SkyRe compatibility is properly configuring the XML that came with Skyre.
My question to T3nd0:
"Hey T3nd0, I am making some bow mods and am getting complaints about being too weak when SkyRe is used. I do not use SkyRe and will not use any autopatcher and I cannot see what SkyRe changes for bows and arrows for damage values. Mine are set for 1 damage point more than the DLC dragonbone bows and arrows for the Dawnguard version and 1 point more than Deadric for the vanilla version and that's what I want them to be not some randomly selected damage added by SkyRe. My current ones that are up are Dwarven bows but far superior to the vanilla ones, and I am working on 2 Elven bows/arrows. These are set as Dwarven and Elven for crafting but are not supposed to be the same damage. WeapMaterialDwarven is required so it is in the dwarven section for crafting and WeapMaterialElven is for elven crafting section but that is irrelevant for damage values."
the reply I received:
"All of the above can be easily achieved by just editing the patcher's xml file. That requires the user to actually read documentation, but there you go... better than editing the esp." -T3nd0
Base damage and ID numbers incase you need it for configuring the xml are as follows: Advanced Dwarven Arrow ID XX025757: 20 Flaming/Frosty/Shocking Advanced Dwarven Arrow ID's XX027EF7 XX027EF8 XX027EF9 : 24 Dwarven Bow(compound) XX022FBA: 20 Dwarven Bow(recurve)ID XX02081C : 19
*********************************************************** Screenshots people! I love seeing screenshots of others using my bows. Please upload some!!!
Does anyone want a version that requires the player to actually find the bows before being able to craft them? I have done that with my latest 2 bows and could easily make this mod the same system.
And if yes should I use the same location inside Blackreach the bows are already at that is a somewhat hidden spot and hard to find? Or drop them in another dwemer ruin? Before you answer that find them in Blackreach above the light that's above the city and respond if that's too hard to find.
I was wondering if you had considered doing a recolor of your recurve bow for the Ebony and Nordic bows? The Nordic definitely needs upgrading to look more refined and just adding your limbs to the Nordic bow would really give it some class. The Nordic looks as if they used a couple of old car leaf springs to make the UGLIEST limbs in the game.
Honestly I am not a texture artist, If I even tried it would look terrible. If you can find a texture artist to do it you are welcome to post it here on the Nexus.
I personally use Jaredschons & D13's textures on these, and also used the meshes to replace zephyr and the black bow of fate as you can see in the user uploaded images
Well it's been awhile since I've posted to this thread, but I'd like to show a couple of tweaks I did on your bows using Jaredschons advance alloys textures
"I've also done a rework of the Dwarven Black Bow of Fate using the Compound Bow mesh (black and silver color scheme used on the first recurve pic)" If you get permission for the textures you have my permission to upload the compound mesh for a replacer version.
Hello! Congratulations for this excelent mod. But the Skyre Patch have some issues. One of them is the Compound Bow dont have the perks of a longbow of the perk tree. And the values of damage are still low.
Ok I got a reply from the author of SkyRe about the issue with compatibility.
"All of the above can be easily achieved by just editing the patcher's xml file. That requires the user to actually read documentation, but there you go... better than editing the esp." -T3nd0
In other words my mod is NOT incompatible with SkyRe and SkyRe is NOT making the bows too weak. the patcher xml file is NOT being properly configured by the user of SkyRe.
Base damage and ID numbers incase you need it for configuring the xml are as follows: Advanced Dwarven Arrow ID XX025757: 20 Flaming/Frosty/Shocking Advanced Dwarven Arrow ID's XX027EF7 XX027EF8 XX027EF9 : 24 Dwarven Bow(compound) XX022FBA: 20 Dwarven Bow(recurve)ID XX02081C : 19
Read the documentation for configuring SkyRe and if there's a problem ask in the SkyRe comments because I do not use it and will not support a mod I have nothing to do with. SkyRe changes other mods and needs to support how it changes those mods so it does not screw them up.
