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Terra Nova

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41 comments

  1. Rataska
    Rataska
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    Im currently running a pure mage build. My follower keeps losing the cool weapons cause of drauger shouts. 
    Does this work with followers or only with PCs? 
  2. numinorwest
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    We need a mod that allows our follower to pick up the weapon for the love of god. I can't take her out anymore or give her nice things because of disarm shout.
  3. megabob12
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    So, what exactly does this mod do? If I get hit with a disarm shout, does it just move the weapon into my inventory? Or will the weapon just reappear straight back into my hand?
  4. blackakira
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    I need the dragon disarm support
    1. Terra Nova
      Terra Nova
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      I will no longer be maintaining this mod or any other mod I have as I have left the modding scene.
  5. ma1025
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    You're a life saver. I didn't mind so much actually getting disarmed as much as the losing my weapon forever in the forest part.
  6. RealAntithesis
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    Hmmm, getting a lot of papyrus errors here with 1.0.2. As follows:
    [10/14/2014 - 07:38:32PM] Cannot open store for class "QF_RetrieveDisarmQuest_02000D62", missing file?
    [10/14/2014 - 07:38:32PM] Error: Unable to bind script QF_RetrieveDisarmQuest_02000D62 to RetrieveDisarmQuest (42000D62) because their base types do not match
    [10/14/2014 - 07:38:46PM] warning: Property DragonVoiceDisarmEffect on script RetrieveDisarmWepRefScript attached to alias Player on quest RetrieveDisarmQuest (42000D62) cannot be initialized because the script no longer contains that property
    [10/14/2014 - 07:38:46PM] Error: Property FollowerMessage on script RetrieveDisarmWepFollowerScript attached to alias FollowerRef on quest RetrieveDisarmQuest (42000D62) cannot be bound because <NULL form> (4200286B) is not the right type
    [10/14/2014 - 07:38:46PM] Error: Property TNAliasSpellEffect on script RetrieveDisarmWepFollowerScript attached to alias FollowerRef on quest RetrieveDisarmQuest (42000D62) cannot be bound because <NULL form> (42002869) is not the right type

    Then a whole bunch of (in the hundreds):
    [10/14/2014 - 07:39:59PM] Error: Cannot add a None inventory event filter to this reference alias
    stack:
    [alias Player on quest RetrieveDisarmQuest (42000D62)].RetrieveDisarmWepRefScript.AddInventoryEventFilter() - "<native>" Line ?
    [alias Player on quest RetrieveDisarmQuest (42000D62)].RetrieveDisarmWepRefScript.OnObjectEquipped() - "retrievedisarmweprefscript.psc" Line 80

    Could you check your papyrus logs to see if you are getting the same? From the looks of it, an if-else condition should sort it out (for the none objects etc), unless it's an issue with my installation.
  7. Marcius
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    Something I've been hoping to see for a long time. Would this also work with disarm shots caused by dragons, such as DCO?

    Great work either way.
    1. Terra Nova
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      Development of this mod was based entirely on my experiences in the game and thus it is easy for me to miss things others may have experienced. Since dragons in my game never use Disarm for whatever reason, I never thought about them.

      There's a few more tests I need to run concerning containers, and I'll add a check for Dragon Disarm shouts for 1.0.2.
    2. eanaz
      eanaz
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      Will this also works with the disarm shouts by dramans and additional draugrs from Skyrim Immersive Creatures?
    3. Terra Nova
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      It will work, as long as they are using vanilla disarm. The script checks for the vanilla forms.
    4. Marcius
      Marcius
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      Apparently I have been using real dragon shouts, it does include an edit of the disarm, just adding sound references. I got a disarm shout from a dragon and no retrieval. I'll delete the edits to the magic effect and test again.
    5. Terra Nova
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      Oh... I know why it doesn't work.

      In the script, I forgot to specify the DragonVoiceDisarmEffect in the IF statement.

      all I have to do is upload the updated pex file and you should be good to go. If it doesn't work, you may need to restart the quest but that should'nt be necessary since no values are being changed.
    6. Terra Nova
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      ..Alright, the file has been uploaded.

