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

Post » Wed Sep 29, 2010 8:44 am

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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Taylor Tifany
 
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Post » Wed Sep 29, 2010 1:46 pm

Another excellent suggestion! I will do this.

THANKS! :wave:


I thought so too (smug smiley, polishes nails) :). I just thought anyone downloads, extracts, see's locked file and those boring readme things, then instantly shoots off to complain about the locked file :rolleyes:
Hope it helps divert a few requests for help.

P.S No problems so far - Looking good.
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jeremey wisor
 
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Post » Wed Sep 29, 2010 7:03 am

Duke, have you thought about merging your excellent mods into one larger mod?

For e.g., Near miss magic and arrows alert the NPC could be merged with combat archery (and tweaked settings with an ini).
Same thing with Friendship ring, actors can miss etc.(where toggling variables in the ini could select/deselect features if someone doesn't wan't them)

The reason I request this is because many of us players have near 255 mods (I am at 254), and am trying to reduce the esp count. Users who don't want certain features can toggle them in the ini file.... just like in Combat Archery at the moment! :whisper: "IReadIt" :whisper:

Maybe this project could be done in the background, but I would definitely appreciate if you consider this suggestion! :icecream:
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Jaylene Brower
 
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Post » Wed Sep 29, 2010 8:55 am

I am sorry Anithinks, but I get just as many requests to NOT combine features (such as adding in the double arrow nock mod to the archery mod) and even some players beg me to to break up the mods I have now into separate mods (such as making the "Don't shoot me Bro" feature a stand alone mod).

At this time it is far easer on me NOT to combine my separate mods and NOT to break up my overhaul mods into separate mods.
So I have no plans to do either in the near feature.


Duke, have you thought about merging your excellent mods into one larger mod?

For e.g., Near miss magic and arrows alert the NPC could be merged with combat archery (and tweaked settings with an ini).
Same thing with Friendship ring, actors can miss etc.(where toggling variables in the ini could select/deselect features if someone doesn't wan't them)

The reason I request this is because many of us players have near 255 mods (I am at 254), and am trying to reduce the esp count. Users who don't want certain features can toggle them in the ini file.... just like in Combat Archery at the moment! :whisper: "IReadIt" :whisper:

Maybe this project could be done in the background, but I would definitely appreciate if you consider this suggestion! :icecream:

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maria Dwyer
 
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Post » Wed Sep 29, 2010 2:38 pm

Duke - Is a clean save needed before upgrading to the latest version?
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Nathan Barker
 
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Post » Wed Sep 29, 2010 11:12 am

No not necessary.

Duke - Is a clean save needed before upgrading to the latest version?

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Helen Quill
 
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Post » Wed Sep 29, 2010 10:36 am

I can't find this mod on TesNexus site. Can you reUpload the mod please ?
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Rachel Tyson
 
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Post » Wed Sep 29, 2010 4:28 pm

I can't find this mod on TesNexus site. Can you reUpload the mod please ?


Thats not going to happen - Read the comments here to find out why http://www.invision.tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery-31a/ (scroll down)

You will have to join to get it.
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Carolyne Bolt
 
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Post » Wed Sep 29, 2010 7:28 am

Thanks for trying to help Alt3rn1ty, but unfortunately the old comments that explain the situation got deleted when I move the mod to a new place on Tes Alliance.

But the short explanation is that TesNexus got so big, and popular and "busy" with other things that the administration no longer had time to help me. Tes Alliance on the other hand is very popular but not so big yet that they cannot provide direct attention to my needs in publishing the mods. So my mods that do not generate a lot of junk email from players that do not read the read me files are on TesNexus (for now) and the mods that require the player to read the read me files are on Tes Alliance. I have a few mirrors on TesNexus that link to Tes Alliance, but I will not be putting the complicated overhauls mods on TesNexus for the foreseeable future. I am not sure what TesNexus could do to change things at this point. They are just too busy these days to provide the "personal touch" the way they use to.


Thats not going to happen - Read the comments here to find out why http://www.invision.tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery-31a/ (scroll down)

You will have to join to get it.

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Ian White
 
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Post » Wed Sep 29, 2010 3:53 am

Hey, checking in... finally.

I've been reviewing Crossbows of Cyrodiil's scripts in order to find the incompatibility that it causes with your mods. I believe I have added the necessary variables to eliminate the conflict, but I can't be certain. Is the "disableControl 4" the only problem CoC is causing, or are there other conflicts? I can limit the use of the enableControl functions so that they only run once after the player switched their crossbow for another weapon (regular bow, melee weapon, etc.). I can not, however, completely remove the use of dis/enableControl functions for the crossbows themselves. In order for them to animate correctly something has to be done to prevent the player from attacking when in sneakMode or immediately after being staggered, etc. If this is a major problem then you'll have to give me specifics about what you are trying to accomplish and how CoC is preventing it. I'll do my best to sort out any conflict between our mods.

As an aside, does Combat Archery directly impact NPCs, or is it just applied to the player?

Let me know what I can do, and I promise I will try to work this out.
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Craig Martin
 
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Post » Wed Sep 29, 2010 5:36 pm

To be honest it has been so long now that I do not remember the specifics. See if TheNiceOne remembers as he also (and independently) discovered the conflicting issue in CoC.

