#N'Garde. Vanilla-Friendly Parry and Active Block.
1 messages · Page 17 of 1
they def mix and match stuff much more with TES3
oblivion is def medieval
without dragons
smh
skyrim is ugh
13 year old first fantasy project
What's after N'garde for you Arrean
en attack
N'garde 2
not that you have to do something else, just wondering if you have other interests
I like Vanilla aesthetics, personally
I like it too
but you know
it's like hearing a good album over and over
you want something different
Not sure. I have a couple ideas, but likely nothing as big for a little bit
animation related?
lmao, no
But well, maybe. 1.5 animations.
N'Garde honestly needs a little bit more polish in animation department, but I'm busier with work right now than I was couple months ago, so I try to do what I enjoy during my off time, and that is not animations so far.
Couple other ideas, but we'll see
Nice, looking forward to whatever you work on
whatever you work on, I will be using it
Eh, don't oversell it.
Arrean presents: crypto for you! 
I'm happy with engarde, but I don't have a claim to consistency
I started a playthrough and I don't really know what to do when fighting
Tutorial popups or some other indicator of when to press buttons would be really nice
N'Garde 2026 edition
Add a sparring instructor in a dream sequence, so you can train while you sleep
stick them with the pointy end
https://youtu.be/oqNU-VXeTh0?t=14
Just a little popup
That's... may be a half decent idea. First time a character enters combat.
Before I get around to that though. Do you need guidance?
Press LT (by default) if you have a controller, or whatever kb/other button you've assigned to parry in settings.
Parry is considered ready when fully raised. All parry animations are ~180-220 ms long depending on the weapon.
To support that - enemy attack windup is slowed.
If you parry just as the attack was about to land the parry will be perfect, cancel all damage and can stagger the opponent
Other than that - it may require not spamming left click, as all of the above applies to NPCs too, and playing a bit more carefully, but should be very vanilla like
Stagger from hits is also different. To prevent animation stunlock all actors have an internal stagger cooldown that prevents them from getting staggered again for a short duration, 0.6 to 3 seconds depending on their stats
It would be nice if Caius or the trainers he points the player to could give some combat tips diegetically too
Kind of like the little advice topic for vanilla features
Sellus Gravius takes you out to the courtyard to beat you up
N`Rage- an instance of an area is created for your character to wreak absolute menacing havok on the population in the cell, such as running on walls, breaking objects, flipping off guards, calling commoners an nwah, and so on. points are rewarded based on the amount of destruction and chaos caused, with a high score table shown at the end
N'gage - aetherial ship combat simulator
N’gorge - if you eat a lot you can get fatter than Yagrum
N'Gouge - take out people's eyes with a fork
N'Waaagh, plays tarhiel's scream for every >50 feet fall
N'tourage - Another Companion overhaul
Are these companions from Suran's fine establishment?
:^)
That's S'cort
Congrats 🎉
Thank you!
Did you get a chance to play with the mod, btw? Curious what you think
Yeah I've put in 30 minutes with a barbarian but then I realized all the content mods I installed are for mages, so I'm doing destruction plus the occasional spear now. Combat is way easier with lightning bolts 😆
My hand is acting up so I'm going to take a break and work on one stick more.
One of the confusing things with using a shield is that the shield gets raised up during a held power attack, which matches the parry/block animation. Do you count as having your shield up when you hold a power attack?
Can you raise your shield or parry while you are charging up?
No, and that's the vanilla animation for shield
you can't mechanically raise guard while attacking, or attack while your guard is raised
I see how that can be confusing though :/
Then I'd really like to see the left arm animation overwritten when doing an attack with a shield
hmmm. I can probably do it even without making a replacer
Yeah just do a mask
just play idle on it
I do similar for torches etc in the left hand for when we are parrying with a one-handed weapon
❤️🔥 not as obvious, I think, so thank you.
I'll push an update for charged attacks and shield in a little while.
Ohh what will that include? Is it something similar to Maxar's timed attacks, and Move Like This?
Nonono. just not raising the shield when holding a swing. Otherwise its confusing- seems like the guard is raised
Ohhhh haha I understand now
Well, dammit. even with priority scripted - the animation on the left arm is roundly ignored unless I cancel the entire attack animation, which is definitely not what we want.
That said - I've noticed that with re-animation and 3rd-person alt-attacks the "shield raising" on a swing doesn't happen. So probably my recommendation is to use those :/
It seems that the only reliably way to prevent it as part of n'garde is to ship animation replacers :/ which is... well, solidly out of scope and there are better replacers out there
Damn
it's not even that vanilla animation raises the shield
not on purpose
it just has exactly the same left arm movement with and without, and the character raises left arm to their abdomen
hence we get the "oh, did I raise the shield"? thing
The shield raise animation that S3ctor used in CHIM was really good and noticable. I'm not sure if you have seen that one yet
Not what we mean, but I may need to ask S3ctor about it
sounds like that could work tho
yeah, so use replacers that are already out there
animation replacer also should much higher in a load order than N'Garde so shipping two together is readme nightmare

Have you been asked about N'Garde compatibility? 😅
Yes. Yes I was

I wish this would be fixed. N'Garde seems really interesting, but I just won't give up on the features from Can't Touch This to play around with N'Garde, tbh

You should just have the mods set up to explode your computer if you load both at the same time. That would be funny i think.

List it as a feature too
No one would read it anyway 
Well, I apparently, can't not fiddle.
A medium sized refactor is ready, should work generally better, although not likely anyone but me will appreciate that.
But. @maiden tangle , @hearty scroll I once again require your assistance 
When you get time and inspiration:
play_miss_animations_for_player_setting_name: "Play miss animations for player"
play_miss_animations_for_player_setting_desc: "Enables miss animations for player character in 3rd person. I think these are quite disruptive and don't feel good on the player character so they are disabled by default."
play_miss_animations_for_player_setting_name: "Activer les animations d'esquive pour le personnage joueur"
play_miss_animations_for_player_setting_desc: "Active les animations d'esquive pour le personnage joueur en vue à la troisième personne. J'estime que ces animations sont plutôt perturbantes et ne rendent pas bien sur le personnage joueur donc elles sont désactivées par défaut."
Thank you very much!
