustic latch
#

It's not even your scripts

#

something stupid is going on

#

I'm down to dumbest debugging techniques

#

so currently - it works with empty onUpdate

#

and I'm re-enabling it line by line, reloading the game and seeing what happens

#

Problem is

#

so far I'm down to only the part this is inside the if is in weapon stance if

#

which is not fucking active when the mofo freezes

#

I'll continue tomorrow

sour cipher
#

like maybe pause the scripts altogether on anything that's not actively engaging in combat but is instead trying to merely figure out how to even reach the PC?

#

getting whacked by the player might be what triggers a more intelligent behavior

#

if something is hacking away at your literal back it needs no advanced combat ai or mechanics as long as you aren't trying to actually fight back due to it, say, being one of the 50 skeletons that have swarmed you

#

so some routines could be autopaused for as long as the creature / npc isn't being actively targeted by the player?

rustic latch
#

@young aspen you've played with MULE, right? I see Mort's comment that the issue should be addressed. Do let me know if you can now gain skill progression while parrying

rustic latch
# vocal ibex hey sleep well, thanks for looking into it! np if it just doesn't work out lol i...

So... Mwscript breaks(I think) AI

When N'Garde releases the actor - if it was enforcing self.controls.use - the value gets stuck. This is a problem when that value is 0 - "No Attack". Doesn't seem to happen under normal circumstances, as Actor AI package should and does, immediately update it next frame with whatever it needs.

Not so when an actor has a complex mwscript attached. Then the value just gets stuck at 0 and the fucker just stands there as if tai was enabled in console

young aspen
#

But also decided to try a different leveling mod that works like the base game

rustic latch
#

Fair

#

I've tested Mule with N'Garde after I've sent that message - seems to give skill progression on parry correctly

#

So think all is good

rustic latch
#

You have N'Garde installed?

find fencer.lua
find if becameNotWeaponStance then line
add self.controls.use = 1 below it

vocal ibex
#

Do you think, if i rewrite the npc scripts in lua would that also conflict?

rustic latch
#

I need to also do the same for "became ranged" probably, but that's a touch more involved

#

but this, while feels hacky as fuck

#

fixed it on my end

#

so do try and let me know

rustic latch
#

I'm also curious to see how that boss fight will play out with Mercy

#

but you wouldn't have gotten any reports about that yet since POTI doesn't use it

rustic latch
#

yuuup

#

Now, I'm still very curious why the fuck the value gets stuck

#

But I'll get the patch out later today or tomorrow. Depends on if I want to ship other changes with it

#

And thank you for confirming. There was still a chance it won't help

#

Another way of fixing the same for test purposes is
console -> select the npc -> luas -> self.controls.use = 1 they get immediately unstuck

#

This fucking bug was a problem for a few months, glad I finally found it

vocal ibex
#

checked it on the other boss too, and he's fixed as well 🥳

#

woo-hoo

rustic latch
#

Excellent

vocal ibex
#

thanks for all the help, both bosses have pretty high block skill so it'll go good with this mod i think haha

rustic latch
#

The fucker is overtuned to all hell tbh

vocal ibex
#

LOL

rustic latch
#

tribunal levels of hp doitswit

#

Oh

#

btw

#

I think you should despawn his shadows when he dies

#

Cause they stick around

vocal ibex
#

oh yeah that's on my bugfix list

rustic latch
#

And another thing - He seems to summon those twice

#

I didn't check the actual values

#

but somehow the second set seems stronger

#

was I just tripping?

vocal ibex
#

so he randomly summons them based on timer dice rolls, they always show up once, but if he rolls good you might see them 2 or 3 times

#

but the second set shouldn't be stronger, i'll look into that

rustic latch
#

May be just that it was trickier to time attacks and parries by the end of the fight with a tired character

#

they got me on the ground several times

vocal ibex
#

he pretty tough 💪

rustic latch
#

Honestly - tougher than Alma and Vivec, which is why I say overtuned

#

Dunno how the fight would go with an actual high level character with matching gear - but it was annoying on my test toon

#

Granted - it was 200 in all combat skills and matching stats from NCG, bonemold set and a silver greatsword

#

So just on stats alone - should've been fine,

vocal ibex
#

ah shit i tested again and now he's getting stuck again 🙁

#

it happens less often now

rustic latch
vocal ibex
#

yeah that fixes it

#

when he's stuck

rustic latch
#

Ok, so the same issue, just need to make sure he actuall gets the controls "released"

