I rather don't want to touch NPCs inventories... the impact will be too big, even with performances (as most of modders have 100+ npcs). Nope, that's not something I will do, it's better to be simple but stable.
I don't understand, so what is the difference between this and PK0's version? If this one is better I would upgrade to this instead. Thanks for you help.
The PK0's version will not work with last Skyrim 1.6.1170. That's the main reason I've made this mod. I got nothing against the PK0's version, it got lot of features I don't have in this simple mod. Though as it's a simple mod, there should be less troubles. Beware when you uninstall Unequip Quiver SE, if you uninstall it, that it will not corrupt your save file.
i countinue to hear that PK0's is not working in 1170 but im not having problems yet (tho im still updating my modlist) any idea exacly what is causing problems so i can test it?
well, last time I try it, the PKO's dll wasn't compiled for latest Skyrim version, so a popup was showing at start saying the dll is not compliant. Also my approach is more simple and it's safe to uninstall at anytime as there's no data saved in your save-file. Also you must be careful when you uninstall the PKO's (check its description page).
im wondering about what quiver that is in the imagines seen it in some playthroughs and mod review vids, but none of those seem to mention the mood that includes that quiver. love the mod btw very useful.
Sure, it's the famous ElSopa - Quivers Redone SE mod. Description has been updated, thanks. Also check ElSopa other mods, he's a quite famous modder :)
Hello imnotfamous, many thanks for your hard work.
Just a question, my main char is ranged type archer, using crossbows and bows. When i change weapons with hotkeys, they not load the ammo "in combat". Bolts for crossbows, arrows for Bows. "out of combat" they load properly.
Got v1.2 btw in 1.5.97, With Fnis, can be my game version and animation framework?
So I've tested during combat with hotkeys, it works for me, the quiver reappear. But I don't use FNIS, though I got some animations that use Open Animation Replacer like the famous Underdog - Animations. So I guess it's an FNIS issue. Do you have some FNIS mods you use that could may be in conflicts? I will test them then. Also I don't recommend to use FNIS as it is not maintained for years, use Nemesis or the new Pandora instead, or better, try to restrain to Open Animation Replacer mods. Also beware to reload FNIS after every FNIS mods install and uninstall.
Forgot to say, my issue appear in first person view. That problem just appeared when i installed your mod, before that no problems. Fnis never has been a problem for me, Nemesis got me headaches and i uninstalled it. I use Open Animation Replacer also.
Maybe it's the specific animation that i use for bows-crossbows.
Also just to be clear, this mod doesn't need FNIS, Nemesis or any other animation framework. It doesn't add any animation by the way. It just select or unselect arrows from the inventory, automatically.
Unfortunally, i had to delete your mod in 1.5.97 version, i was getting freeze screens and CTD's, and the problem related before in combat.
I think it's my case specially, i play with Genesis Dungeons x45 + Wenches series with 100% respawn. Very heavy combat times. As an example for start a new char, after clear Bleak Falls Barrow, i get lvl 15 once finished, to open Dawnguard Quest Line as soon as possible.
After delete it, no problem in game play.
Not your fault bro, you do your best, maybe is this special case, 500+ of MOBS in a single map it's rare to find out.
Hiya boss, great mod exactly what I was looking for. Just coming to say while the bow remembers the last arrow I used, the crossbow does not remember the last bolt I used. Not sure why. I am adding this to the wabbajack Nordic Souls which does stuff with IED and animations so it's probably something with that but IDK. Doesn't matter just letting you know, great work!
Thanks. Technically it should remember last bolt used, but I don't save this in the save file, to avoid issues, so it just remember during your gameplay. I will do some others tests though to be sure.
Ah also might be a problem I just realized. Nordic Souls uses Skyrim 1.5.97 through downgrade, this mod is for newest versions I guess lol. Could be something to do with that. However it still works in hiding the quivers and last arrow used.
Technically, this mod should be compatible with any version of Skyrim, even LE, as it use a flexible framework (CommonLibSSE-NG). If you select your bolt again during a game, then swith back, it should have same bolt... or I miss something, it's possible, I will test soon (I'm building a new PC currently).
Nope, sorry, no plan for SPID and NPC for now... I don't think it's feasable without a big impact somewhere. It's not like a SPID armor, it's behavior and inventory dynamic change... I rather don't want to try :) Maybe by testing if the character is NPC... but I don't like it, smell like tons of bugs incoming if I do that. I bet NPC inventory is managed differently or there's a trick somewhere.
Got a problem here. since i have different ammos in my package, when i unequip the bow and then equip it, the ammo type changes too. For example, I equiped the ebony ammo, unequip and equip again, it always changes into the lightning bolt :(
yep, I don't manage the ammo, it's vanilla behavior, like when you manually unequip the quiver, then equip the bow again, it will take less powerful ammo. It seems it's a recurrent request though, I will see what I can do, but it will not be soon (I'm working on statues currently). I guess I can put in memory last ammo used, for bow and crossbow...
good idea, though the more complexity I add, the more issues there could be. It's always better to do the simplest code possible (Keep It Simple and Stupid principle). I will try to do something a bit simpler if I can. If you encounter issues, you can safety go back to the v1.1.
if you disable this mod, then it should be vanilla behaviour, unless you have another mod that conflict. There's absolutely 0 data that will be saved in your save file from this mod, and 0 script. Maybe you have uninstalled another mod as well during mid game that has some script and so has corrupt your save file. Take a look with FallrimTools, but no garanties. I've just tested uninstall at mid game, then it works like vanilla, showing quiver with bow. Also beware with some animation mods that use Nemesis for example, when you remove them, you need to rerun Nemesis (but this mod doesn't need Nemesis).
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Nope, that's not something I will do, it's better to be simple but stable.
Having said that, thanks for your alternative
Just a question, my main char is ranged type archer, using crossbows and bows.
When i change weapons with hotkeys, they not load the ammo "in combat". Bolts for crossbows, arrows for Bows.
"out of combat" they load properly.
Got v1.2 btw in 1.5.97, With Fnis, can be my game version and animation framework?
Thanks in advance for the feedback!
I will take a look, and be right back.
Forgot to say, my issue appear in first person view.
That problem just appeared when i installed your mod, before that no problems.
Fnis never has been a problem for me, Nemesis got me headaches and i uninstalled it.
I use Open Animation Replacer also.
Maybe it's the specific animation that i use for bows-crossbows.
Gonna test.
Thanks again!
Unfortunally, i had to delete your mod in 1.5.97 version, i was getting freeze screens and CTD's, and the problem related before in combat.
I think it's my case specially, i play with Genesis Dungeons x45 + Wenches series with 100% respawn. Very heavy combat times.
As an example for start a new char, after clear Bleak Falls Barrow, i get lvl 15 once finished, to open Dawnguard Quest Line as soon as possible.
After delete it, no problem in game play.
Not your fault bro, you do your best, maybe is this special case, 500+ of MOBS in a single map it's rare to find out.
Thank you for your hard work!
Maybe by testing if the character is NPC... but I don't like it, smell like tons of bugs incoming if I do that. I bet NPC inventory is managed differently or there's a trick somewhere.
I've just tested uninstall at mid game, then it works like vanilla, showing quiver with bow.
Also beware with some animation mods that use Nemesis for example, when you remove them, you need to rerun Nemesis (but this mod doesn't need Nemesis).