[RELz] Crossbows of Cyrodiil Update Thread

Post » Mon Mar 21, 2011 10:35 pm

http://tesnexus.com/downloads/file.php?id=14723


Now compatible with Duke Patrick's Combat Archery and Advanced Magecraft mods!

ATTENTION-Crossbows of Cyrodiil REQUIRES http://obse.silverlock.org/ v0018 or later, as well as The Shivering Isles expansion.

Note-A patch is available for users who do not have The Shivering Isles expansion.

Download Source: http://tesnexus.com/downloads/file.php?id=14723


Description

This mod adds a variety of fully functioning crossbows and bolts to Oblivion. They can be found throughout Cyrodiil and the Shivering Isles on NPCs, at vendors, and as loot. These crossbows essentially operate like regular bows, but have the advantage of being much more effective in the hands of a novice marksman. In other words, your Marksman skill plays virtually no role in how much damage the crossbow deals. This makes them extremely versatile and deadly weapons.

However, there are a few drawbacks to take into consideration. The first is that crossbows are very slow to span, and in order to do so the character is momentarily immobilized. Thankfully, the time it takes to span a crossbow is directly influenced by the character's strength and the crossbow type. Stronger characters will be able to ready their crossbows much faster than weak characters. Likewise, more powerful crossbows will be slower to load. Another consideration is that crossbows can not be used with conventional arrows. Crossbows will only loose bolts specially made for them. Also, remember that a crossbow can not be used "lightly". In order to attack, the crossbow has to be fully spanned. If the character releases the attack key early the operation is canceled. This can be a good thing, as it allows you to think twice when a melee combatant is near.

Overall, the crossbow is a practical and efficient weapon for anyone who wants to administer a single damaging blow to an opponent without spending long hours training on a regular bow. They are very effective stealth weapons, but remember, they do have their vulnerabilities.

Special Thanks goes to HeyYou for providing scripting, and Hel Borne for providing the models. Without them, this mod would never have reached the level it is today. I'd also like to thank Scruggswuggsy the Ferret for devising the first crossbow script, and Sjors Boomschors for the original concept that spawned this mod.
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Meghan Terry
 
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Post » Tue Mar 22, 2011 4:29 am

Just an update to let everyone know I'm consolidating the http://www.gamesas.com/index.php?/topic/1107009-project-modeler-needed/ thread with this one. That will prevent me from having to keep two threads active while changes are made. :)
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matt white
 
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Post » Mon Mar 21, 2011 5:37 pm

I'm looking into the textures right now. Hel Borne already has done a great job on them, though there's still room for improvement. I assume that the current models (like the Ebony xbow) aren't going to get updated so it is worth trying to improve them?
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FoReVeR_Me_N
 
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Post » Tue Mar 22, 2011 7:13 am

I'm looking into the textures right now. Hel Borne already has done a great job on them, though there's still room for improvement. I assume that the current models (like the Ebony xbow) aren't going to get updated so it is worth trying to improve them?


I'd love to keep them, even if we do make alternative versions for each type, so improve them as you see fit. By the way, are you still planning on lengthening the textures to fit the longer mesh?
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Portions
 
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Post » Mon Mar 21, 2011 6:53 pm

To answer your question, the size of the bolt is primarily dependent on what size you make the crossbows. Of course, if could be the other way around too, with the crossbows being fitted to the bolts. Either way, the bolts probably shouldn't be more than half the length of a typical arrow in the game. I do know that the bolt should not be longer than the distance between the end of the crossbow and the place where the string is latched.

Just out of curiosity, how many different versions are you personally planning to make? I've not heard enough from the different individuals interested to know who is working on what, with the exception that you've shown me you are working on some bolts. Are you and StarX in touch with one another?


I was talking about the flights, but yeah the bolts will be made to fit whatever size the crossbows are :)

I'm planning to make enough to cover the different weapon types in-game, IE Steel has one kind, Silver another ect. Though I may just change the tips for similar materials, but for more dramatic types like Dwarven and Daedric I'll make unique looks ones.

Me and StarX are in touch as he said, problably will be for a long time to come too so there are no worries there. As he said we're tied up but I'm fitting in time to at least make some bolts :D

Okay so the original models are being kept then?, If so it'll be easier to add variants ontop of the ones available rather than out-right replacing them.

I don't know what's up with the others who offered to help, I'm not in contact with any of them, well besides Matth who frequents TESA.
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Jani Eayon
 
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Post » Mon Mar 21, 2011 9:27 pm

I was talking about the flights...

Oh, sorry, I misunderstood. You might try making them twice as long and see how that looks. If that's a bit extreme then do half as much. :shrug:

I'm planning to make enough to cover the different weapon types in-game, IE Steel has one kind, Silver another ect. Though I may just change the tips for similar materials, but for more dramatic types like Dwarven and Daedric I'll make unique looks ones.

