#N'Garde. Vanilla-Friendly Parry and Active Block.
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I'm not ^^'
it will be more bearable, but that's it
I mean, if we had good writers and a spread of TB related questes across OE, Aanthirrin, etc
Some intrigue
errands for Alma and Helseth
Another critic I've heard was that there was a lack of character motivation to actually go through the MQ. Nothing compelling to make the PC do the quests.
This would require more extensive writting changes to remedy
yeah, integrating it with the world
Yeah, that too.
but you still need to enhance that content
It's literally content for the sake of content
like a wow dungeon
and about as good
which is to say
lack of player agency is noticeable
dogshit
I think it's even worse on a second playthrough
since you know this stuff already and won't be surprised by anything, you notice many more issues
I've played through it twice. That's why I wont' do it again till 
there is also the problem like Skyrim TG has
you can't do shit even though you know what's coming
and I don't mean just hindsight
but you have to follow that linear story which has "traps" set for you
so in Tribunal in order to progress, you need to do stuff which may feel like sth that your character wouldn't be doing at all
yeah, and those are stupid obvious and unavoidable
and the best way to deal with this becomes not to engage with it at all
actually, even if there was a way to say
"I'm done with this bullshit"
that would be better, lol
and I know that this is what one of the mods did
they added an alternative path
looking at this, I kind of understand why they didn't really make such content for base game Morrowind. I guess that it fits Morrowind nature rather poorly, especially when it's a game which many people will be playing many times
it's like you would have to "work with Dagoth Ur" as part of MQ plotline, with no way around it, and he would betray you at some point or sth
this is the kind of BS we are talking about here
I had the reverse dissapointment with the MQ ^^'
When you meet Dagoth Gares or whatever his name was, and he tells you to go to Red Mountain, one day I said "alright" and walked straight to Dagoth Ur. Only for Dagoth Ur be all "wth are you doing, you're not ready, leave now, come back where you're ready". It was a let down. "but you told me to come?"
๐
Like, don't be a tease if you won't deliver
yeah, but he could be shitting you with this as well
and by "work with Dagoth Ur" I mean a forced linear path
unavoidable
yeah, I get it
if it was some option, then that would be a different story
I'm trying to think of quests with similar reveal "surprise, I was using you for my own purpose", and the only one I came up with was the ||Bal Foyen|| Temple questline in TR, and I think it's actually well done, in a way that doesn't invalidate your actions leading up to it.
Like, even knowing it in advance or suspecting it, you could still have motivations to go through with it
I would say that Skyrim TG actually has the benefit of being an optional faction questline
while Tribunal is MQ
technically, it is optional, but canonically it's sth which happens
so...
it really suxx that there are no other ways to deal with this
the alternative path in one of the Tribunal MQ is kind of interesting, although it should be noted that it seems to be heavy ESO-inspired and that's a can of worms as well
I guess it's because ESO had a lot of Sotha Sil content
and it still does nothing with Alma tbh
and from what I know, ESO doesn't do much with her, either
just a bitch
that's not cool for a Tribunal member, I think
especially since the way she is portrayed from the perspective of the population and Temple members seems really glowing, very benevolent. Making pre-madness Alma a bitch just because the only glimpse of her we get in TESIII is the mad god she became is so... uninteresting
And makes little sense
like, it's reductive
yeah
I think that there is a story here somewhere. That descent into madness thing. You could make Alma cool if you provided enough context.
Everybody thinks Dagoth Ur is cool
and he wants to kill you and can be considered mad
he has enough aura farming to be memorable
and his story seems interesting, the way it's all intertwined with the Tribunal
Dagoth Ur has the advantage of a tragic backstory
Depending on what version you believe, the event at the Battle of Red Mountain can portray him as the most loyal friend of Nerevar
Mind, there's definitely material for tragic storytelling for Alma too, it's just a matter of building up to it
Like, if the MQ confronts you with all the good she might have brought to Morrowind, before the final reveal that she's descended into madness and you can see the shell of herself that she became, suddenly the climax become much more poignant
that's just an example of one way to approach it
But if she's bossy in the fist place, and just makes you go through quests after quests that everybody seem to agree are just a shore, and you don't even have any strong emotional investment into it anyway, you're not really in the right mindset when she finally confronts you huhu
I'm kinda talking out of my arse based on what criticism I always hear of Tribunal MQ, as well as everything I watched/read about Alma interactions. I've never actually played through much of Tribunal myself
Dagoth Ur Gay
yeah, that's why I mentioned it before. And even if not "tragic", at least it could be interesting. There just doesn't seem to be done enough for her.
This is weird because the base game build ups Vivec very well and he has some interesting things to say. His role in this whole thing is also rather ambiguous. You can hate him, like him or shrug it off. There is plenty of backstory to support this. He is a memorable character. I don't think they did anything like that with Alma at all despite the fact that you need to confront her.
