[RELZ] Class Advantages

Post » Sat Jan 01, 2011 1:56 pm

Doesn't the mod got no class seem counter purpose to this mod?

Maybe even immediate character generation.
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Motionsharp
 
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Joined: Sun Aug 06, 2006 1:33 am

Post » Sat Jan 01, 2011 7:35 am

Doesn't the mod got no class seem counter purpose to this mod?

Maybe even immediate character generation.



Got no Class and ICG are mods only for the beginning. I am loading a current character with Class Advantages.
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Peter P Canning
 
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Post » Sat Jan 01, 2011 6:22 am

So what - that does not mean that those mods don't set things in the save game that mess with Class Advantages.

Well you asked what could be the issue and those popped out. Might be worth testing mod compatibility by focusing on the mods that cover similar territory.

actually - best of luck - I'm out.
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Katharine Newton
 
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Post » Sat Jan 01, 2011 1:30 am

Removed GNC and ICG, saved, quit, activated CA, rebuilt, loaded game, freeze.

Unloading TRAPs and Birthsigns Expanded now, and if that doesn't work, trying the old beta 19.4.


...nope...beta didn't work...


...narrowing it down...removed a group of mods and now got CA to activate with no freezing....now to engage a few at a time back down the line...
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Alyce Argabright
 
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Post » Sat Jan 01, 2011 9:06 am

Found the conflict. If someone else can load CA with TNO's HUD Status Bars to see if it locks up on you then we have more confirmation.

This is my current, load up fine, quit to main menu then quit game fine, load order:

Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  Jog_X_Mod.esm03  All Natural Base.esm  [Version 1.0]04  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]05  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]06  Francesco's Optional New Creatures Add-On.esm  [Version 4.5bSI]07  Cobl Main.esm  [Version 1.72]08  TamRes.esm09  Qarls_Harvest.esm0A  Harvest[Containers].esm0B  CyrodiilUpgradeResourcePack.esm0C  Open Cities Resources.esm  [Version 3.5.5]0D  BetterMusicSystem.esm0E  CURP_Controller.esm0F  Progress.esm  [Version 2.2]10  Oblivifall Master File.esm  [Version 1.0]11  Unofficial Oblivion Patch.esp  [Version 3.3.1]12  Oblivion Citadel Door Fix.esp13  DLCShiveringIsles.esp14  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]15  SM Plugin Refurbish - SI.esp  [Version 1.30]16  TamRes.esp17  Enhanced Seasons.esp  [Version 1.0]18  All Natural.esp  [Version 1.0]19  All Natural - SI.esp  [Version 1.0]1A  Immersive Interiors.esp  [Version 0.7]1B  Immersive Interiors - Lights Addon.esp  [Version 0.7]1C  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp1D  AmbientTownSounds+DistantChapelBells-Merged Plugin.esp1E  PlaySpecial - OBSE and SoundCommands Required.esp1F  All Natural - Real Lights.esp  [Version 1.0]20  BookTrackerOBSE.esp21  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp22  Display Stats.esp  [Version 1.3]23  Fishing in Cyrodiil.esp24  ImprovedSigns.esp25  CampfireBehavior_kuerteeSittableRocks_P1DseeYouSleep_Portable Campsite - Merged Plugin.esp  [Version 3.0]26  Q - More and Moldy Ingredients v1.1.esp27  Qarls_Harvest.esp28  Qarls_Harvest addon.esp29  Quest Log Manager.esp  [Version 1.3]2A  SoT_Holiday+RealDaysAndMonths Merged Plugin.esp2B  Wyverex - Deployable Traps.esp2C  Harvest[Containers].esp2D  Enhanced Economy.esp  [Version 4.3.1]2E  FF_Real_Thirst.esp2F  Choices and Consequences.esp  [Version 2.02]30  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]31  DarNifiedUI Config Addon.esp32  DropLitTorchOBSE.esp  [Version 2.4]33  Lock Bash Omega.esp  [Version 1.5]34  Oblivion Graphics Extender Support.esp  [Version 0.2]35  kuerteeCleanUp_Streamline 3.1 Merged Plugin.esp36  Map Marker Overhaul.esp  [Version 3.7.1]37  Map Marker Overhaul - SI additions.esp  [Version 3.5]38  Enhanced Hotkeys.esp  [Version 1.4]39  DLCHorseArmor.esp3A  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]3B  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]3C  DLCMehrunesRazor.esp3D  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]3E  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]3F  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  FineWeapons+RustyItems Merged Plugin.esp40  Thieves Arsenal.esp++  Thieves_Arsenal_Patch_033010.esp41  Slof's Horses Base.esp42  DLCThievesDen.esp43  DLCThievesDen UnOf Patch + Unoff SSSB patch-Merged.esp  [Version 1.0.5]44  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]45  Francesco's Optional Files.esp46  OC+COBL Luggage Patch.esp47  Cobl Glue+Cobl Si esp Merged Plugin.esp  [Version 1.72]48  Mage Guild Sorters v3.esp49  FF_Real_Thirst, Cobl.esp++  Cobl Tweaks.esp  [Version 1.44]4A  All Capes Cloaks Clothes Gloves and Robes+Bobs Armory-Merged.esp4B  Creatures Alive v1.3.esp4C  PTRoamingNPCs+kuerteeWanderingEncounters Merged Plugin.esp4D  lorecreatures_Subspecies Variety Pack 1 - Canines full version - Merged Plugin.esp4E  TIE.esp  [Version 1.37]4F  TIE+Frans NPC Inventory.esp  [Version 1.0]50  Smarter Bandits.esp51  Oblivifall - Something's Not Right.esp  [Version 1.0]52  BHC_Expanded.esp  [Version 1.2]53  Cyrodiil Training Center.esp54  (DC) Sutch Reborn.esp55  Sutch Reborn Spawn Patch.esp56  Duke Patricks - Bottle Shoot Archery Practice.esp57  Jagnot- Imperial City Library V1.3.esp58  LetThePeopleDrink.esp  [Version 2.5]59  NPCs Alive - Beggers.esp5A  NPCs Alive no Beggars Merged Plugin.esp5B  Region Revive - Lake Rumare.esp5C  BetterInns + NewHomeOwners.esp  [Version 1.2]5D  BetterInns - ClocksOfCyrodiil PATCH.esp5E  BetterInns - COBL PATCH.esp5F  BetterInns - BHCExpanded PATCH.esp60  thievery.esp61  TR_Stirk.esp62  VaultsofCyrodiil.esp63  Villages1.1.esp64  Window Entrances 1.0.esp65  za_bankmod.esp66  Lynges_Thieves_Highway-10256.esp67  Knights.