Been playing around with the settings, and after flying around at speed 10, I landed on this more reasonable configuration. I really aimed to have a Vanilla+ experience.
Bear in mind: Vanilla values are 0. The Sliders go up to -10/+10.
- The annoying movement forwards were reduced to make High Thrusts more competitive with the Mid Thrust meta. - Same for Payback Thrust to make it more viable against Grand Retribution. - The Guard Dashes and the Neutral Leaping Thrust were slightly improved while staying true to the animation. (no foot sliding, when you land, you land. And yes, I reduced the Right Guard Dash, as it goes really far for some reason.) (GD Forward and Left will go further with positive values. GD Back and Right will go further with negative values.) - Leaping Thrust after Guard Dash received the biggest improvement as it makes sense to have more momentum from your Dash and is such a core to Lance's movement.
Nope ! It might sound confusing but : Motion Values: Internal value table the game uses to know how hard and attack will hit. Movement Values: Amount of distance your hunter moves on the specific attack. They're not the same thing!
As of Version 2.1 of the mod, Motion Values are not changed. The mod only changes the distance you move with each attack ! :)
I have 200+ hours and have been running it fine on multiplayer. Just don't use it in time trials to be safe. We don't know enough to be sure what constitutes "unfair" for Capcom. 🤷 Besides, I run this with other Difficulty+ mods making my gameplay experience very different from vanilla so I would be for sure being looked at Hahaha
Thank you so much for this! I genuinely don't understand why they felt the need to reduce the movement on Guard Dash/Leaping Thrust, especially considering that they added a considerable amount of end-lag when you finish Leaping Thrust. Out of curiosity, are these the same values used in MH: World?
Would you mind telling me where to find the files for the moveset data? I want to locate some for other weapons to do similar modifications that you've done with lance. Much appreciated.
The way I did this was extremely hacky. It doesn't directly modify any of the attack attributes. You can try using ree-pak-rs to extract game files. The related ones are probably under GameDesign/Player/ActionData. I tried using MHWS editor, but I couldn't make sense of anything related to the attack motions. If you want to modify attack properties like damage, elemental modifies, hit stun, etc., you'll probably find that in the collision data. That'll require using a hex editor.
Oh, i see now. Well, i did some exploring with someone else trying to do the same as me but MHWS editor currently isn't opening the files. Thank you regardless though.
I did quite a few hunts with a friend playing on PS5 and everything seems to work perfectly fine. They hosted all the quests, so it works when you aren't the host, which typically guarantees it works when you host the quest.
I didn't test in an Environment Link, but it should behave the same. I also didn't test how it works for someone using the lance without the mod in a multiplayer setting, but I don't expect there to be any issues there since the script is set up to handle that scenario.
If you want to add your own attacks, you can add them to the "motionList" table in the script. You'll need to find the associated motionID yourself. To do so, you can add log.debug(motionID) below this line:
local motionID = getMotionID(playerObject)
Open the debug menu in REFramework and perform the desired attack. Take note of the values the debug window logs. Add the desired motion id to the "motionList" table using the same format as the others. If you want to add them to the REFramework menu, use the id and add them under the "Settings" section in the script using the same format as the others.
Very good mod sir, just wanna ask, can you also try to find increase guard window for other weapon when you have free time, kudos for this awesome mod.
Yes sir, increase timing for perfect guard / easy perfect guard if you can teach us how to edit specific file that woul've been great, take your time , ty for the answer
I added the code in the script and opened the debug menu, but nothing was being recorded. any insight on this? edit: nvm I saw that you need to specify the weapon type
EDIT: Sorry, I misunderstood this mod- I thought it increased movement speed of the guard dash back/forward! Oops!! This mod does help with the movement distance though so still good mod nonetheless! I just miss old lance's speed when it came to guard dash... rip sunbreak lance : (
34 comments
I really aimed to have a Vanilla+ experience.
Bear in mind: Vanilla values are 0. The Sliders go up to -10/+10.
- The annoying movement forwards were reduced to make High Thrusts more competitive with the Mid Thrust meta.
- Same for Payback Thrust to make it more viable against Grand Retribution.
- The Guard Dashes and the Neutral Leaping Thrust were slightly improved while staying true to the animation. (no foot sliding, when you land, you land. And yes, I reduced the Right Guard Dash, as it goes really far for some reason.)
(GD Forward and Left will go further with positive values. GD Back and Right will go further with negative values.)
- Leaping Thrust after Guard Dash received the biggest improvement as it makes sense to have more momentum from your Dash and is such a core to Lance's movement.
Hope you like this preset! :)
It might sound confusing but :
Motion Values: Internal value table the game uses to know how hard and attack will hit.
Movement Values: Amount of distance your hunter moves on the specific attack.
They're not the same thing!
As of Version 2.1 of the mod, Motion Values are not changed. The mod only changes the distance you move with each attack ! :)
I have 200+ hours and have been running it fine on multiplayer. Just don't use it in time trials to be safe. We don't know enough to be sure what constitutes "unfair" for Capcom. 🤷 Besides, I run this with other Difficulty+ mods making my gameplay experience very different from vanilla so I would be for sure being looked at Hahaha
I didn't test in an Environment Link, but it should behave the same. I also didn't test how it works for someone using the lance without the mod in a multiplayer setting, but I don't expect there to be any issues there since the script is set up to handle that scenario.
local motionID = getMotionID(playerObject)
Open the debug menu in REFramework and perform the desired attack. Take note of the values the debug window logs. Add the desired motion id to the "motionList" table using the same format as the others. If you want to add them to the REFramework menu, use the id and add them under the "Settings" section in the script using the same format as the others.
edit: nvm I saw that you need to specify the weapon type
OR
all perfect guard mod
You're welcome.