[RELZ] Duke Patricks Combat Archery Mod

Post » Sat Feb 19, 2011 2:12 am

Not sure if it has its own thread, but in updating the http://www.tesnexus.com/downloads/file.php?id=16150 to version 6.01 I am getting the error that states that script is stuck at zone 0.00 and point 0.00.

Tells me to unload the mod and load it again but I always get it. so far anyway.

Should I revert to an older version? Looking - ah well the only other version I have saved is 6.

[edit] well nevermind ... I had been using Gecko to merge the smaller AI mods together but keeping them unmerged does not throw this error with this mod. Not sure why that would be the case, but it works unmerged.
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Ice Fire
 
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Post » Sat Feb 19, 2011 4:11 am

If you are using any modified KF files from the that old Melee combat mod (silver edition) you have in fact NOT done a clean save. The mod is still loaded (part of it anyway).

As I have been saying for a year now that THAT mod (silver edition) has a serious bug in it and should not be used at all.

The only official mods I distribute and support are on TesNexus, if you get any of my mods from any other web site it is against my wishes, you should not be using it and it will likely be buggy and you will get no help from me to use it! Sorry, but I have too little modding time these days to spend time on troubleshooting a mod that I do not wish to be used. :shrug:



I have that silver edition mod and was hoping to use it. Sorry to hear it's bugged.

Can anyone recommend a similar mod that makes melee combat more realistic and deadly?
I'll be using FCOM & the other Duke Patrick mods if that matters.
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jess hughes
 
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Post » Fri Feb 18, 2011 6:49 pm

Hi DP,

I am using DP CA v.2, just the most recent from TesNexus.
Additionally I had Deadly Reflex Bow Sway esp checked, and the BowSway feature from DPCA set to 1 in the ini.
Now I thought, lets see how DPCA BowSwy is, and I set it in the ini to 0, and unchecked Deadly Reflex Bow Sway in wyre.

But I do not get any Bow Sway in game, The bow rises up as the char pulls the string, as set in the ini, and after the shot the bow jerks, as set in the ini.

What am I doing wrong, or is your bowsway feature not working?

And, if just one arrow is left, and you denock it, then load again, it seems there is no arrow, though after the shot you' ll see the arrow again.

Ok, thats it. thx for the mod.
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Causon-Chambers
 
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Post » Sat Feb 19, 2011 12:39 am

The arrow not appearing is an engine bug, same one that causes the quiver graphic not to update. I'm not sure it's fixable.

What do you think the "bow sway" will do? It's not like the other "bow sway" mods that make your bow swing around when you're trying to aim in normal mode. The arrow "jerk" and rising bow on draw take care of that.

This one is described as "Breathing Sway feature when in Zoom Sniper mode." It only engages when you're using the zoom feature, and you'll hear yourself take a breath and hold it. When the breath runs out, the bow will start to move around a bit.
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Alex Vincent
 
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Post » Sat Feb 19, 2011 6:35 am

Thank you Showler, you nailed it exactly! As I am very busy trying to get the Double Nock mod done for Friday release I appreciate this kind of help with such questions. Now I do not have to take time to rant about reading the read me file either. ;)

One thing however, you are right about the engine bug(there is one like that in the game) but I do not ever see the arrow disappear after denocking it and then loading it again. This could be another issue for him

Marshmallow are you using MY denock or some other one? And have you bashed my mod or merged it?

Try this test: start a new game, run only my mod and no other, so this means do not merge and do not bash.
Let me know what happens when you denock and load again.


The arrow not appearing is an engine bug, same one that causes the quiver graphic not to update. I'm not sure it's fixable.

What do you think the "bow sway" will do? It's not like the other "bow sway" mods that make your bow swing around when you're trying to aim in normal mode. The arrow "jerk" and rising bow on draw take care of that.

This one is described as "Breathing Sway feature when in Zoom Sniper mode." It only engages when you're using the zoom feature, and you'll hear yourself take a breath and hold it. When the breath runs out, the bow will start to move around a bit.

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Erich Lendermon
 
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Post » Sat Feb 19, 2011 5:50 am

The arrow not appearing is an engine bug, same one that causes the quiver graphic not to update. I'm not sure it's fixable.