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]68  GuardsofCyrodiilRedux.esp  [Version 1.10]69  AFK_Weye.esp  [Version 2.1.COBL]6A  Rumare-AFK_Weye Patch.esp  [Version 2.0]6B  Wellspring Vale.esp6C  ElsweyrAnequina.esp6D  road+bridges.esp  [Version 4.5.8]6E  Feldscar.esp  [Version 1.0.4]6F  Vergayun.esp  [Version 1.0.5]70  Faregyl.esp  [Version 1.0.10]71  Molapi.esp  [Version 1.0]72  xuldarkforest.esp  [Version 1.0.5]73  xulStendarrValley.esp  [Version 1.2.2]74  xulTheHeath.esp75  SutchReborn-TheHeath patch.esp76  XulEntiusGorge.esp77  xulFallenleafEverglade.esp  [Version 1.3.1]78  xulColovianHighlands_EV.esp  [Version 1.2.1]79  xulChorrolHinterland.esp  [Version 1.2.2]7A  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]7B  SutchReborn-LostCoast patch.esp7C  xulBravilBarrowfields.esp  [Version 1.3.2]7D  xulLushWoodlands.esp  [Version 1.3.1]7E  xulAncientYews.esp  [Version 1.4.3]7F  xulAncientRedwoods.esp  [Version 1.6]80  xulCloudtopMountains.esp  [Version 1.0.3]81  xulArriusCreek.esp  [Version 1.1.3]82  xulPatch_AY_AC.esp  [Version 1.1]83  xulRollingHills_EV.esp  [Version 1.3.2]84  xulPantherRiver.esp85  xulRiverEthe.esp  [Version 1.0.2]86  xulBrenaRiverRavine.esp  [Version 1.1]87  xulImperialIsle.esp  [Version 1.6.6]88  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 1.3.4]89  xulBlackwoodForest.esp  [Version 1.1.0]8A  xulCheydinhalFalls.esp  [Version 1.0.1]8B  xulAspenWood.esp  [Version 1.0.2]8C  xulSkingradOutskirts.esp  [Version 1.0.1]8D  xulSnowdale.esp  [Version 1.0]8E  NRB4+UL-II+LtPD Patch.esp  [Version 3.0.1]8F  West Roads.esp90  WellspringVale+WestRoads Patch.esp91  bartholm.esp92  bartholm - EE patch.esp  [Version 4.2]93  Fort Akatosh Redux.esp94  FortAkatoshRedux-NewRoads&Bridges patch.esp95  Open Cities New Sheoth.esp  [Version 1.1]96  Open Cities Bartholm.esp  [Version 1.1.1]97  Open Cities Outer Districts.esp  [Version 3.5.5]98  Open Cities Reborn - Full Merge.esp  [Version 0.6.3]++  OCC-COBL-Wells.esp99  NRB4+UL-II+LtPD+OCOD Patch.esp  [Version 3.0.2]9A  NRB4+RR Patch.esp  [Version 2.1]9B  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]9C  Birthsigns Expanded.esp  [Version 3.11.]9D  DS Portable Sorters.esp  [Version 1.1]9E  DS Storage Sacks.esp  [Version 1.3]9F  ActorsHaveTorches.espA0  GP_Lockpicks.esp  [Version 1.5]A1  ImprovedSoulgems.esp  [Version 1.11]A2  Class Advantages.esp  [Version 0.25.02]A3  Oblivifall - Ambiant Dungeon SFX+Closing Time+Let's Talk! esp - Merged Plugin.esp  [Version 1.1]A4  Oblivifall - New Classes.esp  [Version 1.2]A5  PersuasionOverhaul.esp  [Version 1.43]A6  ReneerNPCNameCorpse Merged Plugin.espA7  kuerteeGoldIsAnInventoryItem.espA8  Respawning Varla & Welkynd Stones.espA9  Salmo the Baker, Cobl.esp  [Version 3.08]AA  BetterInns - Salmo the Baker, Cobl PATCH.esp++  BetterInns - Harvest Containers PATCH.espAB  Side's Backpacks.esp  [Version 1.0]AC  Side's Backpacks (COBL).esp  [Version 1.0]AD  Soulgem Magic.esp  [Version 1.0]AE  SetsunaDummyTraining+Slof's Dogs+talkwithyourhands2 esp - Merged Plugin.espAF  kuerteeAlternativesToDeathAndReload.espB0  Enhanced Economy - House prices.esp  [Version 1.0]B1  Quest Award Leveller.esp++  Quest Award Leveler Mehrunes Knights Merged Plugin.espB2  RealisticFatigue.espB3  RealisticHealth.espB4  RealisticForceMedium.espB5  RealSleepExtended.esp  [Version 2.5]B6  Duke Patricks - Nosferatu Class Vampires.esp  [Version y]B7  RefScope.esp  [Version 2.0.2]B8  Fizzle.esp  [Version 3.0]B9  StealthyAbsorbsAndDrains.espBA  Syc_AtHomeAlchemy_No_Bounty_v2+RshAlchemy+RshAlchemyRecipes Merged Plugin.espBB  Realistic Sneak for NPCs.esp  [Version 1.04]BC  StealthOverhaul.espBD  ZumbsLockpickingMod - OBSE.espBE  RenGuardOverhaul.espBF  kuerteeClothingMatters.espC0  WR Villages Addon.espC1  sycShout+Enhanced Grabbing Merged Plugin.esp  [Version 1.02]C2  Duke Patricks - Combat Archery.esp  [Version 3.5]C3  Duke Patricks - Double Arrow Nock Shot.esp  [Version 1.5.1a]C4  Willful Magic Resistance Merged Plugin.esp  [Version 4.0]C5  Armorer'sKayoAdvantage Merged Plugin.espC6  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]C7  Duke Patricks - Everyone Or Just Vampires Now Bob And Weave.espC8  Duke Patricks - Actors Can Miss Now.espC9  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]CA  ExperienceBasedTraining.espCB  Intelligence Overhaul-RR.espCC  nGCD.espCD  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.espCE  Progress Merged Plugins.esp  [Version 2.0]**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.espCF  TRAP.esp++  Disable Tutorial Text.espD0  Really Immersive Messages.espD1  SPAWN.esp  [Version 0.3]++  Duke Patricks - BASIC Script Effect Silencer.espD2  