[RELz] Duke Patrick's Combat Archery Mod

Post » Sun Sep 04, 2011 12:06 am

Hello Spooky,


I have an similiar issue:

my char is able to draw the bow, but immediately he deknocks the arrow.
the only way the soot the arrow is to let go before he finishes drawing the bowstring.
As effect the arrow hasnt capabilites to hurt nor does it fly a proper distance.

PS: my char is a battlemage lvl2, the marksman ability is only at 5.
Is this a new feature you'll will have to achieve a higher marksman in order to shoot properly?

my modlist:

Spoiler
00 Oblivion.esm
01 All Natural Base.esm [Version 1.3.1]
02 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI]
03 Francesco's Optional New Items Add-On.esm [Version 4.5bSI]
04 Cobl Main.esm [Version 1.72]
05 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
06 Mart's Monster Mod.esm [Version 3.7b3p3]
07 FCOM_Convergence.esm [Version 0.9.9MB3]
08 Armamentarium.esm [Version 1.35]
09 Artifacts.esm [Version 1.1]
0A BetterMusicSystem.esm
0B Progress.esm [Version 2.2]
0C EyeCandy - Content.esm
0D Oblivifall Master File.esm [Version 1.1]
0E The Arsenal.esm
** TNR ALL RACES FINAL.esp [Version 1.06]
** TNR - ShiveringIsles.esp [Version 1.00]
** Cobl Races TNR.esp [Version 1.53]
** Cobl Races TNR SI.esp [Version 1.53]
++ GrassFix.esp
0F Unofficial Oblivion Patch.esp [Version 3.3.6]
10 Oblivion Citadel Door Fix.esp
11 DLCShiveringIsles.esp
12 Unofficial Shivering Isles Patch.esp [Version 1.4.3]
** Oblivion Vwalk UOS.esp
** DLCShiveringIsles Vwalk UOS.esp
** DLCShiveringIsles Vwalk DG_DS UOS.esp
** TNR ALL RACES FINAL Vwalk UOS.esp
13 Francesco's Optional Chance of Stronger Bosses.esp
14 Francesco's Optional Chance of Stronger Enemies.esp
15 Francesco's Optional Chance of More Enemies.esp
16 Francesco's Optional Leveled Guards.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
17 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
18 All Natural.esp [Version 1.3.1]
19 All Natural - SI.esp [Version 1.3]
1A Immersive Interiors.esp [Version 0.8.1]
1B OBGE - Liquid Water.esp
1C Atmospheric Oblivion.esp
1D Distant Chapel Bells.esp
1E All Natural - Real Lights.esp [Version 1.3]
1F WindowLightingSystem.esp
20 AliveWaters.esp
21 AliveWaters - Koi Addon.esp
22 AliveWaters - Slaughterfish Addon.esp
23 Dangerous Waters.esp
24 Book Jackets Oblivion.esp
25 ImprovedSigns.esp
26 TDDM.esp
++ Item interchange - Extraction.esp [Version 0.76]
27 P1DseeYouSleep.esp
28 Slof's Oblivion Pillow Book.esp
++ VA_BetterGold.esp
29 Enhanced Economy.esp [Version 5.4]
2A Crowded Roads.esp [Version 2.0]
** Crowded Roads Vwalk.esp
2B Display Stats.esp [Version 1.3.1]
2C DropLitTorchOBSE.esp [Version 2.4]
2D FormID Finder4.esp
2E Oblivion Graphics Extender Support.esp [Version 0.42]
2F Dynamic Map.esp [Version 2.0]
30 Map Marker Overhaul.esp [Version 3.9]
31 Map Marker Overhaul - SI additions.esp [Version 3.5]
32 DLCHorseArmor.esp
33 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.6]
34 DLCOrrery.esp
35 DLCOrrery - Unofficial Patch.esp [Version 1.0.4]
** DLCOrrery Vwalk.esp
36 DLCVileLair.esp
37 DLCVileLair - Unofficial Patch.esp [Version 1.0.7]
** Lair_mobs.esp
38 P1DseeYouSleep - DLCVileLair.esp
