Please note that mod options have been slightly reconfigured: the previous Lite version has been deprecated, becoming the new Standard version - featuring the 12 frame window of the previous Lite along with the same lock duration adjustment the Standard version already had. The previous Standard version, featuring a 15 frame window, is still available as the Extended version, under optional files.
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.
I absolutely intend to update it for the DLC, though it may take a few days depending on how much the code base has changed (and how busy I am whenever it actually launches - but I'm looking forward to it myself and it will certainly be a priority).
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 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.
i beat this game like 5 times without using this (or any) mod, so it's not really about difficulty...but playing again i decided to try it and yeah, this is how the game should have been. it just feels better. not meaningfully easier, but meaningfully less clunky feeling
I don't use Vortex myself, and further there was no LoP extension available when I made this mod. That said, this will work just fine with Vortex - just drag the .zip into the "Drop File(s)" panel for the game in the mod manager's user interface. I've also enabled the "download with mod manager" option under the files tab, should you prefer that.
Do you happen to have an on-screen display that lets you know when frames are active or not? I wanted to test this with the co-op mod and see what happens when one person has this installed and the other doesn't. A debug view would be very useful lol
No. That said, you should be able to tell fairly easily with some basic A/B testing if you're familiar with the base game mechanic.
I wasn't aware of any co-op mod being available for this game, but I'd generally expect that this mod would work correctly when installed, at least for the hosting client. Without familiarity with the co-op mod's implementation, I can't speak to whether it would have any effect on the non-host's character - but I can't imagine it would; they'd likely need to install it on their end as well for it to impact their character's perfect guard behavior.
Thanks for checking it out; I'm glad you've enjoyed it. It may or may not be - I didn't see any relevant exposed parameters, but I also wasn't looking for them. Either way, such an adjustment would be outside the scope/goal of this mod.
There's no in-game UI indication the mod is installed correctly, if that's what you mean, but if you're familiar with the game, you should be able to tell the difference in perfect guarding immediately. Feel free to DM me for troubleshooting if you think you have an installation issue.
This mod is holy moly awesome. After installing this mod, I am able to get consistent parries. This is the only mod that truly fixed broken game mechanic.
This is a great mod. I highly encourage people to try the Lite version first because the normal mod makes parrying too easy, in my opinion. I don't understand why some people are asking for more frames; it would make perfect parries feel like normal blocks, lol.
Thank you, OP. If it wasn't for this mod, I would've rage quit the game at Romeo.
Yes, another user brought that to my attention. I'd actually already made that configuration and once the DLC was given a release date announcement, I had planned to re-launch the mod with that as the new default version while keeping the 15 frame variant available as an "extended" option (similar to my Guard Parry mods for Souls), but I suppose I could go ahead and release it now since there's interest.
While this is true, Sekiro has a much better default guard to fall back on than Pinnochio. Still, even 12 secs feels great, and infinitely better than the original, despite not being all that much longer.
Bro, this is a GOD-TIER mod and it needs way more recognition. The one thing (other than the chromatic aberration, a few absolutely bullshit bosses, and some astoundingly lowres textures) that kept this game from being top-tier in my book was the absolutely terrible-feeling parry. It was JUST off. The entire game. And I pretty much never thought anyone would figure out the way to fix it. AND you didn't go overboard and trivialize the mechanic. Absolute ace, 11/10 mod.
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I wasn't aware of any co-op mod being available for this game, but I'd generally expect that this mod would work correctly when installed, at least for the hosting client. Without familiarity with the co-op mod's implementation, I can't speak to whether it would have any effect on the non-host's character - but I can't imagine it would; they'd likely need to install it on their end as well for it to impact their character's perfect guard behavior.
Thank you, OP. If it wasn't for this mod, I would've rage quit the game at Romeo.
So the lite mod is actually the way to go, I feel the other version makes the game too easy.
Could you make a lite version that also has : Perfect Guard "lock" duration from 30 frames → 21 frames.
That probably would be the most Sekiro like and feel like the right compromise
Update: this change has now been implemented.