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Duke Patricks - Combat Archery Rev 7.3.5

   (5 reviews)

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About This File

Duke Patrick's Combat Archery Mod Skyrim Edition

OBSE 20 (or better)

Shivering Isle may be needed as I had to edit bows and arrows from that add on.

English version install of Oblivion if you use a crossbow mod.

Rev 7.3.5 ESP micro update to prevent tripping on dead but disabled corpses.

Rev 7.2.1 Fix issue with some NPC getting stuck with a +30 MarksMan bonus. Player and NPC get the crossbow bonus via ModAV2 now instead of a fortify ability.

Rev 7.2 Fix missing inventory icons. New Retextures for Heavy and Light crossbows. Small bug fix for spinning (out of control) arrows/blots.

Rev 7.1 Crossbow Bolts get a 20% boost to flight speed and 40% encumbrance reduction.

Optional KF File For Sneak Bow Attack so the crossbow will not get in the way of your line of sight.

REV 7 NEW Crossbows! Plus a new INI options to set magic miss shots and arrow miss shots separately. LOAD ALL FILES New INI and New Icons and New Mesh files!

If you use my Melee combat mod set the bow damage to 5 instead of 7 or set it to your own preference.

WARNING do not use any other "actors miss their arrow/magic shots" mods with this mod!

This is an immersion mod based on my older POC project called Duke Patrick’s SCA Combat Archery Mod. This Combat Archery Mod is designed to bring a fun balance to realistically high damage bows to make fighting with a realistically lethal bow in the game less like using a Rifled Musket.

WARNING! READ ALL READ ME FILES IN THE ZIP OR YOU WILL BE CONFUSED BY WHAT THE MOD IS DOING IN YOUR GAME! Be sure to load the INI file in the same directory as the ESP file. What you are reading here is not the full read me file. If I think you did not read the read me or only "skim it" it may take a very very long time before I answer your support questions.

SCA Combat Archery uses real armor, real bows and real cross bows with real arrows that have wide blunt tips so as to dramatically reduce their ability to kill while still keeping as much of the historical and physical factors as is safe to do so. This allows us to study history and medieval combat by physically recreating it.

You tube:

This Youtube move is a more or less fair representation of SCA combat archery. Except that in my local chapter we use 1000 pound draw crossbows...now that will leave a mark on you even in leather armor!

I only answer support questons here: http://forums.bethsoft.com/index.php?/topic/1116797-duke-patricks-combat-archery-thread-3/

Help with the password:

http://forums.bethsoft.com/index.php?/topic/1116797-duke-patricks-combat-archery-thread-3/page__view__findpost__p__17249878

Quick overview of what the mods does:

(Most are from my older SCA Combat Archery mod, but several are NEW and the old ones are revamped.)

- NPC may miss their magic and arrows shots if you move around or jump, but a high marksmen with good equipment NPC can still hit you easily if they themselves are not moving around and take aim for a few seconds.

-Bows can be player set to do various multiples of the vanilla damage (or of what ever damage is set to the bow in the game by other mods).

-Arrow damage and speed will be calculated based on the materials and craftsmanship used to make the arrow. A bonus is given to magic arrows. This arrow damage feature is optional.

-Duke Patrick’s "Don’t Shoot Me Bro" system helps to prevent NPC from shooting their friends in the back!

-The bow jerks off target after the shot is fired. You will need to re-aim after each shot. However this feature is optional.

-Breathing bow sway if you are in zoom sniper mode, but you can also hold your breath!

-Moving around will make you miss (shoot off the cross hair) a lot. Running or jumping is worst than walking. This is reduced by holding still for a few moments. There is an optional Bobbing bow sway effect that visually tells you when momentum is no longer effecting your shot after moving or jumping.

-Moving backward has RISK! This is NOT a random event. My mod detects tripping hazards! You may trip over the dead, change in elevations like stairs or large world objects that interfere with your movement such as a chairs!

