Duke Patrick's Combat Archery (thread 3)

Post » Wed Mar 30, 2011 1:07 am

As TheNiceOne pointed out previously isn't it supposed to be an issue worth reporting when OBSE driven esp no longer work with a new version of OBSE?

As in they shoot to have constant backward compatibility.

Shouldn't these issues be reported to the OBSE team?
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A Lo RIkIton'ton
 
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Post » Wed Mar 30, 2011 7:17 am

@ Psymon

That's why I asked everyone who were reporting script errors to post their OBSE version. If they were all running the 0020 betas, then we could be more sure it was an OBSE issue, rather than a simple script breakdown.
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oliver klosoff
 
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Post » Tue Mar 29, 2011 10:12 pm

I was just thinking that I may not have packed the texture files needed for the flash of white light on critical hits.
Turn this off in you IN file for now. I will upload 4.2 soon after I check this.


:facepalm: yes I did forget to pack the texture files. OK, as long as I am doing this should I make them RED instead of white?

well, for now I will keep it white and then maybe I will provide red latter as a option.
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Ashley Clifft
 
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Post » Wed Mar 30, 2011 4:34 am

Glad you caught it now - was just about to finalize 2 weeks worth of updates.

Maybe fix download link in OP so we don't have to search the thread for the link.

(TESAlliance moved)

thanks
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tiffany Royal
 
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Post » Tue Mar 29, 2011 10:47 pm

New Duke Patrick's Combat Archery Mod Version 4.2

Important update!


get it here:

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

I did not pack the texture files needed as of rev 4.

Anyone Playtesting my Combat Magic mod would not have had a problem because I use the same files, so you had them already on your PC.

But all others would have had a serious issue if they made their critical shot and had this turned on. So please update and remember to load all files (sound, texture and mesh so on) files not just the esp.
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Hannah Barnard
 
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Post » Wed Mar 30, 2011 11:36 am

Thanks Psymon for the heads up on the OP, I just changed it.

Dang it, with all the hub bub on my combat archery mod I never got to work on my Combat Magic Mod quest, I thought I would have it finished this weekend! : :pinch:

well I off to get drunk and go to bed...
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Bonnie Clyde
 
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Post » Tue Mar 29, 2011 10:44 pm

Thanks for the update. It completely fixed the issue. No more console spam, Yay :foodndrink:.
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Conor Byrne
 
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Post » Wed Mar 30, 2011 7:35 am

That is it for the foreseeable future. No more updates. I will only be working on my Combat Magic mod now. Then after that I am over 4 months behind on my personal game play (I have been only moding) so it is time to rest and play.

um.. after Combat Magic is out I mean....


Wow! Thanks for the updates.

BTW, you are dropping Hypothermia altogether then? I hope you don't! :confused:
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Enie van Bied
 
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Post » Wed Mar 30, 2011 10:32 am

I really am not sure, my intention is not to do anything on that mod until see what Skyrim will do for cold environments.
But if they do nothing my first public mod for Skyrim will be Hypothermia (IF bit IF ... the new Bethesda Creation Kit will allow it!)

In the mean time I might get the itch to work on it again only to get ahead of the game in case Skyrim does nothing.
But I "kind a" of lost my passion for it after Skyrim was announced as I am sure Bethesda will do "something" cornering the cold.


Wow! Thanks for the updates.

BTW, you are dropping Hypothermia altogether then? I hope you don't! :confused:

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Rhiannon Jones
 
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Post » Wed Mar 30, 2011 4:59 am

Base on the body of evidence I would agree they are refering to my mod. [snip] ALL TOTALLY WORTH IT!


Hey!

I never got a chance to congratulate you on that. I know it's been a while back but I remember thinking it must have been your mod they were talking about! I'm really glad they saw the potential of it!

Shield blocking for example has never been done right by any game company. There are as many different, cool and interesting ways to counter an attack with a shield as there is to attack with a sword besides just holding the shield up in the path of the attack. I have developed an entire science behind the geometry of combat that can directly be applied to sword games.


I don't mean to tease, but I don't suppose there's any chance of seeing any of this in Oblivion now, is there? :whistling:

I really like the ideas behind both this and your Combat Magic and it seems to me that with both of them installed melee combat would be pretty faded and boring. You seem to have your hands full at the moment though - I just wanted to drop the idea here, in case you consider taking it up at some point.

Also, a little question for you - have you heard of people using this together with TIE? Asking because that mod makes the game pretty hard on its own and this might take the pain to a whole new level.

Thanks for all your work and time!

cc
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Joey Avelar
 
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Post » Tue Mar 29, 2011 8:41 pm

Hey!

I never got a chance to congratulate you on that. I know it's been a while back but I remember thinking it must have been your mod they were talking about! I'm really glad they saw the potential of it!



I don't mean to tease, but I don't suppose there's any chance of seeing any of this in Oblivion now, is there? :whistling:

I really like the ideas behind both this and your Combat Magic and it seems to me that with both of them installed melee combat would be pretty faded and boring. You seem to have your hands full at the moment though - I just wanted to drop the idea here, in case you consider taking it up at some point.

