Version 8 (and the FINAL, FULLY FUNCTIONAL MAIN MOD BUILD) is live!
Final mod function build. All Special and Anniversary Edition Crossbows covered. Only thing left is cosmetic updates like custom meshes that have animated, spinning magazines and such to "simulate" an automatic mechanism. This will take a LOT of time as I have to teach myself 3D modelling and animating.
All features from v7.0 Edit carried over as normal and improved on.
Grey848's contributions to the scripts have been added to fix the QuickshotPerk stuttering animations as he brought it to my attention.
Cleaned up the Automatic Crossbow spell active effects in the CK and renamed them respectively between normal and improved to avoid confusion as to why there two in my magic/spell inventory.
Scoped Crossbows is doable as an optional file patch in future for users that have those mods, all perms are granted. Will be done in due time.
Apologies for delays, IRL stuff/full time work is taking up most of my time outside of my Buhurt/Medieval Combat sport commitments to my team as I get to travel interstate on occasion with my team and will be ordering my first Steel Kit Armour soon!
The mod is now fully complete in terms of functionality and I have achieved what I set out to do:
Introduce automatic/repeater crossbows into Skyrim.
All that's left is:
Patching the mods below:
Arquebus (Verified Creation) - It will be the most broken and ridiculously overpowered ranged weapon in the game if its doable (especially with Nexus' recent stance on things).
Any other mods that want to utilize the Automatic Firing Crossbows or their scripts are free to do so, PM me on here.
Can't use Dyndolod due to error: LC1LItemWeaponAutomaticCrossBowsGated [LVLI:FE1B6C10] has invalid ObjectID 014C10 in Skyrim Automatic Crossbows.esp for a light module (ESL). [Content] These errors can cause CTD and other serious issues and need to be fixed. Ignore wrong advice to temporarily disable plugins. Is this normal?
Hello, I found an issue while sorting plugins with LOOT. Both "Skyrim Automatic Crossbows.esp" and "Skyrim Automatic Creation Club Crossbows.esp" have the same error message. "This plugin contains records that have FormIDs outside the valid range for an ESL plugin. Using this plugin will cause irreversible damage to your game saves." Has anybody else encountered this?
Ok, I've run a LOOT sort and looked, and I'm getting the same error you mention for the following mods in my load order:
Spoiler:
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BETHESDA PLUGINS AND VERIFIED CREATIONS:
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_ResourcePack.esl
ccrs001.esl
unockatja.esl
archersarmaments.esl
anisecabinplayerhome.esl
gildforgottenarmorycollection.esl
ceejsse001_hideouts.esl
messagesinbottles.esl
fortressofice.esl
asetheend.esl
narfisplayerhome.esl
bthar caverns.esl
gilddeathknight.esl
spelltomecrafting.esl
morthal.esp
capitalvaults.esp
MODS:
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SandboxWhenIdle.esp
TOTS - Icy Waterways - Small worlds.esp
All other mods are showing up fine.
MY MODS:
My SE Automatic Crossbows
My CC Automatic Crossbows
The game has been working fine on my end for some reason despite these mods all sharing the exact same error you mentioned, so it MAY be by design (like with how some mods require NOT being cleaned at the authour's request in SSE Edit due to the nature of those dirty edits making the mod work, clean those edits, the mod breaks, authour chews you out for not reading the description).
It's my first mod that I made with basically 0 experience and self teaching myself with all the tutorials up to a certain point, so I apologise if things are throwing those error messages.
Had a look in SSE Edit and its showing this:
Spoiler:
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LVLI: xxxxxxxx has invalid ObjectID xxxxxx for a light module
WEAP: xxxxxxxx (same as above dot point)
Andrealphus' fixes like the correct file headers and proper conversion to make them fully functioning ESPFE files are still present in my ESPFE plugins, so maybe it's like this by design due to a FormID working as intended, just that the game is confused but runs fine?
Thanks for the detailed response. I've seen some mods like that and if your experience with your mod is fine, then I'll try it out. I'll test it on a brand new save and a pre existing one. I'll come back and comment the results.
I crafted the automatic crossbows and tested them out for a couple hours. The crossbows work and I encountered no crashes or CTD's on either save. At least for me and my load order, the mods works.
I've learned with making mods that no matter what we do in terms of scope and design, we can't stop Skyrim from being Skyrim and have to make do with what we have within Creation Engine's capabilities.
Well Turns Out this Error Message has indeet some Sense to it, After Reading those comments here i thought installing the Mod will be fine even though i also got the message but the Mod wasnt working for me. Dont know why. After taking it Out of my load Order the save it was in broke in a weird way, the Game Always Crashes after couple minutes of playing. All other saves which never Had the Mod Work fine. They all have the Same mods in the Same Order except for this crossbow Mod. So i guess something is getting corrupted permanently by taking this Mod Out of ones save. Sorry for the weird writing i am on my Phone with German autocorrect
That and I use it as a backup for the Tracking feature in case I lose track of what a mod name is.