Ooh player dodging, interesting
Im curious to try it with Full Body Awareness, might be crazy
Won't be pleasant, I don't think. Several people asked about it, but it is very disruptive/ annoying
Yeah I can't imagine it being playable long term lol maybe with some careful tweaking a subtle middle ground could be found
I'm not even sure what that tweaking should be
Yeah, I've seen it done well in games but it would need research
big problem is that player input initiated animations cancel the dodge one, and the transition between the two is not smooth
also you can't move while dodging
which is... not great
Not saying it would be worth the effort, just pondering
and if I don't play it on lower body - it looks weird
Still a setting is a half-way decent compromise
so meh
Hm yeah I was thinking it would kind of need a full overhaul of 1stp movement
Sure, it's fun to have the option. No reason not to
first person?
nothing plays in first person
we didn't make any 1stp animations

I'm just thinking ahead of my words. There would be 1stP if using FBA but also I was pontificating about a full overhaul of movement animation without offering any context
FBA makes you experience the hit reaction animations too, lmao it's brutal when you have a poison effect or something
Yeah, cause FBA basically replaces first person with third person, but moves the camer viewpoint
I'm personally not too worried about those mods - so I don't think I'll spend much time on polish for them
Yeah fair. I should stop thinking out loud 😅
Nah, all good. Just not something I want to do right now
The player miss animation thing is only cause I got comments asking for it on both engarde and can't touch this.
And I was fiddling with the code anyway
Just to be clear I was talking about work that I was considering doing, not something that I thought you should be doing
That's appreciated, but some scripting on my end would be necessary anyway
I'm not really sure I/we can make dodge animations that look good without involving lower body either
Yeah I agree
And when I get over blender fatigue. I'd probably work on gobbo/alma dodge animations
not player 
Heheh yeah definitely more worth the time
play_miss_animations_for_player_setting_name: "Aktivierung von Ausweichanimationen für den Spielercharakter"
play_miss_animations_for_player_setting_desc: "Aktiviert Ausweichanimationen für den Spielercharakter in der Third-Person-Perspektive. Ich finde, dass diese eher störend wirken und beim Spielercharakter nicht gut zur Geltung kommen, daher sind sie standardmäßig deaktiviert."
Thank you!
1.3.1
- Addressed behaviour differences in fencer and player scripts
- corrected target list maintenance for fencer and player
- Setting to play miss animation on player character. Off by default
- A bit of code cleanup and optimisations
Whatever update Fair Care did in the latest has npcs chugging potions 😭😭
they already used potions before
they always chugged potions lol
I don't think whether any default settings were changed, but there was a code cleanup.
you can configure it in mod settings
I think the the visual of seeing them drink is what it is
they'll be like "welp, im about to die, better stop attacking and chug potions"
ah, so you are using animated drinking?
Yeaa
😄
that explains things
previously you only saw the Restoration effect
the one for healing
but creatures don't get potions
they can get healing spells if they have spellcasting ability or passive healing if the setting is turned on, based on Endurance and Strength stats
funnily enough, you can turn on healing for NPCs, Creatures and even the player, so you can use Fair Care in order to implement Skyrim-like dynamic HP regen
That and having a bigger health element helps too
Random idea: Blade On Blade On Hit Contact That Staggers Both The Defender and Offensor
Stagger but based on stats 
Peak
And Blade Biting would be cool too but I think that's too much
BTW 20 years ago I fiddled with the idea of glancing blows, but sth completely different than N'Garde option. Not related to hit chance at all. I wanted to make HP more dynamic, so I gave passive HP regen at highest HP % values, slow one at high ones and no regen below a certain threshold. The reasoning was that weak blows didn't do any real damage unless they were followed with other blows. Armor protected you, it's just a scratch etc. However, once you get a few hits like that or if you get a strong one, it's real damage and you no longer regen. Same for enemies.
If you combine this with crtical hits and such, even sth simple like that could make combat more dynamic. It certainly made it more dynamic in the old days. I also wanted to expand this with injuries (which would stop regen no matter the HP level), but didn't get to it.
That's not how it works
Will require a new physics engine to be good
https://store.steampowered.com/app/362490/Exanima/ if you want non-goofy physics based fencing
Explore, fight, survive and unravel mysteries in this unique and unforgiving 3D isometric RPG set in an original dark, low fantasy world. Exanima's exceptional attention to detail and realistic simulation of all things aim to provide a deeply immersive and dynamic gameplay experience.
Features include a deep skill based combat system, complex a…
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Yeah, I think itll only work to accurate hit chances mods too anyways
Maybe just like visual effects for it?
Like sparks and stuff
Star Citizen: rookie numbers
I enjoyed playing exanima
but it's severely unfinished
oh released 0.9.5 recently
Caves of Quds also spent 10 years in EA, but it was already very much playable with plenty of content years before 1.0, and definitely worth the price back then.
So is exanima
very much playable, a lot of content. I don't hold my breath for Sui Generis
but this game is already there
non goofy AND physics based?! 👀 It's hard to imagine
Well, it would be goofy if you don't know how to move/fight. But it's very much not in the end
How difficult would a mordhau type clash system be? I don't think it uses physics, just tracks when weapon tracers collide
https://www.youtube.com/watch?v=0v_3FRlvBWQ
Of course the weapon strikes would need tracers to be attached however...
Impact effects for weapons on armor or clothing? Streaking effects?
Impact effects covers that
Ok ok
Not possible atm. We currently can't get held weapon position in wolrd
And not something I'm interested in, really
That seems really goofy 😆
Is the normal gameplay like that?
It's multiplayer so yeah. As it happens in multiplayer games which have somewhat advanced but exploitable melee combat
Watch some Chivalry 1/2 gameplay sometime 
case in point
If any of yall got time and inspiration. Latest sev build of CHIM 2090 os now compatible with n'garde. So if anyone wants to test https://github.com/DreamWeave-MP/S3ctors-S3cret-St4sh/releases/tag/development
I think the only thing I use of his is s3maphore, h3lp yourself, and chim climbing
don't remember, I have like 240+ mods
I mean, most everyone uses s3maphore :D
but this is very much for s3ctor's CHIM 2090 combat overhaul
When N'Garde is installed it will take over active blocking and parrying while CHIM will retain the rest of its functionality for those of us that want different style of combat in MW.
It is very much "let's get dark souls up in this bish"
Hmm that's interesting
I'm assuming N'garde will load after Chim?
And glancing Blows should be disabled if both are run?
I'm curious since there is a lot of overlap with N'garde, or at least there was
And then you have dynamic stats which hbfs does
The entire parry/block module on myy end shuts down which includes the damage scaling I do from glancing blows
Shouldn't matter - chim's parry/block is disabled if n'garde installed.
Maybe even before - then glancing blows will never trigger even if enabled
My "glancing blows" is the "always hit" thingy, but it only triggers if attack.successful is false
iirc you also force 100% hitchance, or does it also get disabled?
Right, so looking at it -whichever loads last will get to turn miss into a hit.
yea I keep 100% hit chance enabled
you send fortify attack, if attack.successful is false. I flip the flag and roll 20% max damage
so it will technically work, whichever onhit comes in first
Yeah but that's just an insurance policy, that's not how it's supposed to work
They'll have the fortify attack buff enabled way before that
that's basically just there for when you resurrect them and the actual buff resets
(it's 5AM I may be looking at a wrong thing)
You're mostly looking at the right bit it's just deceptive
In the onHIt, re-enabling hit chance/resetting stats is a fallback for when it didn't happen already, or got unset somehow
usually in my testing that's only necessary for when they've been resurrected
oh. Speaking of resurrects. I had issues with that.
