[RELz] Choices and Consequences

Post » Sat Aug 14, 2010 8:34 pm

IS talking to any begger as soon as you get out of jail the only avenue you are testing?

Read the second link that I posted. After you get out of jail wait a full day and then go around the market district.


Sorry, I wasn't clear. I did get caught in jail and did NOT speak with a begger afterwards. I walked around, slept in an inn for 24 hours, and nothing happened. I then went to see if the begger option worked and it too did not. I'm not sure why this is.
User avatar
Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

Post » Sun Aug 15, 2010 4:23 am

I've never just been able to talk to a begger to join. If you http://www.uesp.net/wiki/Oblivion:Finding_the_Thieves_Guild it gives three methods and talking to the beggers seems to be possible if you first look at posters of the Grey Fox.

this mod may have removed that.

I just tested in game with a fairly new character (one I use mostly for scouting landscape issues).

She stole shears from a crate in the market district and was arrested, did not resit, did her time and immediately went back to the market district. Waited for 2 hours and was approached by Myvyryna Arano formID 0003529b.

This is the start of the thieves guild - that is with C&C loaded in a very full load order.

First try getting arrested in the market district - if no then try searching for Myvyrna's FormID in edit and see if there is another mod blocking her appearance. Then look up the quest in edit to see if any other mod is blocking the quest. Info found on link.
User avatar
Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Sat Aug 14, 2010 2:33 pm

I don't understand why the beggar method isn't working, as long as their disposition is >= 90, if you answer "yes, I wanna work with him" they should tell you. I'm going to try a fix, if it doesn't do then :shrug:

Myvyryna Arano actually should approach to you as long as you got jailed with less than 500 gold in charges, it doesn't matter if you break out of jail or serve your sentence.

I need suggestions now to overhaul the entry in the TG. Currently you can rob gold in a TG member house to get an invitation, in addition to traditional methods like talking to beggars or a certain argonian to join, or going to jail. I think you can get a "fenced gold counter" before joining, so now I need a name for a new fence, I'm thinking someone despicable with little gold, who would buy your hot stuff before joining but not after. The guild would notice you dealing with that scoundrel and offer you a better place to put your skills at use. So... Shady Sally, someone even less recommendable than Shady Sam?

And I'm also thinking in deleting the whole going to jail method, since its not very plausible as you said. If the guild took in any petty loser caught by the guard it would have sank in incompetence soon enough. As well as making the beggar method more hard, disposition is cheap in this game so maybe trigger it if some special conditions are met.

Too much spoilage here, I hope its worth the effort in the end.
User avatar
Jhenna lee Lizama
 
Posts: 3344
Joined: Wed Jun 06, 2007 5:39 am

Post » Sun Aug 15, 2010 12:22 am

I need suggestions now to overhaul the entry in the TG. Currently you can rob gold in a TG member house to get an invitation, in addition to traditional methods like talking to beggars or a certain argonian to join, or going to jail. I think you can get a "fenced gold counter" before joining, so now I need a name for a new fence, I'm thinking someone despicable with little gold, who would buy your hot stuff before joining but not after. The guild would notice you dealing with that scoundrel and offer you a better place to put your skills at use. So... Shady Sally, someone even less recommendable than Shady Sam?

I was going to suggest the "become caught selling stolen goods" route myself. Going to jail for petty thievery (i.e., a low fine) isn't bad. Going to jail for a major crime (like murder) is bad, and I fully expect the guild wouldn't touch someone like that. But, you do have a point about the jail thing - they don't want some incompetent who gets caught every time he lifts something.
User avatar
Emma-Jane Merrin
 
Posts: 3477
Joined: Fri Aug 08, 2008 1:52 am

Post » Sun Aug 15, 2010 4:10 am

Who is the heavy armor assixr in Anvil?

EDIT: Whoops, read the manual wrong :P
User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Sat Aug 14, 2010 9:16 pm

Wow, looks gr8, why havent i seen this before
Is this mod compatible with fighters guild contracts and origin of the mages guild?
User avatar
Multi Multi
 
Posts: 3382
Joined: Mon Sep 18, 2006 4:07 pm

Post » Sat Aug 14, 2010 11:57 pm

Should be totally compatible with practically anything.
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Sat Aug 14, 2010 2:54 pm

Gr8 :celebration: This is exactly how the guilds should have been
User avatar
Lynette Wilson
 
Posts: 3424
Joined: Fri Jul 14, 2006 4:20 pm

Post » Sat Aug 14, 2010 2:24 pm

I need suggestions now to overhaul the entry in the TG. Currently you can rob gold in a TG member house to get an invitation, in addition to traditional methods like talking to beggars or a certain argonian to join, or going to jail. I think you can get a "fenced gold counter" before joining, so now I need a name for a new fence, I'm thinking someone despicable with little gold, who would buy your hot stuff before joining but not after. The guild would notice you dealing with that scoundrel and offer you a better place to put your skills at use. So... Shady Sally, someone even less recommendable than Shady Sam?

