This mod is currently unsupported until I find a proper way to implement it. It simply has too many issues for me to consider to support properly:
Aim is way off (due to spawning refs to aim to).
Too much script lag.
Enchanting implementation is too clunky.
Poisoning implementation is too clunky.
Tempering isn't shown properly in the UI.
You cannot pick up any fired bolts properly.
NPCs using 1H crossbows are bugged.
1H crossbow mesh doesn't show bolts.
No reload animations.
No proper animations for firing.
Incompatible with any and all perk overhauls that add perks for archery.
Too many incompatibilities with other gun and pistol mods.
All of this is mainly due to the way they work. They're essentially staves with an insane amount of workarounds to simulate actually being 1H versions of crossbows. Ideally, I wanted to make certain behavior edits to make actually behave like crossbows and have all these issues handled natively by the game's existing crossbow system. However, my knowledge when it comes to behavior edits is very limited and doing something like this would be an immense undertaking and way beyond my skill. As such I doubt I'll be able to do. I have contacted many sources/people/forums, but I have yet to find someone that is able to guide me through this and help me make this overhaul.
I'm keeping this mod up for reference's sake, but I am unable to provide any support. If you can help me, or know someone that can help, please let me know. I'd love to make this mod actually work the way it should, without any of these janky workarounds.
If you have more suggestions for more modded bolts to patch, let me know in that mod's comments, and I'll add them to my to-do list.
I also want to note that Hand-Crossbows have integrated support in Aura's Inventory Tweaks, which takes care of a lot of compatibility with other mods that edit SkyUI's config.txt such as Dear Diary Dark Mode and Immersive Jewelry, so you don't have to do so much manual editing to get things to work together.
Those are still reskinned staves with fancy animations. You can see it by looking at the UI. There's no ammo count and it instead uses enchantment charges. The description also mentions they're "staff pistols".
Now, if the animations look good, why does this matter? Well, because staves:
cannot be properly enchanted on the arcane enchanter.
cannot be tempered (the damage value stays at 0 in the UI.)
cannot be poisoned.
cannot properly use different ammo types.
don't have the correct values for calculating damage (see below).
cannot have their fired ammo be picked up.
These things will not be taken into account when firing from a staff:
Sneak damage and whether or not the target has detected the one using the weapon.
Whether or not the weapon is silvered.
Any poisons applied to the weapon. (and managing the poison charges)
Any enchantments applied to the weapon and whether or not they should apply (and managing the charges).
Crit change and crit damage. (needs a crit sound and message applied too)
The targets armor rating.
Heavy/light armor perks on the target.
Any armor enchantments or potions affecting the targets armor rating.
Whether or not the target is blocking.
Potential block perks on the target.
Flesh spells (Oak, Stone, Iron, Ebony, etc) on the target.
For these reasons, I don't want them to be staves.
Does anyone know if this mod causes a crash related to "BowBehavior.hkb"? This is one of the two or three mods I have related to bows, and I keep getting this crash randomly when I die and the game try to reload, even if I am not even using a bow. Maybe its from enemies having bows, I dunno. Still testing here but I wasnt getting this crash at first. Only now that I switched from Nemesis to Pandora this is happening.
Sorry for the late reply, but to my knowledge, it shouldn't affect bows or their animations. Our animations are assigned neatly into their separate directory without touching bows. The only way I could see it being affected is if, by some slight chance, you use a DAR Bow replacer that uses the same directory as the one we've set up. I have never used Pandora and don't have the game installed, so I've never tested it.
Yeah, turns out it was a problem with Pandora. I went back to using Nemesis and didnt have any error related to bows. The one-handed crossbows works perfectly too.
If I knew my way around animations, meshes and behaviors, i would have considered turning these into Wrist/Hand-mounted crossbows. Or just adding variations.
Like you would fire them Monster Hunter World-style, pointing your arm towards the target... I think there's a Berserk mod that does something similar to what I have in mind...with a hand-cannon you can fire following some DAR conditions.
But for these wrist-bows, you would fire them as if they were staves...no hotkeys, no conditions...only proper animations/behaviors.
Yep, imitating staves makes it very limited. Now in the Berserk mod i mentioned earlier https://www.nexusmods.com/skyrimspecialedition/mods/73961 Skypia made his own way of allowing people to shoot from a Prosthetic arm-cannon using DAR.
Have you ever seen the "Spaghetti Western" mod ? The author did something neat with his guns, although the only issue...is that they all use the "Crossbow" as their type...so no hand is free. He made dual guns, and single ones (revolvers)...using their own animations and behaviors.
If there was a way to bypass the Staff/Crossbow limit, then...you could see your idea take off like a rocket.
my NPC follower keeps returning the one hand crossbow that I gave to him...
Should I put the plugin up high in the load order and put the plugin below the papyrus and the very bottom of the left pane to overwrite all the mods in MO2?
fixed it.. i give the npc correct ammo which is apparently the vanilla bolts. (thats kinda weird why there's steel pistol bolts in the first place. but anyway it's okay ig)
Should be mentioned that the Lore-Friendly Guns of Skyrim patch only works for the leveled lists version of Pistols of Skyrim. The SPID version apparently has an overlapping FormID.
