Duke Patrick's Combat Archery (thread 3)

Post » Tue Mar 29, 2011 9:46 pm

Duke Patrick's Combat Archery Mod
OBSE 18 or better needed.
Shivering Isle needed.
English version install of Oblivion only!

SCA Combat Archery uses real armor, real bows and real cross bows with real arrows that have wide blunt tips so as to dramatically reduce their ability to kill while still keeping as much of the historical and physical factors as is safe to do so. This allows us to study history and medieval combat by physically recreating it.

You tube:

http://www.youtube.c...h?v=kDQGvTy-_MM

[youtube]kDQGvTy-_MM[/youtube]


This Youtube move is a more or less fair representation of SCA combat archery. Except that in my local chapter we use 1000 pound draw crossbows...now that will leave a mark on you even in leather armor!



WARNING! READ ALL READ ME FILES OR YOU WILL BE CONFUSED BY WHAT THE MOD IS DOING IN YOUR GAME!

get it here (NEW LINK):

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

Quick overview of what the mods does (BUT READ THE READ ME FILE THAT COMES WITH THE MOD):

(Most are from my older SCA Combat Archery mod, but several are NEW and the old ones are revamped.)


-Bows can be player set to do various multiples of the vanilla damage (or of what ever damage is set to the bow in the game by other mods).


-Arrow damage and speed will be calculated based on the materials and craftsmanship used to make the arrow. A bonus is given to magic arrows. This arrow damage feature is optional.


-Duke Patrick’s "Don’t Shoot Me Bro" system helps to prevent NPC from shooting their friends in the back!


-The bow jerks off target after the shot is fired. You will need to re-aim after each shot. However this feature is optional.


-Breathing bow sway if you are in zoom sniper mode, but you can also hold your breath!


-Moving around will make you miss (shoot off the cross hair) a lot. Running or jumping is worst than walking. This is reduced by holding still for a few moments. There is an optional Bobbing bow sway effect that visually tells you when momentum is no longer effecting your shot after moving or jumping.


-Moving backward has RISK! This is NOT a random event. My mod detects tripping hazards! You may trip over the dead, change in elevations like stairs or large world objects that interfere with your movement such as a chairs!


-The PC strength is now as important as their skill in detraining the damage that a weapon can inflict. Weapon selection strategy will be important by using the right kind of bow for the PC Marksmanship agility and strength!


-Stronger bows will take much longer to draw the arrow then weaker bows depending on your strength. If you try to use a Bow that is stronger than you are it will take a great deal of time to draw the bow.


-Bows eat fatigue no mater what skill level you are. The stronger ones eat more than the weaker ones. So if your bow is stronger than you are your may become exhausted very quickly TRYING to draw the bow!


-If you fire the bow without drawing it all the way your arrow will be drastically reduced in speed AND DAMAGE.


-Slow arrows will bounce off of the armor your target is wearing.


-Arrows that hit Critical locations such as the Head, Solar Plexus or Crotch will cause pain and may multiply damage done by the arrow. Plus an optional feature where the player character will say things like "That had to hurt!' when they land a critical hit on their opponent.


-Weaker bows fire faster and use less fatigue, so if you are a good marksman that can hit the Critical locations more often you may find using a weaker bow is a much better strategy!


-Shield men will now be the archer's worst night mare! NPC will Shield Charge and sprint at you to knock you and your bow to the ground. (Kill them before they get too close!)


-Bows are not mêlée weapons! You will not be able to draw your bow if you are being crowded by your opponent (they are too close to you). If the NPC hits you as you are drawing the bow it will be knocked off target.


-Better NPC AI! Your target will side step or block the arrow if they see you fire at them and have the agility, speed and skill to do so.


-Npc will run up inclines to get you now. (no more perching on top of a pile of rocks!)


-Aim your bow straight down to the ground to denock it!


-Arrows that are stuck in the NPC have a chance of being dislodged and dropped to the ground in combat.