I'm a bit lost in the monorepo - you do dynamic attach detach too, right?
yea
aw fuck I still use goto here
Do not do this
CHIMScriptToggle = function(stateInfo)
local actor, state = stateInfo.actor, stateInfo.state
for _, scriptPath in ipairs(ChimActorScripts) do
local attachmentStateMatches = actor:hasScript(scriptPath) == state
if attachmentStateMatches then
goto CONTINUE
elseif state then
actor:addScript(scriptPath)
else
actor:removeScript(scriptPath)
end
::CONTINUE::
end
end,
if you attach/detach on OMWMusicCombatChanged - it detaches on death - but onHitHandler persists
so on resurrect if the script is reattached
we get an actor with one script but two onHitHandlers
which leads to all sorts of shenanigans
Yeah, what about it?
The containers are specific to particular scripts, so your attach/detach shenanigans don't affect anyone else
Is there anything in particular that both of you would like tested? I'll begin testing chim and N'garde interop right away
Well I just don't attach the OnHitHandler multiple times:
'scripts/s3/chim2090/core.lua',
'scripts/s3/chim2090/dynamicManager.lua',
'scripts/s3/chim2090/mechanics/poise.lua',
'scripts/s3/chim2090/mechanics/parry.lua',
'scripts/s3/chim2090/roll/core.lua',
'scripts/s3/chim2090/block.lua',
'scripts/s3/chim2090/onHitManager.lua',
Because within that context, the OnHit handler still runs
From my perspective - just play around and see how it feels
same
Can you please elaborate? And I'll guess I'll first explain in more detail what I've ran into
You don't have to explain it
Every script runs in its own universe
So you've modified local state in another script by adding your function/state into it
Removing and reattaching your script, if it only just does I.Combat.addOnHitHandler, will slap the exact same function with separate state into the end of that array
So - an actor script. Granted onHitHandler is not the only thing in it.
Detach on exit out of combat - reattach.
hasScript reported "no script" - but onHitHandler of that script persists - hence resurrected actor got forever stuck in last known state at the time of detach
Yep
since other updaters stopped running
I guess what I dont' exactly understand is how you handle it. I'll read the code when I wake up.
I resorted to turning that onHitHandler into a no-op on detach
I.Combat.addOnHitHandler(function(attack)
if not releaseActor then -- turning the onHitHandler into noop if the script is detached
logging:debug("localid:" .. id)
logging:debug(tostring(self) .. ":" .. parryController.id)
attack = parryController:onHitHandler(attack)
end
end)
The global needs to track those attachments manually
all your state gets destroyed and the other actors can't write to local storage in their scopes
Right. and then I guess the onHit would need to be isolated, and that's what you did
Well upon reviewing the code I see that I did not actually do so I just realized it would be a problem and forgot tbh

That happens more often than I care to admit 
local ChimActorScripts = {
'scripts/s3/chim2090/core.lua',
'scripts/s3/chim2090/dynamicManager.lua',
'scripts/s3/chim2090/mechanics/poise.lua',
'scripts/s3/chim2090/mechanics/parry.lua',
'scripts/s3/chim2090/roll/core.lua',
'scripts/s3/chim2090/block.lua',
}
local hitHandlerScript = 'scripts/s3/chim2090/onHitManager.lua'
---@type table<string, true>
local hitHandlersRegistered = {}
CHIMScriptToggle = function(stateInfo)
local actor, state = stateInfo.actor, stateInfo.state
for _, scriptPath in ipairs(ChimActorScripts) do
local attachmentStateMatches = actor:hasScript(scriptPath) == state
if not attachmentStateMatches then
if state then
actor:addScript(scriptPath)
else
actor:removeScript(scriptPath)
end
end
if not hitHandlersRegistered[actor.id] then
hitHandlersRegistered[actor.id] = true
actor:addScript(hitHandlerScript)
end
end
end,
yup, this is the part I was missing and assumed you're doing it somewhere else since you told me so
man, I can tell I haven't looked at this in a while
I still have this fuck-ass VSCode indentation
😭
Matters of taste - I often find that easier to read
think this might be a new trend: quickfiring the bow and spells from the hotbar
oh jeez y'all are on some crazy shit here now
oh lord
I'm gonna have to turn the heat up if this is the type shit you guys are doing now lord
my god, your...
I'm very behind.
the only thing i have left of mygui that's still there is the selected weapon/spell box, the sneak icon, and the minimap lol
That is very much over the top for me, but damn 
That's OSSC for spells, right?
yeah, scripted mark/recalls work and so does mwscript items
And Raf's Sky that makes enchanted flame disappear 
yeah i don't think lua will fix that one lol
yeah, no idea - I've not a clue how shader-land works
That said, I think I need to get some sleep. Sunrise snuck up on me
I feel like with Mercy installed, NPCs do their combo attacks while blocking 🤔
I know my swordplay is atrocious, I have no clue what I'm doing
Is there anything exposed to detect when a player Perfect Parries? Or does it just trigger for the enemy? Was wondering if I could detect it at all
this in attackHandler
and N'Garde needs to be loaded after your mod, I think
There are also events. https://gitlab.com/Arrean/openmwluaparry/-/wikis/Home/Interop-Hooks
Hmmmmmm. Latest version?
yup, been experiencing it for probably a long time
just didn't have an idea on what exactly happens there until today
What's your load order for these two? And @inner hare , did you see anything similar?
Since you play with Mercy too
Hard to say. I'm looking at the video, but I don't even know what's "wrong".
which means that I probably didn't pay attention even if sth like this happened
it's subtle, mostly I think cause Bor has some attack sound replacer. But - listen to the swishes, sometimes one can be heard when no one is attacking
Looks like they mostly miss on him, but it seems to be there
@kindred imp , mind trying this one?
So, confirmation A - definitely doesn't happen without Mercy
let me install it
So two things.
@kindred imp
A. this latest patch of mine.
B. Go into mercy find improvedAI.lua, on line 906 replace sender with e.sender
Yeah, can't force it to happen with Mercy installed after the patch
gonna upload it
1.3.2
- Minor fix for Mercy compatibility
- Slightly extended creature blacklist
Thank you
I'm going to try the latest CHIM with N'garde, and to be extra crazy add Move Like This haha
Seems I got at least one Fox confused. Just in case - blacklist expansion doesn't cover the madness that "Creatures Open Doors" does - I still didn't get around to reviewing the 170 some edits that mod does
Oh yeah lol I forgot about that, could have some interesting effects
Will do it a little later
Grab from nexus, same version basically, but at least in my testing - seems to work as expected. What I do now is briefly disable mercy controller while guard is up
and re-enable when it's lowered
Btw #git-activity message
Raw embed linked by @hyacinth2199 from @GitLab#0000 in #git-activity
[OpenMW / openmw] Issue #9144 Lua: GetMasserPhase and GetSecundaPhase equivalent opened by Hyacinth (lhya)
I'm working on several mods which implement different mechanics for phases of the moons. One is a UI mod and one is a gameplay mod. However, there is no equivalent of the mwscript functions: GetMasserPhase and GetSecundaPhase, so the only option is to create an .esp with an mwscript and send global variables back and forth, or hardcoding phases of the moons to dates which might not even be accurate.
