ABOs mods

Post » Tue Jul 20, 2010 1:32 am

Does anyone know how to increase the fatigue of a horse through a console command? I know ABO posted a method a couple of threads back as this was an issue with RealisticFatigue; well, I found an Imperial Legion horse lying crumpled on the ground, whinnying away (not dead) and it clearly lacks the fatigue to get up. Probably because I have RealisticFatigue active and its wearing horse armour.

Thanks!

First check why the horse is struggling; in the console, point at the horse and type;

tdt
sdt 9

This will show you all the horses stats, including its health, fatigue, and encumbrance. I think you will find it's encumbrance is minimal to non-existent... even saddlebag mods don't actually add much to the horses inventory. Most likely you will find it is injured, but it's also possible something has set its fatigue very low. I'm not entirely sure what does this, but I think something like MMM or OOO does some sort of "creature diversification" thing and adjusts creatures stats up/down randomly in ways that might sometimes cause RF to decide they are too puny to stand. To increase the horse's fatigue you can do;

setAV fatigue 500
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Darrell Fawcett
 
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Post » Tue Jul 20, 2010 1:32 am

Hi ABO,

Since you're around - could you take a look at post 51+ in http://www.gamesas.com/bgsforums/index.php?showtopic=1062602&st=50. It's a discussion of Duke Patrick's new Combat Arcehry mod, and its compatibility with Realistic Leveling (and other natural leveling mods). I there told him to not use Drain Marksman 100 spell, as that would confuse RL - I hope my understanding was correct. We also discussed a way RL (and nGCD, etc.) could have much better compatibility with such Drain spells, with the solution I propose in post 58. In short, that RL keeps stored the last value of each skill, and on the next computation, if the skill is now 0 with a high drain skill, you simply don't update the value of the skill, but uses the last valid instead. The effect is that skills are considered non-changing as long as they are affected by a drain skill which drains it down to 0. This would make RL compatible with mods that rely on high drain spells.

Am I correct in my thinking, and is there any chance you could add this?
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Izzy Coleman
 
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Post » Mon Jul 19, 2010 5:11 pm

Since you're around - could you take a look at post 51+ in http://www.gamesas.com/bgsforums/index.php?showtopic=1062602&st=50. It's a discussion of Duke Patrick's new Combat Arcehry mod, and its compatibility with Realistic Leveling (and other natural leveling mods). I there told him to not use Drain Marksman 100 spell, as that would confuse RL - I hope my understanding was correct. We also discussed a way RL (and nGCD, etc.) could have much better compatibility with such Drain spells, with the solution I propose in post 58. In short, that RL keeps stored the last value of each skill, and on the next computation, if the skill is now 0 with a high drain skill, you simply don't update the value of the skill, but uses the last valid instead. The effect is that skills are considered non-changing as long as they are affected by a drain skill which drains it down to 0. This would make RL compatible with mods that rely on high drain spells.

Am I correct in my thinking, and is there any chance you could add this?

That thread is now closed for some reason... was going to post there but can't.

There is a mistake in your warning... RL is not adversely affected by large skill drain spells, only by large skill drain abilities. There is a difference... drain abilities modify the base skill as returned by getBaseAV, but drain spells do not. So large drain spells (and diseases) are OK... just not large drain abilities. I think in earlier patches of Oblivion drain skill abilities didn't even work, but at some patch they started working.

I do have a new version of RL in development that is just going to delay recalculating level/attributes whenever it detects a large skill drain ability. The idea of just using the "last known value" is kinda tempting, but I think that it's more likely to cause problems than just delaying calculation until the drain ability is removed. AFAIK mods that use large skill drain abilities do not apply them for extended periods of time, so this should be OK. I can always use the argument that you cannot advance while your skill is so drastically impaired :-)
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Chloe :)
 
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Post » Tue Jul 20, 2010 12:57 am

First check why the horse is struggling; in the console, point at the horse and type;

tdt
sdt 9

This will show you all the horses stats, including its health, fatigue, and encumbrance. I think you will find it's encumbrance is minimal to non-existent... even saddlebag mods don't actually add much to the horses inventory. Most likely you will find it is injured, but it's also possible something has set its fatigue very low. I'm not entirely sure what does this, but I think something like MMM or OOO does some sort of "creature diversification" thing and adjusts creatures stats up/down randomly in ways that might sometimes cause RF to decide they are too puny to stand. To increase the horse's fatigue you can do;

setAV fatigue 500


Thanks ABO, I will give that a try ASAP.
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chirsty aggas
 