39 DLCMehrunesRazor.esp
3A DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.5]
** Mehrunes_mobs.esp
** DLCMehrunesRazor Vwalk UOP.esp
3B DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
** Book Jackets DLC.esp
** GrimbotsSpellTomes.esp
** EVE_StockEquipmentReplacer.esp
3C EyeCandy Compilation.esp
** EyeCandy Compilation Vwalk.esp
++ MaleBodyReplacerV4.esp
++ CM_Better Wine.esp
++ FineWeapons.esp
3D New Frostmourne Sword by Jojjo v1_0.esp
** Armamentium female.esp
3E DLCThievesDen.esp
3F DLCThievesDen - Unofficial Patch.esp [Version 1.0.9]
40 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
** DLCThievesDen Vwalk UOP.esp
** Thievesden_mobs.esp
41 KDCircletsOOOOptimized - NPC Equip.esp [Version 1.2]
++ FCOM_KDCircletsOOOOptimizedNPCEquip.esp [Version 0.9.9]
42 Cobl Glue.esp [Version 1.72]
43 Cobl Si.esp [Version 1.63]
44 Loth's Blunt Weapons for Npcs.esp
++ FCOM_LothsBluntWeapons.esp [Version 0.9.9]
45 Oblivion WarCry EV.esp [Version 1.09]
46 FCOM_WarCry.esp [Version 0.9.9MB5]
47 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
** Oscuro's_Oblivion_Overhaul Vwalk.esp
** OMOBS_SI.esp [Version 2.0]
48 ArmamentariumArtifacts.esp [Version 1.35]
49 OOO 1.32-Cobl.esp [Version 1.72]
++ FCOM_Cobl.esp [Version 0.9.9]
4A FCOM_Convergence.esp [Version 0.9.9Mb3]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
4B FCOM_RealSwords.esp [Version 0.9.9]
4C FCOM_DurabilityAndDamage.esp [Version 0.9.9]
4D Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
++ FCOM_SaferRoads.esp [Version 0.9.9]
++ FCOM_LessRats.esp [Version 0.9.9]
++ FCOM_LessReaversInGates.esp [Version 0.9.9]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
4E Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
4F Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]
50 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
51 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3]
++ FCOM_DiverseGuardUnity.esp [Version 0.9.9]
++ FCOM_HungersUnitySI.esp [Version 0.9.9]
** FCOM_FriendlierFactions.esp [Version 0.9.9]
52 FCOM_MoreRandomSpawns.esp [Version 0.9.9]
53 FCOM_MoreRandomItems.esp [Version 0.9.9]
++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
++ ArmamentariumLL4OOO.esp [Version 2.01]
++ ArmamentariumLLMagicOOO.esp [Version 1.35]
54 Geomancy & Gem Dust OOO.esp
55 OOO-WaterFish.esp [Version 1.34]
++ MMM-Cobl.esp [Version 1.69]
** EVE_StockEquipmentReplacer4MMM.esp
56 Oblivifall - Something's Not Right.esp [Version 1.0]
57 Artifacts.esp [Version 1.1]
** ArtifactsFemaleArmor.esp
++ Artifacts - ArmaCompleteAddon.esp [Version 1.0]
58 BrotherhoodRenewed.esp [Version 1.0.12]
59 The Ayleid Steps.esp [Version 3.4]
** The Ayleid Steps Vwalk.esp
5A 24HrArenaAliveV2.esp
5B 24HrArenaAliveV2Towers.esp
5C 24HrArenaAliveLow.esp
5D DLCBattlehornCastle.esp
5E DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.6]
** Battlehorn_mobs.esp
5F DLCFrostcrag.esp
60 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.5]
** DLCFrostcrag Vwalk.esp
61 Knights.esp
62 Knights - Unofficial Patch.esp [Version 1.1.1]
** Knights Vwalk UOP.esp
** EVE_KnightsoftheNine.esp
** DLC_MOBS.esp
63 Lost Paladins of the Divines.esp