Thanks for this mod man! I`ve been waiting for one-handed crossbows for a looong time.
I wonder if you could use Open Animation Replacer to assign different animations to them in a stress-free way. Then the only trouble would be to actually make the animations hahaha. Maybe mod authors like Verolevi or PolarRobotFrog from CFPAO would be interested in helping.
Mod works fine and all for me, no issues with install but for some reason when I shoot, I get like a second delay before the bolt exits the bow and then another second or so after hitting the target before the damage is applied. In the video, it looks pretty seamless. Any thoughts? Thanks btw, it's a great mod
It is 100% script lag. The bigger the mod list, the slower the shots. pretty unavoidable, unless some fella comes out with something that revolutionizes how scripts work in general
This mod uses a very convoluted workaround to get it to do what I would like. And to be perfectly honest, I'm not really satisfied with the result. Ideally, an animation mod author could make behavior edits to enable one-handed bows. But so far, no one has done this. One can only hope...
Would you look into adding bash tags for the distribution plugin, or is there a reason it doesn't have them? It gets overwritten when building a bashed patch.
I don't use Wrye Bash myself and I can't find any recent information. If you could provide a link, or even better provide the correct edits/file I need to make for these tags, please do so.
No problem, this has all the bash tag information. I believe the one you'd add is "relev". You can either add "{{BASH:Relev}}" in the plugin's description on SSEEdit or add a "BashTags" folder, in which you would add a txt file with the same name as the plugin, that just says Relev.
You might want to also add the tag to the other plugins that have leveled list edits, because those also get overwritten fairly easily. The easiest way would be to just make an all-in-one folder with bash tag txt files for all the patches that need one, since having bash tags for mods you don't have installed doesn't cause any issues.
333 comments
- Aim is way off (due to spawning refs to aim to).
- Too much script lag.
- Enchanting implementation is too clunky.
- Poisoning implementation is too clunky.
- Tempering isn't shown properly in the UI.
- You cannot pick up any fired bolts properly.
- NPCs using 1H crossbows are bugged.
- 1H crossbow mesh doesn't show bolts.
- No reload animations.
- No proper animations for firing.
- Incompatible with any and all perk overhauls that add perks for archery.
- Too many incompatibilities with other gun and pistol mods.
All of this is mainly due to the way they work. They're essentially staves with an insane amount of workarounds to simulate actually being 1H versions of crossbows. Ideally, I wanted to make certain behavior edits to make actually behave like crossbows and have all these issues handled natively by the game's existing crossbow system. However, my knowledge when it comes to behavior edits is very limited and doing something like this would be an immense undertaking and way beyond my skill. As such I doubt I'll be able to do. I have contacted many sources/people/forums, but I have yet to find someone that is able to guide me through this and help me make this overhaul.I'm keeping this mod up for reference's sake, but I am unable to provide any support. If you can help me, or know someone that can help, please let me know. I'd love to make this mod actually work the way it should, without any of these janky workarounds.
Thank you for your understanding.
With it, you can now use bolts from all these mods with Hand-Crossbows:
If you have more suggestions for more modded bolts to patch, let me know in that mod's comments, and I'll add them to my to-do list.
I also want to note that Hand-Crossbows have integrated support in Aura's Inventory Tweaks, which takes care of a lot of compatibility with other mods that edit SkyUI's config.txt such as Dear Diary Dark Mode and Immersive Jewelry, so you don't have to do so much manual editing to get things to work together.
https://youtu.be/vSzH1CZKL84
Now, if the animations look good, why does this matter? Well, because staves:
- cannot be properly enchanted on the arcane enchanter.
- cannot be tempered (the damage value stays at 0 in the UI.)
- cannot be poisoned.
- cannot properly use different ammo types.
- don't have the correct values for calculating damage (see below).
- cannot have their fired ammo be picked up.
These things will not be taken into account when firing from a staff:For these reasons, I don't want them to be staves.
Still testing here but I wasnt getting this crash at first. Only now that I switched from Nemesis to Pandora this is happening.
The one-handed crossbows works perfectly too.
Or just adding variations.
Like you would fire them Monster Hunter World-style, pointing your arm towards the target...
I think there's a Berserk mod that does something similar to what I have in mind...with a hand-cannon you can fire following some DAR conditions.
But for these wrist-bows, you would fire them as if they were staves...no hotkeys, no conditions...only proper animations/behaviors.
Have you ever seen the "Spaghetti Western" mod ? The author did something neat with his guns, although the only issue...is that they all use the "Crossbow" as their type...so no hand is free.
He made dual guns, and single ones (revolvers)...using their own animations and behaviors.
If there was a way to bypass the Staff/Crossbow limit, then...you could see your idea take off like a rocket.
Should I put the plugin up high in the load order and put the plugin below the papyrus and the very bottom of the left pane to overwrite all the mods in MO2?
I wonder if you could use Open Animation Replacer to assign different animations to them in a stress-free way. Then the only trouble would be to actually make the animations hahaha. Maybe mod authors like Verolevi or PolarRobotFrog from CFPAO would be interested in helping.
Thanks again!