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BlackZer0

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skypatel7

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42 comments

  1. skypatel7
    skypatel7
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    I have not checked its impact on Enemy. Please feel free to submit a test report :)

    Update : Now with version 2 , Enemy can use same new system to shoot arrows.
  2. Nick1012
    Nick1012
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    This mod is outdated.
  3. aqualithe
    aqualithe
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    Hello, could you change the arrows sounds ? In BG3 they make a "crush" sound on impact instead of having a real arrow sound that should "pierce" and I think it's really awful, that's the only downside for me about archery in BG3..
    Your mod looks so cool but I can't play archer with the actual arrow sound effect larian are bad at this..
  4. ScaryPunkGhost25
    ScaryPunkGhost25
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    Can't work out what's causing it, but my arrows are still being consumed on use.
    1. skypatel7
      skypatel7
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      i think you need to change mod order. put this mods at bottom.
  5. kusanagi942
    kusanagi942
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    Hello , is there anyone that can help me? I tried by installing the two mods but it says that i need quiver, is there a item i have to wear somewhere? I cannot find it. Thanks !
    1. skypatel7
      skypatel7
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      i think you need to change mod order. put this mods at bottom.
  6. PervBoy
    PervBoy
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    The idea of this mod is great and I love it.
  7. MissQuinn122
    MissQuinn122
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    Is there any safe way to safely uninstall this mod? It doesn't seem to properly use the charges for the arrows but removing it seems to break my save, as whenever I try and complete any story-related combat the game crashes. I have confirmed it's this mod, as putting it back in fixes the issue. 
    1. skypatel7
      skypatel7
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      I tried to remove it and it worked fine for me. I have tested it in act 1. Also it uses charges just fine just, However it does not update UI once charges become 4 or less. 
    2. MissQuinn122
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      well it triggers a crash during a very specific set of circumstances, any npc death that triggers a journal entry update. If I remove JUST this mod, crash. If I put it back in, no crash. And the issue is that it doesn't seem to use up arrows in my inventory when it's installed, but which other people have noted. As far as I understand that's a feature, not a bug. I just don't personally enjoy that particular feature. 
  8. 0rberon
    0rberon
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    for a second there i was think some one made a proper ammo archery like we had in bg 2...but no luck i guess.
    would love to have normal arrows that are single target only, no aoe and work with all attacks by working like smite as reaction... ow well, gonna keep on looking.
  9. dgmod1
    dgmod1
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    I read the description but I am still confused as to how this works. You recharge your arrows for free after short rest? So why do you need to buy special arrows if they recharge.

    Also why would a common arrow cost one and a rare arrow cost 7 etc. Shouldn't it be the other way around where common arrows are so easy to come by so you have more, they cost more of to use?

    If they are no longer consumable, then doesn't this essentially buff arrows considering they are already an OP homebrew thing (a tired continuation of DOS2) that imo has no place in DnD but now they are unlimited?

    I have a feeling I am pretty confused can someone educate me on how this works.
    1. skypatel7
      skypatel7
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      I understand your confusion, and I'd be happy to explain how this unique arrow system works in my game. It's actually inspired by the mechanics in Divinity: Original Sin 2 (DOS2), and it's designed to make arrow usage more dynamic and engaging. Here's how it functions:

      • Arrow Abilities: In this system, arrows serve as special abilities or skills for your characters. Each type of arrow has a unique effect, such as dealing extra damage, applying status effects, or other enhancements.

      • Resource Management: To use these arrow abilities, characters need a resource pool, and the rarity of the arrow determines how many resources are consumed. Rare arrows are more powerful but cost more resources, so players need to strategize and manage their usage carefully.

      • Acquisition: You acquire these arrow abilities similarly to how you acquire skill books in DOS2. This adds a layer of choice and customization to your character development, making it more engaging.

      • Personalization: This system allows you to personalize your characters' combat abilities by selecting and using arrows strategically. It also eliminates the need to constantly purchase arrows, which can be tedious.

