(REALIZED IDEA) Archery - updated mechanics

Talk about the mods you'd like to see in Daggerfall Unity. Give mod creators some ideas!
Regnier
Posts: 374
Joined: Wed Oct 02, 2019 6:26 am

Re: Archery - updated mechanics

Post by Regnier »

pango wrote: Thu Apr 02, 2020 7:27 pm
MasonFace wrote: Thu Apr 02, 2020 7:09 pm A similar bug has been resolved. That is, it might not be this MOD that's causing the issue.
That was an issue with melee weapons only; Arrow use a SphereCast and worked already (as long as you aim between the bars).
But maybe some cages have bars so close to one another that it's an issue for arrows too?
i wasnt sure if bars made a difference, so i tried shooting in various different ways, but never hit. There was another enemy in a cage, same thing. But it is not limited to caged enemies.

Regnier
Posts: 374
Joined: Wed Oct 02, 2019 6:26 am

Re: Archery - updated mechanics

Post by Regnier »

i must hopped out of game to say that it seems to have fixed itself. ive only had one engagement but i had no hit issues. This was in wilderness

Regnier
Posts: 374
Joined: Wed Oct 02, 2019 6:26 am

Re: Archery - updated mechanics

Post by Regnier »

I still think theres something wrong with hit detection with bows.

my archery is about 15 points higher than my short blade, agility 90, but i can almost always hit with my blade and only 33%` of the time with my bow (mithril)

I have a lot of mods but ive turned off the archery part of roleplay.

cheers

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