[REL][WIP] Ayleid Arcane Archer

Post » Sat Aug 20, 2011 11:09 am

Ayleid Arcane Archer (AAA)
Latest Version: 2.0 BETA1
Author: Alek
Requires: OBSE v0020

You can have a peek at currently available Arcane Shot ability:
http://youtu.be/bAcsGjRfx5o

AAA on Tes-Nexus:
http://www.tesnexus.com/downloads/file.php?id=39808

This is new beta version and is fully functional, you're very welcome to try it but bear in mind that it hasn't been polished yet and is lacking new visual and sound effects. Compared to first version it is a major upgrade and adds some new cool and unique archery abilities. I'm releasing the beta hoping for valuable feedback and getting enough informations on possible bugs so I can fix them before final release.

Ayleid Arcane Archer or AAA started as a mod which had a custom race with custom ability. Ability is now available to all characters and you will automatically obtain it when you load your game (check your spellbook for Arcane Archery lesser power). There are 3 types of shots and auto aiming ability. I will release more details on new abilities when I release the final version and if you have any questions feel free to ask.

Rapid Shots

Equip any bow and enjoy the rapid fire mode. You're not expected to keep the arrow nocked, just press the button once and arrow will fly at its full strength, pres once more, two times more, 10 times more, until you run out of arrows. Bow and arrow speed will scale with marksman skill and faster your bow is the slower you gain skill in marksman, it should be proportional.
It uses special technique to achieve faster bow speed without forcing you to use dedicated weapon and no other character but player will benefit from it.

Electrogravitic Shots

This is mother of AoE spells, not in terms of power but in terms of control over your enemies and your own protection when you're being swarmed. Every arrow fired will cost some magicka and its not your target that will suffer but those around it. All enemies around your primary target will be affected by pulling effect and when they get in contact a discharge will spout, deal electric damage proportional to magicka spent to fire the magic arrow and throw them away.
Another cool adition is that you can use it as your own defense. Just hold block with your bow and you will become a center of electrogravitic field. It will cost the same amount of magicka for every tick.

Auto Aiming

Auto aiming is best used when you're trying to hit those distant enemies and you have problem with finding a perfect gravity arc. You can also use it in close quarters and on enemies moving constant velocity. To activate auto aiming go to settings when you cast the lesser power. To use it press the right mouse button when nocking the arrow and it will automatically find the target to lock on, closest to your crosshair. It will stay locked as long as you hold the button. You will be now guided and all you have to do is to shoot and all other calculations like gravity and intercept points will be done on the fly. Just make sure you fire arrows at their full strength because that is what is expected in calculation. You can still miss if target changes direction of their movement while arrow is in flight. Unfortunatelly it doesn't work on knocked down targets or such because there are no way to find the target collision box and thus adjust the angle of fire.
You can't change the auto aiming button in beta but it will work even if you have other things like block or cast assigned to it because those assignments will be disabled while you're locked on the target.

Arcane Shots

This is the same old type of shot from first version so description is just the same. You can imbue your shots with magic by keeping the bowstring pulled back. Your magicka will start to drain and charges will start accumulate. Once you shoot the arrow it will do additional damage based on how much magicka you've spent, voila. It is more complex than it sounds and I'll explain every aspect of it ...

- Bow Charging: Two factors are taken into account here. Your marksman skill will play role of how much charges per second you can get ranging from 1 to 20 charges/s. Note that effective marksman skill is used which means that your luck attribute will be taken into account. One charge is equal to one point of magicka spent. The other factor is your magicka pool. Larger pools allow for more charges without taking a risk of backfire.

- Chance of Backfire: Yes its there to add a bit of a risk if one decide to go for a huge hits. Note that game allows use of potions and welkynd stones so one can use this to advantage of gaining more charges but the risk of having all charges backfire on you will increase. You should be safe with holding charges up to 80% of your max magicka. Going for 100% of max magicka will have a 4-5% chance to backfire, increasing chance further as you go over the limit. Speed at which chance is being processed is once every second.

- Damage: Damage is pure which means no known resistance or weakness will affect it, that is how I wanted it to be. Calculation of damage is made using default game formula and current game settings for calculating spell costs, its just been inverted to allow magicka based damage calculation which is the opposite way of what game does to calculate magicka cost of the spell. Exponential increase is also taken into account so with more charges your damage cost more per point of charge. Calculated damage is proportional to using 'on target' damage spell with base cost of 15 (comparing to Fire Damage having base cost 7.5 and Damage Health having 12 its more expensive but allows greater magnitudes due to the nature of spending magicka first, also note that you can change base cost easily which is explained later). Your effective marksman skill will affect damage the same way your destruction skill affect magicka cost of your damage spells so expect much better damage as you increase your marksman skill.

