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

Post » Tue Sep 28, 2010 12:51 am

Duke Patrick's Combat Archery Mod
OBSE 18 or better needed.
Shivering Isle needed.
English version install of Oblivion only!

SCA Combat Archery uses real armor, real bows and real cross bows with real arrows that have wide blunt tips so as to dramatically reduce their ability to kill while still keeping as much of the historical and physical factors as is safe to do so. This allows us to study history and medieval combat by physically recreating it.

You tube:

http://www.youtube.com/watch?v=kDQGvTy-_MM

[youtube]kDQGvTy-_MM[/youtube]


This Youtube move is a more or less fair representation of SCA combat archery. Except that in my local chapter we use 1000 pound draw crossbows...now that will leave a mark on you even in leather armor!



WARNING! READ ALL READ ME FILES OR YOU WILL BE CONFUSED BY WHAT THE MOD IS DOING IN YOUR GAME!

get it here:

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


Quick overview of what the mods does (BUT READ THE READ ME FILE THAT COMES WITH THE MOD):

(Most are from my older SCA Combat Archery mod, but several are NEW and the old ones are revamped.)


-Bows can be player set to do various multiples of the vanilla damage (or of what ever damage is set to the bow in the game by other mods).


-Arrow damage and speed will be calculated based on the materials and craftsmanship used to make the arrow. A bonus is given to magic arrows. This arrow damage feature is optional.


-Duke Patrick’s "Don’t Shoot Me Bro" system helps to prevent NPC from shooting their friends in the back!


-The bow jerks off target after the shot is fired. You will need to re-aim after each shot. However this feature is optional.


-Breathing bow sway if you are in zoom sniper mode, but you can also hold your breath!


-Moving around will make you miss (shoot off the cross hair) a lot. Running or jumping is worst than walking. This is reduced by holding still for a few moments. There is an optional Bobbing bow sway effect that visually tells you when momentum is no longer effecting your shot after moving or jumping.


-Moving backward has RISK! This is NOT a random event. My mod detects tripping hazards! You may trip over the dead, change in elevations like stairs or large world objects that interfere with your movement such as a chairs!


-The PC strength is now as important as their skill in detraining the damage that a weapon can inflict. Weapon selection strategy will be important by using the right kind of bow for the PC Marksmanship agility and strength!


-Stronger bows will take much longer to draw the arrow then weaker bows depending on your strength. If you try to use a Bow that is stronger than you are it will take a great deal of time to draw the bow.


-Bows eat fatigue no mater what skill level you are. The stronger ones eat more than the weaker ones. So if your bow is stronger than you are your may become exhausted very quickly TRYING to draw the bow!


-If you fire the bow without drawing it all the way your arrow will be drastically reduced in speed AND DAMAGE.


-Slow arrows will bounce off of the armor your target is wearing.


-Arrows that hit Critical locations such as the Head, Solar Plexus or Crotch will cause pain and may multiply damage done by the arrow. Plus an optional feature where the player character will say things like "That had to hurt!' when they land a critical hit on their opponent.


-Weaker bows fire faster and use less fatigue, so if you are a good marksman that can hit the Critical locations more often you may find using a weaker bow is a much better strategy!


-Shield men will now be the archer's worst night mare! NPC will Shield Charge and sprint at you to knock you and your bow to the ground. (Kill them before they get too close!)


-Bows are not mêlée weapons! You will not be able to draw your bow if you are being crowded by your opponent (they are too close to you). If the NPC hits you as you are drawing the bow it will be knocked off target.


-Better NPC AI! Your target will side step or block the arrow if they see you fire at them and have the agility, speed and skill to do so.


-Npc will run up inclines to get you now. (no more perching on top of a pile of rocks!)


-Aim your bow straight down to the ground to denock it!


-Arrows that are stuck in the NPC have a chance of being dislodged and dropped to the ground in combat.


-Quiver Capacity limit for actors and the player. Everyone now has a limited number of “conveniently assessable” arrows. Extra arrows must be keep in a protective arrow case or you risk breaking them if you are staggered or fall down. This will hamper but not “cold stop” the player and the actors from getting more arrows in combat. YOU NEED TO READ THE FULL DESCRIPTION BEFORE YOU USE THIS FEATURE!