-The PC strength is now as important as their skill in detraining the damage that a weapon can inflict. Weapon selection strategy will be important by using the right kind of bow for the PC Marksmanship agility and strength!

-Stronger bows will take much longer to draw the arrow then weaker bows depending on your strength. If you try to use a Bow that is stronger than you are it will take a great deal of time to draw the bow.

-Bows eat fatigue no mater what skill level you are. The stronger ones eat more than the weaker ones. So if your bow is stronger than you are your may become exhausted very quickly TRYING to draw the bow!

-If you fire the bow without drawing it all the way your arrow will be drastically reduced in speed AND DAMAGE.

-Slow arrows will bounce off of the armor your target is wearing.

-Arrows that hit Critical locations such as the Head, Solar Plexus or Crotch will cause pain and may multiply damage done by the arrow. Plus an optional feature where the player character will say things like "That had to hurt!' when they land a critical hit on their opponent.

-Weaker bows fire faster and use less fatigue, so if you are a good marksman that can hit the Critical locations more often you may find using a weaker bow is a much better strategy!

-Shield men will now be the archer's worst night mare! NPC will Shield Charge and sprint at you to knock you and your bow to the ground. (Kill them before they get too close!) You can do the same to Archer NPC.

-Bows are not mêlée weapons! You will not be able to draw your bow if you are being crowded by your opponent (they are too close to you). If the NPC hits you as you are drawing the bow it will be knocked off target. You can do the same to Archer NPC.

-Better NPC AI! Your target will side step or block the arrow if they see you fire at them and have the agility, speed and skill to do so.

-Npc will run up inclines to get you now. (no more perching on top of a pile of rocks!)

-Aim your bow straight down to the ground to denock it!

-Arrows that are stuck in the NPC have a chance of being dislodged and dropped to the ground in combat.

-Quiver Capacity limit for both the actors and the player. Everyone now has a limited number of “conveniently assessable†arrows. Extra arrows must be keep in a protective arrow case or you risk breaking them if you are staggered or fall down. This will hamper but not “cold stop†the player and the actors from getting more arrows in combat. YOU NEED TO READ THE FULL DESCRIPTION BEFORE YOU USE THIS FEATURE!

You should also use "Duke Patrick's Actor Can Miss Now" mod with this mod.

Now merged in this mod as of rev 5

For the most advanced SCA combat with sword and shield:

http://www.spookyfx.com/book/tromp.html


What's New in Version Rev 7.3.5

Released

  • Rev 7.3.5 ESP micro update to prevent tripping on dead but disabled corpses.
  • Rev 7.3.3 ESP micro update for small things like messages.
  • Rev 7.3 Changed crossbow bonus from ModAV2 to ModAVMod. This is a very important technical change. Thanks to migck for suggesting this.
  • Rev 7.2.1 Fix issue with some NPC getting stuck with a +30 MarksMan bonus. Player and NPC get the crossbow bonus via ModAV2 now instead of a fortify ability.
  • Rev 7.2 Fix missing inventory icons. New Retextures for Heavy and Light crossbows. Small bug fix for spinning (out of control) arrows/blots.
  • Rev 7.1 Crossbow Bolts get a 20% boost to flight speed and 40% encumbrance reduction.
  • 7 NEW Crossbows! Plus a new INI options to set magic miss shots and arrow miss shots separately.
  • Rev 5.5.5 Change to the vocalization script, this is a test to see if this will fix the issue with female not being detected correctly.<br /><br /><br />Rev 5.5.4 New INI option to choose what gender your character is for the vocalization of critical hits.<br /><br />Rev 5.5.3 Silver Arrows now do poison like damage to vampires and undead. Set the rate and damage in the INI. Clean install not needed for this rev.<br /><br /><br />Rev 5.5.2 Serious bug fix. Arrow critical hits will not work without this fix. ESP file only.<br /><br />Rev 5.5.1 Replaced a few get sound playing commands with much more reliable OBSE event commands. Fixed a bug that might make your bow AIM jump all over the place under some rare condition's in the hold breath script.<br /><br /><br />REV 5.5 Replaced all Player. with PlayerRef. as is advised by the better modder thes days. Also now using new OBSE hit detection for the "bow gets knocked aside if you are attacked feature."<br /><br />Rev 5.1.3 change to prevent gold price changes saved in the savegame. Boundingbox zero error fix for actors that are not yet in the player cell.<br /><br />Rev 5.1.2 Minor tweak to work a little better with my Melee Combat Mod.<br /><br />5.1.1 Broken arrows are now worth 1 gold, I wish I could make them worth only .2 gold but the game will not let me. Also a small change to one script to help reduce consol spam. Thanks to scruggsywuggsy the ferret for help on this.<br /><br />Rev 5 Now critical shots at the legs will work on all actors including creatures. Actors Can Miss Now is merged into this mod from now on. Other small bug fixes.<br /><br />Rev 4.3.2 Fixed headshot calc so that helms are only as good as your Max Armor game setting.<br /><br />NEW: mixed arrow types allowed in Inventory! Now you may have various types of unequipped arrows in your inventory as long as the equipped and unequipped total are still less or equal to your quiver limit.
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Can someone please, PM the location of the password in the Readme or at the very least point me in the right section. After reading both of them for the past three hours and staring at them I have now built up enough frustration to kill the planet. This is ridiculous considering all of them have no hint of a passcode anywhere, no odd spacing, nothing. And to add insult to injury anything that looks remotely like a passcode is not. With that said I plea for some help on this before I just give up and go for the "Screw you guys, I'm going home" method, which is really sad considering I love archery very much and was looking forward to this mod...

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Can someone please, PM the location of the password in the Readme or at the very least point me in the right section. After reading both of them for the past three hours and staring at them I have now built up enough frustration to kill the planet. This is ridiculous considering all of them have no hint of a passcode anywhere, no odd spacing, nothing. And to add insult to injury anything that looks remotely like a passcode is not. With that said I plea for some help on this before I just give up and go for the &quot;Screw you guys, I'm going home&quot; method, which is really sad considering I love archery very much and was looking forward to this mod...

The support thread is a better place to ask about this, not here.

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Like it says in the description for this mod, for the most part I do not do mod support in these comments. Most issues are conflicts with other mods or a result of not reading the read me file. so check that first. If your still need help then please go here to get mod support for this mod:

http://forums.bethsoft.com/index.php?/topic/1116797-duke-patricks-combat-archery-thread-3/page__st__120__gopid__17085720#entry17085720

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Pro tip: don't encrypt your mod zip and hide the password in a long readme. I usually read readmes but I don't have time to scan this file for a password. I was very excited to play this mod but this behavior infuriates me. I'm off to look for a 7zip cracking utility instead.

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Pro tip: don't encrypt your mod zip and hide the password in a long readme. I usually read readmes but I don't have time to scan this file for a password. I was very excited to play this mod but this behavior infuriates me. I'm off to look for a 7zip cracking utility instead.

He does this due to past experiences of people ripping off his work and passing it off as their own. He also forces you to read the readme so you have no excuse for asking questions that are answered in the readme.

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There is a new password for this rev. But it is in the same location as the old one for the players that already read the previous password in the pervious rev.I just downloaded this mod myself, to be sure, and yes as I thought the Password is in the read me and it works as long as you type it correctly (capitalizations matters). Hundreds of other players have found the password and it work for them. If you cannot find it please just ignore this mod. Anyone posting the password here will be considered to have broken the terms of use.

I have checked both readme's that came with 4.5 no password. I even tried Ctrl+F and it could not find the word "password"

Have no idea why you need a password, as no other mod in the 1,000's I have tried has had that. Anyway, given your comment above, I will just have to try another archery mod.