This would also be helpful if someone wanted to bring the MWSE mod Windows to Aetherius to OpenMW.
seems like it worked
nice
too bad I'm still so crap build-wise I hardly can beat one cave bandit
Eh, that's at least novel compared to usually being OP as fuck in MW
none of the skills is higher than 40 
Why?
15 block
vs 37 shortblade
I mean, it's shortblade I guess, so a good shield will be better
but you'll get to perfect parries faster there
But this is why:
https://gitlab.com/Arrean/openmwluaparry/-/wikis/Formulas/Parry-Block-Defence-factor
With a decent shield - you will outpace shortblade currently at full fatigue, but it will drop off quicker as you get tired, since you don;t have skills to support
returning to the whole slope sliding thing it appears somebody else has made a sliding mechanic https://www.nexusmods.com/morrowind/mods/59185
I'm gonna be honest the mod needs a lot of polishing in terms of climbing speed, mechanics and animations etc but the potential is huge
and the fact this even works in the first place too
the sliding is quite nice other than the missing sfx and possibly dust vfx
I mean, #1475723166612455548 has sliding, and bones necessary for that.
This, however - I didn't try. Hrothgar's mods have been unpleasantly buggy in my experience
a hit and miss depending on the "climbing" you do
the sliding is not very buggy, the climbing and recent wall detection are very buggy
oh btw the sliding seen there seems to be for movement
I meant more like
Not to knock anyone. But last time I questioned him about "what does this do? why do you have non-existent functions in your code?" he went with "oh it's from old API". I'd had more respect if he just said "it was vibe coded"
🤷♂️
if you fall down a cliff you have special effects to show it
His mods work, some of them. But I've stayed away since
rather than just flying
either way, I wouldn't knock the sliding mechanic, could maybe be frankensteined into a working good slide
Nah, that's fair. But refusal to admit it was vibe coded is what soured me
but then chatgpt made some fancy shaders
and claude makes even better ones
so I'm wondering if the lua itself has gotten better
the only problem LLMs seem to have is knowing what OpenMW can and cannot do from my experience
I'm a wrong person to ask, and I don't really appreciate discussing this here - I don't use any, and encourage others not to. We are not "providing value for shareholders" here - pushing for results at the cost of own skill development and creativity is not something I can get behind. Not in a hobby space doubly so
alright thats fair enough
Don't remove the messages
It's fine
Just that I have my positions, but I can't/won't police yours
I understand
And like. People do make impressive stuff with it. My general problem is often it aligns with them not really understanding what has been made.
It being a maintenance nightmare.
And the worst part is when someone tries to sell an LLM output as their own, bleugh
the code the LLM spits out is really only as good as the operator behind it- if the operator has little to no programming knowledge, or even worse, poor understanding of how computers work, then the code is probably going to be bad
having said that, it's always fun to watch AI draw hands 😂
feeling cute might turn morrowind into a jrpg soon
why would sth like this be a skill btw? Seems like sth that could be covered by critical chance mechanic, using standard skill level and Luck.
because daggerfall had critical strike as a skill 🤣
I missed some fun milestones here
I felt like it not really counts, cause I was spamming bugfixes a bit too much. But I guess it means people did redownload the updates
the true fun is here. Can't Touch This is one of the most popular mod from the last month
. I wonder how many people installed it alongside N'Garde 😄
Eh, should be fine. As long as N'Garde is 1.3.0+ it will just not do anything 

Update 3.6.21 - further improvements to "Can't Touch This" compatibility
Not sure if this is the proper place to post this, because I'm not sure if the issue is with N'Garde or CHIM 2090, so apologies. Saw CHIM 2090 was brought up as having N'Garde support yesterday in here, so I wanted to check that out - but upon installing it and N'Garde, hits just...don't seem to connect at all anymore with NPCs or the player. Feels like I'm probably being stupid and missing something, but this is happening both with and without the Glancing Blows option enabled. I also took a video because the weird thing is that I was still getting XP for the hits even though they weren't connecting, because I leveled up from it. Any ideas? Again, probably my own stupidity somehow.
Get h3lp yours3lf dependency from the same link where you got the CHIM
version on nexus is old
hits not connecting means onHit handler chain fails. You still get XP cause skillUse handler chain is separate
Yep, did that. Both from the Development versions on Github.
ah
Oh, right. I think there was another issue
but S3ctor is working on linux packaging for OMW itself right now, so probably hold off on it for a bit
It was briefly discussed in #1508890327405297856
#1508890327405297856 message read down from here
try this replacement
Thanks! I'll take a look.
And unrelated, but since you've not posted before -any N'Garde related feedback? Balancing etc
I don't think I have any real useful feedback to give - I did a playthrough with it installed for about 15 hours, but I didn't take block as a major or minor so I didn't use it much on my own end. I will say that the parry timing feels good from what I have seen. I'll need to play a bit more to really know if there's anything I can personally critique - I'm pretty bad at the attack timing to both avoid damage and attack when the enemy isn't blocking 😅
Well, good thing I've asked you. Cause block is secondary skill for everything except shields and h2h. As long as you have the related weapon skill you should be fine :D
But got it. Let me know if you come up with anything that doesn't feel good or feels broken. I've got most balance feedback pre-release from good folk here. And barely anything post-release. Which means it's either too broken, or we've nailed it. And I've no idea which still
I apologize, I should have posted my findings in chat but I reported the same issues with chim and h3lp to S3ctor. He is cooking haha
Definitely
get
Very impressive
I'm just glad people seem to like it
Just wanted to drop in real quick to say thanks. Total banger of a mod for the game, feels like something that needs to be included in every mod list. Especially like that you took a swing (hah) at having a "always hit" mode. I didn't play with it much but it seemed shockingly balanced for Morrowind, besides the ability to stunlock the shit out of NPCs and occasional balance issues caused by other mods that are expecting misses to happen occasionally.
I love parryslop so I love this mod.

Hey, glad you're enjoying it.
Do you have an example of a mod that expects misses to happen?
Also sounds like I need to bump stagger cooldown again 
Off the top of my head, something like Move Like This kinda fits the bill. Particularly if you use staves; they attack so ridiculously fast (all the weapon attack speeds in MW have always been kinda silly imo but that's irrelevant) and the thrust attacks on that mod are meant to have higher stagger, so staff users can basically keep anyone perpetually out of their range. I guess that's the point, but it's super brainlessly easy to do. Bows can also do this, though not quite as consistently.
