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This page was last updated on 08 September 2020, 2:38AM
- Changelogs
-
-
Version 3.5.2
- Removed the errant movable static edits that were screwing up flame effects for many, many users.
- Removed water bolts and arrows. (just too ify in their workings)
- All the scoped bows were missing scoped in their names.
- Stalneisti and Staleldur crossbows had mixed up textures
- Removed the last of the quiverfix attempts. They weren't working right and also caused spamming in the papyrus logs.
- Removed the custom models for the dwarven crossbow. They had errors in the nif.
- Removed the scoped bound bow meshes. Sorry they weren't supposed to make it in anyways.
- Heavy Silver bow was flipped backwards somehow...
- Silver crossbow now has a new model and should show better in inventory, first person and on the ground.
- The bow "Immaterious" now has an inventory model.
-
Version 3.5
- Now changing the name of the mod to Legendary Skyrim Crossbows & Bows.
- Removed the time frame limits on the daedric crossbows. (They could only be made at night)
- The Stahl variant crossbows were missing attack, draw and sheath sounds.
- Staledur and Stalneisti were both missing the VendorItemOreIngot Keyword. (Thanks ryuzaki67)
- Assassins Paralyze and Soul Trap arrows were not functioning. Should be working now.
- The Items chest I "Had" added disappeared. Now it is back it has 1 of each item added by LSC and 50 of each bolt\arrow. Named "LSC_Supplies" formid **DC5FC2
- A couple of the special bolts could still be picked up after being fired. Changed it.
- Added Bound Arrows. It is a lesser power that grants you the use of bound arrows for 120 seconds. Comes form a book only sold in the rare lists.
- Mistakenly LSC had several leveled lists that didn't relate to it so i've removed those.
- Announcing the addition of Scoped bows! https://www.nexusmods.com/skyrim/mods/50528? by outlaw666 only the non-replacing scoped bows have been added. Same as with the original mod they are all craftable and added to the leveled lists.
- Added the 4 scoped crossbows from Simple Scoped Crossbows https://www.nexusmods.com/skyrim/mods/95523 by grey848
- Added the Unique Bows Collection https://www.nexusmods.com/skyrim/mods/32405/? by Artisanix. I've included the Redux Balancing from https://www.nexusmods.com/skyrim/mods/64879? by Teabag86
- Added the Bodkin, leaf, and swallow tail Arrows from https://www.nexusmods.com/skyrim/mods/82054? By jet4571 For now these are not craft-able. You can buy therm and some enemies will have them as loot.
- Added a Magelight Bolt and Arrow. They are enchanted steel arrows\bolts. You can craft them after gaining the arcane crafting skill and you need 24 bolts or arrows, 1 petty soul gem and 2 Blue Mountain Flowers. They do no damage and can be picked up after firing. Sold in varied quantities by, Farengar, Solitude bits and bobs and Tolfdir at the mages college. They are also silent when hitting targets.
- Added the 2 Arcane bows from https://www.nexusmods.com/skyrim/mods/37186? by rerout they can be crafted after gaining the arcane blacksmith version. (Considering adding a base enchantment to each like Magika drain or magika regen. Not sure yet)
- Added the Bolts and Arrows from Bad Ass Alchemist Arsenal https://www.nexusmods.com/skyrim/mods/49083? by shiholude and including the Bolts and arrows from Sneak Tools https://www.nexusmods.com/skyrim/mods/19447/ by Borgut1337 The only one not included was the rope bolt\arrow. This adds Calm, Enrage, Fire, Flare, Glue, Noise, Oil, Poison, Shock, Silver and Water.
- Due to the inclusions from Bad Ass Alchemist Arsenal The old Torch Bolts and Arrows are now removed. The fire ones included from BAAA are far superior. I am leaving the old Silver Bolts and Arrows as they are aesthetic only ones.
- Added a whole new Crossbow and Bolt! The Mihail Crossbow and spiral Bolt can be crafted after gaining the Advanced armors perk and will be sold by some of the vendors.
- Credit goes to https://www.nexusmods.com/skyrim/mods/70422? by justice123
- Checked compatibility with ABT. I was missing a few arrows. I added them in. LSC makes all of the changes to gravity and speed as ABT of plus 50%. Gravity is now .2 for both bolts and arrows and speed is 5400 for arrows and bolts it is 8100.
- Bound crossbow has been disabled from the mod until it works in 1st person properly. It is still fully in the mod for people who want to use and for those who play 3rd person as it works fine. The only way to get the spellbook is too console it in for now though. Also added a copy to the chest in High Hrothgar.
