You search for an ancient artifact that will give you powers of the old Ayleid Arcane Archers. Featuring following abilities: Rapid Shots, Arcane Shots, Electrogravitic Shots, Shock Wave, Auto Aiming, Quick Arrow Recovery and Bound Arrows.
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dAb - Thank you for testing, debug info, great video and all the support.
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Changelogs
Version 2.7
Ancient Guardian boss encounter and AI has been improved with nearly the same difficulty regardless of player level and running speed.
New feature: Bound Arrows. Using Bound Bow spell will also grant stack of bound arrows.
Quick arrow recovery has been improved.
Arrow litter count has been further increased from 50 to 100.
Added couple of new HUD icons and most game messages produced by this mod will now display custom icons.
Use of ability hotkeys can now be optionally toggled off. Arcane stone can still be bound to a regular hotkey and when used menu will popup where desired shot mode can be selected by a single mouse click.
Rapid shots stagger effect can no longer be reflected back to the player if target has spell reflect ability.
Fixed a bug related to a new rapid bow script where copy of cloned bow would be placed somewhere near the player if saved game is loaded and cell being loaded is already in memory cache with player in it.
Various small non game breaking fixes.
Version 2.6
Auto aiming projectile interception calculation can now be toggled using configuration menu.
Auto aiming will not attempt to lock on followers and their followers anymore.
Bound bow will now work with rapid shots.
Targets will no longer have chance to be knocked down while using rapid shots.
Rapid bow can now be dropped, moved to containers or sold to vendors.
Fixed a bug that would cause player to permanently lose the bow if having rapid bow equipped when going to jail or having all items temporary removed by other means.
Electrogravitic pull and shock wave will now also ignore second tier of followers (followers of player followers) including summons, except ones that are attacking the player.
Version 2.5
Rapid shots will no longer drain all magicka. Instead, 70% of max magicka will be reserved only while rapid bow is being held.
All shot types now have passive bonuses that scale with marksman skill: Rapid shots (increased movement speed), Arcane shots (increased magicka) and Electrogravitic shots (improved acrobatics and reduced encumbrance).
Shock wave can now only be used while not using movement keys. This is to keep shock wave from being activated while using acrobatics perk dodge ability.
Auto aiming will now ignore invisible targets.
Fixed possible CTD caused when picking up the arrow using Quick Arrow Recovery. Crash was caused by trying to update 3D model of actors that exist in the cell but are disabled and haven't been loaded yet.
Version 2.4
New defensive ability: Shock Wave.
New feature: HUD status icon displaying currently selected shot type (requires Pluggy v125 with HUD functions enabled).
Friendly targets killed with arcane shots or electrogravitic discharge will now properly count as a murder.
Electrogravitic defense has been removed. It was much easier to hold block than to use shots for the same effect.
Electrogravitic shots have been improved. With current changes electrogravitic shots can be used in a rapid succession to inflict damage every time rather than use it once to scatter the enemies.
Electrogravitic discharge is now considered a player magic projectile even though it is fired from an activator so it is no longer possible to abuse friendly NPCs without it being noted as a crime.
Electrogravitic pull, discharge and shock wave will completely ignore any of player's followers and summoned creatures where shock wave is a bit more picky and will not work on friendly NPCs unless they are attacking the player.
Quick arrow recovery would give more arrows than intended by collecting arrows that are stuck on actor bodies. It has been fixed by refreshing 3D models of all actors in the cell.
Version 2.3
New feature: Quick Arrow Recovery.
Arrow clutter limit has been increased from 15 to 50 and lifetime from 90 to 300 seconds.
Arcane shots can now be instant and arcane damage has been increased by lowering the base cost.
Electrogravitic shots can now be charged for greater area of effect, pull duration and higher discharge damage.
Electrogravitic pull mechanics have been improved and greatly increased chance of discharge to hit the target.
Magicka consumation is now percentage of total magicka instead of fixed values.
Charging rate scaling has been changed to percentage ranging from 2% to 12% of total magicka per second.
Charging rate is now steady and fully related to real time, not affected by FPS changes anymore.
Backfire have new trigger mechanisms.
