I saw that the h2h strength fix shouldn't be used. Is there already a strength scaling feature in the mod or it only scales with your hand to hand level like shown in the video?
Hi Teralitha, MCP's Strength-Based H2H patch had a now-fixed side effect of making attacks by werewolves unbalancingly strong since the game also counts them as hand-to-hand. Would you happen to know whether your fix avoids this?
WARNINGS: Do not use strength based h2h option in the Morrowind Code Patch(MCP) at the same time as this, because it will break h2h and you dont want to deal with that mess. Same with openmw.
You're being kinda rude, tbh. I know what MCP feature does, but still wanted to clarify whether your fix excludes werewoves too... Nevertheless. you answered the question, so thanks.
I just looked into your mod and see that you've changed 4 GMSTs:
fCombatKODamageMul (from 1.5 to 1.7) fHandtoHandHealthPer (from 0.1 to 0.42) fMaxHandToHandMult (from 0.5 to 0.33) fMinHandToHandMult (from 0.1 to 0.23)
So basically you tweaked average fatigue damage from hand-to-hand and increased health damage from attack during KO, as per these formulas: Health damage = Fatigue damage * fHandtoHandHealthPer * fCombatKODamageMult Fatigue damage = Hand to Hand skill * a value between fMinHandToHandMult and fMaxHandToHandMult
And yes. Unlike MCP, your fix does affect werewolves, meaning our concens are justified. But at least you didn't make them OP. It could be useful to include this information in your description.
What the hell are you talking about, MCP option breaks werewolves, vampires, and any other NPC with a very high hand to hand skill. This mod actually makes them weaker with these changes.
The MCP says it doesn't tho: "This option makes it vary with strength. The damage caused is equivalent to vanilla Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. This affects both stamina and health damage. Note that this not longer affects werewolf damage, as it did in previous versions."
We simply misunderstood each other. I was initially asking about whether YOUR mod buffs werewolves and not about MCP feature, which, as aurum said, no longer affects werewolves since version 2.2. And the reason we were asking that because we thought that your fix for hand-to-hand is similar to MCP feature, because the description says: "Replaces the broken MCP/openmw strength option with a proper balanced vanilla hand to hand fix" - I mean it's a bit confusing. You called it a replacement when it's in fact an alternative solution. So that's that.
The MCP description refers to an effect on health and stamina sure, but, What it doesnt tell you is that NPC's and vampires with very high hand2hand skill do so much fatigue damage with MPC turned on that you are instantly stun locked. Im not sure how that affects werewolves specifically since they are calculated differently, but Im sure its not good. I could add a change for werewolves if its needed, but no one has ever reported an issue, and I never tested it with werewolves because these game setting changes should have no effect on them.
The old problem with MCP and werewolves, was that they did damage based on hand to hand skill multiplier, but werewolves do not technically use hand to hand skill as the player and npcs do, and when MCP changed it to being based on strength, this only added to a werewolfs damage output. Fatigue is a completely different matter and MCP never really addressed it. I reported it to the dev years ago and maybe its fixed in their later beta version, but I wouldnt know. I use MCP 2.4. This mod fixes the problems using CS game settings and shouldnt have any effect on werewolves. They should still be as they always were in vanilla when using this hand2hand fix mod.
I've found which GMST this edits but I don't understand the function of each one. Can you please describe what each one does? I found one list of GMST descriptions online but it's in French and unfortunately missing descriptions on these 4!
I am probably using the same french list that you are, I just copy and paste the descriptions into google translate to see, but these are simple
CombatKOdamagemulti - How much damage you do when enemy is knocked out/down. This is a flat rate for all weapons, not just h2h. Handtohandhealthper - How much health damage you do when enemy is knocked out, multiplied by your h2h skill Min/Maxhandtohandmulti - This is the range of fatigue damage you do per hit, multiplied by your h2h skill
Thank you!! I was thinking it still takes a while to get them down but I am only level 1. I might fiddle with numbers a bit but hard to find the right balance.
What does this mod actually do mechanically? I watched the video, but there's no mechanical explanation. The MCP option adds strength into the damage formula, does this mod just up the amount of damage you get from your skill level? An in-depth explanation would be helpful, like how the MCP option tells you the formula it uses to calculate damage (I believe.)
Also, what changes bring that fix ? Description says only that its balanced and replace broken option, but what changes ? Hand to hand now better work with strenght stat ? More damage added ? What ?
You do realize that changing game settings creates a mod. You are not supposed to use the MCP fix with this. Your post is terrible... "The following information is not tested" - Why are you giving mod advice then on sombody elses mod, and its not even correct.
My advice, just use this mod and follow the directions. Its all been tested already.
I actually found the time to test it and it was fine, but you are the author and you have every right to say that is not helpful so I'll delete the post.
I think you are right about the OpenMW method not working and wailing on an enemy for nearly a full minute every time you get into a fight isn't my idea of fun times.
However, do you think it's a good idea to disable OpenMW's setting for H2H and using your mod instead in the middle of a play through? Or would you recommend starting a new game?
37 comments
WARNINGS: Do not use strength based h2h option in the Morrowind Code Patch(MCP) at the same time as this, because it will break h2h and you dont want to deal with that mess. Same with openmw.
I know what MCP feature does, but still wanted to clarify whether your fix excludes werewoves too...
Nevertheless. you answered the question, so thanks.
fCombatKODamageMul (from 1.5 to 1.7)
fHandtoHandHealthPer (from 0.1 to 0.42)
fMaxHandToHandMult (from 0.5 to 0.33)
fMinHandToHandMult (from 0.1 to 0.23)
So basically you tweaked average fatigue damage from hand-to-hand and increased health damage from attack during KO, as per these formulas:
Health damage = Fatigue damage * fHandtoHandHealthPer * fCombatKODamageMult
Fatigue damage = Hand to Hand skill * a value between fMinHandToHandMult and fMaxHandToHandMult
And yes. Unlike MCP, your fix does affect werewolves, meaning our concens are justified. But at least you didn't make them OP.
It could be useful to include this information in your description.
"This option makes it vary with strength. The damage caused is equivalent to vanilla Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. This affects both stamina and health damage. Note that this not longer affects werewolf damage, as it did in previous versions."
The old problem with MCP and werewolves, was that they did damage based on hand to hand skill multiplier, but werewolves do not technically use hand to hand skill as the player and npcs do, and when MCP changed it to being based on strength, this only added to a werewolfs damage output. Fatigue is a completely different matter and MCP never really addressed it. I reported it to the dev years ago and maybe its fixed in their later beta version, but I wouldnt know. I use MCP 2.4. This mod fixes the problems using CS game settings and shouldnt have any effect on werewolves. They should still be as they always were in vanilla when using this hand2hand fix mod.
CombatKOdamagemulti - How much damage you do when enemy is knocked out/down. This is a flat rate for all weapons, not just h2h.
Handtohandhealthper - How much health damage you do when enemy is knocked out, multiplied by your h2h skill
Min/Maxhandtohandmulti - This is the range of fatigue damage you do per hit, multiplied by your h2h skill
Description says only that its balanced and replace broken option, but what changes ? Hand to hand now better work with strenght stat ?
More damage added ? What ?
My advice, just use this mod and follow the directions. Its all been tested already.
However, do you think it's a good idea to disable OpenMW's setting for H2H and using your mod instead in the middle of a play through? Or would you recommend starting a new game?