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radj307 edited this page Feb 6, 2022 · 14 revisions

Introduction

So you want to customize your archery physics, but don't want the hassle of patching every single projectile record in the entire game + all mods? Well, lucky for you Another Archery Patcher allows you to customize ( nearly ) every setting it uses!

How to Access & Change Settings

If you're using the repository version, you can access the settings menu through the Synthesis application:

Settings documentation can be found here.

If you're using the external version, or if you prefer editing the .json file directly, you can find it here:
<SYNTHESIS_PATH>/Data/Another Archery Patcher/settings.json

Projectile Physics

The starting trajectory of all arrows & bolts in the game is controlled by the following factors:

  1. Draw Weight

    • Draw weight (and speed) corresponds to the weight of the bow visible in the inventory screen.
    • Heavy bows take longer to pull back fully, but will fire arrows at much higher initial speeds than light bows, causing arrows to follow a flatter, longer trajectory.
  2. Tilt Angle

    • This is the angle relative to the crosshair that projectiles begin their flight at.
    • This is controlled by Skyrim.ini.
      I recommend changing the following lines (add them if they are missing) in Skyrim.ini and/or SkyrimCustom.ini:
[Combat]
f1PArrowTiltUpAngle=0.2
f1PboltTiltUpAngle=0.2
f3PArrowTiltUpAngle=0.7
  1. Projectile Speed

    • The higher the projectile's speed, the flatter & longer its trajectory.
    • This is combined with the draw weight of the bow to get the actual speed value.
  2. Projectile Gravity

    • The higher the projectile's gravity, the curvier & shorter its trajectory.
    • Gravity is a constant that causes the projectile to drop.
      On Earth, this is approximately 9.807 m/s², while on Nirn it is approximately 11.07 m/s². (source)
  3. Projectile Maximum Range

    • The game engine imposes a limit on how far a projectile can fly while still checking if it has impacted something.
    • If a projectile exceeds this limit, it will pass through anything it comes into contact with.
    • This is controlled by the fVisibleNavmeshMoveDist Game Setting.

Auto-Aim

Everyone's least favourite "convenience" feature can also affect the trajectory of a projectile, causing arrows to begin their path on a collision course with nearby enemies instead of where you were actually aiming.
("Collision course" is relative here, the game engine gets confused by moving targets & modified physics resulting in consistent missed shots.)

You can disable auto-aim with this setting:

Game Setting Name Default Value Disabled
fAutoAimMaxDegrees 1.000000 0.000000
fAutoAimMaxDistance 1800.000000 0.000000
fAutoAimScreenPercentage 6.000000 0.000000
fAutoAimMaxDegrees3rdPerson 2.000000 0.000000

Tilt Angle

You can change the tilt angle values directly by editing Skyrim.ini and/or SkyrimCustom.ini.
I recommend using the following values:

[Combat]
f1PArrowTiltUpAngle=0.2
f1PboltTiltUpAngle=0.2
f3PArrowTiltUpAngle=0.7

Magnetism

This refers to the game engine's tendency to make assumptions about where a projectile should impact.
Magnetism causes projectiles that would normally miss a target to hit it anyway, and can often cause unintended side-effects like shooting a wooden beam instead of the enemy standing behind it.

Disabling magnetism is easy, open Skyrim.ini and/or SkyrimCustom.ini in your preferred text editor and replace/add the following:

[Combat]
fMagnetismStrafeHeadingMult=0.0
fMagnetismLookingMult=0.0

Note: If you're using the Tilt Angle adjustments already, then your INI should look like this:

[Combat]
f1PArrowTiltUpAngle=0.2
f1PboltTiltUpAngle=0.2
f3PArrowTiltUpAngle=0.7
fMagnetismStrafeHeadingMult=0.0
fMagnetismLookingMult=0.0
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