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

Post » Tue Sep 28, 2010 11:28 pm

Thank you for letting me know froggymanner

I have made a few little upgrades in the mod but have not uploaded it yet as I am unsure how I am going to handle my issue with TesNexus.

But the changes are Minor, for example I replaced the Nif of a small utility activator from a tiny paintbrush to a null nif so there is nothing to see or "touch". Keep your eye on this thread for any mod unlock code changes. I will try to keep these at a minimum, my plan is only to change them when I am forced to.

I may be moving my mods to TessAlliance.
I am not entirely sold on TessAlliance. I have a small issue with their mod categories, as in there is no category for my mod types (game mechanic changes) and I would like to see the mod "browsing" system filled out some more. I find it hard to "breeze" thru the mods to decide on what to try. But most of all I would like to talk them into an addition to their download User Agreement before I move all my mods there.

Just wanted to say thanks for the mod. It really is incredible :)

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Paul Rice
 
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Post » Tue Sep 28, 2010 2:20 pm

I have been digging into my memories for additional features for this mod, but they must be beefy "real life moves" and not just "sweet" cake like features.

Here is one I am considering:

Skill to slap the incoming arrow out of the air with the bow. This is a type of PARRY not a block.
Block is when an attack "happens" to hit some part of the weapon or shield.
Blocking "chance" can be increased with skill, holding the shield in a particular way can give you more or less coverage of the angles of attack to your body.

But a parry is when you actively counter the attack with the weapon or shield.

My plan is to give you a timed window of opportunity (press your block button at the right time) HOWEVER the "right time" is made bigger / easier when your Characters skills are better.
So at low skill levels you will have an extremely tight window to succeed at this but at higher skill levels the window will be hard to miss.

If you succeed at slapping the arrow with the bow the arrow will deflect and you will take no damage at all.
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Joie Perez
 
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Post » Tue Sep 28, 2010 7:28 pm

Hi Duke Patrick, thanks for the Archery Mod, this certainly has become a requirement for my character's Oblivion. Do you have any plan to upgrade your SCA Melee Combat mod? That is another one great mod of yours on my load order that can become even better with some polishing.

By the way, I read that you have a bit of a trouble with mirror or hosting site, if I may suggest, perhaps you want to consider adding your mod to http://www.moddb.com/games/oblivion/mods. I used to host a mod for another game many years ago and it was a great hosting site for mods indeed, not just for Oblivion, but for many others.

I'm sure it's worth it ;)
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Lillian Cawfield
 
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Post » Wed Sep 29, 2010 1:53 am

Sorry, I realise I must solve this problem myself.
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Ella Loapaga
 
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Post » Wed Sep 29, 2010 4:53 am

I may be moving my mods to TessAlliance.
I am not entirely sold on TessAlliance. I have a small issue with their mod categories, as in there is no category for my mod types (game mechanic changes) and I would like to see the mod "browsing" system filled out some more. I find it hard to "breeze" thru the mods to decide on what to try. But most of all I would like to talk them into an addition to their download User Agreement before I move all my mods there.


If you shoot me a PM addressing your precise concerns/ideas about the download system on TESA I can answer your questions and will see what can be done to accommodate your needs. :foodndrink:
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Bedford White
 
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Post » Tue Sep 28, 2010 3:27 pm

IF you use companions mods you must also use Friendship Ring For Companion Detection. But even with this mod Companion mods may conflict with this mod.


Could you elaborate on the companions part?


What's the deal with the password protection in the mod anyway?
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Kate Murrell
 
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Post » Tue Sep 28, 2010 2:21 pm

Companions use to be very simple and their modded AI had little chance of overwhelming or conflicting with existing vanilla AI or even other mods temp AI tokens. These days Companion mods have become very complicated and in some cases bloated with new, extremely powerful OBSE commands that can remove other mod's AI tokens, take over AI packages and cannibalize other mods AI Scripts. Consequently companions have the potential for serious conflicts with other mods that try to work its magic on them. Now this is perfectly workable with well planed and complicated scripting. But the more "tricky" the mod is the more often a detailed Read Me file is needed as well.

What happens when there is a detailed Read Me file necessary to run a mod properly? Well let me answer that with my favorite "mod consumer" quote:

"why should I read a read me file just to run a mod?"

I see little logic to burning hundreds of hours of my free time making overhaul mods to get grief from the people that do not read read me files.

Until I find a mod upload site that has in their User Agreement that the mod user must agree to read the read me files (or risk being banned from further downloading) I will not be uploading any non-casual mods with out password protection. The password is not hidden, it is not given out to only those I select, it is available to anyone that reads the read me file. The files are not protected, you can see all my source code, the mod will just not start up if you do not put the password in the INI file. I was the first to start doing this a few years ago and it has proved to do what it is intended to do. Some other modders have started to do this as well. But it cuts down on the mods getting downloaded and voted on so the trade off is not worth it to many modders. It is worth it to me as I do not make mods to be popular.

