For much better compatibility between mods I recommend using self inheritance instead of overwriting entire entries, for example the entry below is all you need to enable Riposte while Invisible, it will inherit other modified entries and only take precedence on this single line if loaded after any other mods wishing to also edit the entry.
new entry "Interrupt_Riposte" type "InterruptData" using "Interrupt_Riposte" data "Conditions" "IsAbleToReact(context.Observer) and Enemy(context.Source,context.Observer) and IsMeleeAttack() and IsMiss() and not AnyEntityIsItem() and not DistanceToEntityGreaterThan(2, context.ObserverPosition, context.Source) and HasLastAttackTriggered()"
Just a suggestion; would be nice if, when invisible, your reactions are no longer automatic and you must confirm the opportunity attack. That way if you want to continue to use automatic opportunity attacks while visible, you don't instantly reveal yourself when an enemy walks by you while you're invisible due to an automatic reaction.
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new entry "Interrupt_Riposte"
type "InterruptData"
using "Interrupt_Riposte"
data "Conditions" "IsAbleToReact(context.Observer) and Enemy(context.Source,context.Observer) and IsMeleeAttack() and IsMiss() and not AnyEntityIsItem() and not DistanceToEntityGreaterThan(2, context.ObserverPosition, context.Source) and HasLastAttackTriggered()"
Otherwise cool mod, will download