The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Enhanced Arrow System [Dawnguard]
57 Comments
A Simple It 8 Nov, 2014 @ 2:06am 
Oh im stupid XD
Neodymus  [author] 7 Nov, 2014 @ 1:07pm 
Well yea, thats why it says [Dawnguard] :P
you can get the [Vanilla] version if you don't have dawnguard
A Simple It 6 Nov, 2014 @ 11:10pm 
Does this require dawnguard?
KupB 8 Aug, 2014 @ 12:20pm 
UPD. Fixed this issue with reinstalling mod. Used UNEQUIPALL command, droped all of the bows, crossbows arrows and bolts and went to other location. Turned off mod, loaded, picked up my staff and reinstall it
KupB 8 Aug, 2014 @ 12:04pm 
I have strange problem. When i equip arrows and close inventory right after my arrows are unequips and than the same amount of the same arrows is equiped. Yes. they used arrows in my inventory but right after all of them are gone i keep shooting with COME OUT FROM NOWERE 48 iron arrows. If i using all of them they appear again. Deactivating mod makes me unable to load my saves. Because arrows are equiped on me.

Have no mods that affects bows, but have some, that affects arrow crafting. But they all used the original arrow ID.
mc_rog46_sd1 4 Aug, 2014 @ 3:32pm 
Thank you I love being an archer and this mod just adds to the enjoyment.
Neodymus  [author] 27 Mar, 2014 @ 1:00pm 
Don't know how to fix the brawl bug yet, sry.
Neodymus  [author] 15 Feb, 2014 @ 7:35am 
Hi,
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 :>
Highelf 12 Feb, 2014 @ 3:21pm 
I noticed after some testing that this mod can cause bugs in brawls.
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?
jgpcomp80 13 Jan, 2014 @ 3:05pm 
i have the same question as jaden_ramalho about havine both vanilla and dawngaurd versions. Do you need both? let me know thanks
thorinsbeard 8 Jan, 2014 @ 12:44pm 
so I did some research on bow speeds and that kind of stuff. the current arrow speed in game is about 80 fps. the speed of the medieval bows allowed arrows to reach from 175-200 fps. so if we are going for realism, the longer the pull time the closer to 200 fps and the faster the pull time, the closer to 175 fps so if 80 fps=3600 then all bow speeds should be beetween 7875 and 9000. this would however completely change your initial idea for the mod. so perhaps make a seperate realism mod which would also include deeper penetration for both arrows and bolts based on their movement speed and weight. you could also perhaps change how often your can retrieve arrows based on a real life chance of arrow recovery. you could also maybe do something with different arrows being able to penetrate armor. for example higher quality arrows have armor pen against armor of lower quality than the arrow. idk if that last one is even possible though, but i know you can change how deep misiles penetrate.
Neodymus  [author] 8 Jan, 2014 @ 5:13am 
@thorinsbeard
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.
Jaden Ramalho 6 Jan, 2014 @ 11:25pm 
hey, so whats up with having both a dawnguard version and a vanilla version for this? i had the vanilla for a while, never noticed a difference. about to try the dawnguard version.... is it best to have both subscribed or what
thorinsbeard 6 Jan, 2014 @ 4:26pm 
I spent some time reading and saw your answer about the dragonbone bow. I still think it should have faster arrow speed than daedric, or at least I would like it to be like 8500 unless there is some beautiful math behind the speeds you chose that is founded in game logic.
thorinsbeard 6 Jan, 2014 @ 3:02pm 
I believe that adding more speed to arrows also means the arrows do more damage. is this true? and if so, did you somehow compensate for it? also, if Dragonebone bows are supposed to be the best in the game, why is their arrow speed slower than deadric bows? This looks like a mod I might really enjoy, thanks in advance for any answers you provide.
Neodymus  [author] 31 Dec, 2013 @ 4:10pm 
Geez, i was messing around with the most weird options to find a solution for the range and it would've been SO SIMPLE xD
Thanks for pointing me to the mod sir.

As for compatibility, they should work together just fine :)
Fat Traveler 31 Dec, 2013 @ 2:30pm 
Thanks for the qucik reply, and the mod is Longer Range Vanilla Weapons (Dawnguard Edition).
Neodymus  [author] 31 Dec, 2013 @ 1:50pm 
@JyeSon
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).
Fat Traveler 30 Dec, 2013 @ 6:39pm 
Great mod, one question though. I looked through the comments and did not see these questions so I just wanted to ask; does this mod work with bows gotten from mods, and also would this mod work with another that increased the range the arrows are still viable (as in how far they can fly and still hit enemies without clipping through them)? Thank you and once again great mod.
Neodymus  [author] 28 Dec, 2013 @ 5:23pm 
Hey, thanks to let me know, much appreciate it. I will see if i can fix it in a convenient way.
draconswan 27 Dec, 2013 @ 12:06pm 
I just wanted to let you know that you mod caused the brawl bug in my loadout. When I kept all of mods I have active and turned yours off, the bug went away. I don't know if that is something you can fix or not, but I figured I would you to know. BTW, I had your mod last in the load order, so I know none of my other mods are overwriting anything in yours.
Neodymus  [author] 3 Nov, 2013 @ 4:55pm 
It is 'compatible' but spinning arrows would not be spinning.
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.
Drug Cyborg, FBI 3 Nov, 2013 @ 1:49pm 
I presume this is compatible with the spinning arrows mod off'f the Nexus? That technically changes the mesh (how, I don't exactly know) so it'd make sense if it were.
Alexander Rozhenko 1 Nov, 2013 @ 4:31am 
Ok... i read again through my Comment and thought that it could be considered as impolite... Sorry :)
Neodymus  [author] 31 Oct, 2013 @ 3:47pm 
woa Finally i got the ACE patch working, still need to optimize my script a bit (in terms of efficiency, nothing serious there) but heck i don't know when i get the time to do this, so i decided to upload it beforehand since it is fully working:

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=190862628

Be sure to load it after ACE <- important
Neodymus  [author] 22 Oct, 2013 @ 9:03am 
First of all, im sry that the patch for ACE takes so much time, but i just don´t find the time to do it, too much other work to do at the moment, but i will for sure get this done in october (if anyone still cares :D)

@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.
Akhi11eus 19 Oct, 2013 @ 4:53pm 
Wait isn't this already a part of the game? Arrows shot from weaker (lighter) bows like longbows/hunting bows etc have a more noticable rate of drop over distance, implying a lower velocity. Stronger (heavier) bows, such as daedric/dragonbone have a much slower rate of drop over distance, implying a higher velocity. The way it's balanced is that lighter bows have less range (faster arrow drop), but heavier bows have much longer draw times. I know you're not going to change the mod that much at this point, but maybe a better idea would to make it more beneficial (less drop, higher damage, longer range, etc) to use the correct arrows for the bows--iron/steel/ancient with wooden bows, daedric with daedric, glass with glass etc.
Neodymus  [author] 5 Oct, 2013 @ 1:12pm 
Sooooo... I´ll start with ACE patch tomorrow and pretty sure finish it either tomorrow or during the next week.

@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)
Konoe 1 Oct, 2013 @ 5:16am 
If you made this compatable with immersive weapons off the skyrim nexus you my friend would be a saint.
TheFlyingDixieCups 30 Sep, 2013 @ 9:42am 
An ACE patch would be really awesome. No rush, though - I hate being 'that person' that pops in and goes 'Is X compatible? Make it compatible! Do it! Hurry up!" xD Take your time. Good luck in university, as well :)
shadohart 30 Sep, 2013 @ 8:19am 
No headshots yet?
Neodymus  [author] 28 Sep, 2013 @ 3:55pm 
Auriel is now considered Daedric.
Added Vanilla Edition.
Neodymus  [author] 28 Sep, 2013 @ 10:59am 
@Dee:

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.
TheFlyingDixieCups 27 Sep, 2013 @ 8:30pm 
How would this mod play with something like ACE Archery, which edits/adds perks and introduces a new 'light bow vs. long bow' system for bows?
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.
Alexander Rozhenko 27 Sep, 2013 @ 7:25am 
why the fuck is Auriel's Bow only in the at 5400? shouldn't it be the fastest?
Furious Finch 26 Sep, 2013 @ 5:26pm 
I'm saying that bandits with vanilla bows are impossibly good shots at all times, and it's very annoying, and that I hope this mod will stop them from shooting me in the face so easily.
Neodymus  [author] 26 Sep, 2013 @ 3:41pm 
I´ll release the vanilla version over the weekend, just don´t have the time for it until then.

@Furious:
I don´t understand your comment?
Furious Finch 25 Sep, 2013 @ 4:03am 
It'll be so nice to be able to dodge those damn pussy Bandit archers for once. I'm sick of feeling like I've just been poked by something that will never go away.

Taking arrows without being killed breaks a lot of immersion... especially spontaneous headshots.
ThatReidaKid94 23 Sep, 2013 @ 8:07pm 
Can you make a mod to make the fire rate of each bow faster, please?
MonolithicHashies 23 Sep, 2013 @ 1:14pm 
thanks looking foward to it.
Neodymus  [author] 23 Sep, 2013 @ 10:18am 
@mcgiboneyjr:
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.
Neodymus  [author] 23 Sep, 2013 @ 10:17am 
@cowcatherer:
yes i can do a vanilla version (maybe tomorrow, don´t know if i got time)
Arkxenoth 22 Sep, 2013 @ 7:10pm 
Does the increased arrow speed mean that the range in which you can hit a target is increased as well; or in other words, can you effectively shoot farther than before with this?
MonolithicHashies 22 Sep, 2013 @ 3:42pm 
can and or did u make a vanilla version?
Nerby 22 Sep, 2013 @ 10:55am 
This looks pretty spiffy
I'll give it a try
Tiger™ 22 Sep, 2013 @ 10:42am 
gggfdg
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Neodymus  [author] 22 Sep, 2013 @ 1:39am 
Thanks for pointing it out.
Neodymus  [author] 22 Sep, 2013 @ 1:37am 
Thought that conjured bows were treated as daedric bows, apparently they were not, fixed it in new version.
->Bound Bows now count as Daedric
Mitch 21 Sep, 2013 @ 7:55pm 
What about conjured bow?
Neodymus  [author] 20 Sep, 2013 @ 4:42pm 
Increased speed of bolts to 11k -> bolts are now again faster than arrows