0 of 0

File information

Last updated

Original upload

Created by

Merlord

Uploaded by

Merlord

Virus scan

Safe to use

Tags for this mod

33 comments

  1. Shyzar
    Shyzar
    • member
    • 0 kudos
    What does 1000 distance units actually mean in game? I want to understand when my damage starts falling off.
    1. CountSaerix
      CountSaerix
      • member
      • 0 kudos
      was wondering this myself, did some digging and found that at least in openMW (and i assume original) the interior tiles are 256 units long and characters are on average 128 units (estimate 6 feet). further 70 units is just above a meter. so hopefully that helps people get a gage of the base drop off of 1000 units being just under 4 interior tiles long. 
  2. Strix2206
    Strix2206
    • member
    • 42 kudos
    Best archery gameplay mod :D Tnx!
  3. KamonnaTongue
    KamonnaTongue
    • member
    • 0 kudos
    Is it possible to use this awesome mod with Next Generation Combat?
  4. Oppapi
    Oppapi
    • member
    • 0 kudos
    Does this mod take stamina into account? I feel like it makes a lot of sense for you to either be dealing less damage or just be less accurate at lower stamina... Sort of like how vanilla handles RNG.
    1. Merlord
      Merlord
      • premium
      • 315 kudos
      Everything vanilla takes into account for hit chance is included in the accuracy calculation, including fatigue levels
  5. Influenced
    Influenced
    • member
    • 2 kudos
    Does Fortify Attack factor into the accuracy formula?
    1. Merlord
      Merlord
      • premium
      • 315 kudos
      Yes. It uses the same algorithm vanilla uses to calculate hit chance, so it includes fortify attack, fatigue etc. 
  6. cubanbface
    cubanbface
    • member
    • 12 kudos
    Thank you Merlord! I now  have this on my list instead of your older Marksman rebalanced.
  7. SexyLezo
    SexyLezo
    • member
    • 2 kudos
    Do I have to start a new game for this to work?
    1. Merlord
      Merlord
      • premium
      • 315 kudos
      Nope!
  8. HandsomeOre
    HandsomeOre
    • supporter
    • 4 kudos
    Compatible with N'wah Shooter - Marksman Overhaul?
    1. Warforyou
      Warforyou
      • member
      • 1 kudos
      second this
    2. HandsomeOre
      HandsomeOre
      • supporter
      • 4 kudos
      Excellent
  9. AutumnBramble
    AutumnBramble
    • supporter
    • 17 kudos
    Oh this is brilliant. The dice-roll on melee combat makes sense because unless someone manages to make damage scale based on your skill, your actual weaponskill would be pointless. Melee in Morrowind works on the assumption of character skill over player skill, and other than some cheese strats and knowing when to use potions or enchants or w/e that's fine that's great that's how it works. (that skill of 60 in melee works just about as well as 70 or 80 and it makes the bell curve really funky is another issue alltogether but whatever)

    But marksman already requires you take your projectile's trajectory into account, it already requires an amount of player skill. For it to ask for a player skillcheck and THEN roll a character skillcheck ontop of that (plus losing ammunition with each attack) made Marksman kind of a wash at anything but 60+ level.

    This is a great idea, I'm very excited for this.
    1. Warforyou
      Warforyou
      • member
      • 1 kudos
      I've mentioned this a few posts above, but "4NM combat" does implement always hit and scales damage with your corresponding skills and attributes
  10. Artalor
    Artalor
    • member
    • 0 kudos
    Great mod! Thank you, Merlord. I like it how bolts and arrows behaves now, actually changing flight trajectory.

    I wonder if it possible to do something similarly clever with melee?
    1. Vengyre
      Vengyre
      • member
      • 25 kudos
      Forcing you to drag your mouse to make hits, like in Daggerfall, and drag the cursor further at the low skill?  
      Sounds like nightmare, but I'd at least try it!
    2. icedragond2
      icedragond2
      • member
      • 0 kudos
      Instead of daggerfall style cursor dragging, would it be possible to implement a Mount and Blade style to determine hit direction? Morrowind already has the animation for side cuts, overhead slash, and forward thrust just like mount and blade, and always though it would be cool if in a system like that you weapon skill modified swing speed and stamina use per swing to balance out removing hit chance.
    3. Warforyou
      Warforyou
      • member
      • 1 kudos
      I believe that 4NM combat mod that exists there on Nexus does just that (always hit, weapon skills affect swing speed and damage dealt)