Morrowind
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R-Zero

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Reizeron

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30 comments

  1. Lucas9
    Lucas9
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    I found myself dying all the time against corprus creatures using mort's Beware the Sixth House mod.
    Unsurprisingly, very strong attacks mixed with 100 Luck and a 600% damage from a critical hit don't mix well.

    I found the following settings to play very nicely:

    The config json has to be edited manually to input a 1.2 critical hit multiplier.
    Then the default speedMult in the main.lua has to be edited manually to input a 1.66 multiplier.

    In other words, critical hits will now be anywhere between 120% the original damage (slowest weapons like warhammers and battleaxes, 1.2 * 1.0), to 200% the original damage (melee, 1.2 * 1.66), to 300% the original damage (fastest weapons like daggers, 1.2 * 2.5).

    It made Beware the Sixth House fun again! And I feel this is a far more reasonable damage bonus. Needless to say, lovely mod!
    1. Gilpow
      Gilpow
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      Mind sharing it? I use Beware the Sixth House as well
    2. Lucas9
      Lucas9
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      Sure, here you go.
  2. BobTheBobCatt
    BobTheBobCatt
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    Will there be an OpenMW version of this mod or no?
    1. Reizeron
      Reizeron
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      No.
  3. Refolde
    Refolde
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    I hope you don't mind, I got a little experimental and decided to make a few modifications for my own download of the mod. I'm not great at Lua or anything, but this mod seemed relatively simple enough that I figured I can try.

    For one thing, I'm having the target's Luck stat also factor into the calculation; basically, the target's Luck stat can provide "Crit Avoidance" and lower the attacker's crit rate.

    I also made another formula which factors Agility into the calculation as well. I dunno how unbalanced or broken this will end up in actual gameplay but that's why I'm experimenting haha.
  4. poymanning
    poymanning
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    Does it affect hand to hand?
  5. inpv
    inpv
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    Is it compatible with Brutal Backstabbing?
    1. Reizeron
      Reizeron
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      Should be!
  6. B00ze64
    B00ze64
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    Good day. This is in need of updating I think. First thing I did was to get rid of the ESP test, since with MO2 there is no need for that. Discovered the mod would not initialize, but the folder structure was a bit strange. Hopefully no changes are needed other than what I did; I removed the roll test just to see and I did get a critical damage message. So anyway, I renamed MOD_INIT.LUA -> MAIN.LUA and moved this into MODS\r0\... sub-folder. The JSON went into the CONFIG sub-folder. Then we can adjust the main.lua with this:

    First Line I guess should read -> local config = {}

    And the initialized function now looks like ->

    local function initialized(e)
    -- if tes3.isModActive("Lucky Strike.ESP") then
            event.register("attack", onAttack)
            config = json.loadfile("config/r0_crit_config")
            print("[r0-crit] Mod initialized with configuration:")
            print(json.encode(config, { indent = true }))
    -- end
    end

    The JSON file I think needs a COMMA between the values too:
    {
    "showMessageBox": true,
    "damageMultiplier": 3
    }

    Thank you.
    Best Regards,
    1. Nephtelas
      Nephtelas
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      Thank you a lot, that did it!
      How nice of you to share your insight. :)
    2. B00ze64
      B00ze64
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      As a follow-up,
      to remove warnings in MWSE:

      1. replace getGMST with findGMST.
      2. Replace the speedMult calculation with this:

      local speedMult = 1
      if e.mobile.readiedWeapon ~= nil then
      speedMult = e.mobile.readiedWeapon.object.speed
      end

      Regards,
    3. Reizeron
      Reizeron
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      Thank you for suggesting these fixes and providing the code too! Mod updated.
  7. svrdm
    svrdm
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    Out of curiosity I made this graph: https://imgur.com/TXlOAcC to see how the chance to crit played with different luck values, and figured I'd share it with the community (hoping I did it right, both the formula and making the graph in excel).
    1. Reizeron
      Reizeron
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      Cool, thanks! You might want to add it to the Images tab of this mod as a user image.
    2. svrdm
      svrdm
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      Ha! Totally forgot that was an option. Anyways, I uploaded the thing. I really like how you calculated the crit chance.
    3. ktreus
      ktreus
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      so, if i have 100 luck i have 50% chance to get crit?
  8. deleted2905154
    deleted2905154
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    I'm using both this and Apoapse, they both work together (I think that the "last to load wins" rule applies here, so load this after AA if you want to have this formula for crits and AA for everything else)
  9. ElderMalaclypse
    ElderMalaclypse
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    Finally I can crit! On the other hand so can the enemy. I'm using Dynamic Difficulty(https://www.nexusmods.com/morrowind/mods/45710) as well and if I'm not careful I can easily get one shotted still in my mid teen levels!
  10. Goodluc
    Goodluc
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    Great mod. What I like most that enemy can make a lucky strike too: I was killed twice by such strikes!