64 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]
++ FCOM_Knights.esp [Version 0.9.9Mb3]
65 Oblivifall - Losing My Religion.esp [Version 1.42]
66 Faregyl.esp [Version 2.0.4]
67 Feldscar.esp [Version 1.0.10]
68 Molapi.esp [Version 1.0.1]
69 Vergayun.esp [Version 1.0.7]
6A Duke Patricks - HammerBlade.esp [Version 2.9]
6B Frostcrag Village.esp [Version 1.0.4]
6C Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
6D Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
++ KoldornsImprovedLava.esp
6E ANBBobbingMotion.esp
6F AutoBookPlacer.esp [Version 3.02]
70 EVE_ShiveringIslesEasterEggs.esp
71 Dungeon Actors Have Torches 1.6 DT.esp
72 Leviathan Soulgems.esp
73 Oblivifall - Ambiant Dungeon SFX.esp [Version 3.0]
74 Oblivifall - Closing Time.esp [Version 1.0]
75 SkycaptainsBloodTime.esp
76 Enhanced Economy - House prices.esp [Version 1.0]
77 Alternative Start by Robert Evrae.esp
78 RealSleepExtended.esp [Version 2.5]
79 Duke Patricks - Basic Hypothermia.esp [Version 3.1]
7A SupremeMagicka.esp [Version 0.90b]
7B SM_ShiveringIsles.esp [Version 0.90]
++ SM_DLCSpellTome.esp [Version 0.90]
++ SM_OOO.esp [Version 0.90]
++ SM_MMM.esp [Version 0.90]
++ SM_COBL.esp [Version 0.90]
7C SM_EnchantStaff.esp [Version 0.90]
++ SM_Scrolls.esp [Version 0.90]
++ SM_SigilStone.esp [Version 0.90]
7D RenGuardOverhaul.esp
7E Duke Patricks - Combat Archery.esp [Version 5.1.3]
7F kuerteeBattleFatigueAndInjuries.esp
++ kuertee MMM OnLoadCS disabled hmf effects.esp
80 Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp [Version 7.1]
81 Duke Patricks - Fresh Kills Now Alert The NPCs.esp [Version 4]
82 nGCD.esp
83 nGCD Oghma Infinium.esp
++ nGCD Skeleton Key.esp
84 ProgressGSD.esp [Version 2.0]
85 ProgressMBSP.esp [Version 2.0]
86 ProgressSBSP.esp [Version 1.0]
87 ProgressRBSP.esp [Version 1.0]
88 ProgressRacial.esp
89 ProgressArmorer.esp [Version 1.0]
8A ProgressMercantile.esp [Version 1.11]
++ OOO-Level_Slow.esp [Version 1.33]
** Cava Obscura - Cyrodiil.esp
** Cava Obscura - SI.esp
** Cava Obscura - Filter Patch For Mods.esp
++ Item interchange - Placement for FCOM.esp [Version 0.76]
8B 1em_Vilja.esp [Version 3.1]
8C Cobl Races.esp [Version 1.52]
8D bgBalancingEVCore.esp [Version 10.52EV-D]
++ Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3]
++ Slof's Oblivion Better Beasts.esp
** Better Redguard v2.esp
** Better Redguard v2 Vwalk.esp
8E bgBalancingOptionalLessHealth.esp [Version 10.0UV-U]
++ bgBalancingEVOptionalFangs.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalMoreEyes.esp [Version 10]
++ bgBalancingEVOptionalBetterRedguards.esp
** bgBalancingEVOptionalNPCDiversity, TNR Merge Better Redguards.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]
++ bgBalancingEVOptionalSeamReducerHighElfFix.esp [Version 10.0EV-D]
8F SnArrowEffects.esp
90 Shining Creatures.esp [Version 1.2]
++ Shining Creatures_DLCFrostcrag.esp
++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
91 Cobl Silent Equip Misc.esp [Version 01]
** All Natural - Indoor Weather Filter For Mods.esp [Version 1.3]
92 Bashed Patch, 0.esp
93 Duke Patricks - Melee Combat NO RECOIL.esp [Version 2.6.5]
94 Duke Patricks - Fortress of Fear.esp
95 Duke Patricks - Combat Magic II.esp

