#N'Garde. Vanilla-Friendly Parry and Active Block.
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now the bosses are casting spells twice when they switch to cast form š
That a big problem?
lmao
I think I can do something with that
sometimes he casting 3x lol
I need to shower, but in the meantime - can you try chaing the var on liner 42 of fencer lua to 1 from 0.6
or 1.5
and or comment out line 69
I may need to look at it more
I was wondering about implementing mwscripts for some creature spellcasters, but reading about all the BS conflicts certainly doesn't encourage the idea
. At least for those who have "can use weapons" flag š
.
I mean - N'Garde does a lot with the creatures/npcs, and we narrowed it down
my bad @rustic latch it seems to be working i think i just screwed something up on my end, boss is š now
thanks!
and thanks for adding the blacklist lmao
i like the note
Working without the changes I've mentioned?
it worked vanilla style
didn't make changes
but commenting out line 69 caused him to freeze again
Right. What I'm afraid may happen
is that with whatever happens on 42 and below - may cause doublecast again at one point
I'm going to run throguh him several times tomorrow
N'Garde is an amazing mod, thank you for the hard work. Do you have any recommendations for increasing the aggressiveness of NPCs? Maybe it's because I have Mercy on but I find that enemies don't take advantage of openings, wait too long between attacks, etc.
Hey, thank you.
I don't play with Mercy, aside from original testing, but maybe take a look at its settings
There is some kind of vanilla parameter that can be changed, let me double check
I think "combat delay"
However, summons don't get duplicated it seems, and offensive spells are fine imo
I'll dig deeper tomororow anyway
that's a GMST, you'd need a mod to change that
I don't know if mercy does anything to it
I don't
That's right, they are fCombatDelayCreature and fCombatDelayNPC respectively
I experimented with setting it to -.25 I think and didn't notice anything too special, I'll try a more aggressive setting and then disable Mercy and see if that helps
Here:
https://wiki.openmw.org/index.php?title=Research:NPC_AI_Behaviour at the bottom of the page
if pseudocode there is correct - the negative values will have an effect. But GMST itself may be an unsigned float under the hood - dunno
However, an important point about it - N'Garde quite significantly increases NPC attack windup duration
otherwise - there's no telegraph at all, and parrying NPCs gets very hard
I'm increasing it by 350-450 ms, that together with median human reaction time and the time it takes for parry animation to play gets you just enough time to parry in time
Not entirely at my laptop but whatās the anim hooks for a prefect parry?
Idk if Iām saying it right
it's not by animation. not entirely
When you press parry - animation plays, once it reaches the stop key (fully raised position) - parry is active, you can defend.
at that same moment a timer starts
if you get hit with a parry raised while that timer is running - the parry is considered perfect
@copper raft good news. that Tribunal main quest reforged fight is finalyl properly fixed. Sorry it took so long. But only local version for playtesting for now. Nexus tomorrow, probably
Just ran through it, properly - not a single hand bugged out
casters were the main remaining problem, and we figured it out today
Oh, and @vocal ibex another feedback piece. Shadows sometimes get stuck
And now I sleep
Champion. Fair dues for figuring out the fix. A lesser mortal would just blacklist and call it a day 
It's a bit of a hack as a consequence of what I'm doing to control the npc
Removed Mercy and have had much better results! NPCs are less likely to pace around me and step back when I step forward.
They would still hold at the edge of their weapon range if melee
but yeah ymmv with Mercy - it varies the NPC behaviour a lot, some for the better
I think it works better with Mercy when you're fighting equally-matched enemies -- they are more conservative and avoid getting hit more -- but once you start getting more powerful and can kill them in a few hits, NPCs are better off behaving like glass cannons.
š¤·āāļø I mean, as long as it works for you
until you get trigger happy and the NPC perfect parries and you fall to the ground losing all your fatigue š
not fun when you have HBFS and your character is level 134 with NCG and Skill Evolution with difficulty cranked up to 300% XD
I take no responsibility for that - you did that to yourself 
Yes, I like mods. How can you tell? 

@maiden tangle be like:
No bugs for me either. Honestly perfect. I appreciate that you still looked into it
Nice. Good to hear
Fitting fun fact: I used a full set of bound armor + plus an enchanted daedric claymore with fire damage for the fight 
And of course I had to add the cape onto the bound cuirass as well 
Riposte
9
12
1
Screw it
Bleugh. So I think I've improved the boss-fight handling, still getting double (and sometimes triple) casts from the mofo in beneath the permafrost, but less often
Also got distracted with unrelated bullshit so update probably tomorrow
Lol. Maybe it means that it's polishing/bugfixing only and feature-wise it's some other mod you could focus on. Like an injury system
.
Yeah. As I said - "it is perfect because it ends here". I've thought long and hard on it, and I don't think N'Garde needs any more features
right on
Injury system - maybe. I know hyacinth was planning one too
Holidays update when 
Next probably. A way to talk to Daedra on a non-summoning day.
Don't really think it needs anything else. But just secondary condition on that, some gold + twice the offering probably.
well. "some" - probably something in settings
Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.
āArrakis teaches the attitude of the knife - chopping off what's incomplete and saying: 'Now, it's complete because it's ended here.'
