2026-03-11T01:02:18 is the length of the parry window dependent on your block and/or weapon skill? 2026-03-11T01:02:24 <.arrean> yes 2026-03-11T01:02:31 dope 2026-03-11T01:02:39 <.arrean> and current fatigue 2026-03-11T01:05:24 <.arrean> to clarify - you can hold normal "guard" for as long as you want, for now. "perfect parry" window is 0.0seconds + curved(weapon) *0.6 + curved(block) * 0.2 . All of that multiplied by current fatigue percentage of max. curved in current implementation means that every next 25 skill points are 9% less effective towards this calculation. So e.g. skill of 50 will not provide 50 points, but ~47 2026-03-11T01:05:48 makes sense 2026-03-11T01:06:01 <.arrean> I'm actually about to drop skill impact on perfect parry about in half, they feel too long 2026-03-11T01:54:27 i wanna showcase my l10n-less localization method -- Localization tables local translations = { German = { } local function detectLanguage() local adventurer = core.getGMST("sCustomClassName") --print("TEST1: '"..adventurer.."'") local yes = core.getGMST("sYes") --print("TEST2: '"..yes.."'") if adventurer == "Aventurier" then return "French" elseif adventurer == "Abenteurer" then 2026-03-11T01:54:28 return "German" elseif adventurer == "Poszukiwacz przygód" then return "Polish" elseif adventurer == "Авантюрист" then return "Russian" elseif adventurer == "Aventurero" then return "Spanish" elseif adventurer == "Avventuriero" then return "Italian" elseif adventurer == "Kalandozó" then return "Hungarian" elseif adventurer == "Dobrodruh" then return "Czech" elseif adventurer == "冒険者" then 2026-03-11T01:54:28 return "Japanese" elseif adventurer == "Adventurer" then return "English" end -- fallback if yes == "Oui" then return "French" elseif yes == "Ja" then return "German" elseif yes == "Tak" then return "Polish" elseif yes == "Да" then return "Russian" elseif yes == "Sí" then return "Spanish" elseif yes == "Sì" then return "Italian" elseif yes == "Igen" then return "Hungarian" elseif yes 2026-03-11T01:54:29 == "Ano" then return "Czech" elseif yes == "はい" then return "Japanese" end return "English" end local language = detectLanguage() LOCALIZATION_FOUND = translations[language] and true or false -- getting the setting before the settings load local tempSection = storage.playerSection('SettingsPlayer'..MODNAME.."General") local tempValue = tempSection:get("USE_TRANSLATIONS") S_USE_TRANSLATIONS = tempValue == nil or 2026-03-11T01:54:29 tempValue function L(key, fallback) local language = S_USE_TRANSLATIONS and language or "English" local lang = translations[language] if lang and lang[key] then return lang[key] end return fallback or key end 2026-03-11T02:36:32 https://www.nexusmods.com/morrowind/mods/45902 Updated to use new creature bindings, allowing all NPCs to be captured with their name. 2026-03-11T04:08:53 Playing around with a shader "rope cable" for the grappling bracer. Occlusion is still wonky in third person when you rotate the camera. The rope also highlights the positional drift that happens when the player interacts with objects and terrain; the player's left/right and forward/back positions shift in ways that feel off. Feels like there should be some kind of "gravity" pulling the player toward the point they 2026-03-11T04:08:54 actually targeted. Right now the rope's anchor point while rappelling goes from the targeted location to above the player's head. Ideally I'd love to attach it to the bracer's barrel instead, but I'm not sure how to assign shaders to bones or anything like that yet. I'd also imagine the arm wearing the bracer would be extended overhead while hanging, since it'd be supporting the body's weight. I'm open to suggestions on how to improve 2026-03-11T04:08:54 things or methods for attaching shaders to bones. https://youtu.be/WG5YdUHE5o8 2026-03-11T11:49:47 Yay, "precission" collision 2026-03-11T11:56:14 https://www.nexusmods.com/morrowind/mods/58356 installed this mod for fun. HBFS lowers item condition of items used by the enemies on their death. You won't believe what happened some time after I looted the slain enemy who had a broken magical dagger... :36vehks: I love when mods interact like that 2026-03-11T11:57:09 Like model-accurate collisions? 