Valheim
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Neobotics

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Astevus

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17 comments

  1. Unforgiven13
    Unforgiven13
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    Could you make the Reload Rate to be affected by skill level, based on the % you select in the config?
    I.e.:
    50%= half the reloading time at level 100
    100%= zero reloading time at level 100
    But to keep it logical, cap it at, let's say, 80%

    Also to be able to reload the arbalest while jumping would be a desired addition.
    1. Astevus
      Astevus
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      FastArbalest adjusts the reload time before Valheim applies the skill factor, so this is already happening:

      At 50% Reload Rate (i.e. reload time is 1/2 of the 'normal'):

      • At Crossbow Skill 0, reload time = 1.75 seconds
      • At Crossbow Skill 100, reload time = 0.875 seconds

      As you've noted, jumping interrupts the reloading action (and running prevents it). I'll consider it, but no promises. It seems a bit too much of a stretch.
    2. JayJeffJackson
      JayJeffJackson
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      while jumping?? kinda op and unrealistic, but walking slightly faster while reloading could be of use, preferably scaled by crossbow skill aswell :P
    3. Astevus
      Astevus
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      I'll take a look into this in the upcoming week. Thanks for the feedback!
    4. JayJeffJackson
      JayJeffJackson
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      thanks for your good work!
    5. kaiserxkai
      kaiserxkai
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      You could make it so jumping pauses the reloading process until you land.
      And you can make it so sprinting slows the reloading process to it's original speed instead of the faster speed.

      The key is to understand how stamina gauges work with player actions, jumping consumes a fixed amount of stamina which will not regenerate until you land or a certain amount of time passes. Sprinting consistently drains stamina which means it's constantly checking if you are in sprint mode, only stops and starts regenerating when the action stops.

      Reload gauge can be tied to the player actions in the same manner, it's just embedding code that activates when the player does their own action. This does mean you gotta disable the 'interrupt' process where the reload progress hits 0 when you jump or sprint... Just pause it instead of resetting it.
    6. Astevus
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      Interesting thought regarding 'pausing' while running/jumping. That would be more realistic than being able to reload continuously (I'm guessing you actually can 'half-crank' an arbalest)  I seem to recall there's an "in minor action" flag or something similar. Worth looking into, however it's going to be a while until I get to it. I have a queue of enhancements for some other mods right now. Thanks for the idea!
    7. kaiserxkai
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      Another idea is allowing you to shoot with less velocity or power like a bow while the weapon is being cranked... Maybe allowing longer cranking for more overcharged shot?

      Charge 10% of a gauge and shoot it and it will only fly 10% of the possible velocity. But you allow the arbalest to overcrank beyond 100% to do insane knockback and damage, but maybe double the durability loss when you shoot it by an additional % per extra 'cranking' from 100% to maybe 150%?

      Now if only the archery mods that made bows more accurate can be applied to Crossbows better, it overshoots the Y axis too easily at specific distances.

      I think at 10-20 meters the crossbow flies above the crosshair when aiming at a flat level.
      For a bow the velocity is much smaller but the mod I uses 'betterArchery' increases this velocity which might be increasing crossbow velocity.
    8. kaiserxkai
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      While the Arbalest has a reload time of maybe 1~2 seconds at 100 skill, there is a delay after the reload is finished that lasts another second before you can freely shoot. So in reality with 50% shorter reloads at 100 skill you might be closer to 1.5~2.0s per shot.
    9. KripSlash
      KripSlash
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      This is an old message but I hope you see this. Crossbow skill level does not improve reload times in vanilla Valheim and I'm not sure if you coded it into your mod but from description it seem it isn't case. Or maybe you were under the wrong assumption that reload time inherently improved with skill.

      Regardless, I'm with Unforgiven13, this feature would be really appreciated. In fact I'd take just the addition of reload time improves with skill as a standalone mod. I don't know how to make mods so I can only ask, but if I were to make it would be as follows:

      • Skill levels with Crossbow now also improve reload speed.
      • Starting from 0% (vanilla value) at level 1 and up to a cap at level 100.
      • So if the cap is 30% (example) that would mean Crossbows reload 30% faster at skill level 100.
      • Cap should be customizable in config file.
      I've no idea if any of this is possible but just throwing it out there, because this would be the single best QoL the crossbow could possibly get, in my opinion.Cheers.
    10. Astevus
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      I finally got around to investigating this. It wasn't quite as straightforward as you'd think, since the crossbow reload and the stamina bar mechanisms are handled differently, but I did create a version that pauses the reload when jumping, dodging and running. But, I also did some follow up research on firing medieval crossbows: Ignoring the fact that nobody could actually crank a crossbow of that power without a windlass using a foot stirrup, I discovered there's no 'ratcheting' mechanism - i.e., no partial crank. It's either keep cranking until you get to the end, or if the crank is released, it spins in reverse violently until the bow is unloaded.

      So I'm really of several minds here:

      1. There's already a substantial lack of realism loading the crossbow, so adding a bit more with a partial crank doesn't invalidate that much.
      2. I've tried to keep within certain bounds of realism with my weapon throwing mod MaxAxe, e.g. realistic throwing dynamics, distances, etc. so having the Arbalest reset if interrupted (the current behavior) mimics real-life behavior.

      I've added a config for users/servers to choose either path.

      Would you be willing to pick up a beta version for testing from my Discord server? FastArbalest beta 1.0.4
  2. TheOperator8505
    TheOperator8505
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    Does it still work with this newest update?
    1. Astevus
      Astevus
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      As far as I know, yes. I have no open bugs and it's working with the other mods I usually test  with. Let me know if you have any issues.
  3. XanderFloyd
    XanderFloyd
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    Would it be possible to add support for crossbows added by other mods? There's this one that adds a crossbow for every tier that could benefit from your mod. 
    1. Astevus
      Astevus
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      Ask and ye shall receive. Updated to work with any crossbow. Don't know why I didn't think of this in the first place. Thanks for the idea!
    2. XanderFloyd
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      Wow. I was expecting that to take a lot longer, but I guess I won't look a gift horse in the mouth. Thanks for the swift work on that!
      EDIT: And in fairness to you, the mod I linked released a couple of weeks after yours, and it's the only one on Nexus that I saw that blatantly says it adds more crossbows. So chalk it up to bad timing? lol
    3. Astevus
      Astevus
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      It's always nice to be able to drop a simple update. I've been working for weeks on a rewrite of my weapon throwing mod.