But this mod is pretty much complete. I'll probably submit this as a portfolio mod for Bethesda's VC program, hopefully they have better animators than myself because I'll literally have to teach myself how to animate moving objects with keyframes and stuff. Repeat that for EVERY crossbow, the scoped ones when that optional file is done, and the automatic Arquebus is up in the air, as I apparently missed out on the whole debacle a while back concerning Nexus' stance on hosting patches for Creations/Creation Club stuff on here.
Nexus forums were like a 85%/15% split concerning the patches. 85% of users, as well as some of the most prominent mod creators, thought banning patches (even translations) was a dumb idea. Then Pickysaurus informed them that their opinions didn't matter, the Nexus already took a vote on "various other sites" (probably reddit) and locked it all down. Definitely an interesting time.
So Nexus Mods is currently having a *Kanye West dilemma? (*Current form is controversial where on the other hand, Late Registration and Graduation album era Kanye from the mid 2000's was UNTOUCHABLE AND PEAK levels of good and sorely missed.)
Perhaps Nexus needs to find their inner mid 2000's Kanye and be good again for everyone and for the greater good of the community. We just want to fix mod and play our Bethesda games dammit!
Is there a way to get this like a semi-auto crossbow that shoots one bolt everytime you press the trigger? Currently if I press once, ten bolts shoot out and I can keep holding it down to fire multiple bolts. The minimum number of bolts I can fire seems to be 10. Is that normal?
I remember setting up the scripts so if the clip size is basically infinite, so whatever your bolt quiver size is it will use up bolts until you let go. So if you craft 10 bolts, it will run out quick, craft 1000 and you can fire 10 duck into cover if you take damage then unload everything as you pop out of cover. I'll take a look anyway.
I can make semi auto crossbow variants, not too much of a hassle.
Just be mindful of your mouse's left button as it counts towards its lifespan when firing semi automatically. I CHEWED through an old mouse back in the day when Medal of Honor Allied Assault was new due to some rifles in that game having a semi automatic firing trigger like the M1 Garand.
Hi, thanks for the mod but im little lost, i play the last skyrim build, BUT i dont have the cc stuff, this mean i cant use the mod with dawnguard crossbows because thats only for SE version ?
If you have installed the AE version in Mod Organiser 2:
Double click on the mod in the left window directly underneath the "Profile" drop-down. On the bottom right of this window is a search bar, type "Automatic Cross" and it's easier to find if you have a lot of mods already installed.
It SHOULD show the "Filetree" section by default. In the tabs up above (Filetree, Notes, Nexus Info, etc. are here) look for the "Optional ESPs" tab and click on it.
In the Optional ESPs section, left click once on "Skyrim Automatic Crossbows.esp" in the "Available ESPs" window on your right.
In the middle where the green left and right arrows are, click the left one so it moves to the "Optional ESPs" section.
Press "Close" on the very bottom right of this window and use "Skyrim Automatic Crossbows.esp" as normal.
This is the same thing as hiding files in MO2, just without all the file searching and specifically for ESP/ESM/ESL files.
Just updated the install steps section for AE uses with the above steps mentioned. :)
1) xEdit - Corrected Header Version from 1.71 to 1.7 2) Creation Kit - Compacted Form IDs (so it's unsafe to replace this with the original mid-game) 3) xEdit - Reflagged as ESL. 4) Zipped
Oh man thats perfect. Reminds me of that one Van Helsing crossbow mod for Oldrim; damn things was glitchy af and prone to randomly start reloading while I still press fire but I loved it with all my heart, one of the first mods I installed actually. Time to relive the glory days...
I was reminded by the Van Helsing game on the PS2, Gabriel finds his Automatic Crossbow in the Vaseria Chapel which is roughly true to the movie where David Wenham gives it to Hugh. I'm pretty sure I have the firing rates down on pat 0.1 seconds between each shot for the improved is pretty 1:1 for the game and film and the normal automatic crossbow fired slow just like when you first find it in the game.
I'll try tinkering around with the models to see if I can remove the pull back mechanism, and add the magazine I made roughly somewhere towards the front or on the bottom like Van Helsing's does then see if I can rig the magazine to have a spinning animation whenever you fire it.
Mod works fine as is, just small things and managing it all in between my shifts IRL.
is there a way to apply this to other crossbow mods? i am trying to get a full auto effect for Modern Guns Overhaul and other full auto crossbow mods dont seem to be working with it
Might tweak the automatic crossbows down the road a bit so that they play out like they did for Van Helsing on the PS2/Xbox.