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I have checked both readme's that came with 4.5 no password. I even tried Ctrl+F and it could not find the word &quot;password&quot;Have no idea why you need a password, as no other mod in the 1,000's I have tried has had that. Anyway, given your comment above, I will just have to try another archery mod.

using ctrl f will not find it since if you are looking for him to say here is the "password", you will not find it. Spend time actually reading the file.

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Please what is the password I can not speak English well and understand why it is a file encryption, password stored in the link is broken please help thank you.

PS. If it is a paid mod where and how do I pay

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So I installed this, but, when I go in-game with it activated it does absolutely nothing. Like, not one part of the mod works. =/ Incompatibility issue? It's last in my load order.

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Hi!

I downloaded this, read everything carefully and followed every instruction, but alas I have a problem. :P

When I start a new game my character cannot move, the ONLY ONLY thing I can do is duck and press ' r ' to go to thirdperson, and esc to go to the menu, can't do anything else. I've checked if it's this mod that's causing it, by unchecking it on OBMM, and I can move and everything when I don't use the esp file Combat Archery.

Any ideas what would cause this? I do use OBSE 20, newer than 19 that is required. Maybe I'll need OBSE 19? But that dosn't seem logical at all!

So any ideas? Thanks!

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Phew!

This mod is kinda cool, but I tried it right now and I didn't like some things:

-When I aim, it looks as if my character had Parkinson disease lol. I can barely hit an enemy at mid-far range.

-When I tried to shoot a guard, he just dodged all the arrows as if he were a ninja!! :o

-When an enemy gets close (not very close), even if he doesn't attack me, I can't nock an arrow.

-I have some problem (I suppose it's a bug or something), after I shoot, I cannot use the bow to block.

Well, I suppose It's my fault to try attacking city guards. I gess it will become better after level 50 marksmen (I have lvl 39 marksmen by now)

Still, I think that the fact that you can't nock an arrow and all that, only for the enemy to stay close to you, without even touching you... It's a bit excessive. It would be better if this only activated when the enemy attacks you.

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Yeah, definetly I think you have to change either the "momentum" (you have to aim for a very long time after you stop moving, an the camera is messing arround a lot like the PC had Parkinson disease, as I said in the other comment) or the "reflexes" of the NPCs. Otherwise it's just near impossible to hit them, and i think it's a little unreallistic to see even the low level badits dodge ultra-fast arrows like they were ninjas or something.

Basically the problem is that you need to aim for a few seconds at them tho manage to hit them properly, but in the time you spend aiming, they have by far enough time to prepare and dodge your arrows.

--------edit-------------

Ok, now I'm completely sure. This is just silly. Even aiming out and then quickly looking at the enemy and shooting at him, he justs sidesteps and dodges 100% of the arrows. Seriously WTF???

This time it was against one of the first bandits you find in the game when you exit the sewers, and of course, I was using iron arrows. (what other kind of arrows could I find at the beginning of the game???)

Plesae just tell me at least how can I correct this so the NPCs just don't dodge the arrows like if they were neo in "the matrix".

-----edit2----------------------------

Ok, sorry. I've read the .INI and changed a couple of things. Putting the enemy "sidestep reaction" to 3 or 4 makes it fine. Now the funny thing of this mod is that the slow and stupid monsters such as ogres just run after you and don't even try to dodge, so using a bow makes killing them too easy lol.

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As it says in the read me AND the file description, please go to the following site for help with this mod AFTER you read the FULL read me file that is in the zip package.

If you ask a question that is already in the read me file it may take a long time before I have time to help.

http://www.bethsoft.com/bgsforums/

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One of these days I may come back to this game, but once the fascist mods at BethSoft banned me for a simple innocent mistake, in which it was just a passing comment and the forum automatically linked to, (which I still contend is NOT illegal; tv shows are broadcast for FREE) after I had only bought the game a few months prior, they left a bad taste for BethSoft in my mouth.

