[REQ/Idea]Cast on Strike for Bows

Post » Sun Mar 14, 2010 7:57 am

So, I was reminded again of the fact that enchanting a bow with an "on strike" enchantment is useless, since you don't actually use the bow to hit things. Would it be possible to make a script to cause any enchantment on the bow/crossbow to be added on to the projectile? Or, if not onto the projectile, then to act concurrently to a successful hit, like in TESIV?
User avatar
Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Sun Mar 14, 2010 3:33 pm

I'd mention it in the fixing the cogs of morrowind thread, since it probably requires some edits to the game to work, that, or some crazy MWSE scripting.
User avatar
Laura Wilson
 
Posts: 3445
Joined: Thu Oct 05, 2006 3:57 pm

Post » Sun Mar 14, 2010 11:07 am

I'd mention it in the fixing the cogs of morrowind thread, since it probably requires some edits to the game to work, that, or some crazy MWSE scripting.

I was considering mentioning it in the cogs thread, but it seems to be more of a tweak/scripting thing as opposed to an actual bug with the gameplay. I mean, it is true, you don't clobber the enemy with the bow, you just shoot the arrows. But, it makes sense that an enchanted bow would imbue the arrows with the bow's enchantment.

Perhaps a better option would be to wield the bow like a club if no arrows are equipped. :lol:
User avatar
Bellismydesi
 
Posts: 3360
Joined: Sun Jun 18, 2006 7:25 am

Post » Sun Mar 14, 2010 10:50 am

Wow, I'm getting good at popping in even before I'm summoned. :P

This could be done if it wasn't for one thing: we can't determine via script what the enchantment on the bow is. :shrug:
User avatar
ZzZz
 
Posts: 3396
Joined: Sat Jul 08, 2006 9:56 pm

Post » Sun Mar 14, 2010 5:49 am

Wow, I'm getting good at popping in even before I'm summoned. :P

*le gasp!* Why hello there! :hurridly pulls hand away from lamp: :P

This could be done if it wasn't for one thing: we can't determine via script what the enchantment on the bow is. :shrug:

Interesting. Do you think that aspect is something the Cogs patch could address? Or is it all more complicated than that? :unsure:

Is there anything in the game that can detect the specific enchantment on an item?
User avatar
Keeley Stevens
 
Posts: 3398
Joined: Wed Sep 06, 2006 6:04 pm

Post » Sun Mar 14, 2010 12:14 pm

MWE could, I think. It's just a memory thing, so MWSE should be able to, if it knew the memory offset.

You can always have bows that summon enchanted arrows, but other than that....
User avatar
Anthony Rand
 
Posts: 3439
Joined: Wed May 09, 2007 5:02 am

Post » Sun Mar 14, 2010 9:14 pm

isn't that possibile to create scripted bow? you couldn't create your own in-game, but it could be a good compromise
User avatar
Darlene Delk
 
Posts: 3413
Joined: Mon Aug 27, 2007 3:48 am

Post » Sun Mar 14, 2010 3:35 pm

well with the new morrowind code patch, you can enchant stacks of arrows, bolts, stars, and throwing knives. plus it would seem like some sort of enchanting conflict to have an enchanted bow on strike using enchanted arrows on strike...
User avatar
rolanda h
 
Posts: 3314
Joined: Tue Mar 27, 2007 9:09 pm

Post » Sun Mar 14, 2010 7:50 pm

well with the new morrowind code patch, you can enchant stacks of arrows, bolts, stars, and throwing knives. plus it would seem like some sort of enchanting conflict to have an enchanted bow on strike using enchanted arrows on strike...

Not so much as a conflict as it would be overkill. :hehe: Still, it'd definitely make ranged combat a bit more on-par with melee combat.

@peachykeen: I'd prefer to avoid MWE if at all possible. You say it is a memory sort of thing? Do you think I should mention that over in the cogs patch, ask if it is something Hrnchamd could look into?
User avatar
Marina Leigh
 
Posts: 3339
Joined: Wed Jun 21, 2006 7:59 pm

Post » Sun Mar 14, 2010 4:46 pm

MWSE and MWE both function as any sort of game trainer that you download. They simply read/modify memory locations to make the game think it made the change on its own. As such, something like getting the enchantment on an item is more of an extended function as opposed to a bug fix. Indeed, there is no bug in this case; it was simply never created.

