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======================
Manual Crossbow Reload
by: JZBai
Version: Final
======================

============
Description:
============
A mod that changes how the crossbow reloads to allow the player to control when it happens. Also adds ammo pouches to hold crossbow bolts and arrows.

=========
Features:
=========
The way the mod works to allow the player to control the reloading process is by putting all crossbow bolts into a separate ammo pouch
and a reloading power that causes the player to load the crossbow. The bolt pouch can either be accessed by hotkey if SkyUI is installed
or by an item added to the player's inventory that can be favorited. This means you no longer have to sift through your item list to find
ammunition; it's all in one place. An MCM hotkey can also be used to activate the reloading power.

As of version 1.0, the ammo pouch idea has been applied to arrows too. All arrows you pick up will be moved to a quiver to keep them all in
one place. This feature can be disabled in the MCM menu.

=============
Requirements:
=============
Dawnguard.esm
Update.esm

Not Required but highly recommended:
SKSE: Allows the mod to perform certain functions to allow maximum compatibility with other mods.
SkyUI: Allows the player to customize their experience and use player-defined hotkeys. Also adds a clean uninstallation option.

=============
Installation:
=============
Use NMM to install

or

Extract the esp and Scripts/pex files into the data folder

The psc source files are not needed for the mod to function but are provided for those who want to modify/see them

===============
Uninstallation:
===============
If SkyUI is installed, toggle the "uninstall" option in the menu.

Then, use NMM to uninstall

or

Remove the pex scripts and esp file

==============
Compatibility:
==============
This mod doesn't modify anything from the vanilla game and shouldn't have hard conflicts. The way it works is by using a formlist to detect
crossbow bolts/arrows and moves them into the ammo pouch/quiver/into the player's inventory when needed. With SKSE installed, this mod can even detect
newly added modded ammo not explicitly included in the formlist. With that said, there is a chance that any mod that adds new ammo
may not be detected causing it to revert to vanilla loading. For compatibility with those mods, the new ammunition needs to be added to the
JZBai_CrossbowBoltsList or JZBai_ArrowList explicitly in a compatibility patch or via the BoltManager script (For modders: see the example I provided with Ghosu's
Project Flintlock to know how to implement compatibility with my mod).

As of now, I've tested the following mods for compatibility:
SkyRe - Mostly Compatibile (see the "bugs" section below)
Sneak Tools - Compatible
Project Flintlock - Compatible (built into the mod via the BoltManager script as an example)
Crossbows Basic Collection - Compatible if SKSE is installed
Auriels Crossbow and Swords - Compatible if SKSE is installed
Horker Weapon Pack - Compatible if SKSE is installed
Better Vampires (it adds a Silver Bolt for some reason :P) - Compatible if SKSE is installed
Equipment Of Eternal Shine by lKocMoHaBTl - Compatible if SKSE is installed
AlfheimKnights by Jgreybear - Compatible if SKSE is installed
Nicos Craftable Arrows by Nicoroshi - Compatible if SKSE is installed
IPM - Scoiatael Weapons by InsanePlumber - Compatible if SKSE is installed
Arrow Recovery System Overhaul by Seb263 - Compatible if SKSE is installed (In my tests of this mod with version 1.0, there may be a minor, but benign bug where picking up ammo will give you one in your ammo pouch as well as the pieces to it)
Automatic Crossbows and other mods using its scripts - Soft Incompatibility (The crossbows can still fire, but only once. My mod seems to cancel out the automatic multi-firing effect for some reason)

=====
Bugs:
=====
As of version 0.2, there is a minor bug regarding ammunition showing up in the crafting menu. If a recipe requires an amount of bolts/arrows to be in the player's inventory to show up in the crafting menu, there is a chance for
the recipe to not appear. In addition, recipes requiring ammo may be dulled out as if the player doesn't have the required components but show in the text that the player can craft the item in question. This is due
to the strange way that the crafting menu and its recipes update during crafting. In the cases where the recipe is dulled out, the player can craft the item and that will fix the problem. In the cases where the
recipe doesn't appear, craft something and the recipe should then appear. In addition, I've added a debug option in the MCM menu that allows the player to deactive the auto-add feature that puts all crossbow bolts/arrows into
the ammo pouch. If you want to craft without the bug appearing at all, you can deactivate the auto-add feature in the MCM menu during crafting, add all your crafted bolts to the ammo pouch, and then reactivate auto-add after
you're done.
Another minor bug that may occur is that after talking with an NPC, crafting or mining, the ammo indicator at the bottom of the screen will display there to be more than 1 bolt equipped, sometimes even more than the number of bolts you
have in your ammo pouch. Ignore the value displayed in the indicator from now on since it is incorrect. To fix this, simply draw your crossbow or check your inventory for the bolts and then it will display the correct values.

==========
Changelog:
==========
Final:
Fixed it so that bound ammunition is ignored by the mod

1.0:
Expanded the ammo pouch idea into a quiver for arrows and added supplemental features for it
Fixed a bug that was adding miscellaneous items with the name "Bolt" into the ammo pouch
Added debug options to deactive/activate crossbow and archery features of the mod
Changed all references of "ammo" to "bolt"

0.2:
Added the "esp hotfix" for attack key hotkeying to the main file
Added an option in the MCM menu to deactivate messages during bolt loading and transferring
Added a debug option in the MCM menu to deactivate auto-add
Added a debug option in the MCM menu to register un-registered ammunition for auto-add
Added a debug option in the MCM menu to clear the registered bolt list
Added a debug option in the MCM menu to clear the currently equipped bolt
Tweaked the auto-add feature so that it deactivates during crafting, bartering and trading with your followers
Various small tweaks to the bolt managing functions, specifically the bolt removal and bolt assessing functions

0.1:
First Release.

========
Credits:
========
The SKSE Team for making Skyrim scripting more powerful
schlangster and the SkyUI team for SkyUI and the ABSOLUTELY WONDERFUL documentation of the development kit for it
Gopher for making available the source code to his mod iHUD which I used as a reference on how to make hotkeys work, the Skylight video, and also for his entertaining Let's Play Videos with which I entertained myself while making the mod :P
isoku for making available the source code to his mod iNeed which I used as a reference on how to maximize compatibility with other mods
whoever contributes to the Creation Kit wiki for providing documentation on Papyrus functions which Bethesda for some reason were too lazy to document
and finally Bethesda for Skyrim, Creation Kit, and not providing adequate documentation on Papyrus functions... Nevermind... :P