The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

RePerk - Archery
66 Comments
DJ Skeletonlord 28 Dec, 2021 @ 1:33am 
Don't know if you're still monitoring this, but I wanted to know if it is possible to port this mod to Nexus for people on SE to continue using it?
laffett 13 Jan, 2019 @ 12:47am 
Yeah.... just wish there was a patch for it. I love the mod, its just one of those little annoying bits.
Koppartikus  [author] 13 Jan, 2019 @ 12:41am 
@laffett - this is a game engine limitation, unfortunately. The same thing happens with the Bullseye trait in the baseline tree - the effect is applied before the arrow actually lands, causing the knockdown before the arrow hits. For Bullseye it's a paralysis effect instead of knockdown, but it has the same overall effect.
laffett 12 Jan, 2019 @ 9:42pm 
Thank you, it's up and running, though I ran into another problem. The knockdown effect, while an awesome concept, it knocks people down before they get hit, you have to aim at their ankles if you want to hit them at all, extremely detrement to stealth gameplay.
Koppartikus  [author] 26 Dec, 2018 @ 1:38pm 
@laffett - A few things you can check:

- Open up the mods to make sure it's enabled
- Make sure the mod's last on the list to ensure it's not being stepped on by anything else

Hope this helps! Without more information I can't help, but it sounds either an ordering/installation issue.
laffett 24 Dec, 2018 @ 7:37am 
I've subscribed but I can't see any difference.
Skegg 17 Nov, 2016 @ 4:15pm 
@koppartikus, is there any chance we could get a re-perk one handed, specifically one that could incorperate unarmed?
Koppartikus  [author] 20 Jun, 2016 @ 11:33am 
@RenegadeWinter - The most straightforward way to do this is to console them in. Opening the console window with ` you can type in help "<NAME>" 4 (where <NAME> is the name of the perk) to find out what the IDs are for each of the perks you want and then use player.addperk <ID> to add the perk in. It'll take a bit of finagling but you should be able to do it pretty easily.
WhatsAmataYou 16 Jun, 2016 @ 8:48pm 
Sooooo, I was using this mod along with several others (none also affecting any perks, though), and after pretty much mastering archery, I randomly realized that the only part of the mod that was actually working was the longbows, and that once I had eagle eye 2, zooming in no longer worked and I could no longer aim at all while holding block. I placed this mod at the end of the load order, and now the skill tree shows, but the points I had invested in the vanilla skill tree were not refunded... so now I have 100 archery skill, but no perks at all. :P WWould you happen to have a suggested fix?
Koppartikus  [author] 27 Mar, 2016 @ 8:34am 
No problem! Glad to be able to help.
Sak_Ujo 26 Mar, 2016 @ 12:07pm 
You were right, the crossbows for bandits, stormcloaks and empire messed with your mod. I immediately noticed a difference in damage. Problem solved. Again, thanks. ^_^
Sak_Ujo 26 Mar, 2016 @ 11:24am 
I'm going to try your mod again, but without the crossbows for those other dudes. If it works, I'll just uninstall it because I'm not very proficient with CK and it stops working regularly, which I can't seem to fix.
Thanks for responding so quickly!! ^_^
Koppartikus  [author] 26 Mar, 2016 @ 10:21am 
@Sak - the crossbows for bandits might be causing issues. All of the talents are tied to keyword IDs behind the scenes that I've put on all of the crossbows my mod provides. If that mod, for instance, replaces all of my bows (which have the IDs on them) with their bows then none of the perks will work for the bows.

You can try creating a wrye bashed patch that should merge the changes so that you can use both mods without issue (separate process well documented online, just search for skyrim bashed path) and that should alleviate the issue.
Sak_Ujo 26 Mar, 2016 @ 8:53am 
I've fought bandits, draugr and wolves while testing, all on expert difficulty. And I purposely fought monsters with an HP pool that isn't very high, so I could tell the the difference between regular and crit damage.
The mods I have running that alter monsters are;
Faster Vanilla Horses
Crossbows for Bandits, Stormcloaks and Empire (not sure if these count, but they do something with crossbows so I thought it best to mention them also)
I Yield! I Yield!
No Spinning Death Animation
Unarmed Warfare 1.0
Realistic Ragdolls and Force
Koppartikus  [author] 26 Mar, 2016 @ 8:26am 
@Sak_Ujo - can you provide some more details as to what you were fighting, other mods that may alter monster stats, etc? I've done extensive testing on crossbow critical damage and know it's working properly as I've spent a lot of time tweaking the numbers to make it competitive with the other options. Critical damage is weird in that sometimes you'll get a crit without it saying so, crit damage being mitigated by other means (high armor), or just a high HP pool meaning you can't really see the effects of the critical damage even though it's there.
Sak_Ujo 26 Mar, 2016 @ 6:19am 
I don't see any difference between regular regular and critical damage with crossbows. And I've tested it quite extensively. Even tried it with the perk you didn't put in the Archery tree but did make, the one that doubles and triples critical damage. Still no difference. Howcome? The conditions seem to be correct. (not that I'm a great modder, if a modder at all, I dabble a bit with the CK but that's about it) And yes, the mod is last in the load order. =)
Koppartikus  [author] 17 Dec, 2015 @ 5:19pm 
@Baruch - no problem, I was under the assumption that you didn't have many loaded so you might end up having adverse impacts based on what's in your list. Hope you were able to work it out!
Cyprien 17 Dec, 2015 @ 1:27pm 
@Koppartikus - Sorry I saw my comment wasn't posted after I assumed that it wasn't your mod that caused the shitstorm, thanks for the answer anyway :)
Koppartikus  [author] 15 Dec, 2015 @ 1:33pm 
@Baruch - there are some perks I used that were unchanged from the base game - Eagle Eye rank 1 and Ranger are those perks (Focus and Skirmisher in this mod, respectively). You'll need to remove these perks via the console since the game will still have these listed as active perks even though the mod's been uninstalled.

