My dude. It works fine and dandy. I regret not finding this mod earlier. As someone that enjoys using firearms (Ghosu Project Flintlock), this mod is a must have. Great work man.
Not like a gun of course but when releasing an arrow from a bowstring you feel some kind of a hand-shock. I'm a traditional archer, shooting a longbow in "real life". I watched insane0h's demonstration with the bow and his settings looked quite real. More real than no response at all like in the vanilla game ^^
Bow do have recoil and cross bows do have recoil, but only when you move and it's also based on your skills. With a bow, if you hold the string for too long, your aim will be way too off to make an accurate shot so you will have to take your time to breath instead and charging at the right time unless you're hulk of course.
I don't expect this mod to be realistic, but skyrim right now is too easy. There as to be a way to make the life of an archer harder. It's enough that we can already kite anything in game and killing anything when we're not even pure archers. I also hate that we can just run for ever, but for that, i use skyre combat.
Now, it's hard to be an archer with recoil and skyre combat cuz when you have 0 stamina, you're forced to walk or to turtle with a shield instead.
Well, from my experience with archery (less than 50 hours back in high school), there was noticeable recoil because I was weak and I used a very poor quality bow 8[
Hmmm.... then what are these fandangle contraptions called stabilizers modern archers use for? It's amazing that Google comes up with links to many sites referring to this unrealistic recoil thingy bows don't create.
Not sure if something might have changed in 1.9 or the like, but I started getting a new papyrus entry thrown from TK Recoil:
[03/19/2013 - 08:51:59AM] error: Unbound native function "IsGamePaused" called [03/19/2013 - 08:51:59AM] warning: Assigning None to a non-object variable named "::temp18" stack: [alias aaaTKRPlayerAlias on quest aaaTKRQuest (D2000D62)].aaaTKRAliasScript.Shot() - "aaaTKRAliasScript.psc" Line 90 [alias aaaTKRPlayerAlias on quest aaaTKRQuest (D2000D62)].aaaTKRAliasScript.OnAnimationEvent() - "aaaTKRAliasScript.psc" Line 64 [03/19/2013 - 08:51:59AM] error: Unbound native function "PauseGame" called [03/19/2013 - 08:51:59AM] error: Unbound native function "PauseGame" called [03/19/2013 - 08:52:02AM] error: Unbound native function "IsGamePaused" called [03/19/2013 - 08:52:02AM] warning: Assigning None to a non-object variable named "::temp18"
That same sequence tends to repeat over the course of a play session--presumably off of repeated firing of bows/crossbows/etc. The effect is continuing (seemingly properly) in-game, I've just started having that fill up the script log so I figured I'd check in here just in case.
I am getting some animation sticking issues, and I'm sure it is this mod. As much as I like this idea, I need remove it. Hopefully I can clean my save without corrupting the whole thing.
Actually crossbows aren't supposed to have recoil. If anything human error makes you lurch forward a little because you expect recoil, but all the force goes forward. your more at risk of it flying forward than anything.
Good call, but not accurate... http://www.excaliburcrossbow.com/phpBB2/viewtopic.php?f=1&t=46460 The bolt is accelerated towards relative to the crossbow, so according to the Newton's Law the same force that accelerates the bolt, will accelerate the crossbow in the other direction, but... the acceleration will be proportional to that of the bolt by the reversed mass ratio... as heavier is the bolt compared to the mass of the crossbow, the stronger will be the kick... and reversely, the heavier is the crossbow, the lighter the kick for the same bolts...
Bows aren't guns. It's not an explosion propelling a projectile. There are forces pulling you forward *as well* as forces pushing you back, which mostly cancel each other. You're Newton-ing wrong
What type of crossbow? A modern crossbow or any variant using modern materials and design concepts specifically craft to reduce any physical force created and this reduce recoil?
Not all of his mods are, but it makes sense considering some mods. I didn't think that facelight would have any scripts though. I'm also trying to avoid scripted mods as much as possible.
"Extract the downloaded archive to a temporary location. Then move it to the Skyrim “Data” folder. This folder should be located at: SteamsteamappscommonskyrimData
+ Skyrim | TESV.exe + Data | TKRecoil.esp + SKSE | + Plugins | | TKHitStop.dll (this file is same as TK Hitstop) + Scripts | aaaTKRAliasScript.pex | aaaTKRMenuScript.pex | TKHitStop.pex (this file is same as TK Hitstop)
Don't forget to activate the TKRecoil.esp file in your mod launcher by checking its box. *This mod is shared some files TK Hitstop. No problem."
Sorry for being noob, but can somebody explain the installation a little better. Is it possible to just use NEXUS here and activate it the way other most mods here are activated.
150 comments
These mods are so great, but it looks like tktk1 has no plans to return and update his mods for SE. Sad face.
I don't expect this mod to be realistic, but skyrim right now is too easy. There as to be a way to make the life of an archer harder. It's enough that we can already kite anything in game and killing anything when we're not even pure archers. I also hate that we can just run for ever, but for that, i use skyre combat.
Now, it's hard to be an archer with recoil and skyre combat cuz when you have 0 stamina, you're forced to walk or to turtle with a shield instead.
the recoil gives it a more unf! feel
By default it's a decimal with value 0.8 but when you change its setting, you can only choose 0 or 1.
That same sequence tends to repeat over the course of a play session--presumably off of repeated firing of bows/crossbows/etc. The effect is continuing (seemingly properly) in-game, I've just started having that fill up the script log so I figured I'd check in here just in case.
http://www.excaliburcrossbow.com/phpBB2/viewtopic.php?f=1&t=46460
The bolt is accelerated towards relative to the crossbow, so according to the Newton's Law the same force that accelerates the bolt, will accelerate the crossbow in the other direction, but... the acceleration will be proportional to that of the bolt by the reversed mass ratio... as heavier is the bolt compared to the mass of the crossbow, the stronger will be the kick... and reversely, the heavier is the crossbow, the lighter the kick for the same bolts...
No recoil. It moves forward slightly, not back.
Bows aren't guns. It's not an explosion propelling a projectile. There are forces pulling you forward *as well* as forces pushing you back, which mostly cancel each other. You're Newton-ing wrong
Then move it to the Skyrim “Data” folder.
This folder should be located at:
SteamsteamappscommonskyrimData
+ Skyrim
| TESV.exe
+ Data
| TKRecoil.esp
+ SKSE
| + Plugins
| | TKHitStop.dll (this file is same as TK Hitstop)
+ Scripts
| aaaTKRAliasScript.pex
| aaaTKRMenuScript.pex
| TKHitStop.pex (this file is same as TK Hitstop)
Don't forget to activate the TKRecoil.esp file in your mod launcher by checking its box.
*This mod is shared some files TK Hitstop. No problem."
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Sorry for being noob, but can somebody explain the installation a little better. Is it possible to just use NEXUS here and activate it the way other most mods here are activated.
thanks