[RELz] Crossbows of Cyrodiil v9.2

Post » Sat Feb 19, 2011 6:01 am

I downloaded this mod because I prefer ranged weapons, and crossbows are great, the only problem I have is the no file markers are showing up, I understand the markers mean the nifs cannot be found, I copied the meshes and textures into the correct folders, archiveinvalidate is operational as all other mods using new meshes and textures are working, I'm using OBSE 0017 beta to launch, can you think of any reason why this mod is unable to find it's files?

P.S, yes I am able to purchase them.

oops, edit for obse correct version.


I've downloaded the available 7zips from TESNexus and all necessary files are included. If you are using the "No Shivering Isles" patch then you must first install the full mod. I suggest you download the files again and follow the ReadMe closely while reinstalling.

Would you mind elaborating on this? I'm a bit bewildered on a technical level. I knew you could add items to vendors through scripts but you're saying you can add items to leveled lists the same way and avoid any conflicts? Or are you saying the items will never be found in random chests and are just lying around? How does one script for items to be added to the inventories of NPCs introduced by overhauls? I haven't downloaded this mod, so if all this is covered in the readme I apologize.


Using OBSE commands modders are able to create scripts that add items directly to leveled lists when the mod is loaded. Regarding adding items to NPCs added by overhaul mods, we use a spell script that identifies which NPCs should receive an item and then adds it to them. Quite simple to explain, though rather difficult to implement effectively.

Doesn't look very good with FOV 90! Any ideas to fix this?


I've no idea what you are talking about. You'll have to explain to me what you mean by "FOV 90".

Over all it is a fantastic achievement!
I really hate to complain about this as I know that this mod had to have had a LOT of hard work and creative talent to make.
But using them in the game I got a bad feeling (meaning it did not feel correct per my experience fighting in real life with crossbows).

And yes... I fight in real life with crossbows in SCA combat archery.

I think the issue is that unlike an Oblivion bow, the player cannot aim down the side of this Oblivion Game mod crossbow to get accurate shots.
(Because the crossbow is not angle correctly, again for understandable technical reasons.)

But one of the BIG reasons to use a crossbow instead of a bow is the accuracy is much better (takes less "archery" skill to hit your mark).

I know this is a technical issue with how the bow is aligned with the rest of the PC and the armor and such...

So may I suggest that you drop down the top edge of the crossbows so that the game cross-hair can be used to aim instead?
As it is now the Crossbow blocks your view of the cross-hair.
update to my previous post:

I may do this myself in blender on just the steel crossbow, just to see if this is practical to do.

But I do not know anything about animation yet so I may not be able to change the crossbow with out mess up the animations connected to it.
As I suspected fooling around with it in blender striped out the animation.

However I was able to use NifSkope to lower all the "parts" of the crossbow!

NOW I can aim the svcker quickly, now it feels much better!

There is a slight amount of clipping but you only see this in 3rd person if you angle your camera around in the right location.

This may be my new favorite weapon, well until I win Hammer-Blade (again) in the SCA tournament mod I made.


It is an unavoidable compromise. If I lower the crossbow it creates considerable clipping with certain vanilla armors and clothes. I decided it was best to avoid the intense clipping as I can not know what type of armor or clothes the character may be wearing. Personally, I've learned to focus on the crosshair and thus do not struggle with aiming.

wow, I did not want to believe this but I have tested this many times and it is repeatable.
10 seconds after entering the Market district the mod CTD!

:(

It is possible it is due to my slight change to the Nifs, but I would be surprised if that was the case because the mod still works outside of the Market district.

It is only when I go in the IC, then in 10 seconds it crashes even standing still and not doing anything.

Anyone else have this issue?

I will reload in the un altered nifs and see what happens but I really do not think this is the cause.
OK, after installing the mod again with the original Nifs it still happens.
This seems to happen when you go thur a door to the IC.

I remember this happen to me a long time ago working on one of my old mods, it had something to do with the activator I was using to cast AOE spells at the player. When it tried to follow me into the IC district it would CTD.

I hope that can help in some way I wish I could remember more than that.

Hopefully this gets solved soon as I really love this mod and would like to use it.


I've been looking into it, though I've yet to iron out the exact cause. I'm pretty certain I know what is causing it, but I'm not 100% positive. When I upload the next update it will implement a bug fix for this, though I can't guarantee it will work.

All your comments, spookyfx, has gotten me to try out this mod :P Thanks, and thanks Linus :lol:


Thank you, and enjoy. :)
User avatar
Soraya Davy
 
Posts: 3377
Joined: Sat Aug 05, 2006 10:53 pm

Post » Fri Feb 18, 2011 9:52 pm

no, you misunderstood me (or I did not explain it very well) I only lowered the weapon as a compromise to test my assertions.
What needs to happen is the the weapon needs to be a little less tall so that MORE unobstructed space is seen UNDER the cross-hair.

