[WIPz] Automatic Random Enchantment System (ARES)

Post » Wed Sep 01, 2010 9:04 pm

No such miracle, but it can make sure that if an identical form has ever been used before, even by another (compatible) mod, it will get recycled. Technically nothing would stop a script from harvesting every form it sees so even incompatible mods' clones (and for that matter, non-clones) are added to the database, and it already performs robust sanity checking so it doesn't matter if those clones get modified without its knowledge. That's one of the few script-related operations where I might actually worry about performance, though. :)
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Euan
 
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Post » Wed Sep 01, 2010 7:48 pm

Heh, the chance of such a collision for me is... miniscule. But sure, can't hurt to make sure I'm not duplicating things.
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Nomee
 
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Post » Wed Sep 01, 2010 9:46 pm

Heh, the chance of such a collision for me is... miniscule.

Decidedly non-zero, though; there are enchantment-moving mods, for instance, which could easily put an ARES enchantment on an item ARES didn't put it on, but later will.

Oh, and if a reliable way to determine whether a form is permanently out of commission does get found, there's already a recycling method built in. Currently it only triggers if it discovers a duplicate form, but nothing stops it being called explicitly.
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Emily Jones
 
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Post » Wed Sep 01, 2010 8:11 pm

ARES won't put an enchantment on any item that already has an enchantment, so I'm not sure what you mean about enchantment movers.

In order to be an actual collision, ARES would need to select the same base type, the same effects, and the same magnitudes/durations for each effect. The chances of getting all of those lined up at the same time is vanishingly small.
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Casey
 
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Post » Wed Sep 01, 2010 4:36 pm

What I meant was:

  • ARES puts enchantment X on weapon A.
  • Player transfers enchantment X to weapon B.
  • ARES later puts enchantment X on a different copy of weapon B.

Edit: this will be far more common in my implementation, where ARES is responsible for all randomly-enchanted items and not just a supplement to the built-in system. :)

Anyway... take a look, let me know if it's missing anything you need (or if you can think of any additional functions). It's a tool that could save modders a lot of work and prevent a fair bit of save bloat; I just need to get some awareness/adoption for it!

(Side note... pretty sure the current beta doesn't sanitize script formIDs well enough during key generation; that will be addressed. Also anything zero will be completely omitted from keys in the future, to save a few bytes. And ooh, I just thought of a feature to request from Scruggs&c...)
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Georgia Fullalove
 
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Post » Wed Sep 01, 2010 8:56 pm

In order to put an enchantment on weapon B, the enchantment mover mod has to clone B and put the enchantment on that. If I see another B, I wouldn't want to use their clone unless their clone happens to have exactly the same enchantment as ARES decides to put on B itself. Even if you ran the ARES script on every item in the gameworld, you probably still wouldn't have a collision, just because there are sooooo many combinations of effects possible.
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Megan Stabler
 
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Post » Wed Sep 01, 2010 6:05 pm

Is this mod done yet?
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Mariana
 
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Post » Wed Sep 01, 2010 5:55 pm

I should think that there would be notice if it was. I don't routinely do three years' worth of work and then not tell anyone about it.

NifSE is wrapping up. There are a few more functions I've agreed to include in v1.0, and with that it'll just be a matter of monitoring the beta. By this time next week I expect I'll be dusting the shelves and figuring out where ARES stands - and how to use OBME.
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Juanita Hernandez
 
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Post » Wed Sep 01, 2010 10:02 pm

Renewing my subscription to this thread. Again :P
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jeremey wisor
 
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Post » Wed Sep 01, 2010 11:38 pm

Hah, me too... I can't stand that you get automatically unsubscribed from threads. It only lasts like a week! Entirely defeats the purpose of having the subscription thing.
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Ilona Neumann
 
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Post » Thu Sep 02, 2010 12:17 am

I've just been leaving the tab permanently open in Chrome...
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Fluffer
 
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Post » Wed Sep 01, 2010 5:14 pm

I've just been leaving the tab permanently open in Chrome...

For those with firefox, just get the alertbox addon and have it check the latest post by Username. Or alternatively check the page # (seems a bit more reliable).
https://addons.mozilla.org/en-US/firefox/addon/13587/
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Chantelle Walker
 
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Post » Wed Sep 01, 2010 8:41 pm

I should think that there would be notice if it was. I don't routinely do three years' worth of work and then not tell anyone about it.

NifSE is wrapping up. There are a few more functions I've agreed to include in v1.0, and with that it'll just be a matter of monitoring the beta. By this time next week I expect I'll be dusting the shelves and figuring out where ARES stands - and how to use OBME.