- Chance of Pushback: Using game ragdoll physics you have a chance of performing a pushback on your target similar to a knockdown. Unlike knockdown you can push your targets more violently and force is proportional to the extra damage so expect to see some very dramatic results in the late game. Chance is calculated from your effective marksman skill and amount of magicka spent using this formula: (marksman_skill * charged_magicka / max_magicka) e.g. at 100 marksman and 100% magicka spent you have guaranteed pushback, at 50 marksman and 50% magicka spent you have 25% chance. If you deal a deathblow with the extra damage chance for pushback is 100%. This is made purely for cosmetic reasons and fun, pushed victims will not take damage from hitting the solid objects but they will be disabled for the duration.

Compatibility

It should work with any mod that doesn't do the some thing with bows and magicka because you don't want such abilities to overlap. Other than that few game settings are exclusively managed in realtime so if you have any other addon that change physics of arrows or rate at which you levelup your marksman skill, AAA will take precedence managing these settings and restoring to vanilla values when they are not used by specific shots.
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Brooks Hardison
 
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Post » Sat Aug 20, 2011 6:12 am

Hmm sounds promising for a future character...BUT the way it is now only the High Elf race version from your mod can use it. It would be great if you made a version that can be used with all vanilla and custom races. (Or can they already?)
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Charlotte Lloyd-Jones
 
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Post » Sat Aug 20, 2011 1:17 am

from what I recall of the original mod posting Magic drain isn't a massive issue (at least compared to high versions of finger of the mountain) but the WIP sounds interesting, might have to disable conduit and download it once the update hits
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Claudia Cook
 
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Post » Sat Aug 20, 2011 6:55 am

This looks amazing and the bow speed going up with marksman is something I have always wanted in oblivion. Can't wait for this. Keep up the good work.
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Nymph
 
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Post » Sat Aug 20, 2011 1:19 pm

Hmm sounds promising for a future character...BUT the way it is now only the High Elf race version from your mod can use it. It would be great if you made a version that can be used with all vanilla and custom races. (Or can they already?)

Yeah that was kinda a mistake, It will be available for all in next version.

Anyway, auto aiming feature is pretty much done now. Had alot of problems finding gravity acceleration on arrows and after few days of probing I was able to find a matching number.
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Justin
 
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Post » Sat Aug 20, 2011 12:01 am

Yeah that was kinda a mistake, It will be available for all in next version.


That is great. :)
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Spencey!
 
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Post » Sat Aug 20, 2011 9:18 am

I will release beta during the day. Would like some testing while I'm working on minor stuff.
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Lakyn Ellery
 
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Post » Sat Aug 20, 2011 1:56 am

Beta is out! Everyone is welcome to test through real gameplay. Feedback is very welcome.
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ANaIs GRelot
 
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Post » Sat Aug 20, 2011 5:05 am

No issues so far, but I have yet to try out the Electrogravitic Shots which look a little too much for me. Love the Rapid Shots, it always felt wrong to me that improving your Marksman skill doesn't increase the shots speed. You made my wood elf really happy!

FYI, your mod plays along very nicely with http://tesnexus.com/downloads/file.php?id=25218 : )

edit: and yes, you need to change the auto-aim key as it's the same most people use for zooming. You also might want to add a "Done" menu entry in the main config menu so you can close it without changing any settings.

edit2: um, there's something wrong with the Arcane Shots, good thing you provided a debug, the shot damage is giving me funny values:

Arrow Projectile Speed: 2951.3Arcane Shot - Magicka Spent: 24, Damage: -1.#IND, Push Chance: 13.13%.Arrow Projectile Speed: 2805.19Arcane Shot - Magicka Spent: 19, Damage: -1.#IND, Push Chance: 10.40%.Arrow Projectile Speed: 4178.57Arcane Shot - Magicka Spent: 66, Damage: -1.#IND, Push Chance: 36.11%.Arrow Projectile Speed: 4558.44Arcane Shot - Magicka Spent: 79, Damage: -1.#IND, Push Chance: 43.23%.


