[RELz] Duke Patrick's Combat Archery Mod

Post » Sun Sep 04, 2011 7:23 am

Updated my Combat Archery mod
Rev 5.1.2 Minor tweak to work a little better with my Melee Combat Mod.
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Tamara Primo
 
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Post » Sun Sep 04, 2011 8:41 am

With ver. 5.1.2
I got these error messages:
Error in script e8005347Invalid array access - the array was not initialized.    File: Duke Patricks - Combat Archery.esp Offset: 0x0602 Command: LetError in script e8005347Operator -> failed to evaluate to a valid result    File: Duke Patricks - Combat Archery.esp Offset: 0x0602 Command: LetError in script e8005347Invalid array access - the array was not initialized.    File: Duke Patricks - Combat Archery.esp Offset: 0x0628 Command: LetError in script e8005347Operator -> failed to evaluate to a valid result    File: Duke Patricks - Combat Archery.esp Offset: 0x0628 Command: LetError in script e8005347Invalid array access - the array was not initialized.    File: Duke Patricks - Combat Archery.esp Offset: 0x064E Command: LetError in script e8005347Operator -> failed to evaluate to a valid result    File: Duke Patricks - Combat Archery.esp Offset: 0x064E Command: LetError in script e8005347Invalid array access - the array was not initialized.    File: Duke Patricks - Combat Archery.esp Offset: 0x0602 Command: LetError in script e8005347Operator -> failed to evaluate to a valid result    File: Duke Patricks - Combat Archery.esp Offset: 0x0602 Command: LetError in script e8005347Invalid array access - the array was not initialized.    File: Duke Patricks - Combat Archery.esp Offset: 0x0628 Command: LetError in script e8005347Operator -> failed to evaluate to a valid result    File: Duke Patricks - Combat Archery.esp Offset: 0x0628 Command: LetError in script e8005347Invalid array access - the array was not initialized.    File: Duke Patricks - Combat Archery.esp Offset: 0x064E Command: LetError in script e8005347Operator -> failed to evaluate to a valid result    File: Duke Patricks - Combat Archery.esp Offset: 0x064E Command: Let


Empty/ non- intialized BoundingBoxA variable/array (aadpHeadShot- script)?
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Rinceoir
 
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Post » Sun Sep 04, 2011 1:13 am

I have the same errors as Baphometal. Rev 5.1.1 and OBSE 20. Also running Melee Combat Rev 2.4p4. Not sure yet when exactly the errors are triggered.

Doomguy.
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Lauren Dale
 
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Post » Sun Sep 04, 2011 4:46 am

Thanks for this mod. Ranged combat finally makes sense with this. But I wonder if you could also correct the one remaining major flaw in enemy archers combat behaviour which is that archers do not attack consequently enough. When entering a room with archers and melee fighters you can run away making the melee fighters follow you while the archers most of the time will stay behind instead of also running after you to help their friends. Also archers do not effectively try to get LOS on their target. It often happens when an archers view is blocked by an object, he will step around in a corner while you fight the others instead of changing to a position where he can hit the player. You can also easily hide in tunnel entrances and the like and have lots of time to heal and recover your magicka because the archer will kindly wait in his position for you to show up again instead of moving to better position and delivering you the final blow. Would be really nice if you could improve this behaviour.
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Ernesto Salinas
 
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Post » Sun Sep 04, 2011 3:24 am

And I too got the same errors:

Error in script db005347Invalid array access - the array was not initialized.    File: Duke Patricks - Combat Archery.esp Offset: 0x0602 Command: LetError in script db005347Operator -> failed to evaluate to a valid result    File: Duke Patricks - Combat Archery.esp Offset: 0x0602 Command: LetError in script db005347Invalid array access - the array was not initialized.    File: Duke Patricks - Combat Archery.esp Offset: 0x0628 Command: LetError in script db005347Operator -> failed to evaluate to a valid result    File: Duke Patricks - Combat Archery.esp Offset: 0x0628 Command: LetError in script db005347Invalid array access - the array was not initialized.    File: Duke Patricks - Combat Archery.esp Offset: 0x064E Command: LetError in script db005347Operator -> failed to evaluate to a valid result    File: Duke Patricks - Combat Archery.esp Offset: 0x064E Command: Let

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Thema
 
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Post » Sun Sep 04, 2011 11:40 am

I must say I love this mod, it upgrades enemy archers from being slightly more annoying than mosquitoes, to being so dangerous that you want to put a thick shield between you and them at all times. Thank you for all your work on this!

