Duke Patrick's Combat Archery (thread 3)

Post » Tue Mar 29, 2011 9:03 pm

Luck is a stat you Oblivion character has, but if you look under the surface luck plays a part in just about all mathematical equations your character has or does.

Likewise luck is not a factor here - crashes can happen at random times, sure ... but consistent crashes and problems are the not the result of luck good or bad. Something is causing it and it is not luck.

If the issue does not exist then rebuild up to see if you can locate yet another mod that when interacting with those two mods cause the issue.

Get a skip tutorial mod (http://tesnexus.com/downloads/file.php?id=30093) and so you don't have to go through the tutorial dungeon to start testing.

But then maybe what you mean by luck is that it seems to work for a time, but then stop? If so then that points to script failure - what version of OBSE are you using?
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Kelly Tomlinson
 
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Post » Wed Mar 30, 2011 9:42 am

I am home sick today, and for what ever reason my internet connection is going at a ok speed (not fast but well enough for me to post and download some updates I desperately need for my PC.).
And I got Fallout Vegas finally authorized on my PC via steam so now even with the Internet not working I can play it. Oh man Vegus NEEDS MODS! So I am downloading the editor and a realism mod made by Arwen that is close to how I would have done it myself anyway. I prefer FPS type realism where she prefers FRP immersion, so I only need to change just a little of what she has done for my personal taste. Anyway...

I have a TIME WARNER TECH coming this Saturday so hopefully my connection will be fixed next week....

About your mod issue:
The strange part is that of all the hundreds of players using the mod you seem to be the only one that has this particular issue, so there is just no way for me to "fix" what ever your issue is.
However UL mods have often conflicted with my mods, I have NO IDEA why. I have spent hours looking at the UL mods that conflict with my mods and never found the reason.
I do believe I have a list of the UL mods that are know to conflict in the read me file. But any UL mod "may" conflict. If all is well when it is not loaded, then take it out of your load order, sorry that that is all I can suggest at this time.
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Sammykins
 
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Post » Wed Mar 30, 2011 2:24 am

Get better soon Duke, take it easy today.

By the way, is the Hypothermia mod working fine? I wanted to play that mod, but on TesAlliance, it says that there are some ongoing issues with that mod, and you won't support it until after Halloween. Can you give a status update (there is no current thread that I could find for that mod).

Thanks
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Marcus Jordan
 
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Post » Tue Mar 29, 2011 9:32 pm

It works, but has a "known issue" that I have yet to figurer out.

Once I am done with Combat Magic I need to get with TheNiceOne to see if players can add his hud bar mod to it with out it being "dependent" on his mod (meaning if you do not use his mod it will not stop my mod from working)
and without it requiering any complicated changes to my mod.

But I have a fear that once his HUD bar is working for Hypothermia I will need to make more changes as the fluctuations in the temperature readings will be confusing to players. They are not seen now on a second to second basses so it is not an issue now. Honestly I wish another (better) programmer would team up with me on that Mod as it is on the edge of being out of my "skill set". It is a VERY complicated mod and because of the type of mod it is it must be compatible with dozens of other types of mods. In fact another TEAM of moders started a similar mod but never finished their mod either...


Get better soon Duke, take it easy today.

By the way, is the Hypothermia mod working fine? I wanted to play that mod, but on TesAlliance, it says that there are some ongoing issues with that mod, and you won't support it until after Halloween. Can you give a status update (there is no current thread that I could find for that mod).

Thanks

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Brad Johnson
 
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Post » Wed Mar 30, 2011 9:11 am

Well if you get into New Vegas you got check out http://www.gamesas.com/index.php?/topic/1138872-wipzrelz-imps-more-complex-needs/ - same mod for fallout 3 - never seen a more thorough and immersive immersion mod than that one.

Tracks ambient temperature, hydration, caloric, nutritive, protein intakes and reserves, sleep - and gives immersion notices for these things on top of it. Simply amazing mod.

Recruit him!

[edit] also the issue with my atronach character absorbing magicka from arrows has nothing to do with any mod other than the faulty script to absorb magicka from the mod that offered that power to begin with (passive birthsigns) - ditching that mod.
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Cheryl Rice
 
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Post » Wed Mar 30, 2011 9:44 am

But then maybe what you mean by luck is that it seems to work for a time, but then stop? If so then that points to script failure - what version of OBSE are you using?


This is what I meant, yes :)

I am "lucky" in the sense that it won't happen with any specific trigger, and will seemingly stop by itself at times, which can be 5 minutes into a game, or 30 minutes into the game. So I'm obviously "lucky" if I'm trying to play the game and it happens after 30 mins, but "unlucky" if I'm trying to debug it :)

At the moment I'm using 0019, but I had the same issue with 0018 (In fact, I upgraded to 0019 just to see if it would make a difference). To my inexperienced eyes, it does look like a script failure and somehow that is related to the UL mods.

