Diese Mod habe ich eben auf dem Nexus entdeckt. Sie bringt visuelle Effekte für verzauberte Pfeile ins Spiel. Das heißt, dass brennende Pfeile auch wirklich brennen und man sie brennend im Flug beobachten kann. Ich schraube mir gerade eine OMOD davon und werde das dann gleich mal testen.
Hier mal der Release-Text:
Download
Hier mal der Release-Text:
Updated! Now affects NPC arrows too!
Flaming Arrows Readme
v1.1
by Tekuromoto
Don't miss my other mods!
SEE THE README IN THE DOWNLOAD FOR FULL INSTRUCTIONS, CREDITS, ETC.
------------
Introduction
------------
Flaming Arrows applies visual effects to magical and poisoned arrows. Now you can see flames trailing behind your Arrows of Embers, sparks crackling around the arrows from your Bow of Lightning, or poison dripping from the arrow as it flies toward your target. Every type of hostile effect is represented with a unique visual effect - 19 different effects in all.
Now affects NPC arrows too!
------------
Requirements
------------
Oblivion Script Extender v17. Get the latest version here
You MUST have OBSE v17 for this mod to work.
Flaming Arrows was developed with Oblivion 1.2.0416, OBSE v17, and over 200 mods of all sorts installed (Fran's, MMM, COBL, RBP, body replacers, All Natural, Better Cities, Unique Landscapes, quests, you name it). I haven't tested it with Shivering Isles or any DLCs (because I don't have them), but it _should_ work just fine with any setup.
------------
Installation
------------
Updating
--------
No special steps are required when you update from v1.0 to v1.1 Note, however, that there is a new ini file with a couple of new options. If you've made changes to the v1.0 ini, you'll need to change the new file too.
----------
The Basics
----------
Every time an arrow is shot it is checked for any magical effects it may be carrying towards your target. These effects can come from an enchantment on the arrow, an enchantment on the bow, or a poison on the bow. The type of effect is determined and an appropriate "magical effect shader" is applied to the arrow - flames for fire enchantments/poisons, icy vapours for frost effects, sparks for shock damage, etc.
There is nothing special that you need to do to get these effects to show up - just get out there and start shooting magic and poisoned arrows.
To fully appreciate the wonder of magic effect shaders, I highly recommend bg2408's excellent Less Annoying Magic Experience (http://www.tesnexus.com/downloads/file.php?id=20371), or if you don't want the full LAME experience, at the very least you should use his Enchantment and Hit Shaders mod (http://www.tesnexus.com/downloads/file.php?id=22147). Either one will greatly enhance the magic visuals in your game.
-------------
Customization
-------------
Flaming Arrows features a number of customization options that can be changed in the included config file, "DS Flaming Arrows.ini". This file is located in \Oblivion\data\, but if you prefer to tidy your Data directory the mod will also look in \Oblivion\data\ini\ for it. The mod will play fine right out-of-the-box, but your tastes may be different than mine. If so, simply open the file in Notepad or something similar and adjust the settings to your liking.
By default only one shader effect is applied to an arrow at a time; if you would rather have every applicable effect stacked onto the arrow, set StackShaders to 1. This allows you to have three different shaders playing on a fire-enchanted arrow shot from a frost-enchanted bow that's poisoned with a drain health potion. You'll also get multiple shaders applied if, for example, you have a bow that's enchanted with more than one hostile effect. I personally don't like the "muddy" look of the stacked shaders, but the option is there for people who want it.
If you do not use stacked shaders, you can control the precedence given to each potential source of magic effects - arrow, bow, and poison. By default the mod checks for enchantments on the arrow, enchantments on the bow, and poisons on the bow (in that order) and as soon as an appropriate effect is found the shader is applied and no more checks are made. By changing the Format setting in the ini file you can change the order that the sources are checked in. See the ini file for a list of settings. Note that if StackShaders is not set to 0, the Format setting will have no effect - all three sources will be checked and all applicable shaders will be applied. NPC arrows will always be checked in the default sequence, and shaders are never stacked on their arrows.
When applying a shader for a poison-based effect, the visual effect is appropriate to the effect: flames for a fire-damage poison, etc. If you would prefer a single "dripping poison" visual effect for all poisons, regardless of their magical effect, set PoisonShader to 1. NPCs always use the poison shader.
If you find that you're getting a visual effect when you're not using any enchanted items or poisons, it may be because another mod is applying a scripted magic effect to the arrow. Setting ScriptShader to 0 should remedy the problem.
If you do not want NPC arrows to have shaders applied, set NPCArrows to 0.
Finally, you can adjust the intensity of the shader effect by adjusting Intensity. The short answer is boost this setting if you want "more flames". The long answer is a little convoluted: every frame the arrow is checked to see if it has been around for Intensity seconds or less - if it has, the appropriate shader is (or shaders are) applied. If you increase this number, the arrow will be tested for magic effects for a longer time and the shader layered on more times, resulting in a more intense visual effect. This is especially helpful if your framerates are low because it forces the script to layer shaders on for more frames. I don't suggest setting this too high (maybe 0.75 or 1.0 max) or you will flood the arrow with shader effects and it will simply appear to glow on both ends instead of subtly flaming or sparkling or dripping.
-------------------------------
Known Bugs and Incompatibilites
-------------------------------
None.
Flaming Arrows should be compatible with any and all vanilla and mod-added bows and arrows. If you get shader effects when you don't think you should, try setting ScriptShader to 0 in the ini file, as discussed above. If this doesn't work, please report it in the RELz thread (link is below).
---------
Changelog
---------
1.1 - Added effects for NPC arrows, and the option to disable them.
- Added setting to change the intensity of the shaders.