However, I found one feature that is worrying me a bit. I see that them mod will break some of your non equipped arrows when getting in a melee or falling down, adding "Damaged Arrows" to your inventory. After seeing how this is done in the script, I found it uses CloneForm. These new cloned arrows are new arrow records which stay forever in the savegame, even if the player doesn't see them again because he dumps broken arrows somewhere, their formIDs are still in the savegame. Think of it like player created spells or potions, which are also new formIDs and never get removed (but unless you create over 9000 of them it can't be too bad)
I was wondering if there is a way to avoid this "Damaged Arrows" feature, or even better, since damaged arrows are useless anyway no matter the type of arrow which was broken, simply changing the script to add a "Damaged Arrow" arrow type from your mod, which I see is included but not used, probably because you swapped to the CloneForm method in some past version.

Also, I posted this long ago in the beta testing thread of your combat mod, and was wondering if it would be possible to implement, either for bows and/or weapons (and/or arrows, if the player uses a mod which allows arrows to be enchanted)
I assume that after this mod changes a melee weapon's stat, it will append a {} symbol like in your archery mod to indicate it has been "Duke Patrick'ized". In the enchanting menu, the user will be expected to name his new enchanted weapon with that {} symbol at the end, or else the new weapon will be processed by the mod again and end up with extrememely odd stats.
The thing is that player enchanted stuff belongs to the savegame, so enchanting weapons with your mod active will create weapons that are permanently "Duke Patrick'ized". I suppose using your mod forever pretty much fixes any issues, but I was wondering if it would be possible to revert the stat changes to weapons while in the enchanting menu (I suppose no, because the mod doesn't really store the vanilla data of each and every weapon it changes before changing it, but maybe there is another way I haven't figured out)

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Rhysa Hughes
 
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Post » Sun Sep 04, 2011 3:06 am

I must say I love this mod, it upgrades enemy archers from being slightly more annoying than mosquitoes, to being so dangerous that you want to put a thick shield between you and them at all times. Thank you for all your work on this!

However, I found one feature that is worrying me a bit. I see that them mod will break some of your non equipped arrows when getting in a melee or falling down, adding "Damaged Arrows" to your inventory. After seeing how this is done in the script, I found it uses CloneForm. These new cloned arrows are new arrow records which stay forever in the savegame, even if the player doesn't see them again because he dumps broken arrows somewhere, their formIDs are still in the savegame. Think of it like player created spells or potions, which are also new formIDs and never get removed (but unless you create over 9000 of them it can't be too bad)
I was wondering if there is a way to avoid this "Damaged Arrows" feature, or even better, since damaged arrows are useless anyway no matter the type of arrow which was broken, simply changing the script to add a "Damaged Arrow" arrow type from your mod, which I see is included but not used, probably because you swapped to the CloneForm method in some past version.

Also, I posted this long ago in the beta testing thread of your combat mod, and was wondering if it would be possible to implement, either for bows and/or weapons (and/or arrows, if the player uses a mod which allows arrows to be enchanted)

Fairly recent DPCA user here. Assuming migck is correct, I too would like to see this 'feature' altered. My plays-through tend to be rather long. My current one is somewhat over one-thousand hours. I feel it has much more life left in it. That being the case I need to avoid bloat of any sort. if 'broken arrows' do indeed contribute to save-bloat I'd like a means of disabling them if they can not be altered to be less-potentially-harmful.

Otherwise, I'm enjoying the mod. As migck states, it transforms enemy archers from mild annoyances to objects of fear and dread. Keeps one on his or her toes.

-Decrepit-
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alicia hillier
 
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Post » Sun Sep 04, 2011 5:29 am

You could use the arrow case - that is, after all, why it is in your inventory ;) Additionally, if you habitually forget to stow picked-up arrows in the case (and thus exceed the limit and they get damaged) adjust the quiver limit in the ini. You can have up to 60.

