im playing on the AE version and before installing this mod the arrows can deal 30 damage against a giant but now each hit does 1 damage installed this to try and get more than 29-30 damage a hit *even though the arrows say 111 damage im not getting that* even with a madness bow i did 29 damage to an elkalso with the mod installed the arrows read 0 damage in inventory all of this on legendary difficulty so from some testing on a new character so not to break anything the arrows magicly deal like 500 damage basicly 1 hit killing something with 500+ hp after a few hits as if the damage calculation is instantly catching up
when i did the "new character test" i used console commands to force my Marksmanship and Alteration to 100 after testing with level 1 stats *both on novice and legendary difficulty and all with 0 perks applied just skill levels increased so the massive damage hits could be the "scaling" part since i have Ordinator mod not sure if that is messing with the scale calculations
Yeah the calculation was supposed to be; damage = AlterationLevel * 3 + MarksmanLevel * 3 but at least equals 30 damage. Though apparently "at least" didn't work. I'll tone it down, take in the bow for the calculation and so on. I want to make the arrows fairly strong since they're fairly hard to craft and hard to hit mid combat. I took it to the bugs section and I'll notify ya when I'm done.
you could cut the level*3 to level*.3 and the damage would *by math* drop from 600 too 60 still stronger than 30 but not 1 shot arrows *for most enemies*
I've tried fixing these arrows, I really did, meaning: making them work with sneak damage, enchantments on the bow, archery level, magic effects (fortify marksman) and perks. But unfortunately, I was unable to do so, since they're kinda made in a hacky way. Which is unfortunate, because I love the idea behind them.
Thank you for this mod. It does adress some of the issues.
Yeah, the arrows were really a pain to manipulate. Especially without knowing that the explosion radius had to be manipulated because otherwise e.g. frostgiants and dwemer centurions wouldn't get any damage. I shot them like hundreds of times until noticing how that weird trigger works.
Just a heads up, Telekinesis arrows base damage in the Arcane Archer Pack was changed when Anniversary Edition was released. Before if you downloaded the Arcane Archer Pack from the Creation Club their base damage was 30, which is what most wikis still say because those wikis haven't been updated yet. Telekinesis arrows actually had their base damage increased to 111 for Anniversary Edition, making them the highest damage arrows in the game in fact.
Well, then I guess it's just a Creation Club fix hahaI don't have the AE and assumed it was the same. Welp.Thank you for the information!But do they scale? I sadly can't check that and can't check if the mod works for the AE. It would at least make the arrows somewhat more usable for a gameplay.
Yeah, originally Telekinesis Arrows had a base damage of just 10, then in December 2018 it was increased to 30, and then it was increased again to 111 for Anniversary Edition. I guess they wanted it to be a 'big risk - big reward' arrow in terms of dealing damage because it takes a bit of set up to cast the spell and release it at the proper timing, I assume that's why they must have made it the highest damage ammo in the game.
Still I like your idea of the arrows scaling with the player, from that perspective it would make sense to have their base value be lower and have its damage increase as the player progresses, I would suggest double checking to see the script isn't also applying its own damage on top of the 111 damage because that would throw the whole calculation off ;)
Could you by any chance check for me if my Mod works? I'd do an AE version then. Point was the scaling after all. Though I might get rid of the language advantage then and set the damage to 0. The telekinesis arrows do not scale with the used weapon AFAIK.
If you own the pack already you should be able to just update it. AE is basically a marker that says "this person owns everything in the store. also make the imperial dragon logo gold".
Apparently not. My game is up to date but still does 30 damage in those arrows.^^ I'll do a more universal version. Never had a mod upload that didn't require a second version haha
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Will look into it eventually!
Though apparently "at least" didn't work. I'll tone it down, take in the bow for the calculation and so on. I want to make the arrows fairly strong since they're fairly hard to craft and hard to hit mid combat.
I took it to the bugs section and I'll notify ya when I'm done.
Thank you for this mod. It does adress some of the issues.
Kind regards
Andre
Thank you for your comment! :D
Still I like your idea of the arrows scaling with the player, from that perspective it would make sense to have their base value be lower and have its damage increase as the player progresses, I would suggest double checking to see the script isn't also applying its own damage on top of the 111 damage because that would throw the whole calculation off ;)
Point was the scaling after all. Though I might get rid of the language advantage then and set the damage to 0. The telekinesis arrows do not scale with the used weapon AFAIK.
I'll do a more universal version. Never had a mod upload that didn't require a second version haha