[Relz] Duke Patricks - Near Miss Magic And Arrows Alert The

Post » Sun Dec 11, 2011 3:29 pm

Youtub link :
http://www.youtube.com/watch?v=GA3ZiuPGgCU&feature=player_embedded
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cheryl wright
 
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Post » Sun Dec 11, 2011 8:31 am

Great climbing animation, love the tree climb :goodjob:
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Emily Graham
 
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Post » Sun Dec 11, 2011 5:47 pm

WOOOO HOOO YEAH BABY CLIMB THAT TREE!! :D
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lucile davignon
 
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Post » Sun Dec 11, 2011 1:34 pm

I know this thread isn't about those animations, but would it be possible to implement an assassin's creed like climbing animation into oblivion?

BTW, I also noticed this to be an emmersion braker, and downloaded right away
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james tait
 
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Post » Sun Dec 11, 2011 9:05 pm

Great mod. Many thanks.
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Chris Ellis
 
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Post » Sun Dec 11, 2011 8:56 am

Rezzing this to ask a couple of questions:

It appears that firing an arrow or spell above a trap trigger (rope trigger or pressure plate) will activate the trap. Is this a known issue?

At one point I found that firing an arrow quite far above the head of a friendly guard at an enemy caused the guard to go hostile to me. To be honest, I can't recall whether that was this version or the previous version, though, so it might not be an issue at all anymore.
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Jacob Phillips
 
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Post » Sun Dec 11, 2011 6:19 am

I have not seen this nor has anyone else reported this. But I will test it myself when I get a chance. The newest REV uses a 20 foot wide trigger zone around the arrow that is made only to interact with actors. So I do not see how it is possible, but i will check it out.

It appears that firing an arrow or spell above a trap trigger (rope trigger or pressure plate) will activate the trap. Is this a known issue?




If someone shot an arrow in your direction (even just over your head and even 20 feet) how would you react? :hubbahubba:

But they only get upset with you if you are detected. So anyone behind a building for example should not get mad at you. And they should not get upset with you if they are in combat themselves.

At one point I found that firing an arrow quite far above the head of a friendly guard at an enemy caused the guard to go hostile to me. To be honest, I can't recall whether that was this version or the previous version, though, so it might not be an issue at all anymore.

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luis ortiz
 
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Post » Sun Dec 11, 2011 4:26 pm

The last time I noticed the NPCs getting angry for firing over them was in a previous game build in the tutorial dungeon. When you meet back up with the Blades I would fire a shot from one ledge over the top of them at an assassin coming from the other ledge. After the fight, while the Emperor was explaining how important I was, Baurus' buddy would kill me. Probably just a mod interaction from my old load list, because I don't think it happened this time.

I'll have to look at how this mod works and see if I can find anything in TES4View that might be interfering. I was testing in Crumbling Mine where there was a convenient trigger plate and two rope triggers. Seemed if I fired high enough it didn't happen, but the area in there is cramped and most times it did happen.

I'll let you know if I find anything that's causing it.

I did confirm that it only seems to happen with this mod active though.

Not a big deal to me, and actually exploitable in some cases, but since I didn't see anyone else mentioning it I thought I'd bring it up just in case.
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CxvIII
 
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Post » Sun Dec 11, 2011 12:17 pm

What does "stuck at zone four, point 2" mean, and why does the message box insist on preventing me from continuing the game? It's right in the middle of a big fight (at Kvatch) and clean saving is not an easy thing to do at this point.

Is this so vital that the message box has to keep popping up instead of allowing me to go without the script working until I get to a good place to save?
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Dewayne Quattlebaum
 
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Post » Sun Dec 11, 2011 4:14 pm

Deactivate the mod, play on in your fight...

Then load it back in at a latter time, or do not load it back in until this "stuck issue" is fixed in a future revision.

Interesting, a year went by and NO report came in on this, so I mostly forgot about the issue.
But now 4 "stuck" reports in one month.