Also, a little question for you - have you heard of people using this together with TIE? Asking because that mod makes the game pretty hard on its own and this might take the pain to a whole new level.

Thanks for all your work and time!

cc


I use TIE but I over right the Weapon changes with Duke's SCA Combat mod, however I did remove the leveled list from the mod since I was using a spell overhaul (L.A.M.E.) and it simply removing the spell entries seemed to crash my game as certain npc's realied on them. So far so good, it actually makes the weapons blend in with Armamentarium and Mobs much better.

So far all my mods that directly effect Combat, NPCS, Magic and Balance.

Realistic Fatigue (Make sure to grab Arwins Patched for this, makes it so 2-3 power attacks won't blur your vision but you will wear out and start stumbling and even collapse if your fatigue gets low)
Realistic Health (recommend for screen effects)
T.I.E. (Most realistic overhaul mod out there IMO)
Race Balancing Project (Balanced Magic with Charged Magic)
Charged Magic (Let's you charge up spells and blast your enimies)
L.A.M.E. (Boost Magic a little bit so it's not underpowered)
Duke's SCA Combat Mod (I removed the spell changes and creature changes since both are reduntant with my current setup, highly reccomened to use as default if your not using a magic overhaul or leveling system overhaul)
Frans + Tie In (Adds variety)
Armamentarium + Artifacts (More variety)
Kuertee Battle Fatigue and Injuries (Makes combat more challenging by being wounded)
Wound Effects and Penalties (Makes combat more challenging by making you bleed)
Mobs (Rebalaces whatever Duke or Tie didn't which ain't much)

Right now I'm also testing Combat Archery II and Hypthermia II, will later let you guys know the result, also eagerly waiting Duke Patricks Combat Magic mod.
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Jesus Lopez
 
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Post » Tue Mar 29, 2011 11:40 pm

Okay guys after extensive playtesting of this mod with OBSE 19b and OBGE 2 I found no real issues. Very good mod and I highly recommend using it, although it does make Archery an actually useful skill for a fighter to have as in Vanilla Oblivion I found no real reason to use archery.

Edit: Also now using Mighty Magicka reborn with Duke Patricks SCA mod with a mod of a few of my own balancing tweaks to ensure that the NPC aren't too weak compared to the now buffed up mobs in my game.
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Farrah Barry
 
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Post » Wed Mar 30, 2011 3:00 am

Where is the password for the Mod? I have checked throught the readme several times and have not found anything. Is it against the rules for someone to just PM me the password or at least tell me where to find it?
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Imy Davies
 
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Post » Wed Mar 30, 2011 4:06 am

Yes it is against the "rules".

PM me in a privet message, I will ask you a few questions to be sure you actually read the read me file. Then I will help you find the password.
It is in there, as many other players ( as well as the Bethesda guys :hubbahubba: ) have found it just fine. But I realize reading "word for word" is harder for some people than others. I have a reading handicap myself.

I am considering the possibility of removing the password from this only because Bethesda is ostensibly adapting some of my mod features to Skyrim. I will try to be more patient with people that only "skim" the read me file for this mod and then ask questions that are answered in the read me file. But if it becomes a ridiculous avalanche of emails and posts asking about things that are clearly in the read me file again, I will be forced to go back to the password system.



Where is the password for the Mod? I have checked throught the readme several times and have not found anything. Is it against the rules for someone to just PM me the password or at least tell me where to find it?

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trisha punch
 
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Post » Wed Mar 30, 2011 8:41 am

Hi all, great mod spooky, but I am having an issue.

Whenever MELEE combat begins, I get this error in console.

error in script 5901e5de

attempting to call a function on a NULL reference or base object
File: Duke Patrick's - Combat Archery.esp Offset: 0x02CA Command: LET


I DO have this loaded AFTER bashed patch, am using the latest (20b3) version of OBSE (which others have reported no issues on) and am also using FCOM/NGCD/OMOBS. I am also using MMM resized races and Cobl's race balancing but I don't think these would be the cause.

I have also copied all meshes/texure/sound files from the .rar into the data folder. I assume they are to remain in the Duke Patrick sub folder as well?

I have changed values in the INI several times and am still unable to find a cause for this error.

When melee combat begins, during the actual TOUCH, there is a lot of latency in the game as well, which I assume is the game searching for the missing/Null reference.


Does anyone have any ideas on what may be causing this? Thanks for any help anyone can offer.
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Amy Siebenhaar
 
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Post » Tue Mar 29, 2011 9:29 pm

Actually the latest BETA of OBSE is 20b5 and I have reported issues with it OBSE20b5.

Try installing OBSE 19b (stable release). If the problem goes away with OBSE19b then please report in OBSE thread.

Make sure you have all resources installed properly and most updated version of this mod.
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Kieren Thomson
 
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Post » Wed Mar 30, 2011 9:33 am

Actually the latest BETA of OBSE is 20b5 and I have reported issues with it OBSE20b5.

Try installing OBSE 19b (stable release). If the problem goes away with OBSE19b then please report in OBSE thread.

Make sure you have all resources installed properly and most updated version of this mod.


