Duke Patrick's Combat Archery (thread 3)

Post » Tue Mar 29, 2011 11:36 pm

Expect to have bugs. Please do not post to my threads about "mod bugs" when you are using any beta OBSE.

I have (and do) tested new beta OBSE for the OBSE team. I did a LOT of testing for beta 18.
( I did a little for 19, but as you know I do not have any time now for modding or playing or testing for the next month.)

I feel it is my duty as a modder that uses OBSE to test the betas for them.

But as a player (it is very nice of you to do so but..) it is not a duty in my opinion.
And if you do, you should not be reporting bugs to the modders of the mods you use while testing an OBSE beta.

Oh it is not that I'm trying to be nice and help them - it is another damn carrot dangling in my face.
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Heather Kush
 
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Post » Tue Mar 29, 2011 10:00 pm

As a Cobl user I've had no problems placing TA arrows in the case with 3.1a and this avoids any 'cheat' element :D




huh? I have cobl installed and it doesn't help me put TA arrows in this mod's case.
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Liv Staff
 
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Post » Tue Mar 29, 2011 10:19 pm

Under +[Options] in your inventory there is an option to make quest items movable ie. into containers or to drop them. There's some other useful tweaks there too. You may of course think it risky to allow this with quest items - your call.
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Verity Hurding
 
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Post » Wed Mar 30, 2011 6:17 am

ah didn't think about that but first time I saw that I trembled at the thought. I also use Kuertee's Inventory is a Backpack with drops everything not a quest item, not hot keyed, anything over 0 weight (by ini default), and one other thing I can't remember.
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JUDY FIGHTS
 
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Post » Wed Mar 30, 2011 2:37 am

unrelated
incredible mod, thank you very much for this much needed jewel of an improvement to an otherwise near implayable aspect of the game
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Ells
 
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Post » Wed Mar 30, 2011 9:44 am

Hello there, I've been leaving a few replies in the thread for the mod on TES Alliance as I didn't know this is the place to discuss issues with it (perhaps a link to this thread on the mod download page?). I'm going to post my comments here as I assume they've been missed.

---

I believe I have found a bug/conflict. When used in combination with L.A.M.E. and playing a conjurer, you can buy a spell for a "Bound Bow / Arrows". This summons a daedric bow along with 100 arrows that weight 0 kg. However this creates an issue with the quiver capacity limit. Namely that if you try to fire the arrows afterwards,then sometimes but not always, 80 of the bound arrows will drop to the ground. They will stay there even after the bind spell expires. Then you can pick them up and use them as normal (i.e. equip/unequip, move to arrow case and so on). Obviously this is easy to ignore for someone who doesn't want to abuse his mods as cheating but still, perhaps something that can be looked at? Perhaps the Quiver Arrow Limit shouldn't apply to bound arrows, since they can be considered to materialize as you draw them or something (after all, they weight 0 kgs)

Another (small) thing is that you won't be able to make DPA modify the bound bow by itself (because it lasts so little and you can't drop it) so the only solution was to bind the bow, save the game, exit oblivion, start it again and load that game. Then DPA went through the bow during initialization and from then on, all future bounds were ok.

Through some trial and error, I've managed to trace the an issue with your speed attribute getting permanently damaged and not tripping when moving backwards, to the MOVS SI Optional Combat Settings.esp which comes from the http://www.tesnexus.com/downloads/file.php?id=28537. It makes sense because that too modified backward moving speed. This is easily resolved by repairing attributes via the UOP special item.
Deactivating the MOBS mod, made the issue go away mostly although it still occurs now and then (once I had my markmanship stuck at 0 as well) and now the speed doesn't get stuck so often and I also started falling down while moving backwards. Perhaps make a note that these two are not compatible atm.

---

The last few days I've started noticing another possible bug. At random times it seems like all the scripts of the mod will start malfunctioning.I will notice that I will start swaying every time I notch an arrow and it will not stop as per the normal "hold your breath" rule. In fact the swaying will continue even after I fire the arrow or even switch weapons, only stopping after I open a menu, but happening again the next time I notch. When this starts happening, I will also notice that the bowstring sound has gone away and that I cannot denotch anymore by looking straight downwards. The only solution I've found for this is to restart the game. Unfortunately this happens with some frequency and I'm not sure what might be causing it.