I agree that, ideally, the scripting would avoid bloat but it's very easy to avoid damaged arrows in the first place.
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ONLY ME!!!!
 
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Post » Sat Sep 03, 2011 9:28 pm

You could use the arrow case - that is, after all, why it is in your inventory ;) Additionally, if you habitually forget to stow picked-up arrows in the case (and thus exceed the limit and they get damaged) adjust the quiver limit in the ini. You can have up to 60.

I agree that, ideally, the scripting would avoid bloat but it's very easy to avoid damaged arrows in the first place.

What ye say be largely true. I myself have been insuring that all non-quivered arrows are stored in the DPCA case as soon as is practical. I didn't at first though. In fact I forgot about the damaged arrow feature and was reminded of it only after seeing about 40 of them in my inventory. Thought at first they might be repairable. If so I couldn't figure out how to fix 'em. So I gave 'em all to an IC merchant, 'selling' them one at a time in hopes that doing so would work my still-too-low Mercantile skill.

Since then I've been more careful. Despite that I still see occasional broken arrows, mostly those lodged in my body during combat, or quick combat loots when there isn't time to open the arrow case for transfer.

I might indeed 'up' quiver total as a partial workaround, but admit being a tad reluctant to do so. I like the current 20 arrow limit just fine from an immersionistic standpoint. Likewise having to micro-manage my inventory to avoid broken arrows is somewhat immersion-breaking. These must be considered negatives in a mod I installed to increase realism and thus immersion. But I stress that it's not a lease-breaker...at least not yet. I enjoy DPCA very much and hope it remains in my load-order for the duration.

I tie-in question:
I understand that when one un-installs a mod and aftward makes a 'clean-save', all remains of that mod are removed from our current save-game? If so, this would be an acceptable TEMPORARY workaround for the 'issue'. DPCA is pretty straight-forward in that it has no associated quests or, to my knowledge, added NPCs and/or locations. It's an honest archery-improvement mod, no more, no less. That being the case, there's no harm in un-installing it long enough to rid a SAVE of broken-arrow-bloat, then re-installing the mod. Am I right in this? (Yes, I recall that we need to type a special command in the console before un-installing DPCA. Don't remember exactly what it is, but it's easy enough to look up.)

Thanks again!
-Decrepit-
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Céline Rémy
 
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Post » Sun Sep 04, 2011 1:48 am

If you read the read me file and use the mod properly there is no "bloat problem."

I and others have use this mod for years and never had an issue with "bloat". Not any more or less then other mods that use the same scripting in a limited way as I do.

Both Scruggsywuggsy the ferret and TheNiceOne have both see my scripts for this mod and they did not have a problem with it.

If you feel "nervous" about this then turn off the arrow case feature or please just do not use the mod.
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Rozlyn Robinson
 
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Post » Sun Sep 04, 2011 8:39 am

If you read the read me file and use the mod properly there is no "bloat problem."

I and others have use this mod for years and never had an issue with "bloat". Not any more or less then other mods that use the same scripting in a limited way as I do.

Both Scruggsywuggsy the ferret and TheNiceOne have both see my scripts for this mod and they did not have a problem with it.

If you feel "nervous" about this then turn off the arrow case feature or please just do not use the mod.


I'm sorry if I have offended you, I do like your mod and the arrow case feature, and I don't intend to stop using it for such a little (in fact negligible) thing like that. I'm sorry if I made it sound like a big issue, when it is true what you say, using CloneForm in a way as limited as this mod does, the player would pretty much have to try hard to break all the arrows he comes by during hundreds of hours before the issue starts being noticeable (and even then, it's just savegame size, nothing more)
About the enchanting thing, I figured an easy enough way to deal with it: save the game before enchanting, then either load without the mod, enchant, save and load with the mod again, or reload normally and quickly enter the enchanting menu before the mod adjusts the player's weapons.
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Nathan Maughan
 
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Post » Sun Sep 04, 2011 9:49 am

your particular post was not that bad, you only made an inquiry not an assertion.

Anyway I am too tired now to write a long replay ( I am about to go to bed) but I will post about this and the enchantment thing tomorrow.


