Morrowind
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OperatorJack

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OperatorJack

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21 comments

  1. jayhall0315
    jayhall0315
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    This is an excellent mod but one tip that might help others is to switch NPC Fleeing to "off." If this is enabled and your character is higher than about level 20 or so, then simply swinging your sword inside a bar will cause everyone to go apeshit. Some NPCs will even attack you, ... and your companions (if you have any) will attack them back. Within a few moments, you will have a bounty on your head despite just swinging your sword into empty air. I also discovered that several other mods have issues with the NPC fleeing aspect. For example, Danae's excellent Darts Expanded (which places dartboards in several inns around Vvardenfell) will trigger NPC fleeing and attack on your character if you buy the ten darts for 20 septims and then throw them at the dartboard. I might try to rewrite the code on this in a few days if I get around to it, but for now, my suggestion is to disable the NPC flee option in the MCM.
    1. GeneralPepper
      GeneralPepper
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      Yep amazing mod, but just ran into this issue as well. Unfortunate since seeing NPCs flee was rather immersive
  2. actuallyschro
    actuallyschro
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    Hey, if anyone else is having an issue with MCM settings not saving, navigate to MWSE/mods/OperatorJack/SimpleCombatMechanics/config.lua and change ?return mwse.loadConfig("Combat-Mechanic-Enhancements", {
    to
    return mwse.loadConfig("Simple-Combat-Mechanics", {

    Seems like the mod author changed the mod name, and forgot to update config.lua with it.
    1. WinterGhoul
      WinterGhoul
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      Thanks mate.
    2. Pushkatu
      Pushkatu
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      Many thanks friend! 
  3. Tezrel
    Tezrel
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    This mod hasn't been updated in a long time, and typically that's a no-install for me. But there's too many great stories below for me not to try it.

    *Crosses fingers and installs on top of 600 other mods, including 4nm's combat and Next Gen. Combat*
  4. garryfallout3
    garryfallout3
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    always hated the vanilla SO-CALLED "combat system", i haven't spent much time with this but i just used the ESP from the main folder(i think) and i already like it, combat is so much easier, enemies are dropping after only a few strikes, and some drop with only one strike....I LIKE IT!!!!!! good job.
  5. lemmingbas
    lemmingbas
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    Using this along with Archimag's N'wah Shooter, enemies scavenge throwing stars out of their own bodies and use them, and I think that might be my favourite thing to happen to Morrowind.

    Getting attacked by a Dark Brotherhood assassin in a crowded inn, and watching everyone around run for their lives was pretty amazing too.

    Only issue I've had is that my companions will attack fleeing NPCs. I'm not sure what kind of solution there would be for this, other than keeping track of NPCs who are fleeing, and stopping the combat if followers attack them, but that's not without issues either. I'm sure there's a more elegant way about it, but it's beyond me.
  6. DurendalMartyr
    DurendalMartyr
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    A bandit ambushed me and a pilgrim I was escorting. I managed to land a lucky blow and knock the sword out of the bandit's hands, and the pilgrim picked it up and started hacking away with me, 10/10.
  7. neoparadox
    neoparadox
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    This mod is fantastic when used with next gen combat mod. Makes combat in morrowind fun, interesting an unique at every encounter. Most memorable moment was getting into swordfight with a much higher level NPC to which he successfully disarmed me, and in a panic looking for my weapon I punched him which knocked him down which gave me enough time to recover my sword and hit him while he was still on the ground. I hope for OpenMW version one day.
  8. woopersnaper
    woopersnaper
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    Hi there! I'm loving the mod so far, just what I needed to spice up vanilla combat! I've only had one issue - every now and then, when bystanders get involved (such as when DB assassin attacks me) they stay mad at me for some reason as if I started the fight, so whenevr I come back, they still flee and battle music plays.

    An assassin attacked me in the balmora mages guild and I had to use calm spells to get everyone to chill (and the battle music to stop) long after the assassin died. Thankfully the calm effect seemed to fix the issue :)
    1. OperatorJack
      OperatorJack
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      Glad you're enjoying it. Please create an entry in the "Bug Tracker" tab so I do not forget about this issue. I think it is probably due to the NPCs fleeing from the DB assassin, but they should reset after combat is over. 
  9. sofiaaq
    sofiaaq
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    Hi!
    I've been using the mod and it's pretty great, it really adds to inmersion! Yesterday I had a fun moment while I was running around with my lute picking flowers and got attacked by a barbarian. The lute was the one from Merlord's Bardic Inspiration, and therefore a weapon I had equipped, and at some point I think I got disarmed and the barbarian started bashing me with "my own" lute. It was a great moment!
    However, I came to tell you that the lute was still in my inventory after all of this and there was another one in the barbarian's inventory after I got rid of her. I'm pretty sure she scavenged the lute at some point, since it would be really weird she'd have one in the first place. I think there was some sort of bug that duplicated the "weapon"... maybe it was because it's a weird one, but I figured I might as well report it. I'll check in again if I get something else duplicated.
    1. OperatorJack
      OperatorJack
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      Thanks for finding this bug! I will look into it. If you don't mind, create an entry in the "Bug Tracker" tab so I do not forget about it.
    2. sofiaaq
      sofiaaq
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      There, it's added to the bug tracker. Thank you for working on the mods!
  10. OffworldDevil
    OffworldDevil
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    Some suggestions I think would sufficiently spice up combat without becoming a full-on overhaul:

    Spoiler:  
    Show
    * Slash attacks have the most chance of hitting multiple opponents, as well as disarming. Medium reach, with the highest accuracy and least damage to your weapon durability, but the most chance of being blocked by shields.

    * Thrust attacks: most chance of bypassing armor, with the longest reach, most damage to your weapon and a medium chance of bouncing off shields.

    * Chop attacks: most chance of knockdown and bypassing shields, with the shortest reach, medium damage to your weapon and highest chance of missing. That way all three attack types are useful in their own way, regardless of the weapon's damage output (a massive issue with vanilla combat, since most players just use the Always Use Best Attack option). If nothing else, I would be content with just these three changes.

    * Unarmed attacks are enhanced by gauntlets -- especially Heavy Armor -- with enchanted/silver/exotic gauntlets, gloves and rings being the only way to damage immune enemies (because punching ghosts with bare fists is stupid). Even better if handwear can be given On Strike enchantments.

    * The longer the attack button is held, the more it increases your chance to hit -- the speed of which depends on the weapon's weight and condition. The downside is this makes you more vulnerable to getting hit yourself. I feel like this would be the most balanced and vanilla-friendly way of making the dice-roll combat a bit more reasonable, since it only makes sense for lighter/intact weapons and prolonged concentration to improve accuracy.

    * Stunned and unconscious opponents are easier to hit and suffer more damage.

    * Only spears and short blades can be used underwater, since water resistance would render everything else completely useless, and weapon skills are severely lacking in situational differentiation.

    The following suggestions are less essential and even more out of the mod's scope (being a literal overhaul at this point), but maybe worth considering for some kind of addon or other project:

    Spoiler:  
    Show
    * The use of fists, staves and clubs damage both health and stamina simultaneously (like Oblivion's unarmed attacks, since punching a standing person WILL likely injure them), with health draining no lower than 25% until the victim is knocked out (resulting in 24-hour unconsciousness once their health is reduced to 10%). That way non-lethal takedowns are not only feasible, but possible with more than one melee skill.

    * Having sharp claws with their own attack animation, beast races deal a higher health-to-stamina damage ratio than other races (but still mostly stamina).

    * Unarmed/blunt damage against the player works a bit differently, dealing more health damage than stamina with no limit to standing health loss, since the player is effectively dead anyway once they end up on the ground with one or more NPCs pounding away at them.

    * The Block skill is set at 50% effectiveness unless the Sneak key is held (since it gets no use from non-stealth players, and combat could use more variety than just spamming the attack key). However, the increased block chance plummets the longer it's held, encouraging timely button presses, and attack speed is reduced to discourage Sneak attacks outside of actual Sneak attacks. To discourage button spamming, there's a 5-second cooldown on this Block buff (although sneaking can still be performed).

    * Holding Sneak with no shield equipped instead raises your chance to dodge an attack. This only works with a weapon (or fists) drawn, with your dodge chance being determined by the appropriate weapon skill to simulate parrying (making such skills useful for more than just raw damage).

    * A successful block damages not only shield integrity, but also stamina, with the upside being a small chance to stagger the opponent (depending on their Agility and weapon skill compared to the blocker's Strength and shield integrity).

    * To make Unarmored a more favorable skill, it not only grants a buff to dodge chance, but spell chance as well -- with the opposite being true for Heavy Armor -- encouraging mage characters to go without armor.

    * Fists and staves also grant a boost to spell chance, making them a more favorable mage weapon.

    * Arrows, throwables, blades and spears are more useful on living organics and borderline useless on skeletons, robots and atronachs. Barely damages NPC armor, yet comes with a higher chance of critical hits than axes and blunt weapons.

    * Bolts and blunt weapons deal higher damage to armor, skeletons, robots and atronachs, with blunt weapons having more chance of disarming opponents but also more chance of missing. Everything else suffers vanilla damage values.

    * Being a hybrid of blades and blunt weapons, axes are equally useful against the living, undead and armored, with a medium chance of disarming opponents and missing targets.