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Koppartikus

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13 comments

  1. OneFlyingFool
    OneFlyingFool
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    Any chance of a port over to SSE for this mod, i love this mod but haven't seen anything remotely like it for SSE
  2. U1849KA
    U1849KA
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    Out of curiosity, how does the mod determine what's a bow and what's a longbow? How are Zephyr, the Bow of the Huntsman, and Auriel's Bow classified? I'd hate to complete all of Dawnguard on a Bow user only to find out that the end reward is a Long Bow I can't use.
  3. konstant necromant
    konstant necromant
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    Really interesting mod, I like that's bows and crossbows receive own perks branches.
    But may I ask you a favor, make possible integrate Throwing Weapons as new branch?
    http://www.nexusmods.com/skyrim/mods/62017/?
    http://www.nexusmods.com/skyrim/mods/9700/?
    http://www.nexusmods.com/skyrim/mods/62609/?
    1. ReixKrazara
      ReixKrazara
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      - 'MergedThieverySkill' coupled with 'Throwing Knifes WIP with skill' will add whole new skill for throwing weapons.
  4. ReixKrazara
    ReixKrazara
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    Does this include or is this compatible with:
    Grantiz's shortbow conversion
    Faction Crossbows by Deserter X
    Retextures
  5. Xander9009
    Xander9009
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    I'm not usually interested in perk mods, but this looks particularly promising. I've been considering playing through again, and this might just convince me to go with an archer rather than my typical mage...

    One question (which doesn't affect me at all, but might others): you mention near the bottom that we should load yours after any mods that change levelled lists to avoid losing the bows. The question is if we load yours second, will we be getting yours bows AND the other changes or just the bows? This isn't mentioned in the description, but it's a pretty big detail.

    If we'd only be getting your bows, I'd like to point out that there is a method with a one-time script to make your bows available in those lists regardless of whether or not they've been altered by other mods, making the load order irrelevant. It's nothing more than using a script to add the bows to the levelled lists upon installation rather than adding them in the CK or T5E. As I said, this doesn't affect me, so it's purely information for you to use at your discretion. If needed, I can be more specific (though I haven't modded Skyrim in about six to nine months, so I might not be the best source of modding information).
    1. Xander9009
      Xander9009
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      So, I've found a bug in my game, though I haven't tested if this is the cause. When I zoom in with the bow (longbow, for the record, level 90 with all available perks), time stops, but there's no zoom. Furthermore, I can't aim left and right, only up and down. When I release the arrow, it doesn't move until I also release the zoom button. The arrow doesn't fire properly, though. It fires as if time is still slowed down, meaning it moves as a snails pace through the air, despite time moving normally.

      Aside from this, which I'm assuming is coming from this mod (it's the only mod I have which affects archery), the mod has been really nice. It might be a tad overpowered, but not by too much. I can one shot most enemies with a longbow if I'm at a distance, which I really like. Unfortunately, my game has run into a problem (completely unrelated to this mod) which I don't think I can fix, so I'll be making a new character. Won't be playing an archer this time, so I won't get as much out of this mod. However, it'll definitely be staying installed.
    2. Koppartikus
      Koppartikus
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      Hey! Sorry for not responding to this sooner, I set up email notifications so I didn't have to check my files every day for comments but looks like I didn't set them up right. Yes, since this does modify leveled lists a bash patch (or whatever people use these days to merge conflicting changes with things like leveled lists) is necessary if you're going to utilize multiple mods that will be touching the same leveled lists. I'll be sure to update my documentation in my next patch release to touch on this since, like you said, it's an important point that people should be aware of.

      With regards to the bug you detailed: I've experienced this myself and it seems to be an issue not related to the mod but using the zoom/draw buttons in tandem too quickly that makes the game bug out a bit. Since I haven't touched any of the functionality pertaining to the bow zoom/slow time feature (I just re-used the original assets) I'm pretty confident that this is a bug inherent with the engine and not something I'd be able to fix. If you don't look to zoom so quickly after drawing the bow you should be able to avoid the weird glitch (at least, this is the adjustment I made in my game play that eliminated the issue).

      Appreciate your feedback! I might reach out to you when I'm taking another pass at this mod about the leveled list merge if it's something I'd be able to do with a couple of scripts and is pretty painless overall.
    3. Xander9009
      Xander9009
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      I don't recall the particulars, but I do know that it works. Apocalypse Spell Package uses the method, I think. I'm pretty sure it just consists of making a quest that is start game enabled, and then using a script to run through the leveled lists you want the bows added to, adding them with FormList.AddForm(Form), and then once you're done, calling Stop(). If you decide to try it out, then feel free to message me and I'll see about walking you through it in more detail.
  6. Skyrimover12
    Skyrimover12
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    Wow, this looks great. Ill check it out and see if its as good as it sounds.
    Edit: Too sleepy, now ill check it tomorrow hopefully.
    EDIT: So I checked it out, and everything seemed to work fine, but it seems the range for the bows (both longbow and bow) decreased by quite a bit. I went to a giant camp to test the longbow and until they were quite close non of arrows that were on aim did any damage. Perhaps I suck at aiming, but maybe not.
    1. Koppartikus
      Koppartikus
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      Hey! Range on normal bows and most crossbows has been unchanged, so range shouldn't be an issue on these items. The only ranges that were modified were longbows (upper range increased by 50%) and recurve crossbows (upper range increased by 25%). There is a section in the ReadMe that details a modification you can make to your skyrim.ini file which allows you to make use of the increased longbow range since Skyrim by default cuts off the effective range you can hit things with arrows - it looks like you hit them (and likely do) but since the game doesn't check that far out it doesn't register.

      Check out the ReadMe, make the changes to the ini file and let me know if you see any improvement. In any case, the range shouldn't be decreasing at all.
    2. Skyrimover12
      Skyrimover12
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      Ah, many thanks for clearing that out.
  7. criswolf09
    criswolf09
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    Sounds cool! I will try it out right now! Endorsing and tracking!