FCOM_Archery Beta 1

Post » Tue Apr 27, 2010 5:35 pm

FCOM_Archery Beta 1 - Complete Bow/Ammo Scaling for FCOM/Armamentatirum/Artifacts

http://www.mediafire.com/download.php?2ummkwc5hhm

From the readme . . .

Hello welcome to the BETA release of new and improved FCOM Archery.

This file contains the current state of FCOM Archery that I plan to release with FCOM 0.9.9.5
Some of the information may change a bit with FCOM 0.9.9.5 (the Madness/Amber bow and arrow changes may see some more tweaking - leave feedback!!!!)

The main point of this Beta release is to provide a hotfix for everyone that uses Bows/Arrows in FCOM and provide updated FCOM_Archery Options

As you may or may not know, not all bows/ammo from FRANS/MMM/SI/OBLIVION were balanced to OMOBS stats in FCOM. Mostly this is Bows from FRans and Bow/Ammo added by SI and youu may notice that some were overpowered/underpowered.

Anyway - What's in this Package.
Support For FCOM (FRAN, MMM, OOO), MMM-Hunting&Crafting, Aramentatrium, Artifacts, FCOM_RealSwords

Folder - Esps for a standard FCOM 0.9.9 setup
If you are currently running FCOM and NOT FCOM_ARCHERY - you need all these files. I suggest placing them all directly after FCOM Convergence, anywhere after the files they patch will work but this keeps it simple. These files provide OMOBS balance for everything that was left out of the current FCOM. NOTE: These will be merged into FCOM 0.9.9.5, just a quick fix for users right now.

Folder - Esps for FCOM_Archery Setup - Approx MOBS damage
If you currently (or would like to) use FCOM_Archery you need to use these files. These files replace the current FCOM_Archery* esps, and provide a common balanced scaling system across all the supported mods. These files rework damage for ALL Bow/Ammo to approx. MOBS values (values originally found in FRANs). The bows all have the same speed as their OMOBS version (usually 3%-5% faster than MOBS) and Bow Damage = 1.2x OMOBS Bow Damage. Arrow Damage = 1.33x OMOBS Arrow Damage. Again this works out Very Very close to MOBS damage in almost every cases. These Files need to be loaded after the files they patch. BOSS Update will be included with FCOM 0.9.9.5. For now, use your brain!!!

Folder - Esps for FCOM_Archery_Deadly Setup
These files are like the FCOM_Archery* files, but increase damage A LOT MORE. Bow and Arrow damage = 2x OMOBS value. This will GREATLY UNBALANCE ARCHERY unless you use a mod that makes archery much harder like (blatant self promotion) "Marksman Challenge" http://www.tesnexus.com/downloads/file.php?id=25533

Folder - Reference Information For MODDERS
None of the esps or files in here are needed to play (or should every be used in fact). They are just reference information for people that are curious about the inner workings of what is going on here.

-dan
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Maria Garcia
 
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Post » Tue Apr 27, 2010 4:52 pm

lovely, i'm going to try this out with a new char ASAP :)
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ILy- Forver
 
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Post » Tue Apr 27, 2010 2:57 pm

This looks promising. Downloading now.
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Karl harris
 
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Post » Tue Apr 27, 2010 5:33 pm

Thank you, will start looking it over..
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Vicky Keeler
 
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Post » Tue Apr 27, 2010 10:05 pm

What's the difference between
Unknown mod file: FCOM_Archery_Armamentarium.esp
Unknown mod file: FCOM_Archery_RealSwords.esp
and, from the masterlist.txt
FCOM_ArcheryArmamentarium.esp
FCOM_ArcheryRealSwords.esp?
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Marilú
 
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Post » Tue Apr 27, 2010 5:35 pm

What's the difference between
Unknown mod file: FCOM_Archery_Armamentarium.esp
Unknown mod file: FCOM_Archery_RealSwords.esp
and, from the masterlist.txt
FCOM_ArcheryArmamentarium.esp
FCOM_ArcheryRealSwords.esp?


I assume you are talking about BOSS load order

FCOM_ArcheryArmamentarium.esp
FCOM_ArcheryRealSwords.esp
Previously Released (by frankiemiddlefinger I believe) and are included in the current BOSS masterlist.

Unknown mod file: FCOM_Archery_Armamentarium.esp
Unknown mod file: FCOM_Archery_RealSwords.esp
Released in this beta release.

The files contain different data of course

-dan
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Tai Scott
 
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Post » Tue Apr 27, 2010 6:08 pm

Thanks for the OOO for SI Omobs..

