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.
The crossbows are not showing up in game at all. I can't smith them nor buy them. I may have downloaded it wrong but if I could get some clarification on this it would be amazing.
I fixed it somehow, but i have another question. Is there a reason the bolts are doing minimal damage and don't fire from the weapon? I'm also not getting the "Sneak ?x multiplier" for sneak attacks. Is there any extra files I need to install?
Slow and bothersome. I've attempted many things, but I keep bumping against hardcoded walls. I would love if someone, more knowledgable, was able to assist me with SKSE DLL and behavior graph shenanigans. I've asked around on many different Discord channels, forums, etc. But not many people seem to be willing or possess the knowledge to help me out.
The main thing I'm trying now is one of the following:
1. Make the handcrossbows into 1h axes, instead of staves, but "somehow" assign staff animation sets to them. (and then use OAR to swap them with pistol-like animations.)
2. Keep them as staves, but find a way to properly enchant, temper and poison them. Especially the enchanting part.
Both approaches have their up and downsides. But I think approach 1 is easier, given I am able to find someone to do the necessary behavior graph edits. I've tried looking at behavior graphs, but they're very poorly documented and opening their editors makes my head spin. If only I were able to do them through xEdit...
i do not get the option to hold crossbows with one hand. Really wanted that diablo like hunter class experience in skyrim vr. I do hope for much more development in the future on this great idea mod.
This mod doesn't let you hold 2H crossbows in a single hand. Instead, this mod adds new 1H crossbows (seperate from the existing 2H ones) that have you hold them in one hand.
I do hope for much more development in the future on this great idea mod.
You and me both. I am working on it, but it's rather difficult...
It doesn't, I was saying more of an addon. Glenmoril adds a lot of firearm-type "staffs", but they also add larger crossbow equivalents with actual ammo. I thought it might be cool with this framework, then the "pistols" could actually use ammo.
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)
348 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.
2. No projectile spawns meaning no projectile comes out of anywhere there is no projectile.
3. yes, I have 100 sneak and am decently far away from the target.
P.D amazing mod
The main thing I'm trying now is one of the following:
1. Make the handcrossbows into 1h axes, instead of staves, but "somehow" assign staff animation sets to them. (and then use OAR to swap them with pistol-like animations.)
2. Keep them as staves, but find a way to properly enchant, temper and poison them. Especially the enchanting part.
Both approaches have their up and downsides. But I think approach 1 is easier, given I am able to find someone to do the necessary behavior graph edits. I've tried looking at behavior graphs, but they're very poorly documented and opening their editors makes my head spin. If only I were able to do them through xEdit...
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?