[RELz] Crossbows of Cyrodiil v9.2

Post » Sat Feb 19, 2011 10:59 am

http://tesnexus.com/downloads/file.php?id=14723


ATTENTION-Crossbows of Cyrodiil REQUIRES http://obse.silverlock.org/ v0015a or later, as well as The Shivering Isles expansion.

Note-A patch is available for users who do not have The Shivering Isles expansion.

Download Source: http://tesnexus.com/downloads/file.php?id=14723


Description

This mod adds a variety of fully functioning crossbows and bolts to Oblivion. They can be found throughout Cyrodiil and the Shivering Isles on NPCs, at vendors, and as loot. Special Thanks goes to HeyYou for providing scripting, and Hel Borne for providing the models. Without them, this mod would never have reached the level it is today. I'd also like to thank Scruggswuggsy the Ferret for devising the first crossbow script, and Sjors Boomschors for the original concept that spawned this mod.


Changes made to v9.2
  • Modified the NPC script to prevent crash-to-desktops upon entering cities.
  • Modified the NPC script to no longer take into account whether the NPC is in combat when determining whether they should receive a crossbow.
  • Modified the player script to prevent the crossbow from resetting every time they enter the inventory menu.
  • Modified the player script to allow crossbows to have the same affect on leveling the Marksman skill as regular bows do.
  • Updated the ReadMe file.

Changes made to v9.1
  • Modified scripts so that using a crossbow now has a minor effect on leveling the player's Marksman skill. Crossbows will have approximately one-third the impact as regular bows on raising the Marksman skill.
  • Modified scripts to correct a bug that prevented some crossbow models from being positioned correctly when viewing the player's inventory.
  • Modified scripts to instantly update crossbow stats when viewing the player's inventory. In previous versions you had to exit and reenter the inventory in order to see the correct stats.
  • Modified scripts to allow the player's strength to play a role in loading speeds. All crossbows now have a minimum and maximum speed. The more powerful the crossbow the slower it will load. The weakest crossbow (Iron Crossbow) has a maximum speed equal to three-forths a regular bow. The higher the player's strength, the faster the crossbow will load up to the maximum speed. For practical reasons, as well as for realism, the effects of strength are constrained between zero and one-hundred.
  • Modified scripts to facilitate slightly better timing for the immobilization of the player while loading the crossbow.

Changes made to v9
  • Realigned the crossbows and bolts so that they can be fired correctly from a standing position, rather than a crouch. This meant I had to rewrite all the scripts that dealt with the animation of the crossbows both on NPCs and the player. While I was at it, I also attempted to rebalance the weapons in-game, so they fit better with the other weapons.
  • Tweaked the damage calculation scripts slightly. For some reason, when the player raised his stats high enough, the weapons would begin to do less damage. I added a condition that would prevent that from happening. In turn, I also removed the condition that prevented the weapon's health from affecting the damage dealt, and I replaced it with a variable dealing with the player's Luck. I did this primarily for added realism. Crossbows degrade just like any other weapon, and over time are less effective. However, the player's stats will still play a minor role in calculating the crossbow's actual damage still.
  • Added conditions that prevent crossbows from increasing the player's Marksman skill. Seeing as crossbows were used almost exclusively by those who had no training in archery, I didn't think it made much sense for them to improve the player's skill with a regular bow. Besides, the only thing you would get better at is pointing the thing. I also added a condition that prevents novice marksmen from losing fatigue when using a crossbow.
  • Instituted the model swapping on the crossbows so that they appear correctly whether on the character's back or in their hand. In order to do this, I had to create four versions of each crossbow in the ESP. The first version (CRV) is used in leveled list and scripts so as to make sure the correct items are added to the character. The second version (NPA) is the version used by NPCs when they attack, whereas the third version (NPB) is used when the weapon is on their back. The forth version (PCV) is the one used by the player, thus allowing our scripts to swap models as needed.
  • Introduced HeyYou's cloned form script from previous betas so as to make the CoC compatible with companion mods. When the player gives a crossbow to a companion it is automatically replaced with a clone. This gives us the ability to swap models on the clone just as on the player's version. Bloat should never be an issue, unless the player makes the habit of giving numerous versions of the same crossbows to their companions.
  • Added a token system that prevents companions and dead NPCs from converting regular bows to crossbows. Any time the player accesses a container a token is now added that prevents the regular scripts from doing a check. This allows the player to give companions regular bows as well, without worrying about them turning into crossbows. Furthermore, it stops the player from "harvesting" crossbows from dead NPCs.
  • Revamped the leveled lists to be consistent while maintaining the effect of a random list. While I was doing that, I also added vendor chests to three Shivering Isles locations. This uped the number of vendors to sixteen, but it also added the requirement for Shivering Isles to be installed. I will probably see about making a Vanilla Oblivion version as well.
  • Added variables that prevent those with the "Archer" or "GuardArcher" classes from equipping crossbows. I also added conditions that prevent Golden Saints and Dark Seducers from having them. This was requested, and easily implemented.
  • Combined the NPC quest script with the primary control script, as well as optimized the way in which they run. I worked to make the NPC animation spell be cast at appropriate intervals so as to prevent using more resources than necessary. While I was at it, I also tweaked a few minor things in the player's animation control script. It's not foolproof, but it is more solid than previous versions.
  • At long last, found a way to immobilize the NPC without adding the burdening effect. Strangely enough the answer was indeed in using "SetRestrained". As long as "SetRestrained" was called after the NPC had begun their attack it didn't prevent them from attacking, only from moving. I simply have the scripts check to make sure that when they are done attacking, if they are still restrained, we loose them so that may attack again at will. Really quite simple, but I admit, I ran across the solution entirely by accident. Thankfully, this now makes CoC compatible with Realistic Fatigue.