Could collab if you want, though I was going to have mine dependent on sunās dusk because I donāt want to implement those APIs again
I'm not beyond rough feature draft and a bad name idea for that one, so don't worry about it
Yeah sure haha, I was going to take a look at the Skyrim mods but the most important part of the injury system imo is being able to craft bandages and medicine which there is now a crafting station for 
However - do check out the "interop" page on n'garde wiki, cause if you're going to include combat injuries - would be good to have them prevented by blocks and parries
Most of those are not yet in the nexus version, but are in the test 1.2.9 I've posted yesterday here, nexus soon too
Yeah no problem, Iām gonna be tied up with other mods for a bit but when you start creating abilities and stuff or want help with brainstorming lmk
I go with abilities since as you know, modifying attributes and skills with lua has some fun engine features and in general people like seeing buffs/debuffs applied to them in an esp
Helps the mwscript folks too
I was thinking adding injuries some as diseases
Actually, a poor block with high dmg could break your arm 
concussions etc
āGet away from me you diseased creatureā
Hmmm. Should I add "initial damage" to the self parry event
fuck, right

Yeah, I sort of have this, but with lower intensity.
My idea was "blunt force and long term injuries" that can't be field healed, so find a healer
Hence didn't need the bandages etc -
can't really bandage a concussion
or a perforated eardrum
Block (non-perfect) with high dmg - arm injuries. Fall dmg - leg injuries. Fire damage - burns. Frost dmg - frost bite.
This would be dope
Dynamic
Yeah, something to that effect
That said - Imma add initial damage to the parry events that I send for interop.
https://gitlab.com/Arrean/openmwluaparry/-/wikis/Home/Interop-Hooks
and here's what's currently in
Cool. Isn't it already used by SE?
Raw damage
You use dmg negated, I think.
the negated portion, but I send it directly to SE via SkillUse
this will be visible to any mod with a player script
Magic could also deal with that. However, injury type could depend on weapon type. So swords could cause bleeding while maces would cause concussions. Creatures would be blunt by default with a list for bleeding injuries instead (wolves, bears, kagouti etc.).
TES Magic, is one of the few "actual magic" magics in modern fantasy - hence it can deal with anything given sufficiently willful and gifted mage
Since it works purelly on "I will it so" and the intent of the caster, not on pseudoscience rules
What I mean is that there can be more than one way to treat injuries. Not everyone is a caster.
I mean yeah. But I'd imagine "medicine" would be limited to first aid, given that healers are not rare
It isn't that powerful as depicted in-game
course it isn't
It's not like Torment where you blink, believe sth and it happens š
But otherwise - it's very close to MtA magic
just in general shape of it
minus the paradox
MtA?
Mage: The Ascension
The other popular game from Word of Darkness aside from Vampire that everyone knows
Excluding godlike entities and some ancient rituals, standard magic in TES seems to be strong but basic stuff. Fireballs and water breathing don't exactly shake the world. Stuff like Vivec flooding the province, Dwemer tonal architects etc. is sth intentionally kept legendary and vague. The devs never wanted to disrupt the games too much.
Yeah, and a mage in MtA that is not thousands of years old and not deep in the umbra will be similarly limited
But - the underlying shape of magic - that the intent and consensus guides the idea of what "walking on water" e.g. means - that we don't get side effects like not being able to drink because water in your flask suddenly treated by your body as solid etc
means magic follows not hard-boiled pseudoscience rules
but the casters will and intent
meaning - given sufficiently powerful entity - it can do anything
Arrean, I forgot, did you end up cutting the shield bash idea or saving it for something else?
I have the code, but consider it cut
it's not in the main repo, nor in the released version
same for riposte
Ahh okay, I was curious my friend haha. Thank you
(same feature really)
It's all theorycrafting, but I don't think it limits gameplay in any way š§ . We can do whatever since it's not specified and magic as witnessed in-game is not reality-bending. So the truly epic stuff is of lesser concern here. There can be various ways to deal with injuries and potions and magic are the first things that come to mind. They can also be as long-lasting as gameplay requires. Even perma or semi-perma ones. The first person we meet in-game (Jiub) has clear scars and an eye injury, so it can and does happen. IMO it's mostly about how complex the system is supposed to be and what the desired gameplay effect is. I once saw an interesting Skyrim mod for injuries, but it made everything go away after 8h of resting which seemed far too easy and lenient š§ .
Nah, that's fair. I honestly hadn't given too much thought to ways of dealing with it beyond "I'd like player to have to look for helo for worst stuff"
If youāre going to a Healer to get healed, it means you have to write dialogue 
yup
Iām not opposed to it since thereās an actual āHealerā class unlike Skyrim, but their mods have a wound progression system
But if weāre going to the point of needing to see a Healer for a concussion we may as well do physical therapy too 
Yeah, you can tell I hand't thought it through that much
All good haha, like I said Iāll be looking at the popular Skyrim mods since they got something right
I wonder if anyone's used ngarde interop yet
https://www.nexusmods.com/morrowind/mods/58430 this does. No clue about any other mods
I used it in my haxbox version of hit kill feedback, which lead to me wanting critical hits to display, which lead to me making an interop for lucky strike etc
man look at all that floating text š¤£
I end up disabling floating text in most games
the only time it gets annoying is when you shoot an aoe at a group of enemies and you just see random numbers flying around the crosshair
I mean. If it works for you. I dislike floating text in any form
Same
currently the block key starts blocking even if UI is open and closes UI - can this be disabled?
or is that because it is on right-click for me? despite setting ui key to Tab
I also use tab for UI and right click for parry and right click doesn't close the UI for me (by UI I'm guessing you mean inventory/stats/map/etc)
So it might be something else causing this
Or something else making it behave for me 
my thinking
Yeah, that's right click. Check your other binds
Main game binds specifically. It doesn't do that if bound to other keys
Meanwhile I'm in the middle of installing the os on the new pc.
Not on my end, I don't think. I'll check if I can reproduce and advise once i get the system up and running
Rmb may be a generic hardcoded 'dismiss' too. Though I wonder why it behaves for Billie then
I forgot how its phrased in the settings, but there is the general menu (save/load/exit) and the HUD menu (inventory/stats/maps/magic). Make sure you dont confuse those two? (I honestly dont remember how theyre called in the keybind menu, so it might be a stupid suggestion š )
it's alive
Nice choice 
finally, you will be able to play Sekiro again
I've been recommending it to people while running mint and debian.
