[REL] Ayleid Arcane Archer(y)

Post » Tue Sep 06, 2011 10:02 am

I'm going to try it at once : )

[edit] FYI, Tes4Edit detects 1 ITM record, I'm not going to paste the report here as it actually spoils the ayleid ruin location
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Roy Harris
 
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Post » Tue Sep 06, 2011 11:37 am

I know. That is a false report, it is deleted wall I had to replace with one having a door passage so if you clear it you will not be able to access the cell with the artifact. There might be a way to make Tes4Edit ignore it by changing some of its properties and not just deleting it. Just do not remove that record it is perfectly valid.

Edit: I now actually tried to clear to see what is gong to be removed but it didn't remove anything, can you please try to clear identical records and see if it actually do remove something?
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xx_Jess_xx
 
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Post » Mon Sep 05, 2011 11:31 pm

Sorry, that was a typo, not an ITM but an UDR. Here it is:

Spoiler

Undeleting: [REFR:000A0857] (places ARRmWall02 [STAT:0009756E] in GRUP Cell Temporary Children of Piukanda03 "Piukanda Ceyede" [CELL:000A04EB])
[Undeleting and Disabling References done] Processed Records: 387 Undeleted Records: 1 Elapsed Time: 00:00

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Enie van Bied
 
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Post » Mon Sep 05, 2011 10:47 pm

Thanks, I always check for ITM but didn't know about UDRs. I guess it is standrad to disable rather than delete original reference even if its a simple static reference such as a wall.
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Kirsty Collins
 
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Post » Tue Sep 06, 2011 3:25 am

It is, as any deleted reference which is also referenced by another ESP with a higher load priority might lead to a crash when entering that cell as far as I know, but take this with a grain of salt as I'm no CS expert at all.

Love the mod so far, the battle with the guardian was fun and hard enough for my taste. I'm going to test the mod thoroughly and get back to you later.
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james tait
 
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Post » Tue Sep 06, 2011 6:27 am

You deserve to be credited for debug info and all the help finding errors dAb so welcome to my empty credit list! :P
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James Potter
 
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Post » Tue Sep 06, 2011 1:25 am

Ok, here's a little heads up for you, I have both good and bad news.

The good news is the mod is freaking amazing, is very well balanced and in no way a game breaker, it looks like it has always been there. No gameplay issues so far, and finally having a high Magicka for a strictly combat&stealth based character does make perfectly sense.

The bad news [not so bad, actually] is I came across a little glitch using arcane shots in conjunction with MDLAA, an OBGE anti-aliasing shader. The heart-beating animation you made for the timed shot disables temporarily the MDLAA shader, hence causing screen flashes while using Arcane Shots. Took me a while to find this out. I'm no shader guy at all and I have no idea on how to solve this, you might want to check the latest http://www.gamesas.com/index.php?/topic/1226209-relwip-oblivion-graphics-extender/ thread and ask there for some hint.

Other than that the mod is stable, fast, very well responsive, and so far completely bug free as far as I can tell. I'll make sure to get back to you whenever I find anything odd.

Congrats, you did a hell of a job :foodndrink:
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Robert Jackson
 
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Post » Tue Sep 06, 2011 7:55 am

Thanks again ;)
Problem you have with flickering is actually related to OBGE and graphic settings. I am using OBGE as well and I remember having problems with flickering in some other situations while using that MDLAA. I was able to fix my problem by tweaking some settings in CCC so if you're using ATI graphic card you might want to check if you have Surface Format Optimization enabled in Catalyst A.I. and disable it. It is known to cause problems with many OBGE effects. If it is not that then I don't know, heartbeat shader just use inverse alpha blending and nothing more.
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patricia kris
 
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Post » Tue Sep 06, 2011 5:39 am

Have you already been able to check the Duke Patrick Combat Archery mod to see whether it can be used together with your mod?
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Laura Elizabeth
 
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Post » Tue Sep 06, 2011 6:50 am

No haven't tried it yet its not really on my priority list but I'll do that when I have time. There shouldn't be any direct incompatibilities because AAA use scripts and doesn't modify any references but there is always a possibility that something unexpected might occur. I presonallly do not recommend using them two along because I did not design arcane archery to be used with archery overhaul mods. As its written in readme there are few game settings managed by AAA via scripts in realtime so it might override any settings changed by other mods. Settings are related to arrow speed and physics and marksman skill experience level rate which it is normal to assume that DPCA is at least changing the arrow settings and if it use script to do so dynamically then these two will collide but it probably won't affect arcane archery and most likely the other way around. So I can only say for sure if they are compatible if I do some thorough testing and code inspection, which will happen when I get a litle free time. Right now I am busy with working on my other projects.
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Joey Bel
 
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Post » Tue Sep 06, 2011 7:53 am

some questions regarding your mod mitchalek:

1.load order dependencies? should it load early or late or is it irrelevant?