User avatar
Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

Post » Sun Sep 04, 2011 11:41 am

Nope, you have a mod conflict.


Hello Spooky,


I have an similiar issue:

my char is able to draw the bow, but immediately he deknocks the arrow.
the only way the soot the arrow is to let go before he finishes drawing the bowstring.
As effect the arrow hasnt capabilites to hurt nor does it fly a proper distance.

PS: my char is a battlemage lvl2, the marksman ability is only at 5.
Is this a new feature you'll will have to achieve a higher marksman in order to shoot properly?

my modlist:

Spoiler
00 Oblivion.esm
01 All Natural Base.esm [Version 1.3.1]
02 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI]
03 Francesco's Optional New Items Add-On.esm [Version 4.5bSI]
04 Cobl Main.esm [Version 1.72]
05 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
06 Mart's Monster Mod.esm [Version 3.7b3p3]
07 FCOM_Convergence.esm [Version 0.9.9MB3]
08 Armamentarium.esm [Version 1.35]
09 Artifacts.esm [Version 1.1]
0A BetterMusicSystem.esm
0B Progress.esm [Version 2.2]
0C EyeCandy - Content.esm
0D Oblivifall Master File.esm [Version 1.1]
0E The Arsenal.esm
** TNR ALL RACES FINAL.esp [Version 1.06]
** TNR - ShiveringIsles.esp [Version 1.00]
** Cobl Races TNR.esp [Version 1.53]
** Cobl Races TNR SI.esp [Version 1.53]
++ GrassFix.esp
0F Unofficial Oblivion Patch.esp [Version 3.3.6]
10 Oblivion Citadel Door Fix.esp
11 DLCShiveringIsles.esp
12 Unofficial Shivering Isles Patch.esp [Version 1.4.3]
** Oblivion Vwalk UOS.esp
** DLCShiveringIsles Vwalk UOS.esp
** DLCShiveringIsles Vwalk DG_DS UOS.esp
** TNR ALL RACES FINAL Vwalk UOS.esp
13 Francesco's Optional Chance of Stronger Bosses.esp
14 Francesco's Optional Chance of Stronger Enemies.esp
15 Francesco's Optional Chance of More Enemies.esp
16 Francesco's Optional Leveled Guards.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
17 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
18 All Natural.esp [Version 1.3.1]
19 All Natural - SI.esp [Version 1.3]
1A Immersive Interiors.esp [Version 0.8.1]
1B OBGE - Liquid Water.esp
1C Atmospheric Oblivion.esp
1D Distant Chapel Bells.esp
1E All Natural - Real Lights.esp [Version 1.3]
1F WindowLightingSystem.esp
20 AliveWaters.esp
21 AliveWaters - Koi Addon.esp
22 AliveWaters - Slaughterfish Addon.esp
23 Dangerous Waters.esp
24 Book Jackets Oblivion.esp
25 ImprovedSigns.esp
26 TDDM.esp
++ Item interchange - Extraction.esp [Version 0.76]
27 P1DseeYouSleep.esp
28 Slof's Oblivion Pillow Book.esp
++ VA_BetterGold.esp
29 Enhanced Economy.esp [Version 5.4]
2A Crowded Roads.esp [Version 2.0]
** Crowded Roads Vwalk.esp
2B Display Stats.esp [Version 1.3.1]
2C DropLitTorchOBSE.esp [Version 2.4]
2D FormID Finder4.esp
2E Oblivion Graphics Extender Support.esp [Version 0.42]
2F Dynamic Map.esp [Version 2.0]
30 Map Marker Overhaul.esp [Version 3.9]
31 Map Marker Overhaul - SI additions.esp [Version 3.5]
32 DLCHorseArmor.esp
33 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.6]
34 DLCOrrery.esp
35 DLCOrrery - Unofficial Patch.esp [Version 1.0.4]
** DLCOrrery Vwalk.esp
36 DLCVileLair.esp
37 DLCVileLair - Unofficial Patch.esp [Version 1.0.7]
** Lair_mobs.esp
38 P1DseeYouSleep - DLCVileLair.esp
39 DLCMehrunesRazor.esp
3A DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.5]
** Mehrunes_mobs.esp
** DLCMehrunesRazor Vwalk UOP.esp
3B DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
** Book Jackets DLC.esp
** GrimbotsSpellTomes.esp
** EVE_StockEquipmentReplacer.esp
3C EyeCandy Compilation.esp
** EyeCandy Compilation Vwalk.esp
++ MaleBodyReplacerV4.esp
++ CM_Better Wine.esp
++ FineWeapons.esp
3D New Frostmourne Sword by Jojjo v1_0.esp
** Armamentium female.esp
3E DLCThievesDen.esp
3F DLCThievesDen - Unofficial Patch.esp [Version 1.0.9]
40 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
** DLCThievesDen Vwalk UOP.esp
** Thievesden_mobs.esp
41 KDCircletsOOOOptimized - NPC Equip.esp [Version 1.2]
++ FCOM_KDCircletsOOOOptimizedNPCEquip.esp [Version 0.9.9]
42 Cobl Glue.esp [Version 1.72]
43 Cobl Si.esp [Version 1.63]
44 Loth's Blunt Weapons for Npcs.esp
++ FCOM_LothsBluntWeapons.esp [Version 0.9.9]
45 Oblivion WarCry EV.esp [Version 1.09]
46 FCOM_WarCry.esp [Version 0.9.9MB5]
47 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
** Oscuro's_Oblivion_Overhaul Vwalk.esp
** OMOBS_SI.esp [Version 2.0]
48 ArmamentariumArtifacts.esp [Version 1.35]
49 OOO 1.32-Cobl.esp [Version 1.72]
++ FCOM_Cobl.esp [Version 0.9.9]
4A FCOM_Convergence.esp [Version 0.9.9Mb3]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
4B FCOM_RealSwords.esp [Version 0.9.9]
4C FCOM_DurabilityAndDamage.esp [Version 0.9.9]
4D Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
++ FCOM_SaferRoads.esp [Version 0.9.9]
++ FCOM_LessRats.esp [Version 0.9.9]
