A skse version of the mod is now in "beta" (I tested it a lot, but i can't really play through everything and every mod to find issues) please use the forum for feedback/issues with that version (it's easier if it's in one place)
Thanks so much for the SKSE update I'm a massive fan of everything you do! I have one suggestion but it might not align with your goals. If you could add a parameter that prevents the bow being knocked out after a certain level of archery is achieved that would be pretty sick. Similar to how powerful bows cant be broken, skilled archers wont drop their bow if they're hit. Thanks again!
does this work on crossbow too? i change your mod for my personal use to make it destroy bows with a normal hit. cuz lot of MCO power attack animations are slow and no directional power attack, plus in my game i set all npcs could 30% dodge my power attack and they change weapon very quickly.
but somehow it doesnt break crossbow. :'( havent tried it with the power attack though. they shot me in the head point blank before i could try it.
@RykerSatori are you asking me? i just modified it with SSEedit bro. its easy. just open the Break Bows.esp in SSEedit, navigate to perk, click that Player_apply_Bow breaker and on the right side of the panel click the "+" icon Perk Condition - Conditions - CTDA-CTDA and look for Ispowerattacking=1. edit that into Isattacking=1. save and close. dont worry. if something is wrong, just reinstall the mod and replace and everything back as the way before.
Hey ! Great mod. I was wondering if you could help me adjust it slightly just for my gameplay. I'd like to make it a chance of breakage rather than guarantee - would this adjustment do it ?
If ( PlayerRef.GetEquippedItemType(1) == 7 && equipped.HasKeyword(BowBreakable) && GenerateRandomInt(1, 5) == 3 ) [code that follows regarding breakage]
Do I also add that to the Elseif that follows ?
Or should that whole If-elseif-Endif be nested inside the random check (for 20% chance) ?
Great mod, thanks But one question tho, is the bow always break with 1 power attack or it also depends on the tier of that bow? cuz In my gameplay sometime it works sometime it didnt
only bows with the breakable keyword can break and only with power attacks with weapons. Oh and you must have the bow ready, not just equipped. then it'll break.
after those conditions, there's no random chance or anything
Looks like you removed it from the health check version instead? Or am I confused? Actually I see source files in both /scripts/source and in /source/scripts so maybe that's why I was confused, I was probably looking at the wrong source.
I think i'm not understanding the "Bows only break if they're out now" on this update, because i can also see "PlayerRef.IsWeaponDrawn" in 1.0 conditions. Is there anything im missing?
Spent 2 days trying to figure out why this mod didn't work; reinstalled KID, po3 extender, dissected the source code... ...just to figure out bows break when you'reHIT by a power attack, not when you draw the bow at max tension.
42 comments
please use the forum for feedback/issues with that version (it's easier if it's in one place)
i change your mod for my personal use to make it destroy bows with a normal hit.
cuz lot of MCO power attack animations are slow and no directional power attack, plus in my game i set all npcs could 30% dodge my power attack and they change weapon very quickly.
but somehow it doesnt break crossbow. :'( havent tried it with the power attack though.
they shot me in the head point blank before i could try it.
are you asking me? i just modified it with SSEedit bro. its easy.
just open the Break Bows.esp in SSEedit, navigate to perk, click that Player_apply_Bow breaker and on the right side of the panel click the "+" icon Perk Condition - Conditions - CTDA-CTDA and look for Ispowerattacking=1. edit that into Isattacking=1.
save and close.
dont worry. if something is wrong, just reinstall the mod and replace and everything back as the way before.
Add some realism to it but is there a way to code it so it doesn't touch the unique bows?
Thanks in advance.
Alkira.
either way, good idea and luckily it'd be very simple to do for me, so I'll do that soon
If ( PlayerRef.GetEquippedItemType(1) == 7 && equipped.HasKeyword(BowBreakable) && GenerateRandomInt(1, 5) == 3 )
[code that follows regarding breakage]
Do I also add that to the Elseif that follows ?
Or should that whole If-elseif-Endif be nested inside the random check (for 20% chance) ?
Thanks !
But one question tho, is the bow always break with 1 power attack or it also depends on the tier of that bow? cuz In my gameplay sometime it works sometime it didnt
after those conditions, there's no random chance or anything
Edit:
It was only the source that had the check i think
I think i'm not understanding the "Bows only break if they're out now" on this update, because i can also see "PlayerRef.IsWeaponDrawn" in 1.0 conditions. Is there anything im missing?
Thanks!
I think i forgot that condition for NPCs in 1.0
Thanks for the mod, i'm enjoying it much.
...just to figure out bows break when you're HIT by a power attack, not when you draw the bow at max tension.
Think. Read. See the thumbnail. Don't be like me.
it's like when your gun jams in red dead 2 but instead it breaks and you can fix it on workbench