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  1. Contrathetix
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    The status of the mod is: feature-complete

    The mod has all the features I had planned for it. Should there be issues, I can try to see if I can fix them. Other than that, there are no further plans for the mod. The Special Edition version can be found here.
  2. KaptKrash
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    Hi, First thank you for the mod...But I can't seem to get it to work with Ghosu-Flintlock Rifle https://www.nexusmods.com/skyrim/mods/26653 which is basically a crossbow and bolts, It won't register the rifle ball as a bolt even though it is a bolt...Anyway thought I would make you aware that it's not compatible with that mod...
    1. Contrathetix
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      That sounds interesting, because I use the IsBolt function from Ammo script added by SKSE. How do you mean it is not registering it as a bolt? For example: does the mod fail to prevent the reload animation from occurring? Does the mod fail to reload the crossbow? If the mod fails to reload crossbow when the reload button is clicked, that would be because I have the mod check the model path of the weapon before allowing it to be reloaded. If the model path does not contain "rossbow" in it (missing c because I have no idea if it is case-sensitive or not) then the mod will refuse to do anything upon hitting the reload button.

      If the mod fails to reload when using the reload button, I can fix that. If the bolts from the mod are not considered bolts by the IsBolt function, then I cannot fix that, unfortunately. I can check later when I find the time. And thank you for reporting that!
    2. KaptKrash
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      To be honest I haven't checked it in TESVedit to see if those keywords are there or not. I just know that I tried the Manual Reloading mod that is mentioned in you description and it works just fine, with your Mod it will not register that the rifle ball or blunderbuss ammo is a bolt even with everything hot keyed, i have to manually equip then reequip to get it to use one rifle ball. Not really sure if that is any help to you could be that is just a gremlin in my game who knows but I appreciate the reply!
    3. Contrathetix
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      Hi, apologies for the late reply, I found the reason behind the reload not working - the flintlock rifle .nif files do not have "crossbow" in their filepaths, so the mod does not think the player has a crossbow equipped (and refuses to reload it). I fixed it in the SE version of the mod, but I will try add the fix here, too, when I find the time and patience for it.
    4. Surilindur
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      Hellooo, I know this is a tiny bit late, but I added a new version that should fix the flintlock rifle bug. The mod now also allows adding a set of comma-separated keywords in the JSON config file that it uses to detect either crossbows or bolts. This should help fix most of the issues with custom crossbows, including the flintlock rifles (I added the necessary tokens by default).
  3. DonProtein
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    Underrated tiny gem. Thank you <3
  4. Deepstrike101
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    Having a glitch where the ammo is unequipped every time right before I shoot. The crossbows are unusable.
    1. Contrathetix
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      Have you tried increasing the unequip delay in the MCM menu? That might work. The idea is to make the delay long enough to avoid the bolts being unequipped before firing, but short enough to avoid getting the reload animation.
  5. whitewolf234
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    Never thought I'd be that guy, but is there any chance this will be ported to Special Edition? This mod is basically a must have for me if I'm to use crossbows, absolutely adored it on Legendary Edition. I tried it myself but the results were less than glamorous (it affected bows as well, quite annoying. Also possibly crashes)
    1. Contrathetix
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      Ah hi yes, no problem, feel free to be that person. Whenever I manage to get the Special Edition sorted out for actual use myself, then I will port this to it. Unfortunately I have had some issues getting Mod Organizer 2 to work with the game for some reason, but I need to try again at some point. When I get that sorted out, I will port the mod because I use it myself. I like crossbows. Aaaaaaaaand I do hope you are not in a hurry, though, I have not planned on doing it too soon. Maybe at the end of the month, when the semester is over and I have plenty of free time again at this rate (no summer jobs in sight).