And I'm also thinking in deleting the whole going to jail method, since its not very plausible as you said. If the guild took in any petty loser caught by the guard it would have sank in incompetence soon enough. As well as making the beggar method more hard, disposition is cheap in this game so maybe trigger it if some special conditions are met.

Too much spoilage here, I hope its worth the effort in the end.


I really like the http://www.tesnexus.com/downloads/file.php?id=15413 implementation of entry into the thives guild based on stealth skills and lock picking and pickpocketing stats. Seems like a logical way to be invited by how much thieving you have done.
User avatar
Becky Palmer
 
Posts: 3387
Joined: Wed Oct 04, 2006 4:43 am

Post » Sat Aug 14, 2010 5:47 pm

I really like the http://www.tesnexus.com/downloads/file.php?id=15413 implementation of entry into the thives guild based on stealth skills and lock picking and pickpocketing stats. Seems like a logical way to be invited by how much thieving you have done.


Successful use of your skills, with subtractions for promotion based on being caught. Yeah, it's a very good idea. Wouldn't want to see it implemented in C&C until it was thoroughly tested as a separate mod, however. We've had too many C&Cs as it is. ;)
User avatar
Jade Muggeridge
 
Posts: 3439
Joined: Mon Nov 20, 2006 6:51 pm

Post » Sun Aug 15, 2010 4:41 am

http://www.tesnexus.com/downloads/file.php?id=14560

24/01/2010 - Version 2.02:
-Fixed a half broken response in the FG quest “The Master's Son”
-Fixed the sparring trainer at the Leyawiin fighters guild, so that players won't be trapped. Stupid bug on my part.
-Actors too close to the examination area will be moved away in some cases.
-Examiners now use ResetHealth instead of an overpowered restore health ability to heal themselves before an examination. So you can kill them with ease outside the tests should you ever need to, like when using C&C Blackwood Company.


Sorry, I haven't added anything too ground-breaking yet, just some bug fixing. I'll see to adding new stuff later.
User avatar
Matt Fletcher
 
Posts: 3355
Joined: Mon Sep 24, 2007 3:48 am

Post » Sun Aug 15, 2010 1:45 am

Sorry if I've missed this in the documentation somewhere, but I've just upgraded from the old CandCandEQR 1.1 to CandC 2.02 with a character who is a journeyman in the guild. After upgrading I checked with COBL to see what my faction reputation was. The reputation value is correct, but COBL also reports that I've handed in no certificates for any of the schools of magic to the arcane university (the old version just reported the reputation value, and the highest level possible). Does the mod still count my old apprentice certificates? Do I need to redo them (if so how?) Or do I need to add certificates back via the console?
User avatar
phillip crookes
 
Posts: 3420
Joined: Wed Jun 27, 2007 1:39 pm

Post » Sun Aug 15, 2010 5:20 am

Don't worry, your previously handed in certificates are still valid and counted, no need to retake any exams. However, after I made changes in the Faction Reputation menu so that it shows your total certificates handed in for each skill, there was no way of showing the certificates you handed in previous versions because the new variables I had to add to the mod didn't exist before.
User avatar
Misty lt
 
Posts: 3400
Joined: Mon Dec 25, 2006 10:06 am

Post » Sat Aug 14, 2010 6:02 pm

Don't worry, your previously handed in certificates are still valid and counted, no need to retake any exams. However, after I made changes in the Faction Reputation menu so that it shows your total certificates handed in for each skill, there was no way of showing the certificates you handed in previous versions because the new variables I had to add to the mod didn't exist before.


Thanks for the response, and the peace of mind :)
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Sun Aug 15, 2010 4:50 am

Hey Migck, nice to see you picked up the mod again. Too bad for EQR though, but since it's chock full of hard to find bugs, I understand the decision.
I'll be watching from the shadows, and hopefully lending a hand again in the future.

By the way, Psymon reported http://www.gamesas.com/bgsforums/index.php?showtopic=1032481&view=findpost&p=14991924 that you can't turn in OOO and MMM-added pelts and skins at the fighter guild, and I was wondering if you had found a solution to that. Some recent OBSE mods manage to do stuff with items that simply contain a word, so maybe there's a way to use that to enable turning in any item that has pelt or skin in it's name.
Yeah, I know my suggestion is vague :embarrass: , but I lack the time to look it up in detail.
User avatar
Dan Endacott
 
Posts: 3419
Joined: Fri Jul 06, 2007 9:12 am

Post » Sat Aug 14, 2010 11:44 pm

Ermmm...
Problem with the animal remains: If I add too many options, it becomes too easy to gain reputation. I dropped the MMM support patch because it only added one item to be turned at the MG for a bit of cash and rep, nothing more. Adding support for other mods just for this feature becomes a patch mayhem that doesn't really benefit the player, only bloats the load order and makes gaining faction reputation too easy.
EDIT: the patch for OOO was big to start with, so I decided to add support for its animal remains, which were too abundant too ignore. I guess the same happens to MMM. Oh crap, I might just re-add the MMM patch after I go through its animal stuff. To hell with easiness!

