Group: Members
Posts: 633
Joined: 2-January 07
Member No.: 329734
A bug needs to be fixed that controls the NPC Climb.
I know what it is, it will be an easy fix.
But I will do this and upload rev 1.1 when I get home in about 6 hours from now. Sorry about the wait.
Group: Members
Posts: 633
Joined: 2-January 07
Member No.: 329734
Your marksman skill is set to zero as you pull the bow string, then set to normal once the bow is fully drawn. This as well as other factors would make the damage your see in the menu (or elsewhere) fluctuate. I am still trying to find ways to make this invisible to the player, but especially with mods that add hotkeys and new hud info this may not be worth the time to try to cover it all! The damage shown in the menu is very misleading even in a vanilla build of the game with no mods. NO PLAYER hardly EVER inflicts the damage you see in the menu. There are dozens of reasons for this, but I can see how this is hard for most players to understand. That is why the damage of the bow is now settable (up to the player). If you want to set it WAY DOWN to single and double digits, then, well...its your funeral.
Look for the {} symbol in the name of the bow (or arrow). If it is NOT in the name the bow has yet to be processed by my script.
Also, enchanting the bow will strip out the {} in the name, so be sure to put the {} symbol in your player enchanted weapon or it may get processed a second time and crank up the damage more than intended.
And because of the way OBSE works, each RELOAD means many of the weapons in the present cell must be reprocessed. Eventually you wll get them all (except for new weapons from mods that you add later) and this will not be an issue for the rest of your game until (IF) you unload and then reload the mod for some reason.
Group: Members
Posts: 633
Joined: 2-January 07
Member No.: 329734
@ SCHNEE4
Do you mean that when you block an arrow with your shield you still take a lot of damage?
Shield are set to absorb UP TO 99 % of the damage. However if your block skill is not very high this will not matter, you will still take a lot of damage, especially from arrows shot from high power bows, those arrows will go right thru shields unless you have a high skill level to deflect the arrows.
Group: Members
Posts: 633
Joined: 2-January 07
Member No.: 329734
Please delete the Jpg in the sound folder!
Thanks Psymon for catching that!
I was wondering where that Image went!
Also there are two numbers to change in the INI.
;set to 0 to prevent Fatigue burn for drawing the bow.
;Default is .01
set aaDPSCABOWSWAYquest.DrawBowFatigueMod to .005
Set to .005 may be best for most players.
.01 is harsh, a little more more realistic, but may be too harsh for a game.
And...
; Agility is used to calculate falling to the ground when you do "stumble" over an object.
;But you can set the frequency to trip and fall to the ground.
;Higher numbers like 75 reduce the frequency. Lower numbers like 25 increase the frequency.
;set to 0 to prevent backwards tripping over the dead and real world objects.
;Default is 50
set aaDPTrip to 50
This was set to 20 for testing and I forgot to to set it back.
Group: Members
Posts: 633
Joined: 2-January 07
Member No.: 329734
BE SURE TO LOAD THE INI FILE IN THE SAME DIRECTORY AS THE ESP FILE.
@DryCat
Please do let us know how it works out.
Some players have said they only have minimal issues, some say they will not run together at all. A lot depends on the versions you are using. With so may versions and other factors involved in mashing mods together in the game, your mileage will vary.
Group: Members
Posts: 633
Joined: 2-January 07
Member No.: 329734
If you have companions that has been confirmed to conflict (CTD) with this mod. Until I find out why you may need to use Duke Patricks - Friendship Ring For Companion Detection if you have companions:
www.tesnexus.com/downloads/file.php?id=21594
BE sure you are using OBSE 18 (or higher)
Otherwise you will CTD for sure!
This mod is only a tiny quest script, and one tiny token script.
Group: Members
Posts: 633
Joined: 2-January 07
Member No.: 329734
I am working on a alternate version of my Combat Archery mod for public release. It is designed for immersion not for combat realism, but will still fix many of the shortcomings in the Vanilla Oblivion archery system and still give player Archer's the "feeling" of real combat based on my real life experience in SCA combat archery,
that is as long as you use my default presets.
Group: Members
Posts: 633
Joined: 2-January 07
Member No.: 329734
Q Can I still become a vampire?
A Yes!
Q Would I be like the ones in this mod ?
A No! Player vamps code requires a complete overhaul. This is not a vampire overhaul mod. Besides if i did that player's would be killed in seconds in the day light and then complain about it.
Group: Members
Posts: 633
Joined: 2-January 07
Member No.: 329734
You wrote:
If I am only using my mortar and pestleI would not need fire.
My reply:
Yes true, but there are very VERY few dry compound that will combine into a "active" potion when only ground together. So as MOST (I would bet about 90 percent) of the Alchemy will be using fire it was just much easier to make it an all or nothing bonus. In reality I should also require a LIQUID (such as water) which is even more important than fire, but as I did not want to conflict with survival type water drinking mods I felt that may be going to far for what I was trying to accomplish in this mod.
However, later rev may give different penalties for dry mixing verse liquid and fire use if I can find a way to apply such penalties inside of menus blocks. Often you must go to game mode before scripted spells or attribute changes will take effect on the PC.
Group: Members
Posts: 633
Joined: 2-January 07
Member No.: 329734
@ Wren888
Please try it first wihtout the compatibility tool.
Then use the compatibility tool after that it you still get CTD.
However, CTD that are not directly related to combat may have been solve with out the compatibility tool as I discovered a previously unknown bug (well... an undocumented part of a known issue) concerning the remove-me command.
After fixing this bug with a work around in my mod I have notice much better stability now. So hopefully this will work for you as well!
Edit: A friend just emailed me a "cleaned" version of the esp. He is much more knowledgeable than I about cleaning mods. He used Tes4edit to do this. The "cleaned" mod is available as an ESP ver 2.1. But you still need to have download ver "mark II" for all the support files.
Group: Members
Posts: 633
Joined: 2-January 07
Member No.: 329734
I found and extra ENDIF in the quest script.
I opened it up in there CS to see if I could make it compatible with a mod I am making, but when I tired to save it (no modifications at all) I got an error for line 214.
When I deleted this extra ENDIF the script would save.
Can this be fixed?
I am sure it will cause problems when the mod is used by a first timer as this scrip applied the nodisposition faction to the npcs.
Here is the part of the script with the issue:
if scInfoStage == 0 && GetQuestRunning Charactergen == 0
; Try and automatically determine the speechcraft info based on the player's class
set scInfoStage to 7
set scIsMajor to Player.IsClassSkill Speechcraft
;MessageBox "Since your character was created with a custom class, you should answer a few questions before using persuasion. Is Speechcraft a minor or major skill for this character?" "Minor" "Major" "Ask me later"
if Player.GetClassSpecialization == 2
set scIsSpec to player.GetClassSpecialization
endif
endif
endif; this is the extra one!!!!
I will fix this in my own game but I thought I should say something!