I also used enhanced economy/ a few other mods which have requested the use of v20 of OBSE. I guess I should wait until the stable version of OBSE gets bumped up to v20 before enabling this great mod. As far as the resources go, the folders for meshes/textures/sound should be copied directly into the oblivion/data/ folder, correct? If so, then all resources are installed in their correct locations.

Thanks for the heads up!
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Cash n Class
 
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Post » Wed Mar 30, 2011 8:57 am

I'm not seeing where Enhanced Economy requires OBSE 20, but that is off topic a bit.

The only mod I had that required it that I had was Kamikazi's Combat Animation mod. The issues I had with OBSE 20 was with Combat Magic and Enhanced Hotkeys.

Please do test with OBSE19b and report back issues. For OBSE 20 to get out of beta they need all the feedback they can get.
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April
 
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Post » Wed Mar 30, 2011 1:25 am

Using this mod now with Warcry: New Dimension and it works perfectly. No problems, still using the 19b OBSE as I have no mods that require the 20+ functions yet and would hate to break a few of my current mods. I would actually highly recommend this mod for more then just archers as it makes fighting against archers actually somewhat difficult now and makes it so I use bows occasionally with my warrior character. I would recommend a mod like progress and setting the Marksman level rate to how many times you increase the marksman damage (I use the default 7x mult).
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Laura Richards
 
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Post » Wed Mar 30, 2011 1:01 am

Using this mod now with Warcry: New Dimension and it works perfectly. No problems, still using the 19b OBSE as I have no mods that require the 20+ functions yet and would hate to break a few of my current mods. I would actually highly recommend this mod for more then just archers as it makes fighting against archers actually somewhat difficult now and makes it so I use bows occasionally with my warrior character. I would recommend a mod like progress and setting the Marksman level rate to how many times you increase the marksman damage (I use the default 7x mult).

I'm still waiting for more info on New Dimensions before I build another install and go forth with Combat Magic quest and all that. So good to know this does not conflict.

I've been using this mod since the earliest days - couple years back.

My question to you is how do you set progress to advance Marksman based on increases to damage done? I thought it was on hit alone.
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Matt Gammond
 
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Post » Tue Mar 29, 2011 8:48 pm

attempting to call a function on a NULL reference or base object
File: Duke Patrick's - Combat Archery.esp Offset: 0x02CA Command: LET


Just peeked at the console and seems I've the same issue. Using OBSE19b though. It didn't seem to affect anything, so never noticed it before. o.o
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Grace Francis
 
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Post » Wed Mar 30, 2011 2:51 am

I, too, get that error, with both OBSE19b & 20b5. Currently using 20b5 but I might switch to 19b.

Anyhow, I vaguely recall this mod is having certain issues with nGCD and similiar leveling mods.
What I'm experiencing is that under certain circumstances, my marksman skill will get reverted back to 5 or -4, for example. Using the UOP stat fix, or tejon's statcleaner yields no results.
This also happens while loading this one dead last.
I'll just assume this is some kind of compatibility issue.
But any kind of assistance regarding this would be greatly appreciated. :)
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April D. F
 
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Post » Wed Mar 30, 2011 8:13 am

I'm still waiting for more info on New Dimensions before I build another install and go forth with Combat Magic quest and all that. So good to know this does not conflict.

I've been using this mod since the earliest days - couple years back.

My question to you is how do you set progress to advance Marksman based on increases to damage done? I thought it was on hit alone.


Sorry if I was being Vague, I meant that I set Marksman leveling 7x faster then the default rate to compensate for the far fewer shots you as an archer would be performing.

(Default Progress would go from .93 to 6.51)

I find that my Marksman skill levels way too slow on default settings so that's what I use, I recommend scaling your increase in leveling to your damage for example if you set it to 3x you would only set your marksman skill to level 3x faster then the default progress settings.

(If you don't know what I'm talking about I use the Mod called Progress, it allows fine turning of leveling, I'm actually using default settings which is 3x slower then leveling but set marksman 7x faster so around 2x faster then vanilla however in Duke's Mod you probably only shoot 1/7th of the normal shots so it still balances out)
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Irmacuba
 
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Post » Wed Mar 30, 2011 10:17 am

I, too, get that error, with both OBSE19b & 20b5. Currently using 20b5 but I might switch to 19b.

Anyhow, I vaguely recall this mod is having certain issues with nGCD and similiar leveling mods.
What I'm experiencing is that under certain circumstances, my marksman skill will get reverted back to 5 or -4, for example. Using the UOP stat fix, or tejon's statcleaner yields no results.
This also happens while loading this one dead last.
I'll just assume this is some kind of compatibility issue.
But any kind of assistance regarding this would be greatly appreciated. :)


Could be some sort of mod conflict. I ain't sure but I know Realistic Leveling and Script Extender 19b work with this mod well enough. I'm still testing Oblivion Warcry: New Dimension with this mod but so far it's been very stable. (In comparison even a perfect FCOM install seems to have occasional random crashes)
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Danger Mouse
 
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Post » Tue Mar 29, 2011 10:08 pm

Yeah I know what progress is - essential mod for me along with nGCD and RL at other times.

I just didn't understand the damage setting - all clear now.
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Pixie
 
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