But, let's imagine. If I add some item reconnaissance system that relies on Obse, it will make the mod require Obse (Captain Obvious strikes again!) for something that overall doesn't make up for that extra requisite. And even then, the current system uses dialogue topics. Sure, I could squeeze my limited scripting skills to invent some Obse method that... *takes a deep breath*... adds dialogue topics which automatically remove stuff considered animal remains from the player and return to him cash and reputation according to some algorithm...

So, my next step will be this: I've identified a few bugs (again) and realized some of the scripts could be 3x or 4x times smaller, but I fear what could happen if I touch them... "If it works, don't touch it", isn't that a motto? But for the remains stuff, I'm going to remove the dialogue topics and instead add special chests to the guildhalls, where you will leave the stuff you want to turn in and automatically will receive the cash and rep for it. That way I will remove an awful lot of scripting and you won't have to worry about the guild hall people being dead (well, best not to kill them, I mean, that's BAD)

I've decided not to touch the TG further, as apparently there's already a mod dealing with faction requisites for it, and besides, I like the vanilla system of fenced gold myself (but with a mod that multiplies the required fenced gold by 10x of course)
User avatar
Mr. Ray
 
Posts: 3459
Joined: Sun Jul 29, 2007 8:08 am

Post » Sat Aug 14, 2010 11:00 pm

Ermmm...
Problem with the animal remains: If I add too many options, it becomes too easy to gain reputation. I dropped the MMM support patch because it only added one item to be turned at the MG for a bit of cash and rep, nothing more. Adding support for other mods just for this feature becomes a patch mayhem that doesn't really benefit the player, only bloats the load order and makes gaining faction reputation too easy.

On the other hand, being able to turn in one type of pelt and not the other confuses the player and kind of breaks immersion. Unless they explain you why they want THIS type and no other, for instance this species of wolf has been proliferating and endangering shepherds or something.

But, let's imagine. If I add some item reconnaissance system that relies on Obse, it will make the mod require Obse (Captain Obvious strikes again!) for something that overall doesn't make up for that extra requisite. And even then, the current system uses dialogue topics. Sure, I could squeeze my limited scripting skills to invent some Obse method that... *takes a deep breath*... adds dialogue topics which automatically remove stuff considered animal remains from the player and return to him cash and reputation according to some algorithm...

So, my next step will be this: I've identified a few bugs (again) and realized some of the scripts could be 3x or 4x times smaller, but I fear what could happen if I touch them... "If it works, don't touch it", isn't that a motto? But for the remains stuff, I'm going to remove the dialogue topics and instead add special chests to the guildhalls, where you will leave the stuff you want to turn in and automatically will receive the cash and rep for it. That way I will remove an awful lot of scripting and you won't have to worry about the guild hall people being dead (well, best not to kill them, I mean, that's BAD).


I wouldn't see an OBSE dependence as a problem, every cool mod that comes out requires it anyways. Plus this way the scripting in this mod will avoid some ugly workarounds that obse renders obsolete.
At any rate, if you do script a system to recognize every ingredient, I'm sure it will be easier to do with a scripted container than with dialogue.

Edit: actually, with OBSE v18 and a scripted container it's rather easy. Just use the following functions (copied from OBSE v0018 Command Documentation that comes in the download):

GetItems - returns an Array containing all of the items in a container's or actor's inventory. Up to 10 form types may be passed in to restrict the returned items to only include items matching those type(s).
(items:Array) reference.GetItems type1:short type2:short ... type10:short

and then you loop through the objects returned by GetItems and check for each one if it's name contains "pelt" (or "necromancer" and "robe", and so on).

CompareName - returns 1 if stringToFindInName is found in the name of the object
(nameContainsString) reference.CompareName toFindInName:string objectID:ref
(nameContainsString) reference.NameIncludes toFindInName:string objectID:ref

for turning in alchemy items, you could rather use the following function to check for the right objects:

IsAlchemyItem - returns whether the object is an alchemy item
(isAlchemyItem:bool) reference.IsAlchemyItem objectID:ref

and in both cases you might want to increase reputation depending on the value of the objects submitted, so you can't rise in the ranks by bringing lots of lettuce :rolleyes: ; this would be useful:

GetGoldValue - returns the base gold value of the type
(goldValue:long) reference.GetGoldValue objectID:ref

