DLC UPDATE: this mod has now been updated (v1.4) for the new DLC expansion, Overture, and game patch v1.9.0.0.
Note that this mod will not work with older, pre-DLC game versions (e.g., v1.5.0.0), and will crash on launch with a data serialization error. Outdated (i.e., cracked) game versions are not supported.
Just did a new playthrough with this mod, the game is still plenty challenging but was far more enjoyable to play with the wider parry window, especially the final boss. The new timings make the game feel more about reacting to attacks, rather than memorizing patterns.
No, sorry. Making it easier (much less trivializing it) was not the goal - just making it feel a bit more responsive and reactive (rather than predictive). There are a number of both "more relaxed" and explicitly cheat-oriented options available from other mod authors:
I'm glad you've enjoyed it. Unfortunately I haven't been able to find any reference to the window/duration of that weapon's heavy attack parry/counterattack move - though considerable effort was made. It doesn't appear to utilize the default perfect guard duration value, and may instead be a derived, non-explicit property, or perhaps handled by AnimNotify flags on the animation itself. It may also just simply be buried somewhere in the code we don't have access to from reverse engineering. When I update the mod for the DLC, I'll search for it again, but I can't make any promises.
Update: it turns out this was indeed handled via AnimNotify flags on the relevant animations, as discovered by another mod author who has since released mods with extremely generous increases to these windows. Upon examining the vanilla files, however, it's worth noting that the window for these is already much wider than the base Perfect Guard - the Two Dragons Sword, for example, has a 0.25s (15 frame) active duration in the vanilla game, similar to the Extended version of this mod; the challenge in using it effectively is in leading your parry correctly, which additional frames can't really help with. You could potentially move the flag forward, earlier in the animation, which would make the move easier to "land" for sure - but would make no sense visually, keep you animation locked after the point of parry impact (the remainder of the animation would now essentially become a very punishing set of recovery frames) and completely defeat the purpose of the move being distinct from the standard Perfect Guard to begin with. For these reasons, I won't be adjusting these properties in this mod.
Hey, any chance you can make your older files accessible again, or does this version also works fine with older patches? I am still on patch 1.8.0.0 (since I dont wanna nerf the enmies) ~ Thanks in advance.
"The Perfect Guard window's duration is actually defined in terms of time - 0.155 seconds, to be precise. This mod changes this definition to 0.2 seconds (or 0.25 seconds for the Extended version). At 60 FPS, this comes out to 9.3 frames (vanilla), 12 frames (Standard), or 15 frames (Extended)."
Does it mean that if I play 144fps it will still be 0.2 seconds? (~28 frames)
Or will it still be 12 frames ? Maybe it's hard to parry because of that, or I'm wrong?
The number of frames (at 60 FPS) are provided simply for the sake of comparison to other games; 60 FPS is common reference. If you continue reading that section, you'll find:
The number of frames fluctuates dramatically depending on FPS, but the window itself is, of course, unchanged - time is the relevant metric.
It will always be the same window of 0.2s (or 0.25s in the Extended version), regardless of your frame rate.
@carloc80 - No. With very rare exception (e.g., the combat knife in the remake of Resident Evil 2, no doubt an oversight), modern games do not have frame rate dependent gameplay mechanics.
Thank you again. I suppose it's safe to say that your mod is going to work even if they patch? This is the issue with modding. It can work fine even after big patch and some day, a shitty patch can break everything xD
It depends entirely on whether or not they alter the specific file this mod adjusts. Much more likely for larger updates, like 1.8.0.0. If a new update doesn't crash the game when a mod's installed, it likely still works fine - but I'll continue to update this as needed.
No, they modify different files and therefore should be fully compatible (though I haven't used it myself). Note that the window for the Two Dragon Sword is already 0.25s in the vanilla game.
I haven't tested out the other new difficulties personally, but I found no reference to a variable window in the game files. I believe it's just incoming / outgoing damage that's different.
