How does it work? i was using it and it worked great (the daedric version) but i opened it in ck to change something about bows enchantment and it stopped working. could u explain how it works so i can try to fix the issue myself?
EDIT: ive managed to understand how it works a lil bit but what fixed my issue was equipping another bow and then switching back to auriels bow. looks like some kind of minor bug
Well, the way it works is that everytime you equip Ariel's Bow, Zephyr or the Bound Bow, your character gets a speedmultiplier while equipped. It is basically the same effect that the Quick Shot perk provides. This effect is received by means of additional enchantments that I put on the bows.
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Strange bug. Could you clarify more? You changed something in the mod with CK and then you weren't getting your speed boosts on the bows?
I'd like to request an optional version with different edits. My reasons, which answers some of the author's questions, are as follows:
1. I think Zephyr should have kept its vanilla 33% speed increase. Although Bethesda's description said 30%, I think they rounded it down simply to make the text more user-friendly and accessible for the player. I'm guessing the under-the-hood 33% boost was intentional (making it 1/3rd faster than the standard bow); 0 is not close to 3, so this was unlikely to have been a typo.
2. As far as I can remember from the in-game lore, Auriel's Bow wasn't meant to be some uber fast or deadly bow. Functionally speaking, it is simply supposed to be a magical artefact with unique powers. This does not translate to normal "mechanical" advantages like superior draw speed and distance. The fact that in Skyrim the bow can affect the sun makes it more than special enough already - also don't forget its powerful combination with Sunhallowed arrows on undead.
3. On the other hand, the whole point of Zephyr's existence in the game is to be a very quick bow. It may be a secondary prize from a longer questline but I feel it deserves its special place for quickness. If this was taken away, it doesn't really need to exist in the game at all, let alone be a uniquely-named weapon. Zephyr's base damage isn't high, so balance-wise it does not hurt to let it remain quicker than Auriel's Bow. Therefore I think Zephyr's speed should outrank Auriel's.
About point #3. I'm probably going to revise the speed of Zephyr and Auriel's bow. I'll make it so that Auriel's bow has the same speed as Zephyr or less speed.
Want I want this mod to do is to fix the bows to their intended behaviour. But it's not clear what Bethesda intends for these bows. I'll might add different variations for users who want something different from what I'd make the 'default' fix.
You're absolutely right - it's hard to say what Bethesda's original intention was since we weren't involved in development. All we can do is make educated guesses based on their final product. I'm happy to know that someone else shares or at least understands my guesses
Hey, so I've been learning to use TES5Edit and I looked into your mod.
A couple of things -
1) You didn't apply the changes made by USLEEP (and presumably the Unofficial Dawnguard Patch). Not sure if this was intentional, but you might want to make a different version otherwise people who have the unofficial patches will find that the bows are reverting to vanilla behaviour in some ways.
2) It seems you made "Zephyr_ability_applier" attach to Auriel's bow, instead of using "Auriel_ability_applier".
Yup it did, including Auriel's critical damage amount and the Zephyr's enchantment description.
Just load USLEEP together with your mod together in TES5Edit, and then copy the changes from the former over to yours
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Just for interest: in my own game I made the base speed of Auriel 0.5 so that it would have the same range as a Daedric bow. I then boosted the speed by 2x using the ability effect, so it would have the same overall draw speed as in vanilla.
I figured that, if I was going to mod it, I might as well make it shoot the same distance as the bows in the game with the best range. At least then it makes more sense that it could possibly hit the sun. I think this is still balanced because I didn't touch its damage output.
I've also uploaded an optional version which does the same as your personal one did. It should satisfy some people. In that option, Auriel's Bow is basically the best in every aspect except for the single shot damage output. If anyone really wishes, I'll make a versions with higher damage (or even higher speed a arrow distance). Within reason of course. I don't think I'll be uploading 20 different option files for everyone!
In answer to your question; Auriel's bow should shoot faster, farther , flatter( in terms of arc) and with more impact/damage than any other bow in the game. That would be in keeping with the Lore IMHO. As to Zephyr, it should fire faster than vanilla bows but not necessarily faster than an enchanted bow (which is what it is I think). Bound bows, there is a lot of flexibility with but it should not equal or exceed Auriel's bow in any regard.
