There's no dates on this, but I reworked this mod a bit. I don't really know much about scripting but this is what I did:
Similar to what zbox was talking about I cleaned up the code for the scripting on the bow, and I made another script for the arrows themselves.
So on the bow we have: begin bound_arrow_script if (Player->GetItemCount "bound_longbow" != 0 ) if ( Player->GetItemCount "bound_arrow" < 1 ) player->additem "bound_arrow" 1 player->equip "bound_arrow" elseif (Player->GetItemCount "bound_arrow" > 1 ) player->removeitem "bound_arrow" 1 endif endif End bound_arrow_script
So you'll always have "1" arrow. And for the Arrow I have:
Begin bound_arrow_delete if (player->GetItemCount "bound_longbow" == 0) while (player->GetItemCount "bound_arrow" > 0) player->removeitem "bound_arrow" 1 endwhile Disable return endif if (GetDisabled == 1) "bound_arrow"->SetDelete, 1 endif End bound_arrow_delete That destroys all the arrows after the bound bow is gone. They still show up on the bodies sometimes but they disappear if you try to pick them up. Similiarly, you can drop a ton of them out of your inventory if you really want to- but after the bow desummons they disappear out of the game world.
Oh I forgot to add, that I'm using openMW- so I don't know if it'll work with the vanilla engine.
How did you add a script to the arrow? I'm currently trying to rework this mod in the Construction Kit, but the option to add the script to bound_arrow is greyed out. I added your reworked bow script to bound_longbow just fine. Thanks!
Edit: I ended up putting the arrow script after the bow script on bound_longbow, however I still keep a bound arrow in my inventory after the bow vanishes. Still working great and the arrow is weightless so it's no big deal.
#1 You would have to unequip the bow after summoning it, and then equip it otherwise the arrows would not generate.
#2 It was conflicting with the spell "Call Wolf" for some reason, I have no clue as to why. I could not call my wolf with this mod.
Fixing problem #1 was really easy, just load it in the construction set, edit the script "bound_arrow_script" I commented out the unnecessary portions.
OnPCEquip was not necessary, and I believe the reason why you would have to unequip the bow and equip it manually for the arrow to appear. My guess is, that summoned items don't use that function at all when they self equip, thus the reason people are not getting arrows. I just happened to notice it worked fine, after I was swapping through weapons.
As far as to why it was causing problems with my call wolf spell, I'm not sure. I just used your work, as a framework to recreate a new mod and now calling my wolf works again Hope I helped a bit here, and will say I really do like this mod a lot.
I couldn't get it to work with your fix either, but then I probably did it wrong. This was the first time I actually opened the construction set. I clicked on open file, ticked the bound arrow esp and set it as active (the tiny bit of googling I did told me I should do so). I then went into the weapons tab, saw that there was a script attached to bound longbow and double clicked. I found the text you put up (minus the semicolons) and copy-pasted yours over it. Then saved the esp and exited. Still didn't work.
Granted, this mod didn't add an arrow even when I tried unequipping and re-equipping the bound longbow. Really not sure what the problem is here.
Doing it without the semicolons? There's your problem. That's what prevented the problematic parts of the script from running. For me, I rewrote the script more thoroughly. The following should not only fix the problems entirely, but also remove the arrow when the bow disappears.
If ( Player->GetItemCount "bound_longbow" == 0 ) if ( Player->GetItemCount "Bound_Arrow" >= 1 ) player->removeitem "Bound_Arrow" 1 endif endif
end bound_arrow_script
As for the wolf issue mentioned by the previous poster, this mod suffers from the 72 Evil GMST problem. Put simply, there are a bunch of game setting records that were added by Bloodmoon and Tribunal that get modified to something completely borked when a mod is made without the expansions as masters, at least with sufficiently recent versions of Morrowind. This is one such mod. As such, it needs to be cleaned.
15 comments
Similar to what zbox was talking about I cleaned up the code for the scripting on the bow, and I made another script for the arrows themselves.
So on the bow we have:
begin bound_arrow_script
if (Player->GetItemCount "bound_longbow" != 0 )
if ( Player->GetItemCount "bound_arrow" < 1 )
player->additem "bound_arrow" 1
player->equip "bound_arrow"
elseif (Player->GetItemCount "bound_arrow" > 1 )
player->removeitem "bound_arrow" 1
endif
endif
End bound_arrow_script
So you'll always have "1" arrow. And for the Arrow I have:
Begin bound_arrow_delete
if (player->GetItemCount "bound_longbow" == 0)
while (player->GetItemCount "bound_arrow" > 0)
player->removeitem "bound_arrow" 1
endwhile
Disable
return
endif
if (GetDisabled == 1)
"bound_arrow"->SetDelete, 1
endif
End bound_arrow_delete
That destroys all the arrows after the bound bow is gone. They still show up on the bodies sometimes but they disappear if you try to pick them up. Similiarly, you can drop a ton of them out of your inventory if you really want to- but after the bow desummons they disappear out of the game world.
Oh I forgot to add, that I'm using openMW- so I don't know if it'll work with the vanilla engine.
Edit: I ended up putting the arrow script after the bow script on bound_longbow, however I still keep a bound arrow in my inventory after the bow vanishes. Still working great and the arrow is weightless so it's no big deal.
#1 You would have to unequip the bow after summoning it, and then equip it otherwise the arrows would not generate.
#2 It was conflicting with the spell "Call Wolf" for some reason, I have no clue as to why. I could not call my wolf with this mod.
Fixing problem #1 was really easy, just load it in the construction set, edit the script "bound_arrow_script" I commented out the unnecessary portions.
begin bound_arrow_script
;short OnPCEquip
;If ( OnPCEquip == 1 )
if ( Player->GetItemCount "Bound_Arrow" < 1 )
player->additem "Bound_Arrow" 1
player->equip "Bound_Arrow"
endif
;endif
end bound_arrow_Script
OnPCEquip was not necessary, and I believe the reason why you would have to unequip the bow and equip it manually for the arrow to appear. My guess is, that summoned items don't use that function at all when they self equip, thus the reason people are not getting arrows. I just happened to notice it worked fine, after I was swapping through weapons.
As far as to why it was causing problems with my call wolf spell, I'm not sure. I just used your work, as a framework to recreate a new mod and now calling my wolf works again
I clicked on open file, ticked the bound arrow esp and set it as active (the tiny bit of googling I did told me I should do so). I then went into the weapons tab, saw that there was a script attached to bound longbow and double clicked. I found the text you put up (minus the semicolons) and copy-pasted yours over it. Then saved the esp and exited.
Still didn't work.
Granted, this mod didn't add an arrow even when I tried unequipping and re-equipping the bound longbow. Really not sure what the problem is here.
begin bound_arrow_script
If ( Player->GetItemCount "bound_longbow" >= 1 )
if ( Player->GetItemCount "Bound_Arrow" < 1 )
player->additem "Bound_Arrow" 1
player->equip "Bound_Arrow"
endif
endif
If ( Player->GetItemCount "bound_longbow" == 0 )
if ( Player->GetItemCount "Bound_Arrow" >= 1 )
player->removeitem "Bound_Arrow" 1
endif
endif
end bound_arrow_script
As for the wolf issue mentioned by the previous poster, this mod suffers from the 72 Evil GMST problem. Put simply, there are a bunch of game setting records that were added by Bloodmoon and Tribunal that get modified to something completely borked when a mod is made without the expansions as masters, at least with sufficiently recent versions of Morrowind. This is one such mod. As such, it needs to be cleaned.
Edit: Appearently I DO get an arrow, but it doesn't replenish itself.