I have been using OBME to get some of my Custom Spells (think Midas Magic only different !) and converting them to spells that are usable with OBME to help out with removing a ton of Script Processing on the spells that are on Target -> if JRoush can implement some of the new stuff I asked for and he said he wanted to do anyways :) it would be possible to convert almost all scripted spells to real magic effects which would be fantastic for allowing NPC's to use a much greater variety of spell effects.

Just a few of the spells I have working as real magic effects in oblivion -> I do not have an Ob video but the Ob versions are almost identical visually.

http://www.youtube.com/watch?v=YF6bnoZemeY
http://www.youtube.com/watch?v=yAyAgT3tv_E, this one I want to add the ability to create a wall of fire on its contact points like I did in FO3 but that requires an OBME update.
http://www.youtube.com/watch?v=6eOtY231WVo, this one I scaled the Shards down -> for the most part the effect is the same magic creeping Ice.
http://www.youtube.com/watch?v=nodh5LDqMp8, this one is attached to a different projectile I created obviously as the plasma Projectile is not usable for Ob ! :), also there is no ash pile left over and the skeleton has a chance of resurrecting -> although the spell does heavy damage to go along with the possible down side of creating a very deadly new opponent.
http://www.youtube.com/user/SaidenStorm, A few of my other projectiles are made it into Ob from FO3 as well but not all of them some of the lasers and beams there are also a few that are not in a video that have made it over like my Feral Ghoul Necrotic Ones Dark Matter Grenades are working and look fantastic -> my slimes water projectile is working among a few others.

Alot of the other spells still exist as scripted spells because I need the feature of being able to drop a Placed Impact Object to get the effect I want.

I would imagine that since this is mostly about enchanting weapons and armors the best option for you would be to alter some of beth's magic effects Area Effects and Hit Effects sections of the .nifs to get slightly different visuals black flame and what not.
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Laura Tempel
 
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Post » Wed Sep 01, 2010 11:13 am

I have been using OBME to get some of my Custom Spells (think Midas Magic only different !) and converting them to spells that are usable with OBME to help out with removing a ton of Script Processing on the spells that are on Target -> if JRoush can implement some of the new stuff I asked for and he said he wanted to do anyways :) it would be possible to convert almost all scripted spells to real magic effects which would be fantastic for allowing NPC's to use a much greater variety of spell effects.

Awesome, sounds great.

Just a few of the spells I have working as real magic effects in oblivion -> I do not have an Ob video but the Ob versions are almost identical visually.

http://www.youtube.com/watch?v=YF6bnoZemeY
http://www.youtube.com/watch?v=yAyAgT3tv_E, this one I want to add the ability to create a wall of fire on its contact points like I did in FO3 but that requires an OBME update.
http://www.youtube.com/watch?v=6eOtY231WVo, this one I scaled the Shards down -> for the most part the effect is the same magic creeping Ice.
http://www.youtube.com/watch?v=nodh5LDqMp8, this one is attached to a different projectile I created obviously as the plasma Projectile is not usable for Ob ! :), also there is no ash pile left over and the skeleton has a chance of resurrecting -> although the spell does heavy damage to go along with the possible down side of creating a very deadly new opponent.
http://www.youtube.com/user/SaidenStorm, A few of my other projectiles are made it into Ob from FO3 as well but not all of them some of the lasers and beams there are also a few that are not in a video that have made it over like my Feral Ghoul Necrotic Ones Dark Matter Grenades are working and look fantastic -> my slimes water projectile is working among a few others.

Alot of the other spells still exist as scripted spells because I need the feature of being able to drop a Placed Impact Object to get the effect I want.

As always, these are incredible and make me so jealous.

I would imagine that since this is mostly about enchanting weapons and armors the best option for you would be to alter some of beth's magic effects Area Effects and Hit Effects sections of the .nifs to get slightly different visuals black flame and what not.

At least for the initial run, I don't think that's likely; despite NifSE, I'm no modeler, and I don't know how to do that.
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Brandi Norton
 
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Post » Wed Sep 01, 2010 11:44 pm

http://www.youtube.com/watch?v=YF6bnoZemeY
That's nice. I'd love to see the nif to see how you set it up. Is that possible? This kind of thing's about the only stuff I *can* do with nifs (except retextures).