Figured it's time
It's my next choice once my opensuse install kicks the bucket
I mean
Debian just works
Yah. So does mint. Generally most linux flavors these days do
So I'm assuming if anyone tried this version - no major issues were encountered.
I did find and fix a couple old bugs in the meantime. So this plus those fixes will be going up soon
Up on nexus
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 - see wiki https://gitlab.com/Arrean/openmwluaparry/-/wikis/Home/Interop-Hooks
- fixed a bug introduced in 1.0.9 where non-default parry effectiveness settings were not applying correctly
- general code cleanup and optimizations
- ngarde_riposte - set to true for a counter-attack Hit event if riposte is successful
so riposte is back?
np, was just curious š¤£
readme, wiki and changelogs are all separate, sometimes I forget to sync them up
1.2.10
- fixed controller handling bug
this was before this update, but I noticed annoying lag before parrying is reenabled post-knockdown
not sure if related
it seems to get unblocked if I swing a weapon
After you get knocked down?
Btw, the slider renderer is broken on 0.52 
I get knocked down->I stand up->sometimes I can't parry, but I can parry again if I swing a weapon
this is on 1.2.09
wait
1.2.9
lol
you used a wrong version number for the latest one š
Tbf the engineās renderers are also fucked up so idk if theyāll get fixed, or if ownlyme will update his renderers
Need intel on this one. Does it happen when
a) you were parrying and got knocked down
b) were attacking and got knocked down
c) started parry animation, but didn't finish it and got knocked down
d) just randomly
Broken how?
Did I, or are you pretending to not understand semantic versioning again? š
The labels for like āminā and āmaxā or whatever your set for those get shifted to the left, or any other labels in any settings renderer tbh, and the center of the slider is also broken
But like I said, even the openmw ones are affected by this lol
ui stuff? - meh, it'll be fine
Yeah, UI stuff
All of Raltsā mods are broken too and donāt show up, not sure if heās going to take my MRs
Ugh fuck
I think I broke 3rd person h2h block animation 
in addition to whatever Cybvep is experiencing
Not sure if heāll take my MRs or if heāll just delete his mods and nexus account lmfao
That includes holidays btw
Guess I could include something in timehud for it
51 is not even released yet. I don't think it's anywhere near time to worry about breaking changes in 52
Wtf
Weāll see I guess, for all we know the devs could revert the changes tomorrow
Who we have to call in order not to kill Ralts?
The devs 
UI Changes to make better wrappers etc got merged a day or two ago
I'm calling Todd
blame Nox at this time :P I guess. But - from what I've seen - he's doing good work
You are definitely being a bit dramatic for effect :P
Yeah but is it worth refactoring 15,000 lines of code for the most popular mods in the last year for?
I mean we just have to update our settings renderer but half my mods use Raltsā in some way
@inner hare you got anything for this one btw? Cause I see one potential pathway for it to happen, but not sure if you encounter that or something else
Itās if you use grow or stretch and a few other things iirc, definitely donāt need to use them to implement resizing and other things though
But yeah, thatās for them to sort out 
To make UI that ultimately doesn't suck - yeah. We are modding for an actively in-dev engine, it's a blessing and a curse. To be quite fair - their attitude of "let's not break userspace, and what has been exposed in API, can't go away" is very atypical
I mean it messes with their own settings renderers
it's a nightly indev
it's not meant to be 100% stable
You'd not be happy if it was managed the way I manage software projects at work
Which is why I say this haha
I can't believe OpenMW devs sold themselves out to big UI
If I had to refactor 15,000 lines of code a month, yeah I wouldnāt be happy lmfao
make s3ctor create a program to auto fix this lol
Not a month. But e.g. - all the stuff that is marked as "deprecated" in docs, but is actually still there? Would be gone
Weāve had to refactor that much code within the last month, and now he has to do it again 
No, no one does. 0.52 is far away
For the suboptimal UI code I mean
Warning yeah - fair. But - no one needs to worry about refactoring for 0.52 for a while yet I'd say
Btw, unrelated - we dont' have a way to hot reload assets, right? (animations/meshes)
Weāll see I guess, just wanted to let you know that the settings renderer is fucked
Correct
Have to restart each time
Nah, I appreciate it, but release branch has already diverged, so I'm not too worried for now.
which one? š§
I wasn't following
slider renderer
and some engine ones
but it's on a nightly of 0.52
so nothing to worry about for a while
(visually broken)
eh, they will have to keep backward compatibility for the builtin ones
so whatever
yup
:(
but I wasn't using them yet :)
It's fine on 0.51 - so feel free
no telling how long till 0.51 releases, and then how long the 0.52 cycle will be
POV: Claude builds a road? 
still need to hear from yah which of those situations it has happened to you in
a) you were parrying and got knocked down
b) were attacking and got knocked down
c) started parry animation, but didn't finish it and got knocked down
d) just randomly
If you remember. I got it in b and see how that can happen there
but if it's not b for you - something else is fucked and will be annoying to find
I actually think it was b, but lemme check
player->setfatigue 1 works a charm too
anyway - I've fixed the pathway I've found, tested - no issue anymore
So Imma wait a bit, if you're testing now - to see if you're having the same issue. And if you do - will push an update
I can rule out a) so far
I don't have issues with parrying again post-knockdown
that realisitically rules out c as well
I've checked and "started" state gets cleaned out togethere with "parrying" state in all cases
Excellent
1.2.11
- Fixed 3rd person h2h block animation issue introduced in 1.2.9
- Fixed a rare edge case where after a knockdown actor won't be able to parry until the swing their weapon once.
