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Dylbill

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dylbill

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29 comments

  1. froggyluv
    froggyluv
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     Tried for VR - but cant advance the menus past the initial one
  2. davidgilbertking
    davidgilbertking
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    Hey dylbill, I've been having a lot of fun with this mod, great job!
    A small note: could you please comment out this line
    Debug.notification("OnTrainingRingHit")
    in the ATXP_MainTargetBase script and recompile it? It comes up almost every time you hit the target.
    Thanks in advance!

    EDIT: also, is there a way to make the arrows not disappear after training? I don't carry a lot of arrows, and the fact that the arrows that hit the target disappear after training makes it hard to train. It would be cool if player could pick up the arrows from the target and re-use them. Makes sense, right?
    1. dylbill
      dylbill
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      Hey yes I'll remove that notification. Also adding arrows back is a good idea. I'll update the mod soon.
    2. dylbill
      dylbill
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      Ok I updated the mod. Sorry it took so long, I got sidetracked by other projects. Be sure the requirements especially my mod Dylbills Papyrus Functions are up to date. Giving arrows back at the end of the game requires Skypal and Skypal NG.
    3. davidgilbertking
      davidgilbertking
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      Thank you very much!!!
    4. dylbill
      dylbill
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      No problem. Happy modding!
  3. ShadowsJack
    ShadowsJack
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    hello!
    can this be made for magic as well?
    when i have time i will test this mod in skyrim vr.
    1. dylbill
      dylbill
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      Hey most likely, I'll look into it.
  4. LavenderTheFolf
    LavenderTheFolf
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    This looks fun and incredibly well made! Is this mod compatible with Skyrim VR?
    1. dylbill
      dylbill
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      Thanks! I think this should be compatible with VR but I don't have it so I can't test.
  5. NikiRandom
    NikiRandom
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    Yay this looks fun. Looking forward to trying it out later.

    I've used Dynamic Things Alternative for ages now but I've missed an older mod that also factored in your distance from the target. Yours looks like a good alternative. I think it could also be fun used alongside the Learn to Aim mod.
    1. dylbill
      dylbill
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      Thanks for checking it out! I definitely had fun while testing it out :)
    2. NikiRandom
      NikiRandom
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      I've been having great fun with this : -)

      Dropped it into my load order, it's a build based on Nolvus 5. I wasn't expecting it to work as Nolvus has all kinds of eye candy mashups, targets moved around and retextured etc. Brilliantly though, it appears to work perfectly. I then broke it by adding Diverse Archery Targets BOS swapper. A bit of tweaking in that mod's BOS ini and I found that by excluding locations from the BOS I could have your mod working again, albeit with the textures a bit wonky. Maybe that's something I can fix with a bit of fiddling. It would be great to have the best of both worlds ... your mini game in some locations, e.g. at Jorrvaskr and wherever. And then other locations BOS swapped to enjoy some visual variety. 

      A wonderful addition to Skyrim anyway, thank you. And hilarious with "Learn to Aim" added : -D

      (I noticed also that your mod seems to work fine alongside DTA ... playing the mini game appears to block DTA's skill gains so they don't stack.)
    3. davidgilbertking
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      It does? I thought I would have to go and disable training XP in DTA's MCM

      EDIT: also, thanks for the "Learn to Aim" tip, it looks ridiculous and awesome =)
    4. NikiRandom
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      Yes I think so. You get DTA skill points from the initial "Set Target" shot, but after that it seems like the mini game takes over. I've done some A/B testing with DTA's slider maxed out (with the slider on 100 you can advance two whole archery levels from just two or three shots) and I'm fairly sure that DTA gets temporarily nulled by the mini game.

      "Learn to Aim" is great yay, one of my favourite recent discoveries. I've always dived straight into a stealth-archer kind of character, and having that mod installed has made a huge difference to my gameplay, at least in the early stages. Plus it's quite handy that enemy NPCs can't always take you out with a headshot from 100 yards away, without relying on unrealistic nerfs or acrobatic ninja-style dodging. One or two other "Learn to" mods as well from the same creator, in a similar vein applied to other game mechanics. You might like "Arrow Limiter" as well ... limiting yourself to only being able to carry, say, two dozen arrows, makes an archer playthrough a lot more challenging. Like, I really love SkyClimb. But NPCs can't use that, so if you're able to carry 200 arrows then it's too easy to sit somewhere out of reach and take out a whole bandit camp : -)

      What I really love too, is that mods like DTA and Dylbill's mod here, become genuinely useful as well as good fun when you add other mods that make an archer playthrough less easy.