++ FCOM_LessReaversInGates.esp [Version 0.9.9]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
4E Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
4F Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]
50 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
51 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3]
++ FCOM_DiverseGuardUnity.esp [Version 0.9.9]
++ FCOM_HungersUnitySI.esp [Version 0.9.9]
** FCOM_FriendlierFactions.esp [Version 0.9.9]
52 FCOM_MoreRandomSpawns.esp [Version 0.9.9]
53 FCOM_MoreRandomItems.esp [Version 0.9.9]
++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
++ ArmamentariumLL4OOO.esp [Version 2.01]
++ ArmamentariumLLMagicOOO.esp [Version 1.35]
54 Geomancy & Gem Dust OOO.esp
55 OOO-WaterFish.esp [Version 1.34]
++ MMM-Cobl.esp [Version 1.69]
** EVE_StockEquipmentReplacer4MMM.esp
56 Oblivifall - Something's Not Right.esp [Version 1.0]
57 Artifacts.esp [Version 1.1]
** ArtifactsFemaleArmor.esp
++ Artifacts - ArmaCompleteAddon.esp [Version 1.0]
58 BrotherhoodRenewed.esp [Version 1.0.12]
59 The Ayleid Steps.esp [Version 3.4]
** The Ayleid Steps Vwalk.esp
5A 24HrArenaAliveV2.esp
5B 24HrArenaAliveV2Towers.esp
5C 24HrArenaAliveLow.esp
5D DLCBattlehornCastle.esp
5E DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.6]
** Battlehorn_mobs.esp
5F DLCFrostcrag.esp
60 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.5]
** DLCFrostcrag Vwalk.esp
61 Knights.esp
62 Knights - Unofficial Patch.esp [Version 1.1.1]
** Knights Vwalk UOP.esp
** EVE_KnightsoftheNine.esp
** DLC_MOBS.esp
63 Lost Paladins of the Divines.esp
64 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]
++ FCOM_Knights.esp [Version 0.9.9Mb3]
65 Oblivifall - Losing My Religion.esp [Version 1.42]
66 Faregyl.esp [Version 2.0.4]
67 Feldscar.esp [Version 1.0.10]
68 Molapi.esp [Version 1.0.1]
69 Vergayun.esp [Version 1.0.7]
6A Duke Patricks - HammerBlade.esp [Version 2.9]
6B Frostcrag Village.esp [Version 1.0.4]
6C Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
6D Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
++ KoldornsImprovedLava.esp
6E ANBBobbingMotion.esp
6F AutoBookPlacer.esp [Version 3.02]
70 EVE_ShiveringIslesEasterEggs.esp
71 Dungeon Actors Have Torches 1.6 DT.esp
72 Leviathan Soulgems.esp
73 Oblivifall - Ambiant Dungeon SFX.esp [Version 3.0]
74 Oblivifall - Closing Time.esp [Version 1.0]
75 SkycaptainsBloodTime.esp
76 Enhanced Economy - House prices.esp [Version 1.0]
77 Alternative Start by Robert Evrae.esp
78 RealSleepExtended.esp [Version 2.5]
79 Duke Patricks - Basic Hypothermia.esp [Version 3.1]
7A SupremeMagicka.esp [Version 0.90b]
7B SM_ShiveringIsles.esp [Version 0.90]
++ SM_DLCSpellTome.esp [Version 0.90]
++ SM_OOO.esp [Version 0.90]
++ SM_MMM.esp [Version 0.90]
++ SM_COBL.esp [Version 0.90]
7C SM_EnchantStaff.esp [Version 0.90]
++ SM_Scrolls.esp [Version 0.90]
++ SM_SigilStone.esp [Version 0.90]
7D RenGuardOverhaul.esp
7E Duke Patricks - Combat Archery.esp [Version 5.1.3]
7F kuerteeBattleFatigueAndInjuries.esp
++ kuertee MMM OnLoadCS disabled hmf effects.esp
80 Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp [Version 7.1]
81 Duke Patricks - Fresh Kills Now Alert The NPCs.esp [Version 4]
82 nGCD.esp
83 nGCD Oghma Infinium.esp
++ nGCD Skeleton Key.esp
84 ProgressGSD.esp [Version 2.0]
85 ProgressMBSP.esp [Version 2.0]
86 ProgressSBSP.esp [Version 1.0]
87 ProgressRBSP.esp [Version 1.0]
88 ProgressRacial.esp
89 ProgressArmorer.esp [Version 1.0]
8A ProgressMercantile.esp [Version 1.11]
++ OOO-Level_Slow.esp [Version 1.33]
** Cava Obscura - Cyrodiil.esp
** Cava Obscura - SI.esp
** Cava Obscura - Filter Patch For Mods.esp
++ Item interchange - Placement for FCOM.esp [Version 0.76]
8B 1em_Vilja.esp [Version 3.1]
8C Cobl Races.esp [Version 1.52]
8D bgBalancingEVCore.esp [Version 10.52EV-D]
++ Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3]
++ Slof's Oblivion Better Beasts.esp
** Better Redguard v2.esp
** Better Redguard v2 Vwalk.esp
8E bgBalancingOptionalLessHealth.esp [Version 10.0UV-U]
++ bgBalancingEVOptionalFangs.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalMoreEyes.esp [Version 10]
++ bgBalancingEVOptionalBetterRedguards.esp
** bgBalancingEVOptionalNPCDiversity, TNR Merge Better Redguards.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]
++ bgBalancingEVOptionalSeamReducerHighElfFix.esp [Version 10.0EV-D]
8F SnArrowEffects.esp
90 Shining Creatures.esp [Version 1.2]
++ Shining Creatures_DLCFrostcrag.esp
++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
91 Cobl Silent Equip Misc.esp [Version 01]
** All Natural - Indoor Weather Filter For Mods.esp [Version 1.3]
92 Bashed Patch, 0.esp
93 Duke Patricks - Melee Combat NO RECOIL.esp [Version 2.6.5]
94 Duke Patricks - Fortress of Fear.esp
95 Duke Patricks - Combat Magic II.esp


