Bought a fire arrow, can't use it. I tried using mouse wheel with my bow equipped with and without the arrow drawn and it doesn't seem to react in any way.
this is a cool mod. do each of the arrows come in all the materials? for example Iron Bodkin Arrow, Daedric Bodkin Arrow? I am making a custom 3d weapons shields and ammo resource library and making room to potentially add my own models for the arrow types you have, and if you answer that no, there aren't 9 versions of each arrow type in your mod, it will make my life way easier in planning the IDs, haha.
Also, here are the Arrow types I'm thinking about eventually modeling in generic fashion, in case any give you ideas as well:
BodkinArrow - basic arrow. BroadheadArrow - probably more damage.
FireArrow - ignite enemies, tar on ground/oil on ground, or torches. IceArrow - freeze enemies. WindArrow - blows enemies away, blows out torches (useless without a stealth overhaul) WaterArrow - make floors slippery, put out torches?
LightArrow - like a torch arrow ElectricArrow - shocks enemies SmokeArrow - obscures vision, possibly reducing enemy accuracy (or helping in a stealth overhaul) PoisonArrow - i think you have these (really all arrows shoudl have an acute and area effect variant, or allow combining so Poison plus smoke would make poison smoke arrow, but this would require a Fletcher crafting mod or something.) ExplosiveArrow
RubberArrow - knocks out targets (stealth overhaul stuff again) StickyArrow - sticks enemies to floor, sticks trackers to enemies, or makes a sticky tar on ground NoisemakerArrow - draws enemies (stealth overhaull stuff) RopeArrow (like Thief 1 1998, for climbing up or across in the case of launching a tightrope)
Void Arrow - removes air from an area - puts out fires but also eliminates sound (stealth) Dark Arrow - makes an area magically dark - for stealth.
Arrow (generic, maybe unneeded if Bodkin is default) Bolt - for a crossbow Dart (generic) - for a blowgun or crossbow Pellet - for a slingshot Seed - for a slingshot Pebble - for a slingshot Rock - for a sling.
no they do not come in different materials, since the damage is definined by the bow material in DFU. I only attach stuff to the 3D Prefab for effects and additional logic on impact (toxic clouds, explosion, fire etc.)
The next arrow types on my todo list are lighting arrow, flare arrow and holy arrow (but first adding additional onDeath effects to the existing ones to DaggerBlood like freezing, burning etc.).
All arrows, except the explosive arrows apply default DFU magic effects to enemies. I don't know yet when I will add new stuff, since there's too much other stuff in my pipeline atm, but you got some nice ideas :)
If any modder wants to display 3D arrows in a 3D FPS Bow I can add a callback to get the equipped arrow type ofc.
Hey I absolutely love the mod, but I encountered one problem. Whenever you split a stack of arrows (excluding the default ones) it makes it's own stack, and if you try to combine the stacks again they stay separated and don't go back into one pile. Some of the arrows even have their sprite changed. Like the broad arrows turn into the ice arrow sprite. So right now I have a bunch of single arrows in my inventory, instead of a nice cohesive stack of one type. I like to split them into my wagon to keep my weight low.
Oof, yeah I am aware of this bug. Added it as a known issue to the mod description now (forgot about it). I will need to track this one down, it's something DFU related. Maybe I'll find a solution to this one.
I like this. You could make it into a sort of a quasi-magical item that works like a modern day flare: you’d shoot it upwards, to the sky or towards ceilings of greater spaces within dungeons and it would create this glowing, reddish orb of light: a kind of a miniature red sun that slowly descends and eventually fizzles out.
So just to collate these suggestions, and add one of my own, for new types of Arrows that could be interesting:
- Lightning Arrow - casts Lightning on impact. - Flare - casts Light on projectile, which sticks on impact and continues to provide a light source. - Holy Water - casts Holy Word (Dispel: Undead) on impact.
That said, all the arrows are damage-oriented whereas I think it may be very interesting to give them creative, immersive sim-like uses instead of simply dishing damage. For instance:
- Ice could be dousing torches / temporarily slowing down living targets. - Gas could be causing temporary blindness and / or paralysis to living targets, giving the player an opportunity to escape and hide. - Explosive could have an AOE push-back (if it doesn't already) that may sweep entities standing near ledges off and to their deaths.
