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

Post » Tue Sep 28, 2010 10:41 pm

The quiver/case broken arrow aspect of this mod is quite an interesting idea, and I know you've touched on alchemy in another of your mods, but what about carrying too many potions/poisons? Seems like having a lot of glass bottles around would be a liability if you are tripping and falling or getting bashed hard enough to break arrows. And for added fun, what's the chances of a broken bottle of poison nicking you (or just spilling onto a wound) and introducing some of that poison into your system (same could be said about potions).
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Sarah Unwin
 
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Post » Tue Sep 28, 2010 4:12 pm

Oh man you would not believe this! After buying the materials (not cheap) and putting in 2 days of work on the Child's Thrown I got a call from friends (who I was doing this for) telling me to stop the project because someone else already did it and presented it as a gift to their Majesties. :banghead:

No good deed goes unpunished!

So I am back to modding, I will still finish the chair a little at a time to try to sell it (and to try to keep from losing my prop making skills too quickly) to get the money back out of the materials. But the fire to finish the project is gone. So for now I will get a new version of Combat Archery ready to upload. This will have code in it to work with TheNiceOne's Stat Display. And Will try to detect his mod so that I can stop the bow health spell from being given to the player by my mod.
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Fanny Rouyé
 
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Post » Tue Sep 28, 2010 7:53 am

Would be pretty if you can implement a system like Enhanced Economy.
Enhanced Economy has an option where you can choose the prices of every vendor's items, when you click R inside your inventory screen (choose OOO prices, or Fran prices, or Vanilla prices, etc).
Of course this will not be a repricing on-the-fly system, but a change on-the-fly attribute arrow system.

You should made a special .INI where the player can find something like this:

"Iron arrows SCA attributes"
.........
"Silver arrows SCA attributes"
........
Dwemer arrows SCA attributes"
.......
etc

Under singole "-Vanilla arrow name- SCA attributes", the mate can insert the name of arrows from another mods (like armamentarium o Realsword)
The custom arrow from another mod, named like "Duck green arrow" or "Gnoll arrow" (so not touched by your mod because have not keywords inside name or ID, like "iron" "stell" "bone" "wood") if writed under "-Vanilla arrow name- SCA attributes", will take the attributes (speed, damage, etc) of -insert vanilla arrow name here-
For example: the "Gnoll arrow" has 300 damage and a impressive speed, while the daedric arrow touched by your mod has 80 damage and a medium-fast speed. If the player want change the "Gnoll arrow" attributes, can write the name "Gnoll arrow" under the "Iron arrows SCA attributes" inside this special INI. All arrows named "Gnoll arrow" will take the attributes of iron arrows, so no more with 300 damage and an unrealistic speed fly, but a realistic damage and a slow speed (like iron arrow)
It's a possible feature ? Is Limited by OBSE engine / Limited by CPU processing ? What do you think about that, Duke Patrick ?
I hope you can understand what i mean...my english is poor sorry :spotted owl:
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Helen Quill
 
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Post » Tue Sep 28, 2010 9:41 am

I will take it under consideration.


Would be pretty if you can implement a system like Enhanced Economy.
Enhanced Economy has an option where you can choose the prices of every vendor's items, when you click R inside your inventory screen (choose OOO prices, or Fran prices, or Vanilla prices, etc).
Of course this will not be a repricing on-the-fly system, but a change on-the-fly attribute arrow system.

You should made a special .INI where the player can find something like this:

"Iron arrows SCA attributes"
.........
"Silver arrows SCA attributes"
........
Dwemer arrows SCA attributes"
.......
etc

Under singole "-Vanilla arrow name- SCA attributes", the mate can insert the name of arrows from another mods (like armamentarium o Realsword)
The custom arrow from another mod, named like "Duck green arrow" or "Gnoll arrow" (so not touched by your mod because have not keywords inside name or ID, like "iron" "stell" "bone" "wood") if writed under "-Vanilla arrow name- SCA attributes", will take the attributes (speed, damage, etc) of -insert vanilla arrow name here-
For example: the "Gnoll arrow" has 300 damage and a impressive speed, while the daedric arrow touched by your mod has 80 damage and a medium-fast speed. If the player want change the "Gnoll arrow" attributes, can write the name "Gnoll arrow" under the "Iron arrows SCA attributes" inside this special INI. All arrows named "Gnoll arrow" will take the attributes of iron arrows, so no more with 300 damage and an unrealistic speed fly, but a realistic damage and a slow speed (like iron arrow)
It's a possible feature ? Is Limited by OBSE engine / Limited by CPU processing ? What do you think about that, Duke Patrick ?
I hope you can understand what i mean...my english is poor sorry :spotted owl:

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Ladymorphine
 
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Post » Tue Sep 28, 2010 8:33 am

Version 3.1 is uploaded. But to a new place. It is still on TesNexus (for now).

Get it here:

http://www.tesnexus.com/downloads/file.php?id=32142

Under file name zzz123

Mod has been updated to work with the updated Display Stats by TheNiceOne
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sas
 
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Post » Tue Sep 28, 2010 4:30 pm

Thanks for this.

So which xml file should load last this or the Display Stats one?

And you mislabeled the archive as version 1.3 - fyi.
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Neil
 
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Post » Tue Sep 28, 2010 8:31 pm

sorry, that xml file should not be in the files, that was in there back when I and TheNiceOne thought I could change the arrows case name from my mod only. I will remove that and change the 1.3 mis name as well.

It will be called 3.1a


Thanks for this.

So which xml file should load last this or the Display Stats one?

And you mislabeled the archive as version 1.3 - fyi.

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Tina Tupou
 
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Post » Tue Sep 28, 2010 3:53 pm

new code for 3.1a becasue of a selfish player: Six Five Four
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Dark Mogul
 
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Post » Tue Sep 28, 2010 10:57 pm

Oh man you would not believe this! After buying the materials (not cheap) and putting in 2 days of work on the Child's Thrown I got a call from friends (who I was doing this for) telling me to stop the project because someone else already did it and presented it as a gift to their Majesties. :banghead:


:swear: As Dennis Hopper would have said "Man, that svcks".
I just wanted to thank you for this excellent mod and your continued work on polishing it. Before my new install I used.... and you know what, I've forgotten it's name because I can't find it when I search on the net or on my HD, typical. Anyway I was all over that thread making silly suggestions (well some might not have been that silly) but with your Archery Mod I can finally just enjoy a perfect experience :foodndrink:

I wish I could standardize your game settings and restrict other mods from dictating your fatigue recovery speed so that the fatigue drain would always be a slow but noticeable effect on your green bar, but would you really want this mod to do that with your game settings?

I am using ABO's realistic fatigue and Picador's Betterblocking (that drains allot more fatigue) so I really have to keep an eye on my fatigue level.
One problem with Oblivion (and games in general) is the disparage between high level personal traits and low level. If the difference in fatigue level and health would be less between high and low level it would be easier to fit mods that adjust those values into the mix. As is, right now the starting 15 fatigue points when blocking (betterblocking) is a big challenge for my low level (2 with nGCD) character; but when I level up and get insane amount of fatige points this will be like spitting in the ocean - it wont affect me at all. So I will have to "up" these values as I play and level up! This is no easy problem to fix since there are so many variables to consider, but I really feel that the higher level characters need to be nerfed.

Cheers!
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Joanne Crump
 
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Post » Tue Sep 28, 2010 8:25 pm

new code for 3.1a becasue of a selfish player


Thank you for the update spooky, I saw that and started responding on your behalf while busy over the weekend but then I cancelled my last post there before posting, if some individuals cant respect the warning and modders wishes its probably for the better. AlienSlof has pretty much done the same for quite a while now, talk to the hand the discussion is closed (some of her material gets quite strong immature reactions), the readme becoming the only source of information for changes/features/updates.

Edit: And the integration with display stats working as it should here, no spell added
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SamanthaLove
 
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Post » Tue Sep 28, 2010 11:51 am

Don't know what kind of mess you're dealing with now, but you have my sympathies.

I have an idea about something and I was looking for a bit of feedback.

Wrye Bash has a little used, but super useful, function where you can export the stats for items, modify them as a spreadsheet and then re-import them into the bashed patch (or even the original mods if you want, but not in this case). The best part about it is that if the spreadsheet contains items from mods you don't have, they are simply ignored.