MWE can read equipped spells, it cannot read enchantments. That's why Oblivion-Style Spellcasting will not work with enchanted items. Short of getting a new MWSE function (:poke:...someone who knows C++) I don't see how we could ever do this.

Now it would be possible to make custom scripted bows, or to add scripts to the bows in game. Causing the effect on the NPC would require MWSE. It could be neat to have as some sort of unique artifact.
User avatar
Harry Leon
 
Posts: 3381
Joined: Tue Jun 12, 2007 3:53 am

Post » Sun Mar 14, 2010 2:10 pm

Now it would be possible to make custom scripted bows, or to add scripts to the bows in game. Causing the effect on the NPC would require MWSE. It could be neat to have as some sort of unique artifact.


isn't that what I suggested? :D
User avatar
Motionsharp
 
Posts: 3437
Joined: Sun Aug 06, 2006 1:33 am

Post » Sun Mar 14, 2010 11:32 am

Perhaps a better option would be to wield the bow like a club if no arrows are equipped. :lol:


Well the answer is simple; turn thew bow into a one-hand Blunt Weapon! :lol:
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Sun Mar 14, 2010 4:41 pm

Well the answer is simple; turn thew bow into a one-hand Blunt Weapon!

But how would it still function like a bow to launch projectiles? Aside from which, it would be an ineffective melee weapon.
User avatar
Ana
 
Posts: 3445
Joined: Sat Jul 01, 2006 4:29 am

Post » Sun Mar 14, 2010 12:26 pm

@peachykeen: I'd prefer to avoid MWE if at all possible. You say it is a memory sort of thing? Do you think I should mention that over in the cogs patch, ask if it is something Hrnchamd could look into?


MWSE does memory too. ;)

MWSE and MWE both function as any sort of game trainer that you download. They simply read/modify memory locations to make the game think it made the change on its own. As such, something like getting the enchantment on an item is more of an extended function as opposed to a bug fix. Indeed, there is no bug in this case; it was simply never created.

MWE can read equipped spells, it cannot read enchantments. That's why Oblivion-Style Spellcasting will not work with enchanted items. Short of getting a new MWSE function ( :poke: ...someone who knows C++) I don't see how we could ever do this.

Now it would be possible to make custom scripted bows, or to add scripts to the bows in game. Causing the effect on the NPC would require MWSE. It could be neat to have as some sort of unique artifact.


I know a little about how the MWSE system works, I can look at how to add new ones. It's a jump from what I've been doing, so no guarantees, but basically looking up the string from the offset shouldn't be hard, especially since MWSE's virtual machine knows how already, I'd just have to copy, say, xGetValue and change it to the enchanment offsets. Spell ID would be returned.

Also, theoretically (I'm not even going to try yet), arrows should exist in memory for tracking and damage. Meaning they can be tracked. When they disappear, you could place a static copy at the last position, for (in theory) Oblivion-like retrieval.
User avatar
Emmi Coolahan
 
Posts: 3335
Joined: Wed Jan 24, 2007 9:14 pm

Post » Sun Mar 14, 2010 6:34 am

Also, theoretically (I'm not even going to try yet), arrows should exist in memory for tracking and damage. Meaning they can be tracked. When they disappear, you could place a static copy at the last position, for (in theory) Oblivion-like retrieval.


Aerelorn looked into doing that for Marksman Enhanced. He discovered that the arrow seemingly "disappears" from memory when it gets to the target. Essentially it only exists in memory to display, it has nothing to do with the actual damage of the target. He said there was no way to determine where the arrow's final destination is.
User avatar
Marion Geneste
 
Posts: 3566
Joined: Fri Mar 30, 2007 9:21 pm

Post » Sun Mar 14, 2010 3:17 pm

Aerelorn looked into doing that for Marksman Enhanced. He discovered that the arrow seemingly "disappears" from memory when it gets to the target. Essentially it only exists in memory to display, it has nothing to do with the actual damage of the target. He said there was no way to determine where the arrow's final destination is.