--
For your OOO plugin, you might want to consider adding robes/cloaks from the Putrid Hand necromancer clan and the Guardians of Oblivion conjurers clan to the ones that are accepted in the Mage's Guild Practice Room.
Here are the relevent clothes IDs:
Putrid Hand:

LowerRobe01whiteZPutridHand
XDarkwizardOOO

Guardians of Oblivion:

XDeadricwizardOOO

And there's also the following that seems to be an OOO added Necromancer robe you're not dealing with:

XNecrorobeUOOO

--
I found another bug: it seems that player-filled soul gems won't be accepted by the Chironasium. Took me a while to understand, using RefScope. It seems that when filled with a soul trap, soul gems keep the same base object as when they're empty, except the game engine assigns them an internal soul level. Soul gems you find in loot, on the contrary, have a different base object for each capacity/level combination, and Choices and Consequences relies on finding those base objects.
The only solution to accept player-filled soul gems seems to imply using the OBSE function http://cs.elderscrolls.com/constwiki/index.php/GetCurrentSoulLevel.

--
Moar stuff: I don't think there's a way to know in-game how much reputation you need to advance to the next level in the Mages' Guild. I suggest printing a message every time you do a faction reputation job: "Your reputation in the guild has increased by 2. Current reputation: 120. Reputation needed to advance: 200."
Or you could have more immersive messages instead of numbers, such as "you're halway through", "three-quarters through". Or "you have very little support for your advancement yet" (followed by: little, some, increasing, almost enough, sufficient support)
User avatar
MatthewJontully
 
Posts: 3517
Joined: Thu Mar 08, 2007 9:33 am

Post » Sat Aug 14, 2010 10:00 pm

Started a new character, and ended up having a problem with the apprentice level certification in Cheydinhal's Mage Guild. The guild leader won't discuss a recommendation until my mage has that certification, and says Deetsan is the one to speak with about it. She doesn't offer "certification" of anything else that discusses that topic.

I've tried this with the 2.02 mod, set pretty far back in my mod list. When it didn't work, I tried moving it up: still nothing. Here's the list:

Active Mod Files:00  Oblivion.esm01  Cybiades.esm  [Version 2.0]02  Windfall.esm03  TR_OoT_Main.esm04  Francesco's Leveled Creatures-Items Mod.esm05  Francesco's Optional New Items Add-On.esm06  Cobl Main.esm  [Version 1.72]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  TamrielTravellers.esm  [Version 1.39c]09  CyrodiilUpgradeResourcePack.esm0A  Armamentarium.esm0B  DremoraCompanion.esm0C  Fort Akatosh.esm0D  ANB_Scrolls.esm0E  StaticAlchemyMod.esm0F  CM Partners.esm10  Toaster Says Share v3.esm11  Artifacts.esm  [Version 1.1]12  Oblivion Collectible Cards.esp13  Unofficial Oblivion Patch.esp  [Version 3.2.4]14  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  DLCShiveringIsles Vwalk UOS.esp++  DLCShiveringIsles Vwalk DG_DS UOS.esp15  DLCShiveringIsles.esp16  LoadingScreens.esp17  LoadingScreensAddOn.esp18  Advanced_Water_Modification-2734.esp19  Better Bell Sounds.esp1A  Natural_Habitat_by_Max_Tael.esp1B  AmbientTownSounds.esp1C  Storms & Sound.esp1D  WindowLightingSystem.esp1E  300_Lore_Dialogue_Updated.esp1F  AliveWaters.esp**  Book Jackets Oblivion.esp20  GuildOwnership1.2.esp21  ImpeREAL City Unique Districts - All the Districts - Let The People Drink Compatible Version - Merged.esp22  ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp23  kalikuts_raretradegoods2_0.esp24  Maigrets House Cats.esp25  Doomstones Expanded.esp26  moDem's City Life.esp27  Crowded Cities 15.esp++  Crowded Cities 15 Vwalk.esp28  Crowded Roads Advanced.esp  [Version 1.3]29  Map Marker Overhaul.esp  [Version 3.2]2A  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]2B  DLCOrrery.esp++  DLCOrrery Vwalk.esp2C  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]2D  DLCMehrunesRazor.esp2E  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]++  DLCMehrunesRazor Vwalk UOP.esp2F  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp30  ArmamentariumArmor.esp++  GrimbotsSpellTomes.esp31  ArmamentariumVendors.esp32  ExnemEyeCandy.esp33  Banes Guilds United.esp++  MaleBodyReplacerV4.esp++  doofdillas_potions_recolored_sorted_v0_3_1.esp  [Version 0.3.1]**  FineWeapons.esp34  HiddenSkulls.esp**  Sin's Expanded Light Armor Kit [Chest].esp35  Sin's Expanded Light Armor Kit [NPC].esp36  ArynnsDrowQueen2.0.esp37  StockClothingArmor-forExnems.esp38  Morrowind Robes and Dresses for HGEC.esp39  DLCThievesDen.esp3A  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]++  DLCThievesDen Vwalk UOP.esp3B  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]++  Francesco's Optional Vendor Tweaks.esp3C  Francesco's Optional Leveled Quests.esp3D  Francesco's Optional Leveled Arena.esp3E  Francesco's Optional Files 2.esp3F  Cobl Glue.esp  [Version 1.72]40  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]41  Bob's Armory Oblivion.esp42  Mart's Monster Mod for Fran.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]43  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Imperial Armor.esp  [Version 3.7b3p]44  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]45  Mart's Monster Mod - Durability & Damage.esp  [Version 3.7b3p3]46  Mart's Monster Mod - Fran's leveled quests.esp  [Version 3.7b3p3]47  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]48  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]49  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]4A  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]4B  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]4C  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]4D  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]4E  TamrielTravellers4MMM.esp  [Version 1.39c]++  TamrielTravellers4MMM Vwalk.esp++  TamrielTravellersFactionAll.esp  [Version 1.39c]4F  TamrielTravellersItemsnpc.esp  [Version 1.39c]50  TamrielTravellersItemsCobl.esp  [Version 1.39c]51  TamrielTravellersItemsVendor.esp  [Version 1.39c]52  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellers Vwalk.esp++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  MMM-Cobl.esp  [Version 1.69]53  cyrodiil transportation network wz.esp54  DexwoodFamilySaga.esp55  Extended Imperial City Version 1.0.esp++  Extended Imperial City Version 1.0 Vwalk.esp56  Extended Chorrol.esp57  Extended Chorrol Vwalk.esp58  Gift of Kynareth.esp59  HeartOftheDead.esp  [Version 6.0.1]++  HeartOftheDead Vwalk.esp5A  Kragenir's Death Quest.esp5B  LetThePeopleDrink-Cobl.esp  [Version 2.5]5C  KragenirsDeathQuest-LetThePeopleDrink patch.esp5D  LostSwordOfTheAylied.esp5E  LostSwordOfTheAylied - OBSE Add-On.esp5F  Quest For The Elements.esp60  QQuix - Divine Elegance Showroom.esp61  Ruins of Tarnesia.esp  [Version 1.0]62  Skingrad Market 1.0.esp  [Version 1.00]63  Spirit's Edge.esp64  