Please note that the Ranger perk is unique in that it can't be reverted even if you remove the perk - you'll need a fresh file or a save prior to training it to remove it fully. This has less to do with the mod and more to do with the nature of the baseline skills.
Cyprien 11 Dec, 2015 @ 9:54am 
I subscribed to the mod but prefer the precedent version, I deactivated it in the lancher and unsubscribed but some features of the mod still hold (like ultra zoom) how can I delete it completely and properly ?
Koppartikus  [author] 15 Nov, 2015 @ 3:42pm 
@lars - Once you subscribe to the mod you'll need to activate it via the launcher. To open the launcher, go into your skyrim folder and double click the "SkyrimLauncher.exe" file. From there, select the Data Files option and enable the mod.
Vac Is Perfect Anti Cheat 12 Nov, 2015 @ 11:49am 
hey guys i seem to be especially dense and kinda didnt get the installation right. Is one of you so kind as to tell me how (sorry if this is already answered somewhere, i looked for it, but did not find it... as i said i might be a little on the stupid side)
Soulless 13 Oct, 2015 @ 5:29am 
i apperiate that you're swinging the bound crossbow. any tips on how i can/could make mods, where to get the modding program/app?
Koppartikus  [author] 13 Oct, 2015 @ 4:21am 
Sorry, won't be doing the glowing arrow thing.
Soulless 12 Oct, 2015 @ 3:40pm 
one more thing, can you make a mod that gives all bolts and arrows a slight glow, so theyre a little easier to recover, especially at night, or make a spell that causes them to glow?
Soulless 12 Oct, 2015 @ 2:58pm 
thanks for getting back to me.
Koppartikus  [author] 12 Oct, 2015 @ 2:13pm 
@Soulless - This mod affects crossbows, the longbows included in this mod, and the base bows in the game. I should be able to swing a bound crossbow... I'll look into it. My main obstacle would be getting it to look like a bound weapon, as I don't do models on my own - might be doable with shaders.
Flurio 12 Oct, 2015 @ 6:42am 
@Koppartikus
Okay, good to know :)
If the new mods will be as good as this mod, it will be rly awesome :steamhappy:
I'm really looking forward to it
Soulless 12 Oct, 2015 @ 6:17am 
two questions: 1. does this mod only effect the LONGBOW Weapon(not other boxs beinfit from this mod)? 2. is there, or can you make, a bound crossbow spell?
Koppartikus  [author] 10 Oct, 2015 @ 4:59am 
Looking to get it out within the next week or so - I had to take a long hiatus due to other priorities but am now looking to do some work on these mods again. The patch the bound longbow would include would be a smaller patch, so the turnaround time shouldn't be too large.
Hellion 9 Oct, 2015 @ 11:18pm 
"I don't believe there's a bound longbow version yet, but it's slated to come out in a future patch"

got an ETA on this? my playstyle is to use spells to conjour all weapons and armor.
Koppartikus  [author] 7 Oct, 2015 @ 12:35pm 
@Flurio - Some are in progress! I have a heavy armor mod ready for release and am currently working on a one handed mod. Unfortunately I had several things that pulled me away from this work for about 2-3 months but should have the bandwidth to keep progress moving forward now. Glad you like the mod!
Flurio 2 Oct, 2015 @ 10:17am 
pls make mods with the other skills (onehanded, twohanded, heavyarmor, lightarmor......)
:steamhappy:
Koppartikus  [author] 12 Sep, 2015 @ 10:30pm 
I don't believe there's a bound longbow version yet, but it's slated to come out in a future patch when I update more of the unique bows from dragonborn and dawnguard to be compatible with the mod. I've been pretty busy outside of modding lately but am looking to put out an update in October.
Mortus 8 Sep, 2015 @ 11:51am 
is there a longbow version of the bound bow?
Zoretrix 6 Jul, 2015 @ 2:26am 
oh that explanes why i didnt get any more dmg to my nordic longbow from one mod when i added points to the sniper perk
Koppartikus  [author] 5 Jul, 2015 @ 1:18pm 
@Balyndar - Correct, this mod will not work with mods that create additional ranged weapons. Since weapon normalization was important to balance between the different weapon types I made the decision to not run into problems where mods with certain bows would completely outclass other bows (or longbows and crossbows in general) because their stat distribution didn't fall in line with the expectations this mod is designed around.