I'm sorry if I have offended you, I do like your mod and the arrow case feature, and I don't intend to stop using it for such a little (in fact negligible) thing like that. I'm sorry if I made it sound like a big issue, when it is true what you say, using CloneForm in a way as limited as this mod does, the player would pretty much have to try hard to break all the arrows he comes by during hundreds of hours before the issue starts being noticeable (and even then, it's just savegame size, nothing more)
About the enchanting thing, I figured an easy enough way to deal with it: save the game before enchanting, then either load without the mod, enchant, save and load with the mod again, or reload normally and quickly enter the enchanting menu before the mod adjusts the player's weapons.

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saharen beauty
 
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Post » Sun Sep 04, 2011 4:34 am

I understand that when one un-installs a mod and aftward makes a 'clean-save', all remains of that mod are removed from our current save-game?
Not necessarily, and in this specific case, cloneforms of vanilla items will surely stay in your savegame completely independent of the mod that created it. The same is true for PlaceAtMe's of vanilla items too.

Whether this is a problem or not, depend on how many such items are added to your savegame. One cloneform adds a less than 1KB (guess), so you'll need many before it gets a problem, or even noticeable in your savegame.


If you read the read me file and use the mod properly there is no "bloat problem."

I and others have use this mod for years and never had an issue with "bloat". Not any more or less then other mods that use the same scripting in a limited way as I do.

Both Scruggsywuggsy the ferret and TheNiceOne have both see my scripts for this mod and they did not have a problem with it.
Yes I have, and I have no problem using your mod :)

I see your reason for using cloneform, to get broken arrows with the same look and weight as the originals (IIRC), but I must admit that I would prefer that you instead had one "Broken Arrow" arrow type defined in the CS, with damage and value 0, but weight set to a standard weight, and just replaced the arrows with the same number of this object type instead. You would lose a bit of immersion by always getting broken arrows of the same type, but avoid any potential bloat. One possibility is of course to have an ini setting letting the player choose. But I'm also completely aware (from personal experience) that people suggesting changes to your design isn't always what a modder wants. ;)
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Katie Louise Ingram
 
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Post » Sun Sep 04, 2011 11:38 am

Or make the use of the arrow case and breaking of arrows an option in the ini.

just a thought - I'd still use it.
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Tamara Primo
 
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Post » Sun Sep 04, 2011 1:44 am

IT IS AN OPTION! :facepalm:

..... I am just going to forget this witch hunt "bloat problem" thing and move on to more important things.

The day I get multiple reports from players about save-game doubling in size from this mod I will reconsider, but for now any other post about this will be ignored.


Or make the use of the arrow case and breaking of arrows an option in the ini.

just a thought - I'd still use it.

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Flesh Tunnel
 
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Post » Sun Sep 04, 2011 3:57 am

Oh so it is - well to be honest I only use that setting to expand the quiver to 40. I didn't realize that turning the case off that it also turned off arrow breaking.

Use something for so long the way you like then you forget the other features.

sorry
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Chantel Hopkin
 
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Post » Sun Sep 04, 2011 7:49 am

Spooky are the error reports on the previous page just after release of 5.1.2 anything to be concerned with?
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Dean Brown
 
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Post » Sat Sep 03, 2011 9:37 pm

Oh my.

If my earlier posts on broken arrows ruffled feathers, I too beg your pardon. Such was not intended. I saw my input as a well-intentioned and good-natured. That it was not received as such saddens me as well as points out my inadequacies as a communicative writer. This is most certainly a fine mod. I've derived much pleasure from it in the short time since its install. I'm sure that pleasure will but increase as I become more acclimated to its functions and my avatar re-masters combat tactics for confronting bow-wielding adversaries.

------------------------------on a different note----------------------------------

The in-game incident that finally 'sold' me on DPCA occurred several days after install. My decrepit avatar and Vilja, along with their pack-donkey and tame-wolf companion, had completed a mounted Road Patrol to Chorrol. The day was still reasonably young. Skies were pleasant with no hint of rain. After a bit of thought my avatar decided to abandon his original plan of returning forthwith to Weye. They would instead journey on Brina Cross, there to gather taxes-due for the Council.

