[Relz] Duke Patrick’s - Double Arrow Nock Shot

Post » Thu Jun 10, 2010 3:51 pm

Duke Patrick’s - Double Arrow Nock Shot
So do I need to tone down the run and jump penalty?

My agility is 70 and marksman is 45 and it feels to me like it works often enough as long as I am not running and jumping.

I just thought that only the highest stat level PC (100 in agility, 100 marksman and some luck) should be able to do this jump and double shot trick and succeed almost every time.

But if you are standing still and yet not able to fire the arrows at agility 50 and marksman 40.
I may have the penalty too high?
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Kayla Keizer
 
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Post » Fri Jun 11, 2010 3:51 am

The only other way to do it requires a level of math nobody wants to attempt, and a script constantly repositioning the second arrow, which is pretty much unworkable.
I was under the impression that that was the method used in the mod :mellow:

edit: the one thing that bugs me that I want to improve in my mod is the dust effect and the blood splatter and decal effect. I am not as skilled as SkyCaptain in programming so I have not yet figured out how to do this. (and no I do not steal other peoples scripts, so I will not be peaking at his script to copy his technique.) A similar thing by another modder (NOT SkyCaptin) happen to me and it soured me on modding! I want to learn/understand how to do this stuff not just duplicate scripts.
I don't think anyone has ever managed to trigger the hit cloud particle emitters yet. Correct me if I'm wrong. though

If I could just invoke the decal from a script that would be great, but I was told that OBSE cannot do that...yet...
I do have an idea using dozens of individual blood "splats" that I have been thinking about for a year now. No one else has done this yet. With the new OBSE18 it may be possible to do now without save game bloat. But I really wish I could just trigger the games blood effects system.
Actually, you can trigger the game's blood emitter and shaded decal blood. You'll have to use traps to fake damage.
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HARDHEAD
 
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Post » Fri Jun 11, 2010 4:00 am

I was under the impression that that was the method used in the mod :mellow:

Actually, you can trigger the game's blood emitter and shaded decal blood. You'll have to use traps to fake damage.

Duke Patrick uses some damn impressive math to position the second arrow in flight. I was referring to the absurdly difficult math and high overhead required to have a second arrow displayed while the bow is drawn by offsetting it from the first arrow and moving it around constantly. I can't even imagine how that could be done by script. It was just one of the ideas Duke Patrick thought of and discarded during the design phase of the mod.

SkyCaptain gave up on the "traps to fake damage" method and worked with someone to make blood meshes, which he can toss around at will.
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Scott
 
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Post » Thu Jun 10, 2010 5:56 pm

SkyCaptain gave up on the "traps to fake damage" method and worked with someone to make blood meshes, which he can toss around at will.
Yeah, I recall reading that conversation. HeX_0ff used the said method in his scripts and go away with it nicely.
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Jessica White
 
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Post » Fri Jun 11, 2010 12:06 am

Yeah, I recall reading that conversation. HeX_0ff used the said method in his scripts and go away with it nicely.


Actually I don't use the trap to do the damage, as it's slightly unreliable, I just use the trap to trigger the blood emitter (single point of damage). I do my damaging to health fatigue etc. with silent damage "abilities" applied in powers of 2.

I'm looking at the hit cloud emitters at the moment.
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Syaza Ramali
 
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Post » Fri Jun 11, 2010 7:18 am

Thanks HeX_0ff. Any help on this is appreciated. I am looking into it again myself but I will bet you get it figured out before I do!


I'm looking at the hit cloud emitters at the moment.

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Becky Cox
 
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Post » Thu Jun 10, 2010 4:10 pm

Duke Patrick’s - Double Arrow Nock Shot
ver 1.5

MUST DO A CLEAN INSTALL OF THIS VER 1.5!


ver 1.5 Important upgrade. Change to script to prevent the retrieve arrow part of the script from getting stuck. Plus the Q key is now an alternate control for targeting and double loading. See Read Me File about this. You must do a clean install for this rev 1.5 or the mod will not work properly!

Do not change the scripts in anyway (CS edits, Bain Changes or any other esp editing tools). The scripts are very complicated and some of the logic was discovered by dozens of hours of trial and error. So many seemingly harmless changes to my script can throw a big monkey wrench into the mod!


get it here:

http://www.tesnexus.com/downloads/file.php?id=31196
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Chase McAbee
 
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Post » Fri Jun 11, 2010 6:20 am

Works great with deadly reflex now :goodjob: Thanks for the update.
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Stay-C
 
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Post » Thu Jun 10, 2010 5:02 pm

Hi, amazing mod you got there :)

I'm wondering about the 1.5 update though. Can I disable the "Q-Key function"? I'm asking, because I already use that key for something else and this would probably cause problems.


