Arrow Quivers

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Arrow Quivers

Joined: Nov 8 2014, 03:26 PM

May 4 2016, 05:00 PM #1







So here we go, my .. well second attempt at storing and using solid items with containers.
The code is commented with the how and why I did things like this, for lack of knowing better
ways at the moment.

I hope you enjoy it :D

Code: Select all

[SUBMENU_START:utility article]

//Using skin recipe,  and properties, 
//holds 5 lbs. (50 arrows, probably excessively large) but supported recipe.
//Left quality enabled to allow arrow transfer between quivers
//
.Quiver. "Skin"	[effort:1] [phys:hands]  *COMMON*  /120/	%40%
{Leather} #4# [remove]
{Knife}
{Tying equipment} [remove]	
[TILEGFX:p-quiver]

[SUBMENU_END:utility article]

[SUBMENU_START:weapon]

//Using arrow recipe and roach properties, can be added to container using game functions, not eatable raw,
//spoilage set zero, weight set to match arrow, material set to wood so arrows will burn,
//using game function to fill prevents being able to take more than you put in, though weight
//is used in the arrow removal, no quality set at item level to avoid stacks and mixed quiver
//set to ingame arrow tile
//
.Handmade arrows. "Roach" [effort:1] [phys:hands,one-armed] [noquality] *CARPENTRY*        /30/    [patch:5]
{Branch}   [remove] [patchwise]
{Knife}
{Feather} (3) [remove] [patchwise]
{Tying equipment} [remove] 
{Rock} [remove] [patchwise]
[TILEGFX:wp-arrow]
[MATERIAL:wood]
[SPOILAGE_DAYS:0]
[WEIGHT:.1]

[SUBMENU_END:weapon]

[SUBMENU_START:transport]

//Using normal arrow as the end product. Moving arrows to inventory is almost instant, set to 30 sec.,
//patch set move as many as 10 at one time to your inventory,
//using quality generated from *CARPENTRY* as it is in the original
//effectively undoing the no quality in mod arrow creation
//name set to match game default item for stacking
//
.Move arrows. "Arrow"  [effort:1] [phys:hands]  *CARPENTRY* /.5/ [patch:10]
{quiver of handmade arrows} #.1# 'arrows from quiver' [remove] [patchwise]
[NAME:Arrow]

[SUBMENU_END:transport]
I've pretty much got this down to a three step mod and a four step process.
Make the quiver, (mod step only NEEDED once)
Make the arrows, (mod step)
Pack # arrows (uses ingame add to container),
Remove # arrows from quiver to hand (sack), (mod step)
Quiver remains in hand (sack) whether empty or partially filled and can be reused.

-Issues-
Arrows stored can be taken at will, but only mod step arrows can be added to quiver.
Arrows removed from quiver can not be returned to quiver.
Mod Arrows can not be fired until they have passed through the quiver.

-Problems-
Containers only hold {Food} and fluid.
In order to use the games "fill container" function, item(s) have to be Food category in inventory.
Setting food make item eatable without regard to [MATERIAL:] and sets inventory view.
Containers holding fluid remain in the containers view which would be optimal, however no fluid creations are available in the mod environment.
Filling container with {food} items moves the container to the food section vs containers.
I'm currently using a base item that can't be eaten {raw} for the mod arrows, allowing them to be contained, but they can still be cooked
<)<
Privateer @ Jun 30 2015, 09:19 PM wrote: A handaxe has hard coded properties (which can not be changed), but now you can modify the properties of a unique handaxe while crafting.
Finally! Fish based weaponry!
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Joined: Sep 17 2015, 12:03 AM

May 4 2016, 05:19 PM #2

very good
Oli hyvä päivä, oli paha päivä, tulee vielä päivä jolloin kuolen kumminkin.
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Joined: May 18 2014, 02:18 PM

May 4 2016, 06:17 PM #3

:o
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Joined: Mar 16 2016, 02:04 AM

May 4 2016, 07:37 PM #4

Nice!
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Joined: Apr 28 2016, 05:47 PM

May 4 2016, 07:37 PM #5

I'll be honest, when I saw the title, I thought you had joined the quiverful moment.
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Joined: Nov 8 2014, 03:26 PM

May 5 2016, 01:03 AM #6

I'd like some opinions of this;
How many arrows should a quiver hold? Remembering in game it is a container in your pack.
How many arrow do you usually carry "in hand"?
How often do you carry both lethal and non-lethal arrows?

Thanks
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Joined: Mar 16 2016, 02:04 AM

May 5 2016, 01:32 AM #7

I tend to carry 5-10 broadhead arrows and/or 10-20 regular arrows when I can get that many. I don't bother with blunt arrows.
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Joined: Mar 6 2013, 02:29 PM

May 5 2016, 06:38 AM #8

15-20 or 30 if it is a really large one
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Joined: Mar 16 2016, 02:04 AM

May 5 2016, 08:12 PM #9

Privateer @ May 5 2016, 02:10 PM wrote:I'm currently using a base item that can't be eaten {raw} for the mod arrows, allowing them to be contained, but they can still be cooked
I'm looking forward to making some tasty arrow stew :P
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Joined: Nov 8 2014, 03:26 PM

May 5 2016, 11:16 PM #10

Top post updated with code and download
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Joined: Apr 24 2016, 08:30 PM

May 6 2016, 03:41 PM #11

Now if only I had a place for my broadheads :P
My mods (All for 3.30):
Herbalism
Brewing
And more to come!



"Save tonight and fight the break of dawn"
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Joined: Mar 16 2016, 02:04 AM

May 6 2016, 04:49 PM #12

Budzilla @ May 6 2016, 11:41 AM wrote: Now if only I had a place for my broadheads :P
Honestly, I would love it if broadhead arrows were craftable. Maybe that could be incorporated in this mod?
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Joined: Mar 6 2013, 02:29 PM

May 6 2016, 05:18 PM #13

Instead of using original arrow recipe I suggest using "Packing arrows" which remove arrows (or broadheads and even blunts) and produce "Packed arrow" for filling quiver. It maybe better to rename move arrow to draw arrow from quiver.
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Joined: Nov 8 2014, 03:26 PM

May 6 2016, 05:44 PM #14

davidor @ May 6 2016, 10:18 AM wrote:Instead of using original arrow recipe I suggest using "Packing arrows" which remove arrows (or broadheads and even blunts) and produce "Packed arrow" for filling quiver. It maybe better to rename move arrow to draw arrow from quiver.
The main reasons for creating the arrow in this first iteration are;
There is a defined recipe to assign "quality" in the last stage.
Provides predictable ingredient(s).
Controlling the quality prior to last stage allows proper stacking, storage, and named storage.
Avoids dynamic name injection (legacy issues).

I am thinking about the storage of arrow, blunt and broadhead but need to do more testing so that "If"
outside quality is allowed, the final product needs to be the same quality stored.
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Joined: Nov 8 2014, 03:26 PM

May 6 2016, 05:47 PM #15

fennecfoxx @ May 6 2016, 09:49 AM wrote:
Budzilla @ May 6 2016, 11:41 AM wrote: Now if only I had a place for my broadheads&nbsp; :P
Honestly, I would love it if broadhead arrows were craftable. Maybe that could be incorporated in this mod?
I am looking to let you stack them, but you'll still need to come by them on your own. There's no
ironworking in this mod ;)
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