Compatible with Ordinator!!!! Perk Mods are no problem aslong as you load my Mod last!
Archery Gameplay Overhaul is compatible, if you disable following Setting in the MCM: Arrow Wounds (Player), Arrow Wounds (NPC), Persistent Arrows, Arm Fatigue
that gif looks so cool but this smells of feature bloat
edit: I realised the arrow bouncing off armor is a feature of Archery Locational Damage, this mod is based off it. If you want to have heavy armor deflect arrows without the other features of this mod you should download that, I found this nice preset for it aswell.
Hi there. I've been using this amazing mod for years and first wanna say I really appreciate it.
Unfortunately, there are some bugs and one could be game-breaking.
First, a very minor mistake regarding Elven Bodkin Arrow. The ammo wrongly refers to ArrowElvenProjectile. So it would be shown as a bodkin arrow in inventory, but will appear as a broadhead arrow in worldspace after being shot. It can be easily fixed by correcting the projectile data to ArrowElvenBodkinProjectile via SSEedit.
Secondly, it seems like the quiver script miscounts current number of arrows in inventory when papyrus is once overloaded. For example, even though I actually have only 10 arrows in my inventory, the notification message will say I have 33/100 arrows, adding +23 virtual arrows. Then it stucks as is. Although I throw away all the arrows from my inventory, the message will still say there's 23/100 arrows left. Then It can further stack and be like 46, 69, .... making archery unplayable. Papyrus getting overloaded is unfortunate in some circumstances. But at least MCM reset function should set the count back to 0. Currently, It doesn't reset the arrow count.
I hope this wonderful mod could get some well-deserved update and fix those issues.
I've had this too, I think it's the result of getting shot in the eye or something, but a gigantic arrow mesh will surround the player and cuto ff vision. It should clear if you wait for the arrow to despawn.
Are you talking about the number of arrows you can carry? If for any strange reason you don´t want to adjust it with MCM-Menu, you could open my mod with the Creation Kit. Open the Quivers I added (In the armor category). There at the right bottom is an script attached to the quiver. Open that script and then you can adjust the arrow count for every quiver individual.
the strange reason is wanting to lower the maximum amount of arrows you can carry even more. Unless I'm mistaken the lowest you can get it with MCM is 1x the default.
Can we have a version with no quiver mechanics which make no sense (you can't carry arrows that are in quiver type case? guards don't have quiver but can carry arrows? and more)
Just select "No Ammolimit" when installing the mod. Then the quiver mechanics are gone. Quivers (the wearable object) can still be found in the game, but they are only visual and have no purpose. Note that you have to start a new game when switching to "No Ammolimit"
(also normaly guards spawn with quivers. If they don´t, you have a mod installed, which adds a new bow to the guards)
Has anyone figured out a good way to play with Alternate Perspective and this mod? The challenge is that there's no quiver in the starting room and it can be awkward to try to find a quiver with many of the alternate start scenarios or wanting to start with an archer character. A patch that puts one in the Alternate Perspective or even starts each new game with a simple quiver would alleviate the situation.
913 comments
Perk Mods are no problem aslong as you load my Mod last!
Archery Gameplay Overhaul is compatible, if you disable following Setting in the MCM:
Arrow Wounds (Player), Arrow Wounds (NPC), Persistent Arrows, Arm Fatigue
Equip Enchantment Fix
You have to set ScriptEquipEventFix=true in the EquipEnchantmentFix.ini
This fixes many bugs regarding other mods, that unequips/reequips the quiver, like "dirt and blood", sleeping mods,...
edit: I realised the arrow bouncing off armor is a feature of Archery Locational Damage, this mod is based off it. If you want to have heavy armor deflect arrows without the other features of this mod you should download that, I found this nice preset for it aswell.
Unfortunately, there are some bugs and one could be game-breaking.
First, a very minor mistake regarding Elven Bodkin Arrow. The ammo wrongly refers to ArrowElvenProjectile. So it would be shown as a bodkin arrow in inventory, but will appear as a broadhead arrow in worldspace after being shot. It can be easily fixed by correcting the projectile data to ArrowElvenBodkinProjectile via SSEedit.
Secondly, it seems like the quiver script miscounts current number of arrows in inventory when papyrus is once overloaded. For example, even though I actually have only 10 arrows in my inventory, the notification message will say I have 33/100 arrows, adding +23 virtual arrows. Then it stucks as is. Although I throw away all the arrows from my inventory, the message will still say there's 23/100 arrows left. Then It can further stack and be like 46, 69, .... making archery unplayable.
Papyrus getting overloaded is unfortunate in some circumstances. But at least MCM reset function should set the count back to 0. Currently, It doesn't reset the arrow count.
I hope this wonderful mod could get some well-deserved update and fix those issues.
Hi, this bug come from this mod ?
(also normaly guards spawn with quivers. If they don´t, you have a mod installed, which adds a new bow to the guards)