FCOM_Artifacts - Is missing Oblivion.esm has a master file? ..
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NEGRO
 
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Post » Tue Apr 27, 2010 12:47 pm

I assume you are talking about BOSS load order

FCOM_ArcheryArmamentarium.esp
FCOM_ArcheryRealSwords.esp
Previously Released (by frankiemiddlefinger I believe) and are included in the current BOSS masterlist.

Unknown mod file: FCOM_Archery_Armamentarium.esp
Unknown mod file: FCOM_Archery_RealSwords.esp
Released in this beta release.

The files contain different data of course

-dan

I think he asked about what is the difference with those 4 stats-wise(i.e which one do more damage, heavier ammo etc)
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Farrah Lee
 
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Post » Tue Apr 27, 2010 3:37 pm

I think he asked about what is the difference with those 4 stats-wise(i.e which one do more damage, heavier ammo etc)


TES4EDIT !!!!!!

I can tell you exactly what mine are . . .

Aramamentarium & Artifacts use OMOBS Bow and Ammo so it's just Arrow Damage x1.33, Bow Damage x 1.2

I couldn't tell you what system frankiemiddlefinger used on the older ones.

-dan
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Haley Cooper
 
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Post » Tue Apr 27, 2010 3:42 pm

FCOM_Artifacts - Is missing Oblivion.esm has a master file? ..


Tha'ts because Artifacts does not use any Oblivion resources for bow/ammo so it is not needed as a master and therefore Tes4Edit did not add it.

-dan
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Crystal Birch
 
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Post » Tue Apr 27, 2010 10:23 am

TES4EDIT !!!!!!

I can tell you exactly what mine are . . .

Aramamentarium & Artifacts use OMOBS Bow and Ammo so it's just Arrow Damage x1.33, Bow Damage x 1.2

I couldn't tell you what system frankiemiddlefinger used on the older ones.

-dan


Well, if anyting a guy named Dan sounds more trustworthy than Frankie Middlefinger...
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Damned_Queen
 
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Post » Tue Apr 27, 2010 10:06 pm

Tha'ts because Artifacts does not use any Oblivion resources for bow/ammo so it is not needed as a master and therefore Tes4Edit did not add it.

-dan


Yes, I know that Artifacts does not modify Oblivion.esm and plugin does not need it.

But, you left Oblivion.esm in FCOM_Archery_Armamentarium, so the same applies to it has well. It does not modify or need vanilla resources.

Can you just update Artifacts so it has oblivion.esm has a master file so that it does not get asked once again by other's if they happen to notice it has well.
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brenden casey
 
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Post » Tue Apr 27, 2010 2:55 pm

Yes, I know that Artifacts does not modify Oblivion.esm and plugin does not need it.

But, you left Oblivion.esm in FCOM_Archery_Armamentarium, so the same applies to it has well. It does not modify or need vanilla resources.

Can you just update Artifacts so it has oblivion.esm has a master file so that it does not get asked once again by other's if they happen to notice it has well.

The version of Armamentarium that I am using (v1.3 August 2009) uses Oblivion resources for a couple of the Arrow Icons which is why it was included by Tes4Edit. If you think it makes it less confusing to users, I'll add Oblivion.esm to all the patches.

-dan
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Stacey Mason
 
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Post » Tue Apr 27, 2010 11:12 am

If you think it makes it less confusing to users, I'll add Oblivion.esm to all the patches.

-dan


Yes, I think it will doing that adding oblivion.esm to all of them. even thought it does not need them once again.

I may have to change the name on Artifacts Iron Rusted Arrows - One is using Iron Rusted Mesh and Texture and the Other is Using Ancient Rusted Mesh and Textures.

Else they both show up has same thing in inventory and you have two seperate Iron Rusted Quivers

Perhaps rename the Ancient One - AncientIron Rusty Arrow. or Rusty AncientIron Arrow..
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Prohibited
 
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Post » Tue Apr 27, 2010 8:21 am

Currently I don't have a full FCOM, but I suppose that both esps that start with OMOBS_MMM can be used with just MMM and OOO installed?
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Melly Angelic
 
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Post » Tue Apr 27, 2010 12:08 pm

Currently I don't have a full FCOM, but I suppose that both esps that start with OMOBS_MMM can be used with just MMM and OOO installed?

