[RELz] Duke Patrick's Combat Archery Mod

Post » Sun Sep 04, 2011 4:53 am

... or three separate .bat files with three different copies of tailored ini's and...

CLSCOPY "D:\UserName-DPCA.ini" "D:\Program files\Bethesda Softworks\Oblivion\\Duke Patricks - Combat Archeryini"CD "D:\Program files\Bethesda Softworks\Oblivion\"OBSE_Loader.exeExit


Send the appropriate .bat to each users desktop, right click properties, give it an Oblivion Icon, open with window minimized :foodndrink:

A bit of old school windows saves the day, Thank you Spooky.

PS No problems so far with OBSE 0020b6
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Felix Walde
 
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Post » Sat Sep 03, 2011 10:07 pm

Multiple users ... that is perfect for mTES4Manager.

Or just swap out ini files.
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Amie Mccubbing
 
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Post » Sun Sep 04, 2011 3:18 am

The bows don't seem to scale properly when I use "Alternate Start" by Robert Evrae. It only happens to the bows inside the travelers bag though.
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Code Affinity
 
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Post » Sun Sep 04, 2011 8:39 am

You need to be more specific. What do you mean by scale?

Do you mean the damage done by the Bow and other stats do not seem to get adjusted via the mod?

What is a "travelers bag"? Do you mean the Arrow case? Bows do not go into the arrow case, only arrows should be stored in the "ARROW CASE".

If you put bows in the arrow case then the bows will be held in a hidden container way- way far from your cell, thus they may possibly never be updated by my scripts.

If you have not yet done so, please read the Read Me, this will provide to you the details of the ARROW CASE and many other aspects of the mod that you will not understand unless you read the entier read me file.

The bows don't seem to scale properly when I use "Alternate Start" by Robert Evrae. It only happens to the bows inside the travelers bag though.

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Nicole Mark
 
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Post » Sun Sep 04, 2011 6:17 am

You need to be more specific. What do you mean by scale?

Do you mean the damage done by the Bow and other stats do not seem to get adjusted via the mod?

What is a "travelers bag"? Do you mean the Arrow case? Bows do not go into the arrow case, only arrows should be stored in the "ARROW CASE".

If you put bows in the arrow case then the bows will be held in a hidden container way- way far from your cell, thus they may possibly never be updated by my scripts.

If you have not yet done so, please read the Read Me, this will provide to you the details of the ARROW CASE and many other aspects of the mod that you will not understand unless you read the entier read me file.


The "travelers bag" is a bag where the starting equipment gets stored in; depending on the options you choose at the beginning of the game for "Alternate Start" mod, it changes the equipment in the bag.
When I say it does not scale properly, I mean that when I obtain the silver bow from the travelers bag, the damage is lesser than of a normal steel bow, even though the silver bow has the {} symbol next to it's name.
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Aman Bhattal
 
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Post » Sun Sep 04, 2011 10:58 am

You said Bows but do you mean Arrows?

Arrows this would be true as silver cannot hold a sharp edge the way steel can.

Bows? If I remember correctly this mod only amps the bow damage per your INI settings and NOT per the material the bow is made from. But if you are getting the {} symbol change then the damage should ALSO be adjusted. I have no idea how you could get the name change without the stats change that happens in the same script at the same time. That is strange.

The only way would be if the travel bag was making clones of weapons and renaming the clones to match the weapons but not copying the adjusted damage, either way the bottom line is if that mod is changing the weapons damage and keeping my {} it is incompatible.

You have my curiosity on this however, when I can get more time I will look at the "travelers bag" but I do not know when that may be right now.
And if that bag is doing as I suggested then there is nothing I can do about that anyway.


The "travelers bag" is a bag where the starting equipment gets stored in; depending on the options you choose at the beginning of the game for "Alternate Start" mod, it changes the equipment in the bag.
When I say it does not scale properly, I mean that when I obtain the silver bow from the travelers bag, the damage is lesser than of a normal steel bow, even though the silver bow has the {} symbol next to it's name.

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Ernesto Salinas
 
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Post » Sun Sep 04, 2011 4:35 am

Hey Duke, just wanted to stop by and say thanks again for your awesome mods!