I make mods to test video game ideas I have had for over 30 years. Until Oblivion came along I could only write them on paper. Oblivion is made to be modded, it is the first modding community I have seen where the creative original ideas type person AND the master of logic technical genus can both find common ground.

It is my free time I am using to support the mods. Time I would rather use to to make more mods. Is it fair for me (and to other players that are waiting for me to finish my upcoming mods) to waste my free time answering questions that are already answered in the read me file?

Or to have my unpaid hours of work lambasted ONLY because they damaged their save-game loading a mod with out knowing what the mod is going to do or cant do?

I would rather my mods just be ignored by mod consumers if they are not going to spend 1/10 the time on my mod (reading the instructions) as I did to make the mod using my vacations days, weekends, holidays and hours I should be sleeping.

I will assume your question about the password was sincere and not a "remark". So I apologize if I sound like I am "ranting" at you. It is just that this is a big pet peeve for me.

I only use 1/4 the mods and modding tools I would like to use because I have not read the read me files for them yet! The mod and the modders that make them deserve better than for me to just shovel them onto my game like "unlabeled" condiments on a hot dog from a quicky mart.

Could you elaborate on the companions part?


What's the deal with the password protection in the mod anyway?

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Connie Thomas
 
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Post » Wed Sep 29, 2010 4:56 am

I understand.

Thank you for your time!
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Liv Staff
 
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Post » Tue Sep 28, 2010 9:24 pm

I used this mod with ultimate third person camera(i didn't use the ini included) and it it was really fun but really hard.

I downloaded the Duke Patricks Minimalistic Bottle Shoot Archery Practice so i could get some practice. This was the first time i used my brain to shoot something and it was so rewarding when i hit something especially with mods that adds lots of blood when you hit.

Thank you for this mod.
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Shirley BEltran
 
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Post » Wed Sep 29, 2010 4:40 am

Hi again Spooky, I believe I found a wee bijou bugette... although I think its actually Display stats not Combat Archery

Display Stats has an entry in its ini file to display Arrow Case limit.

Combat Archery has an ini setting to limit the Quiver, up to max 60, I have it set at the default 20

Hovering the mouse over the Arrow Case in my game shows the Arrow Case having a limit of 20, not the quiver.

Is Display Stats doing this wrong, I thought the Arrow case was supposed to be unlimited and the Quiver had the limit which makes you drop any excess you place in the quiver when you next draw an arrow. Seems like TheNiceOne got this the wrong way around to me, but just want to confirm with you first.
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Kelly Upshall
 
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Post » Wed Sep 29, 2010 5:24 am

It's showing your Quiver limit. The Arrow Case is unlimited.

Seems weird, yes, but might as well use that space to display your quiver limit since there isn't anything else to put there.
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i grind hard
 
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Post » Wed Sep 29, 2010 3:13 am

It's showing your Quiver limit. The Arrow Case is unlimited.

Seems weird, yes, but might as well use that space to display your quiver limit since there isn't anything else to put there.


Got it, there's no quiver as such to give a stat, they are just selected arrows so TheNiceOne has used the arrow case instead.. I just ammended my post in the Display stats thread with a small suggestion :)
http://www.gamesas.com/index.php?/topic/1093893-relz-display-stats/page__view__findpost__p__16054983
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Jessica Phoenix
 
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Post » Tue Sep 28, 2010 5:27 pm

Just dropped by to say thanks for this mod! I'm a traditional archer myself & this mod gives just the right feel to archery (almost real!).

I attempted to use "mighty bow damage bonus" & "archery rebalance" instead of DP Combat Archery to gain compatibility for Crossbows of Cyrodiil. No disrespect to those mods or thier authors but it made it feel like I was shooting a top of the line compound bow with carbon zero-g arrows!

So I dropped CoC & put this bad boy back on!

Brilliant, simply brilliant

EDIT: typo
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Kat Lehmann
 
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Post » Tue Sep 28, 2010 8:25 pm

Is it possible to use this mod along with Deadly Reflex? Also it seems it's down on Tesnexus (it's hidden...), and the update has been removed. If I remember correctly the password was in the update, so now I can't install the mod as I don't have the .ini password and no access to the update :/
Could someone upload it elsewhere and I'd be grateful.
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Susan Elizabeth
 
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Post » Tue Sep 28, 2010 2:45 pm

Is it possible to use this mod along with Deadly Reflex? Also it seems it's down on Tesnexus (it's hidden...), and the update has been removed. If I remember correctly the password was in the update, so now I can't install the mod as I don't have the .ini password and no access to the update :/
Could someone upload it elsewhere and I'd be grateful.


All Spooky's stuff is here....
http://www.tesnexus.com/modules/members/index.php?id=329734

Have a look at page 2 for zzz123 - Long story but Spooky got pee'd off with people not reading the readme and constantly asking the same questions answered in the same file. One user decided to reveal how to easily search for the password in the readme circumventing the whole object of putting a password in there... and down came the file.

