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SpookyFX.com

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File Comments posted by SpookyFX.com

  1. Like I said, I almost never read these, I do not have the time to following multiple threads on multiple web sites and work on 30 mods at the same time. So I only answer support questions in ONE place, the Bethesda forums (see link in the above description.)

    So if you want support you need to go to the Bethesda forums. If the thread is full, do a keyword search for the newest one!

    Advice for punching: train your Strength, H2H and Fatigue up more. Reduce your encumbrance.

    So the support threads, after following them, each lead me to a new one after post limit reached a maximum, all the way to the point where the last thread is maxed out, but there are no new places to post questions,,, So, just in case you do read these comments and find mine, I was wondering how to change the amount of fatigue it takes to CONNECT a punch on an enemy. I can land two punches before my fatigue is burned out all the way. Any advice?

  2. 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

  3. I wish more game developers would use physic based game mechanics. The possibilities would be greater that he sum of the parts so to speak. I read that this is a "new" idea that game makers are starting to try now because it means the game can do things that the developer never thought of doing. That is great if it is true.

    Absolutely badass. WTG Duke!

    I have a degree in physics and I have to say, I love the realism and the attention to realistic combat dynamics. Just put this on a fresh install of Oblivion along with Deadly Reflex and OOO. So far, I'm having a blast. I've only played the XBOX version prior to this, so this is basically a whole new game with the mods added in. I am thrilled that a realistic archery mod was made for Oblivion. Apart from the Thief series, there aren't many games that try to simulate FPS style archery. My only (small) complaint about this mod is the leather case for the quiver. While I have zero problem with having to deal with limited amount of arrows, whenever I nock an arrow with more than 20 arrows in my inventory, the leather case gets dropped and usually goes flying across the screen. I once lost the case and searched for 10 mintues for it with no luck. I finally disabled the limit in the INI file. Maybe I'm missing something here? Perhaps I should read the README file again? Oh well, I can deal with a little unrealism. The arrows are really racking up in my inventory though, I may just need to soft cap it at 50 for weight reasons alone.

    Just read the README a little more carefully, and I think I've got it now. Given the leathality of arrows with this mod and over abundant supply of arrows in the game, this leather case idea is really well done.

    Can't wait to get sniper mode unlocked...

  4. I love hearing these kind of stories. Sometimes players find strategies or "events" that I had not idea could be done. Sometimes it is just a dam cool story to hear about!

    I commented earlier with enthusiasm, and I comment again now with gratitude. This mod has been a great companion to my first character in my return to Oblivion with a proper mod setup. I took a Bosmer sneaky type up to level 20 (and counting), and this mod has made what could be a boring endeavor, sneaking around knocking people off with simple shots, to a harrowing experience of near death, close escapes, and spectacular shots that drop dremora caitiffs so I can save one more part of Tamriel. I have a mod forming the core of play around each of the primary combat types, and this one is the only real option for archery types aside from 'bows do more damage' or the quite limited bow sway mod. Fortunately, it's all we could ask for. My next character might even try this without all the sneaking about.

    Snippet from my experience: I was in the Colovian hills around midday. Clouds were threatening to ruin the afternoon and send me to the comfort of an inn hearth (from Hypothermia). Six red goblins (from Warcry) were upon me in the high grass, angry that I had sent a beautiful hook-headed arrow into their Shaman's skull. An Imperial ranger came to my rescue, dropping two, but three others were on him. I faced off against one, loosing an arrow as he bore down on me. With a *ping*, the shot fell to the earth off his shiny roundshield. I took a few steps back, firing a flanking shot to hit one of the goblins as he looted the ranger's corpse, and ran for the nearest settlement. Hours later, I returned under cover of darkness to avenge the folly of the daylight, felling all goblins one by one, this time starting with the shield-bearing one. That low level goblin fight would have been simple with godly accuracy, enemies who don't dodge, and shields that are only marginal against bows, but it stands out as a fine culmination of the mods I have going.

    Even if you have no intention of firing a bow, you should get this mod for all that it adds to archer opponents and allies. You WILL want to pick one up yourself. Oh, and it seems to work well with Crossbows of Cyrodiil after 30 hours of play, though the damage on those beasts I'd like to tone down a bit for balance purposes, as I was able to with this one, since I'm mostly a sneak-attack archer.

  5. For the most part I do not do mod support in these comments. But most of your issues are either conflicts with other mods or already taken care with the Beta rev, but you need to go here to get mod support for this mod:

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

    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

    ....snip

  6. this is from the mod DESCRIPTION ABOVE and it is IN THE READ ME FILE:

    -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!

    Please unload my mod (do not use it) or at least turn this feature off if you are not going to read (in the read me file) about how to use it properly.

    Hi, I am getting some big problems which I THINK come from this mod. Basically, all my arrows get damaged while inside my inventory. Only the EQUIPED arrows do not get damaged. Any idea what might be causing this?

    • Upvote 1
  7. 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.

    • Upvote 1
  8. Thanks to all of you for the encouragement. I am surprised this utility mod seems to be appreciated more than I thought it would. I have to tell you guys that I do not check the comments very often, almost never. That includes my old home at Tes Nexus as well.

    I just do not have the time to proliferate 30 mods a year (creation, expansion and support)and keep up with any posting except on the Bethesda forums. So any help you need with this mod please go there to get my attention. I wish Tes Nexus (or this site) would allow me to change that option (turn off comments)on my older mods that were set up to allow comments. The only way to do it is to DELETE the mod entirely and reload it as a new mod. But as I am not uploading there anymore I except for mirrors to my new host (Tes Alliance) I guess that would be the best thing to do.

    Anyway I will be doing a major overhaul of this mod to move all scripting to a quest script. I think some of my issue with this mod are do to token script stopping once the NPC moves thru a load door. I will include a spell option. I do not like the use of a spell for this kind of interaction with the actors as it is not immersive in my opinion, but I can see why some would want to use a spell.

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