Especialy the combat archery, it makes things so much better and intense! I've recently been starting out with archery, and now I can see for myself what it's like to use a bow, the speed, range and everything thats possible (specialy with guys who have more powerful bows than myself)

I must say, this mod captures the feel very well. There is no way I could accuratly hit a target if someone was trying to wack me over the head with a big stick =P

I'm also downloading your near miss alerts npc's and the double knock mods to give them a try.
Keep up the awesome work, it's much appreciated!
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SHAWNNA-KAY
 
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Post » Sun Sep 04, 2011 2:58 am

Thanks for the words of encouragement! I was starting to feel a little low about moding.... It is combination of what is to come with Skyrim and the fact that I am not able to do animations yet so it holds me back from some really terrific ideas I would otherwise give to oblivion.

So thanks for the positive feed back.

Trying to shoot an arrow while being clobbered with a sword is very very difficult even for the best Archers in the SCA. This is one area I wish I could do animations, I would add in some more "realistic" h2h combat for the archers.

The Double Knock mod is very cool if you spend the time to get good at it but I really would not recommend it to most players.
In fact I do not use it myself anymore. However the few players that have become very good at it are freaking amazing in combat to watch.

Duke Patricks - Near Miss Magic And Arrows Alert The Target is a MUST Mod! You will not ever want to go back to Oblivion with out it once you try it!


Hey Duke, just wanted to stop by and say thanks again for your awesome mods!

Especialy the combat archery, it makes things so much better and intense! I've recently been starting out with archery, and now I can see for myself what it's like to use a bow, the speed, range and everything thats possible (specialy with guys who have more powerful bows than myself)

I must say, this mod captures the feel very well. There is no way I could accuratly hit a target if someone was trying to wack me over the head with a big stick =P

I'm also downloading your near miss alerts npc's and the double knock mods to give them a try.
Keep up the awesome work, it's much appreciated!

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K J S
 
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Post » Sun Sep 04, 2011 1:33 pm

Thanks for the words of encouragement! I was starting to feel a little low about moding.... It is combination of what is to come with Skyrim and the fact that I am not able to do animations yet so it holds me back from some really terrific ideas I would otherwise give to oblivion.

So thanks for the positive feed back.




hey...just want to say that I found myself at the same point when Skyrim was announced, but mods and planned mods like yours and the stuff released by the Obse and OBGE guys shows that oblivion stil has great potential for new things and ideas...I am really looking forward to Skyrim to play it as a game and I am sure it will be better than Oblivion ...as a game....but I am sure it will not provide that long living modding fun and potential as Oblivion does..however... this point should be discussed elesewhere...

back to topic..I hope you get into creating anims, cause this is something which is really missing beside the tons of manga, dancing and porm anims...I really hope to see a complete combat overhaul created by you one day....

regards
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Yama Pi
 
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Post » Sun Sep 04, 2011 1:12 am

Hi Duke, thanks very much for your hard work on this mod as well as your other very cool projects.

I tried installing Combat Archery Rev 5 for the very first time and I'm suddenly no longer able to launch Oblivion, getting the following error message:

Failed to initialize renderer.
NiXAdapterDesc::GetDeviceCaps() failed.


Can you tell from this error message what it is that I'm doing wrong?

I also tried unchecking the box for Combat Archery in the load list and I'm still unable to launch Oblivion.

here is a list of the other mods I have installed (also using OBGEv2, ENBSeries Shaders, 4GB loader for Steam):
Spoiler