Otherwise the target is cover up by the front end of the Crossbow when you tilt the weapon up slightly to compensate for the gravity.
This would not happen in real life because you would use the SIDE of the crossbow to aim the weapon (not the top like a modern gun).
But the Crossbow in the mod is not aligned correctly* to use it this way for reasons you stated before.
(*turned so that the back end and the front end line up with the target.)

The way it is now it only works "realistically" for short range shots.


Anyway if it is too much trouble to change the nifs, then I will just use my own Nifs (once you are able to fix the CTD bug.)
My custom nifs work fine so no big deal.

Thanks for a cool mod!


It is an unavoidable compromise. If I lower the crossbow it creates considerable clipping with certain vanilla armors and clothes. I decided it was best to avoid the intense clipping as I can not know what type of armor or clothes the character may be wearing. Personally, I've learned to focus on the crosshair and thus do not struggle with aiming.

User avatar
C.L.U.T.C.H
 
Posts: 3385
Joined: Tue Aug 14, 2007 6:23 pm

Post » Fri Feb 18, 2011 7:17 pm

I may still be misunderstanding, but are you talking about actually editing the crossbow mesh so that it appears thinner?
User avatar
Aman Bhattal
 
Posts: 3424
Joined: Sun Dec 17, 2006 12:01 am

Post » Fri Feb 18, 2011 7:40 pm

Well, only "thiner" in the Z direction.

So that the front end of the top edge is not up so high.

I liked it at 1 inch lower but even 3/4 inch would be better.

I am just worried that means TOO much re-work of models in Blender (taking up too much of your time).

I would offer to do the work but I tried to do this already and lost the animations.
That is why I had to lower the entire crossbow in NifSkope instead.

I may still be misunderstanding, but are you talking about actually editing the crossbow mesh so that it appears thinner?

User avatar
Rachie Stout
 
Posts: 3480
Joined: Sun Jun 25, 2006 2:19 pm

Post » Sat Feb 19, 2011 4:44 am

I'm not personally responsible for the meshes and textures, those were contributed by Hel Borne. If and when he is able to work on CoC again I'll ask him to take a look at it. Thanks for the feedback! :)
User avatar
Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Sat Feb 19, 2011 3:14 am

This looks rather impressive.

Upon my re-install of Oblivion, I will have to give this a try. I bet it would make for a great stealth weapon.
User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Fri Feb 18, 2011 8:52 pm

Deleted about issue of invisible arrows.

Got the bow and arrows working now thanks to JDFan, so next will be a wood stake crossbow bolt for my nosferatu vampire mod!
User avatar
Andrew Lang
 
Posts: 3489
Joined: Thu Oct 11, 2007 8:50 pm

Post » Fri Feb 18, 2011 11:44 pm

Just wanted to give a brief update. I've isolated the cause of the CTDs that people are experiencing when entering cities. It is directly related to the scripts that were placed on the NPC crossbows. I'm working to correct the problem while maintaining functionality. I've also discovered a bug that causes the player's crossbow to reset every time you enter the inventory menu. I've fixed the latter issue already, but the former may take some time. Thank you for the continued feedback and support. I hope to release v9.2 within the next week or two. :)
User avatar
El Khatiri
 
Posts: 3568
Joined: Sat Sep 01, 2007 2:43 am

Post » Sat Feb 19, 2011 12:52 am

Just wanted to give a brief update. I've isolated the cause of the CTDs that people are experiencing when entering cities. It is directly related to the scripts that were placed on the NPC crossbows. I'm working to correct the problem while maintaining functionality. I've also discovered a bug that causes the player's crossbow to reset every time you enter the inventory menu. I've fixed the latter issue already, but the former may take some time. Thank you for the continued feedback and support. I hope to release v9.2 within the next week or two. :)

The thing entering the inventory was what I noticed once here. Every time I enter any menu with a crossbow equipped, there's that delay like if the crossbow were unequipped and reequipped. This also causes that entering a menu with a crossbow drawn causes the character to re-drawn it.
But aside from that, I've been using this mod a lot now, and it feels so natural in the game. I regularly go to the smithy vendors to replenish my bolt supply, like if the bolts had always been in the game. And I also like that there aren't a zillion crossbows to choose between: iron, steel and ebony, plus a bonus one (yes I found it) are more than ok and keep the crossbow feel unique (though a dwemer one wouldn't be too bad). I really hope crossbows get back in TES V.
User avatar
Far'ed K.G.h.m
 
Posts: 3464
Joined: Sat Jul 14, 2007 11:03 pm

Post » Fri Feb 18, 2011 9:39 pm

I've noticed a pair of bugs:

I see the crossbow scripts uses DisableControl to prevent the player from doing anything while fastening the crossbow. But if an enemy makes you stagger/kills you while you are fastening the crossbow, your controls remain disabled until you try to fire another bolt. Controls remain disabled even if you reload a new game, which would happen in the case of the player dying.