      To clarify, the mod checks for the magic effects associated with the shouts(was easier this way), not the shout or spell. So as long as the magic effect NAMES(they are vanilla) are not changed, this should effect all mods that do something to vanilla shouts.
    7. Marcius
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      Thanks for the update! I'll give it a go. I did notice also the space is missing in the bsa name, if that matters. I changed it myself.
    8. Terra Nova
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      Yeah sorry about that.

      Thanks for always reporting back.
    9. Marcius
      Marcius
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      Shame about the bsa's. Hope they get worked out!

      Edit: I took the liberty of fixing this myself, thankfully.
  8. Terra Nova
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    Small update. To all having weird issues regarding the BSA, I'm sorry about that. A strange mixup with packaging as caused me to take 1.1 down. 1.0.2 is the main file for right now..
  9. winterlove
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    Shouldn't all the script content in the BSA archive (that being, all the content in the BSA) be under a "scripts" subdirectory?
    1. Terra Nova
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      Thanks. BSA repacked with proper sub directories.
    2. winterlove
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      I hate to say this, but it's still showing as having all the scripts at the top level, not in a scripts subdirectory.
    3. Terra Nova
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      Yeah I see it.. AGAIN. For some freaking reason BSAOpt is taking them out of the Scripts folder and then promptly deleting it. I know I've put it in there as I DRAGGED the folder into the Data directory. The Source folder shouldn't even be there either, since it's a subdirectory of the Scripts folder.

      No choice but to take 1.1 down. I hate BSA packing. IF I release another mod, I'm NOT packing a BSA ever again.
  10. badkrma
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    Anyone else having an issue with being disarmed of your bow and it not picking it back up?... When I get disarmed by the draugr with a sword it seems fine and the sword goes back into my inventory but not my nightingale bow... I had downloaded the newest update and made the name changes and even input the stop quest and start quest but so far no go...I will try to do more scenarios here...may not comment till tomorrow tho...I'm currently fighting in the Lost Legends quest, the lair just out side Ivarstead...
    1. Terra Nova
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      Please post any error from the mod that appears in your log. It will certainly be there because if FindAnyReferenceOfTypeFromRef() can't find the weapon, it will post an error to the log. I battled with that for quite a while and it was only with bows that was giving me trouble. The current MAIN file finally addressed that(it didn't exist in 1.0 I think, but I had to add more checks in 1.0.1-1.0.2 which somehow broke functionality so I had to figure out how to deal with that too).

      Does this happen with any bow, or just the Nightingale Bow?
    2. badkrma
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      Hi, I also consoled in a nordic bow and I was disarmed and the mod didn't pick it up either... I will try to give you what info I can, just let me know where and what you need from me...

      I'm hoping this is solvable, I don't wanna loose bows either... lol

      Edit.... ok, this is weird, you see I downloaded your 1.02 version then you made an updated bsa for dragon shouts, I copied your bsa over the old one, entered stop quest for your script, then start quest... then had the issues as I have mentioned... for the fun of it I copied the old (original) bsa back over the new updated one and tried it again, now when I am disarmed my bow comes back... so...further testing on my end and I will let you know if any dragons disarm me... I use DD and Bellyaches new dragon species...

      Edit... nope, scratch that... it worked once then not again... even tried reloading the save many times to see if it was a random event to work or not...not sure if you want constant log files or not... I think I will kill this play through and start a new game without this (hate starting over so many times lol).. seems I'm the only person so far.. could be just me... I will keep watching tho.. thanks...
    3. Terra Nova
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      First off all please understand this all was incredibly hard to test and I feel lucky that I was able to share it with everyone. For Dragon shouts, I did this blind, since no dragons use Disarm in my game. Draugrs made testing this a pain in the butt even more. I felt like I accomplished something big when I finally got the results I wanted.

