[RELZ] Duke Patricks Combat Archery Mod

Post » Sat Feb 19, 2011 9:57 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


Yes! definitely try and limit the NPCs as well. the default (?) behaviour of unlimited arrows for the NPCs is unrealistic and not at all fun.

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.


30 sounds very good. or perhaps you could have different sized quivers sold at shops or even lootable?
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Josh Dagreat
 
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Post » Fri Feb 18, 2011 11:39 pm

Twenty would likely be good for Combat Archery. Thirty on the outside. If your combat uses more than thirty arrows with your mod, then you're probably doing something wrong.
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chloe hampson
 
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Post » Fri Feb 18, 2011 9:46 pm

Well, I did intend for the player to "miss shots" a lot do to a variety of combat conditions such as target movement, arrow speed reduction if you do not draw it properly, arrow inaccuracy and player instability (such as tripping if you run back-wards). The idea being that the arrows are deadly IF THEY HIT, but the realistic challenge is getting one to land on the target properly in the heat of battle. (shooting at an opponent that is shooting back is not the same as firing at a hay bail target.)

So really you should be going thur your arrows quickly if you are not a high level archer with great stats.
(If that is not the case I need to fix something in my mod?)

However, if you mean that you should only get about 20 before your opponent overruns you and you need to pull out a melee weapon, yes you are VERY correct on that!

I may make an INI choice for 12, 20 and 30 and 60.

20 will being the default.

Twenty would likely be good for Combat Archery. Thirty on the outside. If your combat uses more than thirty arrows with your mod, then you're probably doing something wrong.

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Fiori Pra
 
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Post » Fri Feb 18, 2011 9:32 pm

It is too bad the modder went with artificially "cold stopping" the player or I might have adopted his mod as the only combat mod in my game I did not make myself. :shrug:

Yes if I limit the player I guess I should limit the NPC as well, that is logical. I will try to figure out something very simple but effective. It should be ridiculously easy to just count the NPC shots up to 20 (or what ever) then change their Combat Style for range attacks or remove their bow until they die.

Yes! definitely try and limit the NPCs as well. the default (?) behaviour of unlimited arrows for the NPCs is unrealistic and not at all fun.

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Imy Davies
 
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Post » Sat Feb 19, 2011 12:33 am

Yeah, that's pretty much what I meant. I can usually manage between five and six shots max (decent shots, with the bow fully drawn) before I have to switch to melee, and that's with me being a very long range hitter for my first shot.
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jessica breen
 
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Post » Sat Feb 19, 2011 12:00 am

Well he bashed my mod for dishing out too much damage. I guess he did not read my read me file.

But I will let that slide because he has made a lot of "broken arrows meshes" that per his legal may be used as a resource.
That will save me a lot of time.


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

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mishionary
 
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Post » Fri Feb 18, 2011 9:28 pm

Never saw any comments from him, but, yeah, it was the models I thought you might be interested in.

I don't care for the "being able to repair them" too much either. Seems like it eliminates the purpose of the mod. Too bad, though. Intelligently breakable arrows would be nice. Shoot them into the ground or into an animal...almost 100% chance of recovery. Shoot them into a stone wall, or a guy wearing heavy plate...almost no chance of recovery. Maybe, at best, you could recover the shaft or arrowhead, depending.
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Taylah Haines
 
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Post » Sat Feb 19, 2011 2:50 am

I am about 60 percent done with the new stuff.

Found that because of the way I am handing the broken arrows I will not need those broken arrow mesh from that other mod. That is good because I did not feel right about using them. And my way will give me a little 3d modeling time which is what I am suppose to be doing anyway.
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Racheal Robertson
 
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Post » Sat Feb 19, 2011 1:01 am

I have done the following. The idea is that the NPC gets the same number of arrows that the player will. Once past that amount their bow and ammo is force unequipped.