The thing I'm suspecting is that this issue only crops up when I'm in a UL affected area, which might explain why this failure only happens some times and not always. I am certain I have had this issue crop up within an Oblivion tower however and I don't think there's a UL for that.

The strange part is that of all the hundreds of players using the mod you seem to be the only one that has this particular issue, so there is just no way for me to "fix" what ever your issue is.


I understand. However I did manage to finally replicate the issue in that one save. As soon as you load it with just UOP, CA, UL and MMM, the script will fail in the way I have described. I don't know if you're interested at all in seeing it, but perhaps it can help you figure out why this is happening. If so, let me know and I can upload it for you, and I can even upload the MMM .esm and UL .esp so you can have the exact same environment. No pressure of course, this is just something I hope might help with debugging if you want to take a look at it. I will continue enjoying your mod regardless :)
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emma sweeney
 
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Post » Tue Mar 29, 2011 8:34 pm

Hi Duke-

So in testing a complex of mods http://www.gamesas.com/index.php?/topic/1129545-relz-ngcd-v20/page__view__findpost__p__16685464, a natural grow leveling mod. I reported about leveling here - tejon assured me it is superficial, but remembering what Abo wrote about the of the command Player.setAV in the readme for his natural grow leveling mod called http://www.tesnexus.com/downloads/file.php?id=13879:
Any mod that attempts to modify base attributes or health using "player.setAV" will have its effects removed at the next skill advance or message box. Only a small number of existing quests and mods do this, as the vast majority use "player.modAV" or fortify abilities which work fine with this mod and is the recommended way to do it.

Any mod that modifies base skills using "player.setAV" will affect attributes and level at the next skill advance or message box. If base skills are decreased this way, then attributes and level can go backwards. No mods should do this for temporary skill changes, instead they should be using "player.modAV", "player.modAV2", or fortify/drain abilities.

Anyway with CA and nGCD the level appears to go whacky at times (lvl 22591 - again superficial as the next reload it fixes itself). I did a light scan of a few of the longer scripts and only found two instances of Player.SetAv regarding paralysis on player. But to be sure thought I'ad ask if any other instances exist and might lead to further issues if it is used on attributes or skills. Tejon claimed to have a check coming in the next version but I also use Realistic Leveling in another load order, so I thought I'd check for any other instances with the person who would know better than me.

Thanks
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Alan Whiston
 
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Post » Wed Mar 30, 2011 8:46 am

No, I have always avoided the use of SET AV (mostly I use Mod and Mod2) except for very particular attributes like paralysis where they actually are toggles and need to be (1 or 0) or (0 or 100). I do (as I have said in my Combat Magic thread) so in my Combat Magic mod with the "unused" attribute Confusion as well.

But other than that I do not use SET AV in my mods especially not on things like fatigue, level, strength, skill and so on.

To be clear CA only uses set av for paralysis as your investigation has told you. This is a trick I discovered to force the player/actors into havok for a split second state needed for some of my special effects/animations.

Anyway with CA and nGCD the level appears to go whacky at times (lvl 22591 - again superficial as the next reload it fixes itself). I did a light scan of a few of the longer scripts and only found two instances of Player.SetAv regarding paralysis on player. But to be sure thought I'ad ask if any other instances exist and might lead to further issues if it is used on attributes or skills.Thanks

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jason worrell
 
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Post » Wed Mar 30, 2011 10:23 am

Thanks for some great mods. I am having an issue though, and wanted to check with you whether it is known. The pop up dialogue at the altar of enchanting, reminding the player to ad {} to the name of enchanted bows and arrows is stuck. I am using 3.5 along with a lot of other mods, including LAME, OOO, MMM, Advanced alch, so it is probably a compatibility issue, but wanted to check.

cheers
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tiffany Royal
 
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Post » Wed Mar 30, 2011 7:09 am

I forgot to put in a switch for the pop up message. It is now fixed.

File now on Tes Alliance Rev 3.6

Password for the zip is the same:

IReadIt


Thanks for some great mods. I am having an issue though, and wanted to check with you whether it is known. The pop up dialogue at the altar of enchanting, reminding the player to ad {} to the name of enchanted bows and arrows is stuck. I am using 3.5 along with a lot of other mods, including LAME, OOO, MMM, Advanced alch, so it is probably a compatibility issue, but wanted to check.

cheers

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Je suis
 
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Post » Tue Mar 29, 2011 8:27 pm

Thanks! Keep up the good work! Amazing mods!
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lexy
 
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Post » Wed Mar 30, 2011 12:43 am

Thanks! Keep up the good work! Amazing mods!


+1! :)

Duke could you consider a Combat Archery release inclusive of DP Near Miss Alert The Target and DP Actors Can Miss Now?

Both features belong in, imo.