Vac
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BethanyRhain
 
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Post » Wed Sep 01, 2010 6:06 pm

This looks really cool, cant believe I never saw it before! Any chance there will be a .ini file or something to play with the % chance of items having a random enchantment? I would almost like EVERY item having a random enchantment! Just for kicks. =)
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RAww DInsaww
 
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Post » Wed Sep 01, 2010 12:34 pm

I would almost like EVERY item having a random enchantment! Just for kicks. =)

That would get old pretty soon...
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Shae Munro
 
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Post » Wed Sep 01, 2010 5:02 pm

This looks really cool, cant believe I never saw it before! Any chance there will be a .ini file or something to play with the % chance of items having a random enchantment? I would almost like EVERY item having a random enchantment! Just for kicks. =)

It will be customizable on an absolutely ridiculous scale. Doing what you suggest would be trivial (in fact, I'm going to do exactly that to test it), but it's also just touching the surface of what this will be able to do.
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Stay-C
 
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Post » Wed Sep 01, 2010 4:24 pm

It will be customizable on an absolutely ridiculous scale. Doing what you suggest would be trivial (in fact, I'm going to do exactly that to test it), but it's also just touching the surface of what this will be able to do.


Awesome! I am still watching this mod closely. I think it has been one of the many things missing in Oblivion. My reasoning with wanting nearly everything enchanted has more to do with Oblivion mage NPCs and the like. It seems a terrible shame that even the most powerfull mages in Oblivion were ordinary 3 septim robes, with no magical properties. This also makes playing a non-armor wearing mage boring in Oblivion.


Two questions=
1. I read in the intro that the affix's are balanced to particular soul levels. Does this also mean that we will only find "certain" affixs at certain levels? Or could we find a potentially very powerfull affix at even level 1?

2. While I see this will apply to items found in chests, will it also apply to vendors sell lists? Even vendors added by other mods? (this may be a dumb question, Im not an experienced modder)


Either way this is one of those mods that I am watching extremely closely. I cant wait! =)
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Rex Help
 
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Post » Wed Sep 01, 2010 8:32 pm

I totally thought I responded to this...

Awesome! I am still watching this mod closely. I think it has been one of the many things missing in Oblivion. My reasoning with wanting nearly everything enchanted has more to do with Oblivion mage NPCs and the like. It seems a terrible shame that even the most powerfull mages in Oblivion were ordinary 3 septim robes, with no magical properties. This also makes playing a non-armor wearing mage boring in Oblivion.

Yes... I'm not sure I'll be adding quite enough detail so as to identify magely NPCs and make them more likely to have magic items, but I'll consider it. Also, I'm counting items by how many slots they take up, so an enchanted robe would be twice as good as an enchanted shirt of the same affixes.

1. I read in the intro that the affix's are balanced to particular soul levels. Does this also mean that we will only find "certain" affixs at certain levels? Or could we find a potentially very powerfull affix at even level 1?

Yes and yes - it's based on the levels of the NPC who owns the item, but what enchantments an item owned by a given level NPC will have is determined by what quality soulgems are available at that level.

2. While I see this will apply to items found in chests, will it also apply to vendors sell lists? Even vendors added by other mods? (this may be a dumb question, Im not an experienced modder)

I... want it to, but this remains one of the very big question marks in the mod for me. I can't say for sure.

Either way this is one of those mods that I am watching extremely closely. I cant wait! =)

Heh, you're not alone.
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RaeAnne
 
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Post » Wed Sep 01, 2010 2:21 pm

All very good news! Where would you say the mod is sitting at right now? 80% done? 90%?


This is one of those mods that once you learn about it you feel that you cant play Oblivion again until it comes out!
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Vivien
 
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Post » Thu Sep 02, 2010 12:25 am

Well, I have the affixes, their rarities, their distributions, etc. all statted out. That's... an enormous part of the mod. I also have a number of disparate scripts, some of which I haven't looked at in years, which do things like the actual spawning, balancing, calculating, etc. Those scripts will need to be cleaned up, updated, and integrated, which... I can't tell you how long that will take. Shouldn't be very long, but like I said, I haven't actually looked at them in quite a while. Plus, I need to learn how to use OBME, which I haven't touched yet. As mentioned in the NifSE thread, my harddrive died again, so I've been reinstalling everything (I didn't lose anything, don't worry, though).
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Kaley X
 
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Post » Wed Sep 01, 2010 6:58 pm

I will keep watching out for the mod then and checking for updates. =)


I especially like the thing you said about robes having 2 enchantments to match taking up the shirt and pants slots. Does this also mean that robes (like mythic dawn) that occupy 4 slots will have 4 enchantments? In the words of Borat "Wa wa wooie!"
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Andrew Tarango
 
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Post » Thu Sep 02, 2010 12:32 am

Indeed, that's the plan.
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Heather beauchamp
 
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Post » Thu Sep 02, 2010 2:02 am

TRUE random looting and enemies (well, their stuff) at last? YAY!
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Kerri Lee
 
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