Spooky may be moving all his files to a different site to afford more control over such issues, so keep an eye out for updates here.

Edit: Not sure about Deadly Reflex with this, I dont use it.
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gary lee
 
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Post » Tue Sep 28, 2010 8:47 pm

All Spooky's stuff is here....
http://www.tesnexus.com/modules/members/index.php?id=329734

Have a look at page 2 for zzz123 - Long story but Spooky got pee'd off with people not reading the readme and constantly asking the same questions answered in the same file. One user decided to reveal how to easily search for the password in the readme circumventing the whole object of putting a password in there... and down came the file.

Spooky may be moving all his files to a different site to afford more control over such issues, so keep an eye out for updates here.

Edit: Not sure about Deadly Reflex with this, I dont use it.

Yeah I found the zzz123, but the password is in another archive. In the 'updated' readme so to say, bloody had it a few days ago before I went for a complete re install, just my luck :P I'll just hope he releases the password in due time then.
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DAVId MArtInez
 
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Post » Tue Sep 28, 2010 5:08 pm

I DL'ed Duke Patricks Combat Archery 3.1a from zzz123 on the nexus & it's working fine! Just read the readme....................
(apologies if the one you DL'ed was different from the version I have)
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LuCY sCoTT
 
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Post » Wed Sep 29, 2010 12:09 am

The file you need to read is 'Duke Patricks SCA Combat Archery READ ME.txt', included in the 3p1a-32142.7z archive
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alyssa ALYSSA
 
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Post » Tue Sep 28, 2010 8:26 pm

The file you need to read is 'Duke Patricks SCA Combat Archery READ ME.txt', included in the 3p1a-32142.7z archive

I must be blind but I just can't seem to find it, is it one of SCAs Tesnexus mods?
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Ysabelle
 
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Post » Wed Sep 29, 2010 2:20 am

Tip: enter this into the address bar on your browser....

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

If you see a number after the mod name such as....
The file you need to read is 'Duke Patricks SCA Combat Archery READ ME.txt', included in the 3p1a-32142.7z archive

Note the number after the dash 32142 in this case so your address bar should look like this:

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

Alternatively READ THIS THREAD the link to the page is on here & all the information needed is in the readmes so READ EM! lol :laugh:

NOTE: Remove brackets from the beginning & end of the addresses I quoted.

It's a great mod & I'm sure you'll love it.
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LuCY sCoTT
 
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Post » Tue Sep 28, 2010 8:29 pm

Hello

I found an issue: when I aim with my bow with an arrow in it my fatigue does not burn... Even if I am a novice.
I tried to check the ini to configure the fatigue burning, but nothing happens.
Any idea on what's going on?
Thanks in advance ;)

(by the way, this is one of my most favourite mods. Keep up the great work :goodjob: )
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Manuela Ribeiro Pereira
 
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Post » Tue Sep 28, 2010 11:11 pm

Hello

I found an issue: when I aim with my bow with an arrow in it my fatigue does not burn... Even if I am a novice.
I tried to check the ini to configure the fatigue burning, but nothing happens.
Any idea on what's going on?
Thanks in advance ;)

(by the way, this is one of my most favourite mods. Keep up the great work :goodjob: )

Do you have high strength &/or endurance while using a weak bow? In which case you may be regenerating fatigue faster than you consume it. Also does the bow have {} in the name? If it hasn't then either DP's CA script hasn't got to it yet or the bow is not in the script (for example 'short bows' in my game remain untouched). I agree though awesome mod! Sorry if what I'm saying seems obvious but I thought I would chime in on this.
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NAtIVe GOddess
 
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Post » Wed Sep 29, 2010 5:45 am

Do you have high strength &/or endurance while using a weak bow? In which case you may be regenerating fatigue faster than you consume it. Also does the bow have {} in the name? If it hasn't then either DP's CA script hasn't got to it yet or the bow is not in the script (for example 'short bows' in my game remain untouched). I agree though awesome mod! Sorry if what I'm saying seems obvious but I thought I would chime in on this.



:lol:
As you read in the thread in which you replied me, I have the opposite problem: Strenght 33 and Endurance 29.
I was using the starting bow (rough iron bow or something like this).

Thanks for helping me
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Marnesia Steele
 
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Post » Wed Sep 29, 2010 3:12 am

er oh yeah :facepalm: lol. I wouldn't call what I offer as help just random (mostly obvious) thoughts really! As you have probably gathered, I'm certainly no expert! lol But you never know sometimes the basics get overlooked & my comments may trigger that ahha moment.
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lilmissparty
 
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Post » Wed Sep 29, 2010 3:28 am

There are a number of mods that cause the player to generate fatigue fairly quickly. If one of them is running you can rebuild fatigue faster than a really weak bow will consume it.
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Wayne W
 
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