For the most advanced SCA combat with sword and shield:
http://www.spookyfx.com/book/tromp.html
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saxon
 
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Post » Mon Sep 27, 2010 11:14 am

I got so involved in the Arrow limit thing (too many arrows in your quiver mean they will drop to the ground as you pull one out of the quiver) I forgot about the critical hit PC verbal reaction feature. I think I will release the arrow limit first and then go on to the verbal reaction feature as it will be a lot of work still to get that to work.
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Fanny Rouyé
 
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Post » Mon Sep 27, 2010 11:21 pm

yay, first. spooky, i am waiting for you to replace the backward staggering animations. just once i had replaced it with [CallerRef.]PushActorAway TargetRef, Force]
in order to have the animations properly. could you put in a switch to chose between your backward staggering collapse and the above in the ini? thx :tops:

and where is the burning arrow i can use to set a light in darker dungeons way ahead of me?
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Guinevere Wood
 
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Post » Mon Sep 27, 2010 2:51 pm

er, sorry no...I may not exactly understand what you mean about this. But the only time I use Push Actor Away in this mod would be for certain critical hits and the "too close" combat on the player. (if I remember right). I would have a humongous INI file and over complicated scripts (to compensate for the removal of the effect when needed in the combat) if I add that kind of thing for every player that wanted that kind of thing in the INI.

yay, first. spooky, i am waiting for you to replace the backward staggering animations. just once i had replaced it with [CallerRef.]PushActorAway TargetRef, Force]
in order to have the animations properly. could you put in a switch to chose between your backward staggering collapse and the above in the ini? thx :tops:



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?


and where is the burning arrow i can use to set a light in darker dungeons way ahead of me?

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Sheila Reyes
 
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Post » Mon Sep 27, 2010 2:26 pm

Here is my summery of the new soon to be released feature to prevent the PC from accessing googels of arrows from their inventory in combat and to limit the NPC from a bottomless quiver of arrows as well! Again this is optional however it is yet another very important game balance to realistically lethal arrows rather than making the arrows hit like a nerf ball!

Much thanks to Showler for the founding idea to limit the quiver instead of limiting the PC from transporting all the arrows they normally would.

This feature "real time" hampers you from INSTANT access of your stored arrows during combat in a logical manner but does not STOP you completely. I hate "cold stopping" and prefer immersive penalties instead. For example I HATE invisible walls that pop up a message saying "Go back you cannot go this way." but will accept burning to death if I try to cross lava boundaries.

You will be given a special hard leather case made to hold the arrows in your inventory. This arrow storage “case” must be dropped from your inventory and “open up” (activated) to put more arrows into your quiver. This is the same idea I used for my “Alchemy Immersion”. Mod If you lose it you may buy another one from a merchant that sells miscellaneous items when they have them in stock. Do not try to use more than one at the same time as the mod is not intended for that and will produce some silly but harmless results. Look for the Arrow Case in your Misc section of your inventory. It will be say to spot as the arrow icon looks very conspicuous in that part of the inventory.

Now if you do not place all unequipped arrows in this hard leather case, and instead hold unequipped arrows in your regular inventory, you will take a chance that many of your arrows will break if you fall down or get staggered. This chance is calculated using your luck. But no matter how lucky you are it will never be ZERO Percent.

Place the hard leather case on the ground and activate it to transfer your arrows to inventory and equip them. To pick up the case you need to crouch (go into sneak mode) and then activate it.

The hard leather case changes its weight based on the weight you put in it!

This "system" was done in place of completely stopping the player from carrying hundreds of arrows, I decide NOT to do that because players can transport dozens of war hammers (and this is not an encumbrance mod) so it would not fit in the rest of the logic of the game. But still arrow capacity had to be significantly limited in some way (in a realistic way I liked) so this arrow case concept is it!



Player quiver limit:

A dozen arrows in a quiver is often the number you will see in literature. Most of the museum exhibits I have seen for foot archers would not hold more than twenty practicality (meaning you would not fear that they would bind up in the quiver in the heat of battle!). The Mongols horse archers used large quivers of 60 to 80 but only because they had a horse to haul the extra large quivers.

This will be set as a choice in the INI. Defult will be 20.