So I was thinking about exporting all the arrows from every mod I have, and eventually every mod I can find with new arrows, deleting the ones that are already covered by your mods functions, and then balancing the remaining ones to match your mods settings.

With this imported into people's bashed patch, the "base" settings for the arrows should all be balanced with each other and with your game settings. The INI controlled multiplier will be on top of that of course, so they should remain balanced no matter what setting the player chooses.

Can you, Duke Patrick, or anyone else see a problem with this idea?

If I do it, I'll probably need some input to go with my own research, but it should allow your mod to be balanced with every arrow adding mod out there without you having to add explicit allowances for those mods. At least for Wrye Bash users.
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Bereket Fekadu
 
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Post » Tue Sep 28, 2010 9:15 am

Oh and before I go testing found something last night which might be interesting for Spooky...

Have a watch of the video for Three_Bows http://www.tesnexus.com/downloads/file.php?id=32131
Not particularly my type of thing but the interesting part was how the homing arrow path for multiple projectiles was achieved

I am not suggesting that Combat archery should have another dependancy for any reason, but Spooky check out ALGOHOL
ALGebraic Operations Helper Oblivion Library
http://www.tesnexus.com/downloads/file.php?id=13337

It may come in handy for any ambitious future mathematical wizardry in mods you might envision.
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Kellymarie Heppell
 
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Post » Tue Sep 28, 2010 4:17 pm

....

It's a nice idea. I don't know about that wrye bash feature, until now of course :P .
What Excel's version do you use, Showler (or what kind of program..) ?
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Miss Hayley
 
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Post » Tue Sep 28, 2010 11:39 am

I'm just using the 2010 beta right now, but the export format for WB is CSV, which can be read by just about anything.
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Miranda Taylor
 
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Post » Tue Sep 28, 2010 3:36 pm

That is easy, (and sounds fun to make) and I can have it light some things on fire as well, but isn't their already a mod like that?


Ages ago I made a mod that included a fire arrow that lit up the area where it hit. You are welcome to use it in your mod if you wish although I'm sure the scripting could be much better - it was my first and only released mod!

http://www.tesnexus.com/downloads/file.php?id=19420

I don't know how well it would integrate but it uses a trigger zone to detect when the arrow hits a wall and then drops a lit arrow mesh with an attached light at that spot in exactly the same way that drop lit torches works. As of now it just has a quest script that auto makes one fire arrow from a regular arrow and a torch so that you always have one (or two in another version).

The arrow mesh was donated by bnnfish so you might wish to check with them about permission but I'm sure they'd be fine with it being used.
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Taylor Thompson
 
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Post » Tue Sep 28, 2010 11:22 pm

Adventures in the land of Combat Archery - This 3.1a version is superb, everything working as advertised so far.

And at last I have had my first positive critical hit on an Argonian bandit - Frightened the life out of me first time, I thought someone had snuck up behind me and was in mid-swing with something horrible bearing down on the back of my skull ... "HAHAAA! TAKE THAT!".

I play with no music, and so no battle sounds to warn of danger out of your field of view, just the sounds of nature and weather, so the sudden exclamation for criticals I had forgotten about and was not expecting. Nice. The bandit went down stunned after the first critical, then I got another arrow in before he could fully recover and knock ten bells out of me (TIE powered bandits not levelled - I have to be careful)

The Three_Bows mod mentioned earlier, I have been dabbling with the CS. After mentioning it earlier I took another look and quite fancied the normal wooden re-curve ZTBow, so decided to give converting it for personal use without the dependancy on ALGOHOL a go. It was a bit overpowered, so adjusted it to the same base settings as a Grummite bow (and its not enchanted so room for upgrade later), I now have a Chest in Arena which just holds that one bow, and all references to scripts, arrows and the other two special bows removed.

