Binding attack to left-click causes attacks to cue up whenever exiting menus with left-click (ie via "Continue" on the pause screen or "Exit" in inventory). Occurs with all control styles save vanilla. Not a major issue, but it does mean I have to stow my weapon before talking to NPCs
Left Mouse Button would be Mouse0. Checking out the Unity documentation on KeyCodes would help immensely. Just take note that KeyCodes are case-sensitive.
Hello, I really like the new archery ideas but I'm having trouble setting them up. I have draw & release set in options, but any of the 3 control options in ToB is now making bows insta-fire like vanilla DF does. Also, I have both Show Trajectory and Draw Scaling toggled on, but zoom magnification, duration, and delay, and scale duration all seem to have not have any effect no matter how I scale them. Could you help tell me what I'm doing wrong? Thanks!
What are your mod settings? Are you using the TOB Attack input and not the vanilla Swing Weapon input? Can you send a player log of a session where the problems occur? If not, your mod load order would be helpful. Maybe there's a conflict.
Thank you for mentioning attack input, I've figured it out. Silly me, haha! I'd long forgotten I'd set the attack button to the game keycode, since using the ToB keycode somehow isn't giving me target lock-on (still haven't yet sussed that one out). However! While lock-on is crucial for me using vanilla manual swing for melee, I find it's a bit of an annoyance when using archery (I prefer freeview when shooting). So now I've set one button for melee using the game keycode, and another for archery with ToB's, and that seems to work out just peachy.
But now I'm curious. Does ToB's features not have an effect when not using its keycode (ie, am I missing out its functions affecting melee)?
Yeah, without using TOB's attack input, melee weapons don't use the custom hit-detection, so Weapon Reach and Cleaving won't function. Also you won't be able to use the new Movement and Speed melee schemes.
Which lock-on are we talking about here? Auto-sight? Are you using the on-hold-swing-weapon scheme?
I see. Yes, sorry for not being clearer. I use vanilla swing mode since I like controlling the angle of attack, and it's the most comfy for me of any of the control options (I'm far too attuned to the og DF way of keeping the camera still when the swing button is pressed to change haha). I'm using Auto-Sight so I can keep target lock-on while maneuvering with left thumb, while also holding onto the attack button at the ready with right thumb, then swipe the direction with another right finger when I'm ready to swing.
But when I have the attack button set to ToB's keycode, for me it's not keeping the look camera still nor triggering Auto-Sight's lock-on, and so the attack swipe throws the view off too along with the attack. I don't know why. But not having either is making melee a chaotic mess so I had set the attack button back to the game's keycode, which does trigger AS lock-on when held.
I hope I explained that all okay. I suppose it's not the biggest loss not having ToB's functions for melee, if least comes to least. I'll still use it for the archery tweaks if nothing else.
Yeah, sorry about that. I had the Auto-Sight compatibility ready to go for a while due to one person reporting that particular conflict on the Lysandus' Tomb Discord Server. But since it was only that one change, I held off updating it to see if there were any more issues that needed to be fixed.
Glad to hear that's been sorted out! Happy hunting!
I'm having an issue on the latest 1.3.1 version where I cannot attack with my weapon. Reverting back to 1.3 resolves this. Load order is the same (I have it positioned very low in the list, just below VCEH) as it was on 1.3, as well as all settings (screenshot of settings is below). I am using LMB (Mouse0) for attack, and I still have the attack key in the in-game settings set to something else.
Can you post your player log of a gameplay session where the issue occurs? I can't seem to replicate the problem when using the same settings as yours. Maybe an exception is happening in the current version.
Another clarification: When you say that it is positioned "very low" on the load order, do you mean that it is placed near the start of the list (lower priority) or it is placed at the end of the load order (higher priority)?