I mean, the fight with her is much harder than the one with Dagoth Ur in Vanilla, so in theory, it should be easier to remember all of this. A character doesn't even need to be very complex or have a ton of dialogue to be memorable. Malenia in Elden Ring says only a few sentences, yet she has like cult status already. That's what aura farming does. Damn, Alma even has red hair (the best kind for a woman which is Objective Truth) and yet she is no Malenia at all. Tribunal's curse.
just so you now, there is a secret way to fix everything ||https://www.nexusmods.com/morrowind/mods/59290 ||
LMAO, was wondering why you'd suddenly gone silent 
wait no, it's from the 10th of june huhu
I think there's also the fact that at this point, you already know the Tribunal as "impostors", so you might be less sympathetic.
Dagoth Ur and Vivec are presented as bad and good guys respectively, right from the start. But throughout the MQ you learn more and more about the past and that things may not be as they seem.
It makes you question who to trust, and makes you think about possibilities.
The MQ makes you think about how things were, and how they are, and at the end you carry all this with you as you finally meet the gods (Vivec and Dagoth Ur) and contrast what you see with what you though of them.
The buildup basically primes you for the finale : it's what you'll have in mind while you confront the current reality and sort the mess.
The contrast can make you feel regret, righteous anger, anything; it makes the fight feel heroic, or tragic, doesn't matter as long as it feels some way
I'm not sure what Tribunal MQ makes you think of before the final confrontation...
Yeah, I saw 
Did you achive CHIM and retroactively rewrite history?
"I'm not sure what Tribunal MQ makes you think of before the final confrontation..." - actually, the first time I played Tribunal, more than 20 years ago, the final part was interesting at first. That's because we were supposed to go to Sotha Sil and that was intriguing. He is the most mysterious of the bunch, so I was quite interested in that conversation. Well... ๐
So it makes a good job at making the meeting with Sotha Sil momentous (then deprive you of it). But what does it make you think of Almalexia (if anything)? Before the finale.
just a bitch
it's a nothingburger, I think
if it's literally just a bitch, that's not engaging
Why did you do her bidding, then, if she was already protrayed as such?
that's the funny thing
your character may not want to do that
but there is just nothing else you can do
you have to do all her chores
because there is no other way to progress
you can refuse to do the Tribunal MQ, of course. I mean, ignore. That's an option I take nowadays every time ๐
but as a player, you want to experience it at least once, right?
to see what it has to offer
I see
you has to do her bidding
at some point
because otherwise, there is no Tribunal MQ
no way to progress
note that it doesn't happen right at the beginning
Way to break immersion huhu
and funnily enough, the other bits of Tribunal are better
I mean, optional ones
misc quests are quite well done.
"I'm doing this because that's what the game is"
and Helseth stuff is optional
and it's actually more interesting than Alma stuff
of course, when you need to go some dungeon, it's pretty much always sewers
so there is nothing there
but when you do all the little misc quests in the city itself
small stuff
that can be fun
...Now I feel like playing. I'm going back to work on my install huhu
well, if you NEVER played Tribunal
then it's fair to at least see what's it's about
have you played Bloodmoon btw?
Yeah, just not finished it. Played much more of that DLC than Tribunal DLC
though it's been a while
- Install sth big.
- Never engage with the content.
Just a typical day with a modded playthrough.
i liked tribunal. it was a hell of a dungeon simulator. also played SSE, even though I haven't played TR yet I think SSE and (Clockwork City Reborn?) was extremely well done for it's age
Sotha Sil mods I saw were very sci-fi like. Much more than Vanilla fabricant stuff. I wasn't the big fan of the art style.
yeah it wasn't necessarily the art I was impressed with, it was their attention to detail for some things
Fair
like the collapsing elevator and the next to last boss fight
and some of the trap rooms
It looked high effort, but I sort of wish for sth a bit more subtle with art direction.
i've seen mods with procedural dungeon generation lol
Meh
so i've decided that having critical casting is cursed
I mean, mages don't really need much help 
Destruction Magic is all fun and games until they spam you with enemies with Reflect.
Yeah. When facing Daedra or other enemies with Reflect, it's always a good idea to use the dmg type which you have high resistance against.
cries in apprentice
Apprentice is a utility mage sign. Alteration/Mysticism/Conjuration + Big stick
Yeah but shooting a fireball is more fun.
Well, using buffs instead of offensive spells is also an option. Alternatively, combine dmg with short term high % resist effect for protection or use healing to counter reflected dmg.
with Reflect, the worst kind of spells or items are those who are potential one-shots. If sth can kill you in 1 sec, it's not a good idea.
I had good experience with switching weapons. For example, in an Argonian playthrough I had a short sword with high Poison dmg and a spear with short-term Fortify Strength on self.
