Hi I love your mod but I was wondering if you could make sure that the more paralyzing poison is powerful the longer the sleep time is at the places of 8 seconds 8 minutes for the lowest poison has 20 minutes for poison The most powerful because alas we do not have time to leave ahead thank you
I guess I gave up, I started learning to animate and drifted away from Creation Kit but I might come back to it and update the tranquilizing arrows, learnt a lot about 3D modelling and programming in the past year.
Hey not sure if your still maintaining this mod. But... I downloaded it for the sleeper arrows as I want to play a pure thief and not a murderer type. What I noticed while playing with them running through golden glow estate. The first arrow on a unsuspecting target doesnt put them to sleep but instead alerts them to my presence. The 2nd arrow puts them to sleep. I tested this as a sneak attack and regular. Same result.
Is it possible I did something wrong or have some mod conflictions? Or is this what you meant by the sleeper arrow not working just yet as youd like for them to?
I really like the idea of having arrows that provide for some extended knockout/paralysis period. Suits my preferred type of game play.
However, I have now installed this mod twice, (using Mod Organiser) and each time I do so, I seem to get CTDs. I appreciate that trying to narrow down CTD causes probably requires a few odd swigs of magicka, probably even an overdose, but does my experience, as recounted below, provide any clue as to what might be happening? - even if you think that I might need to look at something else? :-)
The only thing that I could seem to do to replicate these CTDs with any consistency was that after installation, on visiting the Forge in Whiterun from Breezehome, flicking through all the optional items to create, and seeing the new arrows there as options, my game would then seem to CTD after about 60/90 seconds. (the time period is estimated from the sampling history chart in Performance Monitor).
I could save and reload, try to wander about in Whiterun, or just do absolutely nothing at all, and I would get a CTD every time. This would also happen after completely exiting from the game and doing a restart using the last save(s) made since mod installation. As an aside, Load screens, eg on going in and out of Breezehome, suddenly seemed to be visible for much longer than before. I also tried using the console to clear unregistered scripts, just in case, but that did nothing - it said there were none
Forgive my ramblings, but have you any ideas at all? I'd really love to be able to use those sleep arrows. And is there any chance of extending the paralysis period? Something like 45/60 seconds would be much more useful to a stealthy ranger :-)
EDIT: Is there any specific requirement in Load Order sequence? Mod Organiser doesn't show any out of order prerequisites, and I had it at the bottom of my load list. I'd not BOSS'd it, as that just reshuffles everything I have done previously and it's a right royal pain redoing it all
So I decided to go test this myself, I didn't CTD. On your behalf I really don't have any idea about order prerequisites, never sought them to be important. If you could possibly send a list of your current mods, it would help a ton.
Tried a few sleep arrows around whiterun - heres my initial test play report...
They work as advertised - they took a couple of whiterun guards down instantly one shot sneak KO. its a little disconcerting that they are totally stiff, but i CAN hear them still breathing which is a great touch. same with deer.
if the unconscious person could go into a sleep animation, where they're lying on their side snoring (as if in bed) thats one idea. at least to see them doing a breathing idle would be enough.
I also found my victims still lying there after a day or more, still unconscious! they need to wake up after 6-8 in game hours.
Do sleeper arrows work on dwemer robots and undead/draugr etc should technically be immune.
Also - one final note the items required to craft sleeper arrows should be ANY paralysis potion. at present, weak, virulent, anything other than normal level poison doesnt contribute to crafting them. For my 2c, they should require only iron arrows and ANY level paralysis poison to craft. not sure why ebony ingots?
For your efforts - here - have an awesome player house... http://www.nexusmods.com/skyrim/mods/51980
I was intending to add a ragdoll animation when you send them to sleep but still haven't got round to that yet. Basically I am really lazy meaning 1% of my productive time is intended for this mod meaning I don't get round to it very often, lmao.
I want to make some updates soon, so close to getting a non-intergrated graphics card for my self built PC.
I don't believe the sleeper arrows will work on dwemer, but draugr might be, haven't really tested it with my 10 fps yet, aha!
I will get round to some updates pretty soon, keep an eye on the page!
Edit: Also thinking of adding archer goggles like deadshots eyepiece design like on the tv show Arrow.
What would really round out this set and make for a killer mod is if the poison/paralysis arrows could actually cause enemies to drop into the 'yield' state for 2 - 8 (random) in-game hours before reviving. Sort of a non-lethal knockout arrow for when you want to clear a dungeon without killing people. (undead, skeletons, draugr, and dwemer-bots are unaffected by them!)