That done, now late afternoon, they elected to push on the Skingrad before calling it a day. Then it happened. There they were, traversing the Gold, minding their own business when WHAM...an arrow slammed into Arrowspeed, my avatar's mount. My avatar quickly dismounted, determined the general direction from which the shot most likely originated, and rushed to close on the foe(s). He had barely left the road when WHAM...a crippling shot hit his legs. He went down...and stayed down. (I at first assumed him slain. This proved not the case.) Things looked bad, very bad.

Catastrophe was averted only because the archer, concentrating on my severely wounded avatar, foolishly ignored Vilja and Wolfgang who were thus able to close on the villain, keeping him on the defensive until my avatar recovered and joined the fray. The bandit succumbed to this combined assault rather quickly, as was to be expected. Afterward, assessing the situation, my avatar discovered his Imperial Dragon greaves, which had been at or near full repair, totally destroyed. Arrowspeed too had taken considerable hurt. He's a powerful beast is our Arrowspeed and, when seriously damaged, takes a powerful lot of healing...especially for an avatar weak in magicka. Much time was spent casting one healing spell after another on the poor beast. Yet in the end both armor and mount were mended. Tthe trip to Skingrad resumed. They pulled in at the city stables far later than anticipated, and got little sleep that night.

I got a big 'kick' out of this encounter, so difference from norm where archers are an annoyance but not normally a serious threat. We've experienced a number of similar incidents since then but that one, being the first, will always hold a special spot in my heart. My avatar's opinion on the matter is understandably different and largely unprintable but hey...ya can't please everyone.

-Decrepit-
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Sebrina Johnstone
 
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Post » Sun Sep 04, 2011 2:54 am

it is not detrimental but it needs to be fixed. I am doing that now along with a change to how the arrows and bows are changed so that the gold price will reset after mod unload.
Plus anything else (any small fixes) I find as I am mucking around in my scripts for this mod.

The error is because an actor's 3d is not load in the players cell. So getboundingbox is chocking on that actor.

Spooky are the error reports on the previous page just after release of 5.1.2 anything to be concerned with?

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LittleMiss
 
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Post » Sun Sep 04, 2011 3:12 am


NEW Rev 5.1.3


  • Change to prevent gold price changes saved in the savegame.

  • Boundingbox zero error fix for actors that are not yet in the player cell.



get it here:

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


If you use my Melee Combat Mod set the bow damage to 5 instead of 7 or set it to your own preference.
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Jonathan Montero
 
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Post » Sun Sep 04, 2011 11:51 am

I have a question regarding bows with not 100 health.
(usind DPCA 5.1p2)

While playing my bow went down to 72%. When this started, I also got sill 'marksman' penalties.
They went higher and higher every use of the bow.
In the moment, i have now -50000 (!) skillpoint down.

Yep you read right!

Now, while i have this, oblivion spoils archery complete. I cannot draw any bow anymore.
Also, i cannot get rid of these 'negative' skills.
All other attributes/skills are quite fine and all right...

So, how does this happen - and can I get (somehow) rid of this?
As mention, it sartet inside the Imperial Sewers. Also repairing the bow didn't reset the negative skills.
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Claire Vaux
 
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Post » Sun Sep 04, 2011 1:21 pm

Does anyone have tested the mod on a non english version of Oblivion?I am asking this because I've installed it in my italian version and,since I've no mods adding crossbows,it should work fine;or at least,it seems to be working fine.
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Stacy Hope
 
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Post » Sun Sep 04, 2011 6:43 am

Greetings,

Just experienced something thus far unique (for me) concerning what I assume was a critical hit (or hits) to the player and his reaction to it.

Note that I am not a long-time DPCAM users and am still learning the ropes...or rather bowstrings. I called myself reading through the mod's documentation but saw nothing that mentions my particular scenario. I could of course have missed something.

A bit of history: I currently run DPCAM v5.1.3, which I updated to from v5.1.1. I did so via 'clean install', first uninstalling the old version (yes, I used the INI setting as specified in the readme), saving, then installing the new version. All has been well since then (and was with the 'old' version too). So far as I know I run no mods that interfere with DPCAM unless it's something installed long ago and long since forgotten about. In any case I've so far experienced no obvious compatibility issues.