Downloaded and extracted fine for me just now. I saw on the NexusMods status page that they've had some content delivery network outages today, though, so depending on your server location maybe there's a temporary issue. Edit: looks like you got it resolved; glad to hear it. No problem.
Dont clown me, but idk how to tell if the mod is working. The parries aren't working like how it does in Sekiro, or maybe it's a skill issue on my part. It's easier to parry in Sekiro because you can predict how fast you're gonna get hit every time an enemy starts an attack. But in LoP, enemies pull their arm up for an attack, then quickly slam it down. The only way to react to those attacks is if you've already learned the timing.
If you're not familiar with the game's vanilla perfect guard, you won't know the difference, but if you are it should be pretty obvious if it's installed correctly. Feel free to DM me if you need installation troubleshooting.
The mod does not turn the game into Sekiro, but I do know what you mean - attacks are much more readable in that game compared to this and Elden Ring, with their heavy emphasis on artificially delayed attacks. Not a knock on the games, they're both fantastic, but it's a difference for sure. This mod grants you extra frames to use if you tend to parry too early, or preemptively - which can absolutely help with the many excessively delayed attacks enemies have in this game. But no amount of additional frames can help you if you press the input too late - a certain amount of learning movesets is going to be necessary. But if you feel it coming and aren't sure when, erring on slightly too soon won't be punished as harshly with this mod's adjustments.
Never mind I see in the description that it doesn't. Any chance it could? After getting used to the new timing it's made using the weapon specific parries pretty hard.
I'll refer you to the pinned comment directly above yours. Now that the DLC update has come and gone - I did indeed give it another look, and still found no exposed reference to the duration of any of these.
141 comments
Note that this mod will not work with older, pre-DLC game versions (e.g., v1.5.0.0), and will crash on launch with a data serialization error. Outdated (i.e., cracked) game versions are not supported.
- Somewhat Easier Guard by jinxcase0000
- 100 Percent Perfect Guard by kiribott
Update: it turns out this was indeed handled via AnimNotify flags on the relevant animations, as discovered by another mod author who has since released mods with extremely generous increases to these windows. Upon examining the vanilla files, however, it's worth noting that the window for these is already much wider than the base Perfect Guard - the Two Dragons Sword, for example, has a 0.25s (15 frame) active duration in the vanilla game, similar to the Extended version of this mod; the challenge in using it effectively is in leading your parry correctly, which additional frames can't really help with. You could potentially move the flag forward, earlier in the animation, which would make the move easier to "land" for sure - but would make no sense visually, keep you animation locked after the point of parry impact (the remainder of the animation would now essentially become a very punishing set of recovery frames) and completely defeat the purpose of the move being distinct from the standard Perfect Guard to begin with. For these reasons, I won't be adjusting these properties in this mod.
Does it mean that if I play 144fps it will still be 0.2 seconds? (~28 frames)
Or will it still be 12 frames ? Maybe it's hard to parry because of that, or I'm wrong?
Thank you so much for this mod, friend !
Thank you! <3
Bug Fix
They just edited their latest change log.
https://steamdb.info/patchnotes/18909026/
I suppose it's safe to say that your mod is going to work even if they patch?
This is the issue with modding. It can work fine even after big patch and some day, a shitty patch can break everything xD
increase Two Dragon sword Parry time at Lies of P Nexus - Mods and community
The mod does not turn the game into Sekiro, but I do know what you mean - attacks are much more readable in that game compared to this and Elden Ring, with their heavy emphasis on artificially delayed attacks. Not a knock on the games, they're both fantastic, but it's a difference for sure. This mod grants you extra frames to use if you tend to parry too early, or preemptively - which can absolutely help with the many excessively delayed attacks enemies have in this game. But no amount of additional frames can help you if you press the input too late - a certain amount of learning movesets is going to be necessary. But if you feel it coming and aren't sure when, erring on slightly too soon won't be punished as harshly with this mod's adjustments.