Active Mod Files:00  Oblivion.esm01  Silgrad_Tower.esm  [Version 3.36]02  Jog_X_Mod.esm03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.72]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Armamentarium.esm0A  Artifacts.esm0B  Better Cities Resources.esm0C  Cobl - NPCDiversity - TNR Merge.esp  [Version 9.3EV-D]0D  Unofficial Oblivion Patch.esp  [Version 3.3.3]0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]10  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]11  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]12  Symphony of Violence.esp13  Atmospheric Oblivion.esp14  WindowLightingSystem.esp15  Enhanced Economy.esp  [Version 5.1]16  FF_Real_Thirst.esp17  DLCOrrery.esp18  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]19  DLCVileLair.esp1A  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]1B  DLCMehrunesRazor.esp1C  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]1D  DLCSpellTomes.esp1E  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]1F  ArmamentariumVendors.esp20  SnakeArmor.esp21  trfjChronoStaff.esp22  XSPipeMod.esp  [Version 1.2]23  DLCThievesDen.esp24  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]25  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]26  Cobl Glue.esp  [Version 1.72]27  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]28  Bob's Armory Oblivion.esp29  FCOM_BobsArmory.esp  [Version 0.9.9]2A  Oblivion WarCry EV.esp2B  FCOM_WarCryNoSpawn.esp  [Version 0.9.9]2C  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]2D  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]2E  FCOM_Convergence.esp  [Version 0.9.9Mb3]2F  FCOM_RealSwords.esp  [Version 0.9.9]30  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]31  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9MB3]32  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]33  FCOM_LessRats.esp  [Version 0.9.9]34  FCOM_LessReaversInGates.esp  [Version 0.9.9]35  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]36  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]38  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]39  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]3A  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]3B  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]3C  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]3D  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]3E  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]3F  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]40  FCOM_BobsGuardUnity.esp  [Version 0.9.9]41  FCOM_HungersUnitySI.esp  [Version 0.9.9]42  FCOM_FriendlierFactions.esp  [Version 0.9.9]43  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]44  FCOM_MoreRandomItems.esp  [Version 0.9.9]45  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]46  OOO-WaterFish.esp  [Version 1.34]47  300_Artifacts.esp48  Artifacts.esp49  hackdirtabyss.esp4A  Silgrad_Tower.esp  [Version 3.36]4B  thievery.esp4C  thievery - EE patch.esp  [Version 4.2]4D  DLCBattlehornCastle.esp4E  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]4F  DLCFrostcrag.esp50  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]51  Knights.esp52  Knights - Unofficial Patch.esp  [Version 1.1]53  FCOM_Knights.esp  [Version 0.9.9Mb3]54  xuldarkforest.esp  [Version 1.0.5]55  xulStendarrValley.esp  [Version 1.2.2]56  xulTheHeath.esp57  XulEntiusGorge.esp58  xulFallenleafEverglade.esp  [Version 1.3.1]59  xulColovianHighlands_EV.esp  [Version 1.2.1]5A  xulChorrolHinterland.esp  [Version 1.2.2]5B  xulBravilBarrowfields.esp  [Version 1.3.2]5C  xulLushWoodlands.esp  [Version 1.3.1]5D  xulAncientYews.esp  [Version 1.4.3]5E  xulCloudtopMountains.esp  [Version 1.0.3]5F  xulArriusCreek.esp  [Version 1.1.3]60  xulPatch_AY_AC.esp  [Version 1.1]61  xulPantherRiver.esp62  xulRiverEthe.esp  [Version 1.0.2]63  xulBrenaRiverRavine.esp  [Version 1.1]64  xulImperialIsle.esp  [Version 1.6.6]65  xulBlackwoodForest.esp  [Version 1.1.0]66  xulCheydinhalFalls.esp  [Version 1.0.1]67  xulAspenWood.esp  [Version 1.0.2]68  xulSkingradOutskirts.esp  [Version 1.0.1]69  xulSnowdale.esp  [Version 1.0]6A  Better Cities - House price patch.esp  [Version 1.0]6B  RealSleepExtended.esp  [Version 2.5]6C  Ashes to Ashes.esp  [Version 1.0]6D  Vampire Aging Disabled 2 XYoung.esp6E  bgMagicEV.esp  [Version 1.7EV]++  SM_UnlockSpells.esp  [Version 0.70]6F  Moonshadow Elves - Sc.esp70  1em_Vilja.esp71  _Ren_BeautyPack_full.esp72  _Ren_BeautyPack_onlyhairs.esp73  tkHairPack01.esp74  Cobl Races.esp  [Version 1.52]75  ElaborateEyes.esp76  bgMagicEVStartspells.esp  [Version 1.68EV]77  bgMagicBonus.esp  [Version 1.7EV]78  bgMagicEVAddEnVar.esp  [Version 1.68EV]79  bgMagicAlchemy.esp  [Version 1.57]7A  SupremeMagicka.esp  [Version 0.90]7B  SM_OOO.esp  [Version 0.89]7C  SM_MMM.esp  [Version 0.89]7D  SM_COBL.esp  [Version 0.86]7E  SM_ShiveringIsles.esp  [Version 0.86]7F  SM_EnchantStaff.esp  [Version 0.80]80  SM_Scrolls.esp  [Version 0.84]81  SM_DLCSpellTome.esp  [Version 0.80]82  SM_VanillaSpells.esp  [Version 0.86]83  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]84  bgMagicEVPaperChase.esp  [Version 1.68EV]85  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]86  bgMagicEVShader.esp  [Version 1.7EV]87  bgMagicShaderLifeDetect.esp  [Version 1.68]88  bgMagicLightningbolt.esp89  ElaborateEyes-RensBeautyPackFull.esp8A  HTFpcb Extended.esp8B  ElaborateEyes-RensBeautyPackHairsOnly.esp8C  FCOM_Archery.esp  [Version 0.9.9]8D  Oblivion Graphics Extender Support.esp  [Version 0.3]8E  Real Hunger, Cobl.esp  [Version 1.6.1]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]8F  FormID Finder4.esp90  Better Cities Full.esp91  Better Cities .esp92  Better Imperial City.esp93  Better Cities - Unique Landscape Chorrol Hinterland.esp94  Better Cities - Unique Landscape Barrowfields.esp95  Better Cities - COBL.esp  [Version 2.1]96  Better Cities - Thievery.esp97  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.8.1]98  Better Cities - Unique Landscape Imperial Isle.esp99  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.8.1]9A  TNR ALL RACES FINAL.esp9B  TNR - ShiveringIsles no helms.esp9C  Bashed Patch, 0.esp


