[Relz] Duke Patrick’s - Double Arrow Nock Shot

Post » Fri Jun 11, 2010 5:25 am

Hopefully not too bad. Duke Patrick made some changes to his mods so that they don't become masters to the bashed patch, so that you can deactivate them without killing your bashed patch as well. As of the current version I have, that should still be true.

I still load all of his mods after the bashed patch so for me it is true, but I did not want to get involved in the hows and whys of my doing that - especially since more are loading before the bashed patch.

Still for those new to the bashed patch - probably a good practice to bash and bash again as a general rule of thumb.
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Heather beauchamp
 
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Post » Fri Jun 11, 2010 5:48 am

err...huh?
I am now lost.

When you say "THAT" and "IT" in your sentence below, what are your referring to exactly?

Sorry but I really need proper nouns to keep up with all this "jump from one thread to another" trouble shooting.


Alright, thanks Psymon.

Then that was not the issue as I replicated it with new games.

Edit - Wording

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Princess Johnson
 
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Post » Fri Jun 11, 2010 12:01 am

Which is why I love you like a brother Psymon!

And why I take any issues you have with my mod very very seriously!

I still load all of his mods after the bashed patch so for me it is true

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ANaIs GRelot
 
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Post » Thu Jun 10, 2010 10:06 pm

err...huh?
I am now lost.

When you say "THAT" and "IT" in your sentence below, what are your referring to exactly?

Sorry but I really need proper nouns to keep up with all this "jump from one thread to another" trouble shooting.


Sorry, I was connecting those to my first post.

I was referring to the issue of the "Slow motion" not initializing, and subsequently not being able to manually aim the second arrow. As I said, it isn't a conflict with another data file, as I ran the mod alone. It likely isn't fault of the mod itself, as I'm pretty sure it stopped working in an older version as well.

So could it be possible for another obse plugin to be interfering, or perhaps something in one of the textures/meshes folders? I know this makes it not an issue of your mod, but could you provide any tips on to where to start searching to fix this?

Thanks.
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W E I R D
 
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Post » Fri Jun 11, 2010 1:23 am

But are you sure it is not my mod's fault? Start a new game with ONLY my mod loaded (no other) cheat up your PC to marksman 100 (in the console) and test this.

Sorry, I was connecting those to my first post.

I was referring to the issue of the "Slow motion" not initializing, and subsequently not being able to manually aim the second arrow. As I said, it isn't a conflict with another data file, as I ran the mod alone. It likely isn't fault of the mod itself, as I'm pretty sure it stopped working in an older version as well.

So could it be possible for another obse plugin to be interfering, or perhaps something in one of the textures/meshes folders? I know this makes it not an issue of your mod, but could you provide any tips on to where to start searching to fix this?

Thanks.

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kirsty williams
 
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Post » Fri Jun 11, 2010 3:12 am

But are you sure it is not my mod's fault? Start a new game with ONLY my mod loaded (no other) cheat up your PC to marksman 100 (in the console) and test this.


Alright, I started a new game, boosted my skill to exactly 100, and still no luck. Once again I'm using the latest version, I can set it to auto double knock (though it is too hard to tell if it is doing the auto aim at two targets, I'll go to the imperial city for that I suppose), however to manual targeting.

Also I should mention, that I noticed sometimes it is getting 'stuck' in the sense that I cannot pick up anything (I think you tried to patch this with the current update if I recall correctly from the readme).

I assume the version is working correctly for you?
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Sharra Llenos
 
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Post » Fri Jun 11, 2010 5:07 am

If by "and still no luck" you mean the mod is not triggering the slow motion then we have indeed established that it is my mod that is not working...right?

I wonder why when you used the previous version you had a problem as well? Did you use a save game that was not clean? That would explain why you also had trouble with the previous version (because you were using a save game with stuck variables in it).

There is a command to turn off your pick up control for a moment so you cannot grab the arrows while in Sol mo. If the script crashed at that point then yes your control would be stuck off. But normally I put in code to switch this back if you go into a menu. But if the script is stuck, then I guess this code would not run.

Any chance you were using Crossbows of Cyrodiil?

I am not using this mod at this time. Because my PC is still only above average marksman. This is why I did not dismiss the idea that it was my mod that was screwing up.

