[RELZ] Duke Patricks Combat Archery Mod

Post » Sat Feb 19, 2011 4:12 am

The fix doesn't work because you have the checks on the same line.

Change the code to:
if IsConsoleOpen == 0   if player.getav marksman < ( GetGameSetting iSkillJourneymanMin )    set fquestdelaytime to 7  endifendif

...and the spam will go away.

Btw, does this code really have to run when every menu is open? If not, it could be a good idea to add the specific menu qualifier to the "begin menumode" line, e.g. "begin menumode 1002" if you only need it in the inventory menu. Not that it hurts much to have it running in all menus though.
User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

Post » Sat Feb 19, 2011 7:36 am

Duke Patricks Combat Archery Mod Ver 2.3

Get it here:

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

Version 2.3 Fixes small issue with "console spam".

(Thanks to TheNiceOne, Showler and Psymon.)
User avatar
Damian Parsons
 
Posts: 3375
Joined: Wed Nov 07, 2007 6:48 am

Post » Fri Feb 18, 2011 9:01 pm

Just want to say how fantastic i think this mod is... hated vanilla marksman but now i cant get enough!!

Thanks for the great mod and keep up the good work :goodjob:
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Sat Feb 19, 2011 7:23 am

Im just getting back to playing OB again and i must say Duke, its great to see you make these amazing must have mods again. When i get mods, one question i invariably ask is: Is it compatible with DP's combat mods?

That said, how will this mod affect overall combat balance? I mean, you've made welcome changes to ranged combat but what about melee (including hand to hand)? I still have your old SCA combat mods (and will update the archery part with this mod) but haven't seen any new one of yours that affect melee.

Btw, what combat mods do you use, if you dont mind me asking? im eager to get and use what you have since your mods have really extended the OB experience for me.

Thanks and great work!
User avatar
maddison
 
Posts: 3498
Joined: Sat Mar 10, 2007 9:22 pm

Post » Fri Feb 18, 2011 10:34 pm

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).


Unfortunately thats a 'No can do', TIE does not use scripts, so the suggested fix cannot be employed in TIE.

As Showler also suggested, this happens without TIE installed, easier to fix and slightly less annoying but still its there with or without TIE.

For now I am just setting ...

; set to 1 if you do not want this mod to change the gold value of arrows and bows.
; Or set to 1 if you want to set all the prices back to vanilla oblivion prices.
; Default is 0
set aaDPSCABOWSWAYquest.NoPriceChange to 1

Which I think is the one that also alters weight
User avatar
Alexis Estrada
 
Posts: 3507
Joined: Tue Aug 29, 2006 6:22 pm

Post » Sat Feb 19, 2011 5:28 am

You:
That said, how will this mod affect overall combat balance?

Me: That is a question for mod players not really the modder. However the secret to balance to combat games is damage per minute. I.E How much damage you can do relative to the combat time. In my mod a weak bow shoots fast but does much less damage than a warbow that takes forever to fire. Weaker lighter arrows travel faster and are thus much more accurate than heaver arrows that have a bigger arc and slower speed, but hit "like a tone of bricks". So the weak arrow will land more often but do less damage.

In that respect I feel my mods are better then most as long as you use my default settings. My attacks are deadly but they are NOT easy to land properly for a wide variety of reason (game mechanics) that you will not see anywhere else because no other game developers have my real life combat experience.

Watch a few real street fights (there are a few on line) that do not have "rules" to prolong the combat and reduce the damage done artificially (as in boxing) and you will see that combat is over very quickly depending on who is the first to land a power shot. In my Combat Archery mod as in real life combat is a struggle to "land the shot" but when you do it is dramatically more rewarding than shaving a few HP off your opponent.


You:
I mean, you've made welcome changes to ranged combat but what about melee (including hand to hand)? I still have your old SCA combat mods (and will update the archery part with this mod) but haven't seen any new one of yours that affect melee.

Me:
I am only suppose to work on mods that require lite duty 3d modeling. (long story as to why that I will not go into now). But I get svcked back into certain old mods however when new OBSE commands are made or I learn something revolutionary that would make a big difference in my mods.

