Hate that almost every other combat mod is a straight removal of hit chance in an attempt to make the combat more "action based", but then again, I likely wouldn't have ever found out about your masterpiece of a modpack otherwise. I like that something was finally done with directional and timed attacks, and how you've created plenty of new mechanics to work with. Unlike most others, you went ahead and kept the randomness of the game that makes it fun while ironically still making it more action based than any mod I've ever seen. Thank you for your work
Really can't express how happy I am that RU-vid decided to chuck this at me today. These mods recognize what Morrowind's mechanics actually did well and leans into that stuff rather than being embarrassed about how Morrowind plays like most mods seem to be.
A cool directional attack system would be a minor debuff-based system. It'd pair nicely with a timing system that provides self buffs on execution. Things like thrust->slash applies damage attribute agility (tripping) or slash->chop applies damage attribute strength (disarm). Almost the inverse of this system in a way. It'd require some tuning to figure out which combos would pair best with which playstyles/weapons but I could see it giving suboptimal attacks purpose, especially in the early game where you tend to spam attacks the most. The system could also scale off weapon skill so that it stays relevant at later levels. You could use the same "perfect attack" timer to detect the combo string and it would incentivize accurate timing even further while also introducing a risk-reward system on top of it. Want a combo with maximum hit chance? You risk missing the perfect timing window and getting no combo at all. Want to guarantee the combo by swinging faster? You'll apply the effect but won't get the better hit chance. Players could mix up the speed to get the most out of combos. A quick thrust->chop->slash to sunder (disintegrate) armor and then perfect timed best attacks to do maximum damage. Something like that. Anyway, I'm rambling. This mod looks really cool and I'll need to try it out when I get home today. I've been on a bit of a coding spree lately so I might try to get a single combo working in the next couple weeks.
My original plan was actually to have debuffs depend on where on the enemy you attack. Attack their "legs"? They lose agility. Etc. Uh, turns out not only is the vector math a little complicated, but the openMW lua support at the time made it difficult to access the traits of entities you hit. I like your idea though. Sounds fun.
My goodness this is amazing thank you. I should learn something about modding as a hobby just incase we need more bois in the future to keep this train goin!
would love to see development of directional attacks, perhaps that would make them more useful over single best damage attack. idk how to achieve this tho, mount and blade also had directional blocks, but morrowind lacks such mechanic
Hey this is a cool mod - i like how the movement options have changed how i behave in game. I had an issue - big error almost messed up my whole weekend. some ERROR comes up where my ARMOR skills would go to either 0 or 10,000. it was obviously an issue with either Times or Weighty attacks. When those numbers started flashing and changing something may have gotten stuck, like when you get 'drain attribute' while being fortified. Or maybe the scripts were overlapping with each other? i just had to turn both of them off. The SWAP weapon stat change too - that kept changes and made perm changes. Skills effected, several attack skills would gain levels on every swing, event with no hits ... just punching air made my weapon skills in 5 different skills FLY up. funky error. OMW 48
Using that sorta default or whatever over the shoulder mod that came with OpenMW? I think I modified it so that it stays over the shoulder at all times. Just needed to edit a couple values in the lua script.
LUA mods intended for original engine and MGE XE/MWSE dont work on openmw. they have to be converted or remade. the lua functions for openmw are very new so there isnt much yet
Nah because it still has dice roll mechanics. It's more like "random mechanics that sounded fun at the time implemented via janky stat changes 2023". The link to the mod is in the description.
I know OpenMW works on Android. I see no reason why my combat pack wouldn't. It might be difficult to control though. I do not know how the android control surface is set up, and a couple of the mods require combo inputs.