[RELZ] Duke Patricks Combat Archery Mod (Thread 2)

Post » Tue Sep 28, 2010 5:18 pm

Version 3 is now on TesNexus.

I could not make WORDS work for the INI file, so it is a number not the word pumpkin.

The number is 714
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Kim Kay
 
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Post » Tue Sep 28, 2010 8:43 am

Been looking forward to this update, thanks again spooky I have yet to play it (still catching up with a few updates to mods, and we finally took the plunge and got Fallout 3 GOTY) but I think this will be the version I plug in for everyone here.

Lol - I like the way you just give away the password here for people who are interested in the development and more likely to have read the readme.
Place your bets!, place your bets! - how long it takes before you get questions on tesnexus asking where do I find the password :flamethrower:
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Princess Johnson
 
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Post » Tue Sep 28, 2010 7:09 am

:laugh:

funny...first laugh I have had today....Thanks I needed that !


Lol - I like the way you just give away the password here for people who are interested in the development and more likely to have read the readme.
Place your bets!, place your bets! - how long it takes before you get questions on tesnexus asking where do I find the password :flamethrower:

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Chantelle Walker
 
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Post » Tue Sep 28, 2010 4:13 pm

Found a minor problem. I was approaching a fort sneeking up on what I thought was a lone bandit at the fort entrance, taking aim with the grummite bow, I get hit from the side with a couple of arrows from an as yet unseen adversary, health was too low and could not recover in time before the fatal blow came.

Then - do you wish to load from your last save ... game reloads and I get a stream of Combat Archery messages saying I need to enter the password in the ini - Its already done. Seems like an in game reload is not re-reading the ini and is being fed a default state set of ini settings.

Edit: The mod works as normal if you go completely out of the game and reload from windows.

Edit2: Oh pants - I am having one of those saved at a bad time moments, I believe I have saved the moment my unseen adversary is already taking aim, and probably a much higher level character from TIE... each reload is now THUD!, stumble about recover THUD! stumble about THUD! dead. Tried doing a monty python RUN AWAY! then next hit I think had a poison.... ah, so I just lay here and get used as a pin cushion and die. :facepalm:
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Carys
 
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Post » Tue Sep 28, 2010 2:35 pm

When you reloaded and got the error messages, did they stop after a couple of seconds? I think the quest that checks the password may be running before the quest that reads the ini. The password check quest runs ten times faster than the ini reading quest.
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I love YOu
 
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Post » Tue Sep 28, 2010 5:53 am

When you reloaded and got the error messages, did they stop after a couple of seconds? I think the quest that checks the password may be running before the quest that reads the ini. The password check quest runs ten times faster than the ini reading quest.


Private Pin cushion one pace forward MARCH! - Your community has a special mission for you...

No, its an in-game reload stopper. After the first message "Duke Patricks Combat Archery will not work until the password is set in the ini file - Done", leaving it without clicking on done for a period (I tried 30 seconds) does not work, nor multiple clicks on done - It just keeps on coming back (Tried 25 x Done then I was done)
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kevin ball
 
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Post » Tue Sep 28, 2010 6:46 pm

I'm not sure if this is just me, or a conflict or something, but i have noticed that whenever i have my bow out i gain stretch arms or something.

I can interact with items/characters from very, very far away. If i pull out my bow i can pick arrows up from the target I'm shooting at, be it 10 or 100 feet away.
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Jack Walker
 
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Post » Tue Sep 28, 2010 6:54 am

@RocketLLama: Do you use Deadly Reflex?

@alt3rn1ty: It functions well enough if you go out to the main menu before loading your game again, so it's playable for now. Looks like OBSE's GetGameLoaded is either broken, or doesn't work the way I thought it did. edit: by which I mean that I can't see any flaws in Duke Patrick's scripts, not that I had anything to do with the scripts in the first place. The GetGameLoaded block just doesn't seem to run when you reload a game directly.

edit2: Aha, found it. The messagebox is popping up so quickly and continuously, that it is preventing the game from running in gamemode, and the script segment that loads the INI on GetGameLoaded is purely a Gamemode script.

edit3: One possible fix. Change the password variable type to a short instead of a ref, and then it gets stored in the savegame the first time they save and bypasses the error. Should still read the INI value whenever a game is restarted or loaded from the main menu, I think, so you can change the password in the future.
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daniel royle
 
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Post » Tue Sep 28, 2010 3:39 pm

WHAT!!??

I did not change that variable to a short?

