HeartSeeker - Archery Add-on
The Zedit patch separates bows and crossbows into 6 different types, each with their own mechanics, pros and cons, paving the way for different play styles.
Screenshots 5 screenshots
About this mod Machine translation
The Zedit patch separates bows and crossbows into 6 different types, each with their own mechanics, pros and cons, paving the way for different play styles.
5000/5000 character limit: 5000 Continue translation (5000 characters can also be translated) Description
I'm also a big fan of tabletop RPGs and CRPGs. My favorite mechanic in those games is
There are different types of bows and bows, and these types affect the effective range, damage, detection, critical strike, attack speed, and movement speed.
These different attributes will force ranged players to choose which loadouts they encounter based on the environment and opponents, and will also impact character building.
After the last time I played a ranger campaign (my first time), I decided to fire up Skyrim and try a serious archer build to replicate the joy I was experiencing. What a pity, no happiness came to me. I realize the combat archery in this game sucks. My playstyle ended up with sneak attack x number of times -> discovered, switch weapons or die. I want more variability.
In Vanilla Skyrim, which is nowhere to be found. Some overhauls have been made to address this issue, but the changes are so drastic that compatibility
Become a nightmare. Fixed this issue by adding some PnP mechanics to ranged weapons and using zedit to make them compatible
With all loading orders.
So what does this mod do?
This mod separates bows and crossbows in load order into short/light, long/heavy, and good/siege, with their own game mechanics, layers, and sound sets to differentiate them. Disclaimer: I'm not an FX artist/enthusiast so don't worry
Replace the audio files in the fx folder with your own files.
What doesn't this mod do?
This does not add any weapons or animations.
No more spatially stereotyped backgrounds and descriptions!
Game settings and changes:
Spoilers: Show: 5
Longbow: 6
Longbow: 11
Light bow and arrow: 8
Heavy bow: 9
Siege Bows: 12
perk up change
Changes have been made to Ranger, QuickShot and Eagle Eye (and their corresponding versions in ordinator, vokrii and adamant). They now provide passive incremental buffs.
(The patch will fix the compatibility issue, so if you are using the above 3 perks modules or vanilla, there is no need to worry.)
Spoilers: Show
Weapon Passive
Spoilers: Show
Valid range:
In PnP, ranged weapons have a drop-off point where the further away you are from the weapon's preferred attack range, the greater the accuracy penalty you suffer.
Effective range is achieved through projectile velocity. Different projectile types/levels have speed differences (you can change the speed in projectiles.json to customize it to your liking.)
Spoilers: Show
Types and properties of ranged weapons:
Each ranged weapon type is divided into 4 levels, except siege weapons and large weapons. The higher the level, the higher the performance of the weapon.
Weapon properties can only be activated when using the same type of ammunition (i.e. short arrow + short bow).
Using mismatched ammo will cause a 50% (i.e. long arrow + short bow) damage penalty, and a 90% damage penalty against large/siege weapons. Weapons will operate to their maximum potential (matching tiered ammo bonus) when using the same level of ammo (i.e. short rounds). Arrow T1 + short bow T1.
Spoilers: Show
Patch customization:
Since this is a zedit patch, it is compatible with almost every mod and provides some customization features. The settings are as follows:
Short bow critical hit damage doubled
Shortbow damage doubled
Longbow damage multiplier
Light bow b damage doubled
Heavy bow b damage multiplier
Longbow damage multiplier
Siege Cross damage doubled
Distribution of physical exertion allowance
The patch uses the following resource files to determine how to handle weapons/ammo/custom weapons:
Projectiles.json: These contain the velocity values for the projectile layers.
Weapons.json: Weapon material and type, which determines level, speed, contact range, sound, stagger durat …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.