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you can get the [Vanilla] version if you don't have dawnguard
Have no mods that affects bows, but have some, that affects arrow crafting. But they all used the original arrow ID.
Thanks for comment, i'm aware of the Brawl bug since someone pointed it out already.
Unfortunately i had exams running up until yesterday, so i had no time to work on it. But i guess i will get things done next week.
For now, it's probably best to turn it off during brawl :>
I have come to this conclusion by excluding all my other active mods while trying out for the Compagnons. Farkas mentions with this mod active that magic isn't used by the Compagnons (free translation), without it, he doesn't mind a thing.
I haven't tried the other brawls.
Are you familiar with this issue, are you planning to solve it or is the official advise to turn the mod off during the brawl?
the damage of the arrows is actually not influenced by speed, it is a fixed stat.
thanks for actually reading through comments :>
yea i consider putting daedric and dragonbone closer, 8500 seems like a good number there...and no there is absolutely no math behind it :D
@jaden
only difference is that dawnguard supports dragonbone + auriel + bolts, since these components are not available in the vanilla game.
Thanks for pointing me to the mod sir.
As for compatibility, they should work together just fine :)
Yes bows are not a problem if they have a weapon material tagged on them (which is usually the case).
about the other mod, this depends on how the range of the arrows was increased. Please tell me the name of it and i look into it (also i'm quite interested because i didn't find a way to increase the range properly).
The problem is (as far as i could tell from a look at it) that the Author of the spinning arrows is not replacing the vanilla meshes with his new ones, but instead telling the projectiles to use his mesh instead of vanilla mesh.
Since i had to create own projectiles for my mod, these are still pointed to the vanilla meshes.
Sorry.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=190862628
Be sure to load it after ACE <- important
@Akhi11eus
Well yes, it is true that the droprate is is changing per bow, but as you said it is only implying higher/lower velocity, the speed of the arrow itself is still the same.
Perhaps it's just me but i didn´t feel much of a difference in terms of speed between longbows and daedric ones.
The unchangeable problem with the vanilla system is the low range that any projectile has - what use is a, more or less, slightly change in droprate if the projectile is only traced 30-40meters. I tried to change that lame feeling by speeding up the arrow in the 30-40meters it is traced.
But that's just my personal opinion about the vanilla system.
@Umbra
I just took a look at immersive weapons and noticed it adds a shitload of new bows and even arrows. So it will take some time to make it compatible, but i wanna be a saint so i´ll do this.
(depending on my motivation and unexpected issues and time i should be done somewhen around 20th october)
Added Vanilla Edition.
Simply put, my mod will do nothing at all if you use it with ACE Archery because it requires the use of vanilla arrows
(reason for that is that projectiles/ammo did not get much love from bethesda and there is no way to simply access them with a function like akProjectile->setSpeed(3000) so i had to script my way around it)
But i can do a patch for it of course if desired (though it will have to wait until next weekend since im ill and university is starting next week :)
About Auriel's Bow: i simply was too lazy to think about it :D, it is tagged as Elven by Bethesda which is why it is the same as elven speed. Guess i´ll change it to Daedric though.
Thanks for feedback.
Just curious, because I think the two would be pretty cool together.
I also agree with Mothdog below me (though in a more polite way...); Auriel's Bow is a daedric artifact, technically, so it should at least have an ebony speed, if not the same as the Nightingale bow.
@Furious:
I don´t understand your comment?
Taking arrows without being killed breaks a lot of immersion... especially spontaneous headshots.
A quick quote from the elderscrolls.wikia:
'Bows have two types of range, arc range and maximum range.
[....]
The latter type of range, or maximum range, is a universal range between bows. After traveling a certain distance, somewhere around 60 - 65 yards, all arrows have a damage of 0.
Arrows at this distance will most of the time clip through (pass through) enemies and land on the other side having done no damage.
This will still cause animals and characters to become aware of the player character's presence and search for them, however this will not cause friendly characters to become hostile. '
This is something that i would have liked to change as well, but after trying out some variables i think that this maximum range is pretty likely hardcoded into the game (unless i have overseen something) and alas not very easily to change.
But if I find a way to increase it, I will do so.
yes i can do a vanilla version (maybe tomorrow, don´t know if i got time)
I'll give it a try
f
gdf
->Bound Bows now count as Daedric