SkyRe compatibility patch is moved to the old files section and I will not support patching and compatibility for SkyRe based upon what T3nd0 has pointed out. That's for you the user to do so all your mods do not get screwed up and not just this one. Thanks and have a great day.
No worries. I do hope configuring the xml file isn't too complicated but it is good to have a way to configure the autopatch so once it figured out no more issues.
Awesome bows dude. They look really cool but I'm kinda confused on the permissions.
So if I only use one of the bows I can include it in my mod as standalone but if I use both bows my mod must have your mod as a dependency? Is that correct?
The wheels do not turn. That would require a new set of bones and all new animations.
For the vertice weights I used a Skin Wrap modifier with an unchanged bow then converted to skin. After the skin was done I manually changed the weighting on key vertices such as the string so it moves independent of the bow. On the compound bow I set the cable guide thing to the same as the strings but .75 weighted to the mid bone. It moves with the string but stops in the correct spot while the rest of the string keeps going.. but stops too soon because of the animation.
Should definitely get together with the guy that does the Sniper Bow pack (http://www.nexusmods.com/skyrim/mods/50528/?) and put some in-game sights on these.
He is welcome to add sights to my bows and include in his sniper bow pack as long as this mod is required to download then be overwritten with his mesh change.
Wonderful work ! The bows are pretty, do good dmg and don't break lore at all. Thats how I actually imagined the dwarwen bow, vanilla one is to heavy and bulky.
The compound is what I would see them using if they were a specialized soldier like a scout, or even an officer, if they can figure out gears and hydraulic pistons to make big mechanical robots a simple pulley system on a bow would be trivial. But for the common archers in the military it would be expensive so quality recurve would be the weapon of choice, choice by them because there's no pulley failure to worry about and choice by those who buy them because it would be cheaper to make 1000's of them. As can be seen the limbs are really the only major difference. the way the limbs attach and the handle part is the same in both bows. This allows for more mass production and if damaged a limb can be swapped out rather than replace the whole bow.
The vanilla dwarven bows look like a ceremonial weapon never meant to even be used for showing off archery skill, definitely not a practical weapon one would expect the dwemer to make but stylized like one would expect a dwemer to parade with.
As for any other race I cannot see them creating a compound bow even though the bow from Dragonborn looks like it was designed off of one minus the cams. So making compound bow versions of all the other bows wouldnt fit lore in any way.
40 comments
My question to T3nd0:
"Hey T3nd0, I am making some bow mods and am getting complaints about being too weak when SkyRe is used. I do not use SkyRe and will not use any autopatcher and I cannot see what SkyRe changes for bows and arrows for damage values. Mine are set for 1 damage point more than the DLC dragonbone bows and arrows for the Dawnguard version and 1 point more than Deadric for the vanilla version and that's what I want them to be not some randomly selected damage added by SkyRe. My current ones that are up are Dwarven bows but far superior to the vanilla ones, and I am working on 2 Elven bows/arrows. These are set as Dwarven and Elven for crafting but are not supposed to be the same damage. WeapMaterialDwarven is required so it is in the dwarven section for crafting and WeapMaterialElven is for elven crafting section but that is irrelevant for damage values."
the reply I received:
"All of the above can be easily achieved by just editing the patcher's xml file. That requires the user to actually read documentation, but there you go... better than editing the esp." -T3nd0
Base damage and ID numbers incase you need it for configuring the xml are as follows:
Advanced Dwarven Arrow ID XX025757: 20
Flaming/Frosty/Shocking Advanced Dwarven Arrow ID's XX027EF7 XX027EF8 XX027EF9 : 24
Dwarven Bow(compound) XX022FBA: 20
Dwarven Bow(recurve)ID XX02081C : 19
***********************************************************
Screenshots people! I love seeing screenshots of others using my bows. Please upload some!!!
***********************************************************
Informal poll.
Does anyone want a version that requires the player to actually find the bows before being able to craft them? I have done that with my latest 2 bows and could easily make this mod the same system.
