New work in progress update for 1.3 (Jan. 2020)



Armor perks

All armors getting Apprentice perk: Gain small amount of exp when wearing full armor of type while running. (Status: completed )

) All perks will require wearing a minimum amount of pieces of that type (default being 7). And all other perks will start at Journeyman (skill level 50) and scale to Master (skill level 100). (Status: completed )

) Heavy armor will be getting chance to deflect projectiles and Last Stand (reduced damage on low health: <15% HP). (Status: completed )

) Medium armor will be getting less impact of having low fatigue (from 50% less to no loss of damage with low fatigue at Master) and portion of damage taken from Fatigue before Health (up to 15% at max tier). (Status: 1/2 perks completed )

) Light armor will be getting increased movement speed while sneaking and boot weight has no affect on sneaking, as well as chance to dodge attacks (up to 15% at max tier with average Agility), chance scales with your Agility. (Status: 1/2 perks completed )

) Unarmored will be getting increased Shield spell effects and portion of damage taken from Magicka before Health (up to 15% at max tier). (Status: completed)

Staff will be a separate from Maces, keeping the chance to stun but replacing armor damage with increased damage the higher your magicka is. (Status: not started )

) Long blade is getting Riposte (chance on hit to gain it and counter attack within 2 seconds for bonus damage) along with keeping other perks. (Status: completed)

Werewolf will be getting to new Hand to Hand mechanic with a much bigger multiplier when Hand to Hand feature is on. Currently Werewolf damage is not functioning correctly. They will have a seperate MCM configuration field for their multiplier so that you can adjust werewolf difficulty.

Axe bleed will attempt to detect if enemy is dead and not continue to "tick".

Axe bleed is still a little weak, the bleed will get a flat damage added before the multiplier that scales with weapon tier. This should give axe a better damage curve as it levels up without making it too strong at max tier or too weak at low tier.

Requires latest

and the latest

(if you already have MWSE installed, run

inside your Morrowind folder to update it to the latest. This is

, you

the latest MWSE).





Features

100% chance to hit (this can be toggled off and all other features will still be usable)

All attributes and skills in the game are still useful with 100% hit (See below)

Complete compatibility - no patches needed for weapon, race, NPC mods, etc. (Uses latest MWSE to not require editing records)

Unique and interesting weapon perks to make combat more interesting (See below)

Active blocking with fatigue drain and block perks (See below)

Customizable skill gain for weapons, armor and block (reduced by default to compensate for 100% hit)

More fast paced and engaging combat

Works with ranged weapons

Everything works for all NPCs and creatures the same, creating a uniform and balanced combat experience

Creatures have a unique damage scaling formula where the more Strength they have the more damage they do - this makes creatures a little more balanced with all the other changes

Rebalanced some vanilla fatigue and knockdown (attacks cost slightly more per hit now and knockdown is slightly harder to achieve without much higher damage)

Fully configurable with MCM UI

Attributes and skills



Weapon skill along with the weapon perks every 25 levels (see below), will now give a small damage boost equivalent to 20% extra damage at 100 (0.2% per level).

along with the weapon perks every 25 levels (see below), will now give a small damage boost equivalent to 20% extra damage at 100 (0.2% per level). Fortify Attack will now give a damage bonus, 1pt is 0.5% more damage. Making Fortify Attack still very valuable!

will now give a damage bonus, 1pt is 0.5% more damage. Making Fortify Attack still very valuable! Sanctuary now reduces the damage taken by instead. The more Agility and Luck you have the more effect Sanctuary will have. ( Example: At 50 Agility and 30 Luck, a 30pt Sanctuary spell will give you 5% damage reduction. At 100 Agility and 70 Luck, 30pt Sanctuary is 15% damage reduction)

now reduces the damage taken by instead. The more Agility and Luck you have the more effect Sanctuary will have. ( At 50 Agility and 30 Luck, a 30pt Sanctuary spell will give you 5% damage reduction. At 100 Agility and 70 Luck, 30pt Sanctuary is 15% damage reduction) Blind will still reduce chance to hit, so you can still miss due to being blinded (you will see a message if you do). But this is far more understandable, if you are blinded, missing at point blank makes more sense. Miss rate at 1% per pt like vanilla, 30 pt Blind will cause someone to have a 30% chance to miss.

will still reduce chance to hit, so you can still miss due to being blinded (you will see a message if you do). But this is far more understandable, if you are blinded, missing at point blank makes more sense. Miss rate at 1% per pt like vanilla, 30 pt Blind will cause someone to have a 30% chance to miss. Fatigue will now reduce damage rather than hit chance, this is 20% less at zero fatigue by default.

