Morrowind
0 of 0

File information

Last updated

Original upload

Created by

Aracelliy

Uploaded by

Aracelliy

Virus scan

Safe to use

216 comments

  1. Aracelliy
    Aracelliy
    • member
    • 98 posts
    • 6 kudos
    Locked
    Sticky
    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. jdenizio5
    jdenizio5
    • supporter
    • 20 posts
    • 0 kudos
    The base fatigue drain amount modifier does not seem to work. I set it to be very low, and then 0 to test the issue, but it continues to tick at 25%.
  3. itsWHISPERn7
    itsWHISPERn7
    • premium
    • 56 posts
    • 1 kudos
    Hi.  Great mod.  I dropped BBC for this and while I'm sad to see it go NGC will now be my staple combat mod.  Just one small question/suggestion...
    I've always played the pacifist stave wielding unarmored monk and was wondering if it was possible to create/update the unarmored skill to work the way it does in Nimble Armor?  Basically instead of unarmored granting armor value it grants evasion where I would take 0 or 1 damage when it triggers based on my armor (evasion) value. 

    I guess similar to how sanctuary works in vanilla without changing your current sanctuary (I love it!  It's my new mage armor.) or similar to how the "getdefense x" console command works in vanilla (which to my knowledge was the only way to simulate the above effect late game facing stronger NPC's)

      I'm sure its very complicated but I'd figure I'd ask.  (fingers crossed)

    If not is there a way NGC can get a patch to be compatible with Nimble Armor?

    And lastly congrats on getting the Riposte working for long blades.  My husband is really looking forward to seeing how it plays in game. ^_^
    1. Aracelliy
      Aracelliy
      • member
      • 98 posts
      • 6 kudos
      Actually I've been thinking about armour perks for a while, I've only just found out about Nimble Armor. Unfortunately, I feel like compatibility between the two would be hard for Always Hit with NGC. BUT I have a fair bit of armour perks work in another branch, so hopefully soon. 

      My idea of armour perks was kinda similar gave different forms of defence and offence perks for different armours. Light armour was dodge/movement speed, medium armour was bonuses for fatigue and damage, heavy armour was just tankier and unarmoured had a unique mechanic where it would give you damage based on magicka and increased Shield spell effects.

      Anyway, I'm thinking about re-introducing some kind of evasion, right now it'll probably be Acrobatics/Light armour.
    2. itsWHISPERn7
      itsWHISPERn7
      • premium
      • 56 posts
      • 1 kudos
      Awesome!  Happy to hear that!  NGC is now my definitive combat mod and I don't forsee  changing that anytime soon.  Thanks for bringing this to the community.

      Cheers!
  4. Kudix
    Kudix
    • member
    • 335 posts
    • 7 kudos
    Hi,

    the mod is great but I have a problem when playing a axe-wielding Nord: in my game the "bleeding" makes the "dispose creature" button not to appear on a creatures/NPCs inventory when the killing blow causes bleading.
    The second problem is a gamebreaking one to me, as the game crashes when a summoned creature is killed with an blow that causes bleeding.

    I had a lot of fun with a sword-fighter and it would be great if the mod could be fixed for an axe-murderer.
    1. Slanderbot
      Slanderbot
      • supporter
      • 85 posts
      • 1 kudos
      Oh, so thats whats happening on my axe girl. Was wondering what was causing that crash vs summoners. 
    2. lightsourced
      lightsourced
      • premium
      • 1,437 posts
      • 12 kudos
      Good to know!
    3. Aracelliy
      Aracelliy
      • member
      • 98 posts
      • 6 kudos
      This has been fixed now and Axe got buffed :)
  5. leugimimi
    leugimimi
    • member
    • 31 posts
    • 1 kudos
    I am interested in using this mod, but without the 100% hit chance and the hand to hand combat changes. Sby testing I see that the Configuration menu is great, and I can disable the features I don't want, including skill changes, GSMT, etc. 
    great.
    But now I have a doubt. if I disable the features, like the 100% hit chance, are the general settings automatically disabled, or will the weapon skill damage modifier, the sanctuary modifier, etc, still apply? (even if, as per the tooltip, the behaviour was changed back to vanilla)
    1. DuskWulf
      DuskWulf
      • premium
      • 893 posts
      • 57 kudos
      Yeah, that's what kills this mod for me too. I absolutely love the concept of it, but with two contentions.

      The first of all is that while I can understand the idea of stats never impacting hit chance, it actually takes so much flavour out of the combat because it's not taking dodging into account. This means that it's likely incompatible with the Nimble Armour mod, which I absolutely adore. I don't think of misssing a hit as fumbling because of stats, I think of it as oneself or the enemy dodging deftly. Acrobatic vagabonds are a thing. I think of one's own hit chance as one's own reflexes versus the opponents acrobatic capacities. If you're faster, you hit them regardless of how good they are at dodging, and I like how that all plays out. In reality, someone could absolutely dodge a punch you throw. I find it silly to think that no one has any ability to dodge in Morrowind, that they just stand there and take it. It also takes away uniqueness provided by overhauls that make less useful skills more useful, such as Stealth Improved where you're guaranteed a successful hit if you hit someone while completely stealthed. Mods like Lucky Strike, Nimble ARmour, and Stealth Improved all add to the feeling of the talented, reflexive, quick vagabond.