If you stuff your quiver with too many arrows, then EACH time you try to draw out an arrow to attack all your arrows but 20 (or what ever your chosen limit is) will fall to the ground!


NPC quiver limit:

The idea is that the NPC gets the same number of arrows that the player will. Once past that amount their bow and ammo is force unequipped.

Once this script is done the NPC will use their standard AI to either fist fight or draw a weapon they have on them. I still do not understand this AI as in testing they sometimes pull their best weapon but sometimes just fist fight and a few times pull a random weapon (not their best one). But this mod will not attempt to fix that as that is not in the scope of this mod. I will be adding a sword to all archers as many are not given a Melee weapon because the Developers intended them to only use their bow and did not know Modders would be forcing the NPC to not use the bow.

Also, if the archer is not runing, dodging, attacking or blocking for 15 seconds then they get a fresh quiver of arrows and their bow back. This is to simulate that if they are not in danger for that long they will get their own "arrow case" out and reequipped their quiver with their inventory of arrows. I notice this was necessary when I was fighting multiple opponents that could not reach me across a pit. Otherwise they would stand their with their Melee weapon with no way to fight back. And if they are not actively attacking, blocking or dodging my arrows for 15 seconds that should be considered enough time for them to do what the player would do in the same situation.

For the most advanced SCA combat with sword and shield: http://www.spookyfx.com/book/tromp.html
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Mark
 
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Post » Tue Sep 28, 2010 1:40 am

I love it! I've just started learning about real life bows and archery and that's one limitation I hadn't thought of; the quiver.

Keep up the great work Spooky! :)
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MatthewJontully
 
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Post » Tue Sep 28, 2010 3:19 am

Duke Patricks - Combat Archery ver 2p4


New feature!

Quiver Capacity limit for actors and the player. Everyone now has a limited number of "conveniently assessable" arrows. Extra arrows must be keep in a protective arrow case or you risk breaking them if you are staggered or fall down. This will hamper but not "cold stop" the player and the actors from getting more arrows in combat. YOU NEED TO READ THE FULL DESCRIPTION OF THIS FEATURE BEFORE YOU USE THIS OPTION! read this: http://www.gamesas.com/index.php?/topic/1093453-relz-duke-patricks-combat-archery-mod-thread-2/page__view__findpost__p__15961923

get the mod here:

http://www.tesnexus.com/downloads/file.php?id=29831


NEXT update will be the verbal response from the PC for critical hits....
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Stace
 
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Post » Mon Sep 27, 2010 11:01 pm

This is working well for me Spooky, so far anyway, not had much time to test out all aspects but going to give it an airing over the weekend, I have a grummite bow and 25 steel arrows (five of those are in the case along with 2 gas arrows) at the moment, but going to go shopping and fill that case up a bit (the 7 I have in there have made no difference to the case weight). I have reverted to using your default settings so weight etc will be as expected, anything in particular you want us to try and break or test out?

NEXT update will be the verbal response from the PC for critical hits....


Looking forward to this.
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Jamie Moysey
 
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Post » Tue Sep 28, 2010 12:34 am

I put this in the other thread; don't know if you saw it or not, so reposting. I know absolutely nothing about real-life combat beyond "the pointy bits preferably go into the other guy". However, I have a somewhat rational and logical brain, and working together those parts tell me that an ambush is probably a pretty good strategy in general.

To that end, I really, really love this mod. It plays right into that part of me, and turns the ambush into a great strategy. I can see my character now -- sitting hidden among a cluster of trees, roll of arrows on the ground next to him, (cross)bow drawn, looking down among the valley ready to put an arrow through some poor svcker. Good image. Thanks for making that both possible and exciting, Duke.
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kirsty williams
 
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Post » Mon Sep 27, 2010 7:03 pm

OFF TOPIC: But I dont know where else to put this.

I am so glad you are back and continuing your mods. I remember once apon a time you had decided to leave this community for certain reasons. I just came back to Oblivion after a long break and one of the modders I was hoping to be able access thier mods is you. Thank you for coming back and providing us with your fantastic mods.

Windzor
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Catherine N
 
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Post » Mon Sep 27, 2010 6:28 pm

I never left, just reduced my modding time and refocused on what kind of modding I would be doing. My goal is to work in blender at least a little for any new mod I make and to eventually learn animation. My planed animation/blender masterpiece will someday be a new monster "Medusa" that will turn you to stone if you look at her face. You will have to fight her while looking down or to the side or well...you know.....

