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

Post » Tue Sep 28, 2010 5:35 pm

Duke - I love your mods, and your actors can miss is one of the most needed tweaks this game now has thanks to you! :foodndrink:

I have a niggling question - the last time I played your Combat Archery mod, I loved the various features (chance to stumble while moving backwards, arrow draw and chance of missing), but was concerned about the high damage values given for bows and arrows. Most of my creature kill were one shot hits, even at a fairly low level PC.

Is there a way I can tweak the damage of bows/arrows through an ini - or maybe let FCOM OMOBS or another system take over the damage factor, while keeping other features?
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Marie
 
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Post » Wed Sep 29, 2010 2:15 am

Duke - I love your mods, and your actors can miss is one of the most needed tweaks this game now has thanks to you! :foodndrink:

I have a niggling question - the last time I played your Combat Archery mod, I loved the various features (chance to stumble while moving backwards, arrow draw and chance of missing), but was concerned about the high damage values given for bows and arrows. Most of my creature kill were one shot hits, even at a fairly low level PC.

Is there a way I can tweak the damage of bows/arrows through an ini - or maybe let FCOM OMOBS or another system take over the damage factor, while keeping other features?

Yep, it's in the ini. By default it is set to x7 whatever damage is at the moment.

PS It's meant to be like that (high damage) & other features hinder you to balance it out.
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Katie Samuel
 
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Post » Tue Sep 28, 2010 11:36 pm

I've got a very substantial feature request. I think with the advent of quiver limit the one feature Oblivion marksman experience severely lacks is filling the quiver with mixed type arrows. !!!
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Mr. Ray
 
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Post » Tue Sep 28, 2010 9:41 pm

I dont know if its just me .. but it seems that I suffer no downside when shooting using Bound Bow with bound Arrow spell from Surpreme Magicka .. it seems to be calculated (there's the {} at the end of the bow and arrow) but shooting with the bound bow feels like the default bow.. no lose fatigue .. i can move around without missing ...

This is from version 2.3 .. Altho, it seems that you already upgrade it to 3.1 .. So I'm not sure.. Sorry if it was already handled.. I just found out that the latest version is not the one I'm using (I got mine from Arwen's mod list)
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Tanya
 
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Post » Wed Sep 29, 2010 12:10 am

If you got this mod anywhere but on TesNexus is it WAY out of date and actually not even the same mod.
"SCA Combat Archery" mod is Obsolete now.

This mod is a new one and called "Combat Archery" now.

But I will be moving this mod to Tes Alliance soon.
That will be the ONLY place you will be able to download my "non-casual" mods.


I dont know if its just me .. but it seems that I suffer no downside when shooting using Bound Bow with bound Arrow spell from Surpreme Magicka .. it seems to be calculated (there's the {} at the end of the bow and arrow) but shooting with the bound bow feels like the default bow.. no lose fatigue .. i can move around without missing ...

This is from version 2.3 .. Altho, it seems that you already upgrade it to 3.1 .. So I'm not sure.. Sorry if it was already handled.. I just found out that the latest version is not the one I'm using (I got mine from Arwen's mod list)

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Andrew Tarango
 
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Post » Wed Sep 29, 2010 2:22 am

That would be assume! I wish it were possible.
The only way I can imagine it would be that the player would grab them at random, no choice as to which type you grabbed.

Other than that it would be a complicated system of menus in menus (like TheNiceOnes Stats mod) which require good knowledge of the the external xml files. I do not posse that knowledge. I would bet even if I did this it would conflict with the Stats mod.


I've got a very substantial feature request. I think with the advent of quiver limit the one feature Oblivion marksman experience severely lacks is filling the quiver with mixed type arrows. !!!

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Pants
 
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Post » Wed Sep 29, 2010 7:55 am

I am considering changing the fatigue drain calculations for the bows so that they drain your fatigue to 10 percent in 10 to 100 seconds depending on your strength and th bow strength.

This would mean that no mater what your fatigue bonus and fatigue recharge rates are your would always drop your fatigue rock bottom in 10 to 100 seconds.

This would stop a lot of players asking the same question as to why the bows do not drain their fatigue. But it would also means all bows and ALL strength PC would be effected no mater what your magic or race or what ever fatigue bonuses you have.