#

I'll handle that. Main thing is it's not something new

vocal ibex
#

imma look into rewriting some of these scripts in lua too, if that generally causes less conflicts it might be worth it

#

don't think it'd be too hard for these guys

rustic latch
#

Wouldn't be able to tell you one way or another, for conflicts that is. It seems fine. But then you lose MWSE compat, if you care abou that

#

Unless you want to write two sets of lua

vocal ibex
rustic latch
rustic latch
#

Right. On that note. I need to step away for a couple of hours.

vocal ibex
#

cool, I appreciate the help thanks again

maiden tangle
# rustic latch Translation call 🇩🇪 <@776157039642279947>🇫🇷 <@614592184423022631> When/if ...

enable_riposte_setting_name: "Aktiviere Konter-Mechanik“
enable_riposte_setting_desc: "Aktiviert einen manuell oder automatisch ausgeführten Konter, wenn ein Angriff in der ersten Hälfte des Zeitfensters beim perfekten Parieren abgewehrt wird. Im manuellen Modus müsst Ihr die linke Maustaste während des Parierens gedrückt halten, damit der Konter ausgelöst wird."

controller_left_trigger: "Linker Abzug“
controller_right_trigger: "Rechter Abzug“
controller_off: "keiner"

fatigue_effects_full: "Mit Ausdauerauswirkungen“
fatigue_effects_partial: "Ausdauerauswirkungen halbiert“
fatigue_effects_off: "Ohne Ausdauerauswirkungen"

parry_creatures_all: "Ja"
parry_creatures_shields: "Nur mit Schilden“
parry_creatures_off: "Nein"

riposte_mechanic_manual: "Manuell"
riposte_mechanic_auto: "Automatisch"
riposte_mechanic_off: "Deaktiviert"

Bitteschön 😁

rustic latch
#

Vielen Dank!

maiden tangle
# vocal ibex cool, I appreciate the help thanks again

Thanks for those awesome boss fights! Finished playing through the whole mod yesterday. datchim

That 800 undead fight was really funny, as I was running around while trying to not getting surrounded by enemies.
I thought it was fine with the Skeletons still having the parry ability enabled, but I can see why it would be better to have it disabled for the sake of more frames and mowing them down more easily.
The last boss fight worked well for me. The boss only sometimes tried to block with the shield and did a roll (because of the Roll mod I have enabled).
And for the boss for the What lies beneath quest: The parry ability made him harder of course, but also increased the fun of that fight too. Loved the dungeon designs btw. While backtracking, stumbling into a new previously unnoticed passage.

rustic latch
#

Interesting. I wonder why it broadly worked for you, but is obviously broken before the patch for me

#

the boss fights I mean

#

Mercy maybe?

#

Since it would keep messing with AI, after n'garde releases the actor

maiden tangle
rustic latch
#

yeah, I figured doitswit roll doesn't work on NPCs without it

#

What was your fps for the skeleton fight, btw?

maiden tangle
rustic latch
#

And how is that compared to your "normal fps"?

maiden tangle
rustic latch
#

Interesting

#

Is that fight part of a quest?

#

Or just happens somewhere?

#

Kinda want to test

maiden tangle
inner hare
maiden tangle
hearty scroll
#

Semaro fighting litteral hundreads of enemies at once : "I didn't want to make the fight too easy" abs

inner hare
#

I've never been a fan of such fights 😅 . Definitely prefer it when there are only a few enemies, but they can actually do sth instead of just dying 36vehks

rustic latch
#

this mod kinda has both

#

the bosses are imo overtuned, at least the one I've tested, but that fight is quite nice

inner hare
#

I know that there are hard individual bosses

#

but I wouldn't want to fight 800 skeletons 😂

#

it's always about balance

vocal ibex
# maiden tangle Thanks for those awesome boss fights! Finished playing through the whole mod yes...

ayy a fellow swarm enjoyer! glad you liked it 🙂

my next patch has extremely optimized variants of the swarm creatures so they shouldn't impact fps nearly as much (when i test it's no frame drop even though there's lots)

also i'm tuning the numbers, there will still be a SWARM but it'll be tuned so there aren't like 200 just running into each other, instead should be more like a constant stream for a minute or two

glad the boss worked!

rustic latch
vocal ibex
rustic latch
#

Right, I was wondering if I still need to

#

but let's just say we have agreed it's a "stupid undead swarm" and they can't parry

vocal ibex
#

🧟‍♀️🧟‍♂️🧟🧟‍♂️🧟‍♀️🧟‍♂️🧟🧟‍♀️🧟‍♂️🧟🧟🧟‍♀️🧟

#

x200

tough juniper
#

This is like Radan all over again, I want to experience @maiden tangle 's pre-patch madness it sounds dope

maiden tangle
tough juniper
#

I haven't yet, I still have yet to get my hands on SotET too sadcat someday datchim

maiden tangle
grizzled crane
vocal ibex
#

Nightreign bosses are 🔥🔥🔥

maiden tangle
maiden tangle
# rustic latch Vielen Dank!