I would consider making compatiblity mods for some weapon mods if enough interest is voiced, but considering that this mod works with all bows in the baseline game and official DLCs I feel that's good enough variety for a player to choose from.
Balyndar 4 Jul, 2015 @ 2:16pm 
Nice mod but doesnt work with another weapons mod
mcurrie09 2 Jul, 2015 @ 9:15am 
I found a similar issue with the long range knockdown effect long before this mod, with the Paralyze perk, so I understand the frustration. My solution is simply to shoot for the legs if possible. Can't wait for the one handed tree, I was just miffed yesterday when I realized my assassin's daggar didn't have its own perk, like swords, axes and maces.
Zoretrix 30 Jun, 2015 @ 9:36am 
left* :3
Zoretrix 30 Jun, 2015 @ 9:35am 
Cool, i have always cursed the skyrim makers that they lest daggers out of one handed.
Koppartikus  [author] 30 Jun, 2015 @ 7:48am 
@Zoretrix I'm actually in the middle of redesigning the one handed tree right now as one of my higher priority projects. Keep an eye out for a Heavy Armor mod coming out this week and a One Handed mod coming out within the next week or two.

Shameless Self-Plug: If you like the design of this mod, make sure to check out my Standing Stones mod as well! I take a similar design approach to make the standing stones more interesting choices for players.
Zoretrix 30 Jun, 2015 @ 7:17am 
can u make same kind of thing for one handed (they forgot daggers)
MediOgre 30 Jun, 2015 @ 5:58am 
The issue with the takedown perk also happened with the paralysis perk in vanilla Skyrim, so it isn't really something new ^^
Koppartikus  [author] 30 Jun, 2015 @ 4:16am 
@Severo - Great - the workshop's sometimes fickle when it comes to updating.

Regarding Takedown: unfortunately the bug you're reporting is just the way the engine works when it comes to applying on hit effects with ranged weapons. I found this during testing and tried pretty hard to find a way around it, but since the game checks to see if you hit before the arrow actually connects it'll apply the on-hit effect (in this case, the knockdown) before the arrow gets there, which in some cases makes you miss the target. This quirk is also the reason why you'll sometimes get the kill-cam for ranged shots even if your arrow still misses. Frustrating, but overall minor so I decide to leave the perk in since it's pretty awesome regardless.

Hope that you're enjoying the mod otherwise!
Sterling 29 Jun, 2015 @ 10:16pm 
Nevermind about the bow thing. It finally updated on like my fourth startup :P
Sterling 29 Jun, 2015 @ 5:36pm 
@Koppartikus - nope. I still have the big purple mess. Not sure if it just isnt updating or what. I did go to the launcher like you said, but the only difference I've noticed is the enchantment effect is now visible on the purple parts.

And while I'm reporting bugs, I'd like to say that there seems to be one with the longbow perk that knocks over medium-range targets (cant remember the exact perk name). Occasionally, usually when it seems to me that the target is just inbetween medium and long range distance from me, the enemy will actually get knocked over before the arrow hits, making the arrow soar over them. Which, when in a slow motion action shot, like the last bug, is hilarious to watch.
Koppartikus  [author] 29 Jun, 2015 @ 2:43am 
@Severo Cairon - not just you! This looks to be an issue with the mesh I'm using, sorry about that. I just published a hotfix that uses the normal dragonbone texture for now so you don't have to resort to using a purple abomination. Steam should synchronize your mod the next time you play, but just make sure you boot up the launcher prior to your next session to make sure it checks for updates, and let me know if you still see the purple bow or the original texture.
Sterling 29 Jun, 2015 @ 12:23am 
not sure if this is just a me thing, but it appears that the texture for the Dragonbone Longbow isnt on correctly, as only the metal parts have the correct texture, while the actual "bone" part is just nothing but purple.

And I would just like to say how hilarious it was to finally unlock the strongest tier of longbows in the game after leveling smithing to 100, just to see my ultimate weapon would be a double-enchanted purple blob with a metal handle.
Frimy 20 Jun, 2015 @ 8:47pm 
Thanks man i appreciate it