What do you think the "bow sway" will do? It's not like the other "bow sway" mods that make your bow swing around when you're trying to aim in normal mode. The arrow "jerk" and rising bow on draw take care of that.

This one is described as "Breathing Sway feature when in Zoom Sniper mode." It only engages when you're using the zoom feature, and you'll hear yourself take a breath and hold it. When the breath runs out, the bow will start to move around a bit.

thx, didnt emphasise on sniper mode really. I'll need DR Bow Sway anyway, ok. :facepalm:
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Nice one
 
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Post » Fri Feb 18, 2011 11:59 pm

Thank you Showler, you nailed it exactly! As I am very busy trying to get the Double Nock mod done for Friday release I appreciate this kind of help with such questions. Now I do not have to take time to rant about reading the read me file either. ;)

One thing however, you are right about the engine bug(there is one like that in the game) but I do not ever see the arrow disappear after denocking it and then loading it again. This could be another issue for him

Marshmallow are you using MY denock or some other one? And have you bashed my mod or merged it?

Try this test: start a new game, run only my mod and no other, so this means do not merge and do not bash.
Let me know what happens when you denock and load again.

the denock bug appears only when just 1 arrow is left, not if you have few of a kind.
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DarkGypsy
 
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Post » Fri Feb 18, 2011 10:55 pm

thx, didnt emphasise on sniper mode really. I'll need DR Bow Sway anyway, ok. :facepalm:
I'm surprised you'd use both. Combat Archery already includes a "chance to miss" by tweaking the path of your arrow, I believe, so that plus a bow sway seems like it would make it horrendously difficult to hit anything at a distance. And you definitely don't want to wait till they're up close.

edit: BTW, Duke Patrick, I can confirm the graphic bug mentioned above. With just a single arrow equipped, if you draw, denock, then draw again, the bow is drawn correctly, the arrow will still fly, but the graphic of the arrow on the bow is missing. It looks like you've drawn an empty bow.

Experimenting with the console (and not 100% sure it will work in a script), but adding a second arrow after the first is equipped, then removing it and forcing the single arrow to be equipped again seems to sort out the graphics problem.
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.X chantelle .x Smith
 
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Post » Sat Feb 19, 2011 4:12 am

I'm guessing this is working as intended, but I need to ask anyway because I love everything else about the mod... My arrows are incredibly slow (like they move at 10 feet/sec at best) and I could have sworn I remember reading in the .ini or readme that you could adjust arrow speed somewhere but I can't find it after another look through and searching this thread; I'm guessing I was hallucinating? To try and preemptively answer some responses, yes I fully draw the bow (unless it takes like 10 seconds and it's a hidden animation or some nonsense), my strength is at ~50 (I'm an orc don't remember specifically but I would guess it's 50 at minimum, I've tried modding my marksman skill to 100 and theres also no noticeable difference) and it's roughly the same as far as I could tell with elven arrows/fine iron arrows with the braided bow (OOO)/fine iron bow. Is this normal and is there any way I crank up the arrow speed (not bullet speed either, but something playable)?
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Antonio Gigliotta
 
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Post » Sat Feb 19, 2011 9:03 am

First option in the INI will turn off the mods control of arrow speed and allow other tweaks to be used.

I don't know of any other way to increase it, and that also turns off the adjustment to damage based on type of arrow.
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lacy lake
 
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Post » Fri Feb 18, 2011 10:23 pm

First option in the INI will turn off the mods control of arrow speed and allow other tweaks to be used.

I don't know of any other way to increase it, and that also turns off the adjustment to damage based on type of arrow.


Well I like the concept behind both (speed and damage depending on the arrow), I just wish there was a way to adjust the base speed (assuming you cant).

As to the .ini setting to get rid of it, does it work like this or is it an all or nothing sort of thing?

0 - All off
1 - Damage
2 - Speed
3 - Damage + Speed
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Mackenzie
 
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Post » Fri Feb 18, 2011 10:45 pm

Do you definitely see that your bow IS moving (moves upward) as you pull the bow?
Do you hear the bow creaking sounds? (not the vanilla string pull sounds) If you turn this both off in your INI file you will only see and hear the vanilla effects and that will NOT tell you that the bow is drawn all the way. If this is the case I will be taking OUT that option in the INI as I do not want to have this be a constant issue.