1.2.12
- Fixed Another "can't parry" bug. Players now can parry after sheathing their weapon mid-charge. Previously it required on attack swing to get the parry working again.

I'm not pushing an update for it

It's been like that since those settings were added
And we didn't catch it then, we didn't catch it when we were translating the settings, and now of all times someone notices
Yup:
April 16th, when I first added those settings. 3 days before the release
So here comes the big question.
Should I release the miss feedback as a standalone mod?
It's ready. Just need to come up with a name and make a thumbnail
(for those unfamiliar with our friends down under - first answer is no, second one is yes)
Rationale being - the lack of combat feedback is probably the #1 complaint about MW. And some people don't want the rest of the features. And I don't wanna add a setting to N'Garde to disable everything but miss feedback.
and @cinder gulch if you meant to vote "no" - please let me know why
The feedback itās important for your mod, guess you could have it as a separate mod but wouldnāt you be reusing most of your code like for detecting combat and stuff?
Oh, see
I wont' be removing it from N'Garde
this is specifically for people that went "ewww parry" when N'Garde released
so they can use feedback, without the parry and everthing else
and main mod stays as is
Oh I see, gotcha
But yeah in general I donāt see the point of copy/pasting your APIs and such 
so I figured I'd ask here
But thatās also me 
Also
Quick question - the yellow bar that pops us during combat on the bottom left corner of your screen - what mod is that related to? I have been trying to reposition it for a bit and cant find what mod it relates to
that's vanilla
it's the enemy healthbar
ha! No wonder why I could not find it anywhere in my mod scripts. after an hour of searching, the thought it was vanilla jumped into my mind but I did not want to admit the wasted time...
thanks for the confirmation!
I think there are mods that move/replace it, I've seen it somewhere. But won't be able to tell you which right now
Better Bars
Ah, of course
Anything to make that .layout file obsolete 
I think that the main point of a separate dodge feedback mod is to provide that functionality to players who don't use N'Garde
as a bonus, it would shut up all those people who can't handle hit chance without animation
there is still that "can't hit a mudcrab" crowd, but they probably would install N'Garde and use glancing hits 
I mean... There's the problem of miss feedback not covering mudcrabs 

The way I see this : it gives people who have various problems with vanilla combat, various options.
Either feedback, or 100% hit, or more involved active combat, or all three, each will be possible.
I voted for same mod because I'm lazy and its one less thing in my mod list
From what I understand, the feature will still be present on N'Garde, so you wouldn't need both mods
Which is also the reason why I don't think it would seem like download farming, in my opinion
actually
it would probably be best to release such a poll in the general thread
as it affects non-N'Garde folk more than N'Garde folk
You won't need a second mod in your list. N'Garde stays as is, miss feedback is released separately for those that don't want all the other features
I don't think it should be separate. It compliments N'garde very well
Again, not removing it from N'Garde. Only for people that for whatever their reasons are dont' want parry and all other features that can't be disabled, but want miss-feedback
Ahh okay I'm catching up on the thread
Lol I should have read the disclaimer lmao
I do think the miss feedback is important for N'garde. It's so refreshing and exciting
So Iāve noticed there some oddities in using this with Mercy Combat Overhaul - am I the only one?
What have you noticed out of curiosity?
I don't use Mercy, but several people here do. Do elaborate
Yeah, it will stay in, there just will be another option
A lot of times actors will just keep their weapon in the parry animation and then I will get hit with an attack but no attack animation ever plays
That might be intended though
And does it not happen without Mercy?
Hm, I think I noticed this during last testing session in Seyda Neen cavern. Our favourite girl there. Just handwaved it as some fluke.
I havenāt check without mercy
Same here. I don't remember it happening before, though.
It did very much happen before, problem is - the code that checks for it didnt' change recently
Basically if an actor ever transitions out of parry stance in any way that I control - animation will end
And in case of engine shenanigans - I check if the animation is playing while there's no parry and if it does - cancel it
bleugh
Let me see if I can improve it
Is it Mercy related, though?
Very unlikely at the core of it. Mercy may wrestle actor control at some points from N'Garde and cause those "engine shenanigans" that I've mentioned
but I don't think it would be causing the stuck animation in a literal sense
I've not seen stuck animations in a while on my install, and I don't use Mercy, but I don't think it is squarely to blame
I don't think I've experienced that while playing with Mercy
I see what happens
Mercy may make it worse
but very much reproducible without
1.2.13
- Fixed a case of attacks slipping through while actor is in parry stance.
- Improved stuck animation detection and prevention
Today is a patching day apparently
At least it's the last one ||so far|| 
I would just leave it as it is and make a toggle for ngarde and miss feedback
keeps on happening
its nuts
oh
Lol that's exactly why it should its own mod, even just to let people know it's in n'garde
And it's on by default
Completely opposite philosophies for these two. Yet another always hit (and for player only
) vs miss feedback
Iām actually pretty psyched about the miss feedback separate mod!
Working on a vanilla+ modlist and this will fit really well
NGarde is fantastic but itās features arenāt exactly vanilla+ material
Imo they very much are. That's my vision of what vanilla combat would've looked like if
had another year or so
but, I acknowledge that opinions may differ š
Well, it'a not sth you would add to I Heart Vanilla. It fits most modlists, though... while Miss feedback fits every modlist that doesn't have N'Garde.
