isclaimer:
I'm not great at making animations. Some that are shipped with this version of the mod will look better than others. Overall look will also depend on which animation replacers/extenders you have installed. Most demo content you see on this page has been recorded using
Re-Animation by
Max Yari, and
Third Person Alt Attacks Re-Animation plugin by
Fallchildren.
Installation instructions:
- Un-compress the provided zip file
- Place the unpacked directory in a convenient location.
- Add the path to the uncompressed directory in OpenMW launcher "Data Directories" tab
- Enable provided ngarde.omwaddon and ngarde.omwscripts files
- If you're running NCG - enable ngardencgdescription.omwaddon file. This will make new block skill description match NCG.
- If you're running Skill Evolution - update to latest version for N'Garde interoperability.
- Enable "Use Additional Animation Sources" setting in the launcher
- Launch the game, go to "settings"->"scripts"->"N'Garde" and assign a parry hotkey
Requirements:
OpenMW 0.50+
Enable "Use Additional Animation Sources" in the launcher.
Main features
Active shield block and weapon parry:
- - Player vs NPC, NPC vs NPC.
- - Native block chance for shields fully disabled
- - Parry enemy melee attacks with shields or weapons
- - Block enemy arrows with shields
- - Melee combat distance keeping. Enemies will try to stay at their weapon range and try to avoid obstacles and ledges behind them.
- - Can only parry/block attacks from enemies that you are facing - parry arc is different by weapon type
- - Negate magical component of point enchanted weapon's damage if the attack is parried successfully
- - Negate magical component of AOE enchanted weapon's damage (disabled by default, magic VFX will still play)
- - NPCs can parry player and each other, NPCs can recognise threats, and parry attacks with "human-like" reaction time
- - Includes skeletons, dremora and other creatures that can wield weapons. Some creatures are blacklisted due to animation/behaviour incompatibility
- - Weapons differ in parry/defence effectiveness, shield and gauntlets vary in effectiveness by armor class
- - To prevent NPC turtling they have an internal parry cool-down
- - Higher skilled enemies will have lower cool-down, but will cower behind their guard less
- - Move speed penalty per weapon type when parry is raised
- - NPCs windup attacks for slightly longer to better allow for parry
- - NPCs try and keep their distance at the edge of their weapon range
- - Low skill enemies will have lower chance of even attempting to parry. This is additionally affected by current fatigue.
- - Perfect parry and "Weak" parry. Once parry is raised - defendant has small perfect parry window
Perfect parry and "Weak" parry. Once parry is raised - defendant has small perfect parry window.
- Perfect Parry becomes possible at configurable skill level, after which window length is determined by skill levels.
- If an attack is parried during that window - all damage is negated and the opponent is staggered
- Affected by block skill + "parry tool" skill (block for shield, or related weapon skill)
- Once window ends - parry becomes "weak", and amount of damage it is able to negate is determined by skill levels
- If an NPC perfect parries player, they attempt a counter attack
Stagger:
- From perfect parry, or regular hits. While staggered NPCs and Player can't attack or parry
- To prevent stunlock stagger has a cooldown of 0.4 to 2.2 seconds based on endurance, strength and block skill, higher is better.
HandToHand block and Iron Palm:
- Can parry h2h attacks with bare hands, and can parry weapons while wearing armored gauntlets/bracers
- "Iron Palm" Becomes feasible at configurable skill level. Parry enemy weapon attacks with your bare hands.
- Live out that DnD monk fantasy
- Block with your hands if you get into a fight while holding "non-suitable items" such as throwing weapons, lock-picks or probes
Optional - Misses and Fumbles:
- "All attacks hit" mode, disabled by default - a missed attack becomes a "fumbled attack" deals a maximum of 20% damage and doesn't grant skill XP to the attacker.
- If "strength affects h2h damage" is enabled in launcher - missed h2h attacks lose strength bonus, but instead only get reduced to 40% damage.
- Takes "normal weapon resistance" and armour into account.
- While disabled attacks that are missed can still be parried, or perfect parried to stagger the opponent.
Optional - Quick Mode:
- Normally actor is considered "parrying" when the parry is fully raised. - when animation end is reached.
- Quick mode changes that to the start of parry animation. If you are playing on mobile, on very low fps, or generally struggling with parrying enemy attacks - this one may be for you
Documentation:
See mod's wiki
https://gitlab.com/Arrean/openmwluaparry/-/wikis/Home
Compatiblity:
# Playtested and compatible with:
-
Mercy
-
HBFS
-
Natural Character Growth Load additional ngardencgdescription.omwaddon if you're running NCG for matching block skill description.
-
Skill Evolution - Update SE to latest version to be fully compatible, and N'Garde supports custom parry feats with SE enabled.
-
Take Cover.
-
Friendlier Fire
-
Iron Fist
-
GRIP
-
Maxar's Timed Attack
-
Devilish Sheathe your Weapon
-
Disarm them all - compatible, with interop. on perfect parry disarm is not possible. Load N'Garde after Disarm them all
-
Gothic Style Knockout - now compatible, thanks to the fix submitted by Foxunder
-
Dual Wielding
# Fully replaces:
-
Shields Up, and similar active blocking mods.
# Not Compatible
- Path of the Incarnate modlist. POTI 2.1 Ships with old Version of Skill Evolution, make sure to update it to avoid "I can't parry but NPCs can" bug and to ensure that SE supports N'Garde skill feats
- CHIM 2090 - we are doing similar things but in very different ways. Choose one or the the other.
# Generally
Seems to be widely compatible and was written in a way that ensures that if another mod is not doing the same thing, and not doing anything silly - N'Garde should work. Load N'Garde after other mods that add onHit handlers in your load order
Save to add or remove on an existing save.
Other mods that modify NPC in combat behaviour may cause issues, but so far none major have been reported.
Please report any compatibility issues you find here, or in mod's thread on OpenMW discord server.
Credits
S3c:tor, for guiding me to some of the implementation details and ideas (check out CHIM 2090)
Ownlyme, for the raycast script, even if I hacked it to pieces, and for settings
SaintJ, for 3rd person H2HBlock Animation
Greatness7 for the nif of additional bones used to spawn vfx
Axemagister author of MGE XE mod "Impact Sounds" for the sparks VFX
Xerxse for inspiration and Shield Raised animation.
Cybvep - skill effect formula testing and design
Entirety of OpenMW discord server for fun times and support along the way
SFX By Dragon-Studio and Freesound-community on pixabay