2026-03-11T11:59:31 Yeah, kind of 2026-03-11T11:59:55 I spawn a line along the blades and check for a minimum distance 2026-03-11T12:17:51 Neat 2026-03-11T12:18:23 Though when I tried mod with "realistic" attack reach it didn't feel that fun to play 🧐 2026-03-11T12:18:37 https://discord.com/channels/260439894298460160/1453076363425611848/1481263733606191164 I encourage everyone to check out pre-release OMW Discord exclusive of Lua Projectile Physics 2026-03-11T12:19:57 I'm just toying with the concept for parries 2026-03-11T13:24:29 <.arrean> Hmmmm. I was toying with doing something similar for the purpose of properly spawning impact VFX. How tricky was on the neighbor engine? 2026-03-11T13:25:34 Relatively easy once you jump through the silly hoops 2026-03-11T13:26:15 (I forgot I can't forward files, one sec) 2026-03-11T13:26:45 https://cdn.discordapp.com/attachments/1168860358623100958/1481282230000029757/livecoding.lua?ex=69b2bf14&is=69b16d94&hm=795bbd125352e3b70b88909e7c38d6b6459b6ca4180ef241e647ef2a3786056a& 2026-03-11T13:27:06 There 2026-03-11T14:59:24 oh lets gooooo 2026-03-11T14:59:35 NOW we're getting somewhere 2026-03-11T14:59:38 so happy to see lua progress 2026-03-11T16:00:02 bwahaha doing that in a shader is pre smart ngl 2026-03-11T16:01:37 Do you think its possible in openmw? Since there are no bone position infos, nor a way to figure equippem weapon info, that i know of - I really have some doubts if this can currently be done 2026-03-11T16:03:39 <.arrean> I haven't found a way yet. I can approximate it with actor positions and some offsets, but that is a bit jank, and only really works on NPCs and humanoid/bipedal creatures 2026-03-11T16:04:30 <.arrean> Which, for my purposes is enough, but needs refining, and I'm busy making dremora/golden saints work with parry controller at all 2026-03-11T16:21:00 Is wolvman still working on his character controller stuff? I remember hearing something about bone movements and animations 2026-03-11T19:16:25 https://www.nexusmods.com/morrowind/mods/58414 😄 2026-03-11T19:16:47 Foxunder's snowball continues 2026-03-11T19:16:50 banger after banger 2026-03-11T20:37:02 Niceeeee 2026-03-11T23:04:04 OH MY GOD. 😆 2026-03-11T23:05:02 I remember in a game I've played, Arcanum (top-view RPG early 2000) first time I played, I dropped a dagger on the ground while shuffling through my inventory, then a random fellow came by and picked up my dagger. 2026-03-11T23:05:12 "What the hell did you just do?!?!" I was baffled. XD 2026-03-11T23:07:49 Dude, when I dropped meat for my dog to eat in KCD, some guy came over and took it before Mutt. It was mad :36vehks: 2026-03-11T23:08:24 HAHAHAHAHA! 2026-03-11T23:08:37 That is crazy! 2026-03-11T23:10:25 KCD is one of the games next on my to-play list. It's a nice preview of the game. 😛 2026-03-11T23:11:35 I'm definitely going to get a dog in that game too. Now I'll be wary of passersby when I'll try to feed it. 😆 2026-03-11T23:12:43 I wouldn't recommend it yet, because it adds quite a bit of lua overhead even when idling 2026-03-11T23:12:44 https://cdn.discordapp.com/attachments/1168860358623100958/1481429696372805882/image.png?ex=69b3486b&is=69b1f6eb&hm=d1375d3ac016823d9a30f5308140ab89723574f87523541faaed35734df7e06c& 2026-03-11T23:13:35 I'm in no rush. I will probably wait for the first update or two. These kinds of mods tend to get better quickly after release and the author is very active and responsive.