[WIPz] Automatic Random Enchantment System (ARES)

Post » Wed Sep 01, 2010 4:42 pm

Hey Dragoon, could you cooperate with Jroush deeper?
for additional variables on npc theres "Add actor values" - could you cooperate there (in this thread i believe i read you need store something 'bout the npcs)
also you could help Jroush with his OBME, as you somewhat worked on spellefects during work on ARES?

I hope your magic solutions would be compatible with newest OBME and latters?

im just to share the idea, don't think i'm pushing you
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Sabrina garzotto
 
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Post » Wed Sep 01, 2010 2:45 pm

Hey Dragoon, could you cooperate with Jroush deeper?
for additional variables on npc theres "Add actor values" - could you cooperate there (in this thread i believe i read you need store something 'bout the npcs)
also you could help Jroush with his OBME, as you somewhat worked on spellefects during work on ARES?

I hope your magic solutions would be compatible with newest OBME and latters?

im just to share the idea, don't think i'm pushing you


I believe it should be compatilble, as he did mention that he plans on working with OBME soon. What about OBME would make mods incompatable with it?
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lisa nuttall
 
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Post » Wed Sep 01, 2010 1:25 pm

Hey Dragoon, could you cooperate with Jroush deeper?
for additional variables on npc theres "Add actor values" - could you cooperate there (in this thread i believe i read you need store something 'bout the npcs)
also you could help Jroush with his OBME, as you somewhat worked on spellefects during work on ARES?

I hope your magic solutions would be compatible with newest OBME and latters?

im just to share the idea, don't think i'm pushing you

Primarily, I see myself as using OBME - I don't see why OBME itself should track the affix lists and things for ARES. I'll probably go with an OBSE plug-in that is dependent on OBME to function.

Actually, I don't think OBSE plug-ins can have dependencies... hrm. Well, I can always just check things. Whatever.

As for assisting JRoush with OBME, I certainly will if I can, but what he's doing is way over my head. Like massively. There was a point in time where I imagined ARES would serve as a pseudo-OBME, but it was going to be entirely faked using scripted effects. With OBME, that's not necessary and it works so much better, being actual MGEFs as it is. But I haven't got the first clue how he did it (alright, that's not entirely true, I know he did some wizardry with IDA, but that program is mostly gibberish to me).
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Milagros Osorio
 
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Post » Wed Sep 01, 2010 2:17 pm

Primarily, I see myself as using OBME - I don't see why OBME itself should track the affix lists and things for ARES. I'll probably go with an OBSE plug-in that is dependent on OBME to function.

Actually, I don't think OBSE plug-ins can have dependencies... hrm.

For what it's worth, I think obse plugins have the potential to be a lot more stable and reliable than scripted solutions - especially for complex tasks like this. On the other hand, conflicts between plugins can be extremely severe and difficult to manage.

For plugin dependency: Statttis has asked to have OBME broadcast a message through obse. It will contain an `interface' for some of the functionality in OBME - similar to the way that obse itself provides interfaces for variables & commands & such. It's not a true dependency, but it might be enough.

Let me know if there's anything I can do to help. I'm really looking forward to this mod.
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Rachel Tyson
 
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Post » Wed Sep 01, 2010 10:32 am

Oh, yeah, I know that I can check for OBME through the messaging system (pretty sure I can do that even if you don't broadcast), but during load there's no way for me to check that OBME will be loaded (ARES comes before OBME alphabetically, and besides I don't really want to be load-order dependent) while ARES is loading, so I can't declare incompatibility (because OBME is not present) since I can't be sure that it won't be, and you can't declare incompatibility after load. But it would be trivial to just include a check in various functions to make sure everything's good.
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helliehexx
 
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Post » Wed Sep 01, 2010 8:26 pm

during load there's no way for me to check that OBME will be loaded (ARES comes before OBME alphabetically, and besides I don't really want to be load-order dependent) while ARES is loading, so I can't declare incompatibility

No, I suppose that's true. Stattis wasn't worried because his plugin will run either way.

You could still check for it during PostLoad, and make sure Oblivion won't run unless you find it:

if (msgIntfc->RegisterListener(g_pluginHandle, "Another Plugin", MessageHandler) == false){    MessageBox(0, "`My Plugin' requires `Another Plugin', which does not appear to be installed", MB_APPLMODAL);    exit(EXIT_FAILURE);}

It's pretty harsh, but it definitely leaves no room for error. I'm sure there are also more subtle ways do it.
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Zualett
 
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Post » Wed Sep 01, 2010 8:33 pm

Yeah, I'm going to just have a boolean value that is set to whether or not OBME is present, and every function will just check that value and just print an error and not run if not.
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AnDres MeZa
 
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Post » Wed Sep 01, 2010 12:25 pm

Yeah, I'm going to just have a boolean value that is set to whether or not OBME is present, and every function will just check that value and just print an error and not run if not.