Wow I could swear I did change it, but I was doing too many thing at one time yesterday so I guess it slipped by me.

edit: oh yes, I changed it in another mod for another project. Then "thought" I changed in for this mod. :facepalm:


@RocketLLama: Do you use Deadly Reflex?

edit3: One possible fix. Change the password variable type to a short instead of a ref, and then it gets stored in the savegame the first time they save and bypasses the error. Should still read the INI value whenever a game is restarted or loaded from the main menu, I think, so you can change the password in the future.

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BrEezy Baby
 
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Post » Tue Sep 28, 2010 3:16 pm

Hi Patrick, i remember of an old reported issue, between your combat archery mod and a Tejon's mod ( nGCD or Progress, or both of these, i don't remember exactly sorry). The issues between these mods and your mod, are just resolved with new versions, or still a "work-in-progress" ?

(The issue is a bad/strange work between a "drain" skill (marksman i thought) effect while complete the draw of bow before shooting, and the nGCD/Progress skill relevance system, if i remeber right)
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JAY
 
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Post » Tue Sep 28, 2010 5:43 pm

Not sure. I was at first using vanilla drain spells but a very good modder (TheNiceOnce) told me that could caused issues, I am still not exactly clear on why that is. Seems ridiculous that the vanilla spell system would "cause issues" but there you have it.

I am using OBSE ModAV2 to drain marksmanship to 0 when you start to draw the bow and reversing it once you have pulled the bow string back all the way. Doing this with Modav commands instead of using vanilla drain spells was requested by TheNiceOnce for this particular mod. If that conflicts with nGCD then it will just have to stay a known issue. I will not be changing it for a 3rd time. :shrug:

My guess is that it will not conflict. However as I do not use that mod I do not know that for a fact.



(The issue is a bad/strange work between a "drain" skill (marksman i thought) effect while complete the draw of bow before shooting, and the nGCD/Progress skill relevance system, if i remeber right)

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Shae Munro
 
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Post » Tue Sep 28, 2010 10:02 am

Oh, ver 3a with the variable changed to a short is now uploaded on TesNexus.

I apologize for that embarrassing mistake.
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Dalley hussain
 
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Post » Tue Sep 28, 2010 8:42 pm

My guess is that it will not conflict. However as I do not use that mod I do not know that for a fact.

I do. No conflict. :)
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-__^
 
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Post » Tue Sep 28, 2010 8:08 pm

I may be moving my mods from TesNexus to another site.

TesNexus has become so big and popular I think the administration may be too overwhelmed with users to be responsive to inquires now.

They were at one time GREAT about communicating with me and helping me to settle issues quickly. I was so impressed with their treatment of me as a modder that is why I picked their site to be the only one I upload all my mods to.

But I have been unable to get a response on a few current issues at this time. All I get are error messages that say I cannot use their messaging system to contact the administration. So I may reluctantly need to move on to a smaller site. I will post here when I move the Combat Archery files somewhere else.
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Amy Siebenhaar
 
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Post » Tue Sep 28, 2010 8:20 pm

Is this still incompatible with crossbows of cyrodiil which just got an update?
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Dewayne Quattlebaum
 
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Post » Tue Sep 28, 2010 8:14 am

I am not sure only because I have not tested it myself personally yet.

I was going to do so tonight but I had to finish other projects first.

But..."on paper" (per the read me version update notes) it "should" work. The notes say the crossbow mod is now using detection to be sure the player is not using a normal bow.

However, I still have some concerns with the way that script disables and enables attack (and other) controls when the player is using a crossbow. This could have adverse effects on some of the features in Combat Archery.

I do crossbow detection already in my mod to turn off SOME features such as draw the bow rate. If my crossbow detection works as intended I can release a new version that will stop my scripts from working anytime the player is using the cross bow. But then this would mean all the features of my mod (such as breathing sway and shots missed and critical shots) would be turned off when using a crossbow.

I will know more when I get a chance to test all this myself.


Is this still incompatible with crossbows of cyrodiil which just got an update?

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SamanthaLove
 
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Post » Tue Sep 28, 2010 12:31 pm

I am not sure only because I have not tested it myself personally yet.

I was going to do so tonight but I had to finish other projects first.

But..."on paper" (per the read me version update notes) it "should" work. The notes say the crossbow mod is now using detection to be sure the player is not using a normal bow.

However, I still have some concerns with the way that script disables and enables attack (and other) controls when the player is using a crossbow. This could have adverse effects on some of the features in Combat Archery.
I looked into the CoC code, and there are two places it breaks any other mod that is attempting to disable controls in gamemode. So the fix is definitely needed in CoC.