This is my load order
Spoiler


Using Obse 0018 and Oblivion Stutter Remover 4.1.0

00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Mart's Monster Mod.esm  [Version 3.7b3p3]04  Progress.esm  [Version 2.0]05  HorseCombatMaster.esm**  TNR - THE REDGUARDS.esp**  TNR - THE DUNMER.esp**  TNR - THE IMPERIALS.esp**  TNR - THE BRETONS.esp**  TNR - THE ALTMER.esp**  TNR - THE BOSMER.esp**  TNR - THE NORDS.esp**  TNR - THE ORCS.esp**  TNR - THE KHAJIIT.esp**  TNR - THE ARGONIANS.esp**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles no helms.esp06  Unofficial Oblivion Patch.esp  [Version 3.3]07  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]08  Oblivion Citadel Door Fix.esp09  DLCShiveringIsles.esp0A  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0B  MOBS SI.esp  [Version 1.2.2a]0C  Natural_Weather_HDR_by_Max_Tael.esp0D  Natural_Habitat_by_Max_Tael.esp0E  Natural_Water_by_Max_Tael.esp0F  ln.esp++  Symphony of Violence.esp++  Diverse Voices.esp10  PCSoundAnnah.esp  [Version 2.6]11  IWR-Lights.esp12  IWR-Windows.esp13  IWR-Shutters.esp14  kuerteeAutoSaveAndTime.esp15  kuerteeAutoFirstThirdPersonView.esp16  P1DmenuEscape.esp17  sr_super_hotkeys.esp18  DLCHorseArmor.esp19  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1A  DLCOrrery.esp1B  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1C  DLCVileLair.esp1D  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1E  DLCMehrunesRazor.esp1F  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]20  DLCSpellTomes.esp21  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]22  DLCThievesDen.esp23  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]24  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]25  Francesco's Optional Vendor Tweaks.esp26  Francesco's Optional Leveled Quests.esp27  Francesco's Optional Leveled Arena.esp28  Francesco's Optional Files 2.esp29  Mart's Monster Mod for Fran.esp  [Version 3.7b3p3]2A  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]2B  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Diverse Imperial Armor.esp  [Version 3.7b3p]2D  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]2E  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]2F  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]30  Mart's Monster Mod - Fran's leveled quests.esp  [Version 3.7b3p3]31  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]32  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]33  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]34  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]36  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]38  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]39  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]3A  DLCBattlehornCastle.esp3B  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]3C  DLCFrostcrag.esp3D  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]3E  Knights.esp3F  Knights - Unofficial Patch.esp  [Version 1.0.9]40  Mart's Monster Mod - Knights.esp  [Version 3.7b3p3]41  DLC_MOBS.esp42  xuldarkforest.esp  [Version 1.0.5]43  xulStendarrValley.esp  [Version 1.2.2]44  xulTheHeath.esp45  XulEntiusGorge.esp46  xulFallenleafEverglade.esp  [Version 1.3.1]47  xulColovianHighlands_EV.esp  [Version 1.2.1]48  xulChorrolHinterland.esp  [Version 1.2.2]49  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]4A  xulBravilBarrowfields.esp  [Version 1.3.2]4B  xulLushWoodlands.esp  [Version 1.3]4C  xulAncientYews.esp  [Version 1.4.3]4D  xulAncientRedwoods.esp  [Version 1.6]4E  xulCloudtopMountains.esp  [Version 1.0.3]4F  xulArriusCreek.esp  [Version 1.1.3]50  xulPatch_AY_AC.esp  [Version 1.1]51  xulRollingHills_EV.esp  [Version 1.3.2]52  xulPantherRiver.esp53  xulRiverEthe.esp  [Version 1.0.2]54  xulBrenaRiverRavine.esp  [Version 1.0.2]55  xulImperialIsle.esp  [Version 1.6.5]56  xulBlackwoodForest.esp  [Version 1.0.4]57  xulCheydinhalFalls.esp  [Version 1.0.1]58  xulAspenWood.esp  [Version 1.0.2]59  xulSkingradOutskirts.esp5A  xulSnowdale.esp  [Version 1.0]5B  Natural_Vegetation_by_Max_Tael.esp5C  P1DkeyChain.esp  [Version 5.00]5D  Toggleable Quantity Prompt.esp  [Version 3.2.0]5E  RshAlchemy.esp5F  RshAlchemyRecipes.esp60  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp61  DeadlyReflex 5 - Combat Moves.esp62  Duke Patricks - Actors Can Miss Now.esp63  ProgressMBSP.esp  [Version 1.0]64  ProgressSBSP.esp  [Version 1.0]65  RealisticLeveling.esp66  bgBalancingEVCore.esp  [Version 10.52EV-D]67  bgMagicEV.esp  [Version 1.7EV]68  bgMagicItemSigil.esp  [Version 1.68EV]69  bgMagicEVStartspells.esp  [Version 1.68EV]6A  bgMagicBonus.esp  [Version 1.7EV]6B  bgMagicEVAddEnVar.esp  [Version 1.68EV]6C  bgMagicEVPaperChase.esp  [Version 1.68EV]6D  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]6E  bgBalancingOptionalLessHealth.esp  [Version 10.0UV-U]6F  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]70  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]71  bgBalancingEVOptionalMoreEyes.esp  [Version 10]72  bgBalancingEVOptionalNPCDiversity, Vanilla.esp  [Version 10.0EV-D]73  bgMagicEVShader.esp  [Version 1.7EV]74  bgMagicShaderLifeDetect.esp  [Version 1.68]75  bgMagicLightningbolt.esp76  Bashed Patch, 0.esp77  Duke Patricks - Combat Archery.esp  [Version 3.2]78  Streamline 3.1.esp