Basically I can kill anyone in one shot.
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sarah simon-rogaume
 
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Post » Fri Aug 19, 2011 9:55 pm

edit2: um, there's something wrong with the Arcane Shots, good thing you provided a debug, the shot damage is giving me funny values:

Arrow Projectile Speed: 2951.3Arcane Shot - Magicka Spent: 24, Damage: -1.#IND, Push Chance: 13.13%.Arrow Projectile Speed: 2805.19Arcane Shot - Magicka Spent: 19, Damage: -1.#IND, Push Chance: 10.40%.Arrow Projectile Speed: 4178.57Arcane Shot - Magicka Spent: 66, Damage: -1.#IND, Push Chance: 36.11%.Arrow Projectile Speed: 4558.44Arcane Shot - Magicka Spent: 79, Damage: -1.#IND, Push Chance: 43.23%.


Basically I can kill anyone in one shot.


That's pretty weird I can't seem to reproduce it or find the problem. Could you please enter the settings menu and go for arcane base cost setup, there you will have 6 samples of magicka vs damage. Do damage numbers show there?

Second thing to try is to query the shared variable and see what you get after the problematic shot:
show AyleidAA.damage


Also try to exit the game and then load one of your saves where you didn't have my mod installed and try to go straight for arcane shots and see if it happen then.
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Eve(G)
 
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Post » Sat Aug 20, 2011 12:53 pm

That's pretty weird I can't seem to reproduce it or find the problem. Could you please enter the settings menu and go for arcane base cost setup, there you will have 6 samples of magicka vs damage. Do damage numbers show there?


Nope, they show up as -1.#IND

Second thing to try is to query the shared variable and see what you get after the problematic shot:
show AyleidAA.damage



Same value, -1.#IND

Also try to exit the game and then load one of your saves where you didn't have my mod installed and try to go straight for arcane shots and see if it happen then.


Done that. At first the value of the shared variable is 0.0000, then as soon as I kill anyone it changes to -1.#IND

I've also tried to load the game with your ESP alone, same thing happens. I had a quick look to your scripts but didn't find anything wrong as far as I can tell, but it's very late here and I am rather sleepy. I am going to bed now.
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meghan lock
 
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Post » Sat Aug 20, 2011 1:21 am

So far mine seems clean. I'm not experiencing the Arcane Shot problems dAb is having my Arcane Shots aren't hitting to amazingly hard for the charge time put into them however my two cents would be to put another restriction on rapid fire with auto aim in your finished product, just wiped out Chorrol with a level one character 30 marksman and 50 arrows...just a tad bit over powered being able to focus on just dodging incoming attacks while maintaining your target perfectly and on the note of autoaim while not a huge issue it fails to target properly on small creatures (like scaled back mudcrabs and rats) and anything in water it aims above them as if the surface of the water were dry land
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Jon O
 
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Post » Sat Aug 20, 2011 1:53 am

Thank you dAb for your time and effort but there is one more thing you could do to help me iron out the problem. I know the origin of the problem and I added some additional debug console print so it should be easier to track down the problem. Just fire an arcane shot and check console for debug text it should cover each step in damage calculation formula. Download modified esp here: http://www.mediafire.com/file/hiylexek49jpzz9/Ayleid%20Arcane%20Archer.esp

@Tekada: Rapid shots is OP by nature because arrows are fired at their full power, no need to keep them nocked, so I tried to balance it out by draining magicka while using rapid shots. In combination with auto aim having every arrow hit your target every sec, well I have to think of some way to balance it, or maybe just remove auto aiming from final producst as it has some limitations. For example you mentioned scaled down creatures impossible to hit, only way to fix it is to make auto aim actually aiming lower part of the model, somewhat above human feet. Another problem with creatures in water is actually because Oblivion doesn't give correct coordinates for things in water and you end up with wrong aiming spots. Only way to fix that is to disable auto aiming when shooting targets that are in water.
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Oyuki Manson Lavey
 
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Post » Sat Aug 20, 2011 11:57 am

I figured, just finding alot mods love to play with scale on bolth rats and mudcrabs...still kinda freaked about the giant one that managed to sneak crit me outside Bruma in OCR..heh but its as you said, figured it was engine limitation not modder's fault, just figured I'd make the [censored] post pointing it out first :P
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CHANONE
 
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Post » Sat Aug 20, 2011 11:25 am

Thank you dAb for your time and effort but there is one more thing you could do to help me iron out the problem. I know the origin of the problem and I added some additional debug console print so it should be easier to track down the problem. Just fire an arcane shot and check console for debug text it should cover each step in damage calculation formula. Download modified esp here: http://www.mediafire.com/file/hiylexek49jpzz9/Ayleid%20Arcane%20Archer.esp