I do remember that the way CoC was using the disable command would make it conflict with many other mods that do any kind of "isattacking" checks (combat mods mostly) not just Combat Archery.

And yes Combat Archery effects NPC but to a much lesser extent than the player.

As much as I really REALLY love CoC I cannot use the mod until the cross hair issue is also fixed. This is part of the reason I have not loaded it in my game for months now. Remember I had said that the crossbows need to be made "less tall" or they need to be lowered in the z direction so that the body of the crossbow is moved DOWN out of the way of the cross hair. As it is now the cross hair is obscured visusaly by the body of the crossbow. I altered a few of the crossbows (lowered them down in the z direction about 2 inches) just to prove it would solve the problem. But you did not want to use the modification because it caused some clipping issues when you view your PC in third person and from the left or right side. (but really how often do players do that?) :shrug:

In RL crossbows are aimed by looking down the SIDE of the weapon (where it is smooth and straight) not over the top of the weapon (where there is a lot of protruding metal that breaks the line of sight) as they do not have "iron sights" like a modern gun. Any chance you could do that? If not no big deal as long as the cross hair can be seen with out the body of the crossbow getting in the way.

I hope these two issues can be worked out because I really did love it and CoC was the only combat mod I use in my game that I did not make myself!



Hey, checking in... finally.

I've been reviewing Crossbows of Cyrodiil's scripts in order to find the incompatibility that it causes with your mods. I believe I have added the necessary variables to eliminate the conflict, but I can't be certain. Is the "disableControl 4" the only problem CoC is causing, or are there other conflicts? I can limit the use of the enableControl functions so that they only run once after the player switched their crossbow for another weapon (regular bow, melee weapon, etc.). I can not, however, completely remove the use of dis/enableControl functions for the crossbows themselves. In order for them to animate correctly something has to be done to prevent the player from attacking when in sneakMode or immediately after being staggered, etc. If this is a major problem then you'll have to give me specifics about what you are trying to accomplish and how CoC is preventing it. I'll do my best to sort out any conflict between our mods.

As an aside, does Combat Archery directly impact NPCs, or is it just applied to the player?

Let me know what I can do, and I promise I will try to work this out.

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Scott Clemmons
 
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Post » Wed Sep 29, 2010 2:24 am

To be honest it has been so long now that I do not remember the specifics. See if TheNiceOne remembers as he also (and independently) discovered the conflicting issue in CoC.

I do remember that the way CoC was using the disable command would make it conflict with many other mods that do any kind of "isattacking" checks (combat mods mostly) not just Combat Archery.

And yes Combat Archery effects NPC but to a much lesser extent than the player.


I'll try to send TheNiceOne a message sometime later tonight. In the mean time, you may check out the updated version of Crossbow of Cyrodiil to see if it still conflicts.

As much as I really REALLY love CoC I cannot use the mod until the cross hair issue is also fixed. This is part of the reason I have not loaded it in my game for months now. Remember I had said that the crossbows need to be made "less tall" or they need to be lowered in the z direction so that the body of the crossbow is moved DOWN out of the way of the cross hair. As it is now the cross hair is obscured visusaly by the body of the crossbow. I altered a few of the crossbows (lowered them down in the z direction about 2 inches) just to prove it would solve the problem. But you did not want to use the modification because it caused some clipping issues when you view your PC in third person and from the left or right side. (but really how often do players do that?) :shrug:

In RL crossbows are aimed by looking down the SIDE of the weapon (where it is smooth and straight) not over the top of the weapon (where there is a lot of protruding metal that breaks the line of sight) as they do not have "iron sights" like a modern gun. Any chance you could do that? If not no big deal as long as the cross hair can be seen with out the body of the crossbow getting in the way.

I hope these two issues can be worked out because I really did love it and CoC was the only combat mod I use in my game that I did not make myself!


I really appreciate the kind words for CoC, and I do recall your concern about the crosshair. In truth, I totally agree with you, but as I said before I have absolutely no talent when it comes to editing the models or animations themselves. We are currently enlisting new modelers for CoC in an effort correct some of these problems. I can't say when, but hopefully soon we'll be adding new meshes that work as you and I both want.

Also, if things go as planned we may be seeing a new animation created specifically for the crossbows. I can't make any promises, but it is definitely on our to-do list. :)
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Fluffer
 
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Post » Wed Sep 29, 2010 3:33 am

Just installed this and noticed that BOSS puts it after the bashed patch.

Is it supposed to be this way? I see nothing about load order in the readme.
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Rebekah Rebekah Nicole
 
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Post » Wed Sep 29, 2010 8:03 am

It used to be that a few of Duke Patrick's mods had weapon stat changes to them that necessitated it being loaded after the bashed patch in order to not be overwritten by mods that had weapon stats merged into the bashed patch.

Now these mods have stats that are script driven so it may not matter as much if this one is loaded before the bashed patch as heavily scripted mods are often bash independent. That said it also will do no harm to your game to have it loaded after bash either. I'd recommend after bash to make sure it has the full effects, but you could test and see.

I still load most of Duke's mods after the bashed patch.
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Karen anwyn Green
 
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Post » Wed Sep 29, 2010 11:15 am

Post limit.
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Beast Attire
 
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