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  1. Aracelliy
    • supporter
    • 98 posts
    • 9 kudos
    Hey all,

    I'm back to do some updates on NGC, so glad you are all enjoying it!

    Please update to 1.2.2 for important fixes to bleeding related crashes and werewolf damage, also improvements to longsword and axe perks. This will probably round out 1.2.x for now and next version will be 1.3.

    Bleeding can no longer finish off an enemy, this avoids crashes, and with the much higher bleed damage it feels balanced for now.

    I've noted a lot of your comments and concerns, especially around Sanctuary, wanting to use mods like Nimble Armor, as well as how the mod interacts without all the Always Hit related changes. I'll address what I can and how it might be improved.

    Currently on my todo list:

    • Active blocking to hold up the shield (animation)
    • A Prepare to Die mode, a dynamic difficulty multiplier that can be toggled
    • New perks for staves
    • New perks for thrown weapons
    • New perks for athletics/acrobatics (combat related)

    Please keep the bug reports coming!
  2. Scaringella
    • member
    • 62 posts
    • 1 kudos
    My apologizes but, while I consider this mod an extremely valuable addition which really brings Morrowind (along maybe with PvP) to an higher level of challenge, I'm a bit confused concerning the active block feature. Is it disabled by default? I can rise my block with the "Z" key and I got the relative message, however my character blocks randomly as normal: sometimes it blocks when my guard is down and sometimes it doesn't block even if my guard is up.
    Thanks in advance to any other user who may be willing to share his eperience.
  3. duoranger
    • member
    • 688 posts
    • 9 kudos
    Any plans to port this mod to OpenMW Lua?
  4. TheDragon13
    • member
    • 42 posts
    • 0 kudos
    Hey Aracelliy, yours is the only mod I ever seen that gives damage straight to unarmed without having to knock em down first.

    I wanna play like a claw vampire but can't cause of this.

    Thing is I like the "you gotta have high skill to hit" combat system, you say you can customize it, but I use open morrowind.

    Can I still customize it with that? And if so, how?

    EDIT: Yeah I didn't seem to see the option to toggle it =(
  5. JimmyNoskill
    • member
    • 7 posts
    • 0 kudos
    It's been a while since the author has updated; does anyone know if disabling 100% chance-to-hit makes this mod compatible with Nimble Armor? I really want to use this, but I'm not sure if I'm willing to give up Nimble Armor to do so.
    1. Xadhoom
      • supporter
      • 26 posts
      • 0 kudos
      I tried with both of them, but i'm unable to find out if Nimble Armor is working or not: i see the "evasion" stat on armours, but i don't know if it's working... also i can't rise the Unarmed and maybe even the Light Armour skills. So i'll probably deactivate Nimble Armor :(
  6. xtpeqii
    • member
    • 2 posts
    • 0 kudos
    This mod makes me wanna begin a new journey in Morrowind!!!
  7. shadowstepx
    • member
    • 3 posts
    • 0 kudos
    Is there a way to disable the damage sounds every time the Axe bleed does damage to either you or an enemy, it's rather obnoxious to have so many hit sounds being played in such quick succession, I saw in an earlier post from 2019 that there seemed to be a way to do this but I have no clue how this can be done.
  8. PutridPestilence666
    • member
    • 166 posts
    • 1 kudos
    Does anyone have any idea what would make this mod not give you a 100% chance to hit? I'm extremely confused on why I'm only hitting sometimes with my weapons. It seems to be more than Vanilla. But it most certainly is not a 100% to hit. Very odd.
    Also, I'm using the PvP mod in combination with it. So maybe that has something to do with it?
  9. templeofninpo
    • supporter
    • 734 posts
    • 14 kudos
    getting a lot of these warnings in my MWSE.log

    Error in event callback: Data Files\MWSE\mods\ngc\main.lua:493: attempt to index field 'longBlade' (a nil value)
    stack traceback:
        .\Data Files\MWSE\core\lib\event.lua:167: in function '__index'
        Data Files\MWSE\mods\ngc\main.lua:493: in function
        [C]: in function 'xpcall'
        .\Data Files\MWSE\core\lib\event.lua:180: in function 'trigger'
        .\Data Files\MWSE\core\lib\event.lua:200: in function <.\Data Files\MWSE\core\lib\event.lua:170>
  10. TheJokiG
    • member
    • 4 posts
    • 0 kudos
    Is this/will it be compatible with OpenMW?
  11. godnicz132
    • supporter
    • 106 posts
    • 0 kudos
    Hi just want to say thank You for amazing mod and that You still work on it, I was sure that its abandoned, amazing work!