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.
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?
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!
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.
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?
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
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. ;)
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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.
and also obsolete Fast Attack and Combo Master
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
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
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
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. ;)