You must wait for both of these effects (mod bow sound and mod bows movement) to stop and that tells you that the bow is drawn all the way. But the bow will always draw all the way in less than 10 seconds.
10 seconds is the absolute worse case possible.

Assuming you are drawing the bow properly, you need to use arrows that are NOT heavy Iron arrows.

So if you are using STEEL arrows for example, and drawing the bow all the way, AND your arrows do not fire more than 30 feet, then there is an issue of some kind.



I'm guessing this is working as intended, but I need to ask anyway because I love everything else about the mod... My arrows are incredibly slow (like they move at 10 feet/sec at best) and I could have sworn I remember reading in the .ini or readme that you could adjust arrow speed somewhere but I can't find it after another look through and searching this thread; I'm guessing I was hallucinating? To try and preemptively answer some responses, yes I fully draw the bow (unless it takes like 10 seconds and it's a hidden animation or some nonsense), my strength is at ~50 (I'm an orc don't remember specifically but I would guess it's 50 at minimum, I've tried modding my marksman skill to 100 and theres also no noticeable difference) and it's roughly the same as far as I could tell with elven arrows/fine iron arrows with the braided bow (OOO)/fine iron bow. Is this normal and is there any way I crank up the arrow speed (not bullet speed either, but something playable)?

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Greg Swan
 
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Post » Fri Feb 18, 2011 7:03 pm

Yes I'm drawing it all the way back based on that, I pulled the 10 seconds out of a hat for something that sounded ridiculous, I guess I should have gone with 20 :P. I'll try it with vanilla steel vs. vanilla iron arrows but I'm fairly sure it was working properly with the elven and fine iron arrows or whatever I was testing it with, as they had the {} mark. Like I said at first I'm guessing it's working as intended and I'll just have to disable the speed/damage thing...

Could you explain the aadpArrowfixQuest.ArrowScale setting some more? Is it at all similar to what I suggested at the top of this page or is the default 3 (or "on") just a product of the script thats controlling it, and it's only "on" or "off" (3 or 0), you don't really clarify in any of the documentation unless I missed it.

Thanks for the help (and the mod!).
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Amanda Furtado
 
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Post » Fri Feb 18, 2011 9:10 pm

Spooky what do I need to disable in the ini that affects the player characters encumbrance? And what adverse effects will that have on Combat Archery?

Using Tamriel Immersion Experience, every game start we have to drop an item (any item, weight not important) and pick it up again. Quoting Arthmoor - with TIE it's a known engine glitch when item weights are changed. Or in the case of TIE, when your encumbrance limit is lowered as well.
http://www.gamesas.com/index.php?/topic/1070233-relz-tamriel-immersion-experience-tie-v127/page__view__findpost__p__15882054

For reference TIE - http://www.dreamingthepyramid.net/TNR-TIE.html
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Janine Rose
 
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Post » Sat Feb 19, 2011 6:41 am

:blink:

I have no idea what you just said.
Please state the issue you are having clearly and "without links".

There is no "encumbrance setting" in the Combat Archery mod.


Spooky what do I need to disable in the ini that affects the player characters encumbrance? And what adverse effects will that have on Combat Archery?

Using Tamriel Immersion Experience, every game start we have to drop an item (any item, weight not important) and pick it up again. Quoting Arthmoor - with TIE it's a known engine glitch when item weights are changed. Or in the case of TIE, when your encumbrance limit is lowered as well.
http://www.gamesas.com/index.php?/topic/1070233-relz-tamriel-immersion-experience-tie-v127/page__view__findpost__p__15882054

For reference TIE - http://www.dreamingthepyramid.net/TNR-TIE.html

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Emzy Baby!
 
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Post » Sat Feb 19, 2011 12:08 am

At a guess, I'd say he's referring to an oddity I noticed but never connected with your mod.

When a game is saved, and the player is near the limits of his encumbrance, loading the game will result in the "you are over-encumbered" message. Opening and closing the inventory fixes it right away.