Disabled expert and master marksman perks while using rapid shots. Added a fairly high chance to stagger instead.
Mundane shots now have separate hotkey, allowing arcane and electrogravitic shots to toggle between instant and charged state via same hotkey.
Shooting from point-blank range would cause script error due to premature loss of arrow reference. Script will now check for arrow reference and restore any magicka spent if projectile cannot be found.
Ancient guardian boss corpse will not be removed after cell reset anymore. Also fixed a possible issue with stairs not staying raised after the boss has been killed.
Improved compatibility. Rapid shots marksman skill xp rate reduction which is now fully compatible with overhaul mods that change skill leveling rates.
Improved event handling and game settings control. Event handlers and changed game settings are now properly reset when loading a savegame.
Added OBSE version detection routine which automatically locks the door of interior cell where artifact is being held to avoid script malfunctions in case one tries to enter without OBSE installed.
Version 2.2
No more OBSE save game data bloating.
Fixed arcane stone loop sound start playing on game load even if it is in player's inventory.
Normalized some sound levels.
Push force of arcane shot procs and electrogravitic discharges is no longer reduced by target's agility, which is normal and has been caused by Oblivion engine itself.
New tweakable option - body region aiming.
Version 2.1
New tweakable option - auto aiming smoothing.
Added more console text info: Rapid shots - will print bow and arrow speeds and skill xp gain percentage. Electrogravitic shots - will print maximum pull velocity and shock damage from discharge.
Arcane shot charging has new visual and sound effects.
Arcane Stone cannot be given away to vendors anymore.
Electrogravitic discharge push force was originally proportional to discharged shock damage but if damage was resisted or increased due to weakness force was still the same. It should now take that into account and if shock damage is to be fully resisted
Last used shot type and auto aiming on/off state will now be restored when picking up a dropped stone.
Fixed possible CTD by undeleting and disabling previously deleted reference.
Version 2.0
Arcane Archery is no more an auto obtainable spell. Power is now gained through an ancient artifact hidden in one of Ayleid ruins. Added background story, free quest and new interior cell with unique boss guarding the artifact.
Removed custom race added in V1.0 and its dependancy.
Added new visual and sound effects.
New menu system with user text input.
Added hotkey support.
All shots can be now customized via in-game config menu: rapid bow max speed, arcane damage base cost, electrogravitic magicka cost.
Default hotkeys will now be preserved when automatically switching to rapid bow.
Removed exploit of having magicka fill to max when leaving rapid shot mode. It will now remember how much magicka player had before activating rapid shots.
Arcane shots will now exploit the weakness to magic.
Complete rewerite of auto aiming projectile balistic trajectory formula, it will now use real physics quadratic equation to find the correct angle. More accurate but still problematic due to non-linear gravity acceleration on arrows.
Improved auto aiming target finding when there are more targets close to a crosshair.
Arcane and electrogravitic shots can no longer push riding actors or their horses, causing them to be displaced and stuck.
Fixed a bug in damage calculation if effective marksman skill was too high.
Fixed auto aiming on actors who are swimming.
Fixed a bug when auto aiming a summoned creature. It would completely disable the script for the whole game session if summoned creature has been killed or timed out.
Fixed various bugs where aoe spell scripts were affecting non-actors.
You search for an ancient artifact that will give you powers of the old Ayleid Arcane Archers. Buy the book "The Arcane Archery" from bookseller Phintias in Imperial City Market District - First Edition to learn about the history of arcane archers and discover the location of the artifact.
Description ----------- Finding the arcane stone artifact shouldn't be hard but before being able to reach it an Ancient Guardian has to be defeated. He is designed to be difficult but is 100% killable even with level one characters by knowing the right strategy.
As long as you carry the arcane stone with you, with exception to bound arrows, you will have access to following abilities: - Rapid Shots - Arcane Shots - Electrogravitic Shots - Shock Wave - Auto Aiming - Quick Arrow Recovery - Bound Arrows
You can activate the stone from the inventory to bring up the ability selection and configuration menu. There are three distinct shot types and only one can be active at a time. Each has its own niche and gives a specific passive bonus as long as it remains active. Marksman skill is a major factor and almost everything scales with it, including the shock wave and passive bonuses.