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

Post » Tue Sep 28, 2010 12:13 am

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Jade Muggeridge
 
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Post » Tue Sep 28, 2010 9:53 am

I have no idea what that comment means.

I am pretty sure that error message is the one that is written when the player uses an older version of OBSE than the mod was made for. When one of the new commands (that is unknown to the old version) is detected, that is what the engine writes. So tell mibbles to upgrade to OBSEv18 and the error goes away :)
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Benito Martinez
 
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Post » Tue Sep 28, 2010 10:24 am

Had a feeling it might be nothing to worry about but just about to update all machines here for the family so being cautious.

@TheNiceOne - Really like the Display Stats, very nice and added to essential installs for me ( surprised I haven't noticed it before now :blush: ), just poked the BOSS thread with it too.
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Prohibited
 
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Post » Tue Sep 28, 2010 1:45 pm

Well I'll be blowed, I was a negative voter but I have to admit its pretty damn good, haven't had much play time with it yet but so far it seems to be behaving well.

And, one of these days I might remember to load the game and take out all the arrows I had stored in the case before upgrading ... thats twice :facepalm:
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Robert Jr
 
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Post » Tue Sep 28, 2010 6:55 am

And, one of these days I might remember to load the game and take out all the arrows I had stored in the case before upgrading ... thats twice :facepalm:
Was that with a clean install? I was thinking that it would be protected from that problem because the item is only a link to the real container, not the container itself, but a clean install would lose the arrows when the case disappeared, wouldn't it?
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Scotties Hottie
 
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Post » Tue Sep 28, 2010 1:53 am

Was that with a clean install? I was thinking that it would be protected from that problem because the item is only a link to the real container, not the container itself, but a clean install would lose the arrows when the case disappeared, wouldn't it?


Yes it was a clean install, on my laptop, spooky mentioned above probably no need but I have mods installed that could cause problems he would not experience so I always do a clean save routine. It makes it a bit more protracted upgrading for the other three users on the desktop too, need to go into their individual accounts, load each ones game after un-install, save after a few minutes, exit game and then do the same for the other two accounts, back to my admin account, install changes with new version, and update bashed patch if installing other updates, test changes. Then log back into each other account again, load bash to update their load order etc. Load their game, save.
Need now to add to that routine, while in the individual old save games, note to self - empty the case!.
Worst thing about the desktop is XP, old Athlon 64, AGP graphics card, IDE HD... and so slow logging in/out its painful - The last couple of updates to Combat Archery have been skipped on the desktop, but this ones definately going in.

Edit: Second thoughts, at the rate updates are coming recently and how new this version is might be wise to leave it a week for everyone else.
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FLYBOYLEAK
 
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Post » Tue Sep 28, 2010 2:16 am

Yes, turns out I may be wrong about how the speed of the bows can be changed in the game. If that is the case I will have a new update tonight in fact to patch this issue.

It is not a grave issue but it would mean that any mod you are using that changes the bow rate of fire could be ADDING extra time to my rate of fire producing much too long a delay between your arrow shots than I intended.

And this will absolutely need a clean install!


Nope, I just tried this and it will NOT need a clean install. The way TheNiceOne set up the script to change the bow attributes (he change my original script to be compatible with EE ) seems to do it immediately on first boot up of the game. So NO clean install will be need for the next version unless I do something else besides the rate of fire patch.
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emily grieve
 
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Post » Tue Sep 28, 2010 3:25 am

Hi

I just installed this mod and Im tweaking the ini file. I also have DReflex 250% so I fear both mods will be too much. From the ini file:

"set from 1.1 up to 10 to scale all bow damage!"

It is right or should it be "from 1 to 10"?
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ILy- Forver
 
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Post » Tue Sep 28, 2010 8:57 am

It's a multiplier. Multiplying anything by one accomplishes nothing. So, "1.1 up to 10" in order to actually have an effect.