You:
Btw, what combat mods do you use


Me:
I only use my own combat mods.
User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Sat Feb 19, 2011 4:40 am

You are welcome.

For some reason I do get some kind of "high" from creatively working out SOME script/game engines hacks.
But in general I do not make mods to be popular, they are POC projects I do to test ideas I have had for decades but until now had no way to try them in a game.

For exsample you may notice I only realse my mods on TesNexus and no where else. This means my mods are realesed to a greatly reduced circle of players. (LOL...TesNexus should show me some more love for picking them!)

However it is very encouraging to hear that some players also LIKE playing the mods!
Thank you for letting me know that the time and effort I spend to upload and supporting the few mods I do release is appreciated.


Just want to say how fantastic i think this mod is... hated vanilla marksman but now i cant get enough!!

Thanks for the great mod and keep up the good work :goodjob:

User avatar
Rachie Stout
 
Posts: 3480
Joined: Sun Jun 25, 2006 2:19 pm

Post » Fri Feb 18, 2011 9:42 pm

mmmm...hu?...Then I guess I do not understand this mod incompatibly issue as that is not what I gleamed form Showler . :shrug:
If I ever see this happen in my own game I may then "get it" but as of yet I have never seen this happen.

I wonder if it is because I do not carry a goggle of arrows? I have been meaning to add a feature to the mod that would prevent players from doing this, as this is another very realistic and important limitation on archers in real life that reduces their ability to dish out damage from afar rather than just making the arrow hit like a Nerf ball. I guess I need to think about this more.


Unfortunately thats a 'No can do', TIE does not use scripts, so the suggested fix cannot be employed in TIE.

As Showler also suggested, this happens without TIE installed, easier to fix and slightly less annoying but still its there with or without TIE.

User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Fri Feb 18, 2011 6:29 pm

Thanks for the reply Duke!

What i meant to say about combat balance was range/archery vis melee. I use only your combat mods too (default setting of course :) ) but i was wondering about those who might not have your melee combat mods (not available on nexus) and whether this might make archery a bit OP compared to melee? non-DP melee combat is not nearly as intense or dangerous as your mods make it. Also, since im using your SCA combat mod from before, I'm assuming this is not a concern i should have?

I perfectly agree with you about streetfighting or other "unmitigated" fighting and how fast paced it is and this should be reflected in gaming combat. I love how your mod makes 1 hit matter so much and how timing and positioning have replaced frantic button smashing. Again, thanks for the great work and here's hoping you stay on the modding scene!
User avatar
Sammygirl500
 
Posts: 3511
Joined: Wed Jun 14, 2006 4:46 pm

Post » Fri Feb 18, 2011 8:35 pm

mmmm...hu?...Then I guess I do not understand this mod incompatibly issue as that is not what I gleamed form Showler . :shrug:
If I ever see this happen in my own game I may then "get it" but as of yet I have never seen this happen.

I wonder if it is because I do not carry a goggle of arrows? I have been meaning to add a feature to the mod that would prevent players from doing this, as this is another very realistic and important limitation on archers in real life that reduces their ability to dish out damage from afar rather than just making the arrow hit like a Nerf ball. I guess I need to think about this more.


Sounds like a good idea, adds more realism. I cant remember the typical capacity of a quiver but arrows aren't something you can just stuff your pockets with. Probably 15-20 would be more realistic?

I am guilty of carrying 30+ arrows around sometimes, encouraged by TIE which adds poisons to apply to arrows, and gas arrows (Thief style, puts the target to sleep for a while so you can get up to mischief and slip away before they awake). But usually I leave a margin of encumbrance to be able to bring finds back from wherever, typically if I can carry 200 worth of weight, I will set out only using 150. Pick up a few items taking me up to 180 and the problem starts occuring again even though I am 20 clear of my current max encumbrance, I suppose it depends on type of arrows carried, a variety of which makes trying to judge when this will occur more complicated, and how much of a margin to leave.