Also, you are selling yourself short. If Todd had more time and money, TES3 could end up more like Oblivion combat and that... wouldn't be good 
I dunno. Imo the team that was making tes3 specifically would've went with something similar to what I did
This was the whole design premise behind N'Garde after all. Though I admit, I may be wrong
or maybe "vanilla" was the wrong word choice, let's go with "purist"
N'Garde is certainly vanilla-friendly and fits seemlessly into the game š
But yeah, Pretty much the reasoning that convinced me to release it as a standalone
I'm also unreasonably proud of that thumbnail 
True hardcore purists would even reject TR 
True hardcore play oldwind without mwse/mge
Yeah. No fanfics, no overhauls, no rebalancers. Only texture upscalers and only up to a point.

i actually consider myself a graphics purists lol
Imma just post this here too for a sec :P
i refuse to play morrowind with anything but its charming vanilla textures š
I don't use visual "overhauls" that radically change the game'a look, but upscalers, enhancers, OMW shaders etc. make the game look far better.
It's all a matter of taste tbh
I can't stand mackom's heads for example
just look weird
true, shaders and shadows and the like are fine
hard agree
What is it?
and ive always hated better bodies
The head mod TO uses iirc
https://www.nexusmods.com/morrowind/mods/47481 and derivatives
dont understand why its the standard for body replacers and why so many armor mods require it as a master š«£
Or are you asking why? _ dunno - just don't look good to me - square headed dunmer never looked right
VSBR and familiar faces
all the way
Mackom's heads are the best quality there is. Sadly, they all follow a specific design direction, and I wish there were more head/face mods that were compatible to add more variety and styles (also, why oh why did they use that Skyrim elven forehead/brow design)
^ the design direction

They are quality, I agree. But also heavily stylized and not in MW style at all
both meshes and textures
Which is why I wish there were more head/hair/face mods that were compatible
I'd rather play with no head replacer than Mackom's
It really does not fit the MW vibe like at all
Yeah, not sth I would use. I don't vibe with most head replacers nowadays. Seems that it's sth that became universal because 15-20 years ago Better Heads was a very popular mod. Nowadays most MOMW lists stay true to Vanilla look.
It's unfortunate that its ingrained in so many other mods :/
I'm pretty sure Danae's Friends and Frens uses the on some of the companions and they just feel so out of place
It may not fit vanilla, but so don't many other head mods out there. It does fit morrowind depending on how you modded your game though. At this point, there are a ton of morrowind visual styles out there
Yeah
Dunno. You get used to it.
I couldn't
I also dislike vanilla characters as a whole.
morrowind is a beautiful world
The realisation at least
until you see a character
fax
naaaah, have you ever played Oblivion
Now that is ugly lol
Morrowind is beautiful š
oblivion ok the issue with oblivion is the lazy generated characters
I'd even go as far as to say that it's an unsalvageable case
there are mods for oblivion that restyles the faces and make them look fine

TES4 would require a remake.
I honestly liked oblivion when it came out. Graphics, and especially character creation. At the time I felt it was a huge step up from vanilla morrowind bodies and heads (I didn't know about mods at the time)
Ugh, I don't know. TES4 actually has some decent face/body replacers that fit the style but look good
morrowind needs chargen
dynamic one I mean
for openmw 1.00
alongside vulkan api
Get Come on that 
if anyone can - it would be Come
I used to dream of that since... Forever actually huhu
yup, and it looks decent
if we make some allowances for the game's artstyle
hm
and limitations
whoever made vanilla faces for oblivion was high on some sorts of drugs
Was just checking my old TES4 modlist, and that's what I've used:
I just followed pushthewinbutton guide
lol
great modder
for both oblivion and newvegas
The "scaling unclusterfuked" is a must too lmao
I don't mean just the faces. Oblivion would require a total overhaul to make it good and feel like a coherent Morrowind successor. Everything from worldbuilding to graphics would need to be changed. There would still be an Oblivion Crisis... but the rest would be different.
I don't care about being consistent with morrowind that much any longer
I want it to look diverse
Neither do I tbh. I view them as completely separate games
only hope for that is skyblivion but things are going rough for them
I've honestly abandoned following such projects
it's basically 90% finished but the final touches are all misisng
I learned about them like over 10 years ago when I was still in middle school
some projects succeed tbh
skyblivion will release
it's just a matter of what state it will release in
It is a different game and it would look diverse because Cyrodiil is nothing like Morrowind. What I'm saying is that it would be more like Project Tamriel than TES4.
that would require a totally different oblivion all together
I am talking about working with what we have
ah
Same, honestly. Also - I dislike the core of skyrim. A lot needs to be done to it to make me play anything on it
I will likely play those, but will remain on TES III. Who knows, maybe with skyblivion I'll finally finish oblivion's main quest ^^
skyrim honestly has great gameplay mods as of recent
I never saw akatosh except in. Videos
it's just the core of the game itself that sucks
so something like skyblivion is an excuse for me to try those
I was a pretty huge Skyrim fan back then, but after switching to Morrowind, I can't really go back
I've first played it about a year after release
To me, the writing it that game's main problem. Hard to mod that.
it was the first TES that got me bored
yup
Like skullcrushingly bored
Skyrim has great mod in general. It's just that the core is pretty meh as an RPG.
It was my first TES game so perhaps its different for me
skyblivion artistically will look great this is all I know about it because I have a friend who works on weathers and such
skywind sorry*
Its great as an openworld game, not a very strong RPG
I don't know. I disagree with a lot of their art direction
With mods it was pretty fun! Could shape it into a somewhat decent RPG
"years ago"
but yeah, after discovering Morrowind, making the switch back to Skyrim is hard
Maybe š¤·āāļø
a lot has evolved since then
We'll see if it ever releases
I'm not up to date... what did they do to bonemold?