User avatar
Georgia Fullalove
 
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Post » Sun Sep 04, 2011 2:07 am

Hello Spooky,

I have an similiar issue: ~


Spooky isn't Marshmallows "problem" a feature rather than a mod conflict

From the doc ...

-The PC strength is now as important as their skill in detraining the damage that a weapon can inflict. Weapon selection strategy will be important by using the right kind of bow for the PC Marksmanship agility and strength!

-Stronger bows will take much longer to draw the arrow then weaker bows depending on your strength. If you try to use a Bow that is stronger than you are it will take a great deal of time to draw the bow.

-Bows eat fatigue no mater what skill level you are. The stronger ones eat more than the weaker ones. So if your bow is stronger than you are your may become exhausted very quickly TRYING to draw the bow!

-If you fire the bow without drawing it all the way your arrow will be drastically reduced in speed AND DAMAGE.


Its been a while since I had to wrestle with a stronger bow than my player character but I'm pretty sure DPCA does make the player character lose it when fatigue runs out.

Marshmallow - When you draw the bow, watch your fatigue, if it hits zero before you fire .... Thats the only problem you have - You need practice in marksman, agility, strength, or a weaker bow - or maybe all of those for a lvl 2 battlemage :)
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ruCkii
 
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Post » Sat Sep 03, 2011 10:18 pm

Not unless he described his situation incorrectly. He said the bow denocked.

I do not force a deknock if you are not strong enough, in fact I hate that kind of game mechanic. Like stopping you from walking backward while attacking.
Tripping hazards are why you try not to walk directly backward (you circle backwards so you can see your surroundings better) not because your sword will not "magically" move anymore.

So if his Bow is denocking it is a conflict, probably with some arrow or archery mod he is using. But it could be any mod that fools around with the attack controls or disables the keys dynamically.


If he was too weak and tried to use a bow that was stronger than he was
his vision would blur and he would be huffing and puffing out of breath.


Spooky isn't Marshmallows "problem" a feature rather than a mod conflict
From the doc ...
Its been a while since I had to wrestle with a stronger bow than my player character but I'm pretty sure DPCA does make the player character lose it when fatigue runs out.
Marshmallow - When you draw the bow, watch your fatigue, if it hits zero before you fire .... Thats the only problem you have - You need practice in marksman, agility, strength, or a weaker bow - or maybe all of those for a lvl 2 battlemage :)

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Valerie Marie
 
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Post » Sun Sep 04, 2011 3:05 am

I've been enjoying this mod greatly. Very nice work. =)
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Killah Bee
 
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Post » Sat Sep 03, 2011 10:22 pm

Thank you Canus.

I am not a great programmer (more like a script kiddie) as the only programming I know I taught myself (very small amount of color basic on a TRS 80) when I was sixteen some 30 plus years ago.

But I think my combat experience and research and my design philosophy for this kind of game make my mods worth any trouble that may come with them. (more or less)


I've been enjoying this mod greatly. Very nice work. =)

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Oyuki Manson Lavey
 
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Post » Sun Sep 04, 2011 1:14 pm

Not unless he described his situation incorrectly. He said the bow denocked.

So if his Bow is denocking it is a conflict, probably with some arrow or archery mod he is using. But it could be any mod that fools around with the attack controls or disables the keys dynamically.

If he was too weak and tried to use a bow that was stronger than he was
his vision would blur and he would be huffing and puffing out of breath.


Aah yes, denocking would be the wrong terminology for what happens - Just did a few attempts waiting for my fatigue to run out ....
http://www.bild.me/bild.php?file=8302243ScreenShot450.jpg
Then my PC sort of staggers, thrown off target (the arrow still fires) and goes into third person ..
http://www.bild.me/bild.php?file=6240185ScreenShot451.jpg
followed by recovery ..
http://www.bild.me/bild.php?file=5206683ScreenShot452.jpg
and goes back to first person perspective.

One thing I do not see though is the blurry vision - Possibly graphics settings?, and if there is an associated sound with huffing and puffing I do not hear that (although that could be because I am using a custom race based on Dark Elf, the n Dywyl http://www.tesnexus.com/downloads/file.php?id=35397 which currently has a problem with the race voice). I do still get your critical hit exclamation though (more regularly than it used to since you changed the critical hit mechanics a while ago)).

I agree with Canus comment, still very much enjoying DPCA - Will get round to studying and installing Melee Combat one of these days which you have been very busy working on recently.
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Javaun Thompson
 
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Post » Sun Sep 04, 2011 7:21 am

i to love this mod and have been recomending it to any and all who ask about combat enhancing mods. the only problem i had was one day i was in the middle of picking off some creatures from far away. and the mod just stoped working. one shot had the slow draw of the bow and everything worked fine then the very next shot i knocked the arrow and it just shot normally from then on out as if the mod wasnt even installed . i tried a previous save as well as even rebooting my computer nothing worked so i uninstalled then reinstalled the mod went back into game and everything was working normally again. and havent encountered the problem again just thought it was strange but not the first time ive had a mods scripts stop working. anyway great mod don't think id ever play without it.
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Rebecca Clare Smith
 
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Post » Sat Sep 03, 2011 10:08 pm

Nope, you have a mod conflict.

Thanks for all the answers.

I am using a fine iron bow, with iron arrows, chars strength is 45.

When my chars draws, there is NO fatigue loss at all.
The arrow is denocked automatically, if I do not release the mouse button.