      Just want now to see if I can get this working nicely with Diverse Archery Targets BOS. I was kind of getting there but then got distracted checking out Dylbill's other recent uploads : -)
    5. davidgilbertking
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      Oh yeah, check out his Simple Compass Hud Widget (with skins from Simple Compass Hud Widget - Custom Textures). I finally disabled the vanilla compass, need to have an actual map to open the map menu (kudos to Helps To Have A Map), hid the player's GPS location on the map with Undiscovered Means Unknown - Map Markers, and hid the enemy health meters with Less Intrusive HUD II SE - AE (because I'm not a psychic and cannot know how much health another being has left).
      It's a very peculiar build I found myself in right now ;)
      Oh, and after disabling vanilla compass, one needs to have his shout meter back some way, so I installed TrueHUD - HUD Additions just for that.
    6. NikiRandom
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      That all sounds a lot like my own build : )

      No hud or widgets, prompts and activators disabled (the only text I see on screen is dialogue and people's names sometimes. I'm thinking I might disable that as well as names are displayed in dialogue anyway). Floating markers disabled, no map markers. Pitch dark dungeons (Eternal Flame is a good replacer for Seriously Dark Dungeons which was quite buggy). Assorted hard core survival and stamina stuff. Lots of added NPCs and monsters.

      I recently came across a mod called Uphill Downhill Project which is neat. Dynamically changes speed according to the terrain and how much stuff you're carrying. You can even set a percentage chance of falling over if you run downhill too quickly. It goes nicely with EVG Clamber.

      I just found Dylbill's compass mod last night. Definitely will replace the vanilla one for me along with Craftable Compass which I'd forgotten about.

      If you look on GiraPomba's mod page, they've just released a nice animation/idle to go with Helps to Have.

      I love Skyrim and it's amazing modders  : )
    7. davidgilbertking
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      Thank you, friend, putting a pin on the mods suggested by you. I'm currently using the Seriously Dark Dungeons, so I will look into the Eternal Flames in the next game.
      Uphill Downhill looks cool, I'm not sure it will play along with Cobb Encumbrance and Cardio SE - More Realistic Fatigue that I'm using rn, needs more investigation. Check point 5 in Andrealphus' Exploit Fixes, in makes you fall off the horse if the angle you're going uphill is too big, really awesome.
      Oh, and here is a mod that is similar to Arrow Limiter in a way that changes your game forever. I hate it, but I will never disable it I think: Realistic Swimming AND Drowning. It basically makes you drop your stuff in a barrel before you go swimming, otherwise you're f**ked: you can't swim productively if you're carrying a lot.
      Oh oh, and of course Container Weight Restrictions. I'm sure you know it, it basically puts a limit on all container's capacity. No longer putting 10 battleaxes in a satchel. Talking of this mod - check out its authour's page, it's the same guy who made the maps mod, AndrealphusVIII. The guy is a gem, lots of niche, thoughtfull mods.
      GiraPomba's mod is freaking awesome, I'll install it after I figure out Immersive Equipment Displays, never used it.
      Have a good playthrough!
  6. brianadragon
    brianadragon
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    I love the idea of this, it looks like fun, except it being incompatible with mesh and texture replacers. I don't think I have a single vanilla thing left in my game.
    1. dylbill
      dylbill
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      Sorry but it's a necessity. The glowing rings from this mod are actually separate objects. Their textures line up with the new texture for the vanilla targets included with this mod. Texture or model replacers might make them look off or not line up.
    2. Glanzer
      Glanzer
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      Maybe using Base Object Swapper could help?
    3. dylbill
      dylbill
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      Unfortunately that won’t help. Each highlighted ring is a separate object with its own texture. If the ring textures don’t match up with the base object texture it won’t look right
    4. Xaliber13
      Xaliber13
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      Hi dylbill, would you allow us to make compatibility patches for mesh/texture replacers out there?
    5. dylbill
      dylbill
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      Yes that would be fine
  7. davidgilbertking
    davidgilbertking
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    Dude, a bow and an arigato to you for taking the strings out of the scripts. That is so considerate of you <3
    1. dylbill
      dylbill
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      No problem :) I’ve been using ini files for all my strings lately. It’s easier than having to do nested translations with Skyui imo.
    2. davidgilbertking
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      Sure it's easy! I do translations quite a lot, and when I see strings baked into the scripts, I want to chew my sweetrolls off ;)
      Just finished translating the ini, can't wait to test it out!
  8. GODKADE
    GODKADE
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    Haha gotta say, this looks like a blast!
    Definitely giving it a try!
    Thank you! :D
    1. dylbill
      dylbill
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      No problem, thanks for checking it out!