Once this script is done the NPC will use their standard AI to either fist fight or draw a weapon they have on them. I still do not understand this AI as in testing they sometimes pull their best weapon but sometimes just fist fight and a few times pull a random weapon (not their best one). But this mod will not attempt to fix that as that is not in the scope of this mod. I will be adding a sword to all archers as many are not given a Melee weapon because the Developers intended them to only use their bow and did not know Modders would be forceing the NPC to not use the bow.

Now, there is the small possibility that some archer may have multiple bows on them. At this time I am not overly worried about that however. If I get reports that this is happen too often then I will address it then.

Also, if the archer is not attacking or blocking for 15 seconds then they get a fresh quiver of arrows and their bow back. This is to simulate that if they are not in danger for that long they will get their own "arrow case" out and reequipped their quiver with their inventory of arrows. I notice this was necessary when I was fighting multiple opponents that could not reach me across a pit. Otherwise they would stand their with their Melee weapon with no way to fight back. And if they are not actively blocking or dodging my arrows for 15 seconds that should be considered enough time for them to do what the player would do in the same situation.



;;;;;;;;;;;;;;;;;;;;;;NPC Arrow Limit to 20 then switch to melee weapons

set AmmoLimit to 20;-- this will be set to match the player

if ( IAmBlocking + IAmAttacking + me.IsDodging == 0 );-- To detect either if the NPC is out of combat OR has enough time to get more arrows out of their arrow case.
set combattimer to 15
elseif Combattimer > 0
set CombatTimer to ( combattimer - getsecondspassed )
endif


if ME.isattacking == 1 && ME.getweaponanimtype == 3 && count < AmmoLimit && combattimer > 0
set BowRef to Me.getProjectile 1 .5
if BowRef != oldprojectile
set Oldprojectile to BowRef
set count to ( count + 1 )
;Messagebox"count %.2f"count
endif
endif


if ME.getweaponanimtype == 3 && count >= AmmoLimit && combattimer > 0
;switch to melee weapon
set BowRef to Me.GetEquippedObject 16
set AmmoRef to Me.getEquippedObject 17

ME.UnequipItem AmmoRef 1
ME.UnequipItem BowRef 1

elseif ( combattimer <= 0 && count != 0 )
set count to 0
;switch to range weapon
ME.equipItem BowRef
ME.equipItem AmmoRef
endif
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bimsy
 
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Post » Sat Feb 19, 2011 1:54 am

Just finished the player arrow limit script. If you stuff your quiver with too many arrows, then EACH time you try to draw out an arrow to attack all your arrows but 20 (or what ever your chosen limit is) will fall to the ground!

Should I make it so that on each arrow shot (pulling the arrow from the quiver) ALL the arrows in the quiver fall to the ground or a large random number fall to the ground or just keep it as I have it now? As much as I do not like falling back on "random" results I am a very much leaning to a large random number for this.
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Danger Mouse
 
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Post » Sat Feb 19, 2011 7:03 am

The way you have it now sounds good, wearing a loose hold quiver RL and stuffing it with one or two more than its carrying capacity (especially if they are hunting arrows with barbed tips) makes pulling one out awkward and drags more out with it. So the way you have it now is better immersively. Quivers are strapped on to facilitate easily drawing another arrow to nock over shoulder, dropping the lot to the ground when you draw doesn't make sense really.
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Flash
 
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Post » Sat Feb 19, 2011 9:42 am

Just finished the player arrow limit script. If you stuff your quiver with too many arrows, then EACH time you try to draw out an arrow to attack all your arrows but 20 (or what ever your chosen limit is) will fall to the ground!

Should I make it so that on each arrow shot (pulling the arrow from the quiver) ALL the arrows in the quiver fall to the ground or a large random number fall to the ground or just keep it as I have it now? As much as I do not like falling back on "random" results I am a very much leaning to a large random number for this.

Are they going to fall to the ground as a bundle/quiver or as individual arrows?

Is a person going to be allowed more than one quiver for different kinds of arrows?