SSS_1.0.esp65  Tchos Alchemy Tower.esp66  The Crazy Scientist.esp67  TheElderCouncil.esp68  TR_Stirk.esp69  WeaponsOfTheNine.esp  [Version 2.2]6A  WellspringGrove.esp6B  Windfall.esp6C  DLCFrostcrag.esp++  DLCFrostcrag Vwalk.esp6D  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]6E  Knights.esp6F  Knights - Unofficial Patch.esp  [Version 1.0.9]++  Knights Vwalk UOP.esp++  Mart's Monster Mod - Knights.esp  [Version 3.7b3p3]70  Cybiades.esp  [Version 2.1]++  Cybiades Vwalk.esp71  CybiadesDungeon.esp  [Version 2.1]72  TOTF.esp73  RTT.esp++  RTT Vwalk.esp74  RTT-Weye Relocation Patch.esp  [Version 2.0]75  The Lost Spires.esp++  The Lost Spires Vwalk.esp76  AFK_Weye.esp77  GuardsofCyrodiil.esp78  MannimarcoRevisited.esp79  FortAkatosh.esp7A  bartholm.esp7B  Duke Patricks Sickness Alarm.esp7C  DS Storage Sacks.esp  [Version 1.21]7D  Natural_Vegetation_by_Max_Tael.esp7E  Exterior Actors Have Torches 1.3 DT.esp7F  2nd to 1st person.esp80  Kyoma's Journal Mod.esp  [Version 3.2.0]81  Salmo the Baker, Cobl.esp  [Version 3.08]82  Roleplaying Dialogues.esp83  Toggleable Quantity Prompt.esp  [Version 3.1.1]84  Quest Award Leveller.esp  [Version 2.0.1]++  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]85  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]86  bgBalancingEVCore.esp  [Version 10.52EV-D]87  bgMagicEV.esp  [Version 1.7EV]88  SSEE.esp89  Syc_AtHomeAlchemy.esp++  EnchantmentRestore_Wells.esp++  Mundane Enchantment Adjustment.esp8A  No psychic guards v1.2.esp8B  Legendary Abilities-Shield MOJ.esp++  77_Umpa_sixy_walk.esp8C  Toaster Says Share Faction Recruitment.esp++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]8D  bgMagicBonus.esp  [Version 1.7EV]8E  bgMagicEVPaperChase.esp  [Version 1.68EV]8F  BC Skingrad Reduced - EV.esp90  Francesco's 10 days respawn time.esp91  Azure's Arcanery.esp92  Kot9 Rings.esp++  WellspringGroveZahrashaBook.esp93  CM Armor Expansion.esp++  FingerOfTheMountain.esp94  CWU MM - Demon Weapons.esp95  MagicFromTheSky.esp96  Slof and Tanya's Fleshbeast Armour.esp97  Riddle_Dungeon 2_v1.1.esp98  EiAmod.esp  [Version 1.1]++  EiAmod_ShiveringIsles.esp++  Fransfemale.esp99  Grandmaster of Alchemy.esp9A  Slof's & Orc's Armours.esp++  YAARM_Iron.esp++  Shivering Armor Variety.esp9B  DremoraCompanion.esp9C  Growlfs Hot Clothes.esp9D  Kyoma's Spell Renamer.esp  [Version 3.0.0]9E  Ayleid Loot EXtension.esp9F  PartnerArmor.espA0  Apachii_Goddess_Store.espA1  Dungeo Forgotten Tower Reduced Spawns.espA2  Bottomless Cavern.espA3  Purge Cell Buffers - Loading.esp  [Version 1.0.0]A4  Consequences.espA5  Consequences_Knights.espA6  Flexible Leveling II.espA7  Apachii_Heroes_Store.espA8  AgarMoreVariedSpellEffects.espA9  AgarVariedSpellSounds_SupremeMagicka.espAA  Echo_ChapelChant.espAB  bgIntegrationEV.esp  [Version 0.993]AC  sr_super_hotkeys.espAD  Reznod_Mannequin_HD[Eng].espAE  Choices and Consequences.esp  [Version 2.02]AF  SupremeMagicka.esp  [Version 0.89]B0  SM_ShiveringIsles.esp  [Version 0.86]B1  Malevolent.esp++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_COBL.esp  [Version 0.86]++  SM_MMM.esp  [Version 0.89]B2  TeachSpell.espB3  Leviathan Soulgems.espB4  Bullet Time Custom.esp++  HGEC_special_armor_repl.espB5  More Merchants.espB6  Mage Equipment.espB7  Harvest [Flora].esp  [Version 3.0.0]B8  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]B9  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  NoHFailure_HFlora.esp++  NoHFailure_HFlora_SE.espBA  1em_Vilja.esp++  1em_Vilja Vwalk.espBB  Baddy.espBC  Companion Neeshka.esp++  Companion Neeshka Vwalk.espBD  Saerileth.espBE  Acolyte_Of_Kynareth_HGEC.espBF  Viconia.esp++  Viconia Vwalk.espC0  Sonia.espC1  RhiannaII.espC2  DARaewyn.espC3  The Ayleid Steps.esp  [Version 3.0.3]C4  Misc Merged1.espC5  MassA.I-50.espC6  Merged Dungeons.espC7  X.Night.Elf.espC8  CMNightElves.espC9  Artifacts.esp  [Version 1.1]CA  BeldaElysium.espCB  companion_nightelves.esp**  IDKRRR_C_race.espCC  IDKRRR_C_race_closed_mouth_version.espCD  Chocolate Elves.espCE  CMChocloateelves.espCF  companion_chocolate.espD0  CompanionRepair.esp**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]D1  bgBalancingOptionalLessHealth.esp  [Version 10.0UV-U]D2  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]D3  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]**  bgMagicEVShader.esp  [Version 1.7EV]D4  bgMagicLightningbolt.esp++  SW01Minus.espD5  Banes.esp++  Duke Patricks - BASIC Script Effect Silencer.esp++  Item interchange - Extraction.esp  [Version 0.78]++  Item interchange - Placement.esp  [Version 0.78]D6  Bashed Patch, 0.espD7  AsharasCMPartners.espD8  RAEVWD Cities.esp  [Version 1.4]D9  RshAlchemy.esp