But thank you for the supportive comments, I appreciate the ...er....appreciation of my work! ^_^


OFF TOPIC: But I dont know where else to put this.

I am so glad you are back and continuing your mods. I remember once apon a time you had decided to leave this community for certain reasons. I just came back to Oblivion after a long break and one of the modders I was hoping to be able access thier mods is you. Thank you for coming back and providing us with your fantastic mods.

Windzor

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Erin S
 
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Post » Tue Sep 28, 2010 2:25 am

Thanks, I am trying to make the combat FEEL like it "feels" from my SCA combat experience. I would not have fought in the SCA for 30 plus years if it was not fun. So I knew that if I could make a PC game with the same feel it would be a FUN game as well as immersive.

I want to make a combat game where players can win with real life strategy, rational, logic and utilizing their life experience with good timing instead of button combo memorization and reflexes.

So it is good to hear that players actually do find the POC mods I make "fun".


I put this in the other thread; don't know if you saw it or not, so reposting. I know absolutely nothing about real-life combat beyond "the pointy bits preferably go into the other guy". However, I have a somewhat rational and logical brain, and working together those parts tell me that an ambush is probably a pretty good strategy in general.

To that end, I really, really love this mod. It plays right into that part of me, and turns the ambush into a great strategy. I can see my character now -- sitting hidden among a cluster of trees, roll of arrows on the ground next to him, (cross)bow drawn, looking down among the valley ready to put an arrow through some poor svcker. Good image. Thanks for making that both possible and exciting, Duke.

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Jesus Lopez
 
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Post » Mon Sep 27, 2010 9:36 pm

mmm the weight of the case thing concerns me, let me know what happens when you put more arrows in it. Other than that I would like to hear your experience with having to change your strategy now with the limited arrows. I played for a few hours last night and WOW it really made a difference in how I played with the bow. Getting down to the last 3 arrows and having a giant ogre about to overrun me was scary and thrilling! Well thrilling in that I was able to kill it with ONE LAST SHOT from my bow before I was turned into hamburger!

I may add Orges to the Critical Hit tables. Right now only creatures that can use a weapon are on them because of the biped human like shape of their body. But Ogre are like this as well but they do not use a weapon. So I need to make an specific inclusion for them. I wonder how the crawl animation will work on them, it may visually distort them, so that may be an issue so I may need to not allow that animation to run on them.


Keep in mind that you can lay your case on the ground and keep it there during combat to get faster access to your arrows. This is realistic in that sometimes archer would put a large open box of arrows on the ground if they thought they would not be retreating or running away! Normally this would be if you were protected by other fighters, but creative players may find other ways.

Also let me know if it feels natural for when the arrows break. I did not want it to be a "random" event but rather a logical event that the player would blame them self for not the "roll of the dice". (Not that you should be doing this often, only if you forget to move your arrows into the case.).

Have you tried shooting damaged arrows? :evil:
In the SCA after each battle all the archers have to check their arrows by whipping them like ridding crops to see if they "bend" or "stretched" horribly from fractures in the shaft. Broken arrows often look like normal arrows. But when you fire them they would do "crazy" things coming off the bow because of the "archers paradox".

How are your NPC handling their combat now with out the instant access to an endless arrow supply?



This is working well for me Spooky, so far anyway, not had much time to test out all aspects but going to give it an airing over the weekend, I have a grummite bow and 25 steel arrows (five of those are in the case along with 2 gas arrows) at the moment, but going to go shopping and fill that case up a bit (the 7 I have in there have made no difference to the case weight). I have reverted to using your default settings so weight etc will be as expected, anything in particular you want us to try and break or test out?
Looking forward to this.

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Siobhan Wallis-McRobert
 
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Post » Tue Sep 28, 2010 12:17 am

Hey spooky. Love your work - it makes the game so so so much more enjoyable.

Love the idea for the quiver and the arrow case - but thought i'd report some immediate issues i'm noticing.

I had 47 dremora arrows - I put 27 of them in the case, expecting to go into battle with my quiver full and backups in the case.