I wonder what has changed in the world of oblivion (or OBSE) that may be contributing to this?
Or maybe it is just a coincidence. :shrug:

I guess I need to stop working on my other mods and look at this again.


What does "stuck at zone four, point 2" mean, and why does the message box insist on preventing me from continuing the game? It's right in the middle of a big fight (at Kvatch) and clean saving is not an easy thing to do at this point.

Is this so vital that the message box has to keep popping up instead of allowing me to go without the script working until I get to a good place to save?

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pinar
 
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Post » Sun Dec 11, 2011 10:19 pm

New Beta version 6.01

This is to test new Ref checks in the script to confirm the tracked projectiles are valid references.

And I put in an automatic "variable zero out" that will wash all the variables in the script on each game start.

Hopefully this will reduce the run of stuck scripts that have suddenly started occurring.

get it here:

http://www.tesnexus.com/downloads/file.php?id=16150
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Scotties Hottie
 
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Post » Sun Dec 11, 2011 7:57 am

Gonna try the beta.

Also, I should apologize for coming off a mite.....jerkish? The error in the script for the mod happened to coincide with me updating to the new Wrye Bash, and when I went to clean save your mod I found out that WB won't rebuild my bashed patch. Which left me unable to clean save your mod and continue on. Not your fault.

However, one thing about it has me still wondering. I can see the need for the warning message, and I could see the need for the warning message to reappear if you load a game and it's still stuck, but I wonder if it's necessary for the warning to keep popping up if someone decides to play through to a more convenient stopping point?

Are the effects of the script getting stuck quite severe?

edit: adding the updated mod and re-bashing prevented the problem from happening again.
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Emily Graham
 
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Post » Sun Dec 11, 2011 5:11 pm

UPDATE Duke Patricks - Near Miss Magic And Arrows Alert The Target (Rev 7)

OBSE 18 needed



VERY IMPORTANT UPDATE

Fixed several bugs and adds some voice files so that some of the NPC do not say "dumb" things to you after you fire an arrow at them!




For the most advanced SCA combat with sword and shield:
http://www.spookyfx.com/book/tromp.html
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Emily Martell
 
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Post » Sun Dec 11, 2011 12:12 pm

as usual, thanx for your amazing mods :)
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El Khatiri
 
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Post » Sun Dec 11, 2011 8:14 am

YES!, the post double arrows updates begin, thank you spooky.
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Cathrine Jack
 
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Post » Sun Dec 11, 2011 9:31 pm

Duke Patricks - Near Miss Magic And Arrows Alert The Target Rev 7.1

get it here:

http://www.tesnexus.com/downloads/file.php?id=16150

VERY IMPORTANT UPDATE!
NPC will report you to the guards if the guards are in the area. Found and fixed 2 more bugs (small ones but bugs none the less).
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Pat RiMsey
 
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Post » Sun Dec 11, 2011 7:15 pm

Duke:

While playing my game after a fight with a bear, I got this pop-up message window:

"Target mod is stuck at Zone number 5.00 and Point 3.00. Email this info to Duke and reload the mod after clean saving."

I guess I'll have to do this because of something went awry. Hope this information helps...
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Holli Dillon
 
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Post » Sun Dec 11, 2011 6:29 am

If you are saying you got this message from Duke Patrick's - Near Miss Magic And Arrows Alert The Target mod then
you are using an outdated version. Please upgrade to 7.1 (which has no such message in it.).


Duke:

While playing my game after a fight with a bear, I got this pop-up message window:

"Target mod is stuck at Zone number 5.00 and Point 3.00. Email this info to Duke and reload the mod after clean saving."

I guess I'll have to do this because of something went awry. Hope this information helps...