Hm, the log shows two exceptions with LevelUp Adjuster and Darker Dungeons. Nothing overtly related to TOB. The errors seem to be related to reflection, which I added in TOB to fix arrow sounds not playing on hit. So that could be the underlying reason. On the other hand, I have both mods in my load order as well and I don't encounter this issue. Hm. Could you try the following and run the game check if any behavior changed:
Disable both mods
Disable one mod only
Otherwise, I'm not quite sure what could be causing it. Apologies.
This didn't resolve it. So, I went through the process of elimination of disabling my mods, until I got as far as starting a new game with just Tome of Battle and VCEH enabled, and could still reproduce the issue. So, the last thing I tried was deleting the mod settings so it would regenerate them, then resetting them to what I had them at before, and that resolved it. The issue apparently was it just wasn't playing nice with reusing the modsettings.json from the previous version.
Thanks for looking into it, I appreciate it. Hopefully if someone else has this issue this will be useful info. :)
So far I am really enjoying this mod, but I've noticed some slight issues. The crossbow mod does not seem to work with the attack binding this mod uses. It still uses the standard DFU swing weapon bind, which before I discovered this, had set to Keypad Enter so I didn't accidentally use it. I've now since set it to F so I can properly use crossbows, but in the future it would be nice to see a compatibility patch of some sort.
Unfortunately, Crossbows uses its own completely separate WeaponManager and FPSWeapon classes. There's nothing I can do on my end unless Crossbows is updated to allow other mods to access and run methods in those classes.
Incredible Mod, especially when combined with the blood mods!
(WINDOW VERSION):Want to report an issue. Deactivated the mod to test issues why Hand-to-Hand not doing damage. Reactivated mod but Swing key no longer works, regardless of input keycode. Mod list includes just the VCEH capable mods: instant weapon swapping, shield widget, weapon widget, handheld torches, bloodfall, daggerblood. No conflict with mod list in earlier playthrough.
Currently disable mod as I can not longer attack although was working previously. No idea if Hand-to-Hand issue is related to this mod. Note: Confirm you have to have this mod loaded above Weapon Widget or you won't see your weapon.
I plan to remove mod and config files then reload the latest version and start over to see if this resolved the issue.
Hm, I don't use Hand-To-Hand much myself aside from bashing doors, so I was surprised to see it was also not doing damage on my end. After looking into it, it seems to be an issue with Daggerblood. The issue still happens even if the only mods I enabled were VCEH and Daggerblood. See if disabling DB helps.
UPDATE: The latest version of Daggerblood fixes the issue with HTH missing. Update to the latest version of DB and see if that fixes it.
And yes, you want TOB to be as high up as possible on your load order in case there are any mods (like Weapon Widget) that need to grab the TOB Attack Input (but below VCEH).
Unsure about the Attack Input no longer responding. Can you send a screenshot of your Mod Settings page and the player log from a session where the issue occurs?
Truly incredible mod and a must have for keyboard and mouse combat. I was wondering if it's compatible with the controller support system of DFU? I've been having fun making ergonomic and easy to remember key bindings for mine recently. I've tried inputting the keybind codes they appear in the settings to the attack key of the ToB mod setting and it doesn't register.
No worries if not, I'll absolutely keep the mod active for when I can be bothered to pick up the mouse :D
Gamepad binding works, but you have to use the Unity KeyCode and not the truncated string used in the input menu. For example, on my DS4 gamepad, Right Shoulder Button shows as JOY B5 when bound as a control, so to bind it using a text field I have to type JoystickButton5 (case sensitive) to use it.
I found a bug in this mod. Every time I transform into a werewolf, I can't land any hits, even after returning to my normal form. The only thing that truly fixed the issue was disabling this mod.
You responded really fast, thanks for that! Will the werecreature attack work the same as normal unarmed combat, or will it have any differences? Also, when is the next update planned, and are there any other features you’re planning to add 👀?
That's the only pending change in the next update. I'll give it a day or two in case someone else finds a bug before uploading to the Nexus. If you're on the DFU Modding Discord I sometimes post test builds there if I think people would be interested.