The only thing i changed in the .ini, is the "aadpBowFixQuest.BowScale to 5" as of "to 7" , bacuse I am using Melee Combat too.
I have no explicit fatigue mod, but I did activate the bow fix in wyre bash, preventing CTD a BOW with 0 distance would cause
( sorry, did already deactivate the feature it, but without any positive result)
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Jynx Anthropic
 
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Post » Sun Sep 04, 2011 9:11 am

I use the Wrye Bash Bow fix too (which is recommended in http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/Mopy/patch_option_reference.html#TweakAssorted - Tweak Assorted), so its not that causing your problem.

The best person to advise would be Psymon who is the most experienced mixing DPCA with other mods. Spooky hasn't got the time or inclination to solve other peoples mod conflicts which he does not use himself - At a guess after quickly looking over your list of mods some part of OOO/FCOM probably.

Unless someone has first hand knowledge of your installation you will need to figure out exactly what every part of your load order does to the game and narrow it down. Whether taking out any part of your setup would cause other problems because its maybe a dependancy :shrug: (personally I dont use OOO/FCOM/MMM, prefer http://www.tesnexus.com/downloads/file.php?id=35265 which only uses vanilla resources and is a lot more compatible when it comes to mixing mods, and LittleBarons lore friendly creature additions like http://www.tesnexus.com/downloads/file.php?id=35913, http://www.tesnexus.com/downloads/file.php?id=37529 and his Waterbeasts too)
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Lindsay Dunn
 
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Post » Sun Sep 04, 2011 6:15 am

Found the mod conflict!

Its "ANB A Bobbing Motion".

Replacements like Skycaptains "head bobbing and bow sway" or "Oblivion FPV Reanimated" are working correctly, in terms of drawing the bow.

BowFatigueUse is set to 0.05 as per default in the .ini. is this intended? because if you dont set it higher you wont notice any fatigue loss at all.
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Noely Ulloa
 
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Post » Sat Sep 03, 2011 11:05 pm

Found the mod conflict!

Its "ANB A Bobbing Motion".

Replacements like Skycaptains "head bobbing and bow sway" or "Oblivion FPV Reanimated" are working correctly, in terms of drawing the bow.

Cool :)

BowFatigueUse is set to 0.05 as per default in the .ini. is this intended? because if you dont set it higher you wont notice any fatigue loss at all.

Erm, thats not part of Duke Patricks Combat Archery ini - I think you need take that question to the relevant mod authors threads, not spooky's.

Edit: Or do you mean ...

; set to 0 to prevent Fatigue burn for drawing the bow.
; Default is .005
set aaDPSCABOWSWAYquest.DrawBowFatigueMod to .005

I have that set (which is default in version 5.1.3 DPCA's ini)
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Nicola
 
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Post » Sun Sep 04, 2011 10:08 am

Found the mod conflict!

Its "ANB A Bobbing Motion".

Replacements like Skycaptains "head bobbing and bow sway" or "Oblivion FPV Reanimated" are working correctly, in terms of drawing the bow.

BowFatigueUse is set to 0.05 as per default in the .ini. is this intended? because if you dont set it higher you wont notice any fatigue loss at all.


i'm abit confused by this also. I have just started two new characters, a Breton and a Nord when the Breton reached the first bow in the game he suffered massive fatigue loss drawing the bow but the Nord suffered no fatigue loss at all. both with this setting at .005. the Breton's strength is 26 and the Nord's 46.

playing with the setting revealed that increasing it made both characters suffer massive fatigue loss, decreasing it (but not to 0) made both character suffer none.
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Victoria Bartel
 
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Post » Sun Sep 04, 2011 1:44 pm

WHOOPS removed it...wrong Duke Patrick thread. :whistling:
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Kelly Osbourne Kelly
 
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Post » Sun Sep 04, 2011 3:28 am

Cool :)


Erm, thats not part of Duke Patricks Combat Archery ini - I think you need take that question to the relevant mod authors threads, not spooky's.

Edit: Or do you mean ...

; set to 0 to prevent Fatigue burn for drawing the bow.
; Default is .005
set aaDPSCABOWSWAYquest.DrawBowFatigueMod to .005

I have that set (which is default in version 5.1.3 DPCA's ini)


Yes, its aaDPSCABOWSWAYquest.DrawBowFatigueMod and its .005.
I have set it to .01 just to make sure fatigue loss IS. otherwise i didnt notice since the chars strength is 46.
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NO suckers In Here
 
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Post » Sun Sep 04, 2011 12:48 am

NEW REV 5.5

get it here:

http://tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery/


REV 5.5 Replaced all Player. with PlayerRef. as is advised by the better modders these days.
Also now using new OBSE hit detection for the "bow gets knocked aside if you are attacked feature."
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teeny
 
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Post » Sun Sep 04, 2011 2:52 am

I Believe I've found a conflict, this and the Vilja companion do not play nicely together.
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Danny Blight
 
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Post » Sun Sep 04, 2011 9:57 am

read me file: :rolleyes:

Known Issues

IF you use companions mods you must also use Friendship Ring For Companion Detection. But even with this, "Companion mods" may conflict with this mod.


I Believe I've found a conflict, this and the Vilja companion do not play nicely together.

