REQUIRES MAIN IWBA All In One v1.3 installed first
I Released a patch today for IWBA All In One v1.3 that will replace all the arrowflight.nif, and arrowprojectile.nif files with ones that contain Palistov's spinning animation. All credit for making them spin goes to Palistov. Also thanks to DenisTorna for sparking my interest in doing this.
Can you explain how you did this? There's a few mods I'd LOVE to tweak so they get the spinning love but I had no idea where to even start.
Super stoked for this! Your arrow mod was actually the first one I thought was so well done I'd just live w/o the spinning arrows so this was truly a great surprise today!
Palistov’s original mod available here called Archery spinning arrows contains a .bsa and .esp He did this for easy installation and uninstallation but the esp really isn’t required if you’re doing just a replacer like I did with IWBA Palistov also was nice enough to allow anyone to use his files to make patches for any arrows
Download his mod Unpack his bsa Use any one of his paa_ arrowflught.nifs (each type of arrow has one) Open it in NifSkope Open another window in NifSkope and load the arrowflught or arrowprojectile of the arrow you wish to have spin. Copy the NiTriShapeData of the mesh from the arrow you want to change and paste it over the NiTriShapeData of the arrow in Palitovs .nif Modify shader properties of Palistov’s nif to match your arrow Modify texture set to reference your arrows textures in Palistov’s model Bingo Palitovs spinning arrow now looks like your arrow Save as your arrowflught name Place in proper place so it can be found by the game. There’s your quick tutorial Now have fun and credit Palistov if you use his base model. Nico
Edit: Important note I used his nifs from SLE and my files from SLE to create this and then converted it for use in SSE with NifOptimizer. That could be an issue if you’re trying to do this just in SSE because the nifs for SSE don’t have a NiTriSpaeData line.
You are most welcome. I would much rather write a little tutorial and let people make the modifications they want to than do it for them. The issue is not that I don’t want people to be happy and get what they want. I do. The issue is everyone has different tastes so impossible for me to please everyone with one mod, and I would rather make things as I like them, and share the knowledge so people can do the same for themselves if they don’t like what I do.
The first thing is people need to be motivated enough to actually open the files and try or at least know what’s there. if you want to know how to do something please ask and I will be very happy to guide you in the right direction so you can achieve what you want but don’t try to passive aggressively tell me how to do what I do based on your own personal preferences. That will get deleted quickly. Fair enough? Hope so because that’s the score. Have fun modding Nico
1. The meshes: The arrowhead mesh models looks good just some are too flamboyant-looking. The replacer mesh for the dragonbone arrowhead looks more realistic/logical than the one Todd made.
2. The textures: textures are fine for most of the arrows and quivers but some are oversaturated that it has lost the natural/inherent textures for example the dragonbone arrowhead and shaft mesh is too bright under sunlight so as the dragonbone quiver and I'm not using an ENB or CS.
cool. Thanks for the opinion. I like them exactly as they are. :) If you would like something different I recommend GIMP as it's a free program and can easily change things like saturation, contrast, brightness and much much more to suit your own personal preference Have fun modding :)
I love this mod!! Having and issue in mo2 with the ussep mods arrow patches over ruling this mod, can't find this in the plugins to move it up above so that it will over rule the ussep arrow patches.
the fact falmer arrows have wood in their quiver and arrow shafts really takes away from what made them unique, otherwise the mod is flawless. if the falmer set used chitin and bone entirely itd be a 10/10 mod.
So let's break this down. Right now ALL the arrows are named the same as vanilla arrows and in the exact same folder structure as vanilla (so they are a direct replacer, and added to the leveled lists, world, and vendors just like vanilla arrows are). What you're asking would require changing the names of ALL the arrows to something unique, and changing the folder structure to also something unique so as to NOT conflict with vanilla. But wait...Now you need to create a new item in the CS for EVERY arrow with a crafting recipe strength and all values. Then how are you putting them into the world? Adding EVERY arrow to the leveled lists, to vendors inventories, to bandits throughout the entire world? Um.....I think I am just gonna leave them as a replacer that works perfectly in game already thanks.
not asking for the level listing, however, if the files are done i would be more then willing to do the work. i would have already but doing models is beyond me. i do know how implement them but not edit tbe models themselves. anyway, i very much appreciate you taking the time to respond, stay safe and keep up the good work!
Technically you don't need to know anything about making models. I have already done that. It's about creating a unique folder structure for each arrow.nif and arrowflight.nif that is different than vanilla (would need to check the texture paths in every .nif file also to make sure they are in a unique folder structure as well (i think they are) then make sure that every texture set in every nif is referencing the correct texture for that arrow. Now open the CS and create a new item for every arrow with a unique name, and fill in ALL the required information for them to work correctly in game and have the desired values. Now create a crafting recipe for every arrow so they can be crafted. That would be enough to make them stand alone however the only way to obtain them would be via crafting (provided you have the skill, and raw materials you designate in the recipe) or Additem menu. If you want to put in all that work for your own game then by all means knock yourself out. I dislike the unrealistic shapes of the vanilla arrows personally so happy to leave this as a direct replacer. Note: Off center forked arrowhead (Vanilla daedric/falmer )will NOT fly straight in real life, and huge heavy arrowheads simply cannot fly at all. Typical real life arrows are extremely lightweight.
Not only are these arrows much more attractive than vanilla, and the types much more distinct in appearance, there's another very beneficial effect: It's so much easier to see them on the floor/ground when I'm picking them up. This is especially true in SkyrimVR.
yes. The arrow that is being drawn and fired as well as the arrows in the quiver and the quiver itself are all in the same .nif. Change quiver and you change EVERYTHING.
Hello, I am a Mod Author for Skyrim on Xbox and I was wondering if you would be okay with me including this mod in a mod pack for console players to enjoy! I will give credit and link back to your nexus profile page as well!