I guess setting it to one would be the same as turning that feature off, but setting it lower than one would make bows less damaging.
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Project
 
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Post » Tue Sep 28, 2010 2:13 pm

If I set it to 1, I will still have 250% DR damage, right?
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Emerald Dreams
 
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Post » Tue Sep 28, 2010 6:08 am

If I set it to 1, I will still have 250% DR damage, right?
You should, I think. Looks like DR makes a change with a script since it works on mod added weapons.

That should be okay.
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Jessica Raven
 
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Post » Tue Sep 28, 2010 1:26 pm

I cannot release any more updates until I fix a new issue that I noticed came up in the last 2 weeks.
Somehow my script for denocking that has been working for years is not working as interned now.

Now when you denock you must release the attack button at just the right time or you will fire the bow.
The script works as I remember it (as intended) IF you are in third person but not in first person WTF???
There is a check to see if you are angled looking to the ground.

( player.GetAngle x ) > 87

How the hell this could be functioning differently now after years of it working fine I am baffled by.
I spent a couple of hours last night debugging but still have not found this new bug is yet.

So today I am running the denock script alone in a separate mod and turned off my Combat Archery mod to be sure it was not a conflict in the mod itself with new stuff.
So now it either conflicts with one of my other mods or OBSE is doing something differently than few weeks ago.

Anyone using my version of the Denock (looking down at the ground Denocks the arrow) that is built into this mod seen this bug in your own game?
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Dark Mogul
 
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Post » Tue Sep 28, 2010 6:20 am

I found the conflicting mod!

Sadly it is Crossbows of Cyrodiil.
I just loaded CoC 9.3 about two weeks ago, that was exactly when my issue started.
But I love CoC so I just had to do a test it to be sure!

My test:

scriptname aaatest

float fQuestDelayTIme
short doonce

begin gameMode
set fQuestDelayTime to 0.001

if doonce == 0
set doonce to 1
disablecontrol 4
endif

if iscontroldisabled 4 == 1 && doonce == 1
message "control is disabled"
elseif doonce == 1
messagebox"control is NOT disabled"
endif

end


With CoC loaded I could see the message that attack was disabled however the bow attack would still happen when I pressed the mouse attack button.

With CoC NOT loaded I would see the message that the control was disabled AND as it should be I could not fire my bow.

So until further notice CoC is incompatible with all my mods.

That really svcks!

:cold:
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kirsty joanne hines
 
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Post » Tue Sep 28, 2010 1:32 pm

That is sad news - I suspect though you will find a way around it.

I'd been playing a bit of Fallout 3 with the updated FWE, but put Oblivion for a while to test the denock and it works fine.
In fact I have COBL too and Wrye incorporated the older denock and they both work fine together. Either point down or use grab key.

What I am noticing is that I now have 3 auto-doublenock inventory items in my inventory. Hmmm?

Recently played through most of Tears of the Fiend - did they get added when I had two companions? Seems I cleaned saved the mod when updating to the newer arrow case version though - is it possible on clean saving that the inventory item is not removed (stored in save file or something)?
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Breautiful
 
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Post » Tue Sep 28, 2010 5:19 am

This is how I add the item:

if getgameloaded == 1 || GetGameRestarted == 1

If player.getitemcount aadpAutoDoubleNockItem == 0
player.additem aadpAutoDoubleNockItem 1
endif

endif


So the only way you could get 3 of this item is to remove the item from your inventory!
I made this item a quest item so you cannot do that manually!

That means you have a conflicting mod that dynamically removes/replaces OR cloneforms all/some of your inventory including quest items.

That is very very bad and you should find what mod in your load is doing that.
But I am not sure HOW a player (who is not proficient with reading scripts) would go about finding that "naughty" mod.
You would have to look as the script in your mods to find the remove commands and associated set quest flag commands.

