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  1. opiter09
    opiter09
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    If anyone is running hand to hand, feedback on counter would be greatly appreciated. I only have all these block fixes in because my character uses shields, so your experience is greatly appreciated.
  2. hobbodude
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    Is there a way to remap blocking to the right mouse click as the in game config doesn't seem to allow it?
  3. AetherSeraph9
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    I wanted to provide some feedback from my test with this mod, because I think with some refinement it could be the best "vanilla enhanced" combat mod out there. I really appreciate what it's trying to do, especially with its simple approach instead of adding a ton features, but it could use some work...

    1. Blocking feels very, very inconsistent. Even with a high block skill and other stats, my character blocked very few attacks. Tested with a regular Ordinator.

    2. I thought that the blocking state would be toggleable with the key, but it seems like it lasts only for a few seconds when the key is pressed. Blocking should be enabled for as long as the key is pressed, IMO.

    3. The animation freezes and movement lockups make the whole system feel really wonky. I think it would be best to remove the animation that plays when the block key is pressed, and allow the animation to just trigger normally upon a successful block. Plus, it looks a little silly for the animation to play without blocking anything. Also, I think it would suffice to simply disable only attacking/spellcasting when the block key is pressed, rather than disabling movement as well. It would improve flow and realism without compromising balance.

    4. The message boxes that appear for every action (blocking, bashing, etc.) need to be removed/able to be turned off. The ones for Rage are fine, but the rest are honestly annoying.

    I don't mean to be harsh, what you've done so far is great! Like I said, this is a perfect mod for people that want improve combat by making it more engaging and interesting, while staying true to the feel of vanilla.
    1. opiter09
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      I would like to think the new version has addressed these concerns. If more problems arise, please let me know.
    2. AetherSeraph9
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      I just tested it for a few minutes, and it's quite the improvement! However it still doesn't replace Shields Up! for me....

      1. Blocking still doesn't feel very reliable, although it is a bit better than the last version. With good stats, against High Ordinators, it felt like I blocked roughly 30-50% of their attacks. I also still had trouble with being kicked out of block mode, although again, not as bad as before.

      2. I forgot to mention this in my original post, but Rage didn't (and still doesn't) seem to want to work for me. No matter how many different attack types I use, the counter is stuck at 0. Not sure what's going on there....could that require a new game?

      3. The Unarmed Counter seems to have odd behavior. As I understand it, the Counter button has to be pressed within 5 seconds after landing an unarmed attack, and then if an attack is made against you within 1/4 a second afterwards, it is dodged and countered. It seemed like no matter what, though, I'd fail the counter, even if I was sure I'd nailed it. I could just not have the timing down of course, but maybe the window should be raised to 1/2 a second? And I definitely think the paralysis effect needs to be removed as a penalty for a failed counter, it's just silly. Maybe the penalty could just be a drain to Hand to Hand and/or Agility, or removed entirely.

      4. This may just be a personal nitpick, but I'm not a fan of the constant Drain effect on the Block skill when not blocking. Shields Up! only incurs the drain effect when your weapon is unsheathed, which is much more reasonable. I think your mod should use that method, especially so that we can more easily see the real Block skill value.

      5. Now that I'm thinking about it, maybe you could meet in the middle between no movement and free movement when blocking, and incur a speed drain effect while blocking? That could help it "feel" more like active blocking.

      I hope that feedback helps, your mod has a lot of potential!
    3. C3pa
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      In Skyrim you are able to move while blocking, but much more slowly. Also IIRC, the last perk in block tree was sprinting with a shield raised, to knock down opponents.
    4. opiter09
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      In the current iteration, blocking drains speed by 25. 
  4. mclovin0007
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    I'd cut off my foot to be able to use this in OMW. >_< just sayin
    1. opiter09
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      Then cut off your foot and mail it to the OpenMW devs, that'll really guilt them into adding script extension xD
  5. opiter09
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    I don't want that thread to go on forever, so here's a new comment that's a rundown of 1.6 and your last remarks, AetherSeraph9.
    1. This mod no longer messes with the block stat really. Toggling should make use easier, but if you can't make a block all I can tell you is it's never 100%, even at 100.
    2. I have no issues with Rage. Recall that after 10 seconds without a (weapon) attack Rage subsidies some (decreases by 5).
    3. I forgot to change the description, it is half a second. Also, note that without messageboxes the counter shows nothing, since I directly modified the target's stats. Although, the player is supposed to do the "Hand to Hand" animation, if you do nothing (ended too early), or that's not the punching one, please let me know. The penalty is, as noted, changed to drain speed.
    EDIT: forgot my own feature, failing a counter obviously does do something, the Penalty. Nevertheless, I have been able to counter in testing.
    4. As noted, drain block is only in combat.
    5. blocking drains speed now.
  6. Daichix
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    Hello!
    A simple and interesting mod, to test!


    Don't forget to define "MWSE 2.1" as requierement ;)
    1. opiter09
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      Fixed.