-Quiver Capacity limit for actors and the player. Everyone now has a limited number of “conveniently assessable” arrows. Extra arrows must be keep in a protective arrow case or you risk breaking them if you are staggered or fall down. This will hamper but not “cold stop” the player and the actors from getting more arrows in combat. YOU NEED TO READ THE FULL DESCRIPTION BEFORE YOU USE THIS FEATURE!



For the most advanced SCA combat with sword and shield:
http://www.spookyfx....book/tromp.html
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Campbell
 
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Post » Wed Mar 30, 2011 1:48 am

Would anyone have an issue with the mod ignoring any arrows in your inventory that are marked as quest items? Quest items cannot be put into containers out of the player's inventory. So they will not be protected and may break. But if I make the script ignore them it would mean you could "cheat" with such arrows by loading up all you wanted in your inventory.

At least one mod makes a type of arrow that can be purchased and found but they are marked as a quest item for technical reasons (so that the player does not put them on the ground) or so I am told.
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Lizzie
 
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Post » Wed Mar 30, 2011 6:11 am

I for one would not have any issue with that, as there can't be many of those around (I don't use any such mod to my knowledge...)

But you made me think of something.
1. In game you have to put your arrows as active not to break them - or in the case.
2. Thus you can only have one kind of arrows - so if you only carry 3 iron, 5 steel and a couple of elven you need to pack those down you don't use but then you don't hold a full quiver.
3. Could it be solved with an alternative quiver that you can mark in your inventory (or just keep in your inventory) that you load up with arrows, then it pulls randomly an arrow - something like having the case on the ground.
4. Then the block of just having a few arrows activated because of the limitation of not being able to mix arrows can be stricken. The quirk being that arrows not in the quiver breaks even though you not carrying any more than the maximum in a mix.

Do you see my point? I don't want it easier, just that if I keep a quiver on my back I should be able to fill it with a bunch of arrows even if they are not the same type. The arrow-case if for storing large amount of arrows in a protected form, not easily available.

Right now I got to swap arrows because I got to many variants - and I use Combat menu so I get penalized going into the inventory while in combat.

As you see I am using allot of your mods and enjoying them all. I got to confess I have butchered your Hypothermia somewhat since I am having great trouble with cold weather for some reason.

Thank you for your continued support and modding spookyfx!
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Antony Holdsworth
 
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Post » Wed Mar 30, 2011 8:19 am

I hope a fix comes soon with either you and/or scrugs for TA. I broke more arrows today that I can't put anywhere safely using your mod.
I haven't heard back from him yet on this.
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Lyd
 
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Post » Tue Mar 29, 2011 9:16 pm

I for one would not have any issue with that, as there can't be many of those around (I don't use any such mod to my knowledge...)

But you made me think of something.
1. In game you have to put your arrows as active not to break them - or in the case.
2. Thus you can only have one kind of arrows - so if you only carry 3 iron, 5 steel and a couple of elven you need to pack those down you don't use but then you don't hold a full quiver.
3. Could it be solved with an alternative quiver that you can mark in your inventory (or just keep in your inventory) that you load up with arrows, then it pulls randomly an arrow - something like having the case on the ground.
4. Then the block of just having a few arrows activated because of the limitation of not being able to mix arrows can be stricken. The quirk being that arrows not in the quiver breaks even though you not carrying any more than the maximum in a mix.

Do you see my point? I don't want it easier, just that if I keep a quiver on my back I should be able to fill it with a bunch of arrows even if they are not the same type. The arrow-case if for storing large amount of arrows in a protected form, not easily available.

There's an even more http://www.gamesas.com/index.php?/topic/1093453-relz-duke-patricks-combat-archery-mod-thread-2/page__view__findpost__p__16090617 I've suggested not long ago.
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Mason Nevitt
 
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Post » Wed Mar 30, 2011 3:46 am

True; whichever way that will work.
Mostly it is because I got a bunch of mixed magic arrows mostly, and they never get used because you want to keep a full quiver where ever possible.