In this ONE case I could add another check to see if you have a bow in your inventory first or add script to remove extra ones in your inventory. But many other mods add items in the same way I have shown above to the player. So you could end up with the same issue with other mods. If you have not seen this issue before then that could mean it is a mod you just added in the last 2 or 3 weeks.

I do remember "something" about some Companion mods using cloning inventory items for some work around of some kind. Some mod could be cloning my item (it would then have a DIFFERENT FORM ID) and putting it in your inventory for some reason. I am not sure how that could be fixed on my end at all. Well maybe I could do a check with the name of all the items in your inventory but that is getting very convoluted.

In fact I have COBL too and Wrye incorporated the older denock and they both work fine together. Either point down or use grab key.
What I am noticing is that I now have 3 auto-doublenock inventory items in my inventory. Hmmm?
Recently played through most of Tears of the Fiend - did they get added when I had two companions? Seems I cleaned saved the mod when updating to the newer arrow case version though - is it possible on clean saving that the inventory item is not removed (stored in save file or something)?

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Add Me
 
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Post » Tue Sep 28, 2010 10:22 am

I think I may have screwed up my game while attempting to test a menu I'm making.

I just got killed three times in a row by a Skeleton Champion because even though I rushed him, and got right up in his face and started whacking him with my sword, he still was able to draw and fire his bow at me repeatedly.

I'll have to do some more testing and see if this repeats, and if it does see if I can figure out what's interfering with your script.
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stephanie eastwood
 
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Post » Tue Sep 28, 2010 3:38 pm

Showler
Are you using Crossbows of Cyrodiil?

Have you done a clean RE install?

I find it hard to believe any menu commands would interfere with game mode combat unless you are issuing commands such as disable keys or disable controls.
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Jason King
 
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Post » Tue Sep 28, 2010 4:27 pm


That means you have a conflicting mod that dynamically removes/replaces OR cloneforms all/some of your inventory including quest items.

That is very very bad and you should find what mod in your load is doing that.
But I am not sure HOW a player (who is not proficient with reading scripts) would go about finding that "naughty" mod.
You would have to look as the script in your mods to find the remove commands and associated set quest flag commands.

In this ONE case I could add another check to see if you have a bow in your inventory first or add script to remove extra ones in your inventory. But many other mods add items in the same way I have shown above to the player. So you could end up with the same issue with other mods. If you have not seen this issue before then that could mean it is a mod you just added in the last 2 or 3 weeks.

Well I can think of two instances where inventory was completely taken from me.

Once was playing Tears of the Fiend the other was playing the middle part of Blood and Mud.
Is a clean save from combat archery supposed to remove these items?

thanks
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Lil'.KiiDD
 
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Post » Tue Sep 28, 2010 4:30 pm

Showler
Are you using Crossbows of Cyrodiil?

Have you done a clean RE install?
No. And I think I forgot to. I had messed up my game by trying to remove DarNUI without removing mods that have DarNUI components while simultaneously trying to rebuild my BAIN archives because the way I had done it was wrong. I've got more cleaning up to do, and definitely more testing before I can say it's broken for me. I just thought I'd mention it in case it turned out that Skeleton Champions were stagger-proof or something.


Is a clean save from combat archery supposed to remove these items?

Clean save should definitely remove them. If there are any in existance after you remove this mod, then it's another mod interfering. Maybe something that is cloning weapons like UV, perhaps?
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Katharine Newton
 
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Post » Tue Sep 28, 2010 11:08 am

Those reading this thread get a break on the first password. This password will be changed "sometimes" when I update the mod depending on the severity of the update.

I hate this :swear: as well, but an old issue that drove me crazy started up again and I was forced to do this.

Change the word RepairHammer in the INI to Pumpkin
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Cheryl Rice
 
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Post » Tue Sep 28, 2010 3:55 am

Amazing, ain't it?