I ran into a probelm with the usage of normal arrows: they are still taken from my inventory regardless of unchecking the field 'Always Use Normal Arrow'. I am playing with others mods like Tome of Battle (TOB), Physical Combat and Armor Overhaul, Durable Bows. I then adjusted the Arrow Variety mod load priority to be placed above Tome of Battle and it seems to fix the issue. Now my Mod Issue Checker is informing me to reverse this change and place Arrow Variety under TOB. Any suggestions? Thank you for the mod, it makes the usage of ranged combat more versatile and fun :)
Has anyone gotten this to work in conjunction with the crossbow mod? I have to attack using the alternate key I set in-game, but the arrows don't seem to be having an effect when I hit.
21 comments
Also, here are the Arrow types I'm thinking about eventually modeling in generic fashion, in case any give you ideas as well:
BodkinArrow - basic arrow.
BroadheadArrow - probably more damage.
FireArrow - ignite enemies, tar on ground/oil on ground, or torches.
IceArrow - freeze enemies.
WindArrow - blows enemies away, blows out torches (useless without a stealth overhaul)
WaterArrow - make floors slippery, put out torches?
LightArrow - like a torch arrow
ElectricArrow - shocks enemies
SmokeArrow - obscures vision, possibly reducing enemy accuracy (or helping in a stealth overhaul)
PoisonArrow - i think you have these (really all arrows shoudl have an acute and area effect variant, or allow combining so Poison plus smoke would make poison smoke arrow, but this would require a Fletcher crafting mod or something.)
ExplosiveArrow
RubberArrow - knocks out targets (stealth overhaul stuff again)
StickyArrow - sticks enemies to floor, sticks trackers to enemies, or makes a sticky tar on ground
NoisemakerArrow - draws enemies (stealth overhaull stuff)
RopeArrow (like Thief 1 1998, for climbing up or across in the case of launching a tightrope)
Void Arrow - removes air from an area - puts out fires but also eliminates sound (stealth)
Dark Arrow - makes an area magically dark - for stealth.
Arrow (generic, maybe unneeded if Bodkin is default)
Bolt - for a crossbow
Dart (generic) - for a blowgun or crossbow
Pellet - for a slingshot
Seed - for a slingshot
Pebble - for a slingshot
Rock - for a sling.
no they do not come in different materials, since the damage is definined by the bow material in DFU. I only attach stuff to the 3D Prefab for effects and additional logic on impact (toxic clouds, explosion, fire etc.)
The next arrow types on my todo list are lighting arrow, flare arrow and holy arrow (but first adding additional onDeath effects to the existing ones to DaggerBlood like freezing, burning etc.).
All arrows, except the explosive arrows apply default DFU magic effects to enemies. I don't know yet when I will add new stuff, since there's too much other stuff in my pipeline atm, but you got some nice ideas :)
If any modder wants to display 3D arrows in a 3D FPS Bow I can add a callback to get the equipped arrow type ofc.
I will need to track this one down, it's something DFU related. Maybe I'll find a solution to this one.
Thanks for letting me know :)
- Lightning Arrow - casts Lightning on impact.
- Flare - casts Light on projectile, which sticks on impact and continues to provide a light source.
- Holy Water - casts Holy Word (Dispel: Undead) on impact.
That said, all the arrows are damage-oriented whereas I think it may be very interesting to give them creative, immersive sim-like uses instead of simply dishing damage. For instance:
- Ice could be dousing torches / temporarily slowing down living targets.
- Gas could be causing temporary blindness and / or paralysis to living targets, giving the player an opportunity to escape and hide.
- Explosive could have an AOE push-back (if it doesn't already) that may sweep entities standing near ledges off and to their deaths.
Curious to see where this goes ;)
The other ideas are good, I'll add them to the list and see what's possible :)
I checked the code and I indeed forgot to activate the setting again, sorry -.- Will fix it with the next update :)