[RELz] Bash-able Quest Delayers

Post » Tue Apr 19, 2011 9:19 am

I looked at this pretty closely also. I could probably re-arrange the dialog somewhat, but it would not be mergable into a Bash Patch because of the dialog. Maybe when CBash is out of beta, I'll look at this again.


Thanks.
I think I'll solve this litt role playing problem of mine by using a Main Quest Delayer that lets me start in Anvil. Then my paladin can indeed truthfulle say that he has no fame. ;)

What is CBash? A new Wrye Bash function?
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bonita mathews
 
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Post » Mon Apr 18, 2011 9:45 pm

Thanks.
I think I'll solve this litt role playing problem of mine by using a Main Quest Delayer that lets me start in Anvil. Then my paladin can indeed truthfulle say that he has no fame. ;)

What is CBash? A new Wrye Bash function?

Warruder is working on an enhancement to Wrye Bash. I don't know all the details, but basically, eventually, it will allow any mod patch to be merged into the Bashed Patch. Now, Bash won't merge patches that have dialog changes and worldspace changes (I think it worldspaces anyway...).
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Naughty not Nice
 
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Post » Tue Apr 19, 2011 12:05 am

I do like these delayers...well the ones for the mods I use of course...in fact the very idea of delaying mods to start at least somewhat more "naturally."

Any chance, or thoughts, on adding a http://www.tesnexus.com/downloads/file.php?id=25574 delayer?
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Mari martnez Martinez
 
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Post » Mon Apr 18, 2011 9:03 pm

I do like these delayers...well the ones for the mods I use of course...in fact the very idea of delaying mods to start at least somewhat more "naturally."

Any chance, or thoughts, on adding a http://www.tesnexus.com/downloads/file.php?id=25574 delayer?


In the works. In fact, I'll probably do that one next as a couple of people have mentioned it.
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Elle H
 
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Post » Tue Apr 19, 2011 11:03 am

In the works. In fact, I'll probably do that one next as a couple of people have mentioned it.

Excellent! :D
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Leonie Connor
 
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Post » Tue Apr 19, 2011 6:07 am

Excellent! :D

Found myself with nothing pressing to do tonight and was a bit burned on my project, so....
Castle_Seaview v1.1 Delayer is up on the Nexus. I'll updating Post 1 in a few minutes.
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Claire Mclaughlin
 
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Post » Tue Apr 19, 2011 4:41 am

Found myself with nothing pressing to do tonight and was a bit burned on my project, so....
Castle_Seaview v1.1 Delayer is up on the Nexus. I'll updating Post 1 in a few minutes.

And I just downloaded it.
Starts when in Anvil: Perfect choice I think. :celebration:
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Matt Terry
 
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Post » Tue Apr 19, 2011 4:08 am

I use most of your delayers, and their great, Thanks!

http://www.tesnexus.com/downloads/file.php?id=25989



Done, up on the Nexus. See post # 1 for details.



Well that's the last of the requests.
Now on to the other quest mods that already have delayers.
Time to put my spin on them and add them to the Bashed Delayers.

:wavey:
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Clea Jamerson
 
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Post » Tue Apr 19, 2011 10:03 am

Added another - Gift of Kynareth. See post # 1 for details.
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Amber Ably
 
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Post » Tue Apr 19, 2011 3:20 am

Hmm....for some reason BAIN refuses to read your 7Z files. Both Bashed_Delayers_v1p10-25946.7z and Bashed_Delayers_1p11-25946.7z are sitting in the Bash Installers folder along with 300 other files, but they don't show up in BAIN installers. :eek: :cold:
Looks like BAIN doesn't like the name of the archive. Looks like it doesn't like archives with the word 'bash' or 'bashed' in it. Of course "b?sj" is a Norwegian word pronounced like 'bash" which means 'poop' but I have a feeling that is not the reason. :P
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Stephanie I
 
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Post » Tue Apr 19, 2011 6:20 am

Nice delayers, I'll have to grab this.

I also thank aellis for these mods! I also find it terribly irksome to get stealth stat damage and not know it...and I'll try to immersive health damage mod too. And of course I use TLS delayer too! Lastly, thanks for making them configurable through COBL!


