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Zefire89

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  1. star71
    star71
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    when i use is mod, the bow starts to shake right away, must be cos i have another bow mod already, so i deleted yours, sorry 
  2. SonicKirito
    SonicKirito
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    Double Checking, page says compatible with everything... does that include other archery mods like "Better Archery" or "Archery Gameplay Overhaul?" Currently using Better Archery and Nock to Tip... not sure if I'll have issues with this, though. I suppose I could try...
  3. Zefire89
    Zefire89
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    With the exception of a few bugs that will get worked out, Immersive Archery is DONE! It's time to exert my energies on a new mod. I already have 70% of the scripts done for the following.

    VOTE FOR WHAT YOU WANT:

    Problem - Potion spamming ruins the game -See Here-
    Soultion - Realistic Potion Making
    * Requires a bottle to create a potion. Hardcore would require water as well
    * When you drink a potion, you get a bottle back

    Problem - Horse can run.... forever. Ya, thats dumb.
    Solution - "Insert some creative horse mod title"
    * Horse running = horse stamina drain, Horse Sprinting = real fast stamina drain
    * Horse stamina hits 0 = Horse doesn't want to run
    * Force a "untrained" horse to do something he doesn't want to do, and he will buck you off
    * Force a "trained" horse to do somthing it doesn't want to do, and you might kill em.
    * Horse Stamina level depends on how often you ride him. i.e. ride him often and he will be able to take you far, leave him in a field for days, and good luck getting him to run from Riverwood to Whiterun.

    Problem - Who lit the fires in the caves and ruins? Why do they never go out?
    Solution - Douse that Flame!
    * ANY fire now has to be cared for. It will go out if there isn't anyone around.
    * Player can extinguish and start any fire in Skyrim. Ever wanted to turn off the lights for a sneak kill? Embershard Mine? By the lever that makes the bridge drop? I HATE that light!
    * All fires in caves/ruins that have no owner will be out by default. Player can light them.
    * Fire's in bandit camps will eventually die once the bandits are dead.
    * Townspeople will extinguish the fires in their homes before leaving for the day.
    1. Forteverum
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      I vote for the fires in the 2000 year old crypts!
    2. yzerman19
      yzerman19
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      Def...we need the torches and fires extinguished.
    3. Sgt7up
      Sgt7up
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      Will we be able to light (and to an extent extinguish) ANY fire source?
    4. Zefire89
      Zefire89
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      @Sgt7up That's the goal, however for starters it's going to be the major lightsources
    5. anakameron
      anakameron
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      Just wondering if that will be compatible with RLO... also, will this archery mod affect NPCs as well? It would be cool to see them suck as much as me sometimes.
    6. Mitigate
      Mitigate
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      Torches definitely. I always wondered why fire places and torches were lit even when nobody was around. As long as it is compatible with the main lighting overhaul mods people use.
    7. jabelsk
      jabelsk
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      "Problem - Who lit the fires in the caves and ruins? Why do they never go out?"

      Draugr light the candles for some ancient Nordic reason. However, I'm not sure if they bother with torches. That's a good question.

      Mod sounds uber.
    8. Avastgard
      Avastgard
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      I vote for the Realistic potion making.
    9. DOVAHKI1N
      DOVAHKI1N
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      Is this poll still open? If so, I vote for

      "Horse can run forever...".
      Preferably compatible with Simple Horse, ability to name your horse, saddle bags (with realistic carry capacity and horse speed debuff when full) and different horse stats (sorry to be so specific).


      As for the Fire Mod, I believe "Immersive Dark Dungeons" (http://www.nexusmods.com/skyrim/mods/51957/?) by JakeOberg and "Dynamic Immersive Seriously Dark Dungeons - Eternal Darkness Redone" (http://www.nexusmods.com/skyrim/mods/72594/?) by jbvertexx got tht part covered
      Always open for more immersive, lighter versions ^^

      Finally, much thanks for "Alchemy Requires Bottles". A must-have for immersion freaks like me ^^
  4. DOVAHKI1N
    DOVAHKI1N
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    Oh yes! Thank you so much for this (haven't had the chance to try it out yet, but it sounds AWESOME).
  5. jtgibson
    jtgibson
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    I've been thinking about this mod and how it can get frustrating when you run out of stamina, especially when using mods that modify the stamina recovery rate -- although the mod definitely contributes to gameplay and realism, realistic or not it feels gamey when you're at zero stamina and it continuously fights with you.

    Sometimes it can even do annoying things like faking a keypress of the denock when you loose an arrow simultaneous to your stamina running out, which forces you to put away your bow even though the arrow was already let fly, or with things like switching weapons causing the stamina to drain permanently until the bow is redrawn, renocked, and denocked, as sometimes events fire by the time the script state has changed to something else.