I am pretty sure I can do it, and release it as a CoC patch (that is mergeable in Wrye Bash), but this is definitely something that should be properly fixed in CoC.



Btw, spooky, now that Display Stats displays bows health, would you consider changing the popup saying that one need to use your added spell, and also not add this spell. Or at least add an ini setting for adding this popup and spell?
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Brad Johnson
 
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Post » Tue Sep 28, 2010 8:10 pm

Why don't you guys just point it out to Linus - he is updating the mod a lot and even updated it today.

I bet he would be open to it.
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Bonnie Clyde
 
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Post » Tue Sep 28, 2010 9:48 am

yes, I notified him about this days ago.
But at the time he must have been very busy because correspondence was slow ( I had to wait a little for his return messages.)

I discovered the symptoms but looks like TheNiceOne beat me to the diagnosis and "treatment".
So I will go back to my own work as it is falling behind a little with the distractions.
I am suppose to make a Child's size "Thrown" for our upcoming Crown King's step Daughter.

So you guys may or may not hear from me as much as usual this weekend.
I will try to keep up in between periods of wood gluing...

Why don't you guys just point it out to Linus - he is updating the mod a lot and even updated it today.

I bet he would be open to it.

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Annika Marziniak
 
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Post » Tue Sep 28, 2010 6:24 pm

I do not want to fill up the INI with this kind of thing.

But, I will see about putting it in a merchant for sale "cheap" instead of auto adding it to the player. This is a very needed feature and not having it in the mod would then create mod dependency. Which I hate more than the last episode of the sopranos and lost put together! :laugh:


Btw, spooky, now that Display Stats displays bows health, would you consider changing the popup saying that one need to use your added spell, and also not add this spell. Or at least add an ini setting for adding this popup and spell?

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Michael Russ
 
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Post » Tue Sep 28, 2010 7:59 am

I am suppose to make a Child's size "Thrown" for our upcoming Crown King's step Daughter.

So you guys may or may not hear from me as much as usual this weekend.
I will try to keep up in between periods of wood gluing...
Dangit. Thought for a moment there you were modelling something for a new quest you were working on.

Guess the wood glue comment kinda indicates it's for your SCA stuff, not for us, huh?

I'll be over here sulking like a Crown King's step Daughter.....

I do not want to fill up the INI with this kind of thing.
Could use OBSE's function for telling if another mod is loaded and not give the spell if Display Stats is running. No INI, no need for the merchant, but allows everybody to have the necessary information.

Good test run for those OBSE functions for detecting other mods as well.
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YO MAma
 
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Post » Tue Sep 28, 2010 3:26 pm

Oblivion Child's Thrown?

ooooooohhh....mmmm....A lord of the flies village populated with dangerous childern... :evil:

Dangit. Thought for a moment there you were modelling something for a new quest you were working on.



VERY GOOD IDEA!
(have to add your name now to the mod author section of the read me file...)

Could use OBSE's function for telling if another mod is loaded and not give the spell if Display Stats is running. No INI, no need for the merchant, but allows everybody to have the necessary information.
Good test run for those OBSE functions for detecting other mods as well.

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suzan
 
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Post » Tue Sep 28, 2010 7:30 pm

Good test run for those OBSE functions for detecting other mods as well.

Not that "IsModLoaded" needs more testing. I guess I have more than 50 lines of it in my mods by now, and have an idea for a new little mod that would use it a good deal too. :)
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saxon
 
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Post » Tue Sep 28, 2010 7:08 am

Not that "IsModLoaded" needs more testing. I guess I have more than 50 lines of it in my mods by now, and have an idea for a new little mod that would use it a good deal too. :)
I meant more that it would be a nice simple thing to start with in using those functions. Duke Patrick mentioned having some ideas for using them in the Display Stats thread, and a nice simple "If mod isn't loaded, add spell, else don't" is a good way of making sure you've got the syntax right. Especially since if the test fails, you just get the spell anyway.
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Lauren Denman
 
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Post » Tue Sep 28, 2010 11:39 pm

yes, I notified him about this days ago.
But at the time he must have been very busy because correspondence was slow ( I had to wait a little for his return messages.)


Sorry about that. I've been working nearly 80 hours a week of late and so haven't had much time for modding. I live in Nashville, TN and my occupation was severely impacted by the recent flood. The updates for CoC took an Act of God. ;)

Anyhow, I'm looking into the conflicting area and will try to work something up sometime this week.
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GRAEME
 
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