Duke Patrick's Combat Archery (thread 3)

Post » Wed Mar 30, 2011 4:07 am

I just tired this:

Downloaded the Mod files from TesAlliance

Opened the first zip (no password needed)

Inside the first zip are the mesh and sound folders plus the read me and the LOCKED zip that needs a password to open.

I read the read me file to get the password.

Opened the second zip that contains the ESP and INI file using the password.

Installed all the files in my data folder.

Loaded the Combat Archery esp.
It all worked just fine.

I suggest you delete all the files and try it all again stating with a fresh download form TesAlliance. I even put a new upload their for you that has all the files you need so you do not have to download two files.


Edit, sorry I guess I did not put "do not bash" in the instructions, I just have said it over and over in my threads that I thought I did. But the next Rev will have that warning in the read me. And as I have said many times before the program is not the issue it is the people that use the program erroneously that is the issue. That program is extremely powerful and can cause problems with my ESP if the you make changes to how the ESP works.

Anyone that edits my files in any way will get no support from me what so ever. One person for example changed a sound effect in my mod thinking "hey no big deal its just a sound." I use sounds sometimes as timing devices and changing the sound was like removing the timer from the script. If you know enough to safely make such changes in files you did not create yourself then you do not need my help anyway.

I will not yell at you for using bash on my mod I just cannot answer any question related to it. But other players here may be able to help you. I would prefer if you used privet email or make your own thread however.

I have plastered the password so many times in this thread that it is now time to change it. So the next REV of the mod will have a NEW password. But anyone that has already read the READ ME will be able to find it quickly as it will be in the same place. At this time please remember DO NOT POST that new password. All players will have to read the read me file to get it. Again that will be in the next Rev of this mod.


I am never asked for a password and when I try to install 3.7 I get bash error pop up and after that a pop up telling me the file headers are corrupt. The mod is not showing in the mod list yet shows green in wrye bash.

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Matt Terry
 
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Post » Wed Mar 30, 2011 3:20 am

Hi Duke,

I was wondering if with the evolution of Wrye Bash (and given that BOSS orders them before) your mods still needed to be loaded after the bashed patch..

It seems the case as per your last reply, thanks for clarifying.

I was thinking about merging some of them, as since you didn't reply to my request I assume you aren't interested in doing it -
I'm referring to Combat Archery + Actors can Miss Now + Near Miss Alert the Target.

I'm very new to modding, is there any extra caution I should pay attention to when merging your mods with TES4Gecko?
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Clea Jamerson
 
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Post » Wed Mar 30, 2011 9:09 am

I only use Timeslip's mod manager for load order and archive invaldation, NO OTHER third party "player" programs. Concerining game/mod launching I like to Keep It Simple as I feel this is one of the reasons I almost never have issues playing the game. But it is also because I do not have time to work on all the dozens of mods I have published and also spend time to become a "power user" player.

I can understand that some people what to Mod their files ad nauseum in an attempt to make "the perfect game" and there are "power user" type players that may be able help you on that subject but I cannot. But please create another thread for that purpose.

I have already answered that merge question many many MANY times so forgive me if I let that one slip by this time. The answer again is I have just as many players that want that as do NOT, so I am going down the path of least resistance and NOT merging them.

I will briefly say I know of no reason why merging those 3 would not work but if you have any issue with the mods after you do I cannot help you solve it (for the obvious reason that you are making changes to the files).



Hi Duke,

I was wondering if with the evolution of Wrye Bash (and given that BOSS orders them before) your mods still needed to be loaded after the bashed patch..

It seems the case as per your last reply, thanks for clarifying.

I was thinking about merging some of them, as since you didn't reply to my request I assume you aren't interested in doing it -
I'm referring to Combat Archery + Actors can Miss Now + Near Miss Alert the Target.

I'm very new to modding, is there any extra caution I should pay attention to when merging your mods with TES4Gecko?

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Amber Ably
 
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Post » Wed Mar 30, 2011 2:18 am

There are a few issues being raised here that are going to lead to misconceptions.

first there is more than one way to extract an archive. If one just double clicks the archive and opens a 7z tpe window then drag and drops them out of the archive - this can work, but since it bypasses the password you can get either junk or error messages or both. Best to right click the archive scroll down to extract here which then prompts the password.

