Very nice mod. Have you considered teaming up with Seb263 and try to create a comprehensive version that mixes your mod with his Arrow Recovery System Overhaul (http://www.nexusmods.com/skyrim/mods/51149/?). So far I've mostly used A.R.S.O. to tweak my archery playthrough, but your mod is good too and I can't honestly decide between them.
Thank you. I never used Arrow Recovery System Overhaul but from what I read it seems there is nothing to stop you from using them together. I couldn't see any overlap in functionality. But do let me know if a patch is needed for anything in particular.
My doubt is that both mods are similar in concept, while I don't think that they mechanicly overlaps (at least they don't seem so) the fact of getting two extra systems linked to archery makes things a bit awkward to me. As far as a possible integration patch goes the biggest suggestion I can think of is to allow to craft new arrows from your arrowheads and A.R.S.O.'s brokwn arrows, instead of wood and brokwn arrows.
To be frank I am a little confused by the concept of "broken arrow". The fact that you can repair "broken arrows" with firewood suggests a "broken arrow" already has a somewhat functional arrowhead.
So mainly to be consistent with Seb263's idea of broken arrows it'd make sense instead to add means to convert broken arrows into arrowheads. I think I'll send him a message to see what he thinks.
My personal guess is that the concept of using broken arrows and wood came from the fact that no other resource in the base game (save perhaps for hawk feathers) seemed integral enough to the working of an arrow. Still in my limited archery experience, tips are usually the part that is harder to recover and replace, much more than the shafts.
Let's put feathers and glue and other stuff aside but you make a good case and in fact explain why I don't use the other mod. I suppose there are two kinds of broken arrows: (1) a broken shaft with a functional arrowhead and (2) a shaft that has lost its arrowhead.
Based on what I know about archery in battle, however, (1) should be quite rare. I feel that if you manage to recover the arrowhead it's most likely because the shaft is intact and then you get the whole arrow.
At the other hand (2) is what you get when the arrow head gets stuck in a bone, plate armor, shield, wood, ground and so on. This should be very common since it was a good idea to prevent the enemy from shooting recovered arrows back at you.
Obviously (1) is the kind Seb263 lets you recover since it can be repaired with new shafts (firewood). And since you seem to need 5 broken arrows to get 5 repaired arrows each of them has to have a functional arrowhead in the first place. So it isn't a mixed bag of both kinds.
What I would really like is to create a patch that changes Seb263's "broken arrows" to mean "a shaft lacking arrowhead" and disable Seb263's recipes and allow my arrowheads to be combined with Seb263's "broken arrows" as you suggest. I would probably use Arrow Recovery System Overhaul with such a patch then. I'll ask Seb263 what he thinks but do bring this up on his mod page if this is something you'd like and perhaps others would like that as well.
Looking at the game from a slightly different perspective I noticed a problem with both your work and A.R.S.O.: the weight of the arrows. In the base game arrows weight 0, making hoarding them very convenient. I myself had a habit of running around with 300+ arrows of different types. Given that there's little to no incentive to favour the use of arrowheads and/or broken arrows, respect to simply grabbing extra bundles of arrows. While there are a ton of reweight mods that adds weight to the arrows, I think that including an option for weighted arrows might add to the quality of your mod.
Thank you for your interest to improve this mod. Giving arrows weight was part of the original design but then I found a mod that did pretty much what I needed: Weighted Arrow. It's true my mod would make a lot more sense if arrows had weight but in the end I found it redundant.
In my opinion it is almost as redundant as using a mod to disable Fast Travel. Why not just simply stop using the Fast Travel map function?
In regards to arrows I try to carry whatever amount feels somewhat realistic which to me is no more than 100. This many arrows might have total weight of about 10 units which is negligible and in my opinion not worth a scripted mod to take care of.
I didn't expect this mod to be popular. It took three years for it to be made after all. I'm glad some people seem to like it and I don't feel too strange and weird for wanting this kind of mod bad enough to make it myself.
I don't play Requiem currently and I only do some basic testing so if you have any suggestions regarding the balance and consistency or you find anything I've missed please let me know.
iwhen i read your mod i was thinking of, when you shoot an enemy you only get some arrows back and with this mod you should get arrow shafts back (not all but some) and when you have Hunterborn and are harvesting meat / ingredients you should e able to get bak some arrowheads too (not all)
Maybe you can find someone to change meshes o arrows so you get models for heads , shafts and piercing heads.