The other bug is more strange. If you trade with a merchant who has a crossbow equipped and can sell it, which happens quite often with the road merchants from Tamriel Travelers mod, you see two crossbows in his barter menu, one of them with weight 0.
User avatar
Victor Oropeza
 
Posts: 3362
Joined: Sun Aug 12, 2007 4:23 pm

Post » Fri Feb 18, 2011 7:51 pm

I've noticed a pair of bugs:

I see the crossbow scripts uses DisableControl to prevent the player from doing anything while fastening the crossbow. But if an enemy makes you stagger/kills you while you are fastening the crossbow, your controls remain disabled until you try to fire another bolt. Controls remain disabled even if you reload a new game, which would happen in the case of the player dying.

Your moving controls in particular, yeah that is a pain, especially as (as you say) it persists on loading an earlier save game.

The other bug is more strange. If you trade with a merchant who has a crossbow equipped and can sell it, which happens quite often with the road merchants from Tamriel Travelers mod, you see two crossbows in his barter menu, one of them with weight 0.

That looks like you are seeing the token for the bow as well as the actual item. Something generally meant to be kept hidden from the player. Wrye Bash recently added an "All clothing Playable" option which also reveled all such tokens (they are classified as clothing in the game engine.)

On top of that the constant switching out sounds of the bows when entering exiting menus and so on, is rather annoying (not enough to stop using the excellent addition to the game of course :) ) as well as the odd glitch where the bow is held in odd positions (just had one where the bow was fired held sideways!) both while aiming and just being held.

Another I noticed is that often when crouching and readying a bolt to fire, the player is forced out of crouch mode - often tactically disastrous!

So; a number of glitches that could be ironed out, to make this truly great. But still a must have mod in my opinion. (unlike some, where the glitch ruins the value of the mod.)
User avatar
Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Sat Feb 19, 2011 9:31 am

Just a bit of a bump here.

I am hoping that development is still ongoing?
User avatar
marie breen
 
Posts: 3388
Joined: Thu Aug 03, 2006 4:50 am

Post » Sat Feb 19, 2011 11:02 am

Just a bit of a bump here.

I am hoping that development is still ongoing?


Sorry for the delay in posting. I'm still working on CoC when I can. There has been a lot of stuff happening on my end, which has made it difficult to make any real progress. To sum it up, everyone in my family has had some sort of moderate to serious health related issue in the past three months. I will definitely be working on this when time permits.
User avatar
Motionsharp
 
Posts: 3437
Joined: Sun Aug 06, 2006 1:33 am

Post » Fri Feb 18, 2011 9:49 pm

Sorry for the delay in posting. I'm still working on CoC when I can. There has been a lot of stuff happening on my end, which has made it difficult to make any real progress. To sum it up, everyone in my family has had some sort of moderate to serious health related issue in the past three months. I will definitely be working on this when time permits.

That's excellent news Linus.
No pressure at all mate, it is not as if the mod is broken or anything. I welcome an update whenever it is complete. :D

Hope those health concerns aren't ultimately TOO serious.
User avatar
Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Sat Feb 19, 2011 8:54 am

Very interesting. I like what you've done with this. I'm actually a bit surprised something like this hasn't already been done before. I don't like crossbows much personally though.
User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Sat Feb 19, 2011 8:22 am

question i've been told that this tends to crash the game when in the Market District. has anything been doen about this yet?
User avatar
Hazel Sian ogden
 
Posts: 3425
Joined: Tue Jul 04, 2006 7:10 am

Post » Sat Feb 19, 2011 1:57 am

question i've been told that this tends to crash the game when in the Market District. has anything been doen about this yet?

I guess so, if it was ever the case, because I have had no problems running around there to my little heart's content. ;)
User avatar
Wayne W
 
Posts: 3482
Joined: Sun Jun 17, 2007 5:49 am

Post » Sat Feb 19, 2011 3:42 am

New version, and new thread: http://www.gamesas.com/index.php?/topic/1093996-relz-crossbows-of-cyrodiil-v93/ Woohoo!
User avatar
marie breen
 
Posts: 3388
Joined: Thu Aug 03, 2006 4:50 am

Post » Sat Feb 19, 2011 2:41 am

New version, new thread.
User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Previous

Return to IV - Oblivion