Thanks!
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Nicholas
 
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Post » Wed Mar 30, 2011 12:38 am

I am having a problem where some of the weaker bow does as much damage as a stronger bow, for instance: Iron Bow does equal or a little bit lower then Steel, now I don't know what could be causing this problem, I am sure that I do not have any mods that change the bow's damage in any way(besides the combat archery mod of course)
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Syaza Ramali
 
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Post » Wed Mar 30, 2011 1:58 am

I am having a problem where some of the weaker bow does as much damage as a stronger bow, for instance: Iron Bow does equal or a little bit lower then Steel, now I don't know what could be causing this problem, I am sure that I do not have any mods that change the bow's damage in any way(besides the combat archery mod of course)

Bow health - get the mod called Display Stats to see the extra, sometimes hidden information on weapons.
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Isaiah Burdeau
 
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Post » Wed Mar 30, 2011 2:05 am

VERY GOOD Psymon!

Wow I was about to give him a "complicated" lead to follow up on, but I did not think of that SIMPLE one.

And as you know Occam's razor (lex parsimoniae) means you probably hit the answer on the nose!

Thank you.

Bow health - get the mod called Display Stats to see the extra, sometimes hidden information on weapons.

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Kayleigh Williams
 
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Post » Wed Mar 30, 2011 6:44 am

I think after asking you enough times it sunk in.

makes sense too.
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Roberto Gaeta
 
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Post » Tue Mar 29, 2011 8:38 pm

NEW!

Rev 3.7

Now mixed arrow types in Inventory! :celebration:

Now you may have various types of unequipped arrows in your inventory as long as the equipped and unequipped total are still less or equal to your quiver limit.

Get it here:

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

(note I had to Edit the following: )

Password is the same:

IReadIt
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roxxii lenaghan
 
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Post » Wed Mar 30, 2011 10:50 am

NEW!

Password is the same:

IREADIT

Keep getting message password failed. This worked though:

IReadIt
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renee Duhamel
 
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Post » Tue Mar 29, 2011 8:46 pm

sorry sorry yes capitalization counts on the password... thanks for posting that!


Keep getting message password failed. This worked though:

IReadIt

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FLYBOYLEAK
 
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Post » Wed Mar 30, 2011 10:08 am

NEW!
Now mixed arrow types in Inventory! :celebration:

Now you may have various types of unequipped arrows in your inventory as long as the equipped and unequipped total are still less or equal to your quiver limit.


My only (minor) gripe fixed! :foodndrink: Cheers DP.
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bonita mathews
 
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Post » Tue Mar 29, 2011 10:21 pm

Right, sorry it took so long but September to October is my busiest time of year!

That is the primary reason I do not do Halloween related mods. I just do not have the time to make one that would live up to my "standards" for SCAREWARE!
But I may do one under a psuedo name next year by working on it the rest of the year.

mmmm.... wonder what psuedo name I might use? :shifty:


My only (minor) gripe fixed! :foodndrink: Cheers DP.

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Naughty not Nice
 
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Post » Wed Mar 30, 2011 12:27 am

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.

Traceback (most recent call last):
File "E:\Steam\steamapps\common\oblivion\Mopy\basher.py", line 6940, in Execute
gInstallers.RefreshUIMods()
File "E:\Steam\steamapps\common\oblivion\Mopy\basher.py", line 2596, in RefreshUIMods
if bosh.modInfos.refresh(doAutoGroup=True):
File "E:\Steam\steamapps\common\oblivion\Mopy\bosh.py", line 8024, in refresh
hasChanged = doInfos and FileInfos.refresh(self)
File "E:\Steam\steamapps\common\oblivion\Mopy\bosh.py", line 7704, in refresh
for name in deleted: data.pop(name)
KeyError: bolt.Path('Duke Patricks - Combat Archery.esp')

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Mari martnez Martinez
 
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Post » Tue Mar 29, 2011 9:11 pm

Well in finding the right password I did notice that an error would get thrown when extracting but I still got an esp and ini - but opening the ini it was blank, so not sure if that also had an effect on the esp.

Try extracting again and use the password above.

Wyre Bash errors normally would be best served in he bash thread, but this I'm pretty sure is the cause.
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Elle H
 
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Post » Wed Mar 30, 2011 10:57 am

Well in finding the right password I did notice that an error would get thrown when extracting but I still got an esp and ini - but opening the ini it was blank, so not sure if that also had an effect on the esp.

Try extracting again and use the password above.

Wyre Bash errors normally would be best served in he bash thread, but this I'm pretty sure is the cause.

Had the same occurrence here - extracting first did not yield the correct files, and 7z threw an error. Extracting again with the same password worked...
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Leonie Connor
 
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Post » Wed Mar 30, 2011 5:47 am

It never asked for a password. I can extract to a project getting the ini and esp, but I just had a new update notice for the file from alliance so I guess he is reuploading...
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Claire Mclaughlin
 
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