Also with an overhaul like FCOM+armamentarium I've run into many foes that have multiple types of arrows and bows. More arrow types than bow types though.
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Claire Vaux
 
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Post » Fri Feb 18, 2011 6:44 pm

As a bundle

and

Yes and you may still carry all you want in your inventory (but only in your "arrow case" else you risk breaking your arrows. See previous post on the arrow case.)


Are they going to fall to the ground as a bundle/quiver or as individual arrows?

Is a person going to be allowed more than one quiver for different kinds of arrows?

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Ashley Campos
 
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Post » Sat Feb 19, 2011 5:23 am

So then the quiver is the actively set arrows you choose?

What about switching active arrows in combat? That might be kind of annoying if you play a stealth character and you successfully hide but cannot change arrows out because the game sees your character as in combat.
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renee Duhamel
 
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Post » Sat Feb 19, 2011 9:53 am

um...you need to see this post:

http://www.gamesas.com/index.php?/topic/1074534-relz-duke-patricks-combat-archery-mod/page__view__findpost__p__15951277

Edit:
This was in place of completely stopping the player from carring goggles of arrows, I decide NOT to do that because players can transport dozens of war hammers (and this is not an encumbrance mod) so it would not fit in the rest of the logic of the game. But still arrows had to be MUCH limited in some way (in a realistic way I liked) so this arrow case is it!


So then the quiver is the actively set arrows you choose?

What about switching active arrows in combat? That might be kind of annoying if you play a stealth character and you successfully hide but cannot change arrows out because the game sees your character as in combat.

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Everardo Montano
 
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Post » Sat Feb 19, 2011 1:27 am

Hmm I've always envisioned going into the inventory like dropping your backpack and digging through it (I do use a backpack mod).

What kind of inventory item will the case be? Where will it be in your inventory? I'm hoping under weapons and not misc items.

sorry behind the news on this one.
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Ricky Meehan
 
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Post » Fri Feb 18, 2011 10:20 pm

This Arrow Case is almost exactly the same as my immersion alchemy mod!
Just for arrows instead. It realisticly hampers you from INSTANT access of your stored arrows during combat in a logical manner but does not STOP you completely.

It will be Misc it is Impossible to put it in weapons without making it a weapon.

But this is also an option feature so do not worry too much about it.

Hmm I've always envisioned going into the inventory like dropping your backpack and digging through it (I do use a backpack mod).

What kind of inventory item will the case be? Where will it be in your inventory? I'm hoping under weapons and not misc items.

sorry behind the news on this one.

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Taylor Tifany
 
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Post » Sat Feb 19, 2011 10:25 am

Never played the alchemy mod - don't like the idea of alchemy in the field and use At Home Alchemy anyway.

So no real player experience reference. The reason I request the case be in the weapons section like the double knock token is that it would be easier to find. The misc section is a mess - first books/scrolls ... then keys .. then stones ... then random stuff that you have to search through to get the item.

So by the time you open your inventory and fish around for the case in misc items then drop it then pick it up then your ready to go - seems like a lot to me.

Will this portion be optional? For my game and as violent as FCOM dungeons are my chances at arrow shots indoors are maybe one or two shots tops then I'm mobbed. Outdoors where you have much greater variety of getting distance and angle is a different story.

Ohh you already answered with an edit before I finished this.

Thanks.

[edit not poo pooing it right off though - I will, or course, try it.
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Stryke Force
 
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Post » Sat Feb 19, 2011 5:56 am

I know absolutely nothing about real-life combat beyond "the pointy bits preferably go into the other guy". However, I have a somewhat rational and logical brain, and working together those parts tell me that an ambush is probably a pretty good strategy in general.

To that end, I really, really love this mod. It plays right into that part of me, and turns the ambush into a great strategy. I can see my character now -- sitting hidden among a cluster of trees, roll of arrows on the ground next to him, (cross)bow drawn, looking down among the valley ready to put an arrow through some poor svcker. Good image. Thanks for making that both possible and exciting, Duke.
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Sheila Reyes
 
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Post » Fri Feb 18, 2011 6:47 pm

Closed for post limit.
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Annika Marziniak
 
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