POV: me when I see: 1) Oblivion faces, 2) Skyrim armors, 3) ESO in general
It's been years, I don't know if I can find the exact showcase
me when I gawk at morrowind characters and their sausage hands
give me a minute
your MW hate is distasteful š Blasphemy!
only 1 aspect
I'm not even sure about that. Depending on how you mean it.
The fact that each faction is located in only one place, and they ignored the rest of the world and other factions as though they were their own little bubble is the major problem to me.
Going back to morrowind where factions intermingle, not only acknowledge each other but also interact, is refreshing. Immersion wise, much better imho.
That and the main quest being all urgent and discouraging you from exploring this open world and it's other content (at least, as far as writing is concerned) are the game's two biggest weaknesses imo.
Nah, can't find it. And what I see that is recent looks much better
It's like they wrote all skirim's quest each team working separately as if each quest team was writing a separate, independant game.
Hard agree to everything you just said.
What I meant is more like.... I enjoyed just being a normal joe in the game and just walking from like Riften to Windhelm, and seeing the world interact with itself via events. Granted, it was a modded setup.
But you'd have things like Guard patrolls bordering cities who would suddenly be involved in a skirmish with a bandit attack
Or two oppossing factions spawning NPCs closeby and going to war
Yes, on the action side of things, skirim is good. Physical/mechanical world immersion is a strong point.
I will die on the hill of morrowind's beauty, but having done all this animation work.. damn, those sausage fingers... 
Or you'd get robbed by a random thief, and chase him into the city and the guards would notice and chase him too
Stuff like that
The Morag Tong armor looks fairly faithful
seems ok
although I think that Skywind is usually meh with equipment
Skyrim engine...
landscapes and locations in general look much better
Nah, I realize my assessment was out of date
I'm more interested in Beyond Skyrim, the way they are realizing the later version of mw
it's like tamriel rebuilt
You can play TR though
And if TR didn't release anything in last 14 years - I'd not follow it either
I mean, we are talking about remaking an entire game in different game engine
all I know from my friend who is working on the project that it's getting done slowly but surely
same. lost all interest in the project due to time passed lol
I dunno. Nowadays there is a new TR release every year.
Yeah it's a heroic endeavour, in a similar way as the folk making the elden ring version. I think they have done a great job but I'm not too excited by the idea of a remake. That's why BS seems cool
again, different beasts
even then like... the moment is passed (for me). My hype for the project is gone š I've moved on to other things like TR and SHOTN and PC
skyblivion for example is literally like 90% done
but they need the final touches
balancing, fixing the rest of the bugs, fixing smaller quests ..etc
They've been saying that since 2024
Literally
in the release date announcement video
well, the issue is, they have people leaving and recruting ..etc
certain divisions are finished while others need final touches
I wouldn't know how to coordinate a group effort like that myself tbh
I wan to get hold of the soundtrack
that seemed lush
Yeah it's truly impressive how much was done for a volunteer project
They clearly have some passion
I heard their gonna shadow drop fnv remake 
FNV group projects now that's a massive fucking disappointment
I wouldn't say I lost all interest. I merely stopped keeping an eye on it when I realised Skywind would take WAY longer before it's released,
And then I realised that even if it held all its promises, it wouldn't have PTR, and that's why nowadays, I predict I will play it, but remain on TES III
I remember caring for fo4nv
ok but thats an easy bet to make š
TES6 is currently a dusty folder in a box in a flooded basement at this point lol
lmao, I do too
well, I heard they are hiring plumbers to fix that flooded basement
so fingers crossed
As metaphors go...
me too, they look out of a different game
so which one do you prefer? carrot heads or fuller more pleasing heads?
I know my answer

It looks like taping photos on to a comic book
The thing that kills my TES VI hype is what the studio has released building up to it was all shitty. The recent Oblivion remaster that couldn't even bother to fix OG bugs (that's not asking for much, not talking about profound improvement, just... At least fix OG bugs before adding some new ones?), really doesn't inspire any confidence.
this https://www.nexusmods.com/morrowind/mods/51214 or just facelift / familiar faces
tes4 remaster is the least bad
Of recent games that are of TES-ish formula
I recommned Fall of Avalon to ya'll
it's smaller
but it's great
westly's races redone ..etc are all great but they work better on rober's bodies and I am lost trying to wrap my head around different versions
I wouldn't call avalon smaller
In scope
it's a big game
if you do everything
Robert's body is best body for me
with all the new content and dlcs
Pluginless vsbr ftw
robert's bodies are the best I kind of agree but again, it's the gathering of all mods in one place
I can't wait for Caleb to release his seamless vanilla body replacer with tons of UV fixes and all
I haven't even done the DLCs yet,
told you
big game
I haven't finished the game myself because of the constnat updates
and performance issues
because open world unity engine non dx12
I was considering adding nudity to vsbr by directly copying textures from daggerfall player character sprites
I did 2 full playthroughs - plus 2 runs through act 1 pre-release. So letting it rest for a minute
crazy combo
Isn't there a nude patch out there already?
I think I saw it when I was looking for VSBR TR compat
What's vsbr?
truth of the matter is, mackom + betterbodies combo or races redone westly whatever + robert's bodies are the best combos out there
Vanilla Style Body Replacer
Makcom + Robert's bodies
You're entitled to your wrong opinion 
Better bodies is legit rough looking mod
better bodies is good looking but needs fixing
roberts bodies are OK but VSBR is better IMO
I want to annoy someone to fix and improve it but donno who
Yeah maybe if it had a whole redesign but it basically would need to be a whole new mod
morrowind in general or what do you mean
morrowind
They don't look realistic but their not supposed to
It's a mark of its time š¤·āāļø
also true
it doesn't fit the more serious world its in
and better bodies does? š
Pass. Sorry, I'm not sold š
Personal taste and all that applies, obv.
also graphics style has nothing to do with tone of the world
I mean, which one would you take? a more realistic body or block of cheese?
