Morrowind
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Refolde

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Refolde

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7 comments

  1. ReverendFelix
    ReverendFelix
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    • 9 kudos
    I'm feeling 'boots of blinding 1,000 stabs' comin' on!
  2. MoralMonster
    MoralMonster
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    • 1 kudos
    To make this mod work with NPC/creatures, you need to change two GMSTs which add delays between AI attacks. fDelayCombatNPC and fDelayCombatCreature. or something like this. Otherwise their attacks themselves will be fast, but it won't help the overall gameplay due to that delay.
    1. Refolde
      Refolde
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      • 2 kudos
      Thanks, that's nice to know. I'm not sure if I'll be doing much with this information at the moment (and if I do I'll have to do some experimenting), but I'll keep it in mind.
    2. MoralMonster
      MoralMonster
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      • 1 kudos
      Ok, as you wish. However, one more thought from me: if the documentation is right, you don't need to make a special bonus to hand-to-hand damage to compensate the lacking of your attack speed bonus. The attackStart event in MWSE works for hand-to-hand attacks the same way as for any weapon attack: https://mwse.github.io/MWSE/events/attackStart/
    3. Refolde
      Refolde
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      • 2 kudos
      Unfortunately through my own testing so far using extreme Speed and Magnitude values, hand-to-hand swings appear to just swing at the same speeds.

      As for the GMSTs, I'm currently experimenting with them, but it involves changing them in game whenever an enemy attacks, which is kinda unwieldy and probably dangerous, though I try to make sure they're reset to their default values after combat. This can also get kinda weird if multiple creatures/NPCs are involved in a fight. I don't know if there's a way to individualize the delay for individual actors.
  3. Broccolihead
    Broccolihead
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    • 1 kudos
    Does this adjust with spells and items or is it base speed?
    1. Refolde
      Refolde
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      • 2 kudos
      It should be based on whatever your current Speed is at the moment, so any buffs or debuffs to Speed will be taken into account.