Did some kills in a very crowded area, here's the full log:

Spoiler

===============================================Game Instance : 1 | Time : 08-19-2011 14-37-30===============================================[BladeOfTheHaunted][INFO] Reading ini file Data\ini\BladeOfTheHaunted.ini ...[BladeOfTheHaunted][INFO] ... Reading ini file complete.[BladeOfTheHaunted][INFO] ConScribe version is 9 (optional)[BladeOfTheHaunted][INFO] ConScribe logfile: ConScribe Logs\Per-Mod\BladeOfTheHaunted.log[BladeOfTheHaunted][INFO] Log level is set to INFO (2)[BladeOfTheHaunted][INFO] OBSE version is 20[BladeOfTheHaunted][INFO] Pluggy version is -1 (not required for running this mod)[BladeOfTheHaunted][INFO] SoundCommands is not installed (optional)[BladeOfTheHaunted][INFO] EnhancedMusicControl is not installed (optional)[BladeOfTheHaunted][INFO] ModIndex in load order: 87[BladeOfTheHaunted][INFO] Mod version (current/lastDetected) is 2.6/2.6MMO:Updated values from 'Data\ini\Map Marker Overhaul.ini'MMO:Cannot support backup functionality without Pluggy 128 or newer.DM:Insert map rectangleExPCB: ExPCB.ini loaded.ExPCB: initialized. Used automatic settings.EE:Updated values from ini file in data\ini\.Immersive Interiors: Loaded INI ValuesAll Natural Tamriel: InitialisedAll Natural SI: Initialisedshow AyleidAA.damageValue = http://forums.bethsoft.com/index.php?/topic/1221201-relwip-ayleid-arcane-archer/-1.#INDDamage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 6, Base Cost: 20Damage Debug - Marksman Skill: 100, Luck Modifier: 27.6, Effective Skill: 127.6Damage Debug - Skill Mult: -0.1312, Base Cost Mult: 0.1, Range Mult: 1.25, Mult Sum: -0.328Damage Debug - Magicka/Mult: -18.2927Damage Debug - Log: -1.#IND, Exp: 1.28, Result: -1.#INDDamage Debug - Inverse Log (Final Damage): -1.#INDArrow Projectile Speed: 2422.34Arcane Shot - Magicka Spent: 6, Damage: -1.#IND, Push Chance: 3.26%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 120, Base Cost: 20Damage Debug - Marksman Skill: 100, Luck Modifier: 27.6, Effective Skill: 127.6Damage Debug - Skill Mult: -0.1312, Base Cost Mult: 0.1, Range Mult: 1.25, Mult Sum: -0.328Damage Debug - Magicka/Mult: -365.853Damage Debug - Log: -1.#IND, Exp: 1.28, Result: -1.#INDDamage Debug - Inverse Log (Final Damage): -1.#INDArrow Projectile Speed: 5696.81Arcane Shot - Magicka Spent: 120, Damage: -1.#IND, Push Chance: 65.16%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 47, Base Cost: 20Damage Debug - Marksman Skill: 100, Luck Modifier: 27.6, Effective Skill: 127.6Damage Debug - Skill Mult: -0.1312, Base Cost Mult: 0.1, Range Mult: 1.25, Mult Sum: -0.328Damage Debug - Magicka/Mult: -143.293Damage Debug - Log: -1.#IND, Exp: 1.28, Result: -1.#INDDamage Debug - Inverse Log (Final Damage): -1.#INDArrow Projectile Speed: 3600Arcane Shot - Magicka Spent: 47, Damage: -1.#IND, Push Chance: 25.52%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 83, Base Cost: 20Damage Debug - Marksman Skill: 100, Luck Modifier: 27.6, Effective Skill: 127.6Damage Debug - Skill Mult: -0.1312, Base Cost Mult: 0.1, Range Mult: 1.25, Mult Sum: -0.328Damage Debug - Magicka/Mult: -253.049Damage Debug - Log: -1.#IND, Exp: 1.28, Result: -1.#INDDamage Debug - Inverse Log (Final Damage): -1.#INDArrow Projectile Speed: 4634.04Arcane Shot - Magicka Spent: 83, Damage: -1.