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Christine
 
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Post » Sun Dec 11, 2011 8:09 pm

When using this mod, if I hit or do a near miss on NPC targets, but am undetected, they run directly toward me, or navigating any paths they need to take, to go from their starting position to follow me no matter where I move to. Basically, they enter combat with me despite not having actually detected me, but they are following me in fleeing state I think. They won't stop doing this until they detect me, and then of course start actual combat because they now detect. Is this the expected behavior?
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Rhiannon Jones
 
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Post » Sun Dec 11, 2011 1:28 pm

When using this mod, if I hit or do a near miss on NPC targets, but am undetected, they run directly toward me, or navigating any paths they need to take, to go from their starting position to follow me no matter where I move to. Basically, they enter combat with me despite not having actually detected me, but they are following me in fleeing state I think. They won't stop doing this until they detect me, and then of course start actual combat because they now detect. Is this the expected behavior?


I use this also, and the NPC's in my game, if they don't immediately detect me, run to where the arrow hit.... not toward me. Post your load list please.
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Jessica White
 
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Post » Sun Dec 11, 2011 1:30 pm

Here is my load order. The most likely culprits are SM Combat Hide and Sneak Detection Recalibrated... but I already tried disabling those, rebashing, and starting a new game, and there was no difference. Same problem persists.

? 00 Oblivion.esm

? 01 All Natural Base.esm [Version 1.2.1]

? 02 Francesco's Leveled Creatures-Items Mod.esm

? 03 Francesco's Optional New Items Add-On.esm

? 04 Francesco's Optional New Creatures Add-On.esm

? 05 Better Cities Resources.esm

? 06 Unofficial Oblivion Patch.esp [Version 3.2.0]

? 07 DLCShiveringIsles.esp

? 08 Unofficial Shivering Isles Patch.esp [Version 1.4.0]

? 09 Better Cities .esp

? 0A All Natural.esp [Version 1.2]

? 0B All Natural - SI.esp [Version 1.2.1]

? 0C Enhanced Water v2.0 HD.esp

? 0D Enhanced Water v2.0 HD - SI Addon.esp [Version 0.2]

? 0E All Natural - Real Lights.esp [Version 1.2.1]

? 0F LightsOut.esp

? 10 AliveWaters.esp

? 11 AliveWaters - Koi Addon.esp

? 12 Streamline 3.1.esp

? 13 DLCHorseArmor.esp

? 14 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]

? 15 DLCOrrery.esp

? 16 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]

? 17 DLCVileLair.esp

? 18 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]

? 19 DLCMehrunesRazor.esp

? 1A DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]

? 1B EVE_StockEquipmentReplacer.esp

? 1C DLCThievesDen.esp

? 1D DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]

? 1E DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]

? 1F DLCBattlehornCastle.esp

? 20 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]

? 21 DLCFrostcrag.esp

? 22 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]

? 23 Knights.esp

? 24 EVE_KnightsoftheNine.esp

? 25 xuldarkforest.esp [Version 1.0.5]

? 26 xulStendarrValley.esp [Version 1.2.2]

? 27 xulTheHeath.esp

? 28 XulEntiusGorge.esp

? 29 xulFallenleafEverglade.esp [Version 1.3.1]

? 2A xulColovianHighlands_EV.esp [Version 1.2.1]

? 2B xulChorrolHinterland.esp [Version 1.2.2]

? 2C xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]

? 2D xulBravilBarrowfields.esp [Version 1.3.2]

? 2E xulLushWoodlands.esp [Version 1.3.1]

? 2F xulAncientYews.esp [Version 1.4.3]

? 30 xulAncientRedwoods.esp [Version 1.6]

? 31 xulCloudtopMountains.esp [Version 1.0.3]

? 32 xulArriusCreek.esp [Version 1.1.3]

? 33 xulPatch_AY_AC.esp [Version 1.1]

? 34 xulRollingHills_EV.esp [Version 1.3.3]

? 35 xulPantherRiver.esp

? 36 xulRiverEthe.esp [Version 1.0.2]

? 37 xulBrenaRiverRavine.esp [Version 1.1]