Again, thanks for the great mod. Regardless of the few issues I've listed here, it remains one of my favourites.

PS: I just downloaded the 3.3.1 beta as well and I'm curious to see how it will affect the bound arrows.
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ashleigh bryden
 
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Post » Wed Mar 30, 2011 8:22 am

As an aside, and it may not matter since you are bashing, you don't need all those 'TNR-.esps just 'TNR ALL RACES FINAL.esp' and the SI one.
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Alexander Horton
 
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Post » Wed Mar 30, 2011 4:13 am

As an aside, and it may not matter since you are bashing, you don't need all those 'TNR-.esps just 'TNR ALL RACES FINAL.esp' and the SI one.


I thought so too, but I read somewhere that the individual ones have newer faces
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Nicola
 
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Post » Wed Mar 30, 2011 11:22 am

You may be right but according to the mods http://www.dreamingthepyramid.net/TNR-home.html TNR ALL RACES FINAL is now the only supported version which suggests it is the latest.
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Darlene DIllow
 
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Post » Wed Mar 30, 2011 2:13 am

At dbo
You said: "At random times it seems like all the scripts of the mod will start malfunctioning"

First thing to do is load this mod with NO OTHER MOD RUNNING to see if it is a conflict.

You need to find out which other mod is causing this issue. This has not been reported by the other players so It is most likely a conflict. Once you find the conflicting mod for this issue I will see if I can do anything about it. But that will not be until after Halloween. However I do not make a habit of consuming my time trying to find work arounds with conflicting mods, some mods just will not work together, but in this case I will see if the is anything I can do.

I will sometimes do this (try to find work around for mod conflicts) when a player seems to be doing a intensive job of troubleshooting the root of the issues rather than just reporting that "something is wrong". So I will try as long as you have followed my read me directions to the letter about issues.

But mostly it has to do with my time. I do not have enough time to make my POC projects work with every other mod on the net. This mod is a little more than a POC project so I am interested in resolving issue that have practical solutions (that do not require extensive rewrites of my code).

And do not forget that running back wards features (even the speed modifcations) is OPTIONAL! Just turn it off if it causing you problems with a conflicting mod that you do not want to take out of your load.
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Benjamin Holz
 
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Post » Wed Mar 30, 2011 7:29 am

At dbo
You said: "At random times it seems like all the scripts of the mod will start malfunctioning"

First thing to do is load this mod with NO OTHER MOD RUNNING to see if it is a conflict.


Yep. I am going to do this soon but for now I'm just living with it since I haven't yet managed to play the game a lot (I've spent more time modding than playing :) ). I have a few suspects to try disabling but my main issue is that it's not easy to replicate and therefore I won't know if the issue has gone away or just not cropping up. Is there some debug feature I can use for tracing this? It would help.

You need to find out which other mod is causing this issue. This has not been reported by the other players so It is most likely a conflict. Once you find the conflicting mod for this issue I will see if I can do anything about it. But that will not be until after Halloween. However I do not make a habit of consuming my time trying to find work arounds with conflicting mods, some mods just will not work together, but in this case I will see if the is anything I can do.


That isn't a problem. I will attempt to trace the issue and if not, I'll try to live with a few restarts now and then. One questions though, have you tested this only in vanilla Oblivion or also with some of the more popular ones like Fransesco and MMM. Knowing this will help me look.

I will sometimes do this (try to find work around for mod conflicts) when a player seems to be doing a intensive job of troubleshooting the root of the issues rather than just reporting that "something is wrong". So I will try as long as you have followed my read me directions to the letter about issues.


Yep, I have read the readme and I hope I'm providing as much info as I possible. Unfortunately I'm new to Oblivion and not to mention modding it, so I don't have enough experience to know where to look. I'll do my best.

But mostly it has to do with my time. I do not have enough time to make my POC projects work with every other mod on the net. This mod is a little more than a POC project so I am interested in resolving issue that have practical solutions (that do not require extensive rewrites of my code).