#IND, Push Chance: 45.07%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 28, Base Cost: 20Damage Debug - Marksman Skill: 100, Luck Modifier: 27.6, Effective Skill: 127.6Damage Debug - Skill Mult: -0.1312, Base Cost Mult: 0.1, Range Mult: 1.25, Mult Sum: -0.328Damage Debug - Magicka/Mult: -85.3658Damage Debug - Log: -1.#IND, Exp: 1.28, Result: -1.#INDDamage Debug - Inverse Log (Final Damage): -1.#INDArrow Projectile Speed: 3054.26Arcane Shot - Magicka Spent: 28, Damage: -1.#IND, Push Chance: 15.20%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 25, Base Cost: 20Damage Debug - Marksman Skill: 100, Luck Modifier: 27.6, Effective Skill: 127.6Damage Debug - Skill Mult: -0.1312, Base Cost Mult: 0.1, Range Mult: 1.25, Mult Sum: -0.328Damage Debug - Magicka/Mult: -76.2195Damage Debug - Log: -1.#IND, Exp: 1.28, Result: -1.#INDDamage Debug - Inverse Log (Final Damage): -1.#INDArrow Projectile Speed: 2968.09Arcane Shot - Magicka Spent: 25, Damage: -1.#IND, Push Chance: 13.57%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 38, Base Cost: 20Damage Debug - Marksman Skill: 100, Luck Modifier: 27.6, Effective Skill: 127.6Damage Debug - Skill Mult: -0.1312, Base Cost Mult: 0.1, Range Mult: 1.25, Mult Sum: -0.328Damage Debug - Magicka/Mult: -115.854Damage Debug - Log: -1.#IND, Exp: 1.28, Result: -1.#INDDamage Debug - Inverse Log (Final Damage): -1.#INDArrow Projectile Speed: 3341.49Arcane Shot - Magicka Spent: 38, Damage: -1.#IND, Push Chance: 20.63%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 57, Base Cost: 20Damage Debug - Marksman Skill: 100, Luck Modifier: 27.6, Effective Skill: 127.6Damage Debug - Skill Mult: -0.1312, Base Cost Mult: 0.1, Range Mult: 1.25, Mult Sum: -0.328Damage Debug - Magicka/Mult: -173.78Damage Debug - Log: -1.#IND, Exp: 1.28, Result: -1.#INDDamage Debug - Inverse Log (Final Damage): -1.#INDArrow Projectile Speed: 3887.23Arcane Shot - Magicka Spent: 57, Damage: -1.#IND, Push Chance: 30.95%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 46, Base Cost: 20Damage Debug - Marksman Skill: 100, Luck Modifier: 27.6, Effective Skill: 127.6Damage Debug - Skill Mult: -0.1312, Base Cost Mult: 0.1, Range Mult: 1.25, Mult Sum: -0.328Damage Debug - Magicka/Mult: -140.244Damage Debug - Log: -1.#IND, Exp: 1.28, Result: -1.#INDDamage Debug - Inverse Log (Final Damage): -1.#INDArrow Projectile Speed: 3571.28Arcane Shot - Magicka Spent: 46, Damage: -1.#IND, Push Chance: 24.98%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 35, Base Cost: 20Damage Debug - Marksman Skill: 100, Luck Modifier: 27.6, Effective Skill: 127.6Damage Debug - Skill Mult: -0.1312, Base Cost Mult: 0.1, Range Mult: 1.25, Mult Sum: -0.328Damage Debug - Magicka/Mult: -106.707Damage Debug - Log: -1.#IND, Exp: 1.28, Result: -1.#INDDamage Debug - Inverse Log (Final Damage): -1.#INDArrow Projectile Speed: 3255.32Arcane Shot - Magicka Spent: 35, Damage: -1.#IND, Push Chance: 19.00%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 0, Base Cost: 20Damage Debug - Marksman Skill: 100, Luck Modifier: 27.6, Effective Skill: 127.6Damage Debug - Skill Mult: -0.1312, Base Cost Mult: 0.1, Range Mult: 1.25, Mult Sum: -0.328Damage Debug - Magicka/Mult: -0Damage Debug - Log: -1.#INF, Exp: 1.28, Result: -1.