It's nothing really game breaking tbh, and it's still miles ahead of any other attempt that I've seen to remove hit chance.
Aaaaah. You mean the stagger that comes from other mods
Right, n'garde's cooldowns should still apply, but yeah with more sources it may be problematic
I see. I've been having fun with it either way though :)
I wonder what happens if Fair Care takes control of an actor while he's blocking an attack, same with Take Cover.
Fair Care uses animation keys to know whether actors have finished their animation, but does your mod add new animation keys?
when installing n'garde with umo, the tools always thinks there is an update:
│ N'Garde - Active Block and Parry (OpenMW) : N'Garde
│ N'Garde - Active Block and Parry (OpenMW) : NgardeCreatureFlags_Must_Be_Merged.Omwaddon
maybe something is missing about the version?
I do add new animation keys for each parry animation. And also there's an interface I.NGardeFencer - for actors that can parry which has few functions and fields to tell you about the state.
However - Fair Care is a mainstay in my main save and I think it works very well as is - iirc you force an AI package change when they want to heal up - or at least a stance change for spells, and in those cases N'Garde partially or fully releases the actor. I've been playing with Fair Care and they seem behave just as expect both in terms of parrying and healing
I actually don't know. Did they tell you anything in momw channels? I'm not sure if I've missed something in how the files are set up on nexus
the two files I've got - I'm not sure if there are any settings there I'd need to change for umo to work better with them
I've asked in #umo and it seems that it installs right, but version tracking / cache has problems, but so far Sophie thought it's on nexus' end.
I guess as long as it launches/works - probably safe to ignore those
Also - https://gitlab.com/Arrean/openmwluaparry/-/wikis/Home/Interop-Hooks
this specifically:
NGardeFencer
NGardeFencer.VERSION
NGardeFencer.whoAmI() -- returns record id of the current actor
NGardeFencer.isStaggered() - bool. Is actor currently staggered
NGardeFencer.isAttacking() - bool. is actor currently attacking (is in attack animation)
NGardeFencer.startedParry() - bool, has the actor started the parry animation
NGardeFencer.isParrying() - bool. is the actor parrying
NGardeFencer.isAttackForbidden() - bool, is N'Garde preventing attack while the player is staggered
NGardeFencer.canParry() - bool, can actor parry right now
NGardeFencer.forceLowerGuard() - force end the parry state and the parry animation. Do not check if guard is currently raised.
NGardeFencer.tryRaiseGuard() - try start parry, no reaction time delay. Will fail if actor can't parry, doesn't have a correct parry tool
NGardeFencer.tryLowerGuard() - try lower guard. Will do nothing if actor doesn't have guard raised
NGardeFencer.stopProcessing() - stop actor processing. Same as ngarde_stopProcessing event
NGardeFencer.resumeProcessing() - resume actor processing. Same as ngarde_resumeProcessing event
all the isSomethingfunctions here.
But again - I think it works as expected already
thx for the info.
Fair Care waits for the current attack group to be finished before taking control of the actor.
I track these groups:
module.potentialAttackGroups = {
"spellcast",
"handtohand",
"weapononehand",
"weapontwohand",
"weapontwowide",
"throwweapon",
"bowandarrow",
"crossbow"
}
for i = 1, 3 do
module.potentialAttackGroups[#module.potentialAttackGroups + 1] = "attack" .. i
module.potentialAttackGroups[#module.potentialAttackGroups + 1] = "swimattack" .. i
end
and wait for keys ending with either "release" or "hit"
Right. But it still feels organic how it plays out right now. The Actor abandoning their defence in favour of trying to heal.
Since it usually happens after a hit - or when a DOT ticks over - it feels natural
No issues with FC and N'Garde so far
The fact that people with so many different difficulty and fighting preferences all enjoy the mod is a testament to its balance, compatibility, and flexibility huhu
Every one has a good reason to use this mod
(unless you just prefer vanilla of course, in which case you don't mod combat at all)
(even then you might still enjoy "can't touch this" ^^ )
🙏
Just install Can't Touch This and then disable "use animations from additional source", perfect vanilla combat
It's remarkably compatible considering the general mod complexity.
I mean, Arrean did put in a lot of work to make it as compatible as possible. And it shows in the result.
I think that the only issue is with some creature flags for some modded models which aren't blacklisted. Hard to check every creature mod and cover every exception. More importantly, N'Garde seems to be working with pretty much all the big mods out there, so if sb refuses to use it, it's probably not because of compatibility.
would it work with https://www.nexusmods.com/morrowind/mods/55943 🫣
Most will probably be fine because they wouldn't even try to parry. Not sure how giants work there.
Love this mod tbh
Some of the creatures exist in TD already
Those would be kind of superflous
I don't remember if @rustic latch blacklists by nif or id only
damn, the mod is like 15-20 years old 😄
Well, no reason to remove ids from blacklists if it's done, but nif blacklist would be more comprehensive
Just better. So it needs a redo
the animations exist per nif/ per skeleton anyway
well
maybe whitelist should stay by ID - can't trust modders not to forget to put "canUseWeapons" where it needs to be, and then put it where it has no business being
It's mostly that I didn't feel like re-testing couple hundred creatures that I didn't do it yet
Hill Giant from Antares - walks, no biped, no weapons. Should be fine, I guess.
Looking at it - it adds new creatures only, right? I'll download and check flags
@jagged hamlet , I'll add on my end - but you can go to scripts/ngarde/helpers/constants.lua and add those two record ID's at the end of the file in contstants.creatureBlacklist
"ancr_medusa",
"ancr_riekling",
needs lowercased too
The mod makes cell edits. Adds these creatures to some places and nowhere else. Well, trolls are more common.
Since many seem to be added to Solstheim, I wonder if it even works with TOTSP there
🤷♂️
I mean, we have mods that move the island and overhaul its look. Nobody moves Vvardenfell 
even Rebirth?
I'm disappointed
I think that even Rebirth left Vvardenfell alone 
rebirth is a pain to mod around lol
So, almost all creatures from this mod are unique, placed in specific cells, and only 2 Solstheim levelled creature lists are affected (trolls are added there). Some landscape or dungeon overhauls may conflict, I think, but that's probably it.
Most of these creatures seem to be bosses.
rebirth was ahead of its time
if it was released later, you would have seen BCOM merges, everyone singing its praises, and gizzilion compat patches for it
all rebirth needs is a "redux" rerelease and everyone will soy out
Why btw?
interest
simple as
morrowind is experiencing a renissance period
new relesae, an article and new vids about it
all marketing
something being incompatible with many mods never stopped the community from autistically going through everything in it to make it compatible.
modern rebranding and "redux" tag is the next step
Meh
nice AI banner, and eloquent description.
rebirth has always been an opinionated meh
But despite my reaction - I know that will lure people in
I am not saying it's good or bad, I am just giving my opinion on why it's the way it is
rebirth biggest issue is, it's a close system.
