Hello! Hope you're doing well Kreeps. I've been testing out your mod for a while now and enjoying it quite a lot! I'm wondering if you can provide any insight into how this will work alongside mods that rebalance NPC and creatures stats/spell lists/etc. Will there be compatibility issues? Thx.
I never tried some rebalancing for stats, just there is too much to go thru and bugtest lol. That is why I made my mod lightweight as possible. Due to its lightness, feel free to edit it and share your results. With a lil credit you will help me become immortalized. Thanks much luv
I'm really liking this, no problems I've seen on OpenMW 0.49 dev build. I really like how at first any weapon seems accessible but stats are still in play: you can't just go wild attacking or even trying to keep out of range by running backward. Entering a tough battle unprepared can be deadly - you get tired too quickly and you go down. You go down, you go dead.
I think the perfect polish for this mod (or pairing if the author is finished) would be a range overhaul much like "Real Weapon Range" but including differences in fatigue use for each weapon. So, a dagger will be far faster and eat up less fatigue but you've got to get very close. Knowing you can't just keep running backward after a strike, planning here is needed to keep from tiring out. Similarly, a spear would have massive range but at a cost. You might find yourself having to switch to a shorter, lighter weapon to finish the fight so you don't tire out.
The system has potential to be a great blend of the old and new, hope the problematic feedback thus far doesn't discourage you!
I took a break a bit. I just been thru some bad times. My Mod isn't meant to be a complete with all the weapons that will make it non moddable. You can add other mods to work with it just leave it at the bottom. Its meant to be light weight. Thanks anyway
this is bugged on .48 and the most recent dev build. when i move, the block skill switches between "not parrying" and "parrying" many times per second. when i load up .47, it seems to work fine.
Thanks for the mod. I have been enjoying playing with it a lot. However, I can't get climbing to work. Is a specific version of OpenMW required? I am using 0.46.0 linux binary.
Weird, I removed all mods except this one, started a new game, but still, climbing does not work for me. EDIT It works, but sometimes I need to "sheath" and "un-sheath" my hands for it to work.
The most important parts of your mod seem to work just fine. I really like the fatigue mechanic. I'm going to experiment with it on my new playthrough and tell you if something goes wrong.
Edit : I managed to climb but it's very unstable. What i have to do is keep walking against a wall with fists lowered, raise my hands while walking against the wall, then look slightly up, not vertically or i fall. It's not functional as i can't look up at my destination and there are great chances that i fall and take damage. Hope you did not do it on purpose, it's really counterintuitive ! Also a climbing icon would be a plus. Edit : For some reason now climbing works fine. Not a big fan of having to raise my hands while already walking against the wall though. Also i guess it is impossible to climb down, but in a sense it prevents climbing from being super op. Edit : Ok so sometimes it works, sometimes it doesn't. Depends on the wall in think. I'm gonna play as if there was no climbing because i want the other features, but i'd be glad to see a modular version !
I like the idea behind the mod, but could you try releasing a modular version? Currently I don't think it could be put together with 'Regen and Stamina Overhaul' Link
Sitting ducks do actually get hit all the time so try moving bro. This is like the worst feedback ever. If i try to make a mod that removes your missing rate and makes you only miss when tired and npcs still have a dice roll is so unbalanced. If you think its to hard there are many other mods out there. I gave the npcs 50 fortify attack and you are still complaining, jeez.
30 comments
I think the perfect polish for this mod (or pairing if the author is finished) would be a range overhaul much like "Real Weapon Range" but including differences in fatigue use for each weapon. So, a dagger will be far faster and eat up less fatigue but you've got to get very close. Knowing you can't just keep running backward after a strike, planning here is needed to keep from tiring out. Similarly, a spear would have massive range but at a cost. You might find yourself having to switch to a shorter, lighter weapon to finish the fight so you don't tire out.
The system has potential to be a great blend of the old and new, hope the problematic feedback thus far doesn't discourage you!
bit sad...
However, I can't get climbing to work. Is a specific version of OpenMW required? I am using 0.46.0 linux binary.
EDIT
It works, but sometimes I need to "sheath" and "un-sheath" my hands for it to work.
The most important parts of your mod seem to work just fine. I really like the fatigue mechanic. I'm going to experiment with it on my new playthrough and tell you if something goes wrong.
Edit : I managed to climb but it's very unstable. What i have to do is keep walking against a wall with fists lowered, raise my hands while walking against the wall, then look slightly up, not vertically or i fall. It's not functional as i can't look up at my destination and there are great chances that i fall and take damage.
Hope you did not do it on purpose, it's really counterintuitive ! Also a climbing icon would be a plus.
Edit : For some reason now climbing works fine. Not a big fan of having to raise my hands while already walking against the wall though. Also i guess it is impossible to climb down, but in a sense it prevents climbing from being super op.
Edit : Ok so sometimes it works, sometimes it doesn't. Depends on the wall in think. I'm gonna play as if there was no climbing because i want the other features, but i'd be glad to see a modular version !
This mod makes you a sitting duck to ranged attacks. The melee combat is cool, but when you add in magic and bows it makes melee too vulnerable.
okay, sorry :((((((((((((((((((((