And... I dont think I have said this recently - A big thank you from me also for your perseverance perfecting these mods. Along with near miss, actors can miss, and the companion friendship ring the game is brilliant.

Quote from TIE thread
TIE isn't using scripts to change the limits though, so there's nothing in a script to fix.

For encumbrance, TIE changes the fActorStrengthEncumbranceMult from its default of 5.0 to 3.6. This reduces the weight you're allowed to carry.

fArrowOptimalDistance is set to 1000. Don't know what effect this has on Combat Archery.

fArrowSpeedMult is set to 2600. No idea what the default is because it doesn't show up with an Oblivion.esm FormID.

fArrowMaxDistance is set to 2000. Again, no idea what the default is.

The best way to see what overlaps with Combat Archery is to load it and TIE into TES4Edit and check the Game Settings tree. Then you can make adjustments from there. Some of which can be done with Wrye Bash tweaks, like arrow speed.


If I were to attempt editing TIE myself with TES4Edit or the Construction kit, to make TIE more compatible with Combat archery, which of the above would you recommend - fActorStrengthEncumbranceMult is going to be a certain change and I think will solve the problem of encumbrance, but are any of the others mentioned there a concern?

EDIT: Or is any of the above a concern anyway considering Combat Archery is last (with the exception of streamline) in the load order
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Fri Feb 18, 2011 9:12 pm

The only "bug" that happens is that when the game first starts, the arrows briefly have their full weight, before Combat Archery's scripts can correct them. If you are near the limits of your encumbrance, this can push you over the top and the game lists you as being "over-encumbered" until something is done to correct that information. For me, all that is required is to open and close my inventory so that the game updates my encumbrance information. If you are using a mod that alters your encumbrance in any way (I would have thought it would require a scripted mod, but not sure), then apparently you need to drop and pick up something in order to trigger the update.

It's really easy to see an example of it. The three types of Daedric arrows are the ones with the most alteration to their weight. Dremora Barbed Arrows go from 2.0 units of weight to about 0.2 units of weight (if I recall correctly), so if you have 30 of those arrows you have 60 units of weight when the game first starts, and 6 units of weight after Combat Archery finishes booting.

Load your character with enough stuff to almost top out your encumbrance....290 units if you have a capacity of 300. Give yourself 30 Dremora Barbed Arrows (000872A7). Save and reload the game. You should be stuck in place, but if you open and close your inventory (or possibly drop and pick up an item), you'll be fine.

If it was me, just to avoid this problem, I'd probably take advantage of Combat Archery's bootup script and add a section that adds and removes a dummy item at the very end of the startup cycle. That would prevent CA from contributing to the problem, and also likely fix the issue if caused by another mod as well.
User avatar
Zach Hunter
 
Posts: 3444
Joined: Wed Aug 08, 2007 3:26 pm

Post » Fri Feb 18, 2011 9:55 pm

Hey just wanted to say I love using your combat archery mod, and I loved the intensity that your SCA mods add to combat. I like the fact that combat is much more deadly.
Your archery mod is great for making my ranger feel deadly and skilled. It's nice landing a single arrow on bandit and seeing them fall dead, but then feeling the pressure when his buddys get up close forcing me to switch to a sword for defence.

Keep up the awesome work.
User avatar
Enny Labinjo
 
Posts: 3480
Joined: Tue Aug 01, 2006 3:04 pm

Post » Sat Feb 19, 2011 8:38 am

If it was me, just to avoid this problem, I'd probably take advantage of Combat Archery's bootup script and add a section that adds and removes a dummy item at the very end of the startup cycle. That would prevent CA from contributing to the problem, and also likely fix the issue if caused by another mod as well.

That should work. If you add an item of any type (maybe an arrow), and remove it in the next frame, that should fix everything.
User avatar
sally coker
 
Posts: 3349
Joined: Wed Jul 26, 2006 7:51 pm

Post » Fri Feb 18, 2011 9:35 pm

I am tired of not knowing for sure if I got a critical hit or not.

I will do one of the following, but I would like some input on this:

1, The player's character will say some comment like "That had to hurt!" or what ever phrase I can find for each species in the games existing files that will be appropriate.