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Shaylee Shaw
 
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Post » Sat Feb 19, 2011 9:00 am

Good to see a new version so soon. :D
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Ezekiel Macallister
 
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Post » Sat Feb 19, 2011 2:40 am

http://tesnexus.com/downloads/file.php?id=14723
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JUDY FIGHTS
 
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Post » Fri Feb 18, 2011 9:45 pm

Hi there! had a chance to do some play testing;

Everything works as advertised, and the damage updates as soon as I equip the crossbow. Excellent. :D

Trouble is, that when I press my attack button, I drop out of sneak mode, load up, but then, DO NOT go back into sneak mode, and I am immediately discovered. Ooops.

Crossbows appear to be pointing way off to the left of where I am actually aiming.
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Louise Lowe
 
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Post » Sat Feb 19, 2011 8:17 am

Hi there! had a chance to do some play testing;

Everything works as advertised, and the damage updates as soon as I equip the crossbow. Excellent. :D

Trouble is, that when I press my attack button, I drop out of sneak mode, load up, but then, DO NOT go back into sneak mode, and I am immediately discovered. Ooops.


I haven't encountered this problem yet. I'll have to try thwarting the animation script to see if I can produce it and figure out what is causing it. Any mods you think might be conflicting?

Crossbows appear to be pointing way off to the left of where I am actually aiming.


This is unfortunately difficult to fix. I spent a long time trying to find the best position to avoid excess clipping with the various armors and clothes, without causing the crossbow to intersect with the crosshair. The current position was the only reasonable compromise I was able to achieve. If we ever get a function to call special attack animations we can fix this, but until then we're kind of stuck with it. :(
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kelly thomson
 
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Post » Sat Feb 19, 2011 6:41 am

Now that ya mention it...... I do use JOG's Stealth overhaul..... I will try reconfiguring the controls for that, and see if that doesn't solve the problem.
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Cathrine Jack
 
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Post » Sat Feb 19, 2011 6:59 am

I seem to recall a small bug associated withe JOG's Stealth Overhaul that affected the use of the sneak key. If I remember right, you had to be certain to completely setup JOG's prior to using CoC.
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Lady Shocka
 
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Post » Fri Feb 18, 2011 10:17 pm

Make some sort of conflict, if played with overhaul mod like TIE ?
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M!KkI
 
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Post » Sat Feb 19, 2011 11:18 am

Make some sort of conflict, if played with overhaul mod like TIE ?