Maybe you can simply check OBME at the beginning ("GetGameLoaded" or "GetGameRestarted"):
If OBME isn't installed, a message says "OBME isn't installed", then the entire script stop running ("StopQuest" in other words).
If OBME is installed the script keeps running, and there's no need to check for it anymore.
It will be a lighter and smaller script
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FLYBOYLEAK
 
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Post » Wed Sep 01, 2010 10:36 pm

Works perfectly well for my script, but I am writing this plug-in to be usable by others. They should be doing the same check, but I'm not going to assume they are. Besides, checking a single boolean value is almost meaningless in terms of performance impact.
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Hazel Sian ogden
 
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Post » Wed Sep 01, 2010 7:22 pm

A personally love .ini files and booleans. They are easy to manage and simple to use. Cant wait dragoon! Especially happy that this mod will work 100% with Nehrim, correct?
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matt white
 
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Post » Wed Sep 01, 2010 12:34 pm

It should. The only real concern is regarding how to determine the appropriate level of Soul Gem to use for a given level NPC. With Oblivion.esm in play I can use a standard leveled list for them, but I can't do that with Nehrim.esm. There may need to be two very slightly different versions of the esp, one dependent on Nehrim.esm and the other on Oblivion.esm to handle that (or, more likely, one esp with scripts that check one or the other as necessary, since I despise the thought of maintaining the two copies).
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Terry
 
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Post » Wed Sep 01, 2010 8:27 pm

At level 10 in Nehrim I've yet to find generic magical items really - a few fire arrows, but not like Oblivion with the derth of burning irons and cold blades that offer minimal bonuses.
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Samantha Mitchell
 
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Post » Wed Sep 01, 2010 7:34 pm

Still cant wait =)
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Alyesha Neufeld
 
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Post » Wed Sep 01, 2010 11:30 am

So... What's the status? We leaping towards a release or crawling?
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Emma louise Wendelk
 
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Post » Wed Sep 01, 2010 10:49 pm

Meh, I got a virus this week that prompted a third re-install. Still haven't lost anything but it's been slow going.

Also, NifSE is waiting on some help from Scruggsy.
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SiLa
 
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Post » Wed Sep 01, 2010 9:42 pm

Wow, your machine has strong luck. Both good and bad.
Lets just hope Scruggs can help somewhat quicker, because this mod is a must have. Or will be, once it's released.
Uh, do you keep backups of the stuff? Like, maybe a file on TesNexus that only you can access? Because it would royally bone if you lost everything.
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Darrell Fawcett
 
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Post » Wed Sep 01, 2010 6:06 pm

Yeah, this "http://www.bleepingcomputer.com/forums/topic351001.html" (link's just a discussion forum about the virus, not the virus itself, obviously) seems to be brand-new (though a variant on the Alureon rootkit that's been seriously bad since 2006), and there's not a lot of solid information on dealing with it.
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willow
 
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Post » Wed Sep 01, 2010 1:33 pm

Hey DragoonWraith - it seems they found cure for it - also the troyan is known as diffrent name - let have re-read forum

and a bump for ARES - it seems it will be great if it managed to work properly
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GEo LIme
 
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Post » Wed Sep 01, 2010 5:57 pm

And another bump for ARES because, I mean, come on. Dude. ARES!
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Albert Wesker
 
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Post » Wed Sep 01, 2010 4:12 pm

And another bump for ARES because, I mean, come on. Dude. ARES!


Quoted for truth. :)
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Zach Hunter
 
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Post » Wed Sep 01, 2010 6:11 pm

Bumping the One and Only!
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hannaH
 
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Post » Thu Sep 02, 2010 1:29 am

I completely forgot about this jewel :drool:
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maya papps
 
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Post » Wed Sep 01, 2010 2:39 pm

Well, this has been delayed massively by my computer problems and by some NifSE bugs that needed handling, and unfortunately, still do. Nonetheless, we're getting there.
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Sunny Under
 
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Post » Wed Sep 01, 2010 8:35 pm

:dmc: :jammasterjay: :run:

...dunno, just always wanted to do that.
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Wane Peters
 
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Post » Wed Sep 01, 2010 7:51 pm

Absolutely the oblivion mod I am most anticipating. It's a damn shame (for me) that I did come here later and find this when it was complete. It seems to be quite a challenge to complete.

Now I must keep this at the top of my favorites and hit refresh every day. SHAME ON YOU FOR MAKING ME DO THAT.
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Adriana Lenzo
 
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