I retrieved the case off the ground, opened my inventory and found NO arrows in my inventory. Thinking I'd made a mistake, I dropped the case, opened it and found only ONE arrow in the case?! Somehow my attempt caused 46 arrows to disappear entirely. I tried several times, reloading different save games and it had the same effect.

Also - the specialty arrows from Thieves Arsenal - (gas, noisemaker, water, and vine) - could not be transferred to the case. Somehow it was labeling them as "quest" items that could not be removed if I try and put them in the case... but I can fire them just fine. However, after a bit of time in battle and tripping a few times - they were turned into damaged arrows. I'd love to be able to keep these special "tool" arrows in the case so they will not be damaged.



So - I'm turning the arrow limit off and continuing on for the night. Let me know if I can be of any help with some further testing.

-jack-
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Chantel Hopkin
 
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Post » Mon Sep 27, 2010 1:08 pm

This reeks of a mod conflict. But I will wait to see if anyone else reports this before having you go thru the trouble of finding the conflicting mod.

Following is my script that handles the case so you can see why I am fairly sure it is a conflict and not my script. Also The container is a persistent form and set to NORESPAWN in the CS.

scriptname aadpArrowCaseObjectScriptshort WasOpenfloat PreEncumbrancefloat PostEncumbrancefloat CaseWeightAddOrMinusbegin onActivateif IsActionRef player != 1returnendif	if (player.isSneaking == 0) && WasOpen == 0		set wasOpen to 1		set PreEncumbrance to player.getav Encumbrance             set aadpArrowlimitQ.LogCaseWeight to GetWeight aadpArrowCaseInv		;open other chest		aadpArrowCaseRef.Activate player		elseif(player.isSneaking == 1)		activate	endifend; The above script is on the "case" you see in the game. ; This case is a misc item and IS NOT a container, all it dose is run the script for the hidden container.; The above script is the ONLY script needed to move the arrows to the real hidden container. No other script is used. ; Below is only for adjusting the weight of the case for encumbrance reasons.begin gameMode;Script within the gamemode block will be run once while the game is in non-menu mode;This  will run just before the open container menu opens!if (WasOpen == 1)            set wasOpen to 0		;get player encumberence to be used when they CLOSE the chest		set PostEncumbrance to player.getav Encumbrance		;set chest weight mod to the difference		set CaseWeightAddOrMinus to (PreEncumbrance - PostEncumbrance)               if CaseWeightAddOrMinus != 0            set aadpArrowlimitQ.LogCaseWeight to ( CaseWeightAddOrMinus + aadpArrowlimitQ.LogCaseWeight )            set CaseWeightAddOrMinus to aadpArrowlimitQ.LogCaseWeight            setWeight CaseWeightAddOrMinus aadpArrowCaseInv   endifendifif GetWeight aadpArrowCaseInv != aadpArrowlimitQ.LogCaseWeight set CaseWeightAddOrMinus to aadpArrowlimitQ.LogCaseWeightSetWeight CaseWeightAddOrMinus aadpArrowCaseInvendifend




Hey spooky. Love your work - it makes the game so so so much more enjoyable.

Love the idea for the quiver and the arrow case - but thought i'd report some immediate issues i'm noticing.

I had 47 dremora arrows - I put 27 of them in the case, expecting to go into battle with my quiver full and backups in the case.

I retrieved the case off the ground, opened my inventory and found NO arrows in my inventory. Thinking I'd made a mistake, I dropped the case, opened it and found only ONE arrow in the case?! Somehow my attempt caused 46 arrows to disappear entirely. I tried several times, reloading different save games and it had the same effect.

Also - the specialty arrows from Thieves Arsenal - (gas, noisemaker, water, and vine) - could not be transferred to the case. Somehow it was labeling them as "quest" items that could not be removed if I try and put them in the case... but I can fire them just fine. However, after a bit of time in battle and tripping a few times - they were turned into damaged arrows. I'd love to be able to keep these special "tool" arrows in the case so they will not be damaged.



So - I'm turning the arrow limit off and continuing on for the night. Let me know if I can be of any help with some further testing.