But even if this never get implemented I will still use this Archery mod, it is not a show stopper for me - just inconvenient :hubbahubba:
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Elisha KIng
 
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Post » Wed Mar 30, 2011 12:13 am

I am at my busiest time of year and am only modding a wee little time once in a while right now. So this will all be slow going until after Halloween. However this change should be easy to do. I will try to put this "quest arrow" filter in the script and upload soon.

As far as the multiple quiver idea goes it sounds interesting but something is nagging me about it (that would prevent me from doing this) but I am not sure what as I just don't have time to put all my concentration on it yet. Remind me after Halloween to look into this. I would like an easy solution to the mix arrow issue but not if it is going to require an overhaul of my scripts as they are now. Not soon anyway.
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Epul Kedah
 
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Post » Wed Mar 30, 2011 12:40 am

mmmmmm.... bad news..

I am ALREADY checking the arrows to see if they are quest items (I just forgot I had done that already) see this line here:

if IsAmmo pInvObj == 1 && NameIncludes "Damaged" pInvObj == 0 && pInvObj != player.GetEquippedObject 17 && IsQuestItem pInvObj == 0

should filter it out. So either the arrow in question is NOT really marked as a quest item or the OBSE command is not working correctly. Very strange!

I will add a line to check the weight of the arrow, if it is 0 weight I will filter that out as well. (99% of the time a zero weight object is a quest object) Other than that I do not know what to do.
This rev will be on Tes Alliance as a beta rev in about an hour form now.
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sunny lovett
 
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Post » Wed Mar 30, 2011 10:50 am

howdy spooky. love your mods - brilliant work.

i did, however, just encounter a strange bug with combat archery.... i died in game and then reloaded my last save... and couldn't move.

my keyboard works, i can open menus, i can open the console and type, i can jump. but i can't move. WSAD, or arrow keys, nothing. mouse works, menus work, console works... just no movement.

i deactivated Combat Archery, clean saved, and i could move again. re-activated Combat Archery, opened my clean save... and i couldn't move again.

any ideas? thanks!
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Allison Sizemore
 
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Post » Wed Mar 30, 2011 11:29 am

any ideas? thanks!


Check your encumbrance.
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Scarlet Devil
 
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Post » Wed Mar 30, 2011 8:19 am

Right. Thanks.... my encumbrance is fine... I also tried dropping everything... no luck.
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Lauren Graves
 
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Post » Tue Mar 29, 2011 10:44 pm

I just tried to put the rope arrows from TA into the case and unable to.
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Rhi Edwards
 
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Post » Wed Mar 30, 2011 5:08 am

mmmmmm.... bad news..

I am ALREADY checking the arrows to see if they are quest items (I just forgot I had done that already) see this line here:

if IsAmmo pInvObj == 1 && NameIncludes "Damaged" pInvObj == 0 && pInvObj != player.GetEquippedObject 17 && IsQuestItem pInvObj == 0

should filter it out. So either the arrow in question is NOT really marked as a quest item or the OBSE command is not working correctly. Very strange!

I will add a line to check the weight of the arrow, if it is 0 weight I will filter that out as well. (99% of the time a zero weight object is a quest object) Other than that I do not know what to do.
This rev will be on Tes Alliance as a beta rev in about an hour form now.

Yeah, TA sets the arrows as quest items only while the inventory/container menu is open. Otherwise you would not be able to fire them. For that reason it seems unlikely that other mods would include arrows set up as quest items. There is one vanilla arrow used in the TG questline which is a quest item.

If you don't mind modifying your scripts slightly to account for TA's arrows, you could probably do something along the lines of:
short taModIndexif getgamerestarted  ; if TA is not installed, this returns -1 which is an invalid mod index, so comparisons against object mod index will always return false  set taModIndex to GetModIndex "Thieves Arsenal.esp"endif;...at some point you're checking an arrow to see if it belongs to TA:if GetSourceModIndex arrow == taModIndex    PrintC "skipping this arrow, it's from Thieves Arsenal"else    ; whatever you normally doendif

It might be wise to include the check for quest items to avoid breaking that one arrow necessary for completing the TG quest.
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Rik Douglas
 
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Post » Wed Mar 30, 2011 8:15 am

I will try to do this. Thank you very much scruggsywuggsy the ferret!
Players, I may not have this up tonight as my head hurts from my wisdom teeth being pulled today. But I will have it done in a few days at the very least.