User avatar
Valerie Marie
 
Posts: 3451
Joined: Wed Aug 15, 2007 10:29 am

Post » Sun Aug 15, 2010 12:20 am

Started a new character, and ended up having a problem with the apprentice level certification in Cheydinhal's Mage Guild. The guild leader won't discuss a recommendation until my mage has that certification, and says Deetsan is the one to speak with about it. She doesn't offer "certification" of anything else that discusses that topic.


I checked in the CS, and the topic doesn't appear unless your Alteration is at least at 25. Another unintuitive thing that should be fixed... if we really need that condition, she should tell you "come back when you've practiced your Alteration some more".

For those who want to test what I said, save your game, and just do in the console: player.modav alteration 25
This will set your alteration at 25, and Deetsan will now have the topic.
User avatar
Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Sun Aug 15, 2010 1:21 am

I checked in the CS, and the topic doesn't appear unless your Alteration is at least at 25. Another unintuitive thing that should be fixed... if we really need that condition, she should tell you "come back when you've practiced your Alteration some more".


I wondered if it could be that! But I figured that no, just as you stated, she would have had the topic available for discussion, since Falcar already had it, and directed you to her. What's also wrong is that it's inconsistent. Bruma's guild leader discusses certification whether you have 25 in Alchemy, or not. Bravil's does the same for Illusion.

Thanks!
User avatar
Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Sun Aug 15, 2010 4:39 am

Gabba, you'll have to excuse me, but it was near 24:00 here and I didn't notice it was you posting. Good to see you back!

Ok, thanks for the info. Dialogue topics explaining why they won't examine you added to the to-do list. OBSE... as I said, my scripting skills are a bit limited. i don't even know what an array is, so I would have to practice a lot before I get something which isn't filled with bugs.
Just look at my "Other mods", the vampirism one is where I have tested almost all what I know of OBSE scripting, and is still quite bare (and not very popular I must add... <_< ).

But if I can implement a chest script that automatically "eats" or "vomits back in your inventory" anything you put in it, depending if it is suitable or not for rep. gain, the OBSE dependence will certainly be profitable.

Soul gems: good, I'll pay a 100 cookies :cookie: to the first one who makes or directs me to a mod that swaps the self-filled soul gems in your inventory with their Editor counterparts (i.e. you have a self-filled grand soul gem with common soul, EditorID SoulGem5Empty, I want a script that changes it to a standard issue grand soul gem with common soul level like the ones you can find in random loot, EditorID SoulGem5Common)
User avatar
Kevin Jay
 
Posts: 3431
Joined: Sun Apr 29, 2007 4:29 am

Post » Sun Aug 15, 2010 5:36 am

Moar stuff: I don't think there's a way to know in-game how much reputation you need to advance to the next level in the Mages' Guild. I suggest printing a message every time you do a faction reputation job: "Your reputation in the guild has increased by 2. Current reputation: 120. Reputation needed to advance: 200."

Or you could have more immersive messages instead of numbers, such as "you're halway through", "three-quarters through". Or "you have very little support for your advancement yet" (followed by: little, some, increasing, almost enough, sufficient support)

There's a menu (COBL Options) to show how much you have, but not how much you need. I think it'd be easy to add the requisite number to that menu as well - it keeps immersion by not popping up messages (some of us have message removers for a reason), while still letting you check to see how far you have to go. I think the menu option would be best anyway - you could miss the messages, or forget how far you have to go; with the menu, you can check it anytime.
User avatar
Princess Johnson
 
Posts: 3435
Joined: Wed Feb 07, 2007 5:44 pm

Post » Sat Aug 14, 2010 3:08 pm

I had to remove the "max possible rank is..." from the faction reputation menu, because each different rank required a different messagebox. I HATE to code chained messagebox systems like this one, no matter how hard I try, they never come out working right after x attempts, so it was luck that the current one is working more or less.
While it's easy to show number variables in a messagebox (it currently shows how many diplomas for each skill you have handed), I don't know how to show a name variable in it, so that when you click on the menu, if the max you can achieve is Apprentice, it would display "highest possible rank is Apprentice", and then when you have handed in more diplomas and gained more rep, it would display "highest possible rank is Journeyman", etc.
User avatar
Siobhan Wallis-McRobert
 
Posts: 3449
Joined: Fri Dec 08, 2006 4:09 pm

Post » Sun Aug 15, 2010 6:36 am

Gabba, you'll have to excuse me, but it was near 24:00 here and I didn't notice it was you posting. Good to see you back!

No problem. :P

Ok, thanks for the info. Dialogue topics explaining why they won't examine you added to the to-do list. OBSE... as I said, my scripting skills are a bit limited. i don't even know what an array is, so I would have to practice a lot before I get something which isn't filled with bugs.
Just look at my "Other mods", the vampirism one is where I have tested almost all what I know of OBSE scripting, and is still quite bare (and not very popular I must add... <_< ).

But if I can implement a chest script that automatically "eats" or "vomits back in your inventory" anything you put in it, depending if it is suitable or not for rep. gain, the OBSE dependence will certainly be profitable.

I'm a C++ programmer so arrays don't scare me. (The CS interface and Oblivion bugs do, though.) The OBSE documentation is excellent, too. I'll see if I can cook up some proofs of concept for the scripts I was describing: honestly I think they'll take about 15 lines of code each.

Soul gems: good, I'll pay a 100 cookies :cookie: to the first one who makes or directs me to a mod that swaps the self-filled soul gems in your inventory with their Editor counterparts (i.e. you have a self-filled grand soul gem with common soul, EditorID SoulGem5Empty, I want a script that changes it to a standard issue grand soul gem with common soul level like the ones you can find in random loot, EditorID SoulGem5Common)

Sounds like it could create incompatibilities with mods affecting soul gems. I know of SM Soul Delete, I don't know if there are others.
No, honestly this would be a very ugly workaround.