I think you are on the right track and applaud your initiative. But I have to agree with NeoNord, Auriel's bow should be supreme when it comes to speed and range.
I'll might make variations of the mod. But then, I'd want the 'default' version of the mod to be 'just a fix'. Properly presenting the intended behaviour for the weapons. Making Auriel's bow All-Powerful wouldn't fit in that.
I want this mod to be a 'fix' more then anything else. I want the bows to function properly as Bethesda intended them to. I'll might make some variation of the mod. With differences for users who'd like them to be faster for instance.
16 comments
EDIT: ive managed to understand how it works a lil bit but what fixed my issue was equipping another bow and then switching back to auriels bow. looks like some kind of minor bug
This effect is received by means of additional enchantments that I put on the bows.
--
Strange bug. Could you clarify more?
You changed something in the mod with CK and then you weren't getting your speed boosts on the bows?
1. I think Zephyr should have kept its vanilla 33% speed increase. Although Bethesda's description said 30%, I think they rounded it down simply to make the text more user-friendly and accessible for the player. I'm guessing the under-the-hood 33% boost was intentional (making it 1/3rd faster than the standard bow); 0 is not close to 3, so this was unlikely to have been a typo.
2. As far as I can remember from the in-game lore, Auriel's Bow wasn't meant to be some uber fast or deadly bow. Functionally speaking, it is simply supposed to be a magical artefact with unique powers. This does not translate to normal "mechanical" advantages like superior draw speed and distance. The fact that in Skyrim the bow can affect the sun makes it more than special enough already - also don't forget its powerful combination with Sunhallowed arrows on undead.
3. On the other hand, the whole point of Zephyr's existence in the game is to be a very quick bow. It may be a secondary prize from a longer questline but I feel it deserves its special place for quickness. If this was taken away, it doesn't really need to exist in the game at all, let alone be a uniquely-named weapon. Zephyr's base damage isn't high, so balance-wise it does not hurt to let it remain quicker than Auriel's Bow. Therefore I think Zephyr's speed should outrank Auriel's.
About point #3.
I'm probably going to revise the speed of Zephyr and Auriel's bow. I'll make it so that Auriel's bow has the same speed as Zephyr or less speed.
Want I want this mod to do is to fix the bows to their intended behaviour. But it's not clear what Bethesda intends for these bows. I'll might add different variations for users who want something different from what I'd make the 'default' fix.
You're absolutely right - it's hard to say what Bethesda's original intention was since we weren't involved in development. All we can do is make educated guesses based on their final product. I'm happy to know that someone else shares or at least understands my guesses
A couple of things -
1) You didn't apply the changes made by USLEEP (and presumably the Unofficial Dawnguard Patch). Not sure if this was intentional, but you might want to make a different version otherwise people who have the unofficial patches will find that the bows are reverting to vanilla behaviour in some ways.
2) It seems you made "Zephyr_ability_applier" attach to Auriel's bow, instead of using "Auriel_ability_applier".
How would I forward those changes without making USLEEP a master?
I'll have a good look.
Just load USLEEP together with your mod together in TES5Edit, and then copy the changes from the former over to yours
- - -
Just for interest: in my own game I made the base speed of Auriel 0.5 so that it would have the same range as a Daedric bow. I then boosted the speed by 2x using the ability effect, so it would have the same overall draw speed as in vanilla.
I figured that, if I was going to mod it, I might as well make it shoot the same distance as the bows in the game with the best range. At least then it makes more sense that it could possibly hit the sun. I think this is still balanced because I didn't touch its damage output.
I've also uploaded an optional version which does the same as your personal one did. It should satisfy some people. In that option, Auriel's Bow is basically the best in every aspect except for the single shot damage output.
If anyone really wishes, I'll make a versions with higher damage (or even higher speed a arrow distance).
Within reason of course. I don't think I'll be uploading 20 different option files for everyone!
I'll might make variations of the mod. But then, I'd want the 'default' version of the mod to be 'just a fix'. Properly presenting the intended behaviour for the weapons. Making Auriel's bow All-Powerful wouldn't fit in that.
I want this mod to be a 'fix' more then anything else. I want the bows to function properly as Bethesda intended them to.
I'll might make some variation of the mod. With differences for users who'd like them to be faster for instance.