If you don't mind modifying your scripts slightly to account for TA's arrows, you could probably do something along the lines of:
short taModIndex

if getgamerestarted
; if TA is not installed, this returns -1 which is an invalid mod index, so comparisons against object mod index will always return false
set taModIndex to GetModIndex "Thieves Arsenal.esp"
endif

;...at some point you're checking an arrow to see if it belongs to TA:
if GetSourceModIndex arrow == taModIndex
PrintC "skipping this arrow, it's from Thieves Arsenal"
else
; whatever you normally do
endif


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Wanda Maximoff
 
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Post » Tue Mar 29, 2011 9:08 pm

Go into a menu (out of game mode) to reset any disable commands. (I always reset such things when the player goes into a menu.)
If that works then it is some Disable command getting "stuck".

Next you would need to check for mod conflicts.

Right. Thanks.... my encumbrance is fine... I also tried dropping everything... no luck.

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Solina971
 
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Post » Wed Mar 30, 2011 2:32 am

New rev 3.3.1 BETA (esp only) is ready on Tes Alliance.

This has the script filter suggested by scruggsywuggsy the ferret .

Keep in mind this will only mean all scruggsywuggsy the ferret arrows from his TA mod will not break.
The change will have no other effect on the mod or the arrows other than that.
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mishionary
 
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Post » Tue Mar 29, 2011 8:50 pm

testing when I get back in after this crash...

...little later I need to lay down...
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Rachel Briere
 
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Post » Wed Mar 30, 2011 10:45 am

I was wondering when I was going to be able to grab this mod... I was getting immensely bored of vanilla archery.

Thanks for breathing some life back into my rogue character, Pat. :foodndrink:
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evelina c
 
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Post » Wed Mar 30, 2011 12:02 am

Unless I am doing something wrong they still don't go in the case:

Downloaded esp only, right click install replacing esp, leaving previous full install other files
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Chloe Mayo
 
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Post » Wed Mar 30, 2011 12:04 pm

I am not sure why you thought they would?
Quest items cannot go into a container.

The Beta Rev is to prevent the arrows from breaking. As I also said this is now a cheat that you will have to exercise will power and not take advantage of because you can keep as many of the TA arrows as you want in your normal inventory. But you (as in the players that responded to my post) told me that was ok in order to prevent them from breaking.


Unless I am doing something wrong they still don't go in the case:

Downloaded esp only, right click install replacing esp, leaving previous full install other files

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nath
 
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Post » Wed Mar 30, 2011 2:35 am

oh I thought it was to put them in the case.

For now there will not be that many since they are expensive at normal purchase cost settings at level 4.
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Lou
 
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Post » Wed Mar 30, 2011 2:19 am

Spooky-

I know you are busy with real life but wandered if you knew of any dangers in running this or other of your mods with OBSE 19.

I'm wandering if anyone else has tried and if there are issues?

thanks
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Cat
 
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Post » Wed Mar 30, 2011 12:19 am

I'm using a couple of his and havent had any (noticeable) problems, however I don't have much time to play anymore so take it with a couple grains of salt.
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OTTO
 
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Post » Wed Mar 30, 2011 10:39 am

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.


Spooky-

I know you are busy with real life but wandered if you knew of any dangers in running this or other of your mods with OBSE 19.

I'm wandering if anyone else has tried and if there are issues?

thanks

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Emma-Jane Merrin
 
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Post » Wed Mar 30, 2011 5:44 am

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

I, like locksley, would like the quiver limit to apply to inventory rather than equipped arrows. The 'mixed' quiver idea would add to the realism of this mod. Of course I can live without it and it is no deterrent to using this already excellent mod. (Why do mod users always want more? :lol:)
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helliehexx
 
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