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Styyx

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Styyxus

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42 comments

  1. Styyxus
    Styyxus
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    Sticky
    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)
  2. BlessingS91
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    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!
  3. SusFusRoDah
    SusFusRoDah
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    Nice! Thanks. 
  4. av0i3k
    av0i3k
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    nice mod but can we a have a version where shields can break?
    1. Styyxus
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      interesting idea, ngl but i'd have to make that from scratch and slightly different that this mod
  5. fadlan1904
    fadlan1904
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    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.
    1. Styyxus
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      technically it works with crossbows but you'd have to give the crossbow my keyword
    2. RykerSatori
      RykerSatori
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      is it cool if u can send me ur modified version of that bow mod?
    3. fadlan1904
      fadlan1904
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      @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.
    4. Styyxus
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      i have a new version it the works which includes this as ini setting btw
  6. AlKira
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    Hi
    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.
    1. Styyxus
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      is there a low level unique bow in the game?
      either way, good idea and luckily it'd be very simple to do for me, so I'll do that soon
  7. csbx
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    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) ?

    Thanks !
    1. Styyxus
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      add the random chance to the first IF and you don't need to do it for the else if
    2. csbx
      csbx
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      Really appreciate that. Now with a bit more scripting experience I can see what you're saying about front-loading that conditional. Cheers !
  8. vuongh456
    vuongh456
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    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
    1. Styyxus
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      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
  9. Glanzer
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    It looks like the health check is done in the scripts of both downloads. Intentional?
    1. Styyxus
      Styyxus
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      Looks like i uploaded the wrong file I'll get that fixed

      Edit:
      It was only the source that had the check i think
    2. Glanzer
      Glanzer
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      Awesome, thanks!
    3. Glanzer
      Glanzer
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      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.
    4. Styyxus
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      Having 2 versions of the main file made me confuse the files a bit, it's all corrected now and there's no double source files anymore.
    5. Glanzer
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      Thanks for the great support, gave you a kudos. :)
  10. Hydraaawr
    Hydraaawr
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    Hi,

    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!
    1. Styyxus
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      Bows are out = are drawn instead of only equipped

      I think i forgot that condition for NPCs in 1.0
    2. Hydraaawr
      Hydraaawr
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      It was already there! It's ok, not game breaking or anything. I'll just stay in 1.0 and paste the new KID.ini.

      Thanks for the mod, i'm enjoying it much.
  11. Hydraaawr
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    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'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.
    1. MonkutPaik
      MonkutPaik
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      but it would be a cool feature! maybe an optional file, @Styyxus? *wink-wink*

      it's like when your gun jams in red dead 2 but instead it breaks and you can fix it on workbench
    2. Styyxus
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      nah, i won't make that since bows only do the max damage when they're fully drawn. so breaking when fully drawn is kinda weird in terms of gameplay.