2. what about compatibility with mods that allow stats & abilities to raise up to 200 instead of 100? wouldn't that affect the mod?

tks for sharing your work :foodndrink:
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c.o.s.m.o
 
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Post » Tue Sep 06, 2011 12:17 pm

No haven't tried it yet its not really on my priority list but I'll do that when I have time. There shouldn't be any direct incompatibilities because AAA use scripts and doesn't modify any references but there is always a possibility that something unexpected might occur. I presonallly do not recommend using them two along because I did not design arcane archery to be used with archery overhaul mods. As its written in readme there are few game settings managed by AAA via scripts in realtime so it might override any settings changed by other mods. Settings are related to arrow speed and physics and marksman skill experience level rate which it is normal to assume that DPCA is at least changing the arrow settings and if it use script to do so dynamically then these two will collide but it probably won't affect arcane archery and most likely the other way around. So I can only say for sure if they are compatible if I do some thorough testing and code inspection, which will happen when I get a litle free time. Right now I am busy with working on my other projects.


That is okay, take your time. :)
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Matthew Warren
 
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Post » Tue Sep 06, 2011 1:53 am

Thanks again ;)
Problem you have with flickering is actually related to OBGE and graphic settings. I am using OBGE as well and I remember having problems with flickering in some other situations while using that MDLAA. I was able to fix my problem by tweaking some settings in CCC so if you're using ATI graphic card you might want to check if you have Surface Format Optimization enabled in Catalyst A.I. and disable it. It is known to cause problems with many OBGE effects. If it is not that then I don't know, heartbeat shader just use inverse alpha blending and nothing more.


No conflictual tweaks enabled in CCC [actually I'm using ATT], as I have already deactivate them all prior to having installed OBGE.

Anyone else in here using MDLAA and experiencing screen flashes while using Arcane Shots?
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Mark
 
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Post » Tue Sep 06, 2011 12:48 pm

some questions regarding your mod mitchalek:

1.load order dependencies? should it load early or late or is it irrelevant?

2. what about compatibility with mods that allow stats & abilities to raise up to 200 instead of 100? wouldn't that affect the mod?

tks for sharing your work :foodndrink:


1. Any load order should work fine. If you use BOSS it will put it near the bottom of the list.

2. Only marksman skill is used in calculations and I already fixed bugs related to too much high skills. Damage is capped at 100 skill and will not go any higher than that. Other things that scale with skill like max bow speed in rapid shots, pull force of electrogravitic shots and charges per second of arcane shots will go further than that. So you should be able to use it without problems, if by any chance you get any abnormalities please report it so I can fix. Just note that AAA is using default setting for marskman skill xp gain and I don't know how its managed in that mod when it goes above 100, so any changes made by that mod will be overriden by default game setting.
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N Only WhiTe girl
 
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Post » Tue Sep 06, 2011 3:00 am

Nice video. Hope you don't mind a little http://www.youtube.com/watch?v=vFIwWpphq3g :P
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SWagg KId
 
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Post » Tue Sep 06, 2011 9:01 am

^^ LMAO @ the Adoring Fan part. The mod's worth a download just to do that LOL.

Mod looks cool ~ I'm an avid Elven Archer player and usually devise my own type of Arcane Archer. This looks interesting though, those who have played, do you feel it overpowers your character at all?
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Matthew Aaron Evans
 
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Post » Tue Sep 06, 2011 8:37 am

Not really for the most part it is well balanced


Have you already been able to check the Duke Patrick Combat Archery mod to see whether it can be used together with your mod?