Again, this is not a problem. Knowing which mods conflict will be half the battle and then I can easily make a choice. It's not knowing that's more annoying. I also understand that this is a hobby so I'm not demanding anything of course. I just thought I mention the issues I discovered and it's up to you naturally to decide if it's worth the trouble fixing them. I'll just try to help as long as I'm still around :)

And do not forget that running back wards features (even the speed modifcations) is OPTIONAL! Just turn it off if it causing you problems with a conflicting mod that you do not want to take out of your load.


Yep, I'm aware but I really like this feature so I opted disabling the MOBS Optional Rules rather than yours. And now that I discovered that I can easily repair things with UOP, this is a non-issue. I just thought I'd mention it :)

Thanks for the quick reply.
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Natalie Harvey
 
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Post » Tue Mar 29, 2011 11:33 pm

Further update:

INI setting setaadpBowFixQuest.MagicArrowORBowScale seems to be bugged. When I add an enchantment to a bow with this setting set to 1, the mod correctly does not apply any extra damage to the bow for the enchantment. But when I save and reload, my bow damage has suddenly jumped up to about 156, and if I left the INI setting alone, the damage increased to around 193 upon adding an enchantment. This means (according to my quick math check) that instead of reducing the bow damage back to it's calculated pre-enchantment base damage upon re-initializing the mod, it is subtracting the pre-enchantment base damage from the post-enchantment base damage, instead, resulting in a glitched base damage calculation.
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Helen Quill
 
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Post » Wed Mar 30, 2011 9:11 am

Not a bug, enchanting a bow strips off the {} from the name of the bow and thus double dips on the damage calculations.

This is covered in the Read Me file.


Further update:

INI setting setaadpBowFixQuest.MagicArrowORBowScale seems to be bugged. When I add an enchantment to a bow with this setting set to 1, the mod correctly does not apply any extra damage to the bow for the enchantment. But when I save and reload, my bow damage has suddenly jumped up to about 156, and if I left the INI setting alone, the damage increased to around 193 upon adding an enchantment. This means (according to my quick math check) that instead of reducing the bow damage back to it's calculated pre-enchantment base damage upon re-initializing the mod, it is subtracting the pre-enchantment base damage from the post-enchantment base damage, instead, resulting in a glitched base damage calculation.

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Cassie Boyle
 
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Post » Wed Mar 30, 2011 8:45 am

Today i found a strange issue with Horses and this Mod.

--Description:
Issue appear when I ride a horse and I (my horse) have been attacked by someone.
My horse begin to move with body "forward part" or "back part" lifted up or lifted down for ~45 degrees (relative to the ground).
When I dismount from horse, it slowly come back its legs (front or back) to the ground.

Today i noticed: if combat state is gone - horse can come back to the ground by itself.

(Link to the forum thread i made to solve the problem: http://www.gamesas.com/index.php?/topic/1118333-horse-lost-its-angle-coordinates/)

Can you solve this issue please ? :bowdown:
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James Wilson
 
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Post » Wed Mar 30, 2011 12:19 pm

Not a bug, enchanting a bow strips off the {} from the name of the bow and thus double dips on the damage calculations.

This is covered in the Read Me file.


Got it.

Sad thing is, I do remember reading that part. Woe unto me for my absent-mindedness. :banghead: I think I'm starting to understand why you refuse to upload this mod to the Nexus.
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Olga Xx
 
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Post » Wed Mar 30, 2011 8:57 am

Dam horses always biting me in the backside...

I never use a horse so I often forget to test this myself, and it would seem players that test my scripts do not use a horse either because this is the first time I have heard this about this mod in particular.

The problem is that when you are on a horse your PC is considered by the game to be one creature not two. So if I call an animation or and angle adjustment on the player the game thinks I am calling this on the horse as well. :brokencomputer:

It is easy to fix as long as I can find which script is actually causing the issue when you are on a horse.

I have a few hours to spare today so I will look to see where I may need to pause any script while the PC is on a horse. I will try to upload a BETA fix esp only file on Tes Alliance in a few hours.


Today i found a strange issue with Horses and this Mod.

--Description:
Issue appear when I ride a horse and I (my horse) have been attacked by someone.
My horse begin to move with body "forward part" or "back part" lifted up or lifted down for ~45 degrees (relative to the ground).
When I dismount from horse, it slowly come back its legs (front or back) to the ground.

Today i noticed: if combat state is gone - horse can come back to the ground by itself.

