When I hold down the right mouse button my character briefly holds the shield up then lowers it but it still keeps my block skill at 10000 till I let go of the button.
**I fixed this by using the link to the latest version of openmw on their site instead of grabbing the latest pipeline off github
Looking to use this with OpenMW VR. Very niche, I know.
I know it has provisions for swinging a weapon to attack instead of clicking a button. Any idea if this would work by raising the shield arm in lieu of a button press?
Well yes I do have a pretty good looking setup but that's because I made my own terrain replacers etc etc, I might release them one day but rn it's still in the tweaking and tinkering stage
Does anyone else have the issue that the newer test builds do not launch? I can't find anything about that online. Deleting my openmw folder did not change anything. The regular version 48 launches perfectly fine.
How does this compare to Shields Up? I haven't used either of those mods but on Shields Up's comment page someone said it's OpenMW compatible. I'm thinking about adding one of them to my load order.
fair enough! My suggestion would be that each block drains your fatigue, and once fatigue drops to zero, blocking is disabled (perhaps for a few seconds?)
Hi. Great mod! It's amazing what is being achieved with the arrival of LUA to OpenMW.
One recommendation: it would be interesting to put a limit on the amount of fatigue consumed by using the shield. I play at a high difficulty level and, despite my character having more than 500 fatigue, a single hit drains it completely, even with enemies that are not extremely powerful. Perhaps a limit of a maximum of 10% of the character fatigue per blocked hit could be interesting :)
In my opinion, blocking only 4 hits per fight and also losing all your fatigue in the process would make the mechanics of this mod a very big disadvantage compared to the vanilla mechanics, especially at high levels of the shield skill.
Perhaps the solution has to be something in between, such as using a base 100 shield fatigue cost minus half the character's shield ability.
As of right now you can block every attack in combat, keep in mind that in the code itself it doesn't drain any fatigue, that's the vanilla feature, I might make it drain less based on the block skill however I'd need to find a way to keep track of the players block skill as well (in the future the plan is to probably set everyone's block to 0 so automatic blocking isn't a thing) then using that number that's being tracked I can make certain buffs to for example how much fatigue is drained, how fast you can move while blocking etc etc
34 comments
**I fixed this by using the link to the latest version of openmw on their site instead of grabbing the latest pipeline off github
I know it has provisions for swinging a weapon to attack instead of clicking a button. Any idea if this would work by raising the shield arm in lieu of a button press?
One recommendation: it would be interesting to put a limit on the amount of fatigue consumed by using the shield. I play at a high difficulty level and, despite my character having more than 500 fatigue, a single hit drains it completely, even with enemies that are not extremely powerful. Perhaps a limit of a maximum of 10% of the character fatigue per blocked hit could be interesting :)
I wouldn't necessarily cap fatigue at 10% though, perhaps 25% fatigue cap is more reasonable?
Perhaps the solution has to be something in between, such as using a base 100 shield fatigue cost minus half the character's shield ability.