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Bethany Watkin
 
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Post » Sun Sep 04, 2011 2:32 am

read me file: :rolleyes:

Known Issues

IF you use companions mods you must also use Friendship Ring For Companion Detection. But even with this, "Companion mods" may conflict with this mod.



What I was getting is a crash error upon entering Combat, She says battle cry and then poof game over. Will this repair that?

Edit

Im an idiot....learning to read lol...
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Mrs shelly Sugarplum
 
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Post » Sat Sep 03, 2011 11:45 pm

Rev 5.5.1

Replaced a few get sound playing commands with much more reliable OBSE event commands. Fixed a bug that might make your bow AIM jump all over the place under some rare condition's in the hold breath script.


get it here:

http://tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery/
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Rob Smith
 
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Post » Sun Sep 04, 2011 1:37 am

Duke: Have used and loved this mod since about 1.5 years now. Never been a better and moire satisftying archery experience.

I use FCOM, and MMM has one hunting and crating feature that allows creation of arrows from natural ingredients (fletching). Arrow examples include bone, barbed bone, silver, carved antler, daedroth tooth, flint, obsidian etc.

With Combat Archery's arrow damage multiplier feature enabled, my current damage per silver arrow is about 11, steel is about 16, and that with the bone and barbed bone arrows is about 4! Is there a way to up the arrow damage just for the bone and barbed bone arrows, as they as pretty useless in comparison with other arrow types now. Also, is it sensible to have silver lower than steel? Game lore treats silver>steel throughout.
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saxon
 
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Post » Sun Sep 04, 2011 3:19 am

Silver (including silver warped or plated steel) is not better or even equal to plain steel for holding an edge. However Silver has other desirable properties (such as it will hit ghosts) that steel will not have. (And in my next rev silver will do more damage to undead like the vampires).

Same kind of thing with bone, bone arrow in no way can equal steel for holding an edge and is very brittle on impact, however bone arrows are EXCELLENT as a poison delivery system! Along with a much much faster arrow speed, the bone arrows fire with an astonishing better trajectory making them ideal over other heaver arrows that are easy to miss your target and waste your poisons.


Duke: Have used and loved this mod since about 1.5 years now. Never been a better and moire satisftying archery experience.

I use FCOM, and MMM has one hunting and crating feature that allows creation of arrows from natural ingredients (fletching). Arrow examples include bone, barbed bone, silver, carved antler, daedroth tooth, flint, obsidian etc.

With Combat Archery's arrow damage multiplier feature enabled, my current damage per silver arrow is about 11, steel is about 16, and that with the bone and barbed bone arrows is about 4! Is there a way to up the arrow damage just for the bone and barbed bone arrows, as they as pretty useless in comparison with other arrow types now. Also, is it sensible to have silver lower than steel? Game lore treats silver>steel throughout.

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Steve Smith
 
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Post » Sat Sep 03, 2011 11:24 pm

When I used fcom, the damage values for those arrows was definitely higher than that. It seems like maybe the scripts aren't running on them for some reason. Wait...are you using the combat archery mod from 1.5 years ago or this revised archery mod? That might matter, I don't know. I always used barbed bone arrows because they were fast, whereas the other arrows I made were very slow with this mod. Duke can probably give you a better answer than this. You might want to post your load order.

edit: oh, ninja'd. Still, unless something was changed in a revision after I switched from fcom, the damage values should be higher (at least, they were for me).
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Victoria Vasileva
 
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Post » Sun Sep 04, 2011 4:24 am

How should I do the silver damage (the extra "poison like" damage silver will do vamps and undead )?

Flat rate in the INI settings?

So if you set the SilverDamage option in the INI file to 20 then silver arrows do 20 points more of damage?
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Darren
 
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Post » Sun Sep 04, 2011 2:58 am

How should I do the silver damage (the extra "poison like" damage silver will do vamps and undead )?

Flat rate in the INI settings?

So if you set the SilverDamage option in the INI file to 20 then silver arrows do 20 points more of damage?

Thanks for the responses Duke. While I agree with your setup thought process, a damage of 4 vs. a damage of 16 (one-fourth!) makes bone arrows useless. Even with their fast speed, one would rather use higher damage steel arrows for poison delivery. Can this damage be raised to say, 2/3rds of steel arrows? Or maybe an ini setting that one can tweak for individual? Playing a self-fletching hunter, the bone arrows are the easiest to obtain, but have become useless for me with their minimal damage. Please consider this request the next time you put together an update! :)

FYI - I am using the latest version of the mod with these settings:
set aadpArrowfixQuest.ArrowScale to 3
set aadpBowFixQuest.MagicArrowORBowScale to 1.25
set aadpBowFixQuest.BowScale to 4

Re: your question above I would request a % multiplier damage (120%-200%) for vampires/undead. Otherwise, witha 20-point flat damage adder for silver, I would be able to 1-shot vampires with sneak attacks, who are supposedly very powerful with OOO/StarX Vampires, so that wouldn't make sense.
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NeverStopThe
 
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