I am trying to decide on this...
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Caroline flitcroft
 
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Post » Tue Sep 28, 2010 7:28 pm

That would be assume! I wish it were possible.
The only way I can imagine it would be that the player would grab them at random, no choice as to which type you grabbed.

Other than that it would be a complicated system of menus in menus (like TheNiceOnes Stats mod) which require good knowledge of the the external xml files. I do not posse that knowledge. I would bet even if I did this it would conflict with the Stats mod.

Alright, then. How about a completely menu-free workaround? Instead of creatng one limited in-game quiver to hold, say, 20 arrows, can you make your mod to count the total number of arrows outside the arrow case? If it's below 20 in total, they are protected as if they were in one proper quiver. And one can select any just as it is in unmodded Oblivion. There would probably be a bit of a coding problem - any bunch of arrow would in effect be like an additional quiver you're free to switch to, except its limit would be dynamic (20 minus the sum of all other "virtual quivers"), but the UI would be 100% Vanilla with no menus for you to code. How about it?
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Andy durkan
 
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Post » Wed Sep 29, 2010 2:01 am

I need to think about as I am not sure that will work or if I want to do that much revising, or even if I want to do that at all. If you do not hear me post anything about this it means I decided not to try it for the foreseeable future.


Alright, then. How about a completely menu-free workaround? Instead of creatng one limited in-game quiver to hold, say, 20 arrows, can you make your mod to count the total number of arrows outside the arrow case? If it's below 20 in total, they are protected as if they were in one proper quiver. And one can select any just as it is in unmodded Oblivion. There would probably be a bit of a coding problem - any bunch of arrow would in effect be like an additional quiver you're free to switch to, except its limit would be dynamic (20 minus the sum of all other "virtual quivers"), but the UI would be 100% Vanilla with no menus for you to code. How about it?

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Angus Poole
 
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Post » Wed Sep 29, 2010 6:10 am

New home for the Duke Patrick combat Archery mod is now at Tes Alliance:

Get it here:

http://www.invision.tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery-31a/


If you see my Combat Archery mod available at any other web page it is illegitimate, an old venison against my wishes and I will not give tech support on it at all.
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Eire Charlotta
 
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Post » Tue Sep 28, 2010 6:57 pm

Brilliant, glad you found a new home for this you're happy with.

Is this still the same version posted as zzz123 3p1a, or does it now include the minor tweaks mentioned previously which you considered not worth an update for the time being?
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Hot
 
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Post » Tue Sep 28, 2010 9:05 pm

minor tweaks mentioned previously which I considered not worth an update ???
Sorry I am not remembering, this at all please refresh my memory on this...

But no it is the same esp from TesNexus I just moved it, that is all as I have my hands full with the Hypothermia mod.


Brilliant, glad you found a new home for this you're happy with.

Is this still the same version posted as zzz123 3p1a, or does it now include the minor tweaks mentioned previously which you considered not worth an update for the time being?

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Crystal Birch
 
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Post » Tue Sep 28, 2010 11:25 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.


Yep I have been watching the Hypothermia mod, very interesting, I think I will be installing and testing too.

Something you may not have noticed TheNiceOne may be updating Display Stats to incorporate the contents of the arrow case (amount and different arrows contained) when you hover your mouse over it. Dont know how successfull he has been but the last word was he was looking into it.
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Trevi
 
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Post » Tue Sep 28, 2010 9:16 pm

oh...yes Sorry i did not remember that.

It is not an important update. But the next revision I upload to Tes Alliance will have the new Nif and other little things in it. It is no big deal so do not worry about it for now.
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Tinkerbells
 
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Post » Wed Sep 29, 2010 10:55 am

I just wanted to take another opportunity to say how cool your mod ideas are and how much I enjoy them. Thanks for making playtime (rare as it is) a really freaking memorable experience!
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maria Dwyer
 
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Post » Wed Sep 29, 2010 2:26 am

Thank you for your kind words and for letting me know that my vision of the combat is fun (and not just more realistic). Not sure why but your comment touched me in a particularly positive way. Maybe it is because I have always thought the real life SCA combat was fun and if I could replicate the real life experance of the combat in a computer game I would have a winner.

I just wanted to take another opportunity to say how cool your mod ideas are and how much I enjoy them. Thanks for making playtime (rare as it is) a really freaking memorable experience!

