[REL] Ayleid Arcane Archer(y)

Post » Tue Sep 06, 2011 1:22 pm

Ayleid Arcane Archer (AAA)
Latest Version: 2.1
Author: Alek
Requires: OBSE v0020

V2.0 gameplay video:
http://youtu.be/ZLUUcXY5B7w

V2.0 demonstrative video by dAb:
http://youtu.be/vFIwWpphq3g

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

You search for an ancient artifact that will give you powers of the old Ayleid Arcane Archers. Buy the book "The Arcane Archery" from bookseller Phintias in Imperial City Market District - First Edition to learn about the history of arcane archers and discover the location of the artifact.

Finding the arcane stone artifact shouldn't be hard but first you will have to defeat the Ancient Guardian. He is designed to be difficult but is 100% defeatable even with level 1 characters and by having the right tools. Arcane stone is not reachable until you defeat him.

As long as you carry the arcane stone with you, you will have access to following abilities:
- Rapid Shots
- Arcane Shots
- Electrogravitic Shots
- Auto Aiming

You can activate the stone from the inventory to bring up the ability selection and configuration menu. Besides being superior to standard bow and arrow shooting, each shot type has its own niche. They are all tied to magicka in one way or another and can be assigned to a hotkey for easy swapping. Auto aiming is activated on demand also via hotkey and is fully optional.

Rapid Shots

While using rapid shots you will not be able to use spells because magicka will be constantly drained but speed and athletics will be fortified by 10. Bow and arrow speeds are scaled with marksman skill and the faster it gets the skill xp gain is reduced by same percentage. Arrows will fly at their full speed and power so there is no need to keep them nocked, just aim and click. Damage will be the same as using mundane shots but the rate of fire is what makes a huge difference. You will need to carry a lot more arrows than usual because they are wasted pretty quickly.

Arcane Shots

With these shots you will be able to do quite a lot of punch. The shots are automatically charged with magicka while keeping the arrow nocked. Amount of magicka spent will be converted to damage when you release the arrow, which should be the same as using ranged damage health spells. One charge is equal to one point of magicka spent and your marksman skill will play role of how much charges per second you can get ranging from 1 to 20 charges/s. Damage is affected by target's weakness to magic but not by the resistances. With charges above 80% of max magicka chance of backfire will start increasing. You also have chance to push the target away and chance is increased with higher amount of charges and marksman skill.

Electrogravitic Shots

This is AoE offensive and defensive mode. You create short lasting gravitic fields either by shooting someone or by holding block yourself while having bow equipped. Every foe caught in radius will be pulled by force toward the source of the field and uppon contact an electric discharge will hit them, dealing damage and pushing them away. Every shot and every tick while holding block will cost the set amount of magicka, shock damage will be proportional. Pull force and damage are scaled with marksman skill, where damage is scaled the same way the magicka costs scale with magic skills.

Auto Aiming

You lock on the target by holding designated key while aiming and your crosshair should follow the target as long as you keep the key pressed. It takes into account target movement to predict where will the arrow meet the target and will increase the firing angle to counter the gravity acted uppon the arrow. This works ok most of the time but there are times when it will fail. If target changes velocity rapidly its probably that you will miss if you fire at the wrong moment. Due to technical limitations it is not possible to find the correct size of a hit box so you will not be able to auto aim knocked down targets, very small creatures and such. Effect of gravity on projectile is non-linear and very specific in Oblivion and there is not known formula to it. Its made to work with alot of trial and error but should give satisfying results.

Compatibility

Few game settings are exclusively managed in realtime so if you have any other mod that changes 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. It is not recommended to use this mod along with other archery overhaul mods as unpredictible results might occur.

Change Log
Spoiler

V2.1:
- Fixed possible CTD by undeleting and disabling previously deleted reference.
- Added more console text info: Rapid shots - will print bow and arrow speeds and skill xp gain percentage. Electrogravitic shots - will print maximum pull velocity and shock damage from discharge.
- Electrogravitic discharge push force was originally proportional to discharged shock damage but if damage was resisted or increased due to weakness force was still the same. It should now take that into account and if shock damage is to be fully resisted then no push will occur.
- Arcane shot charging has new visual and sound effects.
- Arcane Stone cannot be given away to vendors anymore.
- Last used shot type and auto aiming on/off state will now be restored when picking up a dropped stone.
- New tweakable option - auto aiming smoothing.