Partially. Rudy is replacing some of the same files that this mod replaces so not compatible for those arrows that have the ENB light however there is a tutorial out there to add ENB light to pretty much any model so you could add it to these if you choose.
I have been looking forever for better arrow quivers and better arrows too, but especially the quivers. Yours are THE BEST available and they look fantastic!! Thank you for making these - has made my archery game much more enjoyable :)
Sure. The Fletching is on a transparent background in the texture. Open it in Gimp and use the eraser tool to shape it however you'd like. Save the file as .dds Bingo! You can have it whatever shape you want :)
138 comments
REQUIRES MAIN IWBA All In One v1.3 installed first
I Released a patch today for IWBA All In One v1.3 that will replace all the arrowflight.nif, and arrowprojectile.nif files with ones that contain Palistov's spinning animation.
All credit for making them spin goes to Palistov.
Also thanks to DenisTorna for sparking my interest in doing this.
Enjoy
Nico
Super stoked for this! Your arrow mod was actually the first one I thought was so well done I'd just live w/o the spinning arrows so this was truly a great surprise today!
He did this for easy installation and uninstallation but the esp really isn’t required if you’re doing just a replacer like I did with IWBA
Palistov also was nice enough to allow anyone to use his files to make patches for any arrows
Download his mod
Unpack his bsa
Use any one of his paa_ arrowflught.nifs (each type of arrow has one)
Open it in NifSkope
Open another window in NifSkope and load the arrowflught or arrowprojectile of the arrow you wish to have spin.
Copy the NiTriShapeData of the mesh from the arrow you want to change and paste it over the NiTriShapeData of the arrow in Palitovs .nif
Modify shader properties of Palistov’s nif to match your arrow
Modify texture set to reference your arrows textures in Palistov’s model
Bingo
Palitovs spinning arrow now looks like your arrow
Save as your arrowflught name
Place in proper place so it can be found by the game.
There’s your quick tutorial
Now have fun and credit Palistov if you use his base model.
Nico
Edit:
Important note
I used his nifs from SLE and my files from SLE to create this and then converted it for use in SSE with NifOptimizer.
That could be an issue if you’re trying to do this just in SSE because the nifs for SSE don’t have a NiTriSpaeData line.
I would much rather write a little tutorial and let people make the modifications they want to than do it for them.
The issue is not that I don’t want people to be happy and get what they want. I do.
The issue is everyone has different tastes so impossible for me to please everyone with one mod, and I would rather make things as I like them, and share the knowledge so people can do the same for themselves if they don’t like what I do.
The first thing is people need to be motivated enough to actually open the files and try or at least know what’s there.
if you want to know how to do something please ask and I will be very happy to guide you in the right direction so you can achieve what you want but don’t try to passive aggressively tell me how to do what I do based on your own personal preferences. That will get deleted quickly.
Fair enough?
Hope so because that’s the score.
Have fun modding
Nico
1. The meshes: The arrowhead mesh models looks good just some are too flamboyant-looking. The replacer mesh for the dragonbone arrowhead looks more realistic/logical than the one Todd made.
2. The textures: textures are fine for most of the arrows and quivers but some are oversaturated that it has lost the natural/inherent textures for example the dragonbone arrowhead and shaft mesh is too bright under sunlight so as the dragonbone quiver and I'm not using an ENB or CS.
I like them exactly as they are. :)
If you would like something different I recommend GIMP as it's a free program and can easily change things like saturation, contrast, brightness and much much more to suit your own personal preference
Have fun modding :)
load this mod after ussep
Right now ALL the arrows are named the same as vanilla arrows and in the exact same folder structure as vanilla (so they are a direct replacer, and added to the leveled lists, world, and vendors just like vanilla arrows are).
What you're asking would require changing the names of ALL the arrows to something unique, and changing the folder structure to also something unique so as to NOT conflict with vanilla.
But wait...Now you need to create a new item in the CS for EVERY arrow with a crafting recipe strength and all values.
Then how are you putting them into the world? Adding EVERY arrow to the leveled lists, to vendors inventories, to bandits throughout the entire world?
Um.....I think I am just gonna leave them as a replacer that works perfectly in game already thanks.
It's about creating a unique folder structure for each arrow.nif and arrowflight.nif that is different than vanilla (would need to check the texture paths in every .nif file also to make sure they are in a unique folder structure as well (i think they are) then make sure that every texture set in every nif is referencing the correct texture for that arrow.
Now open the CS and create a new item for every arrow with a unique name, and fill in ALL the required information for them to work correctly in game and have the desired values.
Now create a crafting recipe for every arrow so they can be crafted.
That would be enough to make them stand alone however the only way to obtain them would be via crafting (provided you have the skill, and raw materials you designate in the recipe) or Additem menu.
If you want to put in all that work for your own game then by all means knock yourself out.
I dislike the unrealistic shapes of the vanilla arrows personally so happy to leave this as a direct replacer.
Note: Off center forked arrowhead (Vanilla daedric/falmer )will NOT fly straight in real life, and huge heavy arrowheads simply cannot fly at all. Typical real life arrows are extremely lightweight.
The arrow that is being drawn and fired as well as the arrows in the quiver and the quiver itself are all in the same .nif.
Change quiver and you change EVERYTHING.
Pick one or the other.
I will give credit and link back to your nexus profile page as well!
I hope this message finds you well :)
Nothing EVER goes on steam but Beth.net is fine
Keep it free for everyone.
Have fun with them. :)
Though... anyway we can get the Steel Arrows to not have "modern" round shaped fletching and more triangular medieval shaped ones? >_>;;;;
Save the file as .dds
Bingo!
You can have it whatever shape you want :)