Wrye Bash - very complex issue and I hardly believe that I'm the one to talk about it with any authority.

Wrye Bash does not alter mods - it cannot change a mod that loads prior to the bashed patch or alter any plugins for that matter. What it does is merge records from mods into the bashed patch esp - originally this was to merge leveled lists but was greatly expanded. Further it only imports certain information from an esp to be merged into the bashed patch. Normally this is a a very good thing and if an esp is constructed such that it introduces no new content or add extra scripting and it just alters existing records from either a previous loaded esm/esp or a the main Oblivion.esm then it usually can be fully merged into bash and the original esp left deactivated. More about that http://www.gamesas.com/index.php?/topic/1079607-relz-garybash/page__view__findpost__p__15784598.

Mods that are mostly script ran are often considered load order independent as scripts are not merged into bash (unless special tags are used) I just looked at CA in edit and saw only idle animation RaceMenuAnims that is a record winning over Oblivion.esm. So I'm surprised if the bashed patch required this to be active and my bet is that it does not import anything from this mod. Will check that - and just did apparently bash imports the spell and the bow reach fix which is what makes the bashed patch use this as a master. You will get the same thing by just loading this after bash.

But the bashed patch does merge a lot of information into one esp and in order to get the cleanest functioning of a mod not merged into bash is to load it after bashed patch. Having Duke's combat mods load after the bashed patch was important back when they contained records for weapon stats - but that is not the case anymore - all that is adjusted via scripts and actually there are tags now for importing the scripts to make sure would get included even if they had them.

There is something to be said for all the extraneous information in bash and understanding http://www.gamesas.com/index.php?/topic/775917-compatibility-and-you/ - his mods will have less chance of being hindered by other records from other mods and further be the last thing processed by the load order engine mechanics by having them loaded after bash. One possible issue (but I've not seen it happen myself) is that a records from a later merging mod imports a changed record that actually alters the activator for a script in this mod.

It seems to me that often the logic of the load order masters at BOSS (of which I'm one now) is based on the logic I describe here and those who order do not actually use the mods they order (too many to try and use). That said I've yet to see serious bug reports from people who loaded before bash. Likewise I've not seen serious reports of problems by having them loaded after bash either. Which supports the point that they are increasingly load order independent. There is an agenda by the BOSS/Bash folks though to encourage people to put bashed patch as far last as possible and I agree that it is preferred to do that with regard to most other mods. The truth is that load order independent mods could just as easily be sorted after bash.

I keep them after the bashed patch for a few reasons - one of which is that there is not an overriding need to have them import anything into the bashed patch + disabling them to test or update are easier and does not require rebashing. Rebashing now taking on the order of 10 minutes that is not small thing to ask.

Merging with Gecko is a completely different sort of merging and it does alter an esp by mashing the records together in one new esp. I've successfully merged a few of Duke's mods using Gecko, but I generally only like doing that now with mods that are not often updated and Duke does update his mods. I've also had a merger of his mods lead to ctds and could not figure out why, so I stopped. This part leads into actual mod making.

The kind of merging that bash does is wholly different than that of Gecko - Bash is not permanent and it can be adjusted and fine tuned. Gecko is permanent and if you are not careful can lead to serious mod malfunctions (depending on type and scope of mods).

I hope I've not muddied the issue more.
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Stephanie I
 
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Post » Wed Mar 30, 2011 5:11 am

It can and does alter the way the mods work. It has to have some effect or it would have NO effect.
I.E If it did not make any changes to the way the mods all worked in the game it would have no reason to be used at all.

And more than once I have had people complain of issues that one of my mods just suddenly stopped working after weeks of working correctly for them and it turned out to be a "bad" bash patch they had made. however that was in the days when my mods had weapon changes per the CS, now I do it via scripting, so you may have a point on that.

Howver my mods (they contain no leveled lists) gain NO benefit from being bashed so there is no reason to put them before the bash patch anyway and it will eliminate one more unnecessary variable for player issues with my mods.

Do as you like, (not YOU 'Psymon' I mean any given player) it is your game not my game you are playing, but please take some personal responsibility and do not bug me about mod issues if you do not follow the instructions for my mods.