? 38 xulImperialIsle.esp [Version 1.6.6]

? 39 xulBlackwoodForest.esp [Version 1.1.0]

? 3A xulCheydinhalFalls.esp [Version 1.0.1]

? 3B xulAspenWood.esp [Version 1.0.2]

? 3C xulSkingradOutskirts.esp [Version 1.0.1]

? 3D xulSnowdale.esp [Version 1.0.2]

? 3E xulCliffsOfAnvil.esp

? 3F Drop Lit Torches Weight.esp [Version 1.6]

? 40 EVE_ShiveringIslesEasterEggs.esp

? 41 Dungeon Actors Have Torches 1.6 DT.esp

? 42 Exterior Actors Have Torches 1.3 DT.esp

? 43 Scouter.esp

? 44 SetEssentialActors.esp

? 45 No psychic guards harder fix.esp

? 46 Denock Arrows.esp

? 47 Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp

? 48 Duke Patricks - Actors Can Miss Now.esp

? 49 Duke Patricks - Fresh Kills Now Alert The NPCs.esp

? ? ? Let There Be Darkness - Cyrodiil + SI.esp

? ? ? Let There Be Darkness - Knights.esp

? ? ? Let There Be Darkness - Mehrunes Razor.esp

? ? ? Let There Be Darkness - UL Colovian Highlands.esp

? ? ? Let There Be Darkness - UL Lost Coast.esp

? ? ? Let There Be Darkness - UL Brena.esp

? ? ? Let There Be Darkness - UL Blackwood Forest.esp

? 4A EVE_KhajiitFix.esp

? 4B Better Cities SKINGRAD.esp

? 4C Better Cities BRAVIL.esp

? 4D Better Cities ANVIL.esp

? 4E Better Cities CHORROL.esp

? 4F Better Cities CHEYDINHAL.esp

? 50 Better Cities LEYAWIIN.esp

? 51 Better Cities BRUMA.esp

? 52 Better Cities - VWD of the IC.esp

? 53 Better Cities IC Arboretum.esp

? 54 Better Cities IC Arcane University.esp

? 55 Better Cities IC Arena.esp

? 56 Better Cities IC Elven Gardens.esp

? 57 Better Cities IC Green Emperor Way.esp

? 58 Better Cities IC Market.esp

? 59 Better Cities IC Prison.esp

? 5A Better Cities IC Talos Plaza.esp

? 5B Better Cities IC Temple.esp

? 5C Better Cities IC Waterfront.esp

? 5D Better Cities - Unique Landscape Barrowfields.esp

? 5E Better Cities - Unique Landscape Chorrol Hinterland.esp

? 5F Better Cities - Unique Landscape Cheydinhal Falls.esp [Version 4.8.1]

? 60 Better Cities - Unique Landscape Skingrad Outskirts.esp [Version 4.8.1]

? 61 Better Cities - Unique Landscape Imperial Isle.esp

? ? ? All Natural - Indoor Weather Filter For Mods.esp [Version 1.2]

? 62 Sneaking Detection Recalibrated.esp

? 63 SM Combat Hide.esp [Version 1.2]

? 64 damagefix.esp

? 65 Francesco's Optional Files.esp

? 66 NoBackwardsRunning_fran.esp

? 67 Bashed Patch, 0.esp
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Emmi Coolahan
 
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Post » Sun Dec 11, 2011 3:48 pm

Just in case anyone is curious why this didn't work and to possibly help anyone avoid this in the future... It IS this mod that makes the NPCs behave this way, but it seems to happen very rarely when this is the only mod loaded. I deactivated my entire load order besides this, rebashed, and it still happened, but only twice in a few dozen playtests of going through Vilverin on cheated max sneak hitting and missing each bandit. With nothing else loaded, it caused this behavior. When I load all my other mods, it happens with extreme frequency, instead of being a rarity.
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Jessie
 
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