2, Musical sound effect, some kind of dramatic short "something". I did this in my mod HammerBlade using a 5 second "sad music" sound effect each time the player got SCA demerits and I liked how that worked out VERY MUCH as really invoked the emotion I wanted.

3, Force the target to the ground and run a "in pain" animation. Hinting the target in the legs already does this kind of thing. But the other critical hits have no such animations and only
multiply damage done. This will sometimes stagger the target but not always.

As far as this "encumbrance issue" is concerned, if anyone wants to provide a working script snippet to add an arrow and remove it I will see about trying to plug it into my mod while I work on this critical hit thing.

Now....what to do about the player carrying too many arrows...This is not as simple as it sounds. If the player can carry 12 swords in the game why not 600 arrows? It is a game logic nightmare to justify a game mechanic that will fit in with the rest of the game. Maybe it is not doable for this mod. As this is really and "Encumbrance mod" issue not a Combat Archery issue.
User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Sat Feb 19, 2011 7:58 am

I like how with the hammerblade when you destroyed their shield they freaked out a bit - maybe something along those lines. Dazed and shocked kind of reaction. Panic a bit.

for my game though I use http://www.tesnexus.com/downloads/file.php?id=22392 and any serious harm that comes to them - if a blow does not kill them and they drop below 20% (or is it 10%) they will give up, beg for their life, flee and cower in a corner. So in a sense I already see that kind of thing even though it does not tell me it was a critical.

With verbal expressions that may be an issue with custom races, but I'm sure a workaround could be found. Music or sound effect that is short would be neat but a bit console gamingish.
User avatar
Red Bevinz
 
Posts: 3318
Joined: Thu Sep 20, 2007 7:25 am

Post » Sat Feb 19, 2011 8:02 am

Well, if you get a custom race thing, you could make a check (?) for that circumstance. If it comes out true, perhaps it'd pop up with a message in the corner instead of a voice, since you can't account for all of the different variety of custom races (Though they usually boil down to pretty elves/catgirls. :/) Any rate, my two cents. I'm not a modder, though, so take anything I say with a grain of salt.
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Sat Feb 19, 2011 7:41 am

Maybe instead of limiting the amount of arrows they can carry, you limit the number they can have equipped. Thirty arrows represents a full quiver, and you can only reload the quiver if you are out of combat.

You do this by taking away any arrows above thirty in their inventory (for the type they have equipped) whenever the inventory is closed. Keep a count of their arrows, and if they try to add more before combat ends, set them back to the number in the count. For encumbrance mods, you'll have to add a dummy item that weighs the same as the arrows you remove, but that should be doable.

If you do add a verbal exclamation when a critical hit is made, please try to add a quiet version for when you make a stealth kill.
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Sat Feb 19, 2011 8:29 am

For a critical death how about a very brief appearance of something like a wraith behind or in the very near proximity of the target, like the grim reaper took away his/her soul?. If you script in instantly killing the wraith you also get that release of gas heaven bound.
User avatar
Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Sat Feb 19, 2011 3:38 am

Very creative idea but the critical hits are not guaranteed deaths, a lot of the time they are but not necessarily. So this would not work.

I spent several hours searching for voice files and found male and female for the following:

argonian
khajiit
breton
elf
imperial
nord
orc
redguard

Oh man was that tedious and mind numbing work :banghead:
but it is now done.

I will put this in the INI file for you to choose which one to use or to turn it off if you use a custom race that is not fulfilled by the existing choices I have here.

As for being in the sneak mode....mmm
Showler is it really going to be that immersion breaking for you to hear your PC say "HA! That had to hurt!" when you hit a critical in sneak mode?

If you really feel it is I will just not allow the sound effect to work in sneak mode. I wish I could animate, I would make the PC do an expressive fist pound the air hand gesture instead!




For a critical death how about a very brief appearance of something like a wraith behind or in the very near proximity of the target, like the grim reaper took away his/her soul?. If you script in instantly killing the wraith you also get that release of gas heaven bound.

