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Arrow Selection
Can anyone tell me how to influence the way arrows are auto loaded? How might I, for example, prevent arrows of dispelling from being loaded should I run out while fighting giant blobs of jello?
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Re: Arrow Selection
I have also posted the question on a bioware forum and they tell me that the last in, last out method used for equipment can be overridden with a script. I have asked the bioware user to share his script for a container which is used exclusively to equip arrows, but I am thinking it might be easier to script an "anti quiver" from which projectiles will never be equipped.
This would be particularly useful for the Eastertide arrows. All hail the great and powerful Ziroc! |
Re: Arrow Selection
Simpler solution, overall, is to quick slot arrows that you want to use. I did this with my archers, until I was using all the same arrows all the time. Put them on a back page, and when you notice that you're arrows changed, check the quick slots to make sure you got the ones you wanted.
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Re: Arrow Selection
...and if you haven't then you've just wasted a few arrows, and the Eastertide arrows won't be replaceable. More importantly, I load up on slamming arrows so I have better things to mind then watching my quiver. I'd like to combine the seeker feat with some specialty arrows but I need a reliable way to preserve those munitions. For now I spend a lot of time shuffling the slammers.
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Re: Arrow Selection
Seeker arrows are magical, the arrow damage does not apply.
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Re: Arrow Selection
That makes the seeker arrow kind of useless, doesn't it? I have yet to figure out how to make the best use of seeker arrow and death arrow (which I have yet to see work). I learn more about the game on EfU than anywhere else. Thanks.
nwvault.ign.com has a script that will reload like ammunition. This seems like an acceptable solution which would require no scripting. |
Re: Arrow Selection
Actually, I've killed a dragon or two with seeker arrow. Back in the day, when we had maces that had a one shot harm, it was Harm+Seeker Arrow=Dead Dragon.
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Re: Arrow Selection
You already have the highest attack bonus of any class, unless something gets healed right after being harmed, it's dead- an AA is unlikely to ever go more than a round with out hitting his target. It seems to me that the unfortunate beast would have died no matter what arrow you shot.
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Re: Arrow Selection
Probably so, but it looks cool.
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Re: Arrow Selection
I usually have an inventory screen full of arrows for my archers. I think that that "buffers" raids into bags of holding. I'm not sure though. I've never really worried too much about missiles because you can replace them. But I would hate to see [holiday] arrows slamming into a dracolich on near death when I thought that I was using arrows of slamming rage.
If this script is easy to implement then I would like to see it. |
Re: Arrow Selection
I would love to see this in Undermountain too. I've already lost around 10 of the holiday arrows from them loading themselves.
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Re: Arrow Selection
That script sounds like it would be a real benefit and I cast my vote. Would it work for all ammo related weapons ( slings, darts and crossbows?) I know of a few halfling slingers who would like this as well!
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Re: Arrow Selection
As I read the description, yes. The script and documentation are available here.
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Re: Arrow Selection
Quote:
Also, Seeker Arrows can be highly useful in PVP - see that Epic Dodging, Arrow Deflecting Monk at Near Death that's trying to run away? Pew. |
Re: Arrow Selection
Cast my vote!!
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Re: Arrow Selection
*bump*
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Re: Arrow Selection
Yeah, sure. I'll cast a vote in for this - although you'll lose the added reality hit from having to check your ammo before you hit a firefight.
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Re: Arrow Selection
Now that we know a bunch of players are interested in this, how do we let Z know?
I've already PM'd him a couple times but I imagine he may have more than a few to sift through. |
Re: Arrow Selection
A PM will be fine, he does get around to them all but, as you'd expect, that's a fair amount of wading through to do. And note that getting it in place may not necessarily be speedy as he already has other things in development; as with any project you don't start changing spec mid-way without creating a whole world of pain for yourself. Requests just have to be factored into further updates. I have experience of this world of pain - part of my job is to fix things when work projects end up that way :D
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Re: Arrow Selection
Speed is not my primary concern here, I don't presume to tell someone how or when to run their project; having not had a response on any front, my concern is that this will get lost in the shuffle.
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Re: Arrow Selection
As somebody who has worn all the hats in a NWN's module, I can tell you, development has an order of priorities. First and foremost is bugs. After which you can work on additional content. When you have an idea for your module, and you spend a lot of time developing it, small things, like using the wrong arrows on auto load, can tend to get pushed to the back burner.
I'm not going to presume to say that that's what is going on here, but I can say that there are a lot of things in this module that required a lot of work to pull off, and keeping them running smoothly can be a pain. Now, with the lack of updates, there are a lot of things that don't have to be combed through once a week, however, with the amount of content that's been merely hinted at in the forum, that's not added yet, I can see where a script issue isn't being addressed right away. Get the content done, then worry about oddities. Secondly; do you realize the work entailed to add the scripts? Admittedly, I haven't looked the scripts over. Right now, I'm still in major NWN burnout mode, although it's to a lessening degree now. However, as a builder, what I do know is that special items will need to be created for the script, these items will have to be placed in the module. Then this will need to be tested, to be sure it works. Now, my question is this; who's going to be responsible to check that your bag isn't almost out of arrows? Afterall, if it's a big hassle to check what arrows you're using, won't it also be a hassle to check to see when you need to reload the bags? Will this script make it so that the autoload script won't load arrows straight from your inventory? What other effects can there be? What unwanted side effects? I realize that to look at it, it looks like just one simple little script idea. The thing is, there are a lot of other factors involved in it. For example, some of you have played my module, when I had it online. I don't know how many of you died, and used the portal that returned you to the place you died, but that one little script idea is actually 4 scripts. It took me about 4 days to get them all to work as I envisioned, including destroying the portal on use, so that there wasn't a stack of them waiting for somebody to use. Also, do remember that there is more to tgeweb than Ironworks Forums, and more to Ironworks Forums than EfU. |
Re: Arrow Selection
If you're implying that it's a bad idea to provide feedback and ask for changes then I think you're way off the mark; equally, I believe most people appreciate how much work goes in to a project like this and I think it's unfair to suggest they don't. I'm fairly certain neither was your intention but I feel your comments lean that way. Moreover this is all moot since we all agree that it's not up to us.
Halaster was previewing upcoming areas of EfU last night and I was fortunate enough to have a chance to draw attention to this post and its accompanying PMs. As I suspected, unanimity had reared it's head but Z is now aware and will make a decision as he sees fit. |
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