2026-05-09T14:07:05 Coming back to this, I was implementing it this morning until I foudn that the "attack strength" is sent as 0 if the game originally intended the attack to be a miss. This is pretty annoying. 2026-05-09T14:07:05 https://cdn.discordapp.com/attachments/854806553310920714/1502673264869244950/image.png?ex=6a009108&is=69ff3f88&hm=b61f7717d143db786ac4d61d53a8dff061ef6f82ed478a5da41a0d57d1834e60& 2026-05-09T14:07:22 <.arrean> Oh yeah 2026-05-09T14:07:35 <.arrean> I forgot about it. I do some stupid stuff to fake that 2026-05-09T14:07:36 Which makes this 0 all the time :/ 2026-05-09T14:07:37 https://cdn.discordapp.com/attachments/854806553310920714/1502673395920142467/image.png?ex=6a009127&is=69ff3fa7&hm=e71632be600b1f1246ee095450a518d8bd50c64d3b8df9620d8536c974f64c9c& 2026-05-09T14:07:58 <.arrean> you've got two options 2026-05-09T14:08:08 <.arrean> neither is really good 2026-05-09T14:08:12 πŸ˜„ 2026-05-09T14:08:14 <.arrean> well three 2026-05-09T14:08:28 <.arrean> third one - fix that in Combat Interface, so we can get charge strength 2026-05-09T14:10:00 <.arrean> aside from that. 1. Listen for min attack and max attack animation keys, I'm not 100% sure how to communicate that info so that it is available in onHit. But also - you would need to hardcode time between min and max for any given weapon, cause there are no other keys between. So your "strength" would be a % of time between min and max that was spent before we got "release" or got into onHit 2026-05-09T14:10:32 <.arrean> I do a bit of that for ranged attacks 2. You take the weapon/h2h/creature/whatever damage table and roll the damage yourself 2026-05-09T14:11:07 <.arrean> I do the second one for the glancing blow mode - roll the damage multiply by 0.20 ship it 2026-05-09T14:11:26 <.arrean> not great, but I don't know if there's a better way right now 2026-05-09T14:12:42 <.arrean> may need to translate the page - but the animations groups and keys in question for #1 https://morrowind-nif.github.io/Notes_EN/module_2_5_1_1_4.htm?ms=CQAAAAAAAAAAAAAAAAAAAAAAAAAAAEAg&st=MA%3D%3D&sct=MA%3D%3D&mw=NDAw# 2026-05-09T14:13:03 <.arrean> Don't think you'd need what's in notes section there though 2026-05-09T14:13:42 <.arrean> > before we got "release" or got into onHit yeah, and "release" only exists for ranged weapons :/ 2026-05-09T14:14:28 I have my doubts that the repo maintainers would even approve of changing that in the API - even if it is more accurate and we're essentially losing the attack-pull-back strength on the Lua side. Quite annoying. I usually try to avoid making MRs if I can help it (the existing ones I made just simply don't exist in the game). It looks like (image attached) we can get the actual min/max times to compare 2026-05-09T14:14:28 https://cdn.discordapp.com/attachments/854806553310920714/1502675122576687266/image.png?ex=6a0092c3&is=69ff4143&hm=525ec08e15090cebd9bcdad39a8f6d2df0f53f883be96dd458aedbd606b6cca7& 2026-05-09T14:17:05 <.arrean> с++ side yeah. Those minKeyTime, maxKeyTime are not available in lua 2026-05-09T14:17:22 <.arrean> well, getTextKeyTime in general is not in any form 2026-05-09T14:17:35 This isn't the same thing? 2026-05-09T14:17:35 https://cdn.discordapp.com/attachments/854806553310920714/1502675906689499309/image.png?ex=6a00937e&is=69ff41fe&hm=0fb025651196c5531b230da753ee765bd404e8ccec679840ccc29f52d469d5ae& 2026-05-09T14:17:47 <.arrean> ... 2026-05-09T14:17:51 <.arrean> I'm either blind or dumb 2026-05-09T14:17:55 <.arrean> I'll take dumb today 2026-05-09T14:18:00 <.arrean> :doitswit: 2026-05-09T14:18:06 It's fine. Using the docs today has been a mental travesty. 