      The one huge issue that remains is the lack of SkyUILib (not SkyUI, SkyUILib) for the Special Edition that I use to display the bolts remaining notifications. If I manage to do it another way then that would be great and I could finally port it. All the other required items seem to be there already like PapyrusUtil and Campfire. Campfire is required for getting the player's current equipped ammo without having to build an equip event filter because that would be less than optimal performance-wise (in case you have been wondering why on earth a crossbow reload mod requires a camping mod).
    2. whitewolf234
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      Oh, no problem. Take your time. I'm just grateful that you've not simply vanished. And I understand, I have something like 30 pages of papers to write in the next few weeks. Excellent, excellent mod. I'll keep my eye out.
    3. Contrathetix
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      Thank you! And good luck with the papers. I finally managed to get MO2 working with SSE, the problem I was having was because of their new overwrite and profile path system and stuff, that looks like it would accept relative paths (and supplies an environment variable for to point at the MO installation folder), but it does not, so I had to change the paths to be absolute, which is sort of hilarious. Now the thing finally works, and I will see about porting the mod. Everything has gone smoothly thus far, but I am trying to drop both SkyUILib (the library, not SkyUI itself) and Campfire dependencies, but I have no idea if I manage to drop either. But I will try and see how things go.
    4. whitewolf234
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      Every since I first installed this mod, I've been wondering why the need to use campfire (I used it already so it was never an issue for me). Is there some code in campfire that checks for player equipment and you've been piggy backing off of? Whatever the mechanism is, would it be possible to replicate outside of campfire and just bundle it with Reasonable Reload? I'm just thinking out loud.
    5. Contrathetix
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      I am trying to figure out a way to avoid having to check the equipped ammo at the moment. Campfire offers a command to directly fetch the equipped ammo at any given time, but I am not sure how it does that, because I have not found a way to do it myself yet directly. Filtering every item equip event on the player would be tricky because a faulty script somewhere in another mod can spam the equip events by the thousdands and that would cause performance issues if I were to filter all of them. And setting the script to a sort of ignore mode while it is processing an event would result in potentially missing a bolt equip event.

      So I am trying to find a way to remove the Campfire dependency. I will also be removing the SkyUILib dependency. The rest of the things (SKSE, SkyUI, PapyrusUtil) will remain, though. I am also moving the configuration options into a json file to be shared by all characters/saves when they will be located on the disk and not in a savegame.

      My initial port to SSE failed, because the mod broke and I am trying to figure out why it stopped preventing the reload process. It could be partially because I am trying to avoid having to unequip bolts, because it breaks Requiem (it resets the reload speed, if I unequip the bolts, and Requiem uses a custom reload speed). But so far, preventing reload without unequipping bolts looks pretty challenging/impossible, but I am still trying to figure out if it would somehow be possible.
    6. whitewolf234
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      When I tried and failed to port the mod, it did actually work. I'm not sure about the requiem bit as I've not used it in ages and as far as i know it isn't available on SE, but the reloading functioned correctly. The problem I ran into was that The functionality crept into bows as well. So between every shot the arrows would be unequipped. I did have Campfire SE and PapyrusUtil SE installed. I've no idea why this happened, which is why I finally differed to your expertise as the mod author. I hope my brief testimony helps you in some way
    7. Contrathetix
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      I managed to remove both SkyUILib and Campfire dependencies, although I did have to implement an OnObjectEquipped event filter that may miss some bolt equips if the player or a script keeps spamming item equips on the player. The filter will move itself into an "ignore all events" state while processing an event, so it should hopefully not overload the system. Now with the dependencies sorted out, I will try to port the mod to SSE in the somewhat near future. Apparently it is necessary to unequip bolts to stop the reload process, so the mod will most likely forever be responsible for reverting the Requiem reload speeds back to default ones. Requiem is there for LE, and I suspect it may be ported over to SSE one day - or it may not, I have no idea.

      Thank you for your interest in the mod! I will try porting it soon, I have the page ready for SSE already even, just need to get the port done, which should be easier now that the dependencies have been sorted out, so I can re-compile and re-save it for SSE and it should hopefully work out of the box.
    8. Contrathetix
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      The mod has finally been ported over to the Special Edition, let me know if you run into any issues with the ported version. The link is in the sticky.
    9. whitewolf234
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      That's great news! It's too bad the requiem compatibility didn't work out, but it sounds like the mods fundamentally conflict if yours requires the bolts to be unequipped and requiem doesn't like that. Thank you so much for working on the mod. I would never have used crossbows in SSE without your help. Cheers!
  6. spaven
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    Hello,

    Been watching this mod for quite a while now & wanted to note that for some reason I can't seem to open the archive file unless I use WinRAR outside of MO.

    Basically as a controller-only user I wanted to see how this worked for me and there was some good, some not so good. I set the reload button to be the attack trigger, the idea being that if I hit the trigger and I don't already have a bolt loaded, it should load one up. That works great. What was a somewhat to-be-expected side effect though is that if I leave the crossbow unloaded and put it away and switch to another weapon, say a sword - then next time I press the attack trigger I not only swing my sword, I also hear the reload sound. Also - the crossbow is reloaded even if I don't use my other weapon the next time equip it - not sure if that's just an 'engine thing' that can't be avoided.

    I know you've got this listed as feature-complete but I will hazard to ask for an additional feature (or at the least a condition check) just the same - perhaps you could check to ensure that the crossbow is equipped before reloading? That way perhaps I can just use the attack trigger as the reload button without that unusual reload..

    Ideally (IMO) it'd be nice if the mod automatically reloaded if you tried to use your crossbow without a bolt already in (and maybe that's something that could be an behavior option toggle) but if that's too much work and if using the attack trigger as I described doesn't have any other nasty side-effects I suppose that'd work just as well.

    Thanks in advance, otherwise this seems to work great (again, unless I am somehow borking something by using it the way I tried)

    EDIT: Either I wasn't paying attention or I needed to repeat these actions, now what I am observing is that if I fire the crossbow, leave it unloaded and then switch to a sword - the first "swing" (trigger) "reloads the crossbow" and the weapon animation / swing does not occur. Then, when I switch back to the crossbow it is loaded as noted earlier, however after I fire it the first time, the reload animation plays without a reload sound effect. Subsequent firings work as expected (no reload animation/sound) This sequence seems repeatable.

    Thought I'd note this in case it was of any use.
    1. Contrathetix
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      Reloading crossbow when not even having one drawn or equipped sounds more like a bug, though, and I would not call preventing it a feature myself. Thank you for reporting this, I actually never have tried hitting the reload button unless I was armed with a crossbow. The fix should be pretty easy and fast, and I will try to fix it as soon as I can (just one condition check to see if the player has a crossbow equipped, as it already checks if the player has a weapon drawn).

      The hotkey can be re-mapped in the menu because I was expecting people to want different keys bound to the reload functionality. I myself use the middle mouse button (like, pressing down the mouse scroll, that is also the default in the mod) because that way it feels more natural, to have a separate 'action' for reloading and I will not accidentally reload when I am not supposed to (in case I try to shoot, assuming I have a bolt loaded, but I do not, and therefore the character stops to reload and not meant to). Unfortunately, I cannot test with a controller, as I do not own one that could be used on a computer directly.

      As for the archive format: I had no idea MO cannot extract .rar archives. I manually download and extract each mod I use before adding them to Mod Organizer's mods folder. Maybe I can try packing it in some other format, to see what happens. I will upload an updated version when I find the time to fix that thing.
    2. Contrathetix
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      The issue with reload (sort of) working when the player does not have a crossbow equipped should not be fixed. Let me know if you find other issues.
    3. spaven
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      Works great from what I tested so far, and was able to install using MO. Thanks a ton for responding and fixing this
    4. Contrathetix
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      No problem, and let me know if you run into other issues. Also, I apparently made a typo in that last post, I meant to write "should now be fixed" instead of "should not be fixed".
  7. manmanchan
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    Awesome mod! it's working perfectly except when I try to shoot with ordinator's slowmo zoom in in first person, the bolt is unequipped before the shot is made. But it works in 3rd person I have no idea why. :o
    1. Contrathetix
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      And I have no idea why, either. You could try raising the unequip delay in the MCM to see if it helps - it is a sort of (approximate, thanks to Papyrus being so awesomely inaccurate in timings) delay between player firing and the mod unequipping bolts to prevent reloading. When using Requiem, 0.3 seems to be about enough, so you could maybe start there and see if it helps?
    2. manmanchan
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      Ah, so the wonky gamebryo strike again. I'll play with the MCM for a bit, thank you!
    3. whitewolf234
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      In the event that you still haven't figured out this problem, and for anyone else reading this who is having the zoom in ordinator bug, I had limited success by manipulating the unequip delay to around 0.36. The only 100% workaround that I've found is to fire and exit the zoom simultaneously. Who needs to watch the bolt fly in slow-mo anyways?

      Also, I've found that using a mod like arrow and bolt tweaks to increase the speed of bolts drastically reduces the problem for me.
  8. Julo67
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    I've tried all the mods related to crossbow reloading.

    This one is the only one which works flawlessly.

    Thanks!
  9. SkyLover264
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    I wish I could use this, but I can't, because I don't use campfire.
    1. Contrathetix
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      Oh, hmm. I have not thought about that. I use Campfire, obviously, mostly (and only) for getting the player's currently equipped ammo for a comparison of what there currently is on the player. Removing the dependency might (as in, I think it definitely would) involve returning back to the inefficient equipment equip/unequip tracking system and checking types and whatnot. Campfire removes the need for such a tracking system and helps make my mod more lightweight, when no constant inventory/equip filtering needs to be performed (because that would really, really slow down the system when lots of equipping/unequipping takes place!).

      There are alternatives, though. For example the one by JZBai does not require Campfire, and there are also other things out there that say they do the same thing. It is not great if you cannot use this mod, but removing the dependency would have the potential to reduce performance of the mod to a point where I myself would really question whether it is worth it. FIltering all equip/unequip events is not great.

      I hope you can find a reasonable alternative, though!
  10. archerarcher
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    New version work perfect. Many thanks.
    1. Contrathetix
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      Ah, oops, great. Thank you. I did not notice this one before responding to the other post. Let me know if you run into any issues. I have no idea why the new version works and the previous one did not. I did not change anything about the MCM part...
    2. archerarcher
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      Strange...
  11. Onichu
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    I hate to be "that guy," but this mod's MCM menu isn't even showing up. I do have SKSE, SkyUI, SkyULlib, Campfire, and PapyrusLib installed. I even have Jaxonz MCM Kicker (http://www.nexusmods.com/skyrim/mods/57795/?) installed (and at the bottom of my load order), and this particular MCM absolutely refuses to load!

    Perhaps I just need to give it a fair bit more time to load (i.e. 5 minutes instead of 1). Or maybe Campfire's most recent update somehow messed something up. Or perhaps it's the fact that I use a few other mods that already contain parts of SkyUILib and PapyrusLib and they keep overwriting each other--I'm just spitballing here.
    1. Contrathetix
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      Hmm. Well it has worked for me, although I do not yet have the latest Campfire. The Campfire DevKit has not been updated so it should not matter, though. I will double-check it with a new game, to make sure it works.

      The MCM menu has appeared to me withing a minute or so I think. If you have SKSE and SkyUI installed then the MCM part should work. Campfire is required for getting current ammo, PapyrusUtil for debug messages and SkyUILib for notifications with full localisation support.

      When I have had the time to check, I will report back.
    2. ArturoPlayerOne
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      Onichu, enter the MCM menu, then exit and wait a little while.
      Sometimes, after you exit the MCM, the Mods that use MCM load faster (Usually).
    3. Onichu
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      Now that I think about it, I've had this mod installed for my current playthrough since the start of it. I got my character up to Level 4, which, with gameplay sessions lasting at least an hour and possibly involving more than one trip to the MCM, gives plenty of opportunity for something to show up!
    4. chadsketch
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      In the same boat. No MCM. I get a notification about it being loaded, but the mod name doesn't appear in the list.
    5. Contrathetix
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      Okay. Now that sounds like the mod name property is not being set. Each MCM menu script inherits/extends SKI_ConfigBase, and among other basic things (like the pages array), it supplies a mod name property for the MCM script. When the mod name property is empty, the menu will not appear. That is probably it, at least it sounds like it. Thank you, chadsketch! The fact that the standard SkyUI MCM notification appears is very very helpful. Little things like that are what help the most.

      There are also some other minor things in the script that I need to check and change, so I can force the mod name property to the correct value as well. It should not take too long, hopefully I can do it later today already.
    6. Contrathetix
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      So apparently I had loaded the plugin in the Creation Kit without SkyUI SDK, saved it, and therefore basically cleaned the ModName property. Interesting. Thank you for pointing that out. Now that I checked it, the MCM entry was also missing from me. It works on a new game again. However, when I set the ModName to an actual value, it does change the property value apparently, but it does not make the menu visible on an existing savegame. This is odd...

      Edit: Ah okay so the SKI_ConfigManagerInstance "kick" fixes it (the console command):

      SetStage SKI_ConfigManagerInstance 1

      Although I have no idea what other effects it might have. Jaxonz MCM Kicker also just uses that same command "under the hood" (I downloaded it and checked the source out of curiosity).

      Edit 2: The new version should fix it. Using that SetStage command also seems to fix the issue on an existing savegame. If there are other issues, feel free to share. Thank you all for reporting that, I would not have noticed it myself.
    7. chadsketch
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      Just loaded it up and tested for a while. The MCM works, and the mod seems to be working very well. I've seen two issues during testing, both minor.

      #1 if you load the x-bow, and take a quick shot without aiming, like in a panic situation, the bow doesn't fire and the bolt disappears, but you don't lose the ammo as if you fired.

      #2 Kill cams seem to give a free reload, but this is nothing that bothers me overmuch- I'm just happy to be able to reload tactically.

      I love this implementation and thank you so much for fixing the MCM promptly. I was excited to try this out.
    8. Contrathetix
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      Great to hear it works again!

      The reload after killcam (#2) is intentional, the mod skips reload prevention when it detects that the camera is in VATS mode (yes, VATS, and talk about Skyrim sporting a completely new Creation Engine...). This is something that I am not sure how it should work. If you want a toggle option to change between "ignore reload prevention" and "wait until killcam ends, then prevent reload", that is definitely something I can add to the mod. Would that help?

      As for #1... odd. I never actually tested it that way. Sounds like one of the firing animation events is sent, and the mod acts as if the player had fired the crossbow. Assuming the actualy firing (after the event is sent) takes a while, the mod has a chance to unequip bolts, at which point the player will basically fire an empty crossbow. This was an issue with killcams, too (bolts being unequipped before being fired so nothing was fired in the end). Could you try upping the "unequip delay" in the MCM menu and seeing if that fixes it? It is the amount of seconds fed to Utility.Wait() (which waits an approximate amount of seconds, with minimum being the one fed to it) to make the mod wait before unequipping the bolts. For example Requiem (the roleplaying overhaul) makes crossbow firing slower somehow, so the delay needs to be raised to 0.3+ or else the player will never be able to shoot the crossbow. I will check it myself too when I have the time again.

      If there is something else that could be improved, just let me know. I have no plans for the mod myself, other than porting it over to the Special Edition when all the necessary tools are also ported there. Thank you for the feedback.
    9. chadsketch
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      Played with it a bit and putting the delay at .25 did the trick on the shot loss problem. This mod is fantastic. Thank you!
    10. Onichu
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      Alrighty! I just started a new character with this mod's update, and I can now see its MCM menu! Thanks for the little fix!
    11. Contrathetix
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      No problem, you are all welcome. I need to add a small toggle option to the mod at some point (for whether to skip reload prevention or wait and prevent when in killmove mode). The thing I am currently waiting for is SKSE and SkyUI to be ported to the Special Edition (properly ported) so I can move this one there.

      Also, I hope you did not start a new game just for the MCM option to appear. If you still have the old game saved somewhere, you could use this (and make sure the capitalisations are correct just to make sure):
      SetStage SKI_ConfigManagerInstance 1
      The idea is to have this mod actually work, so feel free to report any issues. Automatic reloading is just dumb.
    12. archerarcher
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      Sorry to say that too... no MCM menu

      Even setstage ski_configmanagerinstance 1 doesn't work.

    13. Contrathetix
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      Oh no. Okay, I will check it again. However it should work this time, I made sure not to break it like I did last time. Have you tried waiting for a few minutes (real world time) to see if the menu appears? For me it took a couple of minutes when installed on an existing savegame (a testing savegame, I reinstalled normal Skyrim after the SKSE team announced their new forcibly relaxed schedule). I also dropped the priority of the MCM quest for this mod from 50 to 10, and I am not sure if that would also affect something.

      If I have the time later today, I will check if the mod works on a fresh savegame. Thank you for reporting this.
    14. Contrathetix
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      The MCM menu does appear on a new savegame, as well as on an existing savegame when the mod is added in the middle of a playthrough. Odd. So it should work... hmm. Could it be just so slow in your game somehow? It can take up to a couple of minutes for the menu to appear in some cases?
    15. archerarcher
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      Still no luck...
    16. Contrathetix
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      Have you tried if it appears on a new game (just for testing purposes, temporarily start a new game and see if the menu appears - if you use Alternate Star - Live Another Life by Arthmoor then it should be fast to test)? Also, did you update the mod on an existing savegame, or was this a new game? I did not test updating the mod, as I do not have any savegames with the old version installed. However it should work, at least on a new game. If it works on a new game for you, then there must be something that goes wrong when updating on an existing savegame. Assuming you had a previous version installed and updated, that is. If you did not have a previous version installed, then everything should have worked, as far as I know.

      If the menu does not appear even on a new game, then I have no idea what could cause it in the mod itself. I will check again, just to make sure there is nothing wrong with the mod. However that will not happen in quite some time, I have real life things for the next two and a half weeks to keep me busy.
    17. Contrathetix
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      The menu appears basically immediately for me when starting a new game, at the same time with all the other menus. I even downloaded the file from the downloads section to test, to see if there might be something wrong with that one, but no - it just works. When you have the time, you can check if the menu appears on a new savegame with minimal mod setup (just for testing purposes). If I had to take a guess, I would say the issue is somewhere in your game, for example some sort of Papyrus overload (which is why a new game with minimal mod setup would be a good starting point for troubleshooting).

      Other than that, as the description recommends, you could use the other reloading mod by JZBai: Manual Crossbow Reload - Ammunition and Reloading Overhaul.
    18. archerarcher
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      Will try the new version now. BTW this is the ONLY mod that has problems with the MCM. I run a game with many mods and many MCMs so I guess something with the way your MCM scripts work is not optimal.
    19. Contrathetix
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      I also run a game with all the major scripted mods out there like Campfire, Frostfall, Wet and Cold and the like, with dozens of MCM menus in total, and still the MCM menu from this mod appears fine. So far you are the only one reporting that issue and I have not been able to reproduce it myself. The source file for the script is included in the BSA archive, you can have a look to see if you find anything suspicious in it. You can also try toggling on logging, installing the mod on a game where it was not installed before and then checking your Papyrus log if there is anything suspicious in it (the script has _CX_ prefix). Missing some of the prerequisites (SKSE, PapyrusUtil, Campfire, SkyUI, SkyUILib) might also cause the script to malfunction and stop (and it might be mentioned in the Papyrus log). I cannot think of anything that could cause the script from this one to be slower than others. The script does not even do much anything compared to other mods. That is why I think it might be handy to check on a fresh new game just for testing purposes. Also, the new version does not touch anything regarding MCM, it only ignores one animation event that was causing the bolts to unequip when not intended.

      And again, if you cannot get this one to work, then use the mod by JZBai. I cannot reproduce the issue, you are the only one reporting that, the MCM script does very little compared to other mods out there, you have not tested it on a new fresh savegame ("new game" from the main menu) to see if the issue in your current savegame, and as far as I know the issue definitely could be at your end somewhere. No one is forcing you to use this mod. If you have issues, use the one by JZBai - my description for this mod even recommends using that one instead. If you think this mod is non-optimal, then you definitely should use some other mod.

      Additionally, there are all sorts of insane "Papyrus INI tweaks" out there, people mess up their savegames by doing all sorts of unexpected things, and I have even tried explaining to another mod author on the forums how using a recursive function - recursive function - for implementing a freaking timer is completely insane (the function kept calling itself again and again in rapid succession for n seconds). I do not think that person ever fixed their script, and if someone uses that mod, and manages to trigger the recursive function insanity, then they definitely will have severe issues with scripts potentially slowing down in their game at the very least. So I really have absolutely no idea what sort of scripts other mods include - other mods that people will have in their load order. Not every scripter is a programmer, obviously, although it would be great if they were. And not every user knows how to treat their game properly. That is why a fresh new game with a minimal amount of mods would be best for testing whether a mod works or not (which would provide a good starting point). But that is irrelevant. If you suspect this mod is non-optimal, then you definitely should use some other mod. I know of at least three other manual crossbow reloading mods, and I definitely suggest you try all of them to see which one you like the best. It is simple as that. By picking another mod now you can also save your own time and finally start playing instead of trying to get a mod not working - a mod that you do not even need, when there are other just as great alternatives available.