Serious world? With giant mushrooms and floating flame head men?
yes it is
there are lots of games with "cute" graphics but really messed up atmosphere and lore
fantasy elements doesn't speak about the tone or concept art
Idk its not goofy but I wouldn't call it more serious than like a graphic novel
Like Sandman or stn
it's heavily inspired by dune and the like
listen big mouth for big pp
Eh?
The artistic direction of my modded game doesn't mesh well with the cartoon style. And I don't feel like the rest of even OG looks cartoonish. For cartoon design, I think more of stuff like WoW, where even the buildings looked cartoonish. Morrowind's don't imo.
Although I definitely agree that realistic is NOT the only way to go as far as visual design goes, in general.
Thankthemakerandhiswatersthanksforthecomingangoingofhim
the world of morrowind is alien but the actual world design from textures to lighting and stuff is realistic
I think my main issue with Better Bodies is that it tries to be realistic and fails horribly
it has issues
I'm just saying it wasn't the original design direction, no judgement š
I am not disagreeing
In that case, I'd rather have an obviously stylized and "cartoon" art style
vs a wannabe realistic replacer that doesnt even look realistic in the first place
I just heavily disagree
Of course
You can tell it's a good mod when people just hang out around it shoot the shit
9000 get.
Also, August, may check this out for skill gains:
https://gitlab.com/Arrean/openmwluaparry/-/wikis/Formulas/Skill-XP-Gains
How do you even know ?
phew, that took forever to make
Whatcha got there?
a tool for an old mod called Kalendaar that parses json data converted from an esp file and returns Completionist data
All this talk about melee missing and dodging reminded me of this:
https://www.youtube.com/shorts/ab4GAslHAVk
Oh, nice
Yeah, I thought it would come out the same year the remaster was released.
What do you mean? Many people would want to get a piece of this meat
.
lol
Release miss feedback as a standalone?
12
18
2
Nah, yeah
Already done 
Ah, shit, forgot to close the polls


Sounds like some of you guys are still unaware that thereās a new VSBR-style vanilla+ body and apparel replacer/fix in the works.
Scarf with short sleeves 
lmao i've always hated that shirt
Nice tho, will keep an eye on it
yeah that looks awesome
Posts from 2025 tho š¤
š§ hm there's still some useful info around it
looks like their still working on it theres a recent post about inner mouths lol
well, something to look foward to
Let me look up Caleb's last relevant message, iirc he said he was making progress just not posting much.
That's cool
he's tackling the clothing, bodies, ears and whatever simultaneously so it's kinda slow
Stuff like tht is a step towards better hair culling or beard grpwth
He's doing the work of the nine
also no pttr support but he said anything made for vanilla bodies would look no worse on his
since pttr is targeting vanilla bodies and even uses a ton of vanilla meshes as a base, that's not a problem
it's just that according to Caleb, vanilla meshes just don't fit vanilla bodies really well and are overall problematic
a comprehensive inner mouth replacer would open up paths towards a dentistry skill and minigame
I can repot that with the latest update, I am seeing actors not stuck in parry stance as much anymore. Great job! Now Iād ask if you could look into why they donāt play the dodge animation on every missā¦? If possible
If they don't play a dodge animation - then likely you didn't miss - or not hit them at all
Like, that part is dead simple.
There are several things that can prevent dodge animation from playing:
- They are staggered (hit animation is playing, knockout/knockdown, or paralyze)
- They are parrying
- You didn't miss
Listing all that just to make sure you're not seeing normal behaviour
some of dodge animations are subtler than the others too
And. Are you telling me you still see them stuck in parry stance sometimes?
Today I was afraid that I fucked up N'Garde on my potato laptop, but it turned out that I just didn't have the proper launcher options turned on 

Yes, truly Toddlike experience.
Shame we need to dependt on those, and can't even read them to display a warning
yeah, it's annoying
What are your settings.cfg? I want to optimize my stuff -w-" pretty bad pc too
Won't help her because I run everything on default. It's even OG-like view distance. I've just installed it so I can test stuff while I don't have PC access.
Fair enough
funnily enough, the game doesn't look that bad on those settings and with OG view distance. Feels like home tbh. It has a certain charm even though it doesn't hold a candle to modlist-powered look.
https://www.nexusmods.com/morrowind/mods/59154 hey, check out what just dropped
0 idea about balance and how well it runs, but the idea seems interesting
Oooh very interestingā¦
There will likely be issues with mods that also use scripts for combat like N'Garde.
exactly what i looked for when I went to read it lol
Oh god
globally attached scripts without detach
however
Yeah, it's doing a lot. It will lead to weirdness together with n'garde.
But will sort of work
ideally they'd use interop fields and/or events that I've added, but they don't
as is - a parried attack will still lead to cleave
for example
however - those cleaves are send as hit events, so other actors in radius can parry them too
Would it conflict with the standalone miss feedback mod? š¤
probably best loaded after n'garde, for now unless they decided to use interop
nah
nothing conflicts with that
Sent them a comment on nexus
we'll see
It's a nice idea but not worth affecting the incredible experience that is N'garde haha
Yeah definitely
same with those critical hits
this won't go well with Lucky Strike
like, it will work, but you will probably get both, lol
overkill
I do enjoy using lucky strike
We'll see how receptive the author is.
Since N'Garde release - we had like a dozen mods that we've worked on compatibility both ways
this is not new
And I've added all that interop stuff specifically for such cases
I can't prove it - but they may have looked at my stagger code too :P
Since they do exactly the same thing - play a random hit animation
although - this makes no sense
they play it on an attack
I've yet to try out Foxunder's Disarming mod. I will probably try it, but there are enough mechanics already and sometimes I feel that everything may get too unwieldy. The idea is good, though, and I know that it has interop with N'Garde.