I doubt I will be buying anything from them soon, including the next Oblivion. I have a few MMOG (not THAT one thank goodness), that keep my attention.

Keep up the good work. You make great mods.

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Excellent mod, I can't believe the amount of difference it's actually made to my gameplay, and to the gameworld in general. Lovely touch with the sound effects and so forth as well.

I also bumped the game difficulty up to 100% as well - Cyrodiil is a more complicated place for an archer, now.

Also, kudos for thinking through the ini - easy to follow and easy to amend.

Thank you. :o)

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I was really looking forward to using this mod, but it says specifically in the Readme "Don't use with OOO."  I don't know if using Wrye and a bashed patch fixes this, but I really don't want to test it myself.  If anybody knows, that would be appreciated.

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That one is probably the most realistic combat mod (tried lot of them).

But i noticed a rather big delay between weapon hit and damage. Something tells me it's caused by which-body-part-was-damaged algorithm

i could help you optimize it

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I was really looking forward to using this mod, but it says specifically in the Readme "Don't use with OOO."  I don't know if using Wrye and a bashed patch fixes this, but I really don't want to test it myself.  If anybody knows, that would be appreciated.

I would like to know about this as well.

Has anyone tried this mod with OOO and experienced problems? I would really love to use this mod with OOO.

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My new character is an archer but it is a shame there could be issues with OOO.  This would have made being an archer much more enjoyable.  

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Hello,

 

First of all I would like to thanks Duke Patrick for his hard work he has put in this project and sharing it with us!

 

Secondly I would liek to ask what difficulty should I put ? Currently I am playing game on max diffiuculty but it is very annoying to hide all the time and hsoot 50 arrows at one target ;/

 

But I love chalane and would still liek to die from 1 -2 hits. Can someone please tell me how much slider should be set?

 

 

This will be my first mod and I am not sure how to install it :( can someone please tell me where to put it ?

 

Will I have to edit something in game consoel later or will it be ready to go just after putting it in proper directory?

 

 

I also don't understand this one... will I have to edit something in console to so the mod works properly?

 

; The normal Critical Hit system will not work for head shots because of Oblivion's hardcode. (see Read Me file about this.)
; However you can set this special Head Shot option to more than 0 if you want this mod
; to make arrow head shots for ALL actors and creatures lethal.
; IF the Bow and Arrow combined base damage, times archer's fatigue percentage and then times the HeadShot setting,
; modified by the target's helmet armor (for example AR 4 = 50% protection & AR 10 = 90% protection) is greater
; than the targets health the arrow will kill the target and in most cases stick in the head.
; Default is 5 (Set this to 0 if you want to turn this feature off.)
set aadpBowFixQuest.HeadShots to 5

 

Sorry for all these questions but I have finished Morrowind on max difficulty and it was no problem but in Oblivion I can still manage (at the moment doing quest with closing oblivion gates to aid Bruma) but it is very painful to play shooting 50 arrows at 1 enemy :/

 

Thank you in advance for any help!

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Ok I have installed the mod successfuly but still confused with the damage :/

 

I still have to hit many many arrows to kill someone on max difficulty... I was hoping this will make the game more balanced :/ instead it made it even more harder lol

 

Does anyone know with that difficulty it supposed to be played for optimal experience?

 

sry for double post guys I don't know if you can delete posts here (don't see the button)

 

 

EDIT:

 

Ok guys, for someone who wants to keep playing on max difficulty I have finally made a nice ballance.

 

This mode (for all kinds of nice things) + eric's quad damage + SlowerDegradation (quad damage makes your bow lose 2 points every time you shoot a bow... so 100/100 1 shot = 98 second shot 96 etc)

 

This will make your game still challending as you die from 1-3 hits from the enemy but you can defend yourself now and kill from stealth in 1-3 hits and like max 10 arrows when fighting in open sight.

 

I really hope someone will find it helpful as I have spent some time making my game enjoyable again ;) Havea a nice playing!

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