From what he said, I'd guess that it might be a result of you decreasing the weight of certain arrows. When the game loads the vanilla weights are temporarily in place and the player is over-encumbered because the arrows push him/her over the limit.

You don't actually need to drop anything, though. At least not with unscripted encumbrance settings. Just open and close the menu.

If it's a big problem, you might be able to tap the inventory key twice right after the scripts finish initializing.
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Lifee Mccaslin
 
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Post » Fri Feb 18, 2011 7:47 pm

Okay sorry not so clear - do any of your game start adjustments affect the weight of items (bows arrows), even if only temporarily, thereby impacting on the player characters encumbrance. And which of the ini settings would prevent that from happening.

@showler - with TIE installed you also have to drop an item then pick it up again to clear the problem.
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Robert Jackson
 
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Post » Sat Feb 19, 2011 3:30 am

Sounds like a minor inconvenience from Duke Patrick's mod is triggering a bug in TIE.

You can turn off the arrow adjustments, I'm pretty sure, but you lose a huge part of the mod.

Perhaps instead of the key tapping, you could add and remove an item?

edit: just confirmed. If either TIE or Duke Patrick want to fix this minor error, all they have to do is add and remove a dummy item when their scripts are done the important work. At least I assume that would work with TIE as well. Can't use that with FCOM.
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SWagg KId
 
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Post » Sat Feb 19, 2011 8:12 am

You can turn off the arrow adjustments, I'm pretty sure, but you lose a huge part of the mod.


Thats what I dont want to do and the reason for asking initially what adverse effects it would have. I would rather put up with it personally, or for the other people playing here getting annoyed with it just un-install TIE on the family machine. If its a case of one or the other .. tough choice really, love both of them. Combat archery is clear winner for archery immersion, but TIE adds so much and very polished it is too.

Okay thanks for having a look.
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Emily abigail Villarreal
 
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Post » Sat Feb 19, 2011 3:06 am

mmm...ok....IF I understand all this.... then it is a TIE bug not a Combat Archery bug. My Combat Archery mod would only be one of MANY mods from many other modders that change the weight on items in inventory.

See if the Authors of TIE will fix this (with the fix as Showler suggested).


Sounds like a minor inconvenience from Duke Patrick's mod is triggering a bug in TIE.

You can turn off the arrow adjustments, I'm pretty sure, but you lose a huge part of the mod.

Perhaps instead of the key tapping, you could add and remove an item?

edit: just confirmed. If either TIE or Duke Patrick want to fix this minor error, all they have to do is add and remove a dummy item when their scripts are done the important work. At least I assume that would work with TIE as well. Can't use that with FCOM.

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Lucky Boy
 
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Post » Sat Feb 19, 2011 6:25 am

It can affect users with just your mod as well, though correcting it is easier without TIE. Just open and close the inventory.

It's probably most noticeable with Dremora arrows in your inventory, since their weight was dropped most dramatically.
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danni Marchant
 
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Post » Fri Feb 18, 2011 6:44 pm

Duke Patricks Combat Archery Mod Ver 2.2

Get it here:

http://www.tesnexus.com/downloads/file.php?id=29831

Version 2.2 Fixes a bad issue where the BOW JERK feature was making the player’s arrows miss the target much more than intended.


(p.s. still sick can you believe it! But now I think getting better. Last week I wanted to die. Some horrible respiratory infection, I could not sleep as I would get worse hacking fits laying down, had to sleep in one hour naps upright in chairs, and missed many days of work. I tired to go in after missing 4 days of work but they sent me home after I almost coughed up a lung...)
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Hilm Music
 
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Post » Sat Feb 19, 2011 2:57 am

Thanks for the update much appreciated. Now get some rest soldier.
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Angela
 
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Post » Sat Feb 19, 2011 7:37 am

Beta esp file only on TesNexus for those that see "console spam"....what ever that is...

I never see this issue myself, so I am unsure exactly what this is.
But I have an attempted "fix" I am trying thanks to Showler.

Let me know if this fixes this issue and will release a new ver.
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Nathan Maughan
 
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Post » Sat Feb 19, 2011 10:17 am

FYI - With Beta version the console spam remains for me.
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alicia hillier
 
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