Crossbows of Cyrodiil: Readme
Version: 9.2 RC
By Linus, HeyYou, and Hel Borne
1. Description
2. Bugs and Other Info
3. Installation
4. Uninstalling
5. Version History
6. Disclaimer
7. Credits


1. Description
ATTENTION-This version of Crossbows of Cyrodiil REQUIRES Oblivion Script Extender (OBSE) v0015a or later, as well as The Shivering Isles expansion.

Note: A patch is available for those who do not have The Shivering Isles expansion.

Please visit the Official Forums Thread for update information.

This mod adds a variety of fully functioning crossbows and bolts to Oblivion. They can be found throughout Cyrodiil and the Shivering Isles on NPCs, at vendors, and as loot.


2. Bugs and Other Info
As of v9.2 the following issues are known:

    * The crossbows and bolts occassionally clip through the character.
    * There may still be some minor issues surrounding the animation of the crossbows.
    * When using this mod with "Stealth Overhaul" be sure to set the sneak-toggle key. Failing to do so will prevent the player from being able to enter sneak mode.
    * When using this mod with "Reneer's Guard Overhaul" be sure to set the spell compatibility visuals to one that prevents the reoccuring particle effect. You'll know if you are getting it.
    * If the reoccuring particle effect persists, try placing Crossbows of Cyrodiil further down in the load order.

This mod is incompatible with:

    * Cet's Crossbow mod.
    * SB TES4 Oblivion Crossbow mods.
    * Crossbows of Cyrodiil mods v8.9 or earlier.

Special Note:

    * Contrary to some reports, all new items and features are added via script.
    * Crossbows of Cyrodiil does not directly edit any part of the vanilla game, and therefore does not alter leveled lists and the like.
    * The two previous points assure that this mod is fully compatible with all overhaul mods including FCOM, OOO, MMM, Frans, TIE, and the like.


3. Installation
1.) Extract the 7zip archive directly to your Oblivion\Data folder. If asked to overwrite, click Yes to All.
2.) Start the Oblivion Launcher, click Data Files, and activate the mod file Crossbows of Cyrodiil.ESP.
3.) Launch Oblivion using Oblivion Script Extender (OBSE) v0015a or later.

!!!A SPECIAL NOTE TO ALL USERS OF v8.9 OR EARLIER!!!
As of v8.9 the model paths have been permanently changed to "meshes/crossbows of cyrodiil". As of v9 the model names themselves have been permanently changed include various ID tags. This was done to accommodate the script commands that were used to allow dynamic weapon statistics, as well as NPC and companion compatibility. Unforntunately, it means that any paths created by v8.8 or earlier should be manually deleted as they are now obsolete. There are no negative effects on the game if you do not delete these old paths, however they will continue to take up space unnecessarily. You will find instructions for removing the old files and folders in the Uninstalling section below.


4. Uninstalling
To Uninstall v8.9 or later of this mod delete the following files and folders:

    * Oblivion\Data\Crossbows of Cyrodiil.ESP
    * Oblivion\Data\Meshes\Crossbows of Cyrodiil\
    * Oblivion\Data\Textures\Crossbows of Cyrodiil\
    * Oblivion\Data\Textures\Menus\Icons\Crossbows of Cyrodiil\

To Uninstall v8.8 of this mod delete the following files and folders:

    * Oblivion\Data\Crossbows of Cyrodiil.ESP
    * Oblivion\Data\Meshes\Crossbows\CoC Bolts
    * Oblivion\Data\Meshes\Crossbows\CoC Crossbows
    * Oblivion\Data\Textures\Crossbows\CoC Bolts
    * Oblivion\Data\Textures\Crossbows\CoC Crossbows
    * Oblivion\Data\Textures\Menus\Icons\Crossbows\CoC Bolts
    * Oblivion\Data\Textures\Menus\Icons\Crossbows\CoC Crossbows

To Uninstall v8.7 or earlier, delete all of the following that apply:

    * Oblivion\Data\Meshes\CoC Bolts
    * Oblivion\Data\Meshes\CoC Crossbows
    * Oblivion\Data\Textures\CoC Bolts
    * Oblivion\Data\Textures\CoC Crossbows
    * Oblivion\Data\Textures\Menus\Icons\CoC Bolts
    * Oblivion\Data\Textures\Menus\Icons\CoC Crossbows
    * Oblivion\Data\Meshes\Linus-Sjors Bolts
    * Oblivion\Data\Meshes\Linus-Sjors Crossbows
    * Oblivion\Data\Sound\FX\Wpn\wpn_crossbowdraw.wav
    * Oblivion\Data\Textures\SB Crossbow Bolts
    * Oblivion\Data\Textures\SB Crossbow's
    * Oblivion\Data\Textures\Menus\Icons\Weapons\SB Crossbow Bolts
    * Oblivion\Data\Textures\Menus\Icons\Weapons\SB Crossbow's


5. Version History
Unless otherwise noted, the following updates are the work of Linus, HeyYou, and Hel Borne.

Changes made to v9.2

    * Modified the NPC script to prevent crash-to-desktops upon entering cities.
    * Modified the NPC script to no longer take into account whether the NPC is in combat when determining whether they should receive a crossbow.
    * Modified the player script to prevent the crossbow from resetting every time they enter the inventory menu.
    * Modified the player script to allow crossbows to have the same affect on leveling the Marksman skill as regular bows do.
    * Updated the ReadMe file.

Changes made to v9.1

    * Modified scripts so that using a crossbow now has a minor effect on leveling the player's Marksman skill. Crossbows will have approximately one-third the impact as regular bows on raising the Marksman skill.
    * Modified scripts to correct a bug that prevented some crossbow models from being positioned correctly when viewing the player's inventory.
    * Modified scripts to instantly update crossbow stats when viewing the player's inventory. In previous versions you had to exit and reenter the inventory in order to see the correct stats.
    * Modified scripts to allow the player's strength to play a role in loading speeds. All crossbows now have a minimum and maximum speed. The more powerful the crossbow the slower it will load. The weakest crossbow (Iron Crossbow) has a maximum speed equal to three-forths a regular bow. The higher the player's strength, the faster the crossbow will load up to the maximum speed. For practical reasons, as well as for realism, the effects of strength are constrained between zero and one-hundred.
    * Modified scripts to facilitate slightly better timing for the immobilization of the player while loading the crossbow.

Changes made to v9

    * Realigned the crossbows and bolts so that they can be fired correctly from a standing position, rather than a crouch. This meant I had to rewrite all the scripts that dealt with the animation of the crossbows both on NPCs and the player. While I was at it, I also attempted to rebalance the weapons in-game, so they fit better with the other weapons.
    * Tweaked the damage calculation scripts slightly. For some reason, when the player raised his stats high enough, the weapons would begin to do less damage. I added a condition that would prevent that from happening. In turn, I also removed the condition that prevented the weapon's health from affecting the damage dealt, and I replaced it with a variable dealing with the player's Luck. I did this primarily for added realism. Crossbows degrade just like any other weapon, and over time are less effective. However, the player's stats will still play a minor role in calculating the crossbow's actual damage still.
    * Added conditions that prevent crossbows from increasing the player's Marksman skill. Seeing as crossbows were used almost exclusively by those who had no training in archery, I didn't think it made much sense for them to improve the player's skill with a regular bow. Besides, the only thing you would get better at is pointing the thing. I also added a condition that prevents novice marksmen from losing fatigue when using a crossbow.
    * Instituted the model swapping on the crossbows so that they appear correctly whether on the character's back or in their hand. In order to do this, I had to create four versions of each crossbow in the ESP. The first version (CRV) is used in leveled list and scripts so as to make sure the correct items are added to the character. The second version (NPA) is the version used by NPCs when they attack, whereas the third version (NPB) is used when the weapon is on their back. The forth version (PCV) is the one used by the player, thus allowing our scripts to swap models as needed.
    * Introduced HeyYou's cloned form script from previous betas so as to make the CoC compatible with companion mods. When the player gives a crossbow to a companion it is automatically replaced with a clone. This gives us the ability to swap models on the clone just as on the player's version. Bloat should never be an issue, unless the player makes the habit of giving numerous versions of the same crossbows to their companions.
    * Added a token system that prevents companions and dead NPCs from converting regular bows to crossbows. Any time the player accesses a container a token is now added that prevents the regular scripts from doing a check. This allows the player to give companions regular bows as well, without worrying about them turning into crossbows. Furthermore, it stops the player from "harvesting" crossbows from dead NPCs.
    * Revamped the leveled lists to be consistent while maintaining the effect of a random list. While I was doing that, I also added vendor chests to three Shivering Isles locations. This uped the number of vendors to sixteen, but it also added the requirement for Shivering Isles to be installed. I will probably see about making a Vanilla Oblivion version as well.
    * Added variables that prevent those with the "Archer" or "GuardArcher" classes from equipping crossbows. I also added conditions that prevent Golden Saints and Dark Seducers from having them. This was requested, and easily implemented.
    * Combined the NPC quest script with the primary control script, as well as optimized the way in which they run. I worked to make the NPC animation spell be cast at appropriate intervals so as to prevent using more resources than necessary. While I was at it, I also tweaked a few minor things in the player's animation control script. It's not foolproof, but it is more solid than previous versions.
    * At long last, found a way to immobilize the NPC without adding the burdening effect. Strangely enough the answer was indeed in using "SetRestrained". As long as "SetRestrained" was called after the NPC had begun their attack it didn't prevent them from attacking, only from moving. I simply have the scripts check to make sure that when they are done attacking, if they are still restrained, we loose them so that may attack again at will. Really quite simple, but I admit, I ran across the solution entirely by accident. Thankfully, this now makes CoC compatible with Realistic Fatigue.

