- exchanged function to check for equiped bow, hopefully solving all none errors once and for all - removed all debuging code - major code improvement
version 0.3 28.2.2020:
- fixed hotkey not working on old key, if redefined on a new key - fixed two stupid none errors - added feature to toggle color on the fly when holding the toggle tracer hotkey
version 0.2 16.04.2019:
- added missing magical projectiles to formlist - added a hotkey to toggle tracers on the fly
The mechanism is to trace the nearest arrow when you triggering your bow. So if there's any arrows on the ground closer to your feet, those arrows will be traced instead of your firing arrow. Is there an option to trace multiple arrows at same time ? So the firing arrow and those unexpected arrows close to you will both glow.
I'm having an issue with this mod. The mod works perfectly sometimes and other times it won't show any tracer color on the arrow. I'm not sure why this is.
In this version 0.3.2, it is not displayed in MCM in my environment. It is not displayed even if the command "set stage ski_configmanager instance 1" is used. SKSE64 uses 1.5.97, but does not work unless it is 1.5.73 in the description? Last time 0.3.1 version was working fine in SKSE64 1.5.97 environment.
Love the idea of mod, and the customization options, though i want it to be more Immersive xD Ok what I mean is, if it were possible to add some kind of potion / spell that enables the tracing for a set amount of time this would make it more immersive I think.
Hello , Can you add a option to have differentes colors for differentes arrows , ( like another mod did ..;) ? Anyway I use your mod for the mcm , just what i'm needed thanck u so mutch.
Sure that's possible. But don't expect it coming anytime soon. I'm really really busy converting all of the mods I created, plus it's summer, which has me spending much less time in front of the computer, than I probably should.
I can see this being a great new era in trying to find your damn arrows you shot or finding that damn corpse that slid into the bushes and somehow is just now invisible to the naked and clothed eye. There is a lot to be done here though. Sometimes arrows don't register, sometimes they register like. 5 seconds after having landed at their targets. sometimes they work absolutely fine! Keep working on this though. I love it. Oh and a suggestion if I may. Add another glow at the tail of the arrow so you can see them if they're embedded into something more easily.
You'd probably aim for a mesh based glow mod, if you want static glow. The only advantage of this Mod, is its realtime configurability.
I did try what you suggest with GetNth/GetNumberRef, but this will 1. register any arrow present in a cell, 2. really bug out at one point, if you spam arrows, rendering the function completely broken.
If your arrows don't register, fiddle around with the slider setting in MCM. That's exactly the reason why it's there. Should be fine as long as you're using no mods that alter projectile speed. I can't tell if that's the case for the newest kinds of archer mods. Archery Gameplay Overhaul suggests using Arrow Tweaks, which, as far as I understand, changes projectile speed for all arrows to the same speed. Things get really complicated if you set projectile speed to different speeds, like in the Overhaul. Which was the initial reason why I imported a fine tune slider to begin with.
What I'd need to have to do a full fledged, non-mesh based, and completely flexible configurable Arrow Glow Mod, is a full set of script functions for projectiles, and there are just none of these. Not Papyrus based, and also not C++ based. Such functions simply do not exist.
I do however have a workaround for this, with the downside, that I'd need to cover every single projectile(respectively arow) in every single script function dealing with arrows, which would immensly increase script size to enormous levels. And then I haven't even touched custom arrows from mods that add new arrow types, like f.e. Immersive Weapons etc..
I guess you see where this is going.
Everything's possible, but at which cost? So basically as long as there is not enough demand for such complicated individual functions, I won't start working on them. However, other mod creators are always free to use my source for improvements. I don't even care for credits much. Modding is already to much of a timesink anyways. I imagine someone creating a hybrid between this and the mesh based glow mod, could lead to an even better version of an Arrow Glow Mod? But for that, you'd need to address the creator of the Arrow Glow Mod first?
22 comments
- fixed unfilled property issues
New version added, changelog:
version 0.3.1, 10.3.2020
- exchanged function to check for equiped bow, hopefully solving all none errors once and for all
- removed all debuging code
- major code improvement
version 0.3 28.2.2020:
- fixed hotkey not working on old key, if redefined on a new key
- fixed two stupid none errors
- added feature to toggle color on the fly when holding the toggle tracer hotkey
version 0.2 16.04.2019:
- added missing magical projectiles to formlist
- added a hotkey to toggle tracers on the fly
version 0.1 15.04.2019:
- initial release
I'm having an issue with this mod. The mod works perfectly sometimes and other times it won't show any tracer color on the arrow. I'm not sure why this is.
Any ideas?
Thank you in advance!
thank you! love this mod
Ok what I mean is, if it were possible to add some kind of potion / spell that enables the tracing for a set amount of time this would make it more immersive I think.
Can you add a option to have differentes colors for differentes arrows , ( like another mod did ..;) ?
Anyway I use your mod for the mcm , just what i'm needed thanck u so mutch.
I did try what you suggest with GetNth/GetNumberRef, but this will 1. register any arrow present in a cell, 2. really bug out at one point, if you spam arrows, rendering the function completely broken.
If your arrows don't register, fiddle around with the slider setting in MCM. That's exactly the reason why it's there. Should be fine as long as you're using no mods that alter projectile speed. I can't tell if that's the case for the newest kinds of archer mods. Archery Gameplay Overhaul suggests using Arrow Tweaks, which, as far as I understand, changes projectile speed for all arrows to the same speed. Things get really complicated if you set projectile speed to different speeds, like in the Overhaul. Which was the initial reason why I imported a fine tune slider to begin with.
What I'd need to have to do a full fledged, non-mesh based, and completely flexible configurable Arrow Glow Mod, is a full set of script functions for projectiles, and there are just none of these. Not Papyrus based, and also not C++ based. Such functions simply do not exist.
I do however have a workaround for this, with the downside, that I'd need to cover every single projectile(respectively arow) in every single script function dealing with arrows, which would immensly increase script size to enormous levels. And then I haven't even touched custom arrows from mods that add new arrow types, like f.e. Immersive Weapons etc..
I guess you see where this is going.
Everything's possible, but at which cost? So basically as long as there is not enough demand for such complicated individual functions, I won't start working on them. However, other mod creators are always free to use my source for improvements. I don't even care for credits much. Modding is already to much of a timesink anyways. I imagine someone creating a hybrid between this and the mesh based glow mod, could lead to an even better version of an Arrow Glow Mod? But for that, you'd need to address the creator of the Arrow Glow Mod first?