- Current Totals:
- 28 New Arrows
- 71 New Bolts
- 1 New Power
- 1 New Spell
- 60 New Bows (Many are only Artifacts to be discovered)
- 54 New Crossbows
- To do list - More leveled lists to clean and add too. Balancing of all ammo and weapons. Rebuild the 2 main chests of equipment added by LSC. Check all recipes for balance and lore.
-
Version 3.2
- 3.2
- Fixed many conditions for construction.
- Fixed Orchish crossbow having wrong reach.
- Fixed the global positioning for quivers.
- Fixed the mystic bow (Spectre)
- Fixed the stahlrim variant crossbows.
- Fixed the Imperial Crossbow model.
- Fixed the paralyze bolts (Maybe?)
- From the 3.0 beta
- Resources added:
- More Artifact Bows = https://www.nexusmods.com/skyrim/mods/21456?tab=description
- Bound Arrows = https://www.nexusmods.com/skyrimspecialedition/mods/938
- Sneak Arsenal = https://www.nexusmods.com/skyrimspecialedition/mods/18890?
- Arrcane Bows = https://www.nexusmods.com/skyrim/mods/37186?
- Auriels Crossbow scripts were missing.
- The elven blessed\cursed arrows have been changed to 26 damage (Lore says they were some of the most powerful arrows and they are hard to come by)
- Fixed the Stalhrim nif(s) locations. This fixed the borked stalh variants crossbows also.
- Fixed the alt version of the Nightingale Crossbow.
- Nightingale poison arrows did not have the poison enchantment attached.
- Added better Crossbow firing sounds.
- Hunters Fire Bolts were doing a crazy amount of fire damage.... Fixed that. Should be just 5 fire damage in a small explosion now.
- Assassins bolt effect was missing a mesh.
- Many of the enhanced crossbows had the stagger set to .5 when it should have been .75.
- Glover in Raven Rock and The blacksmith in Skall village will sell the Stalhrim, Stalnesti and Staledur versions of bows\crossbows and arrows\bolts rarely after 35th level.
- All critical data has been redone as an extra 50% damage rounded up.
- Placed a Hunters' Crossbow and 24 Hunters Bolts in the Bear cave of the beginners area. (by the cart)
- Removed the elemental bolts the Imperial\Stormcloaks get after level 10. (too much chaos during the civil war)
- Imperial\Stromcloaks had a 50\50 Bow\Crossbow list. Changed it to 1-in-5 So they won't have crossbows as much now either.
- Similarly the guards had a 50\50 chance. Fixed that also.
- Found and removed a circular leveled list.
- Massive leveled lists tweaks and balances especially in the spawning of the crossbows to much better mach the bows lists.
- GREATLY reduced the amount of Torch arrows and bolts that are seeded through the NPC's.
- Fixed the Dwarven Elemental Bolts recipes.
- All explosive style bolts now require the explosive bolt Dawnguard quest for that elemental type to craft.
- The assassins special bolts and the nightingale poison bolts are the only exceptions to the above change.
- To create a enhanced crossbow you need the same requirements as the base crossbow, the enhanced crossbow dawnguard quest, one of the base crossbows and the advanced armors perk.
- Added a spawn chest that can be consoled in with all items from the mod in it. 50 of each projectile in it also. Search help "LSC_Items" to get the form id that will be = xxDBBDC0
- Added a spare key to Auriels legacy chest in the Legendary Crossbows chest "Hidden" in High Hrothgar. (This chest also contains copies of all notes and manuals.)
- Totals Count:
- 13 new Bows
- 14 new Arrow types
- 50 new Crossbows
- 58 new Bolt types
- Bound Crossbow Spell
- Added Practice Crossbow, Practice Arrows and Bolts into the mod. (Hint Practice archery items could be used to deliver poison without gaining agro from everyone)
- Added Practice archery items can be bought from the Drunken Huntsman, Solitude Fletcher and Sorine Jurards inventory.
- Riverwood Trader has some Practice bows and arrows in stock.
- Tonilla (Thieves guild) will sell Practice Bows, Crossbows, arrows and Bolts.
- Practice crossbows do no damage and are relatively silent.
- Practice bolts do .001 damage (Just enough to make sound when they hit but not to agro)
- Practice arrows now do .001 damage also (just enough to make sound when they hit but not cause agro)
- Added a set of 6 Artifact bows into the world:
- Shadowswift nocks arrows 50% faster than any other bow, deals 50 bonus damage when sneaking and is found on the dresser in Astrid's room in the Falkreath Sanctuary. Should also be accessible to anyone who has already completed the Dark Brotherhood questline. 16 base damage.
- Dragonslayer deals 40 bonus damage to dragons, 10 bonus damage to anything else and is found in Sky Haven temple, on the same table as Dragonbane. 20 base damage.
- Blackreach Bane deals 50 bonus shock damage to enemies and a further 25 shock damage to dwemer automatons and is found in the Tower of Mzark, just before entering the room with the scroll on the right. 15 base damage.