Until I find out what is going on I need to remove this mod from TesNexus.



Alright, I started a new game, boosted my skill to exactly 100, and still no luck. Once again I'm using the latest version, I can set it to auto double knock (though it is too hard to tell if it is doing the auto aim at two targets, I'll go to the imperial city for that I suppose), however to manual targeting.

Also I should mention, that I noticed sometimes it is getting 'stuck' in the sense that I cannot pick up anything (I think you tried to patch this with the current update if I recall correctly from the readme).

I assume the version is working correctly for you?

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Samantha Jane Adams
 
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Post » Fri Jun 11, 2010 12:21 am

Nope, I have repeated produced the no working 'slow mo manual arrow aim' in new games. In these new games I would increase archery to 100, then player.coc to Vilverin Exterior and take a bow/arrows from one of the bandits.

Once again, this is with only Oblivion.esm and Double Nock active.

You bring up a good point, I cannot recall if I did not make a clean save when switching to the older versions again (once again, those ones, at least 1.2, probably 1.4 worked for me when I tried out the 'slow mo manual arrow aim' feature).

I will try this again with only Oblivion.esm and your older 1.2/1.4 versions. I'll report back in 15.

Edit - No "Slow Mo" initiation with the other older versions as well, which at least 1.2 did work for me at one point. Most bizarre.
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Hot
 
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Post » Fri Jun 11, 2010 7:08 am

OK now I can say that it is an issue in your system.
But it is a very strange one indeed.

As I understand it you

Started a NEW fresh game with ONLY Oblivion and my 1.2 Double Arrow Nock Shot mod loaded and OBSE 18.
One time in past games it did work, but now it will not.

The only unknown variable then is your PC and OBSE and any other "pluggy" type "mods" that you did not uninstall from your PC to do the test.

I am at a lost here, I will have to think about this, as I just do not know what to do at this point. Sorry we could not resolve this tonight.

Funny, I had a projectile script I was working on for a week that worked all week and then mysteriously yesterday something changed that made it not work anymore, I wonder if it is not a coincidence. Almost like the last window update changed something, but that is a ridiculous thought.


Edit - No "Slow Mo" initiation with the other older versions as well, which at least 1.2 did work for me at one point. Most bizarre.

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FITTAS
 
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Post » Fri Jun 11, 2010 2:03 am

No worries, and thanks for your support.

I have an exam coming up, so oblivion is at a back seat. But over the next few days I'll try a couple things, backtrack through new files I've installed in the last few days/week. And hopefully narrow it down.

Thanks again,
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Kieren Thomson
 
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Post » Fri Jun 11, 2010 3:17 am

HA! I did a clean save and reloaded my WIP script (the one that stop working after a week) and it is working fine now. So it was just a corrupted save game file after changing the scripts a many times and then loading it back into the same savegame.

You do not make changes to my scripts (with the CS or TesEdit or Bash) do you?
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Nikki Morse
 
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Post » Fri Jun 11, 2010 4:07 am

Odd question Treaka, but what is your control set up? Do you have any of your controls mapped to the Number Pad? OBSE has trouble detecting keys mapped to the number pad if Num Lock is turned on, but all normal Oblivion functions work with Num Lock either on or off.
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WTW
 
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Post » Fri Jun 11, 2010 6:07 am

HA! I did a clean save and reloaded my WIP script (the one that stop working after a week) and it is working fine now. So it was just a corrupted save game file after changing the scripts a many times and then loading it back into the same savegame.

You do not make changes to my scripts (with the CS or TesEdit or Bash) do you?


Good to hear! And no, I do not change around your scripts

I have currently tried removing all obse plugins minus the relevant one, generating a new oblivion.ini, and downloading a new copy of the mod.
Could there be any possible way that for one reason or another, it just can't detect the held down key (both activate and q)? Although this would not make sense as all other keys can be detected being held down (run, walk, sneak, movements). I have no problem firing two arrows, I just can't target the second (and once again I made sure to have the proper skill level). It isn't something that has occurred with my keyboard,



Odd question Treaka, but what is your control set up? Do you have any of your controls mapped to the Number Pad? OBSE has trouble detecting keys mapped to the number pad if Num Lock is turned on, but all normal Oblivion functions work with Num Lock either on or off.