Nah, I hear you
it's good if you want to play it and only it with gameplay mods
and maybe texture mods
nobody gives a shit about TOTSP being its own thing because who cares about solstheim lol
so basically... Rebirth is the IPhone of TES III Mods?
kind of?
it's just like BCOM + creatures + gameplay + NPCs + landscape edits ..etc
with only itself in mind
every big mod Is kind of developed with community in mind for a good reason
it appeals to people who don't give a single fuck about extended content or adding more mods, just plug and play
there is no right or wrong answer in these sorts of situations, only subjective preference.
however, if you want massive reach, then it's better to have your mods built around community in mind
for me, all of the impressive features from rebirth have been already covered by community mods
so
yes, but when your mod is made without TR in mind, you are alienating a good chunk of the player base
and Rebirth does too many changes in order to make an "easy" patch for TR
I'm legitimately so sick of those sludgy AI banners and thumbnails. It's actually breaking my mod installing addiction
Yeah I kind of think BCoM itself kinda of needs it too after all this time, some of the new things coming out are sparking my disorders to make them fit together
you have to give slop to the masses
the masses yearn for the slop
BCOM probably will have its own redux before any other massive mod
this fixes everything
Its probably better to work on things that fit together holistically though
In regards to my own value of time anyway. Ymmv
It's true 
I am seriously considering this after wrestling with load order for so long
Lmao my Internet really messed up that conversation
my philosophy is, BCOM is too good to sacrifice it for any other mod
I am very annoyed at BCOM just cause of how big it was
but I'm not taking it out
not yet anyway
you need to provide me an alternative that's much better to BCOM
I need a better bcom
I know the OpenMW modding team is working with Melchior on a OAAB modlist alternative
but it's still early WIP
I'm very curious to see PTR teams Vivec overhaul
you can also use that new PBR modlist on nexus
You can indeed
There's only on real option
vanilla
Rebuild the whole damn thing from scratch
I would love to see VV rebuilt with TR team
Yeah that's going to be very interesting
the quality of TR compared to vanilla is staggering
it's catch-22, you can't have TR without vanilla morrowind and you can't have modern morrowind without TR
hey solstheim, you do your own thing, nobody cares enough lol
BCOM has tons of patches and is included on many modlists, so it has good coverage.
The thing is that if sth becomes popular enough, it sets standards
That's why I mentioned TR and Rebirth. Rebirth doesn't make sense if you want to use TR unless you create a rebalancing addon.
yup
TOTSP is the standard for Solstheim, though. Look at downloads.
I mean.. I've downloaded it cause it was recommended. I never went to Soltsheim since in 300 some hours

Typical Solstheim experience
Yeah, it's popular
2,1k endorsments huhu
Most mods don't have 2k unique downloads..
IIRC I went to Solstheim on ONE playthrough since I installed TotSP ^^'
I finished BM with TOTSP 
Never finished it 😅
Am i the only person who doesn't like Totsp? It looks moddy in a lot of places and doesn't follow the vanilla landscape design. Basically, it's just a million cliff meshes.
Yes, you're the only one 
Waiting for a tr overhaul after the mainland. 👷🏻

SHOTN has a similar vibe, though. They will derock some areas in a future update, but the overall vibe will be kept the same,
TOTSP is def more impressive than Vanilla Solstheim
although it can be hard on FPS
SHOTN is even worse, though
in some wilderness areas
hopefully, performance will get better
Nice showcase. Well, I wouldn't go back. Unless I had to because of performance.
but same can be said about BCOM, for example
A lot of mods just feel way too cluttered and overbaked to me. Clearly designed and not "lived-in"
I don't see how it relates to TOTSP. Does Vanilla Solstheim look "lived in"?
frankly, it's not even supposed to be "lived in"
it's a shithote
Oh I'm not talking about solstheim. More about bcom
remote shithole
I know what you mean
Solstheim sucks lol
😄
There's a balance to be struck
I agree. Balance is everything.
but if anything, I would say that some vanilla settlements actually lack details that make them "lived in". It's also an old game. Standards were different. Technical capabilities as well.
I disagree, a lot of mods are "too" lived in
the problem is, it doesn't go well with performance
now there is a way to fix that, realize your vision, then tweak until performance is decent
Something like the 70/30 art rule.
Yuck hp reference
don't release screenshot fodder mods
pretty girl, expensive as fuck
and have other mods in mind as well, your mod doesn't exist in a vacuum
could be fine on it own, but with other popular mods that affect the same area, it becomes a nightmare
Morrowind won't make the best use of modern hardware
that x3d cpu is like 800$ last I checked and has more cache than I had RAM on first computer I played morrowind on
because multithreading and modern optimization techniques
morrowind released in a single threaded era
So buy 5000 USD PCs for Cyberpunk, not OMW
I don't wanna pick on a mod that is high quality and has a lot of love in it, but Memento Mori to me is too detailed and intentional rather than "natural feeling." some spaces just need less
memento mori uses the worst OAAB asset known to man
and to fps
that's the worst aspect of it
The bones?
yes
Have you seen underground version?
I briefly looked at the underground version. The big magic statue was a big turn off in the original. Also the number of NPCs is super duper high
don't want to rant about oaab but it needs to chill out on polygons
Overly symmetric
memento mori makes sense lore wise because it existed for long enough to make it look like that
Undeground is more fps friendly
or
or
"ABO (nif1.1.3ver) EXTREME"
I have no performance issues there
Are those shrines supposed to be older than the betrayal of nerevar? Why would they build shrines in/under the ghost gate
But I haven't been everywhere
rename skelPile002.nif to skelPile02.nif
They power it up + they move underground
Anyway, I don't want to get hung up on mori. It's just representative of some stuff I don't like
Yeah many things could do with scaling back
OAAB just needs to make its assets FPS friendly
Have I told you about 500 SKELETONS? 
Ghostgate actually is one of main reasons many tombs are abandoned or neglected
Is that from beneath the permafrost? 😭
Yes
or firemoth
It's been patched out since
It has much fewer skeles now
rain fire balls
And they all had fencer script from N'Garde on-release
Btw didn't you make shield surfing? How lore friendly is it? 
Is this canon way to defeat Dagoth?

But should we?
bethesda are cowards, never truly embraced the fantasy scifi shit
It's actually good that they balanced it. It's what makes MW MW. It strikes a good balance IMO.