- Changed (and I hope improved) the arrow finding code, which facilitated easy implementation of NPC arrow effects. Thanks Reneer!
- Reactivated the flame effect that I disabled for testing and forgot to reenable. *blush*
- 19 Jun 09
1.0 - Initial release
- 18 Jun 09
Flaming Arrows Readme
v1.1
by Tekuromoto
Don't miss my other mods!
SEE THE README IN THE DOWNLOAD FOR FULL INSTRUCTIONS, CREDITS, ETC.
------------
Introduction
------------
Flaming Arrows applies visual effects to magical and poisoned arrows. Now you can see flames trailing behind your Arrows of Embers, sparks crackling around the arrows from your Bow of Lightning, or poison dripping from the arrow as it flies toward your target. Every type of hostile effect is represented with a unique visual effect - 19 different effects in all.
Now affects NPC arrows too!
------------
Requirements
------------
Oblivion Script Extender v17. Get the latest version here
You MUST have OBSE v17 for this mod to work.
Flaming Arrows was developed with Oblivion 1.2.0416, OBSE v17, and over 200 mods of all sorts installed (Fran's, MMM, COBL, RBP, body replacers, All Natural, Better Cities, Unique Landscapes, quests, you name it). I haven't tested it with Shivering Isles or any DLCs (because I don't have them), but it _should_ work just fine with any setup.
------------
Installation
------------
Updating
--------
No special steps are required when you update from v1.0 to v1.1 Note, however, that there is a new ini file with a couple of new options. If you've made changes to the v1.0 ini, you'll need to change the new file too.
----------
The Basics
----------
Every time an arrow is shot it is checked for any magical effects it may be carrying towards your target. These effects can come from an enchantment on the arrow, an enchantment on the bow, or a poison on the bow. The type of effect is determined and an appropriate "magical effect shader" is applied to the arrow - flames for fire enchantments/poisons, icy vapours for frost effects, sparks for shock damage, etc.
There is nothing special that you need to do to get these effects to show up - just get out there and start shooting magic and poisoned arrows.
To fully appreciate the wonder of magic effect shaders, I highly recommend bg2408's excellent Less Annoying Magic Experience (http://www.tesnexus.com/downloads/file.php?id=20371), or if you don't want the full LAME experience, at the very least you should use his Enchantment and Hit Shaders mod (http://www.tesnexus.com/downloads/file.php?id=22147). Either one will greatly enhance the magic visuals in your game.
-------------
Customization
-------------
Flaming Arrows features a number of customization options that can be changed in the included config file, "DS Flaming Arrows.ini". This file is located in \Oblivion\data\, but if you prefer to tidy your Data directory the mod will also look in \Oblivion\data\ini\ for it. The mod will play fine right out-of-the-box, but your tastes may be different than mine. If so, simply open the file in Notepad or something similar and adjust the settings to your liking.
By default only one shader effect is applied to an arrow at a time; if you would rather have every applicable effect stacked onto the arrow, set StackShaders to 1. This allows you to have three different shaders playing on a fire-enchanted arrow shot from a frost-enchanted bow that's poisoned with a drain health potion. You'll also get multiple shaders applied if, for example, you have a bow that's enchanted with more than one hostile effect. I personally don't like the "muddy" look of the stacked shaders, but the option is there for people who want it.
If you do not use stacked shaders, you can control the precedence given to each potential source of magic effects - arrow, bow, and poison. By default the mod checks for enchantments on the arrow, enchantments on the bow, and poisons on the bow (in that order) and as soon as an appropriate effect is found the shader is applied and no more checks are made. By changing the Format setting in the ini file you can change the order that the sources are checked in. See the ini file for a list of settings. Note that if StackShaders is not set to 0, the Format setting will have no effect - all three sources will be checked and all applicable shaders will be applied. NPC arrows will always be checked in the default sequence, and shaders are never stacked on their arrows.
When applying a shader for a poison-based effect, the visual effect is appropriate to the effect: flames for a fire-damage poison, etc. If you would prefer a single "dripping poison" visual effect for all poisons, regardless of their magical effect, set PoisonShader to 1. NPCs always use the poison shader.
If you find that you're getting a visual effect when you're not using any enchanted items or poisons, it may be because another mod is applying a scripted magic effect to the arrow. Setting ScriptShader to 0 should remedy the problem.
If you do not want NPC arrows to have shaders applied, set NPCArrows to 0.
Finally, you can adjust the intensity of the shader effect by adjusting Intensity. The short answer is boost this setting if you want "more flames". The long answer is a little convoluted: every frame the arrow is checked to see if it has been around for Intensity seconds or less - if it has, the appropriate shader is (or shaders are) applied. If you increase this number, the arrow will be tested for magic effects for a longer time and the shader layered on more times, resulting in a more intense visual effect. This is especially helpful if your framerates are low because it forces the script to layer shaders on for more frames. I don't suggest setting this too high (maybe 0.75 or 1.0 max) or you will flood the arrow with shader effects and it will simply appear to glow on both ends instead of subtly flaming or sparkling or dripping.
-------------------------------
Known Bugs and Incompatibilites
-------------------------------
None.
Flaming Arrows should be compatible with any and all vanilla and mod-added bows and arrows. If you get shader effects when you don't think you should, try setting ScriptShader to 0 in the ini file, as discussed above. If this doesn't work, please report it in the RELz thread (link is below).
---------
Changelog
---------
1.1 - Added effects for NPC arrows, and the option to disable them.
- Added setting to change the intensity of the shaders.
- Changed (and I hope improved) the arrow finding code, which facilitated easy implementation of NPC arrow effects. Thanks Reneer!
- Reactivated the flame effect that I disabled for testing and forgot to reenable. *blush*
- 19 Jun 09
1.0 - Initial release
- 18 Jun 09
Download