Changes made to v8.9

    * Have replaced the older crossbow models with five new models created by Hel Borne.
    * Have redirected all file paths to "(dir)\crossbows of cyrodiil\", where "dir" is the root of the file path.
    * Have added a script variable to prevent the player from using the "auto-move" key while spanning a crossbow.
    * Have added a script variable to prevent the player from going through doors while spanning a crossbow.
    * Have added a script variable to prevent the player from spanning a crossbow while in the air.
    * Have added a script variable to (hopefully) prevent the improper animation from playing after the player has been staggered.
    * Have added a script variable to prevent the spanning timer from starting before the crossbow is all the way out.
    * Have optimized the equation for the spanning timer for a smoother spanning sequence.
    * Have reworked the scripts for optimal processing.
    * Have removed a few unneeded files from the 7zip.
    * Have updated the readme for users of v8.8 or earlier.

Changes made to v8.8

    * Have redirected all file paths to "(dir)\crossbows\", where "dir" is the root of the file path.
    * Have altered the crossbow and bolt detection to now utilize the "modelPathIncludes" command, thus making it possible to maintain dynamic weapon speeds. Thanks goes to "HeyYou" for this wonderful contribution.
    * Have added a script variable to allow the player to maintain a spanned crossbow while swimming. The player still can not span the crossbow in the water, I merely fixed the problem that would force the crossbow to discharge upon entering the water.
    * Have added a variable that allows "companions" to use the crossbows. There are still some bugs in this area, but I am working them out.
    * Have altered the script variables that force the player to sneak while spanning the crossbow. They should no longer allow the player to exit sneak mode before the animation has completed.
    * Have altered the sneak timer to account for dynamic weapon speeds. It is not 100% fool-proof as of yet. However, the scripts will detect the current weapon speed and adjust the timer accordingly.
    * Have altered the crossbow speeds to reflect their relative damage. More powerful crossbows will now take longer to load.
    * Have removed a few unneeded files from the ESP.
    * Have updated the readme for users of v8.7 or earlier.

Changes made to v8.7

    * Have reconfigured the script that controls the player animation, hopefully making it more efficient.
    * Have changed the quest delay time from 0.001 to 0.1. This should prevent excess script processing.
    * Have removed a few variables from the script that controls the NPC animation. They should now take less time to process.
    * Have added a variable to prevent the NPCs from remaining in sneak mode while in melee combat.
    * Have added a script variable to correct the occassionally incorrect animations that occured immediately after exiting the dialogue menu.
    * Have expanded the list of loot tables receiving crossbows and bolts.
    * Have set all spells to ignore the "absorb/reflect spell" effect, thus eliminating any problems for actors with a constant "absorb/reflect spell" (namely those using the Atronach birthsign).
    * Have lowered the "area of effect" on the NPC script spell considerably. This too should help to minimize any lag.
    * Have set four crossbows to "ignore normal resistance" in order to maintain consistency with the game itself.
    * Have changed archive back to 7zip format. Version 8.6 was mistakenly compressed to zip.