If you (meaning any given player) do not understand my instructions that is different, then ask away in that case. I have no illusion that my read me files are clear as a bell as I do not intend to spend as much time on them as I do modding and learning what I need to know for modding. That is why I mod. But it is unfair of anyone to take up the time I could use to to get mods done on an issue you caused yourself by changing the mod. :shrug:


Wrye Bash does not alter mods - it cannot change a mod that loads prior to the bashed patch or alter any plugins for that matter.

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Alisia Lisha
 
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Post » Tue Mar 29, 2011 10:32 pm

To be clear - it cannot alter mods - it only can import records from other mods and then have those records load after this mod which could alter the functioning of this mod by interfering with it. Bash does not alter mods in and of themselves and has even less effect on scripted mods with regard to interference.

To be double clear I advocate loading your mods after bash. I agree there is no reason for any of them to be loaded before bash.

It sounds like though you are sitting on evidence about how bash makes it malfunction and if either we are able to show evidence of the plugin not working and narrow down why due to bash or make a case by compiling some reports then possibly we could change the BOSS leaders minds (who again don't seem to use the mod and only order based on the logic I outlined above).

As for finding evidence that bash interferes with the functioning - my best bet would be to look at what game events/activities/settings might be needed to be left untouched by bash for this to work properly.

I tried three times to convince them to move your mods after bash and each time was told that only some needed to be after bash (again based on the logic not actual use).

I have commit rights to BOSS - I can change it but promised not to mess with Oblivion and only work on Nehrim and Fallout3, so I'd prefer not to just fire off these changes as they might just change them back then kick me off.
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CArla HOlbert
 
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Post » Wed Mar 30, 2011 4:45 am

Not know much about Wrye Bash and stuff I just take what BOSS sorts it out to be. Now they make it so none of your mods are placed after the patch.
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Silencio
 
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Post » Wed Mar 30, 2011 4:32 am

Not know much about Wrye Bash and stuff I just take what BOSS sorts it out to be. Now they make it so none of your mods are placed after the patch.

Well until or if a change comes about you can use the userlist function of BOSS to create OVERRIDES to the masterlist. Here is an example:
Spoiler
OVERRIDE: Duke Patricks - Actors Can Miss Now.espAFTER: Bashed Patch, 0.espOVERRIDE: Duke Patricks - Everyone Or Just Vampires Now Bob And Weave.esp AFTER: Duke Patricks - Actors Can Miss Now.espOVERRIDE: Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp AFTER: Duke Patricks - Everyone Or Just Vampires Now Bob And Weave.esp OVERRIDE: Duke Patricks - Fresh Kills Now Alert The NPCs.espAFTER: Duke Patricks - Near Miss Magic And Arrows Alert The Target.espOVERRIDE: Duke Patricks - Basic Combat Geometry.espAFTER: Duke Patricks - Fresh Kills Now Alert The NPCs.espOVERRIDE: Duke Patricks - Momentum Damage And Jump Risk.espAFTER: Duke Patricks - Basic Combat Geometry.espOVERRIDE: Duke Patricks - SCA Shield Tricks.espAFTER: Duke Patricks - Momentum Damage And Jump Risk.espOVERRIDE: Duke Patricks - SCA Melee Combat with NO RECOIL.espAFTER: Duke Patricks - SCA Shield Tricks.espOVERRIDE: Duke Patricks - Combat Archery.espAFTER: Duke Patricks - SCA Melee Combat with NO RECOIL.espOVERRIDE: Duke Patricks - Double Arrow Nock Shot.espAFTER: Duke Patricks - Combat Archery.espOVERRIDE: Duke Patricks - Smash Of The Titans.espAFTER: Duke Patricks - Double Arrow Nock Shot.espOVERRIDE: Duke Patricks - BASIC Script Effect Silencer.espAFTER: Duke Patricks - Smash Of The Titans.esp


But Duke Shelanae is correct - this issue will continue to come up as BOSS will order the mods differently and until it doesn't expect these reports to come rolling in. You know your mods best and the BOSS people would listen to you more so than me for correct ordering of your mods.
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Vivien
 
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Post » Wed Mar 30, 2011 3:39 am

Oh boy, this is hard to explain and I think I am not doing a good job of it even if it was easy to explain.

Let me put it this way, I hesitate to say this because I think this will cause me grief latter .... but....

If the player is very knowledgeable...

