Would it be possible to make the mod work with Stealth Improved? Currently it overrides SI's guaranteed stealth hits from behind with glancing blows. On another note, glancing strikes trigger standard hit sounds, not hand-to-hand ones.
Great mod İnstead of always hit mods you made a great alternative and you've implemented really well good job But what about sanctuary effect or unarmored playstyle do you have any plans to rebalancing them with your mod?Thank you again for your work
I hope you'll see this. I've got a question. How do I install this mod manually? MO2 doesn't recognize the structure and I have no idea where to put it.
This is my go to "always hit" mod as it doesn"t take away the importance of weapon skill or agility. But this week I'm once again reminded that Bloodmoon werewolves suck and this mod quadruples their damage as they will almost always crit with their 100 hand to hand and 150 agility. Even if the Bloodmoon Rebalance mod reduces them to a managable 200 health, it becomes a game of "who hits first" as they one shot my character and its 500hp werewolf form.
So disable the mod or just the crit change while you are fighting werewolves.
E: ok it might have been something else in my modlist that makes werewolves do shitton of damage (I did up to 900dmg for Hircine's aspect). but disabling the mod for the final hunt actually made me finish it without getting killed by werewolves so there is that.
But yes, I think it would be better to fix the enchanted weapons, to make sure that glance don't activate the enchantment, or that it is weaker (which would be complicated to code), or that it comes out more rarely. I prefer the first option.
Because you are talking about a case where we are fighting a powerful enemy, but it doesn't change the fact that we will crush weak enemies very easily. So you have to fix the enchantments, I think ^^
EDIT : Your archive is badly constituted, it must be formed like this: Data Files\mwse\mods\zulliemw\gbac\main.lua
I agree. Weaker enemies will very quickly become overwhelmed, I think - or weak players when they encounter NPCs with enchanted weapons.
I suppose you could justify it by supposing you are hitting them with the weapon so poorly that the enchantment doesn't activate.
But yeah, either way, from a balance standpoint I don't think it's going to hold up. You'll just blow through most enemies in the early game as soon as you get Tarhiel's sword.
Very cool idea for a mod, though. I really liked how always hit mods made it so that you actually had to try and manually dodge. It was exciting because Morrowind has hit reaction animations, so it incentivized moving around and not just standing still and holding the mouse button down. But, as you pointed out, it really did mess with the balance and level up rate.
This seems like a very smart solution to where you can get the best of both worlds. Awesome work.
would be neato if you could get big blood splatters for hits and smaller blood splatters for grazes, the advantage of vanilla over this is you get that visual feedback where you know youve hit cuz u can see blood
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Currently it overrides SI's guaranteed stealth hits from behind with glancing blows.
On another note, glancing strikes trigger standard hit sounds, not hand-to-hand ones.
So disable the mod or just the crit change while you are fighting werewolves.
E: ok it might have been something else in my modlist that makes werewolves do shitton of damage (I did up to 900dmg for Hircine's aspect). but disabling the mod for the final hunt actually made me finish it without getting killed by werewolves so there is that.
But yes, I think it would be better to fix the enchanted weapons, to make sure that glance don't activate the enchantment, or that it is weaker (which would be complicated to code), or that it comes out more rarely. I prefer the first option.
Because you are talking about a case where we are fighting a powerful enemy, but it doesn't change the fact that we will crush weak enemies very easily.
So you have to fix the enchantments, I think ^^
EDIT : Your archive is badly constituted, it must be formed like this:
Data Files\mwse\mods\zulliemw\gbac\main.lua
I suppose you could justify it by supposing you are hitting them with the weapon so poorly that the enchantment doesn't activate.
But yeah, either way, from a balance standpoint I don't think it's going to hold up. You'll just blow through most enemies in the early game as soon as you get Tarhiel's sword.
Very cool idea for a mod, though. I really liked how always hit mods made it so that you actually had to try and manually dodge. It was exciting because Morrowind has hit reaction animations, so it incentivized moving around and not just standing still and holding the mouse button down. But, as you pointed out, it really did mess with the balance and level up rate.
This seems like a very smart solution to where you can get the best of both worlds. Awesome work.
however it does nerf dodge mods and sanctuary effects in general, since those do not prevent all damage, only decrease it now.