Its a bit strong for my new low level character, with Combat Archery fatigue drain I can draw fully with approx 4 seconds to refine aim (have to lower aim slightly before drawing to compensate for the lift during the draw, the apex of which if I get it right is high enough to allow for the arrows arc falling enroute to the target), and let loose before over fatigued and knocked back, so getting two arrows in to finish off that potentially dangerous quarry was quite a moment. Add the critical exclamation in there just after the first shot which startled me, I decided to take aim for the second shot figuring what I thought was an unseen enemy was too close for me to turn and deal with... the blow never came, my quarry went down, and with that the realisation that it was a critical sound my PC had made dawned on me. Felt good. And relieved.

Just one complaint here - this mod should come with a spare pair of underwear.

The new arrow case, in fact all recent developments are working as expected, and because of these the imposed self moderation of arrow quantities has stopped me having any unexpected over-encumbrance moments. As my game advances I will probably start dropping all types of arrows in the case and probably go over my limit a bit, but the changes do make the player a lot more conscious of how much you can carry and will lower incidence.
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Nana Samboy
 
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Post » Tue Sep 28, 2010 9:54 pm

Sorry it took me a while to reply. I am involved in politics and was busy with the elections.

I do not use Bash, but from my understating you are making a patch. Patches never worked very well in the past with my new Dynamic on the fly weapon morphs. One of the issues is that my script will process the weapons after your weapon changes unless you are sure you do the morphs exactly right to match the numbers my script is looking for. I would shy away form this myself, but I do not want to discourage you completely.

Psymon is a good one to ask about this as he has had a lot of experience in this area with my mods and Bash.

I would rather be given the data I need to update My mod's scripts (such as new materials names or new crafter names.)


Don't know what kind of mess you're dealing with now, but you have my sympathies.

I have an idea about something and I was looking for a bit of feedback.

Wrye Bash has a little used, but super useful, function where you can export the stats for items, modify them as a spreadsheet and then re-import them into the bashed patch (or even the original mods if you want, but not in this case). The best part about it is that if the spreadsheet contains items from mods you don't have, they are simply ignored.

So I was thinking about exporting all the arrows from every mod I have, and eventually every mod I can find with new arrows, deleting the ones that are already covered by your mods functions, and then balancing the remaining ones to match your mods settings.

With this imported into people's bashed patch, the "base" settings for the arrows should all be balanced with each other and with your game settings. The INI controlled multiplier will be on top of that of course, so they should remain balanced no matter what setting the player chooses.

Can you, Duke Patrick, or anyone else see a problem with this idea?

If I do it, I'll probably need some input to go with my own research, but it should allow your mod to be balanced with every arrow adding mod out there without you having to add explicit allowances for those mods. At least for Wrye Bash users.

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Kayla Bee
 
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Post » Tue Sep 28, 2010 11:14 pm

Thanks! I found a very clever way (in my Double Nock mod) to get the ballistics needed for my arrow flight but being able to create it myself with mathematics would be great if I can understand the tool. I mean if that tool can make up for my lack of knowledge in the fancy math I will not mind making a requirement for my archery mods. But only if it adds more than just novelty.

Have you looked at the tool yourself at all?


Oh and before I go testing found something last night which might be interesting for Spooky...

Have a watch of the video for Three_Bows http://www.tesnexus.com/downloads/file.php?id=32131
Not particularly my type of thing but the interesting part was how the homing arrow path for multiple projectiles was achieved

I am not suggesting that Combat archery should have another dependancy for any reason, but Spooky check out ALGOHOL
ALGebraic Operations Helper Oblivion Library
http://www.tesnexus.com/downloads/file.php?id=13337

It may come in handy for any ambitious future mathematical wizardry in mods you might envision.

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x_JeNnY_x
 
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Post » Tue Sep 28, 2010 2:24 pm

Thanks Locksley, that is good to hear, (give me more encouragement to work out my issue with TesNexus users and the sites way of doing things as of late.)
and I agree with your assessment on the high and low difference in the stats issue.



I just wanted to thank you for this excellent mod and your continued work on polishing it. Before my new install I used.... and you know what, I've forgotten it's name because I can't find it

---SNIP---
(and more cool stuff)

Cheers!

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Becky Cox
 
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Post » Wed Sep 29, 2010 12:01 am

I may not be able to jump on this right away but I am interested in making a mod that would cover this. It would probably not be a feature in combat archery for the same reason my Double Nock arrow mod is not. But if it works out well and most players think it should be part of Combat Archery then maybe.