#INFDamage Debug - Inverse Log (Final Damage): 0Arrow Projectile Speed: 2250Arcane Shot - Magicka Spent: 0, Damage: 0, Push Chance: 0.00%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 9, Base Cost: 20Damage Debug - Marksman Skill: 100, Luck Modifier: 27.6, Effective Skill: 127.6Damage Debug - Skill Mult: -0.1312, Base Cost Mult: 0.1, Range Mult: 1.25, Mult Sum: -0.328Damage Debug - Magicka/Mult: -27.439Damage Debug - Log: -1.#IND, Exp: 1.28, Result: -1.#INDDamage Debug - Inverse Log (Final Damage): -1.#INDArrow Projectile Speed: 2508.51Arcane Shot - Magicka Spent: 9, Damage: -1.#IND, Push Chance: 4.89%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 8, Base Cost: 20Damage Debug - Marksman Skill: 100, Luck Modifier: 27.6, Effective Skill: 127.6Damage Debug - Skill Mult: -0.1312, Base Cost Mult: 0.1, Range Mult: 1.25, Mult Sum: -0.328Damage Debug - Magicka/Mult: -24.3902Damage Debug - Log: -1.#IND, Exp: 1.28, Result: -1.#INDDamage Debug - Inverse Log (Final Damage): -1.#INDArrow Projectile Speed: 2479.79Arcane Shot - Magicka Spent: 8, Damage: -1.#IND, Push Chance: 4.34%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 24, Base Cost: 20Damage Debug - Marksman Skill: 100, Luck Modifier: 27.6, Effective Skill: 127.6Damage Debug - Skill Mult: -0.1312, Base Cost Mult: 0.1, Range Mult: 1.25, Mult Sum: -0.328Damage Debug - Magicka/Mult: -73.1707Damage Debug - Log: -1.#IND, Exp: 1.28, Result: -1.#INDDamage Debug - Inverse Log (Final Damage): -1.#INDArrow Projectile Speed: 2939.36Arcane Shot - Magicka Spent: 24, Damage: -1.#IND, Push Chance: 13.03%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 27, Base Cost: 20Damage Debug - Marksman Skill: 100, Luck Modifier: 27.6, Effective Skill: 127.6Damage Debug - Skill Mult: -0.1312, Base Cost Mult: 0.1, Range Mult: 1.25, Mult Sum: -0.328Damage Debug - Magicka/Mult: -82.317Damage Debug - Log: -1.#IND, Exp: 1.28, Result: -1.#INDDamage Debug - Inverse Log (Final Damage): -1.#INDArrow Projectile Speed: 3025.53Arcane Shot - Magicka Spent: 27, Damage: -1.#IND, Push Chance: 14.66%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 4, Base Cost: 20Damage Debug - Marksman Skill: 100, Luck Modifier: 27.6, Effective Skill: 127.6Damage Debug - Skill Mult: -0.1312, Base Cost Mult: 0.1, Range Mult: 1.25, Mult Sum: -0.328Damage Debug - Magicka/Mult: -12.1951Damage Debug - Log: -1.#IND, Exp: 1.28, Result: -1.#INDDamage Debug - Inverse Log (Final Damage): -1.#INDArrow Projectile Speed: 2364.89Arcane Shot - Magicka Spent: 4, Damage: -1.#IND, Push Chance: 2.17%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 0, Base Cost: 20Damage Debug - Marksman Skill: 100, Luck Modifier: 27.6, Effective Skill: 127.6Damage Debug - Skill Mult: -0.1312, Base Cost Mult: 0.1, Range Mult: 1.25, Mult Sum: -0.328Damage Debug - Magicka/Mult: -0Damage Debug - Log: -1.#INF, Exp: 1.28, Result: -1.#INFDamage Debug - Inverse Log (Final Damage): 0Arrow Projectile Speed: 2250Arcane Shot - Magicka Spent: 0, Damage: 0, Push Chance: 0.00%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 10, Base Cost: 20Damage Debug - Marksman Skill: 100, Luck Modifier: 27.6, Effective Skill: 127.6Damage Debug - Skill Mult: -0.1312, Base Cost Mult: 0.1, Range Mult: 1.25, Mult Sum: -0.328Damage Debug - Magicka/Mult: -30.4878Damage Debug - Log: -1.#IND, Exp: 1.28, Result: -1.#INDDamage Debug - Inverse Log (Final Damage): -1.#INDArrow Projectile Speed: 2537.23Arcane Shot - Magicka Spent: 10, Damage: -1.#IND, Push Chance: 5.43%.qqqBye.