What I call a "power user" who are normally long time modders themselves or at least professional programmers playing Oblivion mods, and in rare case this is a player like your Psymon that has put in many MANY hours of work reading read me files and suffering the learning curve absolutely needed to master the player tools with a fundamental understating of how the game and scripts and the CS works then Boss is actually correct in most cases where my mod are only scripts with little to no resources such as animation files or weapon stat changes. Smash of the Titans is one such mod.

However if the player only has enough knowledge to be dangerous or less (meaning he/she knows how to make changes in the CS or with player tools but does not have the experience to know many of the gotchas involved) then Boss is NOT correct and my mods need to be AFTER the bash patch for me to take time away from modding to do trouble shooting with a player.

The sound change one player did to one of my mods and then later excepted me to trouble shoot his problems (I referred to previously ) is one of my best examples of why I feel this way.

There you have it, how on earth is BOSS going to know that? So I "say" put my dam mods after the bash patch ....period.

The Boss guys do not listen to me either, (at least not in the past) because they are looking at it from a player point of view and not a modder getting bug reports point of view. And as I do not use BOSS for load order I can understand why they might not be all that interested in my opinions anyway.

Well until or if a change comes about you can use the userlist function of BOSS to create OVERRIDES to the masterlist. But Duke Shelanae is correct - this issue will continue to come up as BOSS will order the mods differently and until it doesn't expect these reports to come rolling in. You know your mods best and the BOSS people would listen to you more so than me for correct ordering of your mods.

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Keeley Stevens
 
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Post » Tue Mar 29, 2011 11:28 pm

While I appreciate the compliment there is also the fighting against the tide factor.

Most new users are pointed to BOSS and most are not going to read the readme - two strikes against the right load order.

I say make the best case you got in the BOSS thread - give them one example of how and that settles it. I don't have that info only speculation because I do use the right load order. I recall a report of a person saying this would not function right and denock did not work - not sure though of the details, but you get more reports than I do.

BOSS doesn't know anything - it just accesses a masterlist that is edited by people. If people re-order them after the bashed patch then it will do so when a user uses it. Above though is the workaround for overriding the masterlist.
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Gwen
 
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Post » Tue Mar 29, 2011 9:44 pm

And that is why players must read the read me file to even be able to open the zip for the esp.

Doing something because it is "going with the flow" never works for me.
Otherwise I would be in Vegas right now eating Turkey at a buffet with my roommates instead of getting drunk and trying to work on my Combat Magic mod...

;)


While I appreciate the compliment there is also the fighting against the tide factor.

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Scarlet Devil
 
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Post » Tue Mar 29, 2011 7:50 pm

hey, I was just wondering if maybe you at some point had your arrow casing feature designed solely by itself as a mod? i have been looking around for any kind of mod that feature an actual quiver/case to put arrows inside like your mod. you did a great job with it, but unfortunately my Oblivion setup doesn't exactly balance right with all the functionality of Combat Archery anymore due to my part but really want to have the case part. its not really a big deal, I was just wondering since it would be pretty cool to have a little stand alone mod for an actual working quiver like in this mod.
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Natalie Harvey
 
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Post » Tue Mar 29, 2011 11:30 pm

hey, I was just wondering if maybe you at some point had your arrow casing feature designed solely by itself as a mod? i have been looking around for any kind of mod that feature an actual quiver/case to put arrows inside like your mod. you did a great job with it, but unfortunately my Oblivion setup doesn't exactly balance right with all the functionality of Combat Archery anymore due to my part but really want to have the case part. its not really a big deal, I was just wondering since it would be pretty cool to have a little stand alone mod for an actual working quiver like in this mod.

The latest mod has an ini, where you can turn off most features you don't want...
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Tiff Clark
 
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Post » Wed Mar 30, 2011 6:08 am

Hello,


is someone able to provide a download link to the latest Duke Patricks Combat Archery 3.7?
Or provide the mod itself?

Its not available on TESAlliance anymore, and neither I can find it through Google.

Thanks for any help in advance.
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Makenna Nomad
 
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Post » Wed Mar 30, 2011 4:48 am

TESAlliance is busy working up their new site and nothing is available for download. Patience!
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R.I.P
 
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Post » Wed Mar 30, 2011 9:32 am

This is the latest info about Skyrim as posted in a http://www.gamesas.com/index.php?/topic/1161772-dutch-cover-story-interesting-info-3/page__view__findpost__p__17055646.

