Oblivion
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Duke Patrick

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sca

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About this mod

This Mod will allow the player to fire two arrows at once from their bow!

Permissions and credits
oh for Pete sake, I put the wrong files in the zip for 1.5.1. The file uploaded now 1.5.1b is correct now.


Duke Patrick’s - Double Arrow Nock Shot
Ver 1.5.1b

Needed:
English install of Oblivion.
OBSE 18
The “RefStuff “ OBSE plug in (included in the zip file of this mod.)


ver 1.5.1b Important upgrade. Fix bug that prevented your marksman skill from resetting. Add some blood effects for the second arrow. This blood FX system is only partly reliable. Sometimes you will see the blood sometimes not. But for now it is as good as it gets using an invisible trap to trigger the blood effects. Be sure you install the new mesh files.


Do not change the scripts in anyway (CS edits, Bain Changes or any other esp editing tools). The scripts are very complicated and some of the logic was discovered by dozens of hours of trial and error. So many seemingly harmless changes to my script can throw a big monkey wrench into the mod!

Go here for help with this mod:
http://forums.bethsoft.com/index.php?/topic/1088121-relz-duke-patrick%e2%80%99s-double-arrow-nock-shot/



Movie done by UnholyForager


Description
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This Mod will allow the player to fire two arrows at once from their bow!

The main advantage of doing this trick (this is a real life archery “trick shot” by the way) is to try to hit more than one target at the same time.

In testing, in about 1 out of 50 or 75 fights or so I got the really cool "Robin Hood" cinematic event of plugging two attackers DEAD at the same time as they are just about to over run me. HOT DAM that is cool when it happens!


This trick does require some high level stats to make this worth doing it often (such as in the auto feed mode). It is best to have a high marksman skill, high agility and a very good bow. But I have notice I am getting better at this so there is some player skill involved as well in getting the opponents maneuvered into the right positions!


Fast overview of the features:

-Dish out 2 arrows at one time!

-Both manual and auto double loading of the bow.

-Both manual and auto targeting your 2nd arrow as a Master Level Perk.

-Blow it badly chance (arrows jump from the bow harmlessly).

-Critical hit system (only if loaded with Duke Patrick’s Combat Archery mod).

-Compatible with crossbow mods that use the word "crossbow".





Playing The Mod
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The mod will not be able to show two arrows loaded on the bow at the same time. Once you fire your arrow you will see two arrows flying out and drifting away from each other.

The only "practical" way to show two arrows on the bow is to only allow the player to do this with a certain type of arrow. I do not want to do this.

I dislike esoteric key combos and avoid them when ever possible. In my mods I always try to find player actions to trigger game mechanics not hot keys or arbitrary key combos! For example to denock and arrow in my Combat Archery mod you aim the bow straight down at the ground.

Intuitive games of the future will all be like that as this minimizes the learning curve and encourages more types of people to play such games.


You must have two or more of the SAME kind of arrow for this mod to work. But it may be ANY kind of arrow.

The 2nd arrow will be almost identical to the first arrow for both physical damage and any standard arrow enchantment that it would normally have had plus most custom (scripted) enchantments. The mod duplicates any arrow enchantments of the first arrow onto the second arrow.

The only thing the 2nd arrow will lack will be the bow enchantments and bow poisons. Bow enchantments and bow poisons from the bow will only be on the primary arrow shot not on the secondary arrow. Think of it this way, there is only enough poison for one arrow, this is OK because otherwise it would be a cheat to "double" the poison from the bow onto two arrows Most of the time you will be able to retrieve the 2nd arrow that is shot into trees, doors and crates.

Anyone of any marksman level may TRY to do this trick, but the arrows may jump and spin rather than shoot straight unless your stats are up high enough.

Any player movement forward, backward or to the side even if not running will multiply the chance to “blow it” by 2. If player is running or jumping their chance to blow it is multiplied by 3

Base chance to succeed is player’s (Agility * .7) + (Marksman * .2) + (luck * .1) * 2.95

Keep in mind that damage done by each arrow will be much less than normal as well (the power from the bow is split inefficiently into both arrows) so a low level marks man may not have enough in either of the arrows to do much harm even if they manage to hit something! However an internal “lite” version of my critical hit system is used if you are using my Duke Patrick’s Combat Archery mod with this mod. And Sneak modifiers also apply!


This mod uses an “action trigger” to initiate all the features. Temporarily you may also use the "Q" key to avoid inadvertently activating NPC dialogue if you are using a conflicting mod that alters the crosshair detection distance. This alternate key will be removed once I can find a solution to this issue.


“Activate” your bow to set it for a Double Nock by holding down your activate button then pressing your “draw the bow button” (the attack button). Once the bow is set for a Double Nock you may let go of the activate button. You will see the words “Bow Is Double Knocked." In the upper left corner of your screen. This message will flash on and off until you fire the arrows.

Your bow is now nocked with 2 arrows. For only the duration that you are holding your bowstring back, your Marksman skill will be cut in half.




Master Level Double Nock Perk
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This will allow you to use your master level marksman skill to better aim the second arrow to hit the secondary target.

