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db0

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Layman

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  1. I found another bug/conflict. When used in combination with LAME and playing a conjurer, you can buy a spell for a Bind Bow / Arrows. This summons 100 quite powerful arrows that weight 0 kg. However this creates an issue with the quiver capacity limit. Namely that if you try to fire the arrows afterwards, 80 of the bound arrows will drop to the ground. They will stay there even after the bind spell expires. Then you can pick them up and use them as normal (i.e. equip/unequip, move to arrow case and so on). Obviously this is easy to ignore for someone who doesn't want to abuse his mods as cheating but still, perhaps something that can be looked at? Perhaps the Quiver Arrow Limit shouldn't apply to bound arrows, since they can be considered to materialize as you draw them or something (after all, they weight 0 kgs) Another (small) thing is that you won't be able to make DPA modify the bound bow by itself (because it lasts so little and you can't drop it) so the only solution was to bind the bow, save the game, exit oblivion, start it again and load that game. Then DPA went through the bow during initialization and from then on, all future bounds were ok. Finally, I've started again getting the stuck speed penalty issue but at a less extreme (eg: stuck at a -27 penalty) but it can happen that it accumulates. Fortunately it's also not as often to happen. I'm still trying to figure out why since MOBS optional combat rules is disabled but I am using some other mods that could possibly conflict (Fransesco's, Deadly Reflex). Unfortunately it's not as easy to replicate or notice and I usually only notice it when I consciously go to check my speed stat. Needless to say, speed restoration potions became very useful suddenly
  2. I've been playing around with the mod and I think I've discovered a bug. I noticed after playing for a while that I had become very slow in moving (running or walking) and checking on my character stats, I noticed some very heavy speed penalties on my character. It seems that for some reason, the speed penalty from running backwards has become permanent and there was no way to clear it. The only thing that actually worked was going to the temple and removing all debuffs (and I needed two of those to get back to my normal speed). I have some saves showing this issue if you want them. I realized that this issue is caused by this plugin because when I run backwards, my speed is taking a spell-like reduction. I managed to replicate this issue by running backwards a bit and opening the inventory while doing it. I don't know if this is the only way to do it, but in a 2 hour session, I managed to get this issue at least 3 times which is quite oft I believe. I also don't know if this because of some kind of mod conflict. I don't have the plugin mentioned in the running backwards readme but just in case, here's my loading order: http://pastebin.com/fnMFHw8W OK, through some trial and error, I've managed to trace the issue to the MOVS SI Optional Combat Settings.esp which comes from the this mod. It makes sense because that too modified archery in similar ways. Deactivating it made the issue go away and now the speed doesn't get stuck and I also started tripping down. Perhaps make a note that these two are not compatible atm.
  3. This looks like a fantastic mod to use and I'm planning to install this first thing after I go home today. However I'm worried on that it might conflict with other mods that modify the enemy AI such as Mart's Monster Mod or Fransesco's (which are the ones I'm using). I went through the readme but I couldn't find any mention of compatibility issues aside from the Crossbows of Cyrrodil mod. Should I assume that there will be no conflict here? Is there any plugin I should disable beforehand (I was thinking perhaps the extra damage and endurance of MMM might be an issue as well) Thanks and well done again. I wish more people would realize the how much versatility and awesomeness a simple physics integration can add to the game.
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