But what about the marksman recovery GMST? The game has to keep track of what arrows were fired to know what arrows to stuff in the corpse... :confused:

@peachykeen: you are awesome! :dance: Everyone here is so awesome! *is immensely cheered up*
User avatar
Chris Guerin
 
Posts: 3395
Joined: Thu May 10, 2007 2:44 pm

Post » Sun Mar 14, 2010 1:00 pm

But what about the marksman recovery GMST? The game has to keep track of what arrows were fired to know what arrows to stuff in the corpse... :confused:


Right. The game has to know. Plus:

Aerelorn looked into doing that for Marksman Enhanced. He discovered that the arrow seemingly "disappears" from memory when it gets to the target. Essentially it only exists in memory to display, it has nothing to do with the actual damage of the target. He said there was no way to determine where the arrow's final destination is.


When it gets to the target. So the engine does know that last position immediately before disappearance, which is really close to the spot it would stick into. If we can watch those coordinates and (basically using a lastPos variable) store the last recorded position before disappearance, then use xPositionCell to place a new arrow there, it would be really close. If it's displaying it, it has to know the last position. It's just a matter of catching and storing that.
User avatar
Lynne Hinton
 
Posts: 3388
Joined: Wed Nov 15, 2006 4:24 am

Post » Sun Mar 14, 2010 3:58 pm

I made some handheld weapons that cast projectiles when they are swung so we could attach scripts to bows that launch NPC projectiles once the right sound is played and in order to run the right animation we use invisible arrows that don't do any damage. I was all for this but the old version of MGE had a broken GetEyeVec function(returns the pitch of the player's crosshairs) but apparently its been fixed so it can be done. I think the bounding box would have to be resized, though. This would be good too as we could control the arc of the flight and make it a function of the player's attributes.

One problem would be that all spells would have to be area of effect spells as the NPCs cease travelling upon collision.

Another reason I haven't tried it is you can't tell which mesh it is closest to and successfully attach it to that mesh. You can have a pretty good guess using the cell scan method from MWSE but its no guarantee.


Edit: Just created a really quick version using old scripts and meshes. It works and I can confirm that GetEyeVec works aswell. Will post a vid in my shop mod when its cleaned up though it'll still have the same problems I mentioned before.
User avatar
Marnesia Steele
 
Posts: 3398
Joined: Thu Aug 09, 2007 10:11 pm

Post » Sun Mar 14, 2010 3:13 pm

:bump: :whistling:

So... is the idea from the OP still feasible with, say, MWSE?

What if there was an in-game scripted interface that asked the player to specify the enchantment on the bow - you know, select spell effect, duration (min/max), damage (min/max), area of effect, etc? Could that information work as a "memory" of the enchantment? If so, then how could cast cost and charge be calculated? Arg, still so complicated. :wacko:
User avatar
Sophie Morrell
 
Posts: 3364
Joined: Sat Aug 12, 2006 11:13 am

Post » Sun Mar 14, 2010 10:14 am

Something like getting the enchantment on an item is more of an extended function as opposed to a bug fix. Indeed, there is no bug in this case; it was simply never created.


I hate to sound like I am disagreeing with Fliggerty here, for he is obviously far more knowledgeable that I am on MW matters, however I want to point something out.


So, I was reminded again of the fact that enchanting a bow with an "on strike" enchantment is useless, since you don't actually use the bow to hit things.


If it is useless, it obviously must be a bug right? It does not work. So either it was intended for use, or placed on the bow by mistake. Judging from OB's example, I have to guess that it actually was meant to occur much like in OB, but did not work as intended. What am I missing that makes this not a bug?
User avatar
Leanne Molloy
 
Posts: 3342
Joined: Sat Sep 02, 2006 1:09 am

Post » Sun Mar 14, 2010 8:53 am

Perhaps a better option would be to wield the bow like a club if no arrows are equipped. :lol:


http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6264 :P

Has anyone ever documented how Morrowind allocates memory while running, or how one would go about finding out? :unsure:
User avatar
ImmaTakeYour
 
Posts: 3383
Joined: Mon Sep 03, 2007 12:45 pm

Post » Sun Mar 14, 2010 10:37 am

Nice mod.

I have also been told that you can't detect owner for PC equipped items.(stolen items) I need that for a project. And I really liked peachykeen's idea of sticking arrows. "game has to know".
User avatar
Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm


Return to III - Morrowind