I just have to press F9 if I accidentally shoot an enemy with reflect
that won't won't with Wake Up
I'd probably drop the game after the first minor inconvenience with that mod
Having to replay a decent chunk of content in a Bethesda game from not saving in awhile is more painful than pretty much any other game.
it's great. I think it does even more for stealth than combat btw. When a load means that you would have to replay the last 5 minutes, for example, you are encouraged to deal with stuff tha happens on screen one way or another if you are detected instead of just reloading and trying again instantly with no penalties.
I tend to avoid save+load gameplay in RPGs, anyway. Dealing with mistakes, salvaging the situation, trying to repair the dmg etc. are all things that can make the game more memorable.
Just read all of Vivec's sermons, understand CHIM, use your CHIM by pressing ~, click on an owned item or container, type luag and press enter, then type selected.owner.recorded=nil and press enter, finally type selected.faction.recorded=nil, and then press escape to stop harnessing your CHIM and take your new non-owned item.
people who use N'Garde with controller - what's your bindings look like? what button do you use to block? and where you move action that was originally on that button?
Left trigger, had nothing bound to it anyways
btw any idea why "Shield only" was in red (settings) when I loaded the game post-update (this save is from a few weeks ago)?
Left bumper is prepare to cast, right is prepare weapon, right trigger is cast/attack.
A = Jump
X = Interact
Y = inventory
B = Back
Start = Pause
Select = open console
D pad = Quick key 1-8 (1 being up, 2 being diagonal up right, etc)
Becuase I play on Steam Deck, I also have the 4 paddles, which are also bound.
Top left = Toggle walk/run
Top right = first/third person
bottom left = also jump (rebound to A)
bottom right = also inventory (rebound to Y)
Also have my trackpads set up, right is act as mouse, left is a scrollwheel
(Have my next spell, previous spell set up to scroll down/up respectively)
wait, you can bind d-pad diagonals separately? or is this steam deck thing?
Wait, got mixed up - haven't played in a while.
Track pad left is set up like a numpad
1 2 3
4 5 6
7 8 9
D pad is:
up = previous spell
down = next spell
left = quicksave
right = quickload
Had to double check xD
I knew I had something set up with diagonals
But that was trackpad, not dpad
well, yeah, steam deck/controller with their additional control surfaces are great
I'm trying to make sane bindings on regular xbox controller
and have 2 additional buttons on top of the block for the quick access wheels
tbf, other than the trackpad and paddle stuff, you can do more or less the same thing
lol, each of the 2 trackpads is at least 9 buttons, and if you play with layering settings - way more
Run it through Steam, so you can use Steam Input for the more esoteric inputs
I mean, do you need a way to act as mouse, or have quick-key inputs, when you already have quick-access wheels?
My brain understands the PC UI more than the controller one, so my setup is to use the PC UI with a controller, as opposed to the controller UI
I mstly wonder where I should put the ready weapon/spell buttons
although... with quick wheel I can cast easily, so ready spell can be on d-pad
then I ove jump frol LT to some button
Was gonna buy a steam deck howโs openmw on there?
Runs very good, there's even an installer specifically for it
Thanks
Did it fix itself after adjusting the value?
I do hope people use the triggers since I've specifically added support for that :D
I "changed" it back and yes.
odd. But maybe caused by me adding translations for those setting values
couple versions back
Hey. I think Skill Evolution is bricking the mod again
Log, and versions
don't have a log on hand. I'd need to test again which I'll get to shortly - all I've got at the second is, had Skill Evolution enabled, most recent one, blocking did not work. disabled SE, blocking worked. enable the debug log option in settings, right?
They're both the most up to date versions from nexus
so 2.2 SE, 1.3.2 N'Garde
Yesterday's SE update?
mmhmm
sure is. would a delta merged file disrupt that?
So is sth broken?

Again NPCs are parrying each other and player, but player can't parry
Well, the mod worked like 2 days ago, so clearly a recent thing
last SE update I think
Mym changed when he registers his handlers
hang on
@jagged hamlet you around? An odd issue - ngarde is loaded after skill evolution, when SE interace is present i register my onhit through SE.