User avatar
Jeneene Hunte
 
Posts: 3478
Joined: Mon Sep 11, 2006 3:18 pm

Post » Fri Feb 18, 2011 6:43 pm

:) Looks like its going to be clean save time again soon. I like the idea of this indication addition.

Personally I dont think this will spoil my sneaky character, but might give audacity a go at filtering the sounds to be more of a whispered exclamation. Anyone know what filters to apply to achieve that?, I think it will probably be a VST plugin I need, just tried a vocoder but it crashed audacity.
User avatar
jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am

Post » Sat Feb 19, 2011 8:18 am

I am liking the basic concept of your idea a lot.

I just do not like "cold stopping" the player, I need some penalty instead...

maybe some out of menu thing you do to get arrows out of inventory into your quiver, that leaves you open to attacks.
Like a refill timer! Like how health comes back as you take cover in Call of Duty.




Maybe instead of limiting the amount of arrows they can carry, you limit the number they can have equipped. Thirty arrows represents a full quiver, and you can only reload the quiver if you are out of combat.

You do this by taking away any arrows above thirty in their inventory (for the type they have equipped) whenever the inventory is closed. Keep a count of their arrows, and if they try to add more before combat ends, set them back to the number in the count. For encumbrance mods, you'll have to add a dummy item that weighs the same as the arrows you remove, but that should be doable.

If you do add a verbal exclamation when a critical hit is made, please try to add a quiet version for when you make a stealth kill.

User avatar
Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am

Post » Fri Feb 18, 2011 7:56 pm

Regarding the vocal exclamation thing, it won't disturb me overly much in stealth mode, so don't worry about it.

I wonder if you could force the player to play an animation of some kind when he exits the inventory after adding new arrows? Something vanilla (or a resource) that will leave the player open to attack?
User avatar
Haley Merkley
 
Posts: 3356
Joined: Sat Jan 13, 2007 12:53 pm

Post » Sat Feb 19, 2011 12:51 am

I got it!!!

An arrow storage “case” that you must drop from your inventory and “open up” to put more arrows into your quiver. This is the same idea I used for my “Alchemy Immersion”. Mod

You will be given a special hard leather case made to hold the arrows in your inventory. If you do not place all unequipped arrows in this hard leather case, and instead hold unequipped arrows in your regular inventory, you will take a chance that the arrows will break if you fall down or get staggered. This chance is calculated using your luck. But no matter how lucky you are it will never be ZERO Percent.

Place the hard leather case on the ground and activate it to transfer your arrows to inventory and equip them. To pick up the case you need to crouch (go into sneak mode) and then activate it.

The hard leather case changes its weight based on the weight you put in it!

Here is a real life lite version made of canvas:

http://www.tesnexus.com/downloads/images/28565-1-1274053694.jpg


Here is a real life hard leather medieval bow and arrow case for an Arabic Sultan:

http://www.tesnexus.com/downloads/images/28565-2-1274053694.jpg
User avatar
Lizbeth Ruiz
 
Posts: 3358
Joined: Fri Aug 24, 2007 1:35 pm

Post » Sat Feb 19, 2011 7:58 am

So, that plus a limit to the number in your quiver, right?

I wonder if you could make use of this: http://www.tesnexus.com/downloads/file.php?id=31470 for resources,

And whether I can make this compatible in order to limit NPCs as well: http://www.tesnexus.com/downloads/file.php?id=27731
User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Sat Feb 19, 2011 10:28 am

A dozen arrows in a quiver is often the number you will see in literature. Most of the museum exhibits I have seen for foot archers would not hold more than twenty practicality (meaning you would not fear that they would bind up in the quiver in the heat of battle!). The Mongols horse archers used large quivers of 60 to 80 but only because they had a horse to haul the extra large quivers.

So for game purposes, do we call it 12, 20 or cheat a little and call it 60?
I am ok with 30 to kinda split the difference between game and reality.

Maybe it would be best to make it a choice in the INI. Defult will be 20.
User avatar
Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am

PreviousNext

Return to IV - Oblivion