Changes made to v8.6

    * Have finally made the crossbows and bolts compatible with NPCs. The scripts will assign bolts and a crossbow to about 1 in 3 (33%) of those NPCs who would normally have a bow. In the process the current bow and ammo will be removed, preventing excess loot. This applies to the guards as well. The manner in which this is done prevents this mod from changing any NPC data, thus making it fully compatible with mods that do. There may be a few bugs that persist but it appears to be functioning correctly for now.
    * Have corrected the problems surrounding the vendor supplies (I think). They will now hopefully respawn and level correctly. There is now a vendor in every city except Kvatch and there are two in the Imperial city.
    * Have added crossbows and bolts to a few unique vendors, including: Shady Sam, Sabine Laul (Chorrol Fighters Guild), Tadrose Helas (Bravil Fighters Guild), and Mraaj Dar (Dark Brotherhood).
    * Have added a script variable to control the addition of crossbows and bolts to loot tables. By doing it this way I didn't have to edit any leveled lists, yet again preventing incompatiblity with other mods. This is also why the OBSE requirement has gone up to v0013.
    * Have changed all the data directories for consistency and to prevent incompatibilities with other crossbow mods.
    * Have deleted unused files and folders.
    * Have decreased the damage dealt by the new items. As every time the player was struck by an enemy's bolt they would be killed.
    * Have decreased crossbow speed from 5.111 to 4.111 in order to prevent them from being overpowered.
    * Have continued to optimize the leveling system.
    * Have corrected a few mispellings.
    * Have Updated Readme data.

Changes made to v8.5(b)

    * Have replaced the ESP from v8.5 with the correct one. I mistakenly included the wrong one with that release.

Changes made to v8.5

    * Have continued to debug the scripts, especially where the animation is concerned. The crossbows should function better now than they did, though they are still not perfect.
    * Have added a script variable that prevents the player from spanning the crossbow while swimming. This is for realism as should be obvious.
    * Have begun to implement a leveling system. Crossbows and bolts will now appear as random loot, though not on NPCs.
    * Have added more info to the quest logs and have hopefully eliminated any problems connected with them.
    * Have repositioned the bolts models slightly in an effort to help things align better in Third Person View. It's not perfect, but it's better.
    * Have removed "DXtoVK.ESM" Master dependency. From this version onward there will only be one data file to activate (Crossbows of Cyrodiil.ESP).
    * Have Updated Readme data.

Changes made to v8.4

    * Have corrected some problems that caused the incorrect animation of the crossbow. Occassionally, the animation will reset but it does so much less frequently now.
    * Have corrected a bug that caused the player to die if spanning action was begun while in the air. In the process also eliminated the stutter associated with this part of the animation.
    * Have fixed all incompatability issues surrounding "The Archer's Paradox" vendor chest. All items are now added by script.
    * Have add quest logs to the journal for player reference.
    * Have continued to attempt to balance crossbow/bolt damage ratio.
    * Have made all crossbows and bolts available at various vendors throughout Cyrodiil. Items for sale are entirely random now. Again, this was done through scripting so as to prevent incompatabilities.
    * Have replaced the "Amber Bolts" model with an updated version. Somehow I managed to include the wrong one in v8.3.
    * Have removed an unused copy of the "Daedric Crossbow" mesh that also somehow managed to sneak into v8.3.
    * Repositioned the static bolts in the "Bone Bolts" model to be consistent with the other models.
    * Converted Readme to HTML format.

Changes made to v8.3

    * Made the animation scripts more effective and efficient.
    * Added script variables that immobilize the player while spanning the crossbow. This was done for balance and realism. After all, you can't span a crossbow while moving.
    * Added a script variable that prevents the player's Marksman skill from effecting attack damage. This was done for balance and realism as the crossbow was an effective weapon regardless of the user's training.
    * Corrected collision errors introduced by my v8.2 changes. All meshes now use highly optimized collision and should work without any bugs.
    * Adjusted a few item stats for realism, namely the weight of bolts.
    * Redirected all model location data so as to prevent future incompatablilty.
    * with other versions currently in development. Renamed all item IDs so as to prevent future incompatablilty with other versions currently in development.
    * Updated Readme.