It does play very well with N'garde
I find it more challenging. It is kinda similar to the experience of getting disarmed in Skyrim
And if you play with unpaused menus it can be dicey haha
And we've got interop with disarming mod
btw sorry if it was asked, but how exactly blocking enchantments works? Like, is it a sure thing with Perfect Parry? Because I saw stagger animations on Volar but I still got paralyzed by Daedric Crescent. Not sure whether intended or not. I never researched this, so if there is a wiki/gitlab link or sth, it may be sufficient.
also, while Almalexia was knocked down, sometimes I saw "miss" type animations playing
I think it was a result of a failed hit roll
maybe a missing check
or sth else
Shouldn't be possible - while knocked down - they should be considered "staggered" - hence no miss animations
maybe it's just Alma
I saw her moving up and down
she was still technically knocked down
with negative Fatigue
it looked as if the mod was playing miss feedback anims
doesn't seem to affect gameplay. Visual glitch only.
if activeEffects:getEffect(core.magic.EFFECT_TYPE.Paralyze).magnitude > 0 or
self:isAnimationPlaying(Constants.staggerAnimations) or
fatigue.current < 0 then
self.isStaggered = true
self.isAttacking = false
self:tryLowerGuard()
return
end
^ that's the stagger
stagger animations also include knockdown and knockout
oh
that's probably a special animation on her
I was about to ask you guys if you've seen it lol
Interesting mod to keep an eye on
this one?
Yep
Hmm

Same picture
can't reproduce
in fact
Almalexia can't/won't play the miss dodge animation
her rig is incompatible
and they were not added
no idea
you don't do anything else in your optional omwaddon, right? You only set the flag.
yeah, only the flag for her and vivec
I also can't repro - I've set her agility to 20000, played a knockdown animation on her
swung a dozen times
nothing
what is that sound in the background? š
a stream
forgot to mute
But anyway - I played a knockout and knockdown on her at 0.1 speed via the console - you see the effect
for her it's the same animation
Move Like this author responded. They are planning to look into compatibility. May drop by here, or maybe we'll talk on nexus, but so far so good
What kind of stream? š
Actually, listening to it now - a fantastic out of context moment
Just watching a guy play Vintage Story lmao
We are cooking
Very excited thank you for working with him
i heard you used a horse as a mech
yeah my character's already op enough, interesting ideas though
I'll try and get some feedback soon with Move Like this
The author uploaded a N'garde version. I'm going to load N'garde last
Nice
1.3.0
- Added global, player and fencer interfaces that allow to ascertain actor state as managed by N'Garde and some rudimentary control of N'Garde related functions. See documentation: https://gitlab.com/Arrean/openmwluaparry/-/wikis/Home/Interop-Hooks
- Slightly adjusted attacking state detection on actors and player.
- Changed default for "can Parry creatures" setting to shields only. Existing settings will not be reset.
This should also allow for better compatibility with other mods
So "Move Like This" author pushed a full-compat version for N'Garde, needs N'Garde 1.3.0
And fixed thrown weapons.
So we are good now
All your work is very exciting, I hope to try your mod soon enough
Not been doing much but this recently. Hope you like it when you get around to it š
yeah, I meant all your work on THIS mod š
Yeah, it's been a big one :D
Hey, you also worked on Can't Touch This!

but on a serious note, this mod is big enough that even if it was the only one you ever made, it would have been enough
and its popularity only proves this
it is indeed a banger
Couldn't have done it without ya'll
Your mod is going to be absolutely essential for many players ^^
Congratulations š
It's a game changer, really
It single handedly makes the combat better than Oblivion and Skyrim (not that the combat in those games was any good, though
)
Yeah, block system feels much better here
TES4 has wet noodle swords problem. It's very bad there. TES5 is a bit more varied, but I always felt that the devs didn't give the NPCs good enough AI to represent dodging with no hit chance system in place.
Tbqh Skyrim is also quite wet noodly
I think it gets like that on mid-to-high lvls, but it also depends on enemy types. On low lvls most enemies die rather quickly.
And that is different from Oblivion how?
Cause iirc it's very much the same. Low levels - rats and bandits and gobbos die in 2-3 hits
then we get into wet noodle territory
in Skyrim, they use a different system for lvl scaling. More areas have specific lvl ranges and they can also get "locked" if you visit them, so overall you get a bit more variety than Oblivion.
IIRC sth similar was done in Bethesda's Fallouts
Oblivion lvl scaling got so much flak that they had to tweak the system for future games
oblivion leveling is the worst thing about oblivion
Now that you say it - I remember it
I guess I mostly played Oblivion with "Scaling Unclusterfucked"
LOTRification is probably just as bad.
no
so I don't remember how the vanilla feels
in fact, Oblivion is truly ridiculous
I mean, the game gets harder at lvl 20 than at lvl 1 in the same areas, with same enemies!
lmao
Honestly? No. I was like 13, just watched all three movies, and didn't yet have media literacy to appreciate that TES4 shouldn't be "just like lotr" but I loved it 
I'm speaking for myself š
Yeah, hence scaling unclusterfucked is a must
yup
you can "save" Oblivion lvl scaling with mods
because they can do a good job with it
it's virtually impossible to unfuck the lore stuff
And I love that that mod is literally called that.
you would have to remake the game
I mean, every next game was a big lore overhaul
because I don't want a big headache
they started doing more unique stuff around TES Redguard time
at this point - just view them as separate entries
Yeah
anthologies
they are anthologies
loosely shared lore and events
