1 items

File information

Last updated

Original upload

Created by

Neobotics

Uploaded by

Astevus

Virus scan

Safe to use

Tags for this mod

34 comments

  1. ombrenoir17
    ombrenoir17
    • member
    • 0 kudos
    Can't seem to get this to work - I put the files into BepInEx/plugins, it shows up in Configuration Manager and I can change values, but changes won't seem to apply.
    1. Astevus
      Astevus
      • member
      • 17 kudos
      I'm wondering if there's a conflict with another mod. I'd need to look at your player log file to see if there are any errors.  It would help if you set the Fast Arbalest log level to "Debug" first, before loading the character (and don't forget to set it back later!). Best if you post the file on discord: https://tinyurl.com/NeoboticsOnDiscord in the #mod-help channel.
  2. Xenochromatic
    Xenochromatic
    • member
    • 0 kudos
    Heya, silly question but do you think there would be a way to make it so that crossbows stay loaded while unequipped? This is my biggest issue with them, having to reload every time i transition between melee and ranged is really frustrating.
    1. Astevus
      Astevus
      • member
      • 17 kudos
      You're in luck -  SaveCrossbowState from Azumatt. Just found and tested it yesterday - it's compatible with Fast Arbalest.
    2. Xenochromatic
      Xenochromatic
      • member
      • 0 kudos
      Thank you so much!!!
  3. Gedaleah
    Gedaleah
    • member
    • 0 kudos
    Heya Neobotics. I have a request. I was wondering if it was possible for you to make a version that simply switched off any recoil
    for Crossbows? I don't really need the faster reload stuff, and I
    understand why you scaled the damage to that accordingly to keep a
    balance without making crossbows OP, but for me, my biggest bugbear with
    crossbows is the recoil. It drives me nuts!

    Not putting it on you to do this, but if you do have the time and inclination to make the
    effort, either as a config option or simply an alternate stand alone
    plugin with this one tweak,  it would be greatly appreciated.

    Cheers
    1. Astevus
      Astevus
      • member
      • 17 kudos
      That's bothered me a bit too. While BB also scales kickback with damage, there's been plenty of times I've forgotten about it at full force and knocked myself off a ledge or perch. I'm running thru some videos of people using medieval crossbow replicas and while a heavy crossbow does appear to have some small kickback, Valheim's kickback of a meter is far in excess of the way energy is released from a crossbow, which is fundamentally the same as any bow. Unlike a gun where the energy is stored in the bullet and the reaction force is backwards, with bows, the energy is stored in the bow limbs, which release their energy forward. I will add an option in the next release to use a more realistic reaction which will probably have a very slight jolt. For anyone interested, there's an excellent video with a slo-mo at 6:50 where you can see that recoil is virtually non-existent firing a 1250 lb. crossbow: https://www.youtube.com/watch?v=MMoL_SBD6gw
    2. Gedaleah
      Gedaleah
      • member
      • 0 kudos
      Oh, awsome! Thanks for the fast response.
      And yes, that's exactly why it bothered me. Im playing co-op with my son,  (He's using a bow) and I don't know how many times in Mistlands I'd be perched high on a rock, take one shot, and fall. Whilst the fall damage often wasn't enough to kill me, whilst down and low on health, the Gjall or seekers often did!
      Approaching Ashlands, being up on the side of the boat trying to shoot at a serpent (because crossbows also shoot from the hip in this game and you can all too easily hit your boat) I turned to shoot at a vulture incoming the other way and recoiled off the side.
      Ha, I know some will say "Skill issue" or "Get Good", or that's part of the downside to balance crossbow, but honestly, I think that's one 'downside' too many, ha, too often, literally! 😁

      Anyway, I appreciate the Mod and your time and effort spent making and updating it.
    3. mangaas
      mangaas
      • supporter
      • 5 kudos
      Not to be that guy, but the energy is stored in the bowed limbs, so as the tension is released, and the bowed limbs pull the rope forwards, they are also pushing the timber down the middle, back into you, creating slight recoil.  Think of the end of the bow as part of a full circle, and under tension, you're squeezing the sides of the circles to make it oblong, and then releasing the energy, the ends pushed out, back to their original shape, pulling the crossbow slightly back into you, thus creating a bit of recoil.

      But what's in Valheim is ridiculous, its more like you're firing a mini canon.
    4. Astevus
      Astevus
      • member
      • 17 kudos
      That's why I left a slight recoil in the 'realistic' setting. I noticed this in the videos. While I don't own a medieval crossbow, and can't test this practically, I have shot a longbow with significant draw weight, and in retrospect, the majority of the recoil was forward. I had theorized the backwards recoil could be attributed to the 'rebound' of the bow limbs after release, first flexing forward beyond the static position, then backwards, but I like your explanation better. Thanks for taking the time to contribute!
    5. Gedaleah
      Gedaleah
      • member
      • 0 kudos
      Thanks Astevus. Loving the update right after the Bog Witch game update. Having that no recoil option is a Huge QOL for my GamePlay enjoyment. Your time and effort is much appreciated! 

      Cheers 😃
    6. Astevus
      Astevus
      • member
      • 17 kudos
      No problem. Glad you like it.
  4. Boi76
    Boi76
    • member
    • 0 kudos
    Is this client side only?
    1. Astevus
      Astevus
      • member
      • 17 kudos
      No. All the settings except the log level are server authoritative.
  5. Oosquai
    Oosquai
    • member
    • 0 kudos
    Hi Neobotics!
    I love what you're doing with Sling Loaded!  Thank you for this!  Any chance you'd please consider a config option for retaining loaded state per crossbow even when switching weapons?  I'd love to have an emergency shot stashed.  I'm imagining a need to reload after a shot or after selecting a different bolt, but otherwise it would stay loaded even when I'm swinging a sword.
    Either way, love what you've done!  Thank you!
    1. Astevus
      Astevus
      • member
      • 17 kudos
      Thanks! I did actually look into that, and keeping track of loaded items in your inventory is more complex than managing the one on your back. I may get around to that some day, but it probably won't be very soon.
    2. Oosquai
      Oosquai
      • member
      • 0 kudos
      Ahh, makes sense.  Ok, thanks!  I'll keep an eye out for it, but no rush.  Thanks for all you do!
  6. Unforgiven13
    Unforgiven13
    • supporter
    • 3 kudos
    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
      • member
      • 17 kudos
      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
      • member
      • 2 kudos
      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
      • member
      • 17 kudos
      I'll take a look into this in the upcoming week. Thanks for the feedback!
    4. JayJeffJackson
      JayJeffJackson
      • member
      • 2 kudos
      thanks for your good work!
    5. kaiserxkai
      kaiserxkai
      • member
      • 0 kudos
      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
      Astevus
      • member
      • 17 kudos
      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
      kaiserxkai
      • member
      • 0 kudos
      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
      kaiserxkai
      • member
      • 0 kudos
      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
      • member
      • 0 kudos
      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
      Astevus
      • member
      • 17 kudos
      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
  7. TheOperator8505
    TheOperator8505
    • member
    • 0 kudos
    Does it still work with this newest update?
    1. Astevus
      Astevus
      • member
      • 17 kudos
      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.
  8. XanderFloyd
    XanderFloyd
    • premium
    • 0 kudos
    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
      • member
      • 17 kudos
      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
      XanderFloyd
      • premium
      • 0 kudos
      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
      • member
      • 17 kudos
      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.