2026-05-09T14:18:11 <.arrean> I didn't find it when I was looking for it 2026-05-09T14:18:41 <.arrean> That makes it easier then 2026-05-09T14:19:06 <.arrean> the tricky part is communicating it in such a way that that "time Spent charging" is visible during target's onhit 2026-05-09T14:19:46 For sure. I'm feeling like this is more work than it's worth dealing with the Lua side to get this value 2026-05-09T14:19:55 Because then I have to consider creatures too 2026-05-09T14:20:04 <.arrean> yup 2026-05-09T14:20:12 <.arrean> and those have their own animation groups and keys 2026-05-09T14:20:40 Then again, the docs do have this example which seems......... like it might be the solution 2026-05-09T14:20:40 https://cdn.discordapp.com/attachments/854806553310920714/1502676682803380404/image.png?ex=6a009437&is=69ff42b7&hm=b9e7d564b6874d029835ef8ba125dc08b4e178bbd1f621941022e47482934c7c& 2026-05-09T14:21:16 I mainly play this game for myself, so I'm partial just to modifying the custom C build I play on and move on πŸ˜„ 2026-05-09T14:21:43 <.arrean> Not sure if psychotic or absolute chad move :36vehks: 2026-05-09T14:22:28 <.arrean> Right, I was think via TextKeyHandler - cause you need to mark point in time when windup started and when attack was released 2026-05-09T14:23:20 I'll test it out real quick and find out I guess 2026-05-09T14:23:35 <.arrean> But there are ways. However - the thing I've sent you yesterday, I'm mostly through the refactor since. this is basically what I've resorted to doing for this 2026-05-09T14:23:36 <.arrean> https://cdn.discordapp.com/attachments/854806553310920714/1502677416219508898/image.png?ex=6a0094e6&is=69ff4366&hm=28afb410d166da22863ded847d7dfb4862ddcc527ad7d38040f17dc93a830835& 2026-05-09T14:23:36 <.arrean> https://cdn.discordapp.com/attachments/854806553310920714/1502677416563183857/image.png?ex=6a0094e6&is=69ff4366&hm=3ad42863cfd517bf10baabedfa0f0700241cf5de22896940b3acd0fc14a8ea2f& 2026-05-09T14:24:32 I was reading your code earlier today, I passed through that section on my drive so I definitely saw that part. Probably 2026-05-09T14:25:37 <.arrean> long story short - I get the attack type, get min and max damage for that attack type. decimal shift both values to int, and roll the damage via math.random. 2026-05-09T14:26:17 <.arrean> Since I treat this as "Actor fucked up the attack" - and multiply the result by 0.20 - it doesn't produce much variation and generally does what I want 2026-05-09T14:26:55 <.arrean> then apply armor and normal weapon resistance (if applicable) to it 2026-05-09T14:29:21 So you ignore how far the weapon is charged back? 2026-05-09T14:30:04 <.arrean> In essence yes, because I treat these attacks as "near misses" - meaning that whatever caused the attacker to miss also caused the strike to lose most of its strength 2026-05-09T14:40:20 Alright, this is a bit ridiculous. It can be done with the animation reads; but it's from the opposing perspective (you have to do it from the attacker and not the receiver which is counterintuitive because OnHit is from the receive's perspective). I'll just open an Issue to see if there is any opinions one way or another on if overriding strength to not be 0 for the API on misses will have ill effects or if there is a better 2026-05-09T14:40:20 alternative to implement on the C side for this. 2026-05-09T14:40:22 https://cdn.discordapp.com/attachments/854806553310920714/1502681640345010320/image.png?ex=6a0098d5&is=69ff4755&hm=a3c1b4479928461e4f174cc5c036c51aabf5d16f9589ee8c5838b862dc15c420& 2026-05-09T14:41:19 <.arrean> > from the attacker and not the receiver which is counterintuitive because OnHit is from the receive's perspective). yeah, that's why I've been saying -it would be tricky to communicate to the target 2026-05-09T14:41:43 <.arrean> Well, not to target 2026-05-09T14:41:44 Right, and I read it I just didn't think it would be a bit issue until I started typing it out in VSCode 