I don't have any keys currently mapped on the number pad, although, I think you just answered an old question I had about why trying to open the streamline menu would not always work, even when I turned off Num Lock. Thanks!
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xxLindsAffec
 
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Post » Fri Jun 11, 2010 2:27 am

May have found an issue.

Not certain though.

I was in a ruin fighting Daedra (the tougher kind) and ran backward with bow drawn shooting. Saw a gate and closed it to give me more time. Then drew the bow and went to open the gate but was not close enough so I ended up double nocking bow.

Then tried to activate gate (got closer), but it would not open. denocked arrow and now the gate won't open at all. It was only an Ayleid gate not a load door.

So first - I think with Vanilla it is an exploit (I think) to be able to open doors with arrow nocked, so not sure if either this or combat archery removed that exploit (or my memory is so bad that I only think that a vanilla feature.

So it may not be this mod that was the issue and perhaps Combat Archery or something else entirely. Will test more to see if that works.

[edit]

Ok just tested further and the effects I seem to be having are that if I activate anything with the activate key while an arrow is nocked then the arrow gets double nocked and the activate key becomes useless and no longer works. I can't open doors, pick up arrows and basically have to exit the game and reload.

Another thing I'm noticing is that when in combat and getting harmful spells cast at me such as fatigue drains and shock and cold spells - my character will be unable to draw a bow. This effect I'm used to but lately it is that the animation gets stuck in an infinite loop and he is there trying to draw the bow many of times in a row and then a ctd happens.
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ZANEY82
 
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Post » Fri Jun 11, 2010 11:23 am

Hi Psymon

2x Nock mod:

You:
Ok just tested further and the effects I seem to be having are that if I activate anything with the activate key while an arrow is nocked then the arrow gets double nocked and the activate key becomes useless and no longer works. I can't open doors, pick up arrows and basically have to exit the game and reload.


Me:
This is a NEW issue? What (in your game) changed in the last 3 weeks that may be contributing to this? Any new mods added? However if you just started using my 2x nock mod in the last 3 weeks then I suspect I need to completely take out the “activate trigger” using the activate key from the mod. I do not want to do this but it probability will be the easiest way to solve he issue for now.



Combat Archery mod:

You:
Another thing I'm noticing is that when in combat and getting harmful spells cast at me such as fatigue drains and shock and cold spells - my character will be unable to draw a bow. This effect I'm used to but lately it is that the animation gets stuck in an infinite loop and he is there trying to draw the bow many of times in a row and then a ctd happens.

Me:
Well ok now I KNOW this is new, Something is affecting your health repeatedly or dynamically. In my mod the denok of the bow happens when you are “hurt” (take health damage) and will repeat each time the health is lowered no mater what cause the damage on you (fireball, trap, diseases, hit from an arrow, hit from melee weapon and so on.)

The idea is that any significant pain from getting hurt will interrupt your bow attack. I suspect you are using a mod that “hurts you” (modifies your health dynamically) such as that mod that takes extra health from you when your health goes down.

Can you take any new mods out of you load order to see if I am right about that.

I could modified my mod so that a HIT sound is also required to trigger the denock. Then any magic and script damage (sadly that means traps as well) would not trigger the denock. But I would like to keep it as is if I can. So lets find out first what new thing is causing it ok?
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Angel Torres
 
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Post » Fri Jun 11, 2010 9:30 am

To everyone.

I am trying to finish up on my Hypothermia mod so I may be slow to respond here, sorry about that, but I hope to have a beta for bug hunting of Hypothermia by this Monday at the latest.
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Terry
 
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Post » Thu Jun 10, 2010 10:18 pm

Just to be clear - if it wasn't - The repeated looping animations play out repeatedly even if I do not touch the mouse or anything.

And not all the time, but enough to note it.

Say he is attempting to snipe from behind a column then gets hit with a fatigue drain spell - he may spastically zoom through denocking 10-20 times in a row as if the animation is stuck.

Not game breaking - nothing urgent, but curious if anyone else gets this.

As of the other issue reported in Wrye Bash thread - mostly resolved by not using carrion rats and upping the max allowed actors using wrye bash. That first playthrough spawned enormous amounts of enemies. It really was a lot and the carrion rats were too much I think.
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Charlotte Henderson
 
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