But it looks like it's never entered
if I.SkillEvolution and I.SkillEvolution.addOnHitHandler then
logging:debug("registering SE onHitHandler")
I.SkillEvolution.addOnHitHandler(onHitHandler)
else
logging:debug("registering regular onHitHandler")
I.Combat.addOnHitHandler(onHitHandler)
end
This was the behaviour seen before 1.9.8 seems like the same with 2.2
If I register onHit through main interaface - it seems fine, both for parry skill gain and for actual parrying. Which makes me think maybe no need to register through I.SE.addOnHitHandler
damn, I'll check that
oh, I think I know what's happening
mHandlers.addHandlers(state)
is called in the script body - meaning once
So by the time N'Garde comes around and adds its handler to your externalHandlers table
you have already added stuff and won't do it again
so my onHit effectively doesn't exist
probably should be an event somewhere to register with you
so that addHandlers is called again when handler list changes
addOnHitHandler = function(handler)
mHandlers.addOnHitHandler(handler)
end,
in your interface, maybe should send a self event to add the new handler that just was registered
hmmm maybe the interface is not relevant anymore
So, in SE's player.llua
:
local function onRefreshHandlers()
mHandlers.addHandlers(state)
end
and added to event handlers
and interface function changed to:
addOnHitHandler = function(handler)
mHandlers.addOnHitHandler(handler)
self:sendEvent("se_refresh_handlers")
end,
this is very rough implementaion
cause it'd need to track which handlers are already registered
but
this made it work
I don't think handlers can be refreshed: They already have been added to OMW
right, which means you'd need to track which you've added and which not
I would rather need an empty external handler that loops over current external ones
or that
and my current loop is so bugged!
local function skillUsedHandlerExternal(_, skillId, params)
for i = 1, #externalSkillUsedHandlers do
return externalSkillUsedHandlers[i](skillId, params)
end
end
I only handle the first external handlers
Only those that were added when your script runs.
But otherwise it'll loop correctly, if not the return :D. Thing is - when your script runs - there's likely no external handlers, cause no other script had a chance to poke your interface yet
Wait, hold on. What are you even trying to do here O_o
yeah
something like that would be better:
local function skillUsedHandlerExternal(_, skillId, params)
for i = 1, #externalSkillUsedHandlers do
if false == externalSkillUsedHandlers[i](skillId, params) then
return false
end
end
end
Oh, you're trying to see if any handler in the chain is returning false
yeah, official behavior
yeah, that makes sense
I'm looking at this method and thinking that if it has tracking on which handlers it has already added or not - combined with an event - it'll work as expected
module.addHandlers = function(state)
local handlers = getSkillUsedHandlers(state)
for i = 1, #handlers do
I.SkillProgression.addSkillUsedHandler(handlers[i].handler)
if I.SkillFramework then
I.SkillFramework.addSkillUsedHandler(handlers[i].handler)
end
end
local levelUpHandler = getSkillLevelUpHandler(state)
I.SkillProgression.addSkillLevelUpHandler(levelUpHandler)
if I.SkillFramework then
I.SkillFramework.addSkillLevelUpHandler(levelUpHandler)
end
I.Combat.addOnHitHandler(function(attack)
self:sendEvent(mDef.events.onPlayerHit, attack)
end)
for i = 1, #externalOnHitHandlers do
I.Combat.addOnHitHandler(externalOnHitHandlers[i])
end
end
I don't think we need events here. Event also add a delay which can impact some approaches
one frame on registering the handler should not be critical
the onHit handler loop could be:
I.Combat.addOnHitHandler(function(attack)
for i = #externalOnHitHandlers, 1, -1 do
externalOnHitHandlers[i](attack)
end
end)
I think reverse order is more faithful to the official behavior
same for skill handlers
what events could offer in addition to such an approach?
the addHandlers is called once, as far I can see.
Meaning - by the time another script comes around and calls I.SkillEvolution.addOnHitHandler - you've already added all you're going to add
so the new handler just sits in your externalOnHitHandlers but doesn't do anything
it will still be called once, but it will add a function that iterates over a list of handlers that can be updated any time
Oh
yeah
that'll work
and easier than whatever bullshit I came up with 
๐
don't do hashing kids:
for i = 1, #externalOnHitHandlers do
if not addedOnHitHandlers[externalOnHitHandlers[i].hash] then
I.Combat.addOnHitHandler(externalOnHitHandlers[i].handler)
addedOnHitHandlers[externalOnHitHandlers[i].hash] = true
end
end
end
I have a working version that calls both your onHit and skillLevelUp handlers, would you be willing to test it?
ofc
where did you get that code?
made it
I was poking around seeing how tricky it would be to track which handlers are already added, and only add new ones when an event comes in
but looping over a list is easier
works a charm
fixed in 2.2.1
Tested with nexus version too, just in case - en garde works as expected
sorry, please update SE to v2.2.1
Thank you Mym
Thank you!
each time I think my mods will stop to evolve, there is a new thing that implies refactorings, and then... bugs, e.g. Skill Framework, moving handlers to the script root, improving performances with custom scripts....
It never ends ๐
specifically on levelling mods, which are impacted by so many scenarios, settings, mod setups, chargen mods, mid-game installs, dynamically added abilities ๐ ....
Oh yeah
but now it should be good ๐
๐ค
moving to a Fresh Loot update
Btw. Since you were installing n'garde with umo - I take it you were setting up for a new playthrough? Did you get a chance to play with it?