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SilverKnight16

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Think always-hit mods feel too easy? This may be for you.

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So, let's be real:  some aspects of Morrowind haven't exactly aged the best.  If you're like me, and have tried multiple versions of those "higher/100% hit chance" mods but end up feeling that it completely unbalances the game, this may be for you.  It has two ESP files:

Juggle Me Not:  A janky workaround mod to prevent/lessen stagger-locking enemies during melee encounters, so that combat doesn't feel completely trivial when you're armed with a butter knife.  It gives both creatures and NPCs -10 combat delay, which means that once they start attacking, they don't stop.  Ever.  Three things of note:
  • This makes the game way, WAY harder, especially against groups.  I very much recommend using Fast Casting through MCP, or the Quick Spell Casting mod for OpenMW that mimics this effect, or you WILL get stunlocked 100-0 trying to cast a single spell.  (Remember, janky workaround--I couldn't find a way to prevent your OWN stagger on melee hit, so...yeah.)  Also, get used to kiting.  A lot.
  • This does not prevent stagger-locking with ranged weapons, because they haven't started an attack animation yet.  However, given how quickly you will die (and you WILL die) against some enemies, it almost feels like a well-deserved cheese strat to get around getting steam-rolled by some NPC machine-gunning you down with a barrage of 2H axe swings.  Fear the spear.
  • If you're using OpenMW with this, it seems to work a bit differently.  I haven't exactly dialed in why or how, but I suppose the combat delay option is different via OpenMW vs Vanilla.  The long and short of it is, there is still a chance that you can stagger enemies in melee combat, but it's fairly uncommon, and quite frankly, I would be fine with the occasional melee stagger on the vanilla engine, too, but again--janky workaround mod.
Less Insane Skillups:  Does what it says on the tin.  Since you're hitting 100% of the time, your skills level at, frankly, insane rates.  This helps balance it, by putting nearly all weapon/armor rates at 0.4 value per hit (down from I think 1 or even 1.5?), with hand to hand and dagger being a 0.2 value, since their attack speed is comparatively faster.  There are other mods that do this, as well, and probably in better detail, which is why this is separate from the other mod.

I made these for my own use while trying out multiple mods, and while for Vanilla, I've settled on using Kezyma's Mechanics Remastered (which does a WAY better job of handling the whole stagger-locking thing), there is no OpenMW variant available.  I figured, if nothing else, maybe this will be useful to get closer to the gameplay/difficulty curve you're wanting until a better-made solution is available, because my smooth-brain certainly doesn't have the coding know-how to do it lol