- Spectre deals 15 un-reduced bonus damage, banishes summoned daedra, turns raised undead and traps the souls of those it slays in a soul gem. It's found on the enchanting bench in the Arch Mage's quarters in the College of Winterhold. 14 base damage
- The Medusa has a chance to paralyse targets for 6 seconds and deals 30 stamina damage. It's found on the table in Riftweald Manor next to the bust of the Gray Fox. 15 base damage.
- Immaterious slows targets, and deals 5 poison damage for 15 seconds. Has 22 base damage and can be found in the hidden treasure room in Reachwater Rock that opens after the boss fights finish.
- LSC Changes from Qwinn:
- 1) Added the missing bolt leveled item entries I listed above.
- 2) Added "ignores normal weapon resistance flag" to silver bolts to match what you have set for silver arrows.
- 3) Added the Dwarven Crossbow to your LSC_LitemWeaponCrossBow leveled list at level 8.
- 4) Corrected british spellings, grammar, punctuation errors in the descriptions of several of your named weapons.
- 5) Standardized the values in the fields labeled "Unknown" in the Critical Damage section. Everyone is almost certain that those fields do absolutely nothing and the CK frequently populates them with garbage data, but it bugged me that the value in your ESP in the last "Unknown" field was *blank*, where in every other ESP I can find it is set to "00 00 00 00" (or similar 4 bytes of garbage CK data). I went through and filled it in with the zeroes, on the off chance that a blank value might not actually be taking up the four bytes of space and thus mess up the offset of the end of the file. It's all about offsets with ESPs.
- 6) Set your dwarf/elf/orc crossbows back to the vanilla damage progression.
- 7) Went through and adjusted critical damage on all the weapons to the USSEP enforced formula of "half base damage rounded down" for everything except Auriel's bows. USSEP strictly enforces that rule, and you have USSEP as a master, so I figured best to do that. Hope that's okay.
- 8 ) For Auriel's Bow, the Dawnguard.esm damage and crit damage are 13 and 13. In WACCF it's 14 and 7. I decided to set them in yours to 14 and 14 on the bow, and 18 and 18 on your crossbow (going by your 125% formula). Also back copied the WACCF keywords that weren't in your Auriel's bows records... not that you really need the WAF keywords anymore, but they don't do any harm and maybe somebody runs your mod with WACCF and without my patch, better than nothing. Added the one WAF keyword added in this way to your Keyword list. Removed Auriel's Bow from my patch as I would leave it with the same values with WACCF installed.
- 9) Added a "WAF_Chitin" keyword that was missing from your Falmer arrows.
- LSC Changes from Elsys656:
- Added LSC_Startup Quest to manage dependancies marked run-once on startup
- LSC_Startup Starts or Resets LSC_QuiverFixes which launches a cloak spell and attaches LSC_QuiverFix spell/effect to PC/Actors around pc effect runs and adjusts quiver locations dynamically until these npcs either die or unload
- Added LSC_MCM runs quest if SkyUI is determined to be installed and working otherwise adds config jewelry as quest item within LSC_Startup
- LSC_QuiverFixes and LSC_MCM quests fill player alias based on LSC_Startup ie stopping startup quest un-flags config jewelry and will cause the whole setup to break this is done intentionally on uninstall.
- LSC_Startup will fail to spawn both child quests if SKSE is not installed this is to prevent errors unnecessary overhead for something that cannot run anyway.
- Config jewelry and MCM control quiver fix script by use of Mod Events and starting or resetting their respective quests stopping a quest will remove effects attached to actors by said quest.
- Inbuilt Modern Brawl Bug fix has been installed as a counter to the infamous "Brawl Bug" this adds more sane checks on the use of magic with regards to npcs as this "Spell" is not violent in any way.
- Talisman of Treachery is used as the base for LSC config its enchantment has been stripped and has no weight it's a duplicate of this model
- Message objects LSC_FallbackConfig, LSC_QG(Quiver Gap), and LSC_QH(Quiver Height) have been added and attached to LSC_Startup to facilitate configuration through the jewelry this quest also holds reference to LSC_YOffset and LSC_ZOffset global which hold user customization values z is used in gap and y in height.
- LSC_Quiver fix script reads LSC_ZOffset and LSC_YOffset reacts during sneak changes and equipment changes regarding bolts and armor Slot Mask 46 and 46+40 trigger the Cloak armor fix which simply equips and unequips any cloak on the npc during load to allow quiver fix to get a baseline. (This sometimes does not trigger periodically depending on script load its deferred for 2 seconds after 3d is loaded) Simple fix equip and unequip cloak manually.
- Update script included in configurations to update scripts as they change within the mod if using Version 1 of this fix which nobody should be except the developers. Clean your save so that this can properly occur you should delete script references to LSC_QuiverFix and Reference to Form IDS xxB17B1,xxB17AD,xxB17AC,xxB17AE,xxB17AB,xxB17A9,xxB17AA using Save Cleaner found on the Nexus Alternatively disable the mod and allow the game to make a clean save which will remove the entire mod from your game and any currently found crossbows or spells. Moving forward this should not be needed and is the primary reason I've split the scripts in this fashion. Internally the MCM sees this mod as version 26 or 2.6 (Line 11 LSC_MCM.psc function GetVersion())
- Added testing worldspace belonging to LSC LSC_ScriptLocker holds chest containing config jewelry for quest item flag may be used for additional mod items when and if you decide to add them. Cell has been enclosed to allow you to see move around in the area COC LSC Script Locker
- BoundCrossbowEffectScript added to magic effect of bound crossbow heavily modified from original and necessary for the proper animation of character reloads (This was less damaging than editing of character behavior files needed animation triggered in script).
- DLC1EnchancedCrossbowArmorPiercingPerk added on the Mystic crossbow magic effect as weapon scripts for bound weapons never get executed perk removed from the base weapon.
- Bound Crossbow Tome removed from LItemSpellTomes00 and added to LLItemSpellTomes50 to fall in line with bound bow spell also amended in all variants.
- Modified Bound Crossbow mesh replacing part using deadric arrow quiver with custom mesh so as to not look odd when transparent and fall in line better with existing deadric weapons.
- Quiver fix is trigged via script attached in this way https://www.creationkit.com/index.php?title=Dynamically_Attaching_Scripts method implementation slightly modified for compatibility.
- Added keyword LSC_IsBolt differentiates bolts from arrows mod added bolts should include this keyword for compatibility keyword added to existing bolts
- Any additions excepting bound crossbow effect/script carry LSC prefix
- Bound Crossbow instances replaced by Bound Crossbow slight naming tweaks for consistency related to this
- Dwarven keyword removed from Mystic Crossbow to use proper animation for the skeleton this fixes hand position.
- Deadric Keyword added to Bound Crossbows (Compatibility with bound weapon damage mods)
- Added or changed files
- - meshes/crossbows/boundcrossbow.nif
- - meshes/crossbows/bolts/boundbolt.nif
- - meshes/crossbows/bolts/deadricbolt.nif
- - meshes/crossbows/bolts/dragonbonebolt.nif
- - meshes/crossbows/bolts/ebonybolt.nif
- - meshes/crossbows/bolts/elvenbolt.nif
- - meshes/crossbows/bolts/glassbolt.nif
- - meshes/crossbows/bolts/ironbolt.nif
- - meshes/crossbows/bolts/nordicbolt.nif
- - meshes/crossbows/bolts/orcbolt.nif
- - meshes/crossbows/bolts/stalhrimbolt.nif
- - meshes/crossbow/projectiles/boundboltprojectile.nif
- - meshes/dlc01/weapons/crossbow/behaviors/boundcrossbowbehavior.hkx
- - meshes/dlc01/weapons/crossbow/charactersbound/crossbowcharacter.hkx
- - meshes/dlc01/weapons/crossbow/boundcrossbowproject.hkx
- - meshes/dlc01/weapons/crossbow/steelbolt.nif
- - meshes/dlc01/weapons/crossbow/steelboltexplosive.nif
- - meshes/dlc01/weapons/dwarven crossbow/dwarvenbolt.nif
- - meshes/dlc01/weapons/dwarven crossbow/dwarvenboltexplosive.nif
- - meshes/dx/miniarmorscollection/weapons/celesnightengale/dx_mac_celesnightingalecrossbowbolt.nif
- - meshes/dx/miniarmorscollection/weapons/celesnightengale/dx_mac_celesnightingalecrossbowboltpoison.nif
- - meshes/weapons/ghosu - auriel/bolt_blood.nif
- - meshes/weapons/ghosu - auriel/bolt_sun.nif
- - meshes/weapons/ghosu - horker bow/bolt.nif
- - meshes/weapons/silver/silverbolt.nif
- - meshes/weapons/qohlrim/stalneistibolt.nif
- - meshes/weapons/vanillamaterials/bolts/stalhrimbolt.nif
- - meshes/weapons/yollhrim/staledurbolt.nif
- - textures/weapons/crossbows/bound/crossbowstock.dds
- - textures/weapons/crossbows/bound/crossbowstock_m.dds
- - textures/weapons/crossbows/bound/crossbowstock_n.dds
- - textures/weapons/crossbows/bound/deadricarrow_m.dds
- - textures/weapons/crossbows/bound/deadrichammer.dds
- - textures/weapons/crossbows/bound/deadricshield_n.dds
- - All Bolts have had their arrow:0 z position changed to -7.5 nightingale crossbow bolts have had their rotations fixed and z position changed to -7.5 any tail fixes have been zeroed to let the script take care of it. (Looks bad on other races imho) This is for fallback compatibility and to provide some kind of fix for those not running skse if you have skse the scripted fix will take over anyway.
- [[all other textures in the bound folder should be removed they are separate because they are either custom hand painted or otherwise hold specular or alpha data specific to the model]]
- - merged scripts from this mod
- https://www.nexusmods.com/skyrim/mods/77465 - Modern Brawl Bugs Fix
- MQSkyHavenSparring: BladesSparringScript
- CompanionsSingleCombatQuest: CompanionsSingleCombatantScript
- MS11: MS11CalixtoScript
- C00: C00VilkasScript
- C00VilkasTrainingQuest: C00TrainerScript
- DGIntimidateQuest: DGIntimidateAliasScript
- DGIntimidateQuest: DGIntimidatePlayerScript
- C00JorrvaskrFight: C00JorrvaskrFightAthisScript
- C00JorrvaskrFight: C00JorrvaskrFightNjadaScript
- Includes source as recommended
- SE viability
- Special Edition should also work with these new scripts as I verified the SE SKSE has these functions I cannot vouch for the stability there as I don't own special edition. Built against the latest MCM api using state functions thus it should work if the user has the optional components. Component loading is shown within the papyrus log if you're interested and install shows a notification when it's done initializing the first time. The quiver fix script is decently documented on where and what it's doing.
- Additional notes that should be relayed to users
- -Occasionally onload script does not fire in quiver fix simply equip/unequip any item in slot 46 or 40+46 to update (This means cloaks of any kind slot masks selected to be compatible with WinterIsComing and Cloaks of Skyrim as well as the Tail Fix version and HDT variants)
- For compatibility with mod added bolts the script automatically will find any bolts with LSC_IsBolt attached as a keyword this record is injected into update.esm with form id "01DB17A8" <KWRD:LSC_IsBolt> and should be available if you find this form id conflicts with another mod injecting records this way please report it so we can have maximum compatibility. Those mods looking to be compatible with this one should also provide failover support to end users by setting their Arrow:0 transforms on bolts within nif files to have no funky rotations and the z axis to be -7.5 with the Y axis being 0
- Automatic compatibility with arrow quivers via built in skyrim keyword (Requires SKSE at minimum latest version recommended)
- Optional requirements to be listed with this release SKSE http://skse.silverlock.org/ 1.7.3
- New Scripts
- QF_LSC_Startup_06DC5BBA (Controls launching of child quests)
- LSC_addQuestItem (Attached to player alias replaces instance of config jewelry with quest variant if spawned via console for whatever reason)
- LSC_MCM mod configuration manager script
- LSC_ConfigAmulet failover configuration manager script
- LSC_QuiverFix actually does the repositioning magic
- Modified Scripts
- BoundCrossbowEffectScript (Replaces BoundBowEffectScript on Bound crossbow for reasons stated above)
- Scriptname LSC_addQuestItem extends ReferenceAlias
- ObjectReference Property box Auto
- ReferenceAlias Property Item Auto
- Armor Property BaseItem Auto
- Event OnPlayerLoadGame()
- Actor player = self.GetActorRef()
- player.AddInventoryEventFilter(BaseItem)
- EndEvent
- Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
- Actor player = self.GetActorRef()
- if(akBaseItem != BaseItem)
- player.AddInventoryEventFilter(BaseItem)
- return
- else
- debug.trace("config jewelry added!")
- endif
- if(akItemReference != Item.GetRef())
- debug.trace("config jewelry is not quest item!")
- player.RemoveItem(akBaseItem, aiItemCount, true)
- box.RemoveItem(akBaseItem, 1, true, player)
- debug.trace("quest item added")
- endif
- EndEvent
- Fix of quiverfix script remove from npcs oncelldetach apparently the effect is removed when the cell detaches so my doing that is redundant honestly was only there to make sure any latent scripts were cleaned up. Which the engine seems to take care of fine in this case. Simply removed the Event OnCellDetach from this script all together.
- Scriptname LSC_QuiverFix extends ActiveMagicEffect
- {The actual fix}
- Bool sneakstate
- float Function round(float rInput)
- return math.floor(rInput*100)/100
- endFunction
- Function updateQuiverPOS(Actor Caster)
- float z_offset = LSC_ZOffset.GetValue()
- float y_offset = LSC_YOffset.GetValue()
- ;Dynamic positioning of bolts happens here
- if(Caster.WornHasKeyword(isBolt))
- Float[] position = new Float[3]
- ;save default left right position
- position[0] = NetImmerse.GetNodeLocalPositionX(caster, "Arrow", false)
- ;not setting y to fix steel bolt positioning should be 0.0 on humanoids going to go to -5 for beast races
- ;that's going to clip with bag equipment sorry only so much we can do its either tails or bag equipment.
- ;That's why I only apply this if npc has a tail.
- if(caster.HasKeyword(isBeastRace))
- position[1] = y_offset
- endif
- ;position 2 is z since bolts are aligned on their z axis instead of the y axis we take the offset from the skeletons y
- ;and plug it in the arrows z
- float quiver = NetImmerse.GetNodeLocalPositionY(caster, "QUIVER", false)
- float skirt = NetImmerse.GetNodeLocalPositionY(caster, "SkirtBBone01", false)
- float base = round(skirt) - round(quiver)
- if sneakstate
- position[2] = (base + 2.0) + z_offset
- else
- position[2] = (base + 6.0) + z_offset
- endif
- NetImmerse.SetNodeLocalPosition(caster, "Arrow", position,false)
- elseif(Caster.WornHasKeyword(isArrow))
- float quiver = NetImmerse.GetNodeLocalPositionY(caster, "QUIVER", false)
- float skirt = NetImmerse.GetNodeLocalPositionY(caster, "SkirtBBone01", false)
- float base = round(skirt) - round(quiver)
- Float zpos = base + z_offset
- NetImmerse.SetNodeLocalPositionZ(caster, "Arrow", zpos, false)
- endif
- endFunction
- EVENT OnPlayerLoadGame()
- RegisterForSingleUpdate(2.0)
- EndEvent
- EVENT OnEffectStart(Actor Target, Actor Caster)
- RegisterForModEvent("LSC_updateQuiverRequest", "OnQuiverUpdate")
- RegisterForModEvent("LSC_uninstall", "OnUninstall")
- RegisterForAnimationEvent(caster,"tailSneakIdle")
- RegisterForAnimationEvent(caster,"tailSneakLocomotion")
- RegisterForAnimationEvent(caster, "tailMTLocomotion")
- RegisterForAnimationEvent(caster, "tailMTIdle")
- RegisterForAnimationEvent(caster,"tailCombatIdle")
- RegisterForAnimationEvent(caster,"tailCombatLocomotion")
- RegisterForSingleUpdate(2.0)
- ;debug.trace("registered for update")
- endEVENT
- EVENT OnUpdate()
- Actor caster = GetCasterActor()
- sneakstate = caster.IsSneaking()
- If(caster.Is3DLoaded())
- Armor worn = caster.GetWornForm(0x00010400) as Armor ; slot 46 + 40
- Armor worn1 = caster.GetWornForm(0x00010000) as Armor ;slot 46 edgecase for tailfix cloaks
- if(worn)
- caster.UnequipItem(worn,false,true)
- caster.EquipItem(worn, false, true)
- endif
- if(worn1)
- caster.UnequipItem(worn1,false,true)
- caster.EquipItem(worn1, false, true)
- endif
- updateQuiverPOS(caster)
- Else
- RegisterForSingleUpdate(1.0)
- endif
- EndEvent
- EVENT OnQuiverUpdate()
- updateQuiverPOS(GetCasterActor())
- endEvent
- EVENT OnUninstall()
- Dispel()
- endEvent
- EVENT OnAnimationEvent(ObjectReference akSource, String asEventName)
- Actor caster = GetCasterActor()
- if((akSource as Actor) == caster)
- if(sneakstate != caster.IsSneaking())
- sneakstate = caster.IsSneaking()
- updateQuiverPOS(caster)
- endif
- endif
- endEvent
-
Version 2.5
- Removed the Daedric bow and crossbow from the assassins chest.
Added an Assassins crossbow to the assassins chest.
Removed any tint and agro edits from the npc's.
Removed the random edit to the faction of generic Dawnguard missile enemies.
Changed to Dawnguard Crossbow and Dawnguard Bolts for the Dawnguard crossbow using members.
Changed the wording of the Assassins note.
Generic Dawnguard missile enemies now have silver crossbows and silver bolts.
Generic Dawnguard Hunters now have a standard hunter crossbow, hunters bolts and a handful of hunters fire bolts.
Reworked the Torch arrows leveled lists.
Added a Bound Crossbow.
Bound Crossbow can employ all included bolts.
- Removed the Daedric bow and crossbow from the assassins chest.
-
Version 2.4.2
- Fixed all of the meshes.
-
Version 2.4
- Fixed the missing images for the nightingale crossbow.
Changed the leveled lists for bandits torch arrows.
Typo fixes.
All crossbows now have there reach changed to .5 for punching.
Removed all breakdown recipes via popular complaint...
Regenerated bash tags with a better script.
All nif files have had updates done to tangents and bitangents.
USKP is now a requirement.
- Fixed the missing images for the nightingale crossbow.
-
Version 2.3
- Fixed all critical values.
Checked the bsa file and file paths.
Re-added the missing ini file.
- Fixed all critical values.
-
Version 2.2.2
- 2.2 got all corrupted and messed up. Same fixes and double checked.
-
Version 2.2
- Fixed forsworn missile weapon leveled lists.
-
Version 2.1
- Added some better textures for a couple of the more standard xbows (Iron, Dwarven, Steel)
Added matching meshes/textures for Auriels bow and quiver to match the xbow and bolts.
Changed Auriels bow and crossbow to higher Daedric style damages.
Some cleaning.
- Added some better textures for a couple of the more standard xbows (Iron, Dwarven, Steel)
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Version 2.0
- Complete overhaul of the whole nif's and textures.
This resulted in finding a handful of issues and fixing them.
A couple of crossbows did not have the intended texture.
Some bolts were made much prettier.
Some other bolts were made more consistent in variety looks.
Some small game play issues found and fixed (More bolts are retrievable now)
Moved the crossbow in the Palace of the Kings. (Cloaks of Skyrim used that spot)
Added better crossbow shoot sounds and bolt impact sounds.
Personally tested the depth of EVERY bolt. (No I will not change them ever again! Period...) They are a bit deep but they are way too much of a pain to change constantly. Thanks Gr3YFoX
- Complete overhaul of the whole nif's and textures.
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Version 1.5
- Removed redundant scripts.
Tweaked leveled lists for imperials and stormcloaks. "Should" be more balanced now.
Tweaked leveled lists for Stalhrim, Stalneisti and Staledur. The variants will now show at the same time as the original.
SSE changes - meshes should be better placed now.
- Removed redundant scripts.
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Version 1.4.6
- All Enhanced versions have keywords redone to work better in crafting.
Assassins Soul Trap Bolts Damage fixed.
Auriels Legacy Chest has a spare Ancient Falmer armor set in it.
Changed Auriels Crossbow magical enchantments it should behave better now.
Minor Changes to a handful of damages, weights, materials for continuity.
- All Enhanced versions have keywords redone to work better in crafting.
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Version 1.4.5
- Added a alternate Nightingale Crossbow.
Fixed the smithing requirements of the Stahlrim variants.
Fixed the stats on the Stahlrim variants.
Added bolt depth to all bolts.
Moved the hunters bolts closer to the body.
Tweaked the Horker Crossbow it was too powerful.
Fixed the silver bows leveled list now they will only get one or the other.
Removed description from all weapons now enchantments will show.
- Added a alternate Nightingale Crossbow.
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Version 1.4
- Fixed meshes\textures for silver bolts, horker bolts
Changed Silver bow to now have a light and heavy version:
Light Silver Bow .85spd 12
Heavy Silver Bow .7spd 16
Added Stalneisti and Staledur variants to Bows\Crossbows and Arrows\Bolts
Ore is added to a barrel at Baldur's forge and Solsthiem smith will sell the ore at later levels.
Tweaked leveled lists some also.
- Fixed meshes\textures for silver bolts, horker bolts
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Version 1.3.1
- Assassin Paralysis Bolts and Nightingale Poison Bolts had each others ingredients swapped.
- 3 of the Assassin special Bolts required steel bolts for ingredient been Assassin Bolts instead.
- Auriel's Legacy chest is now locked. Get the key from the Arch-Curate Vyrthur.
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Version 1.3
- Changed the meshes and textures of - Dwarven, Steel, Silver, Hunter and Iron for matching and better looks between regular and enhanced version.
Added Dragonscale Bolts\Arrows (Slightly weaker Dragon ammo) + Dragonhoned Botls\arrows (Think arrows and bolts made with only Dargon Bones and Scales, slightly stronger) Now you have more uses for Dragonscale.
Fixed the wrong cubemap of Dwarven Crossbow.
Nerfed Hunters Fire bolts they were way too powerful for whats supposed to be a basic fire bolt.
Fixed recipes for Assassin and Nightingale ammo for continuity with other enchanted bolt recipes.
Changed some of the ingredients around for better lore.
Changed the area of effect for the paralysis bolts. (You could super easily paralyze your self with them)
Fixed the leveled list entry for elven bolts.
Thanks to the1yunico for good bug reports.
Fixed the recipes for items having the wrong condition and not showing up.
More Typo corrections.
Complete housework on editor id's (Renamed them all for consistency)
More balance tweaks applied.
Horker Bow collision fixed (Thanks icecreamassassin!)
Most of the arrows and bolts now spin in flight.
Tested drop-ability of everything in both oldrim and SSE.
Removed the CroAxe.
Completely new model for the Stalhrim Crossbow.
Hunters, Dark Brotherhood, Thieves, Assassins and Nightingales weapons are all silent.
All other crossbows make normal noise.
Silver bolts and arrows ignore weapon resistance.
Some values were changed for better balance.
- Changed the meshes and textures of - Dwarven, Steel, Silver, Hunter and Iron for matching and better looks between regular and enhanced version.
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Version 1.2.2
- Removed the whole custom crafting category idea.
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Version 1.2
- Completely reworked the whole Assassins Crossbow (Read the reference section!)
- All enhanced crossbows had the wrong condition and were showing before the right time.
- Fixed some keywords.
- More typo fixes.
- Retested all objects and menus they all show fine in my game.
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Version 1.1.1
- Typo fixes.
- Reworked the Nightingale manual.
- Added the missing texture sets for explosive bolts visualized.
- Fixed the dwarven bolts not showing up and being retrievable.
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Version 1.1
- Added Hunters Crossbow, Hunters Crossbow Enhanced and Hunters Bolts with a fire version.
Hunters Crossbow and Bolts added to leveled lists.
Added Assassins Crossbow and 5 Custom Assassins Bolts. Flames, Paralysis, Soul Trap and Sub-Zero.
Nightingale craft-able crossbow\bow now have the added requirement of "Trinity Restored" being complete.
Books have had values lowered are no longer skill books and typos fixed.
Placed a chest in High Hrothgar that contains all manuals as a backup.
There is now a faction crossbow of the appropriate type near each manual.
Went over the CCOR and WAF keywords again.
Re balanced the Crossbow damage, they know d0 25% more damage than regular bows.
Lowered the stagger chance to 25% from 50%.
Re balanced the values of the crossbows.
Added our first unique item! (Bleakfalls Barrow)
Speeds, gravity, and a couple of data flags needed fixed in the projectile data area.
- Added Hunters Crossbow, Hunters Crossbow Enhanced and Hunters Bolts with a fire version.
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- Author's activity
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September 2020
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07 Sep 2020, 9:36PM | Action by: Kelsenellenelvian
File added
LSCaB Final [version 3.5.1]
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07 Sep 2020, 8:07PM | Action by: Kelsenellenelvian
File added
Final LE Version [version 3.5.1]
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07 Sep 2020, 7:50PM | Action by: Kelsenellenelvian
Changelog added
Change log added for version 3.5.2
June 2020
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17 Jun 2020, 4:09AM | Action by: Kelsenellenelvian
File added
LSCaB 3.5 [version 3.5]
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17 Jun 2020, 3:57AM | Action by: Kelsenellenelvian
Attribute change
Name changed to 'Legendary Skyrim Crossbows and Bows'.
Mod version changed to 3.5.
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17 Jun 2020, 3:56AM | Action by: Kelsenellenelvian
Permission change
Author changed their file credits.
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17 Jun 2020, 3:53AM | Action by: Kelsenellenelvian
Changelog added
Change log added for version 3.5
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17 Jun 2020, 3:51AM | Action by: Kelsenellenelvian
Attribute change
Description changed.
September 2019
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03 Sep 2019, 3:27AM | Action by: Kelsenellenelvian
Attribute change
File 'Ars Metallica Patch' category changed to Miscellaneous.
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03 Sep 2019, 3:27AM | Action by: Kelsenellenelvian
File added
Chinese Language esp [version 3.2]
August 2019
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05 Aug 2019, 3:12AM | Action by: Kelsenellenelvian
Attribute change
Description changed.
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04 Aug 2019, 10:18AM | Action by: Kelsenellenelvian
Attribute change
Description changed.
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04 Aug 2019, 10:17AM | Action by: Kelsenellenelvian
Attribute change
Description changed.
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04 Aug 2019, 9:58AM | Action by: Kelsenellenelvian
Attribute change
Description changed.
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04 Aug 2019, 9:57AM | Action by: Kelsenellenelvian
Attribute change
File 'MorrowLoot Ultimate Patch' category changed to Old versions.
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04 Aug 2019, 9:55AM | Action by: Kelsenellenelvian
Attribute change
Description changed.
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04 Aug 2019, 9:54AM | Action by: Kelsenellenelvian
Attribute change
Description changed.
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04 Aug 2019, 9:52AM | Action by: Kelsenellenelvian
Attribute change
Description changed.
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04 Aug 2019, 9:51AM | Action by: Kelsenellenelvian
Attribute change
Description changed.
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04 Aug 2019, 9:41AM | Action by: Kelsenellenelvian
File added
Legendary Skyrim Crossbows [version 3.2]
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