My Idea for this would be as follows:

Flaming arrows would catch grass and “bush” barrels and crates and maybe trees on fire. This fire would be hot enough to cause damage to actors and act as a barrier to most enemies. Fire would last a very long time (for technical reasons) but when it was out the tree, crate or what ever would be incinerated (disabled). This is based on my work with my Dragon mod (my dragon could breath flames that would start forest fires).

Flaming arrows would cause fire damage to enemies (naturally) using a simple fire damage enchantment and a weakness to magic buff.

Flaiming arrow would light up dark areas as in your cool mod, thank you for the offer for me to study your mod for tips on this and the mesh. Although I may try to make my own just to get in more Blender practice time.

However you and your mesh makers will be given due credit either way. I will provide a link to your mod for those that may want to try your mod as well.

Thank you trav2


Ages ago I made a mod that included a fire arrow that lit up the area where it hit. You are welcome to use it in your mod if you wish although I'm sure the scripting could be much better - it was my first and only released mod!

http://www.tesnexus.com/downloads/file.php?id=19420

I don't know how well it would integrate but it uses a trigger zone to detect when the arrow hits a wall and then drops a lit arrow mesh with an attached light at that spot in exactly the same way that drop lit torches works. As of now it just has a quest script that auto makes one fire arrow from a regular arrow and a torch so that you always have one (or two in another version).

The arrow mesh was donated by bnnfish so you might wish to check with them about permission but I'm sure they'd be fine with it being used.

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NEGRO
 
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Post » Tue Sep 28, 2010 10:25 pm

OH thank god you told me about this. I was getting very worried about this. In my tests it works as intended but I have had a hard time landing a Critical shot in my personal game. However my stats are only above average and not great.

GOOD JOB jumping on the opportunity before it vanished! This was great timing and “combat awareness” on your part.
Your instincts not to turn around were correct in this situation but I may not have done that, I am hyper sensitive to any enemies getting behind me. Maybe I will add an archery version of my old Combat Geometry to this mod. I am not sure about that however.

Don't know if it really belongs or not in this mod.



Adventures in the land of Combat Archery - This 3.1a version is superb, everything working as advertised so far.

And at last I have had my first positive critical hit on an Argonian bandit - Frightened the life out of me first time, I thought someone had snuck up behind me and was in mid-swing with something horrible bearing down on the back of my skull ... "HAHAAA! TAKE THAT!".

---Snip---
(Lots of very great feedback!)



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IsAiah AkA figgy
 
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Post » Tue Sep 28, 2010 9:36 pm

Have you looked at the tool yourself at all?


Only out of passing curiosity/interest of its possibilities, and to study three_bows dependancy so I could extract that particular bow I wanted to modify for personal use minus the magical effects/arrows/scripts/extra bows.

To me the idea of multiple homing arrows with a freeze enchantment that take out a target in one shot guaranteed hit is just way too overpowered, the mechanics/application of that would be more appropriate incarnated in something like Fallout 3 for an expensive and rare multi-warhead homing missiles.

The odd single enchanted arrow which could seek a target (conan style, remember the snake turned into an arrow?) in Oblivions fantasy world would be okay if it was hard to acquire, but I doubt if I would use them, prefer ye olde worlde skill based archery, occasionally with poisons/gas applied - Thief stylee.
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Enny Labinjo
 
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Post » Wed Sep 29, 2010 1:08 am

Does this work with crossbows of cyrodiil? (if not I won't use the crossbows, this mod is what I was looking for for ages xD)
keep up the great work
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Soraya Davy
 
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Post » Wed Sep 29, 2010 4:22 am

Just wanted to say thanks for the mod. It really is incredible :)
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luis ortiz
 
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Post » Tue Sep 28, 2010 6:15 pm

Short answer is I do not know.
The last time I checked there was a small issue in that mod that prevented other mods from disabling the attack controls.
But you should check on that thread for that mod as it is a issue with CoC and I have no control over it.


Does this work with crossbows of cyrodiil? (if not I won't use the crossbows, this mod is what I was looking for for ages xD)
keep up the great work

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Matthew Barrows
 
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