Weapon perks



Short blade



Long blade



Blunt weapon



Axe



Spear



Hand to Hand



Marksman





Bow





Crossbow





Thrown weapon





Active blocking

You can now raise your guard by pressing the block key (Z by default but this is configurable to another key or to right mouse button) to perform active blocking. Active blocking will drain fatigue as a percentage of your maximum fatigue, with lower amounts of fatigue drain at higher block levels.



And you will drop your guard if your fatigue goes below 25% of maximum.

Block

Skill experience gain

Weapon skills including block

Armor skills



Installation

To install the mod, extract everything to your Morrowind Data Files folder or use a mod organiser like MO2.



Work in progress

New counter attack perk for Long blade

New perks for Staves

Configuration

Changelog

0.1 - Initial release

0.2 - Refactored main to use damage event, this fixes issues with double hit sounds and collision/positioning issues



Hand to Hand damage revamp added

Hand to Hand perks added and custom knockdown event

Added active blocking with fatigue drain and block perks

Slowed down skill gain and added customisation

No longer uses an ability for 100% hit instead use the calcHitRate event now so uninstalls are clean now

Increased knockdown GMSTs so that it's harder to knockdown and requires more damage

Increased fFatigueAttackMult slightly so that attacks drain a small amount of fatigue now to compensate for always hit

Increased Axe chance to bleed at lower tiers and increased bleed damage to 35% per stack (it felt a little weak compared to others)

Reduced Blunt weapon chance to stun as it felt a little too strong with fast blunt weapons (this should be reworked to have a stun immunity later)

Always hit can now be toggled on and off as well as few other new features

Added MCM UI for configuration

Added damage reduction from low fatigue

Increased fFatigueAttackBase by 1 and fWeaponFatigueMult to 0.5

New perk for short blade, replaced Weakness to Weapons with Execute damage

Toggle for hand to hand perks, GMSTs and skill gain features

Added right mouse click option for active blocking

Fix for double sound bug with hand to hand

Fix for hand to hand experience bug

Fix for bleeding crash

Added Marksman perks (bow, crossbow and thrown)

Fixed issue with MCM Ui not saving fields (sanitizing strings as numbers on save)