That sounds very nice. :goodjob:

Okay so the original models are being kept then?, If so it'll be easier to add variants ontop of the ones available rather than out-right replacing them.

Really, it depends on how soon the newer models are completed and whether or not the older ones will still fit consistently. If there is a huge visual difference between the models, I may retire them, but, if they can still be used, I'd like to do so. One thought I had, was to have light and heavy versions of each crossbow. If we have enough new models we could just use the older ones for "light" versions. Make sense? Probably not... I'm not the best at explaining. :rolleyes:

Anyhow, it sounds like you guys (IS, StarX, and Matth) are working close enough to get some stuff together when you get the time. That's good enough for me. :)
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Del Arte
 
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Post » Mon Mar 21, 2011 9:55 pm

Really, it depends on how soon the newer models are completed and whether or not the older ones will still fit consistently. If there is a huge visual difference between the models, I may retire them, but, if they can still be used, I'd like to do so. One thought I had, was to have light and heavy versions of each crossbow. If we have enough new models we could just use the older ones for "light" versions. Make sense? Probably not... I'm not the best at explaining. :rolleyes:

Anyhow, it sounds like you guys (IS, StarX, and Matth) are working close enough to get some stuff together when you get the time. That's good enough for me. :)


That's a good idea, we'll able to use the older ones and then develop some new "heavier" looking crossbows, now there is something from a design point to guide us :D
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Steve Smith
 
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Post » Tue Mar 22, 2011 4:06 am

That's a good idea, we'll able to use the older ones and then develop some new "heavier" looking crossbows, now there is something from a design point to guide us :D


Small FYI but I made the animated and non-animated parts of the x-bow mesh seperate NiNodes so you could retain the bow/string part and swap the tiller out to create more variety. You could also rescale the bow/string node in the NIF to make larger/smaller varients. Just a thought.
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Jeff Tingler
 
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Post » Mon Mar 21, 2011 10:46 pm

Well, there's been nothing posted here in a little while, so I figured I better see how things are progressing. The only one I've heard from is Spiderpig, who has said they will be unable to work on Crossbows of Cyrodiil. As far as I know, InsanitySorrow, StarX, and Matth80 are still interested in working on CoC. Did your other projects ever reach completion? Let me know if there is anything I can do. :)
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Becky Cox
 
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Post » Tue Mar 22, 2011 6:26 am

Heya Linus,

No worries, mate. Insanity and I are doing some final work for our upcoming release, so it's a bit hectic. We'll get to it eventually. :foodndrink:
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Angus Poole
 
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Post » Mon Mar 21, 2011 5:17 pm

Just checking in... hoping things are moving along. Anything to report yet? :)
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sexy zara
 
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Post » Tue Mar 22, 2011 12:26 am

Just checking in... hoping things are moving along. Anything to report yet? :)


I'll be on vacation for a few weeks soon. After that I promise to have a better look at the several crossbow textures. :foodndrink:
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REVLUTIN
 
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Post » Mon Mar 21, 2011 5:59 pm

No progress yet, been rather busy on expanding our latest release :lmao:, I'll get to the modelling soon. I'm also wondering where the other interested modders are.
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Amy Gibson
 
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Post » Mon Mar 21, 2011 10:28 pm

I'm also wondering where the other interested modders are.


As far as I know, StarX, Matth80, and you are the only ones committed to working on this project. I was under the impression the three of you were in touch with each other. There were a few others who expressed interest, but nothing was ever promised.
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Oceavision
 
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Post » Mon Mar 21, 2011 8:38 pm

Well, Insanity and I have daily contact due to The Arsenal. I think Matth will not be back anytime soon, as he said something like that on TESA.
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Toby Green
 
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Post » Mon Mar 21, 2011 8:23 pm

I think Matth will not be back anytime soon, as he said something like that on TESA.


He has recently contacted me via messenger to indicate he is interested in beginning work on various crossbow models. I have encouraged him to contact you both directly, and now I'd like to recommend the two of you do the same with him. All three of you have shown a very strong desire to work on CoC. It will become increasingly necessary throughout this project that each modeler is in contact with the others so as to be as productive and as efficient as possible. Hopefully, his real life obligations will allow him ample time to work with the two of you. :)

EDIT: I've sent Matth80 a message asking him to use this thread for future communications. That should help us all to stay on the same page.
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Anne marie
 
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Post » Mon Mar 21, 2011 9:05 pm

Announcing the release of http://tesnexus.com/downloads/file.php?id=14723!

