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TheBooher

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19 comments

  1. cppcooper
    cppcooper
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    So this only patches for KYE2 not KYE2A?
    1. TheBooher
      TheBooher
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      I have one for personal use, but all it really does is completely disable the damage changes for bows/crossbows.
    2. TheBooher
      TheBooher
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      its now an optional download.
    3. cppcooper
      cppcooper
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      Cool! If you know, will it similarly support Immersive Armors, Armor Variants Expansion, and one offs? I haven't tested these things (yet), but tjhm4 advised as much. Having said:

      KYE2 is more robust than KYE1 with regards to mod added armors so you will be fine almost all the time. Only risk is that sometimes you won't get the shock resistance or weakness due to leather/metal/etc, but the rest should work all the time.

      Though I suppose if SAO misses something, then the KYE2A arrow reversion patch will also miss them, and thus allow KYE2A to get them if it was ever going to.
    4. TheBooher
      TheBooher
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      SAO works on Heavy/Light armor types so it shouldn't really miss any armors (meaning the patch shouldn't miss armors either).
  2. Spirimtin
    Spirimtin
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    Hey i tried you patch. But it seems like locational damage is not working anymore. I can shot them in the foot and they not reaction like without KYE2.

    Any idea to solve?
    1. TheBooher
      TheBooher
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      is it a specific enemy type or just specifically the foot?
    2. Spirimtin
      Spirimtin
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      its like : before you always get the fade with the lines "sneak" etc.

      But now its gone and they reacting like they is no  locational damage anymore.

      Tried on Humans and Skeletons.
    3. TheBooher
      TheBooher
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      im not sure I understand the issue...

      are the hit/stagger reactions not working or the enemy sneak detection?
    4. Spirimtin
      Spirimtin
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      hit/stagger reactions reactions:

      So before i could sneak behind an enemy and get with my Bow the Message "Sneak" Bonus.

      When he is running on me, i will shot him in the foot so he will be slower.

      Now nothing works anymore.

      Now they do not care. I guess because KYE will overwrite the Hit Location etc.
    5. TheBooher
      TheBooher
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      I understand now. The problem is that SAO requires the perk trickshot: laming legs in order to apply a movement penalty. the orignial archery locational damage did not require that perk.

    6. Spirimtin
      Spirimtin
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      ok. but does this means i can not be fixed?
    7. TheBooher
      TheBooher
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      nah...it should just mean you dont have the perk. choose that perk upon level up and it should start working just fine. it is still chance based, so it might take a few shots to slow movement.
    8. Spirimtin
      Spirimtin
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      hm than something is wrong in my Loadorder:

      Ok my Perk Tree Changed completely so it should work now i guess :)
    9. TheBooher
      TheBooher
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      load SAO plugin after Ordinator to overwrite the Archery perks. may cause issues in current playthrough...looking through xedit makes me think it still will not apply the slowed movement, but I haven't tested it out.
  3. Vai1lyn
    Vai1lyn
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    Hey :)

    Thank you for this patch! Is there a reason why you created a new rule in the ArcheryLocationalDamage INI? Since the rule is identical to the Dwarven Armor rule, you could also merge the keywords to that rule, e.g.:

    ;;; Armored/Rocky
    ; DwarvenArmor
    [Location01]
    Regexp = .*
    Multiplier = 0.0
    Deflect = true
    HitSound = WPNImpactArrowArmorBounceSD
    ImpactData = WPNArrowVsMetalImpact
    KeywordInclude = A:ActorTypeDwarven, W:ArrowBroadhead
    KeywordInclude = A:ActorTypeDwarven, W:ArrowCrescent
    KeywordInclude = A:ActorTypeDwarven, W:ArrowNormal
    KeywordInclude = A:ActorTypeArmored/Rocky, W:ArrowBroadhead
    KeywordInclude = A:ActorTypeArmored/Rocky, W:ArrowCrescent
    KeywordInclude = A:ActorTypeArmored/Rocky, W:ArrowNormal

    This way, you don't have to update all the rule numbers down the line ;)
    1. TheBooher
      TheBooher
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      omg that would've been so much simpler...I honestly just didn't think about doing it that way.

      I dont think theres any reason for me to reupload it now since it still works, but I will definitely make use of that in the future. Thank you!
    2. DKacer
      DKacer
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      Hello, using the above code
      I don't need to keep Skyrim Arrow Overhaul_ DistR.ini
    3. TheBooher
      TheBooher
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      You can add the code to the original or just use this one. Either way should function the same.