What is it that gives this stealth stat damage - I just noticed that I have -6, and nothing is shown in the active effects box?
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Alisia Lisha
 
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Post » Mon Apr 18, 2011 11:48 pm

Hmm....for some reason BAIN refuses to read your 7Z files. Both Bashed_Delayers_v1p10-25946.7z and Bashed_Delayers_1p11-25946.7z are sitting in the Bash Installers folder along with 300 other files, but they don't show up in BAIN installers. :eek: :cold:

I've actually been getting the problem a few times lately. It's not the filename I think: when I extracted the files, then re-7-Zipped them, I noticed two things:
1. They worked! (no name changing required or anything.)
2. The new files were noticeably smaller!
Something else strange is going on I think, not related to one specific mod or anything.
Note: This isn't the case with every file though, so I don't know; files uploaded during a certain period or what? :shrug:
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CArla HOlbert
 
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Post » Tue Apr 19, 2011 6:07 am

I had the same problem even after extracting the original archive and making a new 7Z or RAR. Only changing the file name worked.
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Silencio
 
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Post » Tue Apr 19, 2011 6:01 am

Hmm....for some reason BAIN refuses to read your 7Z files. Both Bashed_Delayers_v1p10-25946.7z and Bashed_Delayers_1p11-25946.7z are sitting in the Bash Installers folder along with 300 other files, but they don't show up in BAIN installers. :eek: :cold:
Looks like BAIN doesn't like the name of the archive. Looks like it doesn't like archives with the word 'bash' or 'bashed' in it. Of course "b?sj" is a Norwegian word pronounced like 'bash" which means 'poop' but I have a feeling that is not the reason. :P

I've actually been getting the problem a few times lately. It's not the filename I think: when I extracted the files, then re-7-Zipped them, I noticed two things:
1. They worked! (no name changing required or anything.)
2. The new files were noticeably smaller!
Something else strange is going on I think, not related to one specific mod or anything.
Note: This isn't the case with every file though, so I don't know; files uploaded during a certain period or what? :shrug:

I had the same problem even after extracting the original archive and making a new 7Z or RAR. Only changing the file name worked.


Any archive file that starts with BASH in the name, will not show up in the installers tab.
I've confirmed with PacificMorrowind that this issue with Wrye Bash. I had change the archive name to Aellis Bashed Delayers in the most recent versions i pulled off Nexus. I forgot to change the older version. I correct that shortly.


Nice delayers, I'll have to grab this.

Thanks, I really try to make them fit the quest. If the quest starts with "I've received a note..." or "I've heard a rumor..." you won't get that in the middle of nowhere or while in a cave. You'll get it when you are in a city. Or maybe you're supposed to see someone in specific place, well, you won't get the messagebox until you're close to the place.


What is it that gives this stealth stat damage - I just noticed that I have -6, and nothing is shown in the active effects box?

You probably have a piece of heavy armor equipped. SO or SOC doesn't apply an effect, it uses the ModPC stat command to apply the stealth penalities.



In between the time I changed the number one post last night and now, I have received ok's for two of the pending delayers. They'll be back up later today.
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Vivien
 
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Post » Tue Apr 19, 2011 5:15 am

I've actually been getting the problem a few times lately. It's not the filename I think: when I extracted the files, then re-7-Zipped them, I noticed two things:
1. They worked! (no name changing required or anything.)
2. The new files were noticeably smaller!
Something else strange is going on I think, not related to one specific mod or anything.
Note: This isn't the case with every file though, so I don't know; files uploaded during a certain period or what? :shrug:


Interesting...
I've been using OBMM to make omods of the patches, then using OBMM to convert to the omoods to archives for posting to the Nexus.
I'll do the next release direct from 7 zip. If you can remember, let me know if there is a difference.
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Keeley Stevens
 
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Post » Tue Apr 19, 2011 1:12 am

I'm confused on what this is.

I am familiar with the SM plugin refurbish that stops the DLC popups from showing up when you are still in the tutorial sewers.

From what I understand your file is to stop quest mods you install early from triggering like at level 1 that are meant for certain levels?

If so why is RSE included for delaying if it is not a quest mod?
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Gwen
 
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Post » Mon Apr 18, 2011 11:35 pm

I'm confused on what this is.

I am familiar with the SM plugin refurbish that stops the DLC popups from showing up when you are still in the tutorial sewers.

From what I understand your file is to stop quest mods you install early from triggering like at level 1 that are meant for certain levels?

If so why is RSE included for delaying if it is not a quest mod?

You're correct, most of the delayers are written to trigger the quests only when certain conditions are met. Player level isn't always the reason. Most of the time, but not always.

This thread used to have "Tweak Mods" in the topic. Originally, that's why RSE is included. Now, I just didn't bother to remove it.
Technically, every mod is a quest mod if using scripting to control something during gameplay.
If you have RSE loaded from the start of a new game, the player will be tired and be suffering from penalties when you leave the sewer system.
The RSE patch IS NOT included in the Bashed Delayers - Merge Only.esp. It is a stand alone esp (yes, it is Bash mergable) that simply prevents the main RSE quest script from starting until the player is out of the sewer.
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Scarlet Devil
 
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Post » Mon Apr 18, 2011 9:48 pm

Alrighty...
Gift of Kynareth, Righteous Hitman, and Aellis Bashed Delayers 1p12 up on Nexus.
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Natalie Harvey
 
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Post » Tue Apr 19, 2011 1:35 am

You're correct, most of the delayers are written to trigger the quests only when certain conditions are met. Player level isn't always the reason. Most of the time, but not always.