      While this system may not strictly adhere to the traditional D&D rules, it's intended to enhance the gameplay experience by adding depth and strategy to ranged combat.

      PS: I never used arrows often because i need to purchase them hence I usually horde them. To solve this problem i made this mod. This is not a part of DnD rule set but it makes arrow usage more fun to me.
    2. dgmod1
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      Got it, so essentially you only need one arrow of each kind. Once you get one single arrow you unlock the skill for that arrow. As far as usage is concerned, you get a pool of arrow points to use and you can choose to either use rare which cost your entire pool or a mix of others between short rests.

      Any additional arrows you come by are useless so you can sell them, you just need one of each in your inventory. Is that correct?
    3. skypatel7
      skypatel7
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      yes bang on..
  10. the2ndbro
    the2ndbro
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    Hello! What a great idea for a mod, thank you for making this! I really look forward to using this. However, it seems that on both an existing save and a new file this mod is not compatible with the mod "roguesextra" by lostsoulman. It seems that with this mod above roguesextra in the load order, there are no innate quiver charges on any character or class. I will note that I discovered this with only those two mods in the load order. Arrows seem to have the intended charges cost and thus are unusable so I do not believe this is not an issue with the items being overwritten but rather the charges themselves. Moving this mod below roguesextra does add quiver charges to everyone but I am not sure what it is overwriting so I do not know if this is a safe workaround.

    Something I also found is using the quiver mod along with the third file does allow you to equip a quiver and obtain the additional 8 charges for a total of 8 charges. This allows arrows to be fired but unless I misunderstood, this should add quiver charges to obtain 16 total charges, not be the only way to obtain them. I hope this can be looked at and ideally a solution be found as rougesextra is popular but of course I understand that not all mods can be designed to work together. I don't think I will be the only one wanting these two mods to work together. 

    One last minor thing I noticed while going back and forth testing this to provide as much info as possible, is that the passive for quiver charges in game reads as "Shows ammunition in your quiver.You use ammunition to shoot magical arrows" I do think you intended to have a space between "quiver.You"

    Thank you again for your contribution to the modding scene. This truly is something that I didn't think I would desire, but then I realize I have gone through the entire game without using said arrows haha
    1. skypatel7
      skypatel7
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      thank for pointing out issue with roguesextra. i will look into it. 

      You should get total 16 charges with quiver mod. What is your mod load order? Did you use it with roguesextra?

      Finally thanks for pointing out my grammar mistake, I will correct it.
    2. the2ndbro
      the2ndbro
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      Yes, the issue with it only being 8 charges instead of 16 was also due to roguesextra. Sorry if that was unclear. I was trying to point out that with your mod and the quiver mod above roguesextra in the load order that it seemed to be an issue with applying the base 8 charges to characters. The 8 charges coming from the quiver worked as intended even when the 8 base charges were not applied so it isn't as if roguesextra is causing your mod to not work, just the charges are missing. Hope that makes more sense 
    3. skypatel7
      skypatel7
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      I have checked compatibility issue with roguesextra and found  mod author has defined "AttackOfOpportunity" with out any changes.I have also use same passive to add Quiver charges. So if you put roguesextra after my mod in load order then you wont get any charges because his definition is overriding my changes. However, you can change mod order and put my mod at last without warring as  roguesextra has vanilla AttackOfOpportunity definition which I have preserved.
    4. skypatel7
      skypatel7
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      So if you keep all Three mods after roguesextra , both mod will work just fine.
  11. akgis32
    akgis32
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    No underwear no quiver.

    I unpacked the mod, is there any other way to get the quiver?
    1. skypatel7
      skypatel7
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      Add following line to any equipment and mod it.

      data "PassivesOnEquip" "Equipment_Inventory_passive"
    2. akgis32
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      I think the obvious would be to add it to the ranged weapon but I saw your explanation, can you point me how to change the underwear to the ranged weapon slot?
    3. skypatel7
      skypatel7
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      No need I have added support for Wearable Quiver Full Release. Now you can use instrument slot for additional Quiver charges.
    4. akgis32
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      thank you