0 of 0

File information

Last updated

Original upload

Created by

Archimag

Uploaded by

Archimag

Virus scan

Safe to use

93 comments

  1. LunarRarraR
    LunarRarraR
    • member
    • 0 kudos
    Why i become immune to melee weapon deamage after parry? Shoud it work like this?
  2. sdakis
    sdakis
    • member
    • 0 kudos
    The mcm settings like the dodge keybind reset when i reload the game. Any fix for that?
    1. jdenizio5
      jdenizio5
      • supporter
      • 0 kudos
      i'm not able to dodge at all, for some reason. it was working the other day and now when i press my keybind, it doesnt work.
  3. sdakis
    sdakis
    • member
    • 0 kudos
    Is this safe to install mid-playthrough?
    1. Archimag
      Archimag
      • premium
      • 86 kudos
      yes
  4. Xenobibliographer
    Xenobibliographer
    • member
    • 0 kudos
    can this be used in conjunction with a shield mod like Shields Up? I have both installed and it seems to be working ok. Is it this mod or Shield's Up that gives Sanctuary when crouched with a weapon out but not a shield? 

    edit - I tried it, it doesn't really work. There aren't actually any conflicts that I noticed it's just that your block is 0 when not crouching so the parry system for the PvP mod doesn't work at all with the Shield's Up mod on.
    1. Archimag
      Archimag
      • premium
      • 86 kudos
      https://www.nexusmods.com/morrowind/mods/51027
    2. Xenobibliographer
      Xenobibliographer
      • member
      • 0 kudos
      oh wow thank you! Is there a way to see what's included in this PvP mod out of the 4NM mod pack? I see there is a mod for dashing but thats fully included with this one right?
    3. Archimag
      Archimag
      • premium
      • 86 kudos
      yes, dashes are included in pvp,
      and also obsolete Fast Attack and Combo Master
    4. Xenobibliographer
      Xenobibliographer
      • member
      • 0 kudos
      Oh I see now that this is older than the main one. Do you think the combo master controls/commands listed in the description of the stand-alone Combat Master mod page are still generally accurate to what you can do with this mods version of it? I really like how relatively little this mod changes while still making combat dramatically more complex. It's awesome!
    5. Archimag
      Archimag
      • premium
      • 86 kudos
      More precise description:

      https://docs.google.com/document/d/1qMw2ImQWBB66loFW2FPuhduBr6Cn5P_j/edit#heading=h.3whwml4

      You can combo with any kind of attack except spamming thrusts and spamming chop attacks
  5. dandelion6
    dandelion6
    • member
    • 0 kudos
    This mod is very nice, I can defend like what I do in the Skyrim!!! 
    1. dandelion6
      dandelion6
      • member
      • 0 kudos
      When I defend from the enemy, I found the flame nifs(file form), very detail. Gorgeous!!!
  6. Nymeriss
    Nymeriss
    • member
    • 0 kudos
    Any chance this could be ported to OpenMW?
    1. Archimag
      Archimag
      • premium
      • 86 kudos
      There is a chance, their engine is slowly developing:
      https://www.youtube.com/watch?v=MObgsQn9B9Q

      ask the developers on their discord - maybe they can add the missing features
      https://discord.gg/openmw-260439894298460160
    2. nubienz23
      nubienz23
      • member
      • 1 kudos
      been almost a year, anything ever come of this
    3. GalapagosGary
      GalapagosGary
      • supporter
      • 0 kudos
      There's an OpenMW mod that adds impact effects when your weapon hits another weapon or certain in-game defined materials. If the Lua scripting has that capability I'm sure it's possibly to add an effect that would trigger the block animation when two weapons collide. There's also a few mods adding different enemy A.I behaviors that are situational. Give it another year and I think we will see something similar.
  7. Ceasare
    Ceasare
    • member
    • 3 kudos
    Frequent attacks for enemies are really game changer but its possible add a extra slider to change or edit its frequency like from 1 to 100 or 10 something like other slider you added in your mods instead of turning on and off .Because sometimes it feels to overwhelming or its even possible to edit frequency in this way?
    1. Ceasare
      Ceasare
      • member
      • 3 kudos
      Great you updated mod thank you archimag
  8. Ceasare
    Ceasare
    • member
    • 3 kudos
    Great mod.Can you add parry mechanic for creatures too.For example parrying nix hound attack or werewolf attack with melee weapons?
  9. Cerckat96
    Cerckat96
    • member
    • 1 kudos
    I have to be honest, PERSONALLY I didn't love the mod, although I highly praise your skills as a modder, I think this mod is excellent but I don't like mods that add a lot of very complex mechanics to the game.

    having said that

    This mod could solve the fundamental problem that this game has had since its conception. Would it be possible to convert the failed attacks of the vanilla game into parries or dodges using this mod as a framework? 
    I tried to take a look at the script you used but I got lost.

    The failed attack on the crabs could spark sparks in their shell
    perhaps the mod can detect if the actor is wearing chest armor and project sparks into the armor on each miss attack
  10. 77cats
    77cats
    • premium
    • 7 kudos
    I realised I hadn't endorsed the mod yet, it's now done!

    Archimag, it would be nice if we could map the parrying action to the mouse. It seems it only recognises the keyboard inputs.
    The author of Real Time Blocking managed to get their mod working with keyboard and mouse, so it should be possible. ;)