Morrowind

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Solthas

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Solthas

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About this mod

(Combine with Weighty Charged Attacks!) Turn your charged attacks into parries! You'll be slowed while you're charging them up depending on weapon weight and your strength, but you'll get a different defensive buff afterward, depending on weapon weight and your charge time, and depending on whether you're moving backwards or side to side!

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Note: This mod's been bundled up with most of my other mods into one easy to use Combat Pack!

Charge Attack Parry
For OpenMW 0.48.0+


(Combine with Weighty Charged Attacks!) Turn your charged attacks into parries! You'll be slowed while you're charging them up depending on weapon weight and your strength, but you'll get a different defensive buff afterward, depending on weapon weight and your charge time, and depending on whether you're moving backwards or side to side!

[RECOMMENDATIONS]
My other weapon-combat-buff mods may be used with this one! Weighty Charged Attacks in particular is highly recommended.
Timed Directional Attacks: Time your attacks well for buffs depending on which directional attack you use.
Staff-Spell Stat Buffs: Get spellcasting bonuses if you use a staff when you start spellcasting. Or at least have one equipped.
Weighty Charged Attacks: Get extra weighty charged attacks, slowing you while you charge up, in order to get grounded accuracy buffs, or jumping strength buffs.
Charge Attack Parry: Turn your weighty charged attacks into backpedaling blocks or sidestepping dodge attacks.

[INSTALLATION]
Note: This mod only works with 0penMW 0.48+, and is only tested on OpenMW 0.48.0.

Unzip the mod subdirectory wherever you put your mods, or on a datapath listed in openmw.cfg (default Windows location C:\Users\...\Documents\My Games\OpenMW), and check the checkbox in OpenMW Launcher > Data Files > SolWeightyChargeAttacks.omwscripts

[DESCRIPTION]
This mod uses what Lua API hooks currently exist for OpenMW 0.48 to debuff you while you're charging an attack, and buff you for a short duration once you release it, depending on whether you are moving backwards or sideways at the time of release.

As it stands, the buffs are as follows:
  •     While charging, lose speed and armor skills, scaling with (1+sqrt(weaponWeight)) and with (50/strength).
  •     On release, buff, scaling with (1+sqrt(weaponWeight)) and min(2, chargeTime*weaponSpeed).
        If moving backwards at all, buff armor skills. If moving side to side, buff agility.

    
The logic is as follows: Charging up for a well timed parry exposes you to danger and keeps you from dodging well, if you mistime it. You can either put that focus into dodging or blocking. That's how it's supposed to feel at least.

[IMPLEMENTATION]
Every frame, the script checks whether you're using the use action. If so, then the very first frame of that, it checks if you've got the correct weapon setup. If so, it debuffs you and sets your state as "charging". Then, when you release the use key, on the first frame of that, it kills the "charging" state, removes the debuffs, and applies the buffs, triggering a timer to them remove them after buffDuration has passed.

[CONFLICTS]
I hope there aren't any. I've set this mod up so that it doesn't change any values absolutely, and so that it tracks its state internally. I suppose it'll conflict with mods that change how you charge attacks.

My stat / attribute change mods conflict with the non-Lua version of Natural Character Growth and Decay.