MY SCENARIO:

Vilja (with Friendship Ring) and I were raiding one of the Gobliin caves near Skingrad. We'd gone pretty far in and were investigating a large open area surrounding by cliffs. It was pitch dark. (I use a dungeon darkener.) My avatar was battling a Goblin at melee range when WHAM...an arrow slammed into him out of the blackness. My guess is that it was a crippling shot to the legs. In any case he went down, and stayed down. I recall this happening only once before, under v5.1.1. That earlier time, he was eventually able to rise again and get on with his business. This wasn't the case now. He lay there while Vilja...bless her pixelated heart...disposed of all nearby Goblins. He continued to remain prone. I neglected to clock it, but I'd guess I waited somewhere in the neighborhood of four-to-five real-life minutes before giving up and exiting the game. Well, it seemed that long at the time....heh.

I of course checked his vital signs during this period. He had taken surprisingly little damage to his person. Nor was his fatigue low. Chief harm was done to several pieces of armor which were near the breaking point. Nor did I notice any active enemy 'effects'.

I tried pressing a number of keys thinking I needed to activate his rising after a crit hit. I don't recall having to do so before, but then at my real-life age I find that I forget a LOT of stuff, including things that should be second-nature. In any case no key I thought to press made any difference.

I'm really just curious as to whether this behavior is the mod working as intended, some unique and possibly one-time quirk, or me in my stupidity doing something wrong (or failing to do something right). If the answer is "You idiot! Don't you know...." I can live with that. If otherwise I'll keep an eye open and report any further occurrences.

Thanks for the ear!

-Decrepit-
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Casey
 
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Post » Sun Sep 04, 2011 1:31 am

Thank you for checking the fatigue, as it was normal this eliminates a lot of possibilities.

Do report this again if you find out anymore.

I do have a vague memory of this kind of thing happening when the player controls are taken over via a script while at the same time havock takes over the player animations.
So it is not unheard of but it is so rare I have had no efficient way to track it down.



MY SCENARIO:
My avatar was battling a Goblin at melee range when WHAM...an arrow slammed into him out of the blackness. My guess is that it was a crippling shot to the legs. In any case he went down, and stayed down. I recall this happening only once before, under v5.1.1. That earlier time, he was eventually able to rise again and get on with his business. This wasn't the case now. He lay there while Vilja...bless her pixelated heart...disposed of all nearby Goblins. He continued to remain prone. I neglected to clock it, but I'd guess I waited somewhere in the neighborhood of four-to-five real-life minutes before giving up and exiting the game. Well, it seemed that long at the time....heh.

I of course checked his vital signs during this period. He had taken surprisingly little damage to his person. Nor was his fatigue low. Chief harm was done to several pieces of armor which were near the breaking point. Nor did I notice any active enemy 'effects'.

I tried pressing a number of keys thinking I needed to activate his rising after a crit hit. I don't recall having to do so before, but then at my real-life age I find that I forget a LOT of stuff, including things that should be second-nature. In any case no key I thought to press made any difference.

I'm really just curious as to whether this behavior is the mod working as intended, some unique and possibly one-time quirk, or me in my stupidity doing something wrong (or failing to do something right). If the answer is "You idiot! Don't you know...." I can live with that. If otherwise I'll keep an eye open and report any further occurrences.

Thanks for the ear!

-Decrepit-

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Leticia Hernandez
 
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Post » Sun Sep 04, 2011 8:07 am

yep.... You have a very serious mod conflict.

Sorry but you are going to have to find the conflicting mod in your load order and then decided which mod you want to keep.

I have a question regarding bows with not 100 health.
(usind DPCA 5.1p2)

While playing my bow went down to 72%. When this started, I also got sill 'marksman' penalties.
They went higher and higher every use of the bow.
In the moment, i have now -50000 (!) skillpoint down.

Yep you read right!

Now, while i have this, oblivion spoils archery complete. I cannot draw any bow anymore.
Also, i cannot get rid of these 'negative' skills.
All other attributes/skills are quite fine and all right...

So, how does this happen - and can I get (somehow) rid of this?
As mention, it sartet inside the Imperial Sewers. Also repairing the bow didn't reset the negative skills.

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Baby K(:
 
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