Fixed sanctuary/fatigue fields saving to the right value

Support and credits



Weapon perk changesBug fixes:Balance changes:MWSE-Update.exeWeapon perks give you unique bonuses for each weapon at skill level 25, 50, 75 and 100.Short blades are about fast and deadly strikes, they now have a chance to Critical Strike (100% bonus damage) and can execute enemies with fatal damage when the enemy is low on health (<25% HP).10% chance to Critical Strike20% chance to Critical Strike50% Execute damage at low health35% chance to Critical Strike100% Execute damage at low health50% chance to Critical Strike150% Execute damage at low healthLong blades are about precise powerful attacks, they now Multistrike on each 3rd hit causing more damage, with a chance to to do double damage on that hit.10% bonus damage every on third hit20% bonus damage every on third hit5% chance for double damage35% bonus damage every on third hit10% chance for double damage50% bonus damage every on third hit20% chance for double damageBlunt weapons are naturally stronger against armored targets (doing bonus damage on hit the more armor an enemy has) and have a chance to temporarily stun the enemy with their brute force (paralyze the enemy for 1 sec).5% chance to stun10% chance to stun0.2% bonus damage per point of enemy Armor Rating15% chance to stun0.25% bonus damage per point of enemy Armor Rating20% chance to stun0.33% bonus damage per point of enemy Armor RatingAxes will slash and tear the enemy causing bleeding (35% bonus damage over 5 seconds).15% chance to bleed25% chance to bleedBleed stacks up to 2 times30% chance to bleedBleed stacks up to 3 times35% chance to bleedBleed stacks up to 4 timesSpear is a tactical weapon with it you can maintain advantage by gaining Momentum (bonus damage per hit if you have more total percentage fatigue than your enemy) and a chance to gain Adrenaline Rush on hit (50pts Restore Fatigue for 3 seconds).15% bonus damage per hit if you have Momentum30% bonus damage per hit if you have Momentum10% chance to gain Adrenaline Rush45% bonus damage per hit if you have Momentum20% chance to gain Adrenaline Rush60% bonus damage per hit if you have Momentum30% chance to gain Adrenaline RushHand to Hand no longer does fatigue damage. It is now a health damage skill like the other weapon skills, while retaining it's identity of knocking down the enemy with hard hits and doing bonus damage when the enemy is knocked down!The base damage of hand to hand now scales with weapon skill tiers.Knockdown chance is modified by enemy Agility, from 25% of base chance against very high Agility at a minimum and full knockdown chance at low Agility (<30).Please use the Next Generation Combat - Hand To Hand Sound Fix.esp if you are using Hand to Hand feature.2 - 3 base damage3 - 4 base damage﻿10% chance to knockdown on hit﻿10% bonus damage to knocked down enemy5 - 7 base damage﻿20% chance to knockdown on hit﻿20% bonus damage to knocked down enemy8 - 11 base damage﻿25% chance to knockdown on hit﻿35% bonus damage to knocked down enemy11 - 14 base damage﻿ 30% chance to knockdown on hit﻿50% bonus damage to knocked down enemyMarksman perks are split into weapon types but all based on marksman weapon skill.Bows favour long range and high damage but require patience, strength and accuracy. They now have the Full Draw ability which requires holding down the attack key for 3 seconds, once in Full Draw your fatigue starts to drain but you large bonus damage.If you reach low fatigue, your arrow will be denocked and you will lose Full Draw. Also you move slowly backwards while in Full Draw. If you Full Draw while in sneak, you also get a zoom to better aim at your target.Finally, every bow hit can hamstring the target reducing movement speed by 50% for 3 seconds.25% bonus damage on Full Draw50% bonus damage on Full Draw10% chance to Hamstring75% bonus damage on Full Draw15% chance to Hamstring100% bonus damage on Full Draw20% chance to HamstringCrossbows favour short range and do more damage the closer your enemy (bonus damage in critical range of 800 units). And a skilled crossbow user has chance to instantly reload by triggering Repeater.10% bonus damage in Critical Range15% bonus damage in Critical Range20% chance to trigger Repeater20% bonus damage in Critical Range35% chance to trigger Repeater25% bonus damage in Critical Range50% chance to trigger RepeaterThrown weapons favour precise and deadly strikes by offering Critical Strikes (100% bonus damage), they also favour agile users (thrown weapon damage now scales from agility as well by 0.5% damage per Agility) and a more skilled user is capable of recovering more of their thrown weapons (up to 100%).10% chance to Critical Strike20% chance to Critical Strike50% chance to recover35% chance to Critical Strike75% chance to recover50% chance to Critical Strike100% chance to recover25% max fatigue drained per second20% max fatigue drained per second15% max fatigue drained per second10% max fatigue drained per second% max fatigue drained per secondExperience gains have been adjusted for an always hit environment, weapon skills scale with weapon tiers and armor skills are a flat modifier.40% less experience gain35% less experience gain30% less experience gain20% less experience gainvanilla experience gain20% less experience gainAll these values are configurable, see configuration section below.Activate both the .esp, they can be anywhere in your load order. (You need Hand to Hand Sound Fix.esp if you intend to use hand to hand feature)Requires latest MGE XE ﻿ and the latest MWSE 2.1 ﻿ (if you already have MWSE installed, run MWSE-Update.exe inside your Morrowind folder to update it to the latest. This isoptional, you need the latest MWSE).There's a few more things I want to do with this project, this is the order I'll be working on them in:Some balancing and perk improvements:Completely configurable with the MCM UI now! Use it to configure everything.1.0 -1.1 -1.2 -This is a very early release, I have tested it as much as I can but if there are any bugs, please feel free to contact me on here or on the Morrowind Modding Community discord (just @ me or DM me directly, Aracelliy). If you have any balancing suggestions, also very welcome!Thanks to the wonderful people at the Morrowind Modding Community discord for helping me learn the new Lua in MWSE and ofcourse the whole MWSE development team, great work!And thanks to my amazing partner Ash for consulting on mechanics and supporting me in my hobby!