Default Crossbow in that game was automatic like the film but had an acceptably slow, but still fast firing speed, then the upgraded crossbow shoots as fast as this mod and the film does.
43 comments
- Introduce automatic/repeater crossbows into Skyrim.
All that's left is:LC1LItemWeaponAutomaticCrossBowsGated [LVLI:FE1B6C10] has invalid ObjectID 014C10 in Skyrim Automatic Crossbows.esp for a light module (ESL).
Is this normal?[Content]
These errors can cause CTD and other serious issues and need to be fixed.
Ignore wrong advice to temporarily disable plugins.
I'll keep this noted as I'm not sure how to fix this...
"This plugin contains records that have FormIDs outside the valid range for an ESL plugin. Using this plugin will cause irreversible damage to your game saves."
Has anybody else encountered this?
BETHESDA PLUGINS AND VERIFIED CREATIONS:
MODS:
- SandboxWhenIdle.esp
- TOTS - Icy Waterways - Small worlds.esp
- All other mods are showing up fine.
MY MODS:The game has been working fine on my end for some reason despite these mods all sharing the exact same error you mentioned, so it MAY be by design (like with how some mods require NOT being cleaned at the authour's request in SSE Edit due to the nature of those dirty edits making the mod work, clean those edits, the mod breaks, authour chews you out for not reading the description).
It's my first mod that I made with basically 0 experience and self teaching myself with all the tutorials up to a certain point, so I apologise if things are throwing those error messages.
Had a look in SSE Edit and its showing this:
Andrealphus' fixes like the correct file headers and proper conversion to make them fully functioning ESPFE files are still present in my ESPFE plugins, so maybe it's like this by design due to a FormID working as intended, just that the game is confused but runs fine?
I've learned with making mods that no matter what we do in terms of scope and design, we can't stop Skyrim from being Skyrim and have to make do with what we have within Creation Engine's capabilities.
But this mod is pretty much complete. I'll probably submit this as a portfolio mod for Bethesda's VC program, hopefully they have better animators than myself because I'll literally have to teach myself how to animate moving objects with keyframes and stuff. Repeat that for EVERY crossbow, the scoped ones when that optional file is done, and the automatic Arquebus is up in the air, as I apparently missed out on the whole debacle a while back concerning Nexus' stance on hosting patches for Creations/Creation Club stuff on here.
(*Current form is controversial where on the other hand, Late Registration and Graduation album era Kanye from the mid 2000's was UNTOUCHABLE AND PEAK levels of good and sorely missed.)
Perhaps Nexus needs to find their inner mid 2000's Kanye and be good again for everyone and for the greater good of the community. We just want to
fixmod and play our Bethesda games dammit!Currently if I press once, ten bolts shoot out and I can keep holding it down to fire multiple bolts.
The minimum number of bolts I can fire seems to be 10. Is that normal?
I can make semi auto crossbow variants, not too much of a hassle.
Just be mindful of your mouse's left button as it counts towards its lifespan when firing semi automatically. I CHEWED through an old mouse back in the day when Medal of Honor Allied Assault was new due to some rifles in that game having a semi automatic firing trigger like the M1 Garand.
This is the same thing as hiding files in MO2, just without all the file searching and specifically for ESP/ESM/ESL files.
Just updated the install steps section for AE uses with the above steps mentioned. :)
Have a nice day!
Have an even nicer day!
v7.0 for SSE has wrong header version (AE 1.71 instead of SSE 1.7).
Had to run it through xEdit & CK to convert it proper.
Edit: Uploaded the converted esp to save you the hassle.
1) xEdit - Corrected Header Version from 1.71 to 1.7
2) Creation Kit - Compacted Form IDs (so it's unsafe to replace this with the original mid-game)
3) xEdit - Reflagged as ESL.
4) Zipped
I was reminded by the Van Helsing game on the PS2, Gabriel finds his Automatic Crossbow in the Vaseria Chapel which is roughly true to the movie where David Wenham gives it to Hugh. I'm pretty sure I have the firing rates down on pat 0.1 seconds between each shot for the improved is pretty 1:1 for the game and film and the normal automatic crossbow fired slow just like when you first find it in the game.
I'll try tinkering around with the models to see if I can remove the pull back mechanism, and add the magazine I made roughly somewhere towards the front or on the bottom like Van Helsing's does then see if I can rig the magazine to have a spinning animation whenever you fire it.
Mod works fine as is, just small things and managing it all in between my shifts IRL.
Might tweak the automatic crossbows down the road a bit so that they play out like they did for Van Helsing on the PS2/Xbox.
Default Crossbow in that game was automatic like the film but had an acceptably slow, but still fast firing speed, then the upgraded crossbow shoots as fast as this mod and the film does.