2026-05-09T14:41:48 <.arrean> into target's onHit 2026-05-09T14:42:29 <.arrean> I use it to communicate the draw strength of a ranged attack to an actor that may try and block it. So they can guess at incoming projectile's speed 2026-05-09T14:42:50 <.arrean> but passing it into onhit, so it's visibile there for that attack specifically is yeah 2026-05-09T14:48:46 It's simply canceled out here and doesn't have any side effects when commented out. Weird. I'll figure this out though. The rest of it does seem Lua-doable though (from yesterday's conversations and examples you gave) 2026-05-09T14:48:46 https://cdn.discordapp.com/attachments/854806553310920714/1502683754731278468/image.png?ex=6a009acd&is=69ff494d&hm=bb78e84b0a73fc5ccecc8f90291b267acefcf1afc9f120826b2ff77e1387019e& 2026-05-09T14:51:03 <.arrean> Should be doable yeah. Specifically cause I do most of that (except skill scaling the damage on failed attack) in my mod 2026-05-09T16:27:46 Wasn't there a function added to reveal cells names on the map? 2026-05-09T16:32:14 <.arrean> If it was - I can't locate it in latest docs 2026-05-09T16:32:18 rip 2026-05-09T16:32:25 my memory betrays me 2026-05-09T16:33:25 <.arrean> Or my lookup skills suck. But nothing so far 2026-05-09T16:33:35 I also searched, no luck 2026-05-09T16:33:49 <.arrean> Shame 2026-05-09T16:35:54 <.arrean> Just to be clear - we are looking for a lua equivalend of fillmap, right? 2026-05-09T16:42:46 I'd really like to be able to re-evaluate the map image by cell :sadcat: 2026-05-09T16:46:02 Yeah, or really just individual cells would be what’s needed. 2026-05-09T16:46:13 Like β€œI’ll mark that on your map” 2026-05-09T16:46:32 Then for fill map we can just interact world.cells 2026-05-09T16:47:23 <.arrean> Right, yeah finding anything like that 2026-05-09T17:20:16 just found out about hot reloading :datchim: 2026-05-09T17:21:38 <.arrean> reloadlua 2026-05-09T17:21:39 <.arrean> ? 2026-05-09T17:30:30 You learn so much faster once you haverfs found this one ^^ 2026-05-09T17:51:14 real lol 2026-05-09T17:52:31 yes, I knew about it beforehand (used it to debug some mods) but I completelly missed the fact that it was a dev tool first and foremost 2026-05-09T20:43:22 So activators can have animations but not weapons? (I try to playgroup on a weapon in world) 2026-05-09T21:57:13 Seems reasonable to me 2026-05-09T22:00:46 I have add a spicy node in a weapon for when firing. But the animation is visible for the weapon in world. I was expecting being able to add an empty animation group and loop this animation when in world. My dreams are scattered πŸ™ 2026-05-09T22:01:29 You could place the sword as an activator and animate it if it’s not attached to the player 2026-05-09T22:02:02 <.arrean> I have a suspicion it's not a sword πŸ‘€ 2026-05-09T22:02:42 It's more or less what i have done : Switch all this weapons into activators and turning it back when needed. 2026-05-09T22:35:24 Our beloved openMW workarounds πŸ˜„ 2026-05-09T22:41:48 <.hemaris> there's some combination of flags and animation timings that lets this mod cause thrown weapons to spin only while in midair. i forget the details but you can probably figure it out by looking at the nif structure. there's no scripting involved 2026-05-09T22:43:10 Maybe not πŸ€·β€β™€οΈ https://discord.com/channels/260439894298460160/1168860358623100958/1502803024383316191 2026-05-09T22:43:30 somehow that mod broke again 2026-05-09T22:43:47 rotation is fine, idle position isn't 2026-05-09T22:44:11 Thank you, i have already dig into this mod, but nothing useful for me. 2026-05-09T22:45:46 I haven't checked nif parity in last updates, but it looks like an ouroboros πŸ™ 2026-05-09T22:47:53 <.hemaris> i wonder if collada can do anything different from nif which would be relevant here