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MISS KEEP UR
 
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Post » Sat Sep 03, 2011 11:55 pm

mmm...no I have never heard of that error before.

But try the most recent rev not an old one (Mod Version 5.1.1)

And place it after the bash patch.

If still not working test for conflicting mod.


Hi Duke, thanks very much for your hard work on this mod as well as your other very cool projects.
I tried installing Combat Archery Rev 5 for the very first time and I'm suddenly no longer able to launch Oblivion, getting the following error message:

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My blood
 
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Post » Sun Sep 04, 2011 10:11 am

mmm...no I have never heard of that error before.

But try the most recent rev not an old one (Mod Version 5.1.1)

And place it after the bash patch.

If still not working test for conflicting mod.


Somehow I got it working properly after rebuilding the patch a few times.

EXCELLENT WORK, Duke! This mod adds a whole new dimension to ranged combat. Having lots of fun with it.

I got a message indicating something along the lines of "Race not known - please adjust .ini file" when attacking a Timber Wolf (I suppose this is one of the creature races added by MMM/OOO/FCOM?)
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Kelly Tomlinson
 
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Post » Sun Sep 04, 2011 6:49 am

(I suppose this is one of the creature races added by MMM/OOO/FCOM?)

No its your player character race that is not recognised, if you do a critical hit spooky included a custom voice file which makes your PC shout a victorious cry, you have to set it by editing the Combat Archery ini for your race. If you are playing a custom race not recognised this usually happens.
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Blessed DIVA
 
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Post » Sun Sep 04, 2011 9:49 am

will this mod still work if i dont have shivering isle cas i dont want to buy it lol
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josie treuberg
 
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Post » Sun Sep 04, 2011 2:47 am

will this mod still work if i dont have shivering isle cas i dont want to buy it lol

I think the OP mentions it clearly:
Shivering Isle needed.

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Isaiah Burdeau
 
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Post » Sun Sep 04, 2011 9:47 am

Right, the mod was made to include SI resources. But you could try it anyway at your own risk.

SI is listed as a requirement because I did not want players getting CTD and then blaming my mod.

I think the OP mentions it clearly:

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alicia hillier
 
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Post » Sun Sep 04, 2011 12:29 pm

Looks really interesting, but I have a question. Is this mod compatible with DR6 and FCOM? Because both these mods make changes to the stats of the bows if I'm not mistaken.
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mollypop
 
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Post » Sun Sep 04, 2011 6:30 am

Looks really interesting, but I have a question. Is this mod compatible with DR6 and FCOM? Because both these mods make changes to the stats of the bows if I'm not mistaken.


Yup! I use all of those. Duke Patrick's mod adds damage through scripts, so it's compatible with anything.