From Bethesda:
"Someone modded Oblivion by changing the physics of shooting an arrow. It made you shoot slower and you almost had to remain stationary to shoot, which increased the arrow's impact. We liked this mod so much, that we implemented it in Skyrim by default."

I am guessing DP's SCA COmbat Archery is the mod Bethesda is talking about. If so, kudos to DP :)
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мistrєss
 
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Post » Wed Mar 30, 2011 9:26 am

looks like a fantastic mod, can't wait to DL and try this.
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Jessica Lloyd
 
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Post » Wed Mar 30, 2011 1:52 am

That is the same thought I had, anithinks!
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Nancy RIP
 
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Post » Wed Mar 30, 2011 9:15 am

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

Make sure you read the readme fully before asking questions :)
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Nick Jase Mason
 
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Post » Wed Mar 30, 2011 12:18 pm

I doubt it was CA they were talking about.

Yes the physics for archery are changed but you don't have to remain still and CA does not effect backward running.

If your skill was very low though then I could see not moving as helpful.

Likely they were talking about Talkie Toaster's mod or Eagle Eye.

They should hire Duke though.
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!beef
 
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Post » Wed Mar 30, 2011 12:05 am

CA does reward you for not running while shooting. If you start a new character and try to run and shoot, the arrow does not shoot on the targeting reticle. It also does effect running backwards by making you trip on things that are behind you dependent on your agility I think. I think this is the mod they referred to because they say it made bows much more damaging and able to almost kill in one shot.
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Anna Beattie
 
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Post » Wed Mar 30, 2011 3:19 am

Base on the body of evidence I would agree they are refering to my mod. And AFAIK my mod is the only one that increases damage with bow draw-time.

I was having a pitiful birthday today, I am sick (had to cancel my weekend party with friends the day before) and I am at work (I had to for a mandatory HOT job) . Then at my lunchtime I read about how Bethesda will be adapting some of my archery game mechanics for Skyrim.

wow....years of consuming all my free time (and not so free time) that I could have been using to actually play instead of modding. Loss sleep, loss money in some cases like buying sound effects or a drawing tablet, secondary monitor (things I would not buy if I was not modding) or because I did not "clock in" for my on-line business, struggling with programming language that is out of my comfort zone, feeling like a dim wit asking dumb questions/pestering those with real technical and artistic skill. Using my holidays and vacation time to learn how to use modding tools, hundreds and hundreds of hours of tedious trial and error.... ALL TOTALLY WORTH IT!

I was not going to do this as I wanted to see what my media options would be first, but now I am a pre-order customer for this game.

Best Birthday Ever!
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Dalia
 
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Post » Wed Mar 30, 2011 11:06 am

Haha congrats, Duke. Very good work work and I think your time was woth it too. :angel:
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Steven Nicholson
 
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Post » Wed Mar 30, 2011 4:07 am

CA does reward you for not running while shooting. If you start a new character and try to run and shoot, the arrow does not shoot on the targeting reticle. It also does effect running backwards by making you trip on things that are behind you dependent on your agility I think. I think this is the mod they referred to because they say it made bows much more damaging and able to almost kill in one shot.

Ohh I admit I didn't read the article and responded to the poster before me.

congrats Duke - you deserve it.

Still they should hire you.

Happy b day
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biiibi
 
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Post » Wed Mar 30, 2011 4:47 am

Becasue of this I will be breifly switcing from my Combat Magic Mod to make a change to Combat Archery. The way I do the sound effects is by placing an invisable object near the player and calling the sound on that object. I have learned a better way to do this while working on the Combat Magic mod. So I will make that change and relez an update to this Combat Archery mod.


BTW I have no illusions of getting a job with Bethesda until I am a talented animator or have some professional level skills in game making. I would love to be a technical adviser but I doubt many game companies outside of CALL OF DUTY do that kind of thing.

This is a fantasy game so realistic heavy weapons combat is not going to be a good enough reason to hire anyone just as an "technical adviser" who is not also skilled in the programing aspects of game making. I saw on their video where they talk about how they try their hand at combat with real weapons in their gym in the basemant, I wish I was rich enough to send them a couple of suites of realistic SCA type "chainmail" armor, once you are wearing 60 pounds of armor everything you thought your knew about melee combat changes!
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Marion Geneste
 
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