Later games are too generic
Previous ones too old
oblivion at least had the expansion
Yes shield surfing is the true c0da. It's been published for a while
Not very popular

Thank you for your attention
Some writers need to be told when to stop
well it's interesting and insane
Examples include Sanderson and Kirkbride off the top
Them's fightin words
but that's it
Sanderson is annoying af
I actually respect people introducing insane shit even if you don't include them but brainstorming is important
So much nonsense
like if I am the lead project writer, I want someone like MK in my team to introduce insane shit
Some good art
my job is to trim that shit
it's what happened with george lucas
he had more creative control and things started to get out of hand
Yup. A good "no-man" or an editor
necessary
I see where that is coming from, and I say that as someone who read most of his stuff. When his editor retired it all went downhill even worse
some people have built in bullshit detectors and know when to stop
Oh yeah
Some people also never finish...
I've noticed lack of it at times for certain authors
I mean rr martin has bullshit detector
Martin catching strays 
I dislike his work, but suum cuique
Old lazy fucker 
I love the political intrigue
I read a lot of his stuff too. Terrible character development and Mary sues
my bread and butter
Imo Way of Kings was great, most stuff before and after is at best passable
||undoing 4k year old caste system took less time than dealing with Kaladin's depression||
he literally undid Kaladin character development in like book 3. Just forgot the character changed
he is also great at writing complex characters
See my spoilered message 
yup
I can talk about ASOIAF for hours, but it hurts. I know it will remain half-done. We will be stuck with show BS ending. It's over.
And I meant jsut the WoK, not later books in the series
But it hurts
wat?
It was a good ending
yeah, let's not get into that now
Don't compare it with Dumb and Dumber's work
well, no I am not, and I am not saying it's shit, it's like 5 out of 10 for me
again, too long and not in the mood or care to explain it
Although it would be funny if you said that to the author's face. He can be very vicious with his responses in that intelligent asshole way.
yeah, I don't care about upsetting people lol
He's an old curmudgeon
what I care about is my time
it's not that big of a deal to care enough to explain any of it
I mean he is polish
he has that polish pride in em
Witcher 3 base game's ending is pretty meh and not lore-friendly. Fortunately, DLCs are some of the best that gaming has to offer.
I mean the games in general are very fast and loose with lore
||polska gurom||
Yeah but sometimes it's ok. Sapkowski mostly doesn't give a shit. They had to create their own stuff.
the ending is meh because it's well documented CDPR ran out of time
they had to stitch things together
I can understand treating it as an eldritch thing but they didn't explain it at all to justify it
because they didn't intend to end it this way simple as
And Eredin suxx
Also Sanderson can't write women. Ok I'm done talking about him
eredin is a tale of two parts
they done him fine the first half as this dangerous otherworldy elf
the second half they didn't finsh him like the rest of things
you can watch xletalis discussing stitched together early concepts and cut content
act 3 was the wild hunt act to shine
they had the caesar's legion treatment
Yeah agreed. Better than some though, on that specific front
we hate women, bottom text
not even that in Sanderson case, but meh - not worth discussing
I was talking about caesar's legion
and their cringe ass dialogues
clearly unfinished lol
Ah, yeah
I consider them a meme faction
again, like the wild hunt
two parts
at first, they are actually fine
just until you meet them proper
Roman LARPers in the desert. Can't be serious.
But it's Fallout. It's not a very serious game.
Obsidian's games usually are
obisidan like the legion and wild hunt
But they have a good enough core
yes I am doing this
are a tale of two parts
first they were poorer and were treated like shit, but produced unfinished kino
second, they have monetary support, they have lost all talent
a lot of things in life are like that
Fallout is very Spaceballs coded
fallout 2 and bethesda yes
I love Tyranny btw
1 and nv are very serious and dark
with humor here and there
Avowed was great tho
the corridor leading to the master alone is kino
That reminds me. I need to play it
Great game. Great soundtrack. Interesting setting.
It suffered from expectations imo
it's not a tes style openworld
one needs to remember thatr
I didn't know it existed until a few months ago. Went in blind and it was nice
I've lived through all the hype cycles since the original trailer
but when it came out - my pc couldn't run it 
"N'Garde. Vanilla-Friendly Parry and Active Block."
I don't vibe with the art style at all.
it's weird
I had to buy a new graphics card to run it
it needs tweaking
My old 1090 couldn't take it
see that number of messages? That's cause we are chilling here
What did you go with?
yes this is vanilla friendly and active block discussion
Yeah it's funny
I have 1070 😄
Rtx 5060. It's barely better than my 1090, but it can render hair
Haha
most great works have issues in them
Avowed is good research for ngarde. Business expense
it's very rare that you would find a great expansive work that's consistent from start to finish
Hold up, gurl. 1090? I was sure first time it was a typo. There was no 1090
Ugh I'll look it up
but I will take 1000 great works with issues in them instead of boring slop garbage
I still want to play avowed, I really like the eora setting
Maybe 1080?
PoE1/2 were bops
I'm not a hardware nerd anymore I can't keep up
that makes sense
I think 90 started with 30 series cards
a lot of modern AAA games for example are competently made but are very safe and boring and don't have any bite to them.
Stopped paying attention a decade ago
1080's were great tho. 1080 tis lasted people a decade easy
Reminds me of Ricky from FNV killing Deathjaws with his 11mm SMG
a lot of the games I hold in high regards have issues to them
Never paid attention to them due to never being able to run them 
Yeah my husband is still using his. I had the version right below his tier
Even now I can't run them at an acceptable framerate
Good card
best investment to make in 2016
They are like fast food.
already mentioned witcher 3 (including all witcher games and their endings) , DAO games and their endings, and fallout new vegas even fallout 2
My 1070 is still alive and well in my Dad's PC too. That card generation was great
It's so messed up that 10 year old hardware is still relevant
sekiro the best fromsoft game has ever made
Things were going at such an incredible pace for so long
fast food is cheap though
Raster Performance barely gained. Instead we got RTX and DLSS
this is expensive bland food
include modern DOOMs in that as well, very good games with issues in them
It would have been better if you had an overly large completely impractical weapon tho
or gizzilion useless items
Now? Not really.
I remember in Sekiro getting the BIG katana and I was so happy and then it turned out to just be a spirit emblem ability
I have 4060 ti 16gb, 14700 non k non f, 32gb 6000mhz ram
I mean, it inspired N'Garde, after all 🤡
N'Garde, N'wahs Parry Twice
ngarde is kino
I never played it
hence the memes
But then we got a pcgamer article about me adding "sekiro parry"
you should though
One day, maybe
every day is that one day
I'm playing through KCD 2 rn
for real inspirations - I'd say it's Tainted Grail and KCD
all great games
I have geriatric reflexes so I had a hard time with Sekiro but I beat it
the final boss though
Even the 4 phase boss?
kino fucking fight man
yea
it was fucking cinematic in all the good ways
I can't wait for Morrowind Elden Ring Edition
elden ring is another example of a good game with a lot of issues in it
I love sloppy 700 thousand hour long games so I love it
I never considered Morrowind to be a good candidate for soulslike.