Now compatible with Duke Patrick's Combat Archery and Advanced Magecraft mods!
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Nikki Morse
 
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Post » Tue Mar 22, 2011 6:38 am

wow! Does this mean the cross hair issue is fixed also? :whistling:
(you know, the problem with the cross hair visually blocked by the crossbow, the crossbow needs to either be dropped down 2 inches relative to the size of the crossbow while in the players hands or the model height needs to be "flatter" by 2 inches relative to the crossbow size.)

OR is that "issue" still in the queue, so to speak?

Wish I had time to play, I would love to go Vampire hunting right now with your crossbows.

Does your mod also have an INI to prevent the FREEZE of the player while loading and arrow? I add longer draw the arrow time relative to the strength of the bow and player in my mod so your "cannot move" time is not necessary when when my mod is used. But right now crossbows are not effected by my mod. If the player can turn off this "cannot move time while reloading and arrow" feature in your mod I will add crossbows back into my mod's "extra draw time" featuer.
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josh evans
 
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Post » Tue Mar 22, 2011 7:48 am

are the crossbows also on the heavier side?
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Ezekiel Macallister
 
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Post » Tue Mar 22, 2011 8:25 am

They vary. from 'relatively' light, to fairly heavy. Although,even the litest pack a punch.
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Anna Watts
 
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Post » Tue Mar 22, 2011 8:00 am

wow! Does this mean the cross hair issue is fixed also? :whistling:
(you know, the problem with the cross hair visually blocked by the crossbow, the crossbow needs to either be dropped down 2 inches relative to the size of the crossbow while in the players hands or the model height needs to be "flatter" by 2 inches relative to the crossbow size.)


No, unfortunately, this has not been corrected. As I've said before, I've no experience altering models and, thus, this task will fall on someone else. It is certainly on the list, but I haven't heard anything from our three committed modelers in awhile. :shrug:

Does your mod also have an INI to prevent the FREEZE of the player while loading and arrow? I add longer draw the arrow time relative to the strength of the bow and player in my mod so your "cannot move" time is not necessary when when my mod is used. But right now crossbows are not effected by my mod. If the player can turn off this "cannot move time while reloading and arrow" feature in your mod I will add crossbows back into my mod's "extra draw time" featuer.


I'm not really sure what you're talking about here. In particular, what do you mean the "cannot move" time is not necessary? Crossbows of Cyrodiil already controls crossbow draw time relative to the player's strength and crossbow type. Are you suggesting I NOT immobilize the player while they span the crossbow?
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T. tacks Rims
 
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Post » Mon Mar 21, 2011 9:40 pm

No, unfortunately, this has not been corrected. As I've said before, I've no experience altering models and, thus, this task will fall on someone else. It is certainly on the list, but I haven't heard anything from our three committed modelers in awhile. :shrug:


Please PM me an email address I can send my modified model (of your crossbows) to. Try them out and see if they are acceptable. They are altered by dropping the model down 2 inches in the hands of the player to fix this issue.

I'm not really sure what you're talking about here. In particular, what do you mean the "cannot move" time is not necessary? Crossbows of Cyrodiil already controls crossbow draw time relative to the player's strength and crossbow type. Are you suggesting I NOT immobilize the player while they span the crossbow?


Maybe I need to try the mod again as it has been a long time so I may not remember correctly. But I remember that the player is frozen in one spot (with NO bow drawing animations) for a second or two. This was intended (I thought) to simulate the player drawing the crossbow. But with out an animation playing this was not immersive. So I stopped this in your mod and replaced it with a scripted screen movment to "fake" an animation of the bow "swaying" upward (so it is almost imposisble hard to aim) as you draw the arrow. This movement stops once the bow is fully drawn. In this way you feel as if you are struggling with the bow to draw the arrow rather than just being "frozen" for a few seconds.

So if your feature could be turned off perhaps by an INI file my Archery mod could then work with the crossbow (after I make the change to my archery mod as right now the feature will not trigger if you have a crossbow.).
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Brandon Wilson
 
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Post » Tue Mar 22, 2011 10:13 am

I am a user that plays the game without a cross-hair. But I can't figure out where the crossbows are pointing? Does it also change it's position slightly when goin into sneak?

EDIT - As usual the forum logs me out when I am writing the edit; happens all the time. Anywho -
I just checked when I remembered where I turned off the cross-hair (mod adjustment) and saw that the cross-hair does not line up with the Crossbow sight. And I guess with Dukes fixes the crossbow would be even lower? I guess I just have to practice then. Should have brought my bow too :P END EDIT

This is a great add-on and I've started using it after you made it compatible with Duke's Combat Archery.
Very nice models and seamlessly integrated into Tamriel. :goodjob:
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Jaki Birch
 
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