Like your mod. Unfortunately, don't have Dragon Born DLC. Up to version 1.3 was able to install and remove reference to Dragon Born (via Wyre Bash/CK), but NNM won't allow 1.5 or above to be installed (due to missing reference to Dragon Born).
Is there another way to work around this requirement (remove DB reference)? Not particularly interested in Dragon Born DLC, although there are a lot of good mods coming out that require it.
Good work, hope you get some arrow head meshes soon!
Hello. Glad you like it. Interesting you haven't been able to do that since I started using FOMOD installer. Suppose a way around it would be a tedious one that is to extract the 7z, remove fomod folder, recreate the archive without the fomod folder and install that and then activate only plugins you want. Then you should be able remove the dependency.
But I can't ask you to do all that. I have been wondering whether or not there is demand for a non-DLC version. Seeing there is I'll make sure the next release includes an optional plugin without DB dependency.
This mod seems like such a great idea.. I gave it a shot for an hour or two and tried every which way but I could not figure out what to do with the arrow heads. I tried clicking them, forging them, ....cooking them, enchanting them, going to the tanning rack. I made the arrow heads but couldn't get them to be arrows from there nor dismantle my current arrows into the base parts.. I am uninstalling it for now but I will keep track of it though. Good luck, I hope to see this mod evolve.
Same thing here I am afraid. I could craft the arrowheads but unable to craft the arrows at the tanning rack nor with hunterborn's scrimshaw. I could however craft them with Frostfall's survival skills. The arrowheads were also appearing at vendors.
I also agree with Kryptopyr, it would be great if you could manage to use an arrowhead mesh.
I'm sorry I did not manage to explain clearly. There is only one set of recipes and that means only one way to assemble and disassemble arrows is available at any time:
Either Frostfall, if you have it installed. Or Hunterborn, if you have it installed. Or if you have neither you'll need to use a tanning rack.
To enable all crafting options I would need to duplicate every recipe twice. That would mean having three times as many recipes. And if I wanted to support other crafting methods from other mods that would mean adding another set of recipes for each.
I also plan to add my own crafting method similar to that of Frostfall, in case neither Frostfall nor Hunterborn is installed, to be used as the default option, instead of using a tanning rack. That would allow crafting arrows anywhere even without Frostfall and Hunterborn.
So if you have Frostfall installed, at this time you have to use Frostfall survival crafting and no other method will be available. Once I figure out MCM menu I will allow you to choose whichever you prefer to use. But only one at a time. Sorry!
EDIT: Updated description. I hope it's more clear now. Thanks!
MORE EDIT: Since 1.2 you may choose witch crafting method works best for you via the MCM. Still only one method works at any one time.
This is how I've always thought arrow crafting should work. I love the idea of forging arrowheads rather than entire arrows, and I really appreciate having a balanced solution to separating the construction of arrows from all of the smithing requirements. The way you're integrating the changes into the game (and making them work with other mods) sounds great. I do hope you manage to add arrowhead meshes; that would be a wonderful touch. Overall, this looks like a very well thought out mod. Thanks for sharing it!
Thanks. That's good to hear. I'd like to use the actual arrowheads from the respective projectile meshes. Not as easy as I thought but I haven't given up yet.
Since you can craft them ...will you be able to enhance them at the grindstone or workbench to make them legendary? can you enchant them with spells at the arcane table? It would be nice if you could. I know you can get the arrows to do "enchantments" but thats only from the enchanted bow. It would be nice if one could add extra enhancements to the arrows to work along with the bow enchantments. I know this would make "archery" a lot more powerful but some things need a LOT more "killing"! One or two arrows don't bring the dragon down quickly, even with 6 enchantments on the bow!
These are seriously great ideas but unfortunately they are beyond both my meager abilities and most importantly the humble scope of this mod. There are other mods that add explosions and various other effects to arrows.
27 comments
Have you considered teaming up with Seb263 and try to create a comprehensive version that mixes your mod with his Arrow Recovery System Overhaul (http://www.nexusmods.com/skyrim/mods/51149/?). So far I've mostly used A.R.S.O. to tweak my archery playthrough, but your mod is good too and I can't honestly decide between them.
As far as a possible integration patch goes the biggest suggestion I can think of is to allow to craft new arrows from your arrowheads and A.R.S.O.'s brokwn arrows, instead of wood and brokwn arrows.