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Post » Mon Jul 19, 2010 2:57 pm

Thanks ABo it worked, although I see that setav fatigue 500 increases the horse's max fatigue to 500, and by doing so, raises its current fatigue as well. I had to do setav fatigue 1000 on the horse to raise its current fatigue out of the minus values, it was sitting on about -600!!
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Samantha hulme
 
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Post » Tue Jul 20, 2010 4:23 am

Thanks ABo it worked, although I see that setav fatigue 500 increases the horse's max fatigue to 500, and by doing so, raises its current fatigue as well. I had to do setav fatigue 1000 on the horse to raise its current fatigue out of the minus values, it was sitting on about -600!!

Some other mod must be applying severe fatigue modav changes to get that, and it can't be RF (since it only does modav2 changes). Note that this horse will still be suffering with RF since it uses current fatigue/base fatigue to figure out the current fatigue ratio for things like pant/whinny and trip chances, and this horse will be at something like 100/1000 = 10% fatigue. Ideally you need to remove the modav changes applied to this horse by other mods, but unfortunately you can't do that at the console.

Note that RF includes a "Repair Fatigue" script for repairing modav drains applied to the player, but it doesn't (yet) include anything to repair other actors. I think I need to add something like that in the next version, since several people have reported this and it's not yet clear what other mod(s) are doing this damage.

BTW I'm also very interested to know what health value/max and encumbrance value/max this horse had.
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emily grieve
 
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Post » Mon Jul 19, 2010 2:41 pm

Note that RL calculates your level (and attributes) from your skills. If your skills are unusually low for any reason, then your level will be unusually low. Common reasons for problems like this are;

Heh. When I started my latest character, my level bar wasn't going up... I thought there was a problem, so I checked sqv aarealisticleveling, which said I was at 0.52. I thought, "Well, I'll just let it go" (because it was increasing) "and see if I level up." As it turned out, I was at L0 - once I hit 1.0, the level bar started increasing normally. It was weird, but since my stats were really low (some of them are in the 20s), it made sense. I kind of like it - I'm about 9 hours in, and only halfway to L2. :D
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cassy
 
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Post » Mon Jul 19, 2010 3:02 pm

Heh. When I started my latest character, my level bar wasn't going up... I thought there was a problem, so I checked sqv aarealisticleveling, which said I was at 0.52. I thought, "Well, I'll just let it go" (because it was increasing) "and see if I level up." As it turned out, I was at L0 - once I hit 1.0, the level bar started increasing normally. It was weird, but since my stats were really low (some of them are in the 20s), it made sense. I kind of like it - I'm about 9 hours in, and only halfway to L2. :D


I likes it alot - I started a character with Tejon's http://www.tesnexus.com/downloads/file.php?id=26012, and I started at Lvl -8 (yes, negative eight) and now I'm 280 hours in at lvl 25 (using level rates at half of FCOM's).
I heartily recommend it, very hard from the start, but now I have a very well-rounded character that has earned every stat point increase the hard way.

Edit: I should add that I made these changes to the RL .ini, just to keep things constant:
; Set the major/minor/specialty skill experience multipliers. The experience
; required to advance a skill is multiplied by the relevant settings. Larger
; values mean relevant skills will advance slower.

setGS fSkillUseMajorMult 1.00
setGS fSkillUseMinorMult 1.00
setGS fSkillUseSpecMult 1.00
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Jodie Bardgett
 
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Post » Tue Jul 20, 2010 4:53 am

I've found a bug using Realistic Fatigue and http://www.gamesas.com/bgsforums/index.php?showtopic=1074534&st=0&start=0 together.
The Combat Archery mod has a feature that makes the player slow down when walking backwards. This is done by affecting the players speed attribute on the fly. When you move forward your speed is normal again.
However when you stumble (Realistic Fatigue feature) the speed attribute doens't get restored, but it remains at your backward running speed (or mostly slightly faster).
If I heal at the chappel, my speed returns to normal again.

I removed the Realistic fatigue stumble feature (using the .ini) and this fixed the problem.
Duke Patrick's Combat Archery mod also has a falling/stumbling while moving backwards function so it's not realy a problem to me.