-jack-

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Nick Pryce
 
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Post » Tue Sep 28, 2010 1:11 am

well darn it all! I am seeing an issue with the weight of the case fluctuating randomly. That svcks, I mean it is the same script I used for my Alchemy immersion and that seems to be fine.

oh well I guess I need to look more closely at the encumbrance part of the script....grrrrrr.... :sad:
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Saul C
 
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Post » Mon Sep 27, 2010 10:23 pm

Couple of quick observations before we go down the beach (weekend family madness time)

New installation above requires DPCA to recognise the bows/arrows again, the two Gas arrows come from TIE so will exclude them from observations... I dont think they are going to be recognised (they haven't so far anyway and I dont know what base arrow is used for those).

Went to archers paradox in bravil and bought 8 silver arrows and 4 dwarven (limited stock, will get more later)

Drop case (still at 5 weight)

Add 8 silver and 4 dwarven ( not recognised by DPCA yet, ie no {} )

Pick up case - Case weight increased to 11 from previous 5

Drop case, recover all arrows to inventory, drop arrows to become recognised by DPCA {} (but the dwarven arrows did not become recognised, only the silver)..
and pick up again, add arrows as above to case, pick up case

Case now weighs 7, an increase of 2 on default weight of 5, with 8 recognised Silver arrows and 4 un-recognised Dwarven arrows.


Edit: Quick question what would happen if - The ogre situation, you drop the case, say close to a ravine/cave lower level and it does the chaotic thing and bounces over the edge. You have to retreat and come back to the dungeon later, beat the obstacle creature and explore further to the lower level - Would the case still be there in a previously un-explored portion of the dungeon/cave? Or could we purchase another case if it gets lost in the nether regions of old saves?
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Rude_Bitch_420
 
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Post » Tue Sep 28, 2010 12:57 am

Back to it - A few more observations on weight after starting the game up again.

Emptied the case and bought a few more arrows, dropped all arrows and got DPCA to recognise them all {}

Empty case 0.2 weight (why I got 5 last time with an empty case I dont know, maybe linked to having the Gas arrows from TIE, not your problem of course so taken them out of my inventory for now)
Add 4 Dwarven {} arrows - Case weight 1
Add 8 Silver {} arrows - Case weight 1
Add 9 Elven {} arrows - Case weight 2
Add 5 Steel {} arrows - Case weight 3

Those case weights include the previous arrows, I did not take out for instance Dwarven when adding Silver, the case weight of 3 is with all those 26 arrows inside the case.

And after adding arrows there is no decimal point in the case weight, starting out with an empty case gave the 0.2 weight in my inventory, but it seems to be rounding off the weight to whole numbers when you start adding arrows to the case, for all I know the last weight of 3 could be 3.1 or 2.9 for example.


Edit: Between writing this post and this edit, just reloaded the game from a save where I left the case in my inventory with the above 26 arrows and case weight at 3. The arrows as mentioned had previously been recognised by DPCA.....

On this load all arrows as expected were still in the case, but strangely only Steel arrows were recognised, the rest of the above arrows in there had reverted to un-recognised, Dwarven Silver and Elven now no longer have {}, but the case weight was still 3 (considering the elven arrows weight is now 0.7 in the case and there are 9 of them - something definately amiss with the calculations there).
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Rhiannon Jones
 
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Post » Tue Sep 28, 2010 4:14 am

Thanks alt3rn1ty

I have decided that my "clever" simple way of measuring the difference of the players encumbrance before and after the case is open is not reliable.

So I will change to walking the container "inventory" after each closing of the case and adding up EACH arrow one by one instead. Probably should have done that in the first place.

I will try to get this done by late tonight.
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Camden Unglesbee
 
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Post » Mon Sep 27, 2010 7:16 pm

OK, here is the "fixed" script with the inventory walking for the case weight. I really do not know what WTF I was thinking not doing it this way in the first place. I guess was trying to do it in a simple way but that simple way spiraled into a complicated way that did not work. I will add the critical hit voice response feature and maybe release late tonight sometime.