      The problem is, variable is not updating like it should, and I have yet to figure out why it randomly breaks for bows(the EXACT REASON I made this mod was because I got tired of losing my bows! ).

      I'm sorry you've had to start a new game and you're not the first to report this, I've got a few reports at other places, where some weapons are still disarmed, while others aren't.

      I've looked at your log. That seems to be an issue with the BSA. i've re-uploaded it with the correct file name.

      Now I want you to try something.

      Equip a bow and then equip something else and try to get it disarmed, and then switch back to the bow. You can do this with any item that is still getting disarmed too.

      From my testing, it will work consistently if you first switch to another weapon.
    4. badkrma
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      To be honest you don't have to apologize for your mod, I certainly didn't mean any offence if I sounded that way...

      I'm not gone yet, I still want to see this mod succeed.. For my part I am trying what I can do to help you out, I'm not good at being a beta tester, so there is my story... lol...

      I am starting a new game to make sure everything will work again cleanly... I'm kinda used to starting new games cause I test out new mods all the time and then decide to keep them as part of my main mods or not... I am showing frustration cause I so wanted this to be good right out of the box... not your concern, just my hopes... I have no doubt you will try your best and figure this out.. this game is very nasty at keeping things in the save file, I know this from playing and reading other reports from other mods that I use, I may be a forever noob but that I know....as my game progresses again I will let you know what I can..

      It may be a couple days before I get to Geirmunds hall (sic) and try again... I will let you know... cheers and good luck..

      Was wondering... will script lag cause this or is it script language that is not allowing the retrieval... anyway, will try more later...cheers.. let me know if you can see the other logs at my mediafire that I gave you before.. there is 3 now...

      Edit... wow, this is fun if not frustrating... just put in your 1.02 version without the update for dragons, at first it didn't work then it did again, for bows and swords... obviously need more testing on my end to pin this down... is it my script lag or just a mod conflict or what ... lol..

      Edit... just put in your update bsa again... did the start quest, I have 3 weapons I use a dragon bone sword, nightingale bow and a custom sword... I spawned in with console 5 draugr deathlords and put my health up to a million lol...with the new update version I get no retrieval for any of them... when I put in your old file and do the startquest, it seems to work... sooooo... long story short.. as you look into this, I'm going to restart another game, play for as long as I can and see about the consistency of the disarm and retrieval... so, this may take awhile...going to use your original mod without the dragon update and see how that goes.. I don't think DD or Bellyaches new dragon uses disarm shouts anyway..



      I hope there will be others to give a hand here, I'm not the best tester...feel free to delete this thread if you want...
      Hope you don't mind the long diatribe...
    5. Terra Nova
      Terra Nova
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      Everything you are saying I have personally encountered during the development of this mod. As I said, I thought I had that fixed in 1.0.2 because it didn't happen anymore for me.

      As for script lag, I've done some profiling and yes it is generally slow to process. I'll ask for some advice with the scripts and see what people say(if any).

      To state again, ANY MOD that edits Disarm shout will be compatible so long as they do not change the name of the Editor IDs associated with the Magic Effect. They can increase duration, magnitude, anything else within the shouts MGEF form, it just cannot have a different Editor ID. My scripts look for the vanilla IDs as this was intended to work with vanilla Disarm and nothing more.
    6. Terra Nova
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      With the help of another modder, I have a fix that has worked 100% consistently in my testing. It will be included with the upcoming version 1.1.
    7. badkrma
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      ...still no go for me,used weapons were, standard bow, imperial sword, dagger, standard dragonbone sword unenchanted, nightingale bow enchanted, and my custom sword from a mod that I changed the enchantment on...if it is on my end, then I will quietly walk away and leave you be...don't want to be a pest to you...
    8. Terra Nova
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      Hey sorry, I don't know what else to do for you, but the current main file wasn't packed correctly >.< so I gotta repack it again. Hopefully that's all that's needed for it to work for you. Otherwise, I don't have any other solution.
    9. badkrma
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      No worries and thank you very much for your patience... I'm sure you will work it out yet