Changes made to v8.2

    * Have corrected issues introduced by my v8.1 script changes. Reset script to Scruggs' original structure and modified from there.
    * Have updated collision for all meshes in an effort to minimize problems, though some still persist.
    * Made "Hand Crossbow" unavailable since model is incorrectly positioned and it appears it will take some time to correct.
    * Renamed "Arbalest" and "Arbalest & Scope" to "Heavy Crossbow" and "Heavy Crossbow & Scope" in order to accomadate future script plans.
    * Updated Readme Installation data.

Changes made to v8.1

    * Have repositioned models for a more realistic First Person View.
    * Have included updated screenshots.

Changes made to v8.0

    * Fixed a number of issues with the meshes including: collision, positioning, etc.
    * The crossbows will now be positioned correctly on the player's back.
    * Have renamed all items for a more immersive feel.
    * Have attempted to balance item stats for a more immersive feel.
    * Changed mod name to one that can be upgraded without fear of incompatability.
    * Have replaced optional ESP files with one standard file. Now that the item stats are varied there seemed little reason to attempt to update several ESPs for differing damage.
    * Have fixed the problem that caused bolts to unequip with any weapon that was not a crossbow. Bolts will now only unequip if a normal bow is equipped at the same time.
    * Extensively edited scripts.
    * Removed individual scripts from items.

Changes made to V7.1

    * Updated collision on v7.0 models.

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!!!!!BELOW IS INFORMATION FROM SJORS ORIGINAL README!!!!!
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V7.0 "update by SB and Bioxx"

    * The crossbow quiver and bolt texture bugs are fixed. *Done by Bioxx*
    * The crossbow collision meshes are optimised *Done by SB*
    * The crossbow collision meshes settings are fixed. *Done by Bioxx* (the crossbows now fall to the ground)

V6.0 update *Done by Tibixe*

    * Scripting is added to the mod. *Done by Tibixe* - The same horizontal crossbow firing animation for standing and sneaking. Bows only equip arrows and crossbows only equip bolts.

V5.0 update *Done by SB*

    * All crossbows animated.
    * All texture problems fixed.
    * Added new crossbows.
    * Added crossbow bolts.
    * Added new crossbow textures.
    * All game crashes and errors fixed.
    * Added improved collision meshes.
    * “Cethegus crossbow mod” totally removed due to a modders conflict.

V4.0 update *Done by SB and Cethegus*

    * A small number of insignificant bugs fixed.
    * Critical bug fixed "Game crashes when firing bolt"
    * SB TES4 Oblivion Crossbow Mod v4.0 merged with Crossbow Cethegus v1.1 + Add-on v001 to fix bugs.
    * Enchantment bug fixed on one of my sniper bolts.

V3.0 update *Done by SB*

    * Improved crossbow meshes.
    * Better corresponding crossbow icons.

V2.0 update *Done by SB*

    * All crossbows textured.
    * Improved crossbow meshes.
    * Better looking crossbow icons.
    * Removed visible animation bones.


6. Disclaimer
Crossbows of Cyrodiil is provided free and "as is" for use at your own risk; the creators cannot be held responsible/liable for anything that happens while using it. This product is not created by nor associated with Bethesda Softworks, Zenimax Media, nor any of their affiliates. Feel free to host this mod anywhere you want but only in it's original unmodified package. Please, do not release your own modified versions of this mod, or any of its resources without first obtaining consent to do so from Linus.


7. Credits
HeyYou for continuous development, testing, and support of the scripts.
Hel Borne for continuous development, testing, and support of the models.
Sjors Boomschors for the original concept that spawned this mod.
Scruggswuggsy the Ferret for the first working Oblivion crossbow script.
My Wife for putting up with me while I was developing this version.
Bethesda Softworks for a magnificent game and construction set.
Bethsoft Forums for support and feedback.
NIF Skope for an outstanding nif editing tool.
3D Studio Max for the excellent modelling software.

I hope this mod is as much fun to play as it was to make.

-Linus