edit: that's odd, the values are fine in a new game with only your ESP enabled:

Spoiler

coc TestingHallDamage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 7, Base Cost: 10Damage Debug - Marksman Skill: 5, Luck Modifier: 0, Effective Skill: 5Damage Debug - Skill Mult: 1.34, Base Cost Mult: 0.1, Range Mult: 1.5, Mult Sum: 2.01Damage Debug - Magicka/Mult: 3.48259Damage Debug - Log: 1.24778, Exp: 1.28, Result: 0.974825Damage Debug - Inverse Log (Final Damage): 2.6507Arrow Projectile Speed: 2156.25Arcane Shot - Magicka Spent: 7, Damage: 3, Push Chance: 0.44%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 4, Base Cost: 10Damage Debug - Marksman Skill: 5, Luck Modifier: 0, Effective Skill: 5Damage Debug - Skill Mult: 1.34, Base Cost Mult: 0.1, Range Mult: 1.5, Mult Sum: 2.01Damage Debug - Magicka/Mult: 1.99005Damage Debug - Log: 0.68816, Exp: 1.28, Result: 0.537625Damage Debug - Inverse Log (Final Damage): 1.71194Arrow Projectile Speed: 1875Arcane Shot - Magicka Spent: 4, Damage: 2, Push Chance: 0.25%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 6, Base Cost: 10Damage Debug - Marksman Skill: 5, Luck Modifier: 0, Effective Skill: 5Damage Debug - Skill Mult: 1.34, Base Cost Mult: 0.1, Range Mult: 1.5, Mult Sum: 2.01Damage Debug - Magicka/Mult: 2.98507Damage Debug - Log: 1.09362, Exp: 1.28, Result: 0.854394Damage Debug - Inverse Log (Final Damage): 2.34995Arrow Projectile Speed: 2062.5Arcane Shot - Magicka Spent: 6, Damage: 2, Push Chance: 0.38%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 4, Base Cost: 10Damage Debug - Marksman Skill: 5, Luck Modifier: 0, Effective Skill: 5Damage Debug - Skill Mult: 1.34, Base Cost Mult: 0.1, Range Mult: 1.5, Mult Sum: 2.01Damage Debug - Magicka/Mult: 1.99005Damage Debug - Log: 0.68816, Exp: 1.28, Result: 0.537625Damage Debug - Inverse Log (Final Damage): 1.71194Arrow Projectile Speed: 1875Arcane Shot - Magicka Spent: 4, Damage: 2, Push Chance: 0.25%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 10, Base Cost: 10Damage Debug - Marksman Skill: 5, Luck Modifier: 0, Effective Skill: 5Damage Debug - Skill Mult: 1.34, Base Cost Mult: 0.1, Range Mult: 1.5, Mult Sum: 2.01Damage Debug - Magicka/Mult: 4.97512Damage Debug - Log: 1.60445, Exp: 1.28, Result: 1.25348Damage Debug - Inverse Log (Final Damage): 3.5025Arrow Projectile Speed: 2437.5Arcane Shot - Magicka Spent: 10, Damage: 4, Push Chance: 0.63%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 12, Base Cost: 10Damage Debug - Marksman Skill: 6, Luck Modifier: 0, Effective Skill: 6Damage Debug - Skill Mult: 1.328, Base Cost Mult: 0.1, Range Mult: 1.5, Mult Sum: 1.992Damage Debug - Magicka/Mult: 6.0241Damage Debug - Log: 1.79577, Exp: 1.28, Result: 1.40294Damage Debug - Inverse Log (Final Damage): 4.06715Arrow Projectile Speed: 2625Arcane Shot - Magicka Spent: 12, Damage: 4, Push Chance: 0.90%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 11, Base Cost: 10Damage Debug - Marksman Skill: 6, Luck Modifier: 0, Effective Skill: 6Damage Debug - Skill Mult: 1.328, Base Cost Mult: 0.1, Range Mult: 1.5, Mult Sum: 1.992Damage Debug - Magicka/Mult: 5.52209Damage Debug - Log: 1.70876, Exp: 1.28, Result: 1.33497Damage Debug - Inverse Log (Final Damage): 3.79987Arrow Projectile Speed: 2531.25Arcane Shot - Magicka Spent: 11, Damage: 4, Push Chance: 0.83%.Damage Debug - OBSE Version: 20, Revision: 6Damage Debug - Magicka Spent: 27, Base Cost: 10Damage Debug - Marksman Skill: 6, Luck Modifier: 0, Effective Skill: 6Damage Debug - Skill Mult: 1.328, Base Cost Mult: 0.1, Range Mult: 1.5, Mult Sum: 1.992Damage Debug - Magicka/Mult: 13.5542Damage Debug - Log: 2.6067, Exp: 1.28, Result: 2.03648Damage Debug - Inverse Log (Final Damage): 7.66361Arrow Projectile Speed: 4031.25Arcane Shot - Magicka Spent: 27, Damage: 8, Push Chance: 2.03%.qqqBye.