(Link to the forum thread i made to solve the problem: http://www.gamesas.com/index.php?/topic/1118333-horse-lost-its-angle-coordinates/)

Can you solve this issue please ? :bowdown:

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W E I R D
 
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Post » Tue Mar 29, 2011 8:03 pm

I will try to put a pop up message in the mod to remind players about this when they enchant anything. Not sure if that would be too annoying or not however. I could make it an INI setting but then players would just turn it off and I would be in the same boat with the player forgetting this after a while anyway.

There is a lot more that I could do in the scripts to detect enchanting and only give the warning on bows if I were being paid to do this, but I am not making mods for game play or popularity, I make them for testing my ideas. So it is a read me file thing rather than a babysit the player via scripting thing. I know I hate that kind of game making myself (as it is not fun to memorize read me files) in professional games, but as I said I am no pro.

Unfortunately a site like Tes Nexus (were there are way too many players that download the mods but do not use this forum for feedback) is out of the question at this time. I do not have time to work on my 30 plus mods, support them and then also read and reply to a dozen different web sites.

I upload on Tes Alliance, and I reply and give support here, that is all I have time for. But then you said you understand that now anyway, right?

Thank you for understanding.


Got it.

Sad thing is, I do remember reading that part. Woe unto me for my absent-mindedness. :banghead: I think I'm starting to understand why you refuse to upload this mod to the Nexus.

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Kristina Campbell
 
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Post » Tue Mar 29, 2011 8:01 pm

sorry, I got about halfway thru this and something came up that I need to take care of first. I will be back on this later tonight. I will try to have the beta fix for horses done before I go to sleep tonight. This beta will also have the dependence on the vanilla Warehouse cell removed. This is a first attempt to make the mod usable with the Nehrim mod but there are still vanilla sound effects I am using so I suspect this will still not be fully compatible. However I have been wanting to remove the dependency on the warehouse cell anyway.
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Shelby Huffman
 
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Post » Wed Mar 30, 2011 6:13 am

Now on Tes Alliance

Beta Rev 3.4 Attempt to prevent horse issues by pausing some scripts when the player is on a horse. Also the vanilla Warehouse dependency has been removed.
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Dominic Vaughan
 
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Post » Tue Mar 29, 2011 11:05 pm

I tried version 3.4 but it not solve the issue :(

(I created a new game also)
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Ernesto Salinas
 
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Post » Wed Mar 30, 2011 5:20 am


Unfortunately a site like Tes Nexus (were there are way too many players that download the mods but do not use this forum for feedback) is out of the question at this time. I do not have time to work on my 30 plus mods, support them and then also read and reply to a dozen different web sites.





Like I said in TIE thread, many people don't know or think about coming here, especially if new. They get linked from Steam website to Nexus only for example.
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JR Cash
 
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Post » Tue Mar 29, 2011 9:20 pm

Like I said in TIE thread, many people don't know or think about coming here, especially if new. They get linked from Steam website to Nexus only for example.


ITPaladin, it used to be among all of Spooky's files here http://www.tesnexus.com/modules/members/index.php?id=329734, until he got royally peed off with tesnexus users not reading the readme and wanting different control over user/modder/site interraction, which is why it is now only available on TesAlliance.

That episode was also the reason for the introduction of the password in the readme.
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Chris Johnston
 
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Post » Wed Mar 30, 2011 5:52 am

ITPaladin, it used to be among all of Spooky's files here http://www.tesnexus.com/modules/members/index.php?id=329734, until he got royally peed off with tesnexus users not reading the readme and wanting different control over user/modder/site interraction, which is why it is now only available on TesAlliance.

That episode was also the reason for the introduction of the password in the readme.



I read that and it says nothing to me.

You can still post a link to another place to download files there. I have seen other people do it.
I was told it was due to theft, not people ignoring readme's to set up mods.
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Ross Zombie
 
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Post » Wed Mar 30, 2011 3:17 am

:lol: Correction to above "wanting different control over user/modder/site interraction" should have been "Spooky wanting different control over user/modder/site interraction"

I think theft of Spooky/Duke Patrick ideas has occurred in the past, I dont know the full history of that but believe it may have been the cause or part of the cause when most of Duke Patrick mods were removed from Public availability the last time.

Most of the ones you see linked on the tesnexus now have only been re-instated in the last couple of years.
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Eire Charlotta
 
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Post » Wed Mar 30, 2011 3:39 am

@ Anton0028

Beta Rev 3.4.1 Last attempt to fix horse issue, now all scripts that move or angle the player have a riding check. If this will not work then it is a mod conflict and there is nothing more I can do about it. At least not until after Halloween.

But if you are using any mod that concerns horse or combat that would be my first suspicion for the conflict.

Get it from Tes Alliance.
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rae.x
 
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