Not sure what you are asking here.... but, CoC shouldn't conflict with anything. (including Realistic Fatigue now..... :D)
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Veronica Flores
 
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Post » Sat Feb 19, 2011 1:45 am

Not sure what you are asking here.... but, CoC shouldn't conflict with anything. (including Realistic Fatigue now..... :D)

Yep sorry :D ... i would mean :
CoC editing the leveled list of loot, etc.. right ?
If yes, is possible to play CoC with overhaul mods like TIE (tamriel immersion experience edit the level list, unlocking any item and NPC just at level 1) without encounter any sort of conflict ?
P.S. Is compatible with Marksman Challenge, also ? :D
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willow
 
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Post » Sat Feb 19, 2011 12:22 am

It's look very good, but I have only one question: this crossbow ''carved'' in body of our hero (durin run)?
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Skivs
 
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Post » Fri Feb 18, 2011 8:14 pm

Yep sorry :D ... i would mean :
CoC editing the leveled list of loot, etc.. right ?
If yes, is possible to play CoC with overhaul mods like TIE (tamriel immersion experience edit the level list, unlocking any item and NPC just at level 1) without encounter any sort of conflict ?
P.S. Is compatible with Marksman Challenge, also ? :D


No, Crossbows of Cyrodiil does not edit leveled lists. Everything CoC introduces to the game is added either by script or new references. It should in no way conflict overhaul mods. I don't know enough about Marksman Challenge to guarantee there will be no conflicts, but I seriously doubt that is the case. Crossbows of Cyrodiil has two scripts: one for the player, and one for the NPCs. Unless another mod somehow does the exact same things as those two scripts I can't imagine how they would conflict. :)

It's look very good, but I have only one question: this crossbow ''carved'' in body of our hero (durin run)?


I'm sorry, but I have no idea what you are talking about. If you would, please be a little more specific.
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butterfly
 
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Post » Sat Feb 19, 2011 3:23 am

I'm sorry, but I have no idea what you are talking about. If you would, please be a little more specific.



Ok, your crossbow have blender collisions with body of our character?

Sorry for my English.
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Vicki Blondie
 
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Post » Sat Feb 19, 2011 10:54 am

Ok, your crossbow have blender collisions with body of our character?

Sorry for my English.


I'm sorry if I misunderstand, but all the crossbows and bolts have full collision. As long as you are using OBSE there will be minimal clipping with the character. I hope that answers your question.
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rae.x
 
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Post » Fri Feb 18, 2011 11:29 pm

I'm sorry if I misunderstand, but all the crossbows and bolts have full collision. As long as you are using OBSE there will be minimal clipping with the character. I hope that answers your question.



Long hair in Ren's mod have problems with collisions with back of characters (when hero run). But, I think your crossbows have as same place (on the back) as bows and don't have this problem. Tommorow I will instal this mod, and write about this.
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vanuza
 
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Post » Sat Feb 19, 2011 8:14 am

Long hair in Ren's mod have problems with collisions with back of characters (when hero run). But, I think your crossbows have as same place (on the back) as bows and don't have this problem. Tommorow I will instal this mod, and write about this.


That is not collision, that is clipping. Collision is what prevents objects from going through floors or walls. Clipping is what happens when two meshes attempt to use the same area. It is likely that the crossbows do clip with Ren's hairs, but I really don't know for sure. Unfortunately, it is unlikely I could prevent clipping with Ren's hair regardless of where I positioned the crossbows. They are simply too bulky.
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Connie Thomas
 
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Post » Sat Feb 19, 2011 1:12 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.
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Alba Casas
 
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Post » Sat Feb 19, 2011 12:46 am

No, Crossbows of Cyrodiil does not edit leveled lists. Everything CoC introduces to the game is added either by script or new references. It should in no way conflict overhaul mods. I don't know enough about Marksman Challenge to guarantee there will be no conflicts, but I seriously doubt that is the case. Crossbows of Cyrodiil has two scripts: one for the player, and one for the NPCs. Unless another mod somehow does the exact same things as those two scripts I can't imagine how they would conflict.


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.
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IM NOT EASY
 
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Post » Sat Feb 19, 2011 4:20 am

Doesn't look very good with FOV 90! Any ideas to fix this?
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I love YOu
 
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Post » Sat Feb 19, 2011 12:58 am

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.
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Tyrone Haywood
 
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Post » Sat Feb 19, 2011 4:44 am

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.
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Sammi Jones
 
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Post » Sat Feb 19, 2011 4:41 am

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.
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Lauren Denman
 
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Post » Fri Feb 18, 2011 10:14 pm

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.
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Jason Wolf
 
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Post » Sat Feb 19, 2011 7:46 am

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.
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Darlene DIllow
 
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Post » Fri Feb 18, 2011 9:20 pm

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