And if yes should I use the same location inside Blackreach the bows are already at that is a somewhat hidden spot and hard to find? Or drop them in another dwemer ruin? Before you answer that find them in Blackreach above the light that's above the city and respond if that's too hard to find.
btw rly like this mod thx for making this
I was wondering if you had considered doing a recolor of your recurve bow for the Ebony and Nordic bows? The Nordic definitely needs upgrading to look more refined and just adding your limbs to the Nordic bow would really give it some class. The Nordic looks as if they used a couple of old car leaf springs to make the UGLIEST limbs in the game.
Just a thought I wanted to share.
BB1
And before I forget awesome job on the bows Jet, endorsed ^_^
It's been by go to weapon (bow wise) since I originally downloaded this mod
I've also done a rework of the Dwarven Black Bow of Fate using the Compound Bow mesh (black and silver color scheme used on the first recurve pic)
I sent a message to t3nd0 about Skyre compatibility that does not require complete renaming.
"All of the above can be easily achieved by just editing the patcher's xml file. That requires the user to actually read documentation, but there you go... better than editing the esp." -T3nd0
In other words my mod is NOT incompatible with SkyRe and SkyRe is NOT making the bows too weak. the patcher xml file is NOT being properly configured by the user of SkyRe.
Base damage and ID numbers incase you need it for configuring the xml are as follows:
Advanced Dwarven Arrow ID XX025757: 20
Flaming/Frosty/Shocking Advanced Dwarven Arrow ID's XX027EF7 XX027EF8 XX027EF9 : 24
Dwarven Bow(compound) XX022FBA: 20
Dwarven Bow(recurve)ID XX02081C : 19
Read the documentation for configuring SkyRe and if there's a problem ask in the SkyRe comments because I do not use it and will not support a mod I have nothing to do with. SkyRe changes other mods and needs to support how it changes those mods so it does not screw them up.
SkyRe compatibility patch is moved to the old files section and I will not support patching and compatibility for SkyRe based upon what T3nd0 has pointed out. That's for you the user to do so all your mods do not get screwed up and not just this one. Thanks and have a great day.
So if I only use one of the bows I can include it in my mod as standalone but if I use both bows my mod must have your mod as a dependency? Is that correct?
Do the wheels on the compound bow spin when the string is pulled?
Did you just click skin, or did you weight-paint by hand the meshes? I'm trying, slowly to make a bow, but i'm still making the model from scratch.
Now, i hope you don't mind, but while i don't like compound bows in games like skyrim, your recurve looks great. I'm adding it to my list.
For the vertice weights I used a Skin Wrap modifier with an unchanged bow then converted to skin. After the skin was done I manually changed the weighting on key vertices such as the string so it moves independent of the bow. On the compound bow I set the cable guide thing to the same as the strings but .75 weighted to the mid bone. It moves with the string but stops in the correct spot while the rest of the string keeps going.. but stops too soon because of the animation.
Other than that, I love this mod. It fits perfectly with my character build. Kudos.
endorsed
The compound is what I would see them using if they were a specialized soldier like a scout, or even an officer, if they can figure out gears and hydraulic pistons to make big mechanical robots a simple pulley system on a bow would be trivial. But for the common archers in the military it would be expensive so quality recurve would be the weapon of choice, choice by them because there's no pulley failure to worry about and choice by those who buy them because it would be cheaper to make 1000's of them. As can be seen the limbs are really the only major difference. the way the limbs attach and the handle part is the same in both bows. This allows for more mass production and if damaged a limb can be swapped out rather than replace the whole bow.
The vanilla dwarven bows look like a ceremonial weapon never meant to even be used for showing off archery skill, definitely not a practical weapon one would expect the dwemer to make but stylized like one would expect a dwemer to parade with.
As for any other race I cannot see them creating a compound bow even though the bow from Dragonborn looks like it was designed off of one minus the cams. So making compound bow versions of all the other bows wouldnt fit lore in any way.