If you didn't know a guy is modding Morrowind into Elden Ring, I wasn't joking

dagoth ur plays fromsoft games
this is why he is so confident
Should be adding elden ring support to openmw. He's going backwards
Imagine if Morrow Ring comes out before Morrowrim

skywind will probably release mid to late 2027
they won't work on DLCs until the release of the base game
Every game should run through OpenMW
This is litterally my favourite RPG ever.
I don't like hard think games, only hard reflexes games.
underrail is hard as long as you don't use your brains
it's actually very rewarding to understand the game
styg is working on underrail infusion
it's supposed to be a smaller scale prequel but experimental
because he won't touch underrail 2 until he upgrades all the underlying systems
underrail is the definition of bang for your buck
replayability check, content check, difficulty upgrades? check
cybvep is a man of two parts, one part fast responses, the other, 10 pages
It's relatively basic parry system, tough. A lot is happening behind the scenes, but it's not a soulslike. Far less action packed and dexterity-focused. Also, I don't think it vibes great with big health pools and combat that is so methodical as a soulslike. It's more like a Vanilla enhancer. Vanilla has a basic block system, but just for shields and with no player control. It represents blocking (shields) and dodging (Agility), but ignores parrying which should actually be a big part of melee combat. So here another layer is added, in a way which takes the existing systems into account.
Maybe if you disable hit chance it's more like soulslike. Dunno.
Then there are those who write 10 pages, but send them one line at a time ^^'
that's true
I disabled hit chance on mine though
Will it? I mean, Skyblivion was supposed to be done by now.
Nothing worse than writing a banger pin worthy message but you broke it up into multiple messages.
It wasn't huhu. I haven't read enough from you to identify your general tendencies ^^'
It was meant as a general statement. But thank you for letting us know about your writting habits huhu
I have that issue, I can't wait to share my thoughts so I keep writing one line after another
like an excited puppy
that's what they told us recently
skyblivion is release candidate but buggy
I would rather they wait
I do not care for Oblivion.
stop right there you criminal scum
I like parrying because it adds another layer of defence which isn't foolproof. Far more exciting than just a large HP pool.
It's like the Black Album by Metallica, it's not a bad album on its own but it's where things shifted for the worse and a lot of Bethesda's sloppy game design and mechanics started to emerge.
When ES6 finally comes out in 2087 I'll still play it on my deathbed for 5 minutes before I die.
that's the spirit
Oblivion added parrying to TES, but it also removed hit chance and the enemies couldn't really dodge. So they went with skill lvl is dmg system and it suxx. I prefer the way MW feels.
insert: there is a mod that fixes that!
Morrowind is cool cause you kill everything in one hit.
modding is great and all, but bethesda games have become synonymous with modding.
that ain't good
It's better than the monotony of death by a 1000 cuts in Oblivion.
Not really. Not everything. Not with everything. It's more like only low tod mid enemies when you have high lvl
Yeah. But unless you exploit alchemy or drink 20 sujammas, 1 hit 1 kill isn't the norm.
Vanilla is cool because it's the easiest game you ever played until you get to the DLC and you have to fight werewolves 10x stronger than Dagoth Ur.
well, you can't call yourself a morrow head until you have abused the shit out of its systems
the epxansions are fucking insane with their difficulty spike
what were they thinking
I guess that was the real start to Bethesda's sloppy game design.
A precursor to Oblivion's broken level scaling.
It was a response to feedback, actually 😄
MW was too easy for experienced players and didn't have enough high lvl content. Here you go. Here is Tribunal.
It was their "fix"
here is tribunal, goodbye tribunal
justice for sotha sil
that expansion needs a total rework
at least with bloodmoon they fucked off doing their own thing
It's been 20+ years and we have a few Tribunal MQ enhancers or overhauls. I don't think any of them is considered sth that makes Tribunal feel great. TR doesn't want to change it... and we still have no real city, no exteriors. What can be done?
when TR implements Almalexia City, your grandkids might get to experience more comprehensive mods that fix Tribunal ^^'
the problem is, the main characters in tribunal were an after thought so they never intereacted well with the base game.
and it being isolated as well didn't help it either
the type of lore and characters tribunal introduced requrie more base game content
they compressed everything and shipped it that way
everything feels isolated
most of the mods that "fix" tribunal only enhance what tribunal has to offer and not to expand its influence beyond its borders
It being an afterthought sums it up nicely
like they needed answers to the almalexia and sotha sil questions and shipped it in the most convenient way possible
any proper fix to tribunal has to make it part of the main game intrigue
but I agree, first add borders and land to tribunal then we can think about fixes later
or
with the destruction of the heart of lorkhan a great bullshit contrivance energy is released into the atmosphere creating the warp in the ass and completely severing the thread of sotha sil and almalexia from the lands of morrowind
lmao
You mean fulfilling the prophecy would severe the strings of Alma and Sotha?
@inner hare that's something you can make
I already made my Mollython entry 
(Would you like to keep on going into this doomed world - yes please)
hey, they already did it with daggerfall, they can do it with those freaks as well
damn, I wish I was more quick
but a lot of what you wrote makes sense, i.e. isolation is absolutely a problem (it feels off, weirdly separated from the main game) and writing doesn't do Alma any favours so yeah, it's more like a wrap up than anything. There is very little that can be done about the isolation problem until TR deals with this. Then at least we will have context. As for writing, it's quite hard because you basically you have to change a lot of Alma-related content one way or another, so it's already sth that won't be considered canonical. Many purists would reject that instantly. You also need to be a good writer because if it's not much better than base game Tribunal, you will face stern opposition. It's also why TR isn't willing to do much here, I think.
So yeah, first order of business seems to be adding Almalexia the city in order to make it feel as part of one big gaming world instead of a weird box. Then sb needs to improve the MQ Tribunal content. Side content is actually much better. Those misc quests are fine. Faction content is lacking, of course, but this is what TR will solve. MQ will still be meh, though.
so ATM I don't think that much can be done. Ok, conceptual work for Tribunal MQ improvement. The writing. You could actually do it already, but then you have to wait years before implementation or do it already but face other Tribunal limitations.
major changes to Vanilla MQ will always be controversial
TR is fan fiction (in the good sense of that word), but they are not really changing Vanilla. They are adding stuff which wasn't there in the first place. That's both harder and easier. Harder, as you need to come up with a lot of good stuff. Easier, as you have lesser problems with canon when you add stuff instead of changing/replacing existing narrative content.
The critics I've heard of Tribunal MQ was that it was basically just going back and forth through the same sewers and was repetitive.
I'm guessing just expanding the setting and variety in enemies & locations would be a first step to improve it that wouldn't require extensive writing changes. Probably wouldn't be perfect, but at least something that could realistically be expected from the modding community.