However, you may want to edit the ini file for Duke Patrick's to tone down the damage it adds because with all of them together anything dies with one shot!

The default setting for bow damage is 7. I've set mine to 1.5.
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Steve Smith
 
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Post » Sun Sep 04, 2011 3:35 am

Yup! I use all of those. Duke Patrick's mod adds damage through scripts, so it's compatible with anything.

However, you may want to edit the ini file for Duke Patrick's to tone down the damage it adds because with all of them together anything dies with one shot!

The default setting for bow damage is 7. I've set mine to 1.5.

Cool! thanks, mate :foodndrink:
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Isaac Saetern
 
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Post » Sun Sep 04, 2011 2:56 am

Erm little confused here, in one word doc it says this replaces the old "actors can miss mods" so now to use any with them, yet in the other word doc using them is recommended....do \I or don't I? :confused:

Also the is it in one of the word docs or the actual file that says readme? You say to check the readme but there are three files giving information, two of which contradict each other.
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RAww DInsaww
 
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Post » Sun Sep 04, 2011 8:09 am

EEP!

Nonsensical question deleted.

Sorry.
-Decrepit-
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Shiarra Curtis
 
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Post » Sun Sep 04, 2011 10:47 am

Decrepit thats v5 (7zip) not v5.7 :). 5.1.1 is the latest.

Crash - Actors can miss now is included in Combat Archery so you dont need the old separate mods. From the word doc ...
"This replaces the OLDER mod "Duke Patricks NPC MAGIC and Arrows Can Miss Now" AND the "Actors Can Miss Now" mod"
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Esther Fernandez
 
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Post » Sun Sep 04, 2011 8:59 am

Decrepit thats v5 (7zip) not v5.7 :). 5.1.1 is the latest.

Crash - Actors can miss now is included in Combat Archery so you dont need the old separate mods. From the word doc ...
"This replaces the OLDER mod "Duke Patricks NPC MAGIC and Arrows Can Miss Now" AND the "Actors Can Miss Now" mod"



Aye, you have the right of it. I posted my query then broke for lunch. Part way through my meal something 'clicked'. "Oh no!," I said. " I just posted a wholly anile question." The truth, you see, had at last penetrated the morass encasing my few non-atrophied brain cells. I rushed to the computer and deleted the now embarrassing query. Too late, it seems.

Growing senile isn't all it's cracked up to be.

-Decrepit-
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ruCkii
 
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Post » Sat Sep 03, 2011 11:24 pm

Is there a way I can ferther decrease the the increase in power this mod puts on the weapons, I'm level 6 and have a bow of 24power and aster installing this it pushed it up to a whopping 168 and arrows not so far off ether :confused: even with Ammo damage and speed set to zero (set aadpArrowfixQuest.ArrowScale to 0) boost enchanted Arrow's and enchanted Bow's damage not taking effect (set aadpBowFixQuest.MagicArrowORBowScale to 1) and scale all bow damage on lowest possible (set aadpBowFixQuest.BowScale to 1.1) still the bow strength was at like 57 waaayy to powerful (the bow was enchanted but still, un-enchanted arrows was over powered) so what can I do?
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Rob Davidson
 
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Post » Sun Sep 04, 2011 11:35 am

if you loaded the INI file in the proper place per the read me file (same place as the ESP) and setting aadpBowFixQuest.BowScale to 1 still BOOSTs your bow damage by 2X with the latest mod REV, then you have a serious local problem.

Run a new game with ONLY this mod and NO other mods loaded no other 3rd party game tweaking programs.
You will see this will not happen.

Then you need to find the conflicting mod and remove it from your load order.


Is there a way I can ferther decrease the the increase in power this mod puts on the weapons, I'm level 6 and have a bow of 24power and aster installing this it pushed it up to a whopping 168 and arrows not so far off ether :confused: even with Ammo damage and speed set to zero (set aadpArrowfixQuest.ArrowScale to 0) boost enchanted Arrow's and enchanted Bow's damage not taking effect (set aadpBowFixQuest.MagicArrowORBowScale to 1) and scale all bow damage on lowest possible (set aadpBowFixQuest.BowScale to 1.1) still the bow strength was at like 57 waaayy to powerful (the bow was enchanted but still, un-enchanted arrows was over powered) so what can I do?

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Stacyia
 
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