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