There's a menu (COBL Options) to show how much you have, but not how much you need. I think it'd be easy to add the requisite number to that menu as well - it keeps immersion by not popping up messages (some of us have message removers for a reason), while still letting you check to see how far you have to go. I think the menu option would be best anyway - you could miss the messages, or forget how far you have to go; with the menu, you can check it anytime.

In defense of my messages suggestion, they would appear every single time you turn in a pelt, necromancer cloak, ingredient batch, skill book or soul gem. If you want to know your progress, just turn in one of those things: it's rather easy.
The Cobl option menu is very slow to open if you have a big inventory and a lot of options in there. Plus, I don't see how it creates more immersion for you, since you have to open a friggin dialog box! The natural thing to do would be to just ask an NPC.
Therefore maybe Raminus Polus (or those stupid useless Mage Scholars) could tell you in an immersive way how you're doing reputation-wise. The dialog box can stay for when you absolutely want to do number-crunching.

I had to remove the "max possible rank is..." from the faction reputation menu, because each different rank required a different messagebox. I HATE to code chained messagebox systems like this one, no matter how hard I try, they never come out working right after x attempts, so it was luck that the current one is working more or less.

While it's easy to show number variables in a messagebox (it currently shows how many diplomas for each skill you have handed), I don't know how to show a name variable in it, so that when you click on the menu, if the max you can achieve is Apprentice, it would display "highest possible rank is Apprentice", and then when you have handed in more diplomas and gained more rep, it would display "highest possible rank is Journeyman", etc.

Guess what :hubbahubba: , I think you can't do that without obse String variables. (I didn't check though.)
User avatar
Soph
 
Posts: 3499
Joined: Fri Oct 13, 2006 8:24 am

Post » Sun Aug 15, 2010 5:38 am

Migck, here you go: a scripted container that "digests" items whose name contain a certain string (here, "pelt"), and calculates their total gold value. It doesn't spit back automatically items of no interest, since I don't know how to do that without losing a lot of info about those objects, such as charged level, soul level, stolen flag, and so on.
Requires OBSE v0018. I think it would be useful (with slight modifications) for all the item-gathering faction reputation tasks.

ScriptName ExamplePeltBountyChestScriptshort checkChestbegin OnActivateif GetOBSEVersion < 18  MessageBox "This container won't work without OBSE v0018 or later."else	Activate ;trigger the default activate, i.e. open the chest	;the player presumably puts stuff in there	set checkChest to 1 ;tell the gamemode part of the script to check the chestendifendbegin GameMode;SetDebugMode 1 ;Uncomment to see the debug messages in the consoleif (checkChest == 1)	;check what the player has put in here	array_var itemsInChest	let itemsInChest := GetItems ;Get the base objects of all items in the chest	short size	let size := ar_Size itemsInChest	DebugPrint "Items found in chest: %.0f" size		array_var currentItem	short count	long totalGoldValue	short itemsToTakeBack	ref baseCurrentItem	ForEach currentItem <- itemsInChest ;loop over the list of items we just received		let baseCurrentItem := currentItem["value"] ;Get the base object ID from the StringMap in currentItem		DebugPrint "Item found: %i %n" baseCurrentItem baseCurrentItem		set count to GetItemCount baseCurrentItem ;Count how objects of this type the container has		DebugPrint "Count = %.0f" count		if ( (NameIncludes "pelt" baseCurrentItem) == 1 ) ;If we find "pelt" in the name of this item			RemoveItemNS baseCurrentItem count ;remove all objects of this type from the container			let totalGoldValue += (GetGoldValue baseCurrentItem) * count ;add up the gold value to the total		else			let itemsToTakeBack += count		endif	Loop ;closing statement of the ForEach Loop	if (size > 0)		MessageBox "You've dropped %.0f gold worth of pelts in this container. Don't forget to take back your other %0.f items" totalGoldValue itemsToTakeBack	endif	set checkchest to 0 ; VERY IMPORTANT!	set size to 0	set count to 0	set totalGoldValue to 0	set itemsToTakeBack to 0endifend


To take a look at it in-game, http://www.mediafire.com/file/ucmkwntlmwy/GabbaPeltChest.esp. Try and drop all kinds of stuff in it, including pelts. Also try to activate it and put nothing in there.

Edit: Well, you CAN give back to the player all remaining items after pelts have been "digested", without losing charged level, soul level, stolen flag, and so on. But it uses the http://cs.elderscrolls.com/constwiki/index.php/RemoveAllItems function, be sure to read about its potential side-effect. If you want to use it, just replace the line:

let itemsToTakeBack += count


by the line:

RemoveAllItems player

User avatar
WTW
 
Posts: 3313
Joined: Wed May 30, 2007 7:48 pm

PreviousNext

Return to IV - Oblivion