      I dislike the Hand-to-Hand changes too as this removes a valuable tool from the player's arsenal. I have mods that ensure that items can be looted from knocked out characters to complete quests, so that they don't need to be killed. I forget which those are right now, but I know they're there. The purpose of that is that where I can, and where I want to, I can avoid killing someone. I can make that judgement call and I don't have to be a murder hobo. If I can't deal fatigue damage via hand-to-hand, however, then my ability to make that choice is taken from me.

      This is where I think the mod is marred—you can't really improve an experience in a roleplay game by taking choices away. The other aspects of the mod are nice because they provide choices and enhance them rather than taking them away. I mean, I don't like the change to sanctuary myself either because it takes away from the notion of dodging. What I do like, however, are the perks. If, say, hand-to-hand gave bonuses to fatigue damage to make knocking out foes easier? I'd be all over this. As it stands, however, it's not for me.

      That said, this is an incredible, intricate, and brilliantly clever mod that i wish I could use but these factors mean it's not for me. If my desires are out of scope, that's fine! But, oh how I wish I could use a combat mod that has most of these changes.
    2. Aracelliy
      Aracelliy
      • member
      • 98 posts
      • 6 kudos
      So here are the things that are still on when you have Always Hit mode off:

      • The damage scaling from Weapon Skill
      • Creature bonus damage scaling from Strength
      That's it, the rest are back to vanilla behaviour and not accounted for in any damage calculations (all the code is guarded by checking if Always Hit is on):

      • Fatigue changes
      • Sanctuary changes
      • Blind changes (which was basically like vanilla either way)
      • And finally the Fortify Attack damage change

      This effect should be reflected in game if you toggle it.
  6. ThePirateLordofMorrowind
    ThePirateLordofMorrowind
    • member
    • 1 posts
    • 0 kudos
    first time commenting. big fan of this mod but recently switched over to OpenMW any alternatives to this for it?
    1. MurderousPurpose
      MurderousPurpose
      • premium
      • 41 posts
      • 0 kudos
      Better Balanced Combat by SilentNightxxx basically does a lot of similar things to this and is made for OpenMW
  7. Poisoner29
    Poisoner29
    • member
    • 50 posts
    • 0 kudos
    Amazing mod!!

    It makes Hand to Hand actually fun to play. I love the perks for Hand to Hand as well. 

    Hopefully the mod author can come back and fix the whole bleeding damage causing crashing problem.
  8. Qaerixxszhara
    Qaerixxszhara
    • supporter
    • 70 posts
    • 0 kudos
    Is active blocking possible by parrying with a weapon, or is it shields only? Mod looks awesome regardless btw, love the idea of adding these perks.
  9. billybooboo
    billybooboo
    • member
    • 750 posts
    • 9 kudos
    This mod allows me to play again! I just recently took the MWSE plunge, and if I only get this mod, it will be worth it. (Well, and Melian's teleport)

    The 100 percent hit chance allowed my character to get hit again. I had leveled up too much I guess - before this mod I tried reverting my agility and luck back to 50, but no attacks against me were connecting, I was taking no damage whatsoever. I even tried increasing fDifficultyMult to a much higher number, and it seemed to have no effect. I could hit 100 percent already, and no one could hit me. This mod changed that! Enemies can hit me once again. I must be a masochist, because it hurts so good. lol. I didn't want to play in God mode.

    Anyway, I love all the other changes too which are really quite balanced. The only thing that doesn't seem to work for me is the new hand to hand combat. Neither party were taking any damage or getting knocked out. To be fair, I didn't use the hand to hand sound fix. That must do more than just sound! lol. I'm sure it works if I was following directions. I love how customizable this is with the MCM. (I just went vanilla for hand to hand.)

    Thanks so much for this game changer! Kudos and endorsement..
    1. SAJNM
      SAJNM
      • member
      • 672 posts
      • 11 kudos
      Try this Dynamic Difficulty you n'wah!
    2. billybooboo
      billybooboo
      • member
      • 750 posts
      • 9 kudos
      Is someone there?

      There's someone watching me, I can tell..

      Oh there you are. Do you think I'm stooopid you s'wit!?

      I actually just found that one after this post. You can make the difficulty harder than +100. It works well with this mod!

      100 percent hit is still necessary for the silly wabbits that were trying to hit me and missing.

      Thanks SAJNM for the heads up!

      But now my bows are not powerful enough to dent the enemies for some reason. How to adjust that with this mod!?
  10. letorp
    letorp
    • member
    • 6 posts
    • 0 kudos
    amazing and highly customizable mod, thankyou Aracelliy!!
  11. sdakis
    sdakis
    • member
    • 36 posts
    • 0 kudos
    I plan to not use the always hit and active block. Does the block skill have the same perk if active block is disabled? And does fatigue go back to the vanilla setting and not affect damage?

    Any other settings I should change since I'm not using always hit?