I have not directly used them both in conjunction as they have similar scripting uses that both alter arrow velocity as well as attack animation. I'd recommend using one or the other as you'd lose features of one or the other depending on whose scripting won out (would destroy your armor penetration setting or destroy your damage with arcane shot and you'd never set off a fully drawn attack with your bow using rapid fire)
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Undisclosed Desires
 
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Post » Tue Sep 06, 2011 1:10 pm

I have not directly used them both in conjunction as they have similar scripting uses that both alter arrow velocity as well as attack animation. I'd recommend using one or the other as you'd lose features of one or the other depending on whose scripting won out (would destroy your armor penetration setting or destroy your damage with arcane shot and you'd never set off a fully drawn attack with your bow using rapid fire)


Yeah i hat seen Mitchaleks post about that on the mods comment tab. And it was because of that post i asked that question when he brought out the 2.0 final version. I am not using AAA with my current character, since i only use Marksman as a backup weapon with him so it is not high to speak of for a level 34 character. (Only 47 in Marksman while Blade and Blunt are over 100. :)

But once i start with a new character i do want to try this one out, so i needed to know. It just means that ones i do start a new char i will have to get used to the vanilla Marksman system again for that specific character. But with Rapid Shots and Arcane shots it should even out i believe. :D
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john palmer
 
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Post » Tue Sep 06, 2011 2:07 am

Yeah i hat seen Mitchaleks post about that on the mods comment tab. And it was because of that post i asked that question when he brought out the 2.0 final version. I am not using AAA with my current character, since i only use Marksman as a backup weapon with him so it is not high to speak of for a level 34 character. (Only 47 in Marksman while Blade and Blunt are over 100. :)

But once i start with a new character i do want to try this one out, so i needed to know. It just means that ones i do start a new char i will have to get used to the vanilla Marksman system again for that specific character. But with Rapid Shots and Arcane shots it should even out i believe. :D


lol pick up a a fatigue or backward movement mod and you'll be stumbling like your used to in no time.. all teasing aside I've used both and I like Duke Patrick's better combined with Conduit to simulate an Arcane Archer (not knocking the mod I just love me spell storing arrows )
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Laura-Jayne Lee
 
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Post » Tue Sep 06, 2011 8:21 am

^^ LMAO @ the Adoring Fan part. The mod's worth a download just to do that LOL.

Mod looks cool ~ I'm an avid Elven Archer player and usually devise my own type of Arcane Archer. This looks interesting though, those who have played, do you feel it overpowers your character at all?


Nope, it's very well balanced, my character is a wood elf with 100 marksman skill but even so he's not a terminator with this mod. You can tell it by watching the werewolves pack part where I've been extensively using the Electrogravitic shots, it's just like throwing a grenade at them but they are not instantly killed. To kill the first NPC in one shot with the Arcane shot I had to go in sneak mode to achieve the 3x bonus, otherwise Arcane shot alone is not enough. Rapid shots are powerful but they will drain your arrows supply, look at how many times I had to hit the Ogre. In short it's a great and fun addition to the game but it will not make you a semi-god.
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Jennifer Rose
 
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Post » Tue Sep 06, 2011 4:34 am

Okay, thanks dAb. I did notice it took a while with that Ogre but couldn't tell what type of Ogre, vanilla or mod added. I use OOO with MMM so my vanilla version of Arcane Archer can do sort of well depending on situation. This mod obviously falls into the ideal of an AA much better than what I try to do with an unmodded character in game.
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Nicole Kraus
 
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Post » Mon Sep 05, 2011 11:17 pm

That was a lvl 33 Ogre added by Creature Diversity. They're quite hard to kill even with my lvl 35 archer. I've also been testing MMM creatures with AAA and it looks like the character is well balanced against them.
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Alexander Lee
 
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Post » Tue Sep 06, 2011 12:24 am

Great video dAb! I will add it to the nexus page, thank you for making it. I have just one question balance wise, so rapid shots feel the most powerful? Maybe I can make damage reduce with speed by some percentage what do you think?

Anyway I'm working on a small update, fixing few things, adding few things, and replacing that heartbeat shader with something more attractive. ;P
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Bedford White
 
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Post » Tue Sep 06, 2011 4:56 am

Well, on my end they are the most powerful thanks to my high marksman skill, they aren't overpowered in themselves. I wouldn't touch anything at all, they feel just right as they are.
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Gaelle Courant
 
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Post » Mon Sep 05, 2011 9:33 pm

Version 2.1 is out. I hope that your flickering issue is now fixed dAb.
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Amie Mccubbing
 
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