Cheers!
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Tom
 
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Post » Fri Jun 11, 2010 3:45 am

I haven't tested it yet, but it would probably depend on whether Duke Patrick meant the Q key specifically, or the "auto-run" control, which is the Q key by default.
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Louise Lowe
 
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Post » Thu Jun 10, 2010 10:24 pm

Oh for Pete sake I thought that Q key was an unused key because I changed the "Q" key to do nothing and forgot it was my own custom set up.

Well for now, it should not matter if you set the q key to do nothing in your custom key set ups. But I know I will have to change this.

I just spent several hours trying to make the trap method work to trigger the blood effcets...wow is that an incredibly unreliable trick...
Sometimes it works great, most of the time ...no.

But it is as good as it gets until I find a way to trigger the blood meshes directly. I hope HeX_0ff is doing better than I am with the game's blood system!

I haven't tested it yet, but it would probably depend on whether Duke Patrick meant the Q key specifically, or the "auto-run" control, which is the Q key by default.

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Taylor Tifany
 
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Post » Thu Jun 10, 2010 7:15 pm

oh boy...

I am seeing the marksman skill getting stuck down and not returning as it should.

I believe this is a conflict with my Combat Archery mod as they both do a similar thing.
But I am not sure it may only be a bug in the Double Nock mod. This can be cleared by praying at a chapel btw.

Has anyone seen this issue with the Double Nock mod who does NOT use my Combat Archery mod?



Found it I think, it is a bug in the 2x arrow mod. I am fixing the bug now and I will upload rev 1.5.1 in an hour from now.
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Eric Hayes
 
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Post » Fri Jun 11, 2010 4:11 am

er... just in case it was not clear:

Rev 1.5.1 is now and has been available for upload as of yesterday.

get it here:

http://www.tesnexus....le.php?id=31196
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Jennifer Rose
 
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Post » Thu Jun 10, 2010 5:26 pm

Duke Patrick, there's a problem with the new release. You accidentally bundled up your "Near Miss Magic".... mod and uploaded it to the Double Nock page. The file is named Duke_Patricks_Double_Arrow_Nock_Shot_Rev_1p5p1-31196.7z, but the contents are the same as your new release of "Near Miss Magic..." from yesterday.
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Nikki Lawrence
 
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Post » Fri Jun 11, 2010 6:14 am

Sorry sorry, I guess I am more out of sorts than I realized.

9 days latter and I am still sick.
So I finally went to the Doctor today, he said it was a respiratory infection.
Got a shot (ouch) and some pills....anyway...

I will fix the upload now.



Duke Patrick, there's a problem with the new release. You accidentally bundled up your "Near Miss Magic".... mod and uploaded it to the Double Nock page. The file is named Duke_Patricks_Double_Arrow_Nock_Shot_Rev_1p5p1-31196.7z, but the contents are the same as your new release of "Near Miss Magic..." from yesterday.

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WTW
 
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Post » Thu Jun 10, 2010 6:08 pm

Couldn't have hurt anyone since nothing gets over-written, and if anyone is using the double nock mod and not using the near miss mod, now they'll be using both :)

That's better for them anyway.

Speaking of better for them...take care of yourself, follow the doctor's orders and try to get some rest. I wouldn't have sent that PM if I knew you were sick.
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Rachael
 
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Post » Fri Jun 11, 2010 12:19 am

Spooky, you never stop making incredible stuff for Oblivion. I agree with Showler, get your rest!
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DarkGypsy
 
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Post » Thu Jun 10, 2010 5:05 pm

Hey,

I can't get this mod to work for some strange reason. Not only does the slow-mo activation not work (yes, I do have marksman 100 and yes, I am holding it down as I shoot and releasing it after the arrow has left the bow), but the auto-activate ring does not show up in my inventory either.

Here's my load order if it helps:


Oblivion.esm
HorseCombatMaster.esm
IlluminationWithin.esp
xuldarkforest.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
xulBeachesOfCyrodiilLostCoast.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
Get_Your_Arrows_Back-9403.esp
RealisticForceMedium.esp
StealthOverhaul.esp
SM Bounty.esp
300ft_crime_detection-7319.esp
Realistic Arrow Flight.esp
[GFX]_Initial_Glow-all.esp
Masks.esp
arrow damage 1_5.esp
Deadly Reflex 5 - Timed Block and 250% damage.esp
DeadlyReflex 5 - Combat Moves.esp
Duke Patricks - Double Arrow Nock Shot.esp

To anyone who might reply, thanks in advance
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Trent Theriot
 
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Post » Thu Jun 10, 2010 10:59 pm

We need to eliminate the variable of a conflicting mod first of all.