scriptname aadpArrowCaseObjectScriptRef pInvObjshort WasOpenfloat TotalWeightshort InvPosshort InvCountbegin onActivateif IsActionRef player != 1returnendif	if (player.isSneaking == 0) && WasOpen == 0		set wasOpen to 1		;open other chest		aadpArrowCaseRef.Activate player		elseif(player.isSneaking == 1)		activate	endifendbegin gameMode;This will run once just after the container menu closes!if wasOpen == 1set wasopen to 0set pInvObj to (aadpArrowCaseRef.GetInventoryObject InvPos)  While (pInvObj)    set InvCount to aadpArrowCaseRef.getitemcount pInvObj    set TotalWeight to ( TotalWeight + ( ( GetWeight pInvObj ) * InvCount ) )    set InvPos to (InvPos + 1)    set pInvObj to (aadpArrowCaseRef.GetInventoryObject InvPos)  loopSet TotalWeight to ( TotalWeight + 5 )SetWeight TotalWeightSet TotalWeight to 0set InvPos to 0endifend

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Francesca
 
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Post » Tue Sep 28, 2010 2:42 am

Y'know, I was all set to suggest you merge your Arrow Case with the Double Nock weapon item, so that equipping it would "automatically double nock your arrow" and dropping and activating it would connect with the container and allow you to add and remove arrows. Then I went to rebuild my bashed patch and remembered those are actually different mods. So I won't make the suggestion.

One suggestion I will make is that you add explicit ownership of the Arrow Case container to the Player. That will keep most mods that affect containers from interfering with the Arrow Case as most of them are scripted to ignore Player owned chests.
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Sweets Sweets
 
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Post » Mon Sep 27, 2010 8:47 pm

Great point!
That may be the incompatibilty that jack.q.frost is having.

Thanks once again Showler!

I was toying with the idea to allow the player to just put their cross hair on the case while in combat to auto fill the quiver with random arrows to simulate grabbing arrows quickly out of an open case that is sitting on the ground. This would be realistic as well as convent (meaning more fun to play.)


One suggestion I will make is that you add explicit ownership of the Arrow Case container to the Player. That will keep most mods that affect containers from interfering with the Arrow Case as most of them are scripted to ignore Player owned chests.

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anna ley
 
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Joined: Fri Jul 07, 2006 2:04 am

Post » Tue Sep 28, 2010 6:13 am

Yes to both questions.
It is a persistent object (all objects dropped from player inventory are AFAIK). So it will stay where you drop it even if it is down into a pit in another cell. I may be wrong about that so read on...

And yes you can purchase more from vendors, but only when you do not have one in your inventory. If the player gets more than one case it will lead to immersion breaking (but harmless) silliness with the cases where arrows placed in one will show up in the other case.

So if you lose your case accidentally down a pit buy a new one and it will have your old arrows in it that was lost.


Edit: Quick question what would happen if - The ogre situation, you drop the case, say close to a ravine/cave lower level and it does the chaotic thing and bounces over the edge. You have to retreat and come back to the dungeon later, beat the obstacle creature and explore further to the lower level - Would the case still be there in a previously un-explored portion of the dungeon/cave? Or could we purchase another case if it gets lost in the nether regions of old saves?

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Louise
 
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Joined: Wed Nov 01, 2006 1:06 pm

Post » Tue Sep 28, 2010 1:21 am

Case weight fix and the new feature for PC vocalization on critical hits (when the player lands a critical hit on the he opponent)

will be uploaded in about an hour.

I just need to edit the Read me file.

The vocalization is all but field tested as I could not get critical hits in game in the hour I tested it. It seem to work fine using a test trigger (a button I put in the game just to test it).
But I will need feedback on how it functions in a real game.


Edit: now that I know when I get a critical hit in the game I seem to see a disturbing lack of them. :stare:
I need more time to test and be sure the critical hit system is still working as intended.

Not sure now when I will upload. Sorry for the delay.
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Stacyia
 
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Joined: Mon Jul 24, 2006 12:48 am

Post » Mon Sep 27, 2010 6:05 pm

wow...that was a long LONG 4 hours of debugging. :banghead:

But I found the issue with the critical hits. I was using a variable that was shared by all the NPC. (a little like a global var) When I tested it with only one NPC in the arena this was fine.
But once many NPC are active and in combat with the player that shared variable was getting swapped around fast and soon got "dirty". I changed this so that the variable is no longer shared (each NPC now has thier own) and this did the trick to solve the issue.

I will be uploading the new revision tomorrow in the afternoon sometime. Oh man I need a drink now...
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Alkira rose Nankivell
 
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