I also want to report that NPC's fall over a lot and don't come back up in a fight. I noticed this with NPC's added by the Bartholm mod.
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Tiff Clark
 
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Post » Mon Jul 19, 2010 2:03 pm

I've found a bug using Realistic Fatigue and http://www.gamesas.com/bgsforums/index.php?showtopic=1074534&st=0&start=0 together.
The Combat Archery mod has a feature that makes the player slow down when walking backwards. This is done by affecting the players speed attribute on the fly. When you move forward your speed is normal again.
However when you stumble (Realistic Fatigue feature) the speed attribute doens't get restored, but it remains at your backward running speed (or mostly slightly faster).
If I heal at the chappel, my speed returns to normal again.

I removed the Realistic fatigue stumble feature (using the .ini) and this fixed the problem.
Duke Patrick's Combat Archery mod also has a falling/stumbling while moving backwards function so it's not realy a problem to me.

I also want to report that NPC's fall over a lot and don't come back up in a fight. I noticed this with NPC's added by the Bartholm mod.

RF does not modify attributes at all, so the problem is probably inside the Archery mod failing to restore speed when a character stumbles... possibly because that mod assumes that it's the only thing that causes stumbles. I would report it to Duke...

There are other backwards running mods that do not have this problem, in particular http://www.tesnexus.com/downloads/file.php?id=10901 works by forcing walk mode after 1/3 of a second, and doesn't modify the speed attribute.

Note that the RF stumble affects all actors, whereas Duke's probably only affects the player. Disabling RF's stumble and using Dukes probably means that the player is at a slight disadvantage compared to other actors.

The NPC's falling over and not getting back up is not RF's stumble feature... it will be the fatigue drains for low health and high encumbrance feature. These NPCs are probably badly wounded and/or encumbered and thus cannot stand. This feature can be tweaked by adjusting the healthDrainGain and encumbDrainGain settings in RealisticFatigue.ini. The default settings are tuned so that actors will collapse exhausted just before they die. Unfortunately once they collapse like this they are stuck there until you kill, heal, or loot them.

There are some features I'm considering adding that will help improve this;

1) A slow health regen and low health bleed-out feature.... This means actors that collapse mostly because of high encumbrance will slowly heal and eventually get back up, and actors that collapse mostly because of low health will bleed-out and die. Actors marked as essential will trigger the normal essential actor recovery mechanism and will get backup about 10secs after they die.

2) A drop equipment feature. Actors under threat that are collapsed because of low health and high encumbrance will start to drop equipment so they can stand again. They will drop their heaviest non-equipped items first, then their equipped armor, then their equipped weapon.
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Soku Nyorah
 
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Post » Mon Jul 19, 2010 8:00 pm

2) A drop equipment feature. Actors under threat that are collapsed because of low health and high encumbrance will start to drop equipment so they can stand again. They will drop their heaviest non-equipped items first, then their equipped armor, then their equipped weapon.


That sounds great, if you can add it. It seems like the one missing feature of a very nearly perfect mod.

I love Realistic Fatigue. People think of it as a "realism" mod, like the hunger/thirst mods, but to me it's the single most essential combat mod for the game. I use Deadly Reflex, too, and have used UV before, but Realistic Fatigue has a more profound effect on my combat experience than either of those two (great) mods. It opens up whole new strategies, makes combat far more deadly, and means that all 3 of your "bars" are important (not just health and mana).
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Sudah mati ini Keparat
 
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Post » Mon Jul 19, 2010 9:16 pm

Alright, thanks for your reply ABO.
The speed attribute just seems to get stuck after I stumble (a RF stumble with blurred vision and panting)
I didn't mean it's a problem with your mod, but it's just a compatibility issue between two great mods.

I wonder however if I'm the only one with this problem. I imagine quite a few people are using these two mods together and I haven't heard of it before.

Many Bartholm NPC's (the Maomer) use heavy armor and two-handed weapons and it's indeed quite possible they are just overencumbered. Vanilla (and FCOM) NPC's work fine.
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Thema
 
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Post » Mon Jul 19, 2010 5:17 pm

This thread is nearly full. New thread created http://www.gamesas.com/bgsforums/index.php?showtopic=1081281.

Please continue on the new thread.
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.X chantelle .x Smith
 
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