Hm never seen your mod before, looks good though, I don't particularly browse the nexus so all my ideas are what I think of. My mod is going down a different route of your anyways, I intend to create this into an archer friendly mod, adding new rings, armour, bows and arrows. Arrows were just the starting place, never intended to copy you. Thanks for telling me though, I'll try keep my ideas less like yours, I think they will be anyways
22 comments
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Is it possible I did something wrong or have some mod conflictions? Or is this what you meant by the sleeper arrow not working just yet as youd like for them to?
I really like the idea of having arrows that provide for some extended knockout/paralysis period. Suits my preferred type of game play.
However, I have now installed this mod twice, (using Mod Organiser) and each time I do so, I seem to get CTDs. I appreciate that trying to narrow down CTD causes probably requires a few odd swigs of magicka, probably even an overdose, but does my experience, as recounted below, provide any clue as to what might be happening? - even if you think that I might need to look at something else? :-)
The only thing that I could seem to do to replicate these CTDs with any consistency was that after installation, on visiting the Forge in Whiterun from Breezehome, flicking through all the optional items to create, and seeing the new arrows there as options, my game would then seem to CTD after about 60/90 seconds. (the time period is estimated from the sampling history chart in Performance Monitor).
I could save and reload, try to wander about in Whiterun, or just do absolutely nothing at all, and I would get a CTD every time. This would also happen after completely exiting from the game and doing a restart using the last save(s) made since mod installation. As an aside, Load screens, eg on going in and out of Breezehome, suddenly seemed to be visible for much longer than before. I also tried using the console to clear unregistered scripts, just in case, but that did nothing - it said there were none
Forgive my ramblings, but have you any ideas at all? I'd really love to be able to use those sleep arrows. And is there any chance of extending the paralysis period? Something like 45/60 seconds would be much more useful to a stealthy ranger :-)
EDIT: Is there any specific requirement in Load Order sequence? Mod Organiser doesn't show any out of order prerequisites, and I had it at the bottom of my load list. I'd not BOSS'd it, as that just reshuffles everything I have done previously and it's a right royal pain redoing it all
So I decided to go test this myself, I didn't CTD. On your behalf I really don't have any idea about order prerequisites, never sought them to be important. If you could possibly send a list of your current mods, it would help a ton.
Thanks
My mods list is a little bit large, unfortunately, so it could be one of a myriad of things
I'll play about a bit more and if I come up with any sensible reason, I'll post it here
For any other readers, please don't let my probs put you off. i'm sure this works just fine with other configs! And I envy you lots!
Tried a few sleep arrows around whiterun - heres my initial test play report...
They work as advertised - they took a couple of whiterun guards down instantly one shot sneak KO. its a little disconcerting that they are totally stiff, but i CAN hear them still breathing which is a great touch. same with deer.
if the unconscious person could go into a sleep animation, where they're lying on their side snoring (as if in bed) thats one idea. at least to see them doing a breathing idle would be enough.
I also found my victims still lying there after a day or more, still unconscious!
they need to wake up after 6-8 in game hours.
Do sleeper arrows work on dwemer robots and undead/draugr etc should technically be immune.
Also - one final note the items required to craft sleeper arrows should be ANY paralysis potion. at present, weak, virulent, anything other than normal level poison doesnt contribute to crafting them.
For my 2c, they should require only iron arrows and ANY level paralysis poison to craft. not sure why ebony ingots?
For your efforts - here - have an awesome player house...
http://www.nexusmods.com/skyrim/mods/51980
I was intending to add a ragdoll animation when you send them to sleep but still haven't got round to that yet. Basically I am really lazy meaning 1% of my productive time is intended for this mod meaning I don't get round to it very often, lmao.
I want to make some updates soon, so close to getting a non-intergrated graphics card for my self built PC.
I don't believe the sleeper arrows will work on dwemer, but draugr might be, haven't really tested it with my 10 fps yet, aha!
I will get round to some updates pretty soon, keep an eye on the page!
Edit: Also thinking of adding archer goggles like deadshots eyepiece design like on the tv show Arrow.
What would really round out this set and make for a killer mod is if the poison/paralysis arrows could actually cause enemies to drop into the 'yield' state for 2 - 8 (random) in-game hours before reviving. Sort of a non-lethal knockout arrow for when you want to clear a dungeon without killing people. (undead, skeletons, draugr, and dwemer-bots are unaffected by them!)
Good luck!
EDIT:
and Kudos given