#Arrow Stick
1 messages · Page 1 of 1 (latest)
Turns out I completely forgor about ignoring player and so ammo might spawn inside/behind you if crosshair points at you 
1.1
Fixes
- Arrows no longer spawn inside the player
I needed this in vr so bad
Did not test yet. I got 50.1 vr
This is glorious. Two questions though, do they stick(heh) around, or despawn after a while if not collected? And is there a chance of breaking on impact?
This is all coming in Physics Projectiles. But until that happens, we have Arrow Stick to ease the wait
No and no
Would putting light on an arrow turn it into essentially a glow stick that sticks in the wall?
Prooooobably?
Arrow Stick has a placeArrow event, so Max should be able to do that, yeah
This depends only on arrow meshes, though

1.2
Features
- Added settings page
- Added chance for arrow not to stick
- Added option for arrows to despawn on being unloaded
- Added optional Impact Effects integration
Yes and yes now I guess 
🧐
[07:34:09.559 E] Global[scripts/arrowstick/global.lua] onActivate failed. Lua error: [string "scripts/arrowstick/global.lua"]:97: attempt to index upvalue 'shotArrows' (a nil value)
[07:34:09.559 E] stack traceback:
[07:34:09.559 E] [string "scripts/arrowstick/global.lua"]:97: in function <[string "scripts/arrowstick/global.lua"]:96>
On cell change right after load
Actually pretty doable - all it needs is a bone attach point in each projectile mesh. We already have it done in my mod, so at least in theory attaching a light vfx should produce light. I'll test it some time later
Yes please im trying to make either a dishonored 1 style prison break quest or thief 1/2 style missions
Impact Effects integration was completely spontaneous
And easy to do with the foundation this mod provided
Elevated the atmosphere just to another level 
Throwables storage
(I guess I need to rotat e ebony darts)
fun fact
enchanted throwables with AOE spells trigger enchants on contact, yet retain them when spawned in the world
This would probably need a setting, because it feels odd 🧐
Why would they disenchant? vanilla - yes, enchanted projectlies of any sort just get lost. But no other weapon loses its enchantment with use
Feels right to me, I'd say
Because visually (and practically) they cast their enchants regardless of hitting the actor
ah, that
I don't remember. I think they do
it would kinda make sense, but still
Last time I play with throwables in any capacity was 2022
iirc special darts from tribunal definitely retained it, and I used those extensively
need to test
Huh. Can't get AoE enchant darts to get stored at all. Disregard
Reading the description for "area of effect arrows" plugin - they are supposed to "explode on impact", so probably not storing/sticking them at all is the best bet
Thought so
Yeah its annoying vanilla bug - the throwables are even rotated when throwing them… you need to flip its axis
Wont be anything new that its fixed in lua projectiles (shameless self promotion😅)
To rotate it during throwing you would need to edit its mesh
https://www.nexusmods.com/morrowind/mods/44763 we have a mod to fix that 
and besides, they fly so fast and they are so small I don't even notice it :p
Forgot about this little one tbh😅
Although as far as I remember the its kinda buggy
Or rather not compatible in 100% with other stuff (animation - I remember seeing bug report on openMW tracker regarding this mod behavior)
nope, that's an issue on my side
likely due to this mod
1.3
Features
- Added vanilla parity settings
- Added option to enable sticking for projectiles with AOE enchantments
- Added option to enable underwater sticking
1.4
- Moved Impact Effects Integration settings into their own settings group
- Added water splashes (Impact Effects integration)
- Added a non-sticking material list (Impact Effects integration)
- Added script removing to despawning arrows. It may or may not positively impact your performance
- Fixed random and AOE enchant cheks not working correctly
1.4.1
- Fixed arrows crashing the mod if not shot at water (uh oh)
Thank you for the update. I'm curious about the positive impact to peorfmance. I thought it was great already
I doubt it would be noticeable if any, tbh
because the script either way effectively does nothing after the arrow is removed
Maybe it would marginally lower the RAM or disc space usage, idk
@livid ridge hey, quick question about your code. What was the idea behind spawning the arrow in temporary location first and moving it into proper position 0.1 sec later?
local function onItemActive(item)
if xrot and xpos then
async:newUnsavableSimulationTimer(0.1, function()
item:teleport(item.cell.name, xpos, xrot)
xrot = nil
end)
end
end
...
local temppos = util.vector3(pos.x, pos.y, pos.z - 1000)
local newArrow = world.createObject(id)
newArrow:teleport(player.cell.name, temppos, rot)
xrot = rot
xpos = util.vector3(pos.x, pos.y, pos.z)
...
Probably so the player/local script can do a raycast
uh huh
I might be able to get rid of it, then
1.5
- Changed distance delay to affect not just impact effects, but arrow spawning too
- Added new event on successful arrow stick
- Renamed event for an attempt to place an arrow ("placeArrow" -> "ArrowStick_PlaceNewArrow")
- Removed some legacy code
1.6
- Added Impact Effects SFX
- Requires Impact Effects 1.08 or newer to work
- Older versions of Impact Effects still work, but they don't make SFX
- Added arrow scatter setting
- Changed "ArrowStick_ArrowPlaced" event behavior and data
What does arrow scatter do? You’ve intercepted the vanilla projectile to fly with recoil ?
It adds a miniscule yaw and pitch random offset. Just so arrows don't stick into each other if they are shot in one spot
No gameplay impact. I'm not touching that
Nice, makes sense 🙌
Hello! This is truly a great mod, so I’ve localized the parts that needed it. I hope you can include it in your next update! Thank you for creating such an amazing mod!