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Ross Zombie
 
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Post » Wed Sep 29, 2010 8:46 am

I use the latest version of your combat archery mod from tesalliance i looked into obse.log after playing the game with your mod and :

plugin did not read all of its data (at 00000000000099A7 expected 00000000000099A8)
Error in script c2000804
Operator := failed to evaluate to a valid result
File: Duke Patricks - Combat Archery.esp Offset: 0x00FA Command: Let
Error in script c2000804
An expression failed to evaluate to a valid result
File: Duke Patricks - Combat Archery.esp Offset: 0x00FA Command: Let
Error in script c2000804


after that a 2 page loop of the same error.

A thing i'd like to ask is why did you decide to disable the nearest combat target ai feature in the script moreai.
I turned it on and it seems to work fine or does it?
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Sarah Evason
 
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Post » Wed Sep 29, 2010 8:31 am

This mod rocks ! I'd like to use it with FCOM , what ini settings would you recommend ?
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Vera Maslar
 
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Post » Wed Sep 29, 2010 5:24 am

Hi, this mod does indeed rock XD but,

i have a problem, every time, while i am already playing, when i load a save game, it says blabla password ini file bla not found and so on.
The popup repeats itself continuously, and i have of course set that password.
This only happens if i load a savegame from within the game.
Now i have to restart oblivion every time i want to load a savegame.

Is this a bug? Is it suposed to happen? Am i doing something wrong?
I think maybe my savegame is broken somehow -,-.
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SEXY QUEEN
 
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Post » Wed Sep 29, 2010 11:22 am

Hi, this mod does indeed rock XD but,

i have a problem, every time, while i am already playing, when i load a save game, it says blabla password ini file bla not found and so on.
The popup repeats itself continuously, and i have of course set that password.
This only happens if i load a savegame from within the game.
Now i have to restart oblivion every time i want to load a savegame.

Is this a bug? Is it suposed to happen? Am i doing something wrong?
I think maybe my savegame is broken somehow -,-.



That was a problem a few releases back, are you using the latest 3.1a http://www.invision.tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery-31a/

Depending on how old your version is you may have to find the password again, and read up on changes. Dont forget the clean save routine too :) (Un-install old verion, load game, wait couple of minutes, save game. Install new version, enter password in ini, boss load order, rebuild bashed patch if using wrye bash, and play).

It was moved to that site because people were not reading the included readme.
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Josee Leach
 
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Post » Wed Sep 29, 2010 1:17 pm

i do have and use 31a, sry i did not mention that

edit
I'm soooo stupid.
While using the new version 31a, i did not read the new readme, instead i read the old one again and thus i did indeed use an old password.
You may kick me for the rest of this day -.-
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Phoenix Draven
 
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Post » Wed Sep 29, 2010 6:40 am

You may kick me for the rest of this day -.-


I think that would be spooky's privaledge :) Spooky, over here! :lol:

Its easy to miss, but occasionally spooky will be changing it to ensure any changes in the readme are noted.
Glad you found it.
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JERMAINE VIDAURRI
 
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Post » Wed Sep 29, 2010 11:45 am

NEW REVISION 3.2

Rev 3.2 Agility and Marksman now have a bigger impact on reducing the momentum penalty.


Get it here:
http://www.invision.tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery-32/

New case sensitive Password is:

IReadIt
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Kay O'Hara
 
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Post » Wed Sep 29, 2010 7:10 am

Yum, more refinements - Installing.. :twirl: (Would prefer a 'Jumps and clicks his heals' smiley but twirl is close enough :) )

Going to be giving this a workout along with.. a few other things tonight. Thanks spooky.

Edit: Like the idea of the packaging - Minor suggestion, call the readme "Duke Patricks Combat Archery - README for Password.txt"
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Anna Kyselova
 
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Post » Wed Sep 29, 2010 1:19 pm

Another excellent suggestion! I will do this.

THANKS! :wave:

Yum, more refinements - Installing.. :twirl: (Would prefer a 'Jumps and clicks his heals' smiley but twirl is close enough :) )
Edit: Like the idea of the packaging - Minor suggestion, call the readme "Duke Patricks Combat Archery - README for Password.txt"

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Wayland Neace
 
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