Dear God, the Area Effect Arrows plugin is unbalanced.

Post » Sat May 28, 2011 4:23 pm

I've sort of ignored this one for the longest time (sort of as with Better Music System) mainly because I really didn't feel like going to the trouble of turning it into something I wanted to use. Sure, I went ahead and released a version that makes the new merchant harder to take advantage of and removed all of the dirty references, but I really never addressed the fact that the actual additions it made were more halfassed than my marriage was.

So, I went through and gave my special treatment to the mod so that players might actually *want* to go and buy some area effect arrows. And bolts. And stars. And darts. Really, the whole balance across the various marksman-type weapons as a whole in this game is really awful, so I did my best to at least address that issue somewhat by spreading different types of effects across different weapons.

EDIT: now up on PES: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=322349&id=8919
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Kelly Tomlinson
 
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Post » Sat May 28, 2011 5:27 am

I'll take the chance to thank you for your game improvements, your list and all the lolling reading it caused. :)
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Chris Ellis
 
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Post » Sat May 28, 2011 10:17 am

Nice, I'll give it a try.
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Tania Bunic
 
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Post » Sat May 28, 2011 6:45 pm

I'll take the chance to thank you for your game improvements, your list and all the lolling reading it caused. :)


Glad to oblige :)
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Bones47
 
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Post » Sat May 28, 2011 7:14 pm

Submitted to PES.
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Samantha Pattison
 
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Post » Sat May 28, 2011 3:08 pm

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=322349&id=8919
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Chris Ellis
 
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Post » Sat May 28, 2011 4:34 am

Really, the whole balance across the various marksman-type weapons as a whole in this game is really awful [...]

You can say that again. Balancing the throwing weapons alone took me quite a few days. (vanilla+H.e.l.l.u.v.a.)
The default values just didn't make any sense.

Anyway, thank you for cleaning/balancing this mod.
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Richard Thompson
 
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Post » Sat May 28, 2011 1:24 pm

You're welcome.

I went ahead and gave it a more appropriate name while I was at it. It is now known as simply, "Area Effect Projectiles".
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OTTO
 
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Post » Sat May 28, 2011 5:09 am

Great!
Thanx for the all the work!

You're so big on the balancing and stuff; must be a druid or something! ;)
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Dagan Wilkin
 
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Post » Sat May 28, 2011 3:10 pm

Great!
Thanx for the all the work!

You're so big on the balancing and stuff; must be a druid or something! ;)


Well, I *do* have a seething hatred for most of humanity... it just has nothing to do with their disrespect for nature >.>
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SamanthaLove
 
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Post » Sat May 28, 2011 3:36 pm

By the by, I've asked that Mlox be updated to recognize my plugin, since people keep asking about it.
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мistrєss
 
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Post » Sat May 28, 2011 9:03 am

Should this be used as a patch or stand-alone? When I use it in conjunction with the original Area Effects Arrows, the guard becomes doubled, and when used alone, there are some errors upon entering the shop.
Also, the fact that you renamed some of the items makes it impossible to merge with other mods such as http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4926. I'd do it myself, but I've only just started mucking about with the CS and the Enchanted Editor, so I'm not entirely sure how I would go about that.
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Sheila Esmailka
 
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Post » Sat May 28, 2011 7:03 am

by it's self
on a side note this is not compatibale with ghost nulls do to the renaming of the arrows, you may want to change the names back
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LijLuva
 
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Post » Sat May 28, 2011 8:08 am

Should this be used as a patch or stand-alone? When I use it in conjunction with the original Area Effects Arrows, the guard becomes doubled, and when used alone, there are some errors upon entering the shop.


Yeah, no, you're supposed to use it by itself.

Also, the fact that you renamed some of the items makes it impossible to merge with other mods such as http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4926. I'd do it myself, but I've only just started mucking about with the CS and the Enchanted Editor, so I'm not entirely sure how I would go about that.


Particle Arrow Replacer, 'eh?

Can't say I've heard of it, but let me have a look-see and see what I come up with.

by it's self
on a side note this is not compatibale with ghost nulls do to the renaming of the arrows, you may want to change the names back


Even if I did, though, there's still the fact that I *added* new arrows. For the sake of compatibility - or at least for the mod mentioned above - I would prefer to take the more thorough path.
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Marcus Jordan
 
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Post » Sat May 28, 2011 2:45 pm

It would be great to see this compatible with the particle arrows.
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Mason Nevitt
 
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Post » Sat May 28, 2011 8:48 pm

My compatibility add-on only changes the .nifs associated with the arrows from Area Effect Arrows to use my particle arrow meshes. BTB is more than welcome to make his own, similar add-on patch for his mod so he doesn't have to rename anything if he chooses to do so. Then he'd just have to state in the ReadMe not to use me add-on for AEA and use his instead. Still would need my mod obviously.
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Charleigh Anderson
 
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Post » Sat May 28, 2011 8:48 am

My compatibility add-on only changes the .nifs associated with the arrows from Area Effect Arrows to use my particle arrow meshes. BTB is more than welcome to make his own, similar add-on patch for his mod so he doesn't have to rename anything if he chooses to do so. Then he'd just have to state in the ReadMe not to use me add-on for AEA and use his instead. Still would need my mod obviously.


Ah, I see we have the guy who made the mod in question here with us now.

Good. I always enjoy having support from the authors themselves. Makes it easier on me if i [censored] something up and then have any questions :)
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Julie Serebrekoff
 
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Post » Sat May 28, 2011 4:58 am

Ok, now that I've had my coffee and my brain is now operational, I realize what's been bugging me about this problem. The edits of *any* plugin do not target the name of a weapon or any other object - they target the ID. I only change the names of the arrows, and not the IDs.

why everyone likely seems to think there is a compatibility issue is because a) there is one - both mods edit the same thing, and B) my mod is the more recent of the two, so mine will override the changes made by particle arrows. Thus, a simple merged objects list is all that the situation calls for.

I do rather like the particle arrows, though, and may add them to my mod list. If I do, then I will take my standard approach of including a compatibility plugin along with the AEP download.
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x a million...
 
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Post » Sat May 28, 2011 3:03 pm

I tried merging both of the mods with TESTool already, but the effects only appeared on one sort of arrows -I think it was poison- the other ones didn't get touched. That's when it occurred to me the problem might be due to you renaming them. But like you say, if you didn't touch the ID, I don't see what's causing this. That or I didn't merge it right. :glare:
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Thema
 
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Post » Sat May 28, 2011 5:27 am

I can't say for sure, since I've never actually made a merged objects plugin. I manually make my edits to the conflicting plugin and use that as the compatibility plugin.
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willow
 
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Post » Sat May 28, 2011 7:14 pm

Updated to 1.1. Problems with mesh errors fixed, and compatibility plugin added.

The compatibility plugin is also applicable to the "Equipment" from BTB's Game Improvements, which cuts down on the number of required plugins and, more importantly, gives me a good excuse to [censored] this mod out some.
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Dan Wright
 
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