This thread used to have "Tweak Mods" in the topic. Originally, that's why RSE is included. Now, I just didn't bother to remove it.
Technically, every mod is a quest mod if using scripting to control something during gameplay.
If you have RSE loaded from the start of a new game, the player will be tired and be suffering from penalties when you leave the sewer system.
The RSE patch IS NOT included in the Bashed Delayers - Merge Only.esp. It is a stand alone esp (yes, it is Bash mergable) that simply prevents the main RSE quest script from starting until the player is out of the sewer.



ah I played through the tutorial with RSE, Realistic Health, Realistic Fatigue, Duke Patrick's Basic Hypothermia II (which I think has a conflict somewhere as out of the blue, after dipping into water to wash myself off at night with bathing mod, I load up the Bloated Float and in 2 seconds I collapse to the ground all blue aura'ed whereas just a moment before I had no penalties), and T.I.E.

You can imagine the ...*pant* *pant*...can't carry that damnit....*pant* *pant*...
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Tiff Clark
 
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Post » Tue Apr 19, 2011 8:21 am

you have RSE loaded from the start of a new game, the player will be tired and be suffering from penalties when you leave the sewer system.

Why can't you just take the bedroll from the starting cell with you, and just put it down in the dungeons when you get tired? That is possible with RSE :)

Now, the above will only be a problem if using a high timescale when inside, which I don't... Maybe I'll go integrate something to prevent this in the body of RSE itself.

I still appreciate your delayers though :)
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Makenna Nomad
 
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Post » Tue Apr 19, 2011 7:07 am

Why can't you just take the bedroll from the starting cell with you, and just put it down in the dungeons when you get tired? That is possible with RSE :)

Now, the above will only be a problem if using a high timescale when inside, which I don't... Maybe I'll go integrate something to prevent this in the body of RSE itself.

I still appreciate your delayers though :)


Amazing! :facepalm: In all the restarts I've done (must be in the hundreds) I've never, ever, noticed a bedroll in the starting cell.

Actually, I should restate the reason I made the delayer. Using a timescale of 12, it usually takes me about 8-10 hours of game time to complete the dungeon. True, no penalites are applied yet. But by the time a bedroll is found or bought, penalties usually kick in.

Thanks for the comment on the delayers.
If you do release an update, I'll take my RSE delayer out of current files for download as it wouldn't be needed any longer.
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R.I.P
 
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Post » Tue Apr 19, 2011 11:58 am

A suggestion for greater compatibility in the GTA delayers.

You have checks in the form of player.getinworldspace brumaworld == 1. Open Cities players will never get the trigger to fire in this case.

Switching those to player.getincell bruma == 1 and so forth will solve that issue for both OC players and vanilla players.
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мistrєss
 
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Post » Tue Apr 19, 2011 11:59 am

A suggestion for greater compatibility in the GTA delayers.

You have checks in the form of player.getinworldspace brumaworld == 1. Open Cities players will never get the trigger to fire in this case.

Switching those to player.getincell bruma == 1 and so forth will solve that issue for both OC players and vanilla players.


Thanks for the tip. Since I use that GetInWorldSpace a lot, I'll start checking cells instead and update my existing releases.
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Jessica Lloyd
 
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Post » Tue Apr 19, 2011 4:33 am

Oops. Double Post...
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Nancy RIP
 
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Post » Tue Apr 19, 2011 12:03 pm

This looks really interesting. It also has another use: new mod suggestions! I find myself looking up the mods you've done patches for - it just seems to provide a bit more focus than a lot of the mod suggestion threads :) I like your ideas for the delayers though. Are you inclined to do any of the DLC's? I saw the comments about KotN, but it didn't look like you really tackled that one. I use SM's quest delayer, but I find some of the requirements for that don't quite fit and I wind up disabling some of the plugins and putting up with the dialogs... The issue with KotN for me is that the chapel is destroyed as soon as you activate it, but the vendor there is the only one that sells one of the restoration spells. You have to do without that until you complete KotN unless you hold off on installing that plugin. SM's delayer usually kicks in too early for me (the only requirement is a fame of 15). Also as PetrusO pointed out earlier, the dialog is a little annoying because you have to lie, no matter what kind of player you are...

I love your ideas and the thought you're putting into this - well done :)
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Nick Jase Mason
 
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