The Werecreature attacks will behave the same as they do in Vanilla, but their reach and cleave values will use the Hand-to-Hand values in the Mod Settings with a 150% multiplier for Reach and 200% multiplier for Cleave
UPDATE: Version 1.2.3 uploaded and this issue should be fixed!
I have a request... Can you seperated the dampen system for melee and bow... Because i prefer vanilla combat style, dampen the view by 1(locked view while swing)... This thing was good for melee however since the view is locked, i cant control my view while stretching and aiming the bow because i used hold & release style. So a separated dampen option exclusively for bow would be much help.. I hope you take a consideration :)...
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I really like the new archery ideas but I'm having trouble setting them up. I have draw & release set in options, but any of the 3 control options in ToB is now making bows insta-fire like vanilla DF does. Also, I have both Show Trajectory and Draw Scaling toggled on, but zoom magnification, duration, and delay, and scale duration all seem to have not have any effect no matter how I scale them. Could you help tell me what I'm doing wrong? Thanks!
But now I'm curious. Does ToB's features not have an effect when not using its keycode (ie, am I missing out its functions affecting melee)?
Which lock-on are we talking about here? Auto-sight? Are you using the on-hold-swing-weapon scheme?
But when I have the attack button set to ToB's keycode, for me it's not keeping the look camera still nor triggering Auto-Sight's lock-on, and so the attack swipe throws the view off too along with the attack. I don't know why. But not having either is making melee a chaotic mess so I had set the attack button back to the game's keycode, which does trigger AS lock-on when held.
I hope I explained that all okay. I suppose it's not the biggest loss not having ToB's functions for melee, if least comes to least. I'll still use it for the archery tweaks if nothing else.
Glad to hear that's been sorted out! Happy hunting!
DaggerfallUnity 2025-04-08 17-32-45.png
Another clarification: When you say that it is positioned "very low" on the load order, do you mean that it is placed near the start of the list (lower priority) or it is placed at the end of the load order (higher priority)?
And by very low I mean low priority/near the start. It gets me every time that DFU's UI calls it "lower" to place it at a higher priority. :)
Could you try the following and run the game check if any behavior changed:
- Disable both mods
- Disable one mod only
Otherwise, I'm not quite sure what could be causing it. Apologies.Thanks for looking into it, I appreciate it. Hopefully if someone else has this issue this will be useful info. :)
(WINDOW VERSION):Want to report an issue. Deactivated the mod to test issues why Hand-to-Hand not doing damage. Reactivated mod but Swing key no longer works, regardless of input keycode. Mod list includes just the VCEH capable mods: instant weapon swapping, shield widget, weapon widget, handheld torches, bloodfall, daggerblood. No conflict with mod list in earlier playthrough.
Currently disable mod as I can not longer attack although was working previously. No idea if Hand-to-Hand issue is related to this mod.
Note: Confirm you have to have this mod loaded above Weapon Widget or you won't see your weapon.
I plan to remove mod and config files then reload the latest version and start over to see if this resolved the issue.
UPDATE: The latest version of Daggerblood fixes the issue with HTH missing. Update to the latest version of DB and see if that fixes it.
And yes, you want TOB to be as high up as possible on your load order in case there are any mods (like Weapon Widget) that need to grab the TOB Attack Input (but below VCEH).
Unsure about the Attack Input no longer responding. Can you send a screenshot of your Mod Settings page and the player log from a session where the issue occurs?
No worries if not, I'll absolutely keep the mod active for when I can be bothered to pick up the mouse :D
UPDATE: Fixed. Forgot to handle reach and cleave for the Werecreature weapon type. Look forward to it in the next update.
The Werecreature attacks will behave the same as they do in Vanilla, but their reach and cleave values will use the Hand-to-Hand values in the Mod Settings with a 150% multiplier for Reach and 200% multiplier for Cleave
UPDATE: Version 1.2.3 uploaded and this issue should be fixed!