If you're not using Frans, you want to use

OMOBS_MMM, - patches MMM ammo to OMOBS Stats
OMOBS_OOO_MISSING_OBLIVION_BOW_AMMO, patches the oblivion bow/ammo left out of OOO to OMOBS stats
OMOBS_SI (if you have SI), patches the SI bow/ammo to OMOBS stats - includes Amber/Madness rebalance
OMOBS_MMM_H&C_AMMO (If you use H&C) - Patches the missing Arrow to OMOBS stats

-dan
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Jesus Duran
 
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Post » Tue Apr 27, 2010 7:55 pm

Giving this the official nod here. :D

We'll be using dan's work in the next release of FCOM.

Thanks, dan! :tops:
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Nymph
 
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Post » Tue Apr 27, 2010 8:46 pm

I may have to change the name on Artifacts Iron Rusted Arrows - One is using Iron Rusted Mesh and Texture and the Other is Using Ancient Rusted Mesh and Textures.

Else they both show up has same thing in inventory and you have two seperate Iron Rusted Quivers

Perhaps rename the Ancient One - AncientIron Rusty Arrow. or Rusty AncientIron Arrow..


I don't know if you are aware but the MMM.esm has a similar situation.
There are three versions of "Rusty Iron Arrow" and two versions of "Rusty Steel Arrow"

-dan
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Trey Johnson
 
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Post » Tue Apr 27, 2010 12:04 pm

I don't know if you are aware but the MMM.esm has a similar situation.
There are three versions of "Rusty Iron Arrow" and two versions of "Rusty Steel Arrow"

-dan


I was aware of them, they use different textures. But thinking of names for them is going to be hard since they are all rusted iron . Not like artifacts one in which there was a distiction like ancient that can be used.

zmmmArrow2Steel2 - Rusty Steel Arrow - One can be renamed Sharp Rusty Steel Arrow.

we can talk about this on alpha forum so we do not clutter up this thread with this talk..
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Andrew Lang
 
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Post » Tue Apr 27, 2010 4:14 pm

If you're not using Frans, you want to use

OMOBS_MMM, - patches MMM ammo to OMOBS Stats
OMOBS_OOO_MISSING_OBLIVION_BOW_AMMO, patches the oblivion bow/ammo left out of OOO to OMOBS stats
OMOBS_SI (if you have SI), patches the SI bow/ammo to OMOBS stats - includes Amber/Madness rebalance
OMOBS_MMM_H&C_AMMO (If you use H&C) - Patches the missing Arrow to OMOBS stats

-dan


Thanks. I think those mods should all be bundled with OOO, in addition to being used in FCOM. There are so many OOO+MMM users, I don't know how they can bear with stuff like "rusty steel arrows" being more powerful than "steel arrows". They need this!
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Lance Vannortwick
 
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Post » Tue Apr 27, 2010 1:59 pm

Thanks. I think those mods should all be bundled with OOO, in addition to being used in FCOM. There are so many OOO+MMM users, I don't know how they can bear with stuff like "rusty steel arrows" being more powerful than "steel arrows". They need this!


Yup the FCOM team is on it. I just provided these as a quick fix for users till the next FCOM release.

-dan
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[Bounty][Ben]
 
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Post » Tue Apr 27, 2010 11:03 am

MOD IS GOOD

I recommend it to anyone who does archery, THANKS dude
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BethanyRhain
 
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Post » Tue Apr 27, 2010 9:29 pm

I know a lot of people have downloaded this.
Anyone have comments/suggestions/bugs?
Anyone using the "deadly" option? or should I just packagethe "deadly" esps with Marksman's Challenge?

If no one has had any issues, I think this is ready for release when FCOM gets updated. Yey!!!

-dan
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Aliish Sheldonn
 
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Post » Tue Apr 27, 2010 5:47 pm

So, can I use
...Archery.esp
...Armamentarium.esp
...Artifacts.esp
...MMM.esp
...RealSwords.esp

all in one go?
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Jhenna lee Lizama
 
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Post » Tue Apr 27, 2010 1:52 pm

So, can I use
...Archery.esp
...Armamentarium.esp
...Artifacts.esp
...MMM.esp
...RealSwords.esp

all in one go?

yup
...Archery.esp (OOO, MMM, and FRAN updates)
...Armamentarium.esp (Updates Armamentarium if you have it)
...Artifacts.esp (update Artifacts if you have it)
...MMM_H&C.esp (this is for H&C only, MMM changes are in the base plugin)
...RealSwords.esp (updates RealSwords if you have it)

-dan
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Jeffrey Lawson
 
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