V2.0:
- Arcane Archery is no more an auto obtainable spell. Power is now gained through an ancient artifact hidden in one of Ayleid ruins. Added background story, free quest and new interior cell with unique boss guarding the artifact.
- Removed custom race added in V1.0 and its dependancy.
- Added new visual and sound effects.
- New menu system with user text input.
- Added hotkey support.
- All shots can be now customized via in-game config menu: rapid bow speed, arcane damage base cost, electrogravitic magicka cost.
- Default hotkeys will now be preserved when automatically switching to rapid bow.
- Removed exploit of having magicka fill to max when leaving rapid shot mode. It will now remember how much magicka player had before activating rapid shots.
- Arcane shots will now exploit the weakness to magic.
- Complete rewerite of auto aiming projectile balistic trajectory formula, it will now use real physics quadratic equation to find the correct angle. More accurate but still problematic due to non-linear gravity acceleration on arrows.
- Improved auto aiming target finding when there are more targets close to a crosshair.
- Arcane and electrogravitic shots can no longer push riding actors or their horses, causing them to be displaced and stuck.
- Fixed a bug in damage calculation if effective marksman skill was too high.
- Fixed auto aiming on actors who are swimming.
- Fixed a bug when auto aiming a summoned creature. It would completely disable the script for the whole game session after it has been killed or timed out.
- Fixed various bugs where aoe spell scripts were affecting non-actors.

V2.0 BETA:
- Two new shot types: Rapid Shots and Electrogravitic Shots.
- New optional supplement: Auto Aiming.
- Arcane Shots will now fire faster arrows, scaling with magicka spent on charges.

V1.0 (06-Aug-11):
- Initial public release

User avatar
stevie trent
 
Posts: 3460
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Post » Mon Sep 05, 2011 10:06 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?)
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CRuzIta LUVz grlz
 
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Post » Tue Sep 06, 2011 8:17 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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Kim Kay
 
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Post » Tue Sep 06, 2011 12:00 pm

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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Roberta Obrien
 
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Post » Tue Sep 06, 2011 12:02 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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JR Cash
 
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Post » Mon Sep 05, 2011 10:23 pm

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


That is great. :)
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Allison Sizemore
 
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Post » Tue Sep 06, 2011 11:56 am

I will release beta during the day. Would like some testing while I'm working on minor stuff.
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jesse villaneda
 
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Post » Tue Sep 06, 2011 10:48 am

Beta is out! Everyone is welcome to test through real gameplay. Feedback is very welcome.
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jodie
 
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Joined: Wed Jun 14, 2006 8:42 pm

Post » Tue Sep 06, 2011 12:29 pm

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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Fiori Pra
 
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Post » Tue Sep 06, 2011 2:04 am

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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Danny Blight
 
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Post » Mon Sep 05, 2011 9:39 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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Andrew Tarango
 
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Post » Tue Sep 06, 2011 4:39 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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Liv Staff
 
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Post » Tue Sep 06, 2011 7:24 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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Donatus Uwasomba
 
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Post » Tue Sep 06, 2011 5:20 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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nath
 
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Post » Mon Sep 05, 2011 11:06 pm

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-rel-ayleid-arcane-archery/-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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Felix Walde
 
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Joined: Sat Jun 02, 2007 4:50 pm

Post » Tue Sep 06, 2011 2:27 am

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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IM NOT EASY
 
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Post » Mon Sep 05, 2011 9:21 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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Ryan Lutz
 
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Post » Tue Sep 06, 2011 5:46 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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Cat Haines
 
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Joined: Fri Oct 27, 2006 9:27 am

Post » Mon Sep 05, 2011 11:27 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?
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RUby DIaz
 
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Post » Tue Sep 06, 2011 11:04 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?


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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Glu Glu
 
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Post » Mon Sep 05, 2011 8:52 pm

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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LuBiE LoU
 
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Post » Tue Sep 06, 2011 8:55 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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Laura
 
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Post » Tue Sep 06, 2011 6:30 am

Final 2.0 is near, maybe week or so. No more spell to activate, I made new cool item artifact model in blender that you will have to find in specific ayleid ruin. Working on new interior cell atm and an unusual bossfight. Hotkeys are implemented, reported bugs fixed and shader/sound effects added. Just one important thing is missing and that is the lack of interest in this mod but for those who are interested should not be disappointed.
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Gisela Amaya
 
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Post » Tue Sep 06, 2011 4:01 am

Looking forward to the final version! As for the lack of interest, I'll make sure to spread the word : )
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Stryke Force
 
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Post » Tue Sep 06, 2011 12:36 am

V2.0 final has been released, hope you enjoy it.
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Oyuki Manson Lavey
 
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