After loading 2 arrows on your bow:

By “activating your bow” while you fire the arrows (holding your activate button down as you fire the arrow) you will go into slow motion, this will allow you to move your crosshair onto your desired second target. Basically you will be aiming your bow at the second target.

Once you have your crosshair on the 2nd target you then lift your finger off the activate button. The slow motion time will go back to normal speed time and you have committed the "left / right" path way of the 2nd arrow in the direction of your selected second target.


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STEP BY STEP instructions to target the 2nd arrow :

You must be level 75 or greater marksman.

You must press AND hold the activate button (the one used to open crates and talk to people). Fire the bow while still holding the activate button and you will go into slow motion.

Move your cross hair onto your 2nd target, the target must be activatable like a crate, a door or an NPC.

Let go of the activator button.

You should go back into normal time. If you get stuck in bullet time for some reason just go into a menu, this always returns you to normal time in all my mods.
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This will not alter the elevation of the arrow however. So for the 2nd target to be hit the arrow will have to arrive at the target not too low (hit the ground) or too high (fly over their head.

At close and medium range this will not be very difficult. At far ranges this will be harder depending on how you fired the arrows in the first place. I.E. what the trajectory and elevation of the arrows were when you fired the bow will not be changed by this master perk.

Also this redirection of the 2nd arrow will be limited to about 20 degrees to the left and 20 to the right. Basically this just means you will not be allowed to make the arrow turn drastically from the flight direction it started at, (no 90 degrees turns).

This also means you have a limited amount of time to aim the second arrow because if it moves to far along before you change its direction it will be too close to your 2nd target putting it outside of the 20 degree limitation.

You will hear a failure tone sound effect if you try to aim too far to the left or right. And you will hear a breathing sound effect while you are in bullet time. Once that breathing sound effect stops your bullet time is over and you are committed to what ever direction you were aiming it when it timed out.

Remember that elevation is always still up to you no matter what level you are.
So even if the arrow veers toward the target it may still fly too high or too low depending on the elevation of your primary arrow.

And aiming the second arrow manually only is allowed at level 75 or grater marksman skill. If you are less than that the arrow will just veer off at about 6 degrees from the primary arrow.


I love bullet time events in games as this kind of thing really does happen in real combat on rare occasions. Well it was rare for me, but it did happen more than once in my combat experience. And it made me feel I was operating at the peak of my. Now to be clear I mean that I have experienced "the zone" or what gamers call "Bullet Time" not that I was able to aim a second arrow at a target deliberately.

I have shot two arrows at the same time into crowds of enemies but I have never been able to aim my second shot with accuracy.

There are master archers that do a DEMO "trick" that make it LOOK like thy are aiming their arrows (more than one fired from the bow) but this is only a trick, they did not really aim the 2nd arrow independently.

They do this by practicing the shot until they can make the both arrows hit in the same locations each time. Then they set up their targets in those same locations.

In demonstrating the trick shot it looks as if they were able to aim both arrows they fired individually.

Thus in combat this would only work if you found yourself in a situation where your opponents where standing in the right place at the right time. But for a game you cannot reasonably expect the player to wait for this to ever occur and be good enough to act on the occasion when it finally happens.

It is only for game purposes that I am including this 2nd arrow targeting feature.

However I totally understand how some players might like to just keep the action going non-stop for the thrill of it. So there is an auto targeting system as a master marksman level perk if you do not hold your Activate button for the manual targeting.



Auto Feeding Arrows To The Bow
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This AUTO FEED feature, it will automatically double load your bow each time you draw the bow. Look in your weapon inventory for the switch. The icon is a bow with two arrows on top of it. Use your mouse to click on this once to switch it on. When you no longer want this on click on it again to switch it off.

You may use this feature no mater what your marksman level is. However the auto targeting only works at marksman 75 or higher.

Once you set your auto-feed (from the inventory) AND if you are level 75 or greater marksman, your 2nd arrow will automatically try to veer to (aim at) an applicable target that is in combat with you.

Remember that elevation is always still up to you no matter what level you are.
So even if the arrow veers toward the target it may still fly too high or too low depending on the elevation of your primary arrow.

If you are less than a 75 marksman skill level the arrow will just veer off at about 6 degrees from the primary arrow.




Known Issues
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As it is now I have slight graphics/visual annoyance with tilting the second arrow to more closely match the primary arrow. The problem is that objects placed and rotated in the game world use a fixed rotation coordinate system but the arrow that is fired by the player uses a relative rotation coordinate system. No big deal as you only see this as "strange" if you fire your arrows at a 45 degree angle or higher and only in 2 of 4 compass directions! Otherwise it looks fine!


This mod uses an “action trigger” to initiate all the features. Temporarily you may also use the "Q" key to avoid inadvertently activating NPC dialogue if you are using a conflicting mod that alters the crosshair detection distance. This alternate key will be removed once I can find a solution to this issue.