So mainly to be consistent with Seb263's idea of broken arrows it'd make sense instead to add means to convert broken arrows into arrowheads. I think I'll send him a message to see what he thinks.
Based on what I know about archery in battle, however, (1) should be quite rare. I feel that if you manage to recover the arrowhead it's most likely because the shaft is intact and then you get the whole arrow.
At the other hand (2) is what you get when the arrow head gets stuck in a bone, plate armor, shield, wood, ground and so on. This should be very common since it was a good idea to prevent the enemy from shooting recovered arrows back at you.
Obviously (1) is the kind Seb263 lets you recover since it can be repaired with new shafts (firewood). And since you seem to need 5 broken arrows to get 5 repaired arrows each of them has to have a functional arrowhead in the first place. So it isn't a mixed bag of both kinds.
What I would really like is to create a patch that changes Seb263's "broken arrows" to mean "a shaft lacking arrowhead" and disable Seb263's recipes and allow my arrowheads to be combined with Seb263's "broken arrows" as you suggest. I would probably use Arrow Recovery System Overhaul with such a patch then. I'll ask Seb263 what he thinks but do bring this up on his mod page if this is something you'd like and perhaps others would like that as well.
In the base game arrows weight 0, making hoarding them very convenient. I myself had a habit of running around with 300+ arrows of different types. Given that there's little to no incentive to favour the use of arrowheads and/or broken arrows, respect to simply grabbing extra bundles of arrows.
While there are a ton of reweight mods that adds weight to the arrows, I think that including an option for weighted arrows might add to the quality of your mod.
In my opinion it is almost as redundant as using a mod to disable Fast Travel. Why not just simply stop using the Fast Travel map function?
In regards to arrows I try to carry whatever amount feels somewhat realistic which to me is no more than 100. This many arrows might have total weight of about 10 units which is negligible and in my opinion not worth a scripted mod to take care of.
and there is a Mod that limits the amout of carried arrowsss aswell
and yes i too love archery to be as immersive as possible (immersive Firs person mod + iHud )
Thank you so much for this and also thank you for the Requiem support.
I don't play Requiem currently and I only do some basic testing so if you have any suggestions regarding the balance and consistency or you find anything I've missed please let me know.
iwhen i read your mod i was thinking of, when you shoot an enemy you only get some arrows back and with this mod you should get arrow shafts back (not all but some) and when you have Hunterborn and are harvesting meat / ingredients you should e able to get bak some arrowheads too (not all)
Maybe you can find someone to change meshes o arrows so you get models for heads , shafts and piercing heads.
anyway thanks for the Mod so far !
Like your mod. Unfortunately, don't have Dragon Born DLC. Up to version 1.3 was able to install and remove reference to Dragon Born (via Wyre Bash/CK), but NNM won't allow 1.5 or above to be installed (due to missing reference to Dragon Born).
Is there another way to work around this requirement (remove DB reference)? Not particularly interested in Dragon Born DLC, although there are a lot of good mods coming out that require it.
Good work, hope you get some arrow head meshes soon!
But I can't ask you to do all that. I have been wondering whether or not there is demand for a non-DLC version. Seeing there is I'll make sure the next release includes an optional plugin without DB dependency.
Just tried and 1.6.1 does install thru NMM.
like this! : https://www.etsy.com/listing/214825157/white-porcelain-arrowhead-pendant?ref=pr_shop
I also agree with Kryptopyr, it would be great if you could manage to use an arrowhead mesh.
Either Frostfall, if you have it installed.
Or Hunterborn, if you have it installed.
Or if you have neither you'll need to use a tanning rack.
To enable all crafting options I would need to duplicate every recipe twice. That would mean having three times as many recipes. And if I wanted to support other crafting methods from other mods that would mean adding another set of recipes for each.
I also plan to add my own crafting method similar to that of Frostfall, in case neither Frostfall nor Hunterborn is installed, to be used as the default option, instead of using a tanning rack. That would allow crafting arrows anywhere even without Frostfall and Hunterborn.
So if you have Frostfall installed, at this time you have to use Frostfall survival crafting and no other method will be available. Once I figure out MCM menu I will allow you to choose whichever you prefer to use. But only one at a time. Sorry!
EDIT: Updated description. I hope it's more clear now. Thanks!
MORE EDIT: Since 1.2 you may choose witch crafting method works best for you via the MCM. Still only one method works at any one time.