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Cathrin Hummel
 
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Joined: Mon Apr 16, 2007 7:16 pm

Post » Fri Aug 19, 2011 11:40 pm

Thank you very much, problem is caused by negative multiplier due to very high effective marksman skill you have and limitation in my formula. Working on a fix now.

Edit: By the way regarding auto aiming on actors in water - normally game return Z position as a bottom of model bounding box but when in water it will return Z coord of a center of gravity of mesh or something (exactly the point that meets the surface of the water when floating). I made correction to use directly supplied Z coord when aiming without additional height and scale modifiers and it is working fine now just you won't be able to hit submerged objects as arrows will not be able to reach them through water but you can still hit the floating objects.
I was also able to aim mudcrabs correctly maybe your problem Tekada was related to the whole water issue.
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Epul Kedah
 
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Post » Fri Aug 19, 2011 10:02 pm

That's good news, I look forward to your fix. While you're at it, you might want to add hotkeys to switch between shot modes [pgup/pgdown perhaps?]. Casting a spell to open up the menu is fine, but for sneaky characters it might be a problem because of the light casted by the spell.
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Tiff Clark
 
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Post » Sat Aug 20, 2011 4:18 am

That's a good tip regarding spellcast and sneaking so I might actually convert the lesser power into an inventory item and later make a quest to find item in some Ayleid ruin or something add to that hotkeys as well, if one like changing modes often that is a good option to have.
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le GraiN
 
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Post » Sat Aug 20, 2011 8:57 am

Totally agree with the quest idea so the mod doesn't look like cheating. It should be a very hard quest, not only in terms of fighting, one would need to use his brain too. I would recommend a quest with no quest markers, just written clues on where to find the item and a final boss hidden in the deep of an Ayleid ruin. You might want to start the quest by buying a very expensive book in the Imperial City with the background story regarding the ancient Ayleid artifact, which is known to be found somewhere in an Ayleid ruin, but to find the right one you'll need to travel across Cyrodiil to find more clues, talk with a few people etc. Sounds feasible?
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Heather Dawson
 
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Post » Fri Aug 19, 2011 9:34 pm

Totally agree with the quest idea so the mod doesn't look like cheating. It should be a very hard quest, not only in terms of fighting, one would need to use his brain too. I would recommend a quest with no quest markers, just written clues on where to find the item and a final boss hidden in the deep of an Ayleid ruin. You might want to start the quest by buying a very expensive book in the Imperial City with the background story regarding the ancient Ayleid artifact, which is known to be found somewhere in an Ayleid ruin, but to find the right one you'll need to travel across Cyrodiil to find more clues, talk with a few people etc. Sounds feasible?


I agree with the the clues and Final Boss, as for the no quest markers...well i have played MW for years so i do not care whether they are there or not. As for very hard, well it might be good if for instance you need a certain level in Marksman before you can start using it. Maybe from Journeyman(Lvl 50) and up?
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Steve Fallon
 
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Joined: Thu Aug 23, 2007 12:29 am

Post » Sat Aug 20, 2011 4:55 am

I agree with the the clues and Final Boss, as for the no quest markers...well i have played MW for years so i do not care whether they are there or not. As for very hard, well it might be good if for instance you need a certain level in Marksman before you can start using it. Maybe from Journeyman(Lvl 50) and up?


Good tip. As a little improvement over your idea, mitchalek might want to "unlock" the AAA features depending on the character skills, say, Auto Aiming is immediately available for everyone, Apprentice would unlock Rapid Shots [which speed depends already on the marksman skill afaik], Journeyman would unlock Arcane Shots and Expert would unlock Electrogravitic Shots. A Master level would gain a random chance [luck based] to disintegrate armor, so players are encouraged to improve their archery skills to the highest level.
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Emma Copeland
 
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Post » Sat Aug 20, 2011 8:59 am

Good tip. As a little improvement over your idea, mitchalek might want to "unlock" the AAA features depending on the character skills, say, Auto Aiming is immediately available for everyone, Apprentice would unlock Rapid Shots [which speed depends already on the marksman skill afaik], Journeyman would unlock Arcane Shots and Expert would unlock Electrogravitic Shots. A Master level would gain a random chance [luck based] to disintegrate armor, so players are encouraged to improve their archery skills to the highest level.


That is a even better idea then i hat, good thinking. :thumbsup:
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Richard Dixon
 
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