Could you copy the translated text again? I corrected a short bit. Was about the “you” to “Ihr” thing instead of “du” we talked about in the past.

rustic latch
#

Sure

#

Btw, I do understand you both, despite the braincogs struggling, but do please keep it in English in here

grizzled crane
#

Sorry, I didn't know how to put this into English. And I didn't want to be petty either, because it basically doesn't matter whether it's Du or Ihr.

rustic latch
#

Nah, it's fine. And I actually know about the "old timey language" they tend to use in period or fantasy media in German

rustic latch
#

Ok. It ain't working out. The bugfix for the casters is in. Manual riposte ain't working right. And I don't like automatic riposte.

cinder gulch
#

Shelve it for another day, imo it takes a certain mental to overcome API gaps and engine features sadcat

rustic latch
#

Yeah, I'm leaning screw it

#

Feels like feature creep anyway

#

and the sendEvent("Hit") is very ass

#

It is perfect because it ends here

wet tendon
#

why would you need a riposte if you're going to attack the enemy after they're staggered anyway

rustic latch
#

yup

#

It was a fun sidequest prompted byt tae's idea

opaque raptor
#

Screw it.
Even if I prefer manual riposte too. But 2 days of work... 🤯 take your time ^^

rustic latch
#

but doesn't really fit

#

I meant that as a time limit, not that I'd spend 8 hours each day to do it

#

and no guarantees that I can in a way that I'm satisfied with

#

currently - it works

wet tendon
#

I think factionPerks handles counterattacking, but I think it only does it when the player is charging the weapon attack for a certain period of time

rustic latch
#

but it breaks so much other stuff that - screw it

rustic latch
#

hm?

#

damage numbers? Like on hud somewhere?

wet tendon
#

yeah, it's hitkillfeedback, was showing raw damage numbers

rustic latch
#

I mean, cool. If anyone wants it - I know I don't. Don't like floating numbers as a rule

#

Did you mean this like as a replacement for the healthbar that is not showing up?

#

that was for riposte anyway doitswit

rustic latch
#

Nevermind then

#

This one - it wouldn't show up when I was doing the counter-attack/riposte thing

wet tendon
#

oh, I wonder if that'd conflict with solthas' mods

rustic latch
rustic latch
wet tendon
rustic latch
#

I mean, I see an opportunity for optimization in there :P

#

But yeah - it's fine. Probably other ways to do it, but probably what would've ended up with too

#

Ok, yall. Before this one goes up on nexus it is in need of some playtesting:

1.2.9

  • blacklisted mass spawning creatures from "Beneath the Permafrost" - Let's be real you weren't going to fence with those anyway, and a good AOE scroll/enchant/spell was the solution anyway. For now let's agree those are dumb undead and can't parry
  • Hopefully fixed the "mwscript actor is frozen" issue for scripted boss fights and duels. This specifically affected actors that switched between spell and weapon stance often and were sent "Cast" directive from mwscript
  • Parry Animation speed update - 2h weapons slightly faster, 1h weapons slightly slower. h2h 3rd person and 1st person now match and generally slightly slower.
  • Interop fields and events
    • attack.ngarde_glancing - set to true when miss is converted into a glancing blows
    • attack.ngarde_perfectParry - set to true on perfect parry
    • attack.ngarde_damageRemainingRatio - 0-1, ratio of remaining damage, 0 is none, 1 is full
    • attack.ngarde_parry - set to true on parry
    • ngarde_parrySelf - player event - event data has { damageRemainingRatio `= float 0..1, isPerfect = bool }
  • general code cleanup and optimizations
#

Too much bullshit between then and now, and I'm not even sure I got everything in the changelog. But specifically - get into some fights and look for any weird behaviour.

#

And @vocal ibex - try this version with the bosses

#

And if you play on German or French version of the game, check that settings (the select ones) are displayed correctly in your language

pastel vine
#

I'll start it tonight

#

Thank you so much for the hardwork