Requirements
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You need to update your Duke Patrick’s Combat Archery mod ( with the new INI file ) if you use that mod. This mod will detect if you are using my Combat Archery mod. If so it will enact an internal "lite" version of my locational critical hits system from the Combat Archery mod. And the 2nd arrow will bounce off armor if the bow is not drawn back all the way.

Also…

English install of Oblivion.
OBSE 18
The “RefStuff “ OBSE plug in (included in the zip file of this mod.)




Known Incompatibilities
==============================================================

Note that this mod IS indeed compatible with crosbow mods IF they use the word crossbow in their weapon model pathways. Otherwise you will see double loading on your crossbow as well as your bows which is absolutely NOT realistic and is not intended by this mod.


There is an issue with all OBSE mods that use the "nameincludes" or "pathincludes" type commands! Some of my mods like my Combat Archery (and some other mods by other modders) can only be used with ENGLISH installs of the game because of some of the OBSE commands that can be used to look for English words in the game to perform script tasks.

Any mod that overwrites the vanilla magic effect “Extra Summon 20” (effect code Z020) will be incompatible with this mod.

The incompatibility could either be that your 2nd arrow will fly thru buildings as if the building was not there and then disappear from the game world (the arrow not the building). Or worse case you will see a magical fire and/or light stuck to your 2nd arrow (as if you shot a flaming arrow.)

To solve this incompatibly with another mod you need to load this Double Nock mod AFTER the incompatible mod.

However it is very unlikely that any mod would alter this magic effect. This particular magic effect is one of the only standard magic effects needed by the game to be unaltered visually, it has no light, no sound and no NIF associated with it. But if someone were to alter that in a mod you will have issues as described above, not only with my mod but probably with the game itself.

I cannot use the "NONE" magic effect nor can I use the "Script Effect" because they both have no associated nif that has collision. This surprised me because I assumed that collision was used to tell the spell that it landed on a target. But it turns out that spells use hardcode subroutines to calculate when it has intercepted an activator or NPC. Collision is not used for that, instead it is used to tell the nif that it is time to run its animation for the hit such as when a fire ball visually flares up on contact with a wall or NPC.

I would have loved to use one of the “unused” magic effects or even the one magic effects that was made by the developer for just this kind of situation however 2 popular magic overhaul mods have laid claim to these and changed them to include lights sound and other visuals. In the past I gotten an earful from the players that wanted to use my mods and use those magic overhaul mods.

So my only option left was to “lay claim” on the “Extra Summon 20” magic effect.
However I will not be adding anything to it that would be apparent or obstructive in the game.

I need the magic effect with a collision Nif (but no other visual effects) to detect when the 2nd arrow has hit a wall. “Extra Summon 20” (effect code Z020) normally has no lights, sounds or any visuals and no Nif at all associated with it.

In this mod I have given it a NullNif that also has collision (One that I made.) Giving it this NullNif will have no other effect in the game at all.

The Script Effect spell normally has a vanilla nullnif but this vanilla nullnif has NO collision either.





Troubleshooting
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BE SURE YOU HAVE:

English install of Oblivion.
OBSE 18 or higher

Installed the OBSE plugy called “RefStuff” that was in the zip file.

That you installed the mesh file that was in the zip.

That you installed the new COMBAT ARCHERY rev with the new INI file if you are using that mod.

Do not change the scripts in anyway (CS edits, Bain Changes or any other esp editing tools). The scripts are very complicated and some of the logic was discovered by dozens of hours of trial and error. So many seemingly harmless changes to my script can throw a big monkey wrench into the mod!


You must do a "Clean Install" if you are now using any rev less than 1.5 or the mod will not work properly!

Wait for 10 seconds for the quest script to initialize.

You must have 2 or more of the same kind of arrow equipped.

Load this mod after any other mod that overwrites the vanilla magic effect “Extra Summon 20” (effect code Z020)



Short list of known ways to make this mod crash:

-Use any mod that has deleted vanilla references.

-Use an incompatible mod.

-Do not load the Mesh files.

-Do not use OBSE 18 or better.

-Do any of the above, make a savegame, then try to use that save game even after correcting the above issues.




Legal
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I worked very hard on this mod. But this mod is a product more of creativity, sweat and tears than script writing talent.

DO NOT distribute or use any of my 3d models, resources or scripts. You should only find this mod distributed from TesNexus! If any other web site is distributing this work they are doing so illegitimately.

You MAY (with conditions) use my scripts and my other resources for making a mod only as long as it has NOTHING to do with archery combat shooting 2 or more arrows at one time. I.E do not make a disguised knock off!

And you must credit me fully and include my "legal" as shown above.




THANKS TO
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YouTube Moive by UnholyForager

Scripting advice from:

Valamor
Showler
ShadeMe
Merunnin
HeX_0ff

The active members on the Oblivion CS forums for feedback such as:

Psymon
StarX
HeyYou
Pushkatu

The OBSE team
The RefStuff plugin
and...

Last but not least of course Bethesda for allowing all of us to shape and personalize our own virtual playgrounds!


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For the most advanced SCA combat with sword and shield:
http://www.spookyfx.com/book/tromp.html