You need to try this test, start the mod all by itself no other mods loaded in a new game.
Let me know if THEN you get the Auto-activate WEAPON (it is not a ring) in your weapons inventory.


Hey,

I can't get this mod to work for some strange reason. Not only does the slow-mo activation not work (yes, I do have marksman 100 and yes, I am holding it down as I shoot and releasing it after the arrow has left the bow), but the auto-activate ring does not show up in my inventory either.

Here's my load order if it helps:


Oblivion.esm
HorseCombatMaster.esm
IlluminationWithin.esp
xuldarkforest.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
xulBeachesOfCyrodiilLostCoast.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
Get_Your_Arrows_Back-9403.esp
RealisticForceMedium.esp
StealthOverhaul.esp
SM Bounty.esp
300ft_crime_detection-7319.esp
Realistic Arrow Flight.esp
[GFX]_Initial_Glow-all.esp
Masks.esp
arrow damage 1_5.esp
Deadly Reflex 5 - Timed Block and 250% damage.esp
DeadlyReflex 5 - Combat Moves.esp
Duke Patricks - Double Arrow Nock Shot.esp

To anyone who might reply, thanks in advance

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Nicole Kraus
 
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Post » Fri Jun 11, 2010 2:53 am

Hey Duke Patrick,

I think I can conform the above, while the "Auto Double Nock" item does appear in my inventory and work, the manual aim feature is not working for me as well. When I am holding down the activate button, either Q or SPACE, no slow motion kicks in, and control of the second arrow does not happen. Rather, both arrows just fire as if you only clicked on activate.

I have replicated this in my full load order, with only Oblivion, Combat Archery, and Double Nock, and with only Oblivion and Double Nock. I'll try to see if it works with an older version I have (it did before).

Edit - The old version 1.2 no longer works for me now, so it is on my end. This will be tricky troubleshooting.
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Gisela Amaya
 
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Post » Thu Jun 10, 2010 10:02 pm

:ooo:

wow, I do not know why but that never occurred to me before (to keep old "working" mod version available to use as a test like you did here. I need to somehow find a way to do this, to have a second "testing" mod that can be used by the player to see if there is a "user end" issue.

But how could it be done? That is going to haunt me for a long time...


Hey Duke Patrick,

I think I can conform the above, while the "Auto Double Nock" item does appear in my inventory and work, the manual aim feature is not working for me as well. When I am holding down the activate button, either Q or SPACE, no slow motion kicks in, and control of the second arrow does not happen. Rather, both arrows just fire as if you only clicked on activate.

I have replicated this in my full load order, with only Oblivion, Combat Archery, and Double Nock, and with only Oblivion and Double Nock. I'll try to see if it works with an older version I have (it did before).

Edit - The old version 1.2 no longer works for me now, so it is on my end. This will be tricky troubleshooting.

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Kristian Perez
 
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Post » Fri Jun 11, 2010 2:40 am

:ooo:

wow, I do not know why but that never occurred to me before (to keep old "working" mod version available to use as a test like you did here. I need to somehow find a way to do this, to have a second "testing" mod that can be used by the player to see if there is a "user end" issue.

But how could it be done? That is going to haunt me for a long time...


uhoh, looks like I caused you a sleepless night! Sorry!

Any idea where I should start to troubleshoot? Could it be a conflict with another obse plugin? Can't be anything bash related as that patch was disabled.

Could you explain exactly what you meant by "clean install". I deleted everything relating to the old version and then placed in the new one. In addition, I tried all this in a new game.
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Tanya
 
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Post » Fri Jun 11, 2010 10:00 am

:ooo:

wow, I do not know why but that never occurred to me before (to keep old "working" mod version available to use as a test like you did here. I need to somehow find a way to do this, to have a second "testing" mod that can be used by the player to see if there is a "user end" issue.

But how could it be done? That is going to haunt me for a long time...

Don't most modders just keep the older versions as optional downloads on the nexus pages? Like http://www.tesnexus.com/downloads/file.php?id=31855

Treaka-

A clean install means that you uninstalled the old version then saved without it or the new version active then activate the new version. Can be time consuming if using a bashed patch.
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Beast Attire
 
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Post » Fri Jun 11, 2010 4:55 am

Alright, thanks Psymon.

Then that was not the issue as I replicated it with new games.

Edit - Wording
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Flesh Tunnel
 
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Post » Thu Jun 10, 2010 9:19 pm

A clean install means that you uninstalled the old version then saved without it or the new version active then activate the new version. Can be time consuming if using a bashed patch.
Hopefully not too bad. Duke Patrick made some changes to his mods so that they don't become masters to the bashed patch, so that you can deactivate them without killing your bashed patch as well. As of the current version I have, that should still be true.
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X(S.a.R.a.H)X
 
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