    Some thoughts:
    1) An option to disable automatic denocking might make the mod more fun. That way, while you can hold an arrow shot indefinitely, with zero stamina you will be combat ineffective and easily staggered, and your other mods like Movement and Stamina Overhaul might kick your butt. =)
    2) It might be interesting to try a conversion of Health to Stamina as a balancing factor -- when you are out of stamina (Stamina < 1, since there's going to be a bit of script lag, imprecision, and delay, given the joke that is Papyrus), instead of denocking the arrow it simply drains Health at a percentage rate instead. For instance, if it drains 10 Stamina per second, it will start to drain 1 Health per second (with Health recovery -100%). You will therefore have particular incentive to release the arrow, but you can still strain yourself (rather literally) in life-threatening situations.
    3) Doubling the camshake at zero stamina would make sense, too... =)
    4) Periodic safety checks during the OnUpdate in other states should evaluate whether the player has the bow equipped, just in case one of the unequip or denock events misfired. That way the player could unequip the bow to fix things if something went wrong with the stamina loop, rather than trying to go through all the motions again.
    5) I wonder if there's a way to force the arrow to loose rather than to denock it, since that would eliminate a lot of the annoyance with fighting the bow at negligible stamina. If you force a tap of the attack control while the attack control is held, would that also simulate a key up event and force the bow to shoot?
  6. danightpisser
    danightpisser
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    This is almost what I've been looking for.
    If it is somehow possible, I'd prefer having the bow/hand shake, not the camera (my head).
  7. Avastgard
    Avastgard
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    1) If Stamina hits 0 while you are aiming do you automatically shoot?

    2) Also, it would be nice if the actual bow shook, instead of just the camera. No idea if this is possible, though.

    3) Does the strength of the bow have any influence on the amount of shake? Is it possible to change the amount of shaking depending on the bow with the CK? I use Nock to Tip Archery, which introduces 80lb and 120lb bows, which take longer to pull at full draw length. It would be great if I could make those make the camera shake more or deplete more stamina.
    1. BlackShruikan
      BlackShruikan
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      1) No, automatically the game denock the arrow from your bow.
  8. kingwulf
    kingwulf
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    Slower Shakiness (75% - 120% please) Its soo fast it looks freaky so fast
  9. cresqlavicy
    cresqlavicy
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    Hi!
    Very nice mod. But I have 2 problems:
    1. I draw an arrow, wait 1 second or 2 and my stamina stops draining and the bow stops shaking. Then I can shoot normally.

    2. And sometimes I get no shaking and stamina draining at all. Disabling and enabling the mod via MCM again solves this problem, but the first problem is still making me cry

    Btw I have Skyrim 1.9.29.0 and SKSE 1.06.11. Plus about 70 other mods. If it is a compatibility or load order bug I can attach a list of my mods if you want.
    1. pajok
      pajok
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      Hi!
      I had the same problem. My solution....skyrim -options-controls - Sheath Weapon=R

  10. jojonexus
    jojonexus
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    Hi Zefire,

    I looked for some mods for improving the Skyrim archery these days and really like your one for the immersion, as I found it stupid that there is no stamina drain from drawing bows and no inaccuracy in novice archery (like Bethesda did already in Fallout 3...).

    But now for a suggestion: I looked for mods increasing the arrow speed and found an old one (2012) changing the speed and gravity effect depending on the arrow material. This brought up the idea that the bow should be more important to arrow speed, the heavier the draw, the faster the shot. Bethesda kind off included this effect indirectly by giving stronger bows a flatter trajectory: all objects are accelerated the same way by gravity, therefore this must be the effect of a larger velocity of the arrows, they travel more distance as they drop with the same speed.
    Do you think you could include this effect into this mod (you already have an effect dependent on bow damage, so this (hopefully) shouldn't be to much effort?)?

    -Edit: I donloaded the Creation Cit, tried it myself and then found out that one cannot refference the projectiles instance which hold the arrow speed and one would need to do some complicated workaround... end
    Edit-
    To my perspective, it would strongly increase the immersion of archery, not only because it is realistic or it is cool to have faster arrows with better bows, but also because the higher damage of better bows solemly depends on them shooting faster arrows. And I haven't found any mod which includes this feature (at least no small mod dedicated to bows or archery, it might be included in some of the large overhauls).

    About your other projects: Stamina for horses would be great, unlit dungeons would be great for a survival/ realism play through with the needs and frostfall mods. A good solution against spamming of potions is the animations mod(http://www.nexusmods.com/skyrim/mods/51554/?): among others it includes an animation for drinking the potion, plus the sheeting and drawing of the weapon, so you usually need to run away and hide somewhere to do it (or your companion as a human shield:-), otherwise you take several hits untill you are back to battle.
    A nice illustration of the vanilla situation:
    https://www.youtube.com/watch?v=3LZhsstWPe8