Streamline is always the worst. I can't count the number of people who install Streamline and then complain that their video settings keep changing.
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sally R
 
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Post » Tue Sep 28, 2010 6:50 am

Psymon said: "Is a clean save from combat archery supposed to remove these items?"

Not Combat Archery you mean clean install of the Double Nock mod !
Clean install of the Combat Archery mod will do absolutely nothing to get rid of forms from another mod.

I have put a check in the Double nock mod to look for extra double nock forms (beyond 1) and remove them.
But I have no uploaded it yet to TesNexus. I would prefer for some other update in the mod first.

I will send the ESP to you in email.

Well I can think of two instances where inventory was completely taken from me.

Once was playing Tears of the Fiend the other was playing the middle part of Blood and Mud.
Is a clean save from combat archery supposed to remove these items?

thanks

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FABIAN RUIZ
 
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Post » Tue Sep 28, 2010 6:52 am

oh man do not get me started. This one really twisted my (your choice of body part) because I said at the TOP of the description to be sure to read the quiver limit section of the read me file.
NOT EVEN THE ENTIRE FILE, just the quiver limit section!

And anyone saying a dam thing about my read me file on this thread is automatically volunteering to rewrite it themselves! :angry:
If I approve of it I will use your read me file and we will put your email address in it and YOU can take all the email from people with questions!


Edit:
Actually this thing today was just the straw, what really made me put the password on the mod was some jerk gave the mod a bad endorsemant for the mod not working with companions, but he had not read that the mod specifically WARNS that it would not work with companions unless you use my companion friendship ring. So instead of following the directions he dissed my mod "officially" with a thumbs down on TesNexus. I email the Tes administration about that to ask if that was their intention with the endorsemants but I have not heard back from them. So I have been a little sore on that subject and then this one today just sent me over the edge.


Amazing, ain't it?

Streamline is always the worst. I can't count the number of people who install Streamline and then complain that their video settings keep changing.

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suniti
 
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Post » Tue Sep 28, 2010 3:50 pm

I noticed something today that I'm not sure about. It's not a "bug" really, and it makes a lot of sense, but it's not mentioned in your readme, it seems outside the "scope" of the mod and it causes a minor immersion bump.

Basically, if I'm holding a bow and moving around I get the "momentum sway" thing when casting ranged spells. You know, the new feature where the bow bobs around a bit until your movement stops affecting your aim. Except it happens when I'm just holding the bow and casting a fireball instead...which is off-putting because you can't hold a fireball the way you can hold the arrow shot.

Only seems to happen for the first fireball after moving, which makes sense because after that you're no longer moving and affecting your aim.

Makes a certain amount of sense, but I don't seem to notice it when carrying a sword and casting a spell.
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Lory Da Costa
 
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Post » Tue Sep 28, 2010 4:12 am

Lol...no that is a bug.
But I know exactly what it is so I will fix that right now.

I have been waiting on uploading the next rev because I wanted to remove the word BOW from the arrow case in the menu. I somehow got the idea that would be easy to do, but I guess it turns out not to be all that easy.

So I have just been kicking things around in my head hoping some thing would fall in my lap. But I guess it not going to happen. So looks like the "bow" word is going to just have to be ignored by players with vanilla menus.

I will upload the fixed ver later tonight.



I noticed something today that I'm not sure about. It's not a "bug" really, and it makes a lot of sense, but it's not mentioned in your readme, it seems outside the "scope" of the mod and it causes a minor immersion bump.

Basically, if I'm holding a bow and moving around I get the "momentum sway" thing when casting ranged spells. You know, the new feature where the bow bobs around a bit until your movement stops affecting your aim. Except it happens when I'm just holding the bow and casting a fireball instead...which is off-putting because you can't hold a fireball the way you can hold the arrow shot.

Only seems to happen for the first fireball after moving, which makes sense because after that you're no longer moving and affecting your aim.

Makes a certain amount of sense, but I don't seem to notice it when carrying a sword and casting a spell.

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Tom Flanagan
 
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