Quick question, I want to modify this mod so that it works with the latest version of bow rapid combo v3 1.9.6. I just have some questions about how you implemented this, I assumed that you added spells that drain the stamina and trigger them with payload, followed by modifying the DAR folder conditions to prevent the animations from triggering when the stamina cost is too low. Is this correct? Mostly just curious if you tampered with the actual .hkx animation files themselves. I'm pretty sure I already managed to make a temporary unelegant fix that made the mod work with 1.9.6 by adding a 0 to all the dar folders to have them overwrite the OAR folders of the newest version of BRC.
I managed to get the stamina consumption on forward+hotkey dagger attacks to work. I made the following edits to two lines: $Combo_W = @CAST|0X834|BowRapidCombo.esp|1|1|0|0|0|0|50|0|0 $Combo_W2 = @CAST|0X889|BowRapidCombo.esp|1|1|0|0|0|0|50|0|0
there could be 2 more 50s added for there to be a hard requirement so that it functions as intended.
Was made for the Bow Rapid Combo version I personally use with Nolvus, which is the 1.4 one. I don't use the updated one so I'd have to redo the whole thing basically. Probably not liable
Not a problem with this mod, but whenever i switch weapons and go back to the bow, when i press a hotkey for instance the double shot one, the animation plays but no arrows are shot or consumed. Has it ever happened to you? is there a fix?
There's an incompatibility between Wheeler and Bow Rapid Combo, switching weapons using Wheeler breaks the hotkeys, using favorite menu/hotkeys or simply using inventory prevents this issue.
This mod is awesome and makes bow rapid combo not feel incredibly op. I have one question - when i do run out of stamina and click the button again, my character goes into some wierd like shrug idle animation and gets frozen in place for about a second before i get control again. is that normal and how do i avoid it?
Hmm, sometimes I don't get charged a stamina fee for doubleshots, specifically while locked on and holding the gamepad analog stick to the left. Holding the movement stick to the left in this way would fulfill a condition defined in Bow Rapid Combo via dTry's Key Utils, but I'm not sure of any details beyond that.
Is it possible that the OAR version of the leftward-moving doubleshot animation, i.e. the version of that animation within the OAR structure included with this mod, wasn't assigned the right Payload annotation or conditions in OAR? I'll check in the animation log and cross reference as well once I'm able.
It's entirely possible. This mod was made at the request of a buddy and I tried my hand at it for him. Putting it up was just in the off chance someone else might have wanted parts of it for their own purposes etc. Let me know if you figure out any good fixes.
I've noticed if you spam them the payload doesn't register it sometimes, could just be a part of PI or who knows
I couldn't figure out why it wasn't working but I'm guessing it's because I'm using version 1.6 instead of 1.4? I didn't see the discription version note before, that's on me. but maybe you could add the Version number to the requirements tab too?
Beautiful stuff, tried my hand at this a while ago and found it finnicky to try and accomplish with Payload Interpreter edits - I'm so glad you took up the task!
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$Combo_W = @CAST|0X834|BowRapidCombo.esp|1|1|0|0|0|0|50|0|0
$Combo_W2 = @CAST|0X889|BowRapidCombo.esp|1|1|0|0|0|0|50|0|0
there could be 2 more 50s added for there to be a hard requirement so that it functions as intended.
Not a problem with this mod, but whenever i switch weapons and go back to the bow, when i press a hotkey for instance the double shot one, the animation plays but no arrows are shot or consumed. Has it ever happened to you? is there a fix?
There's an incompatibility between Wheeler and Bow Rapid Combo, switching weapons using Wheeler breaks the hotkeys, using favorite menu/hotkeys or simply using inventory prevents this issue.I've noticed if you spam them the payload doesn't register it sometimes, could just be a part of PI or who knows
I didn't see the discription version note before, that's on me. but maybe you could add the Version number to the requirements tab too?
Any specific reason you chose 1.4 instead of 1.6?
I chose 1.4 as it's what is in my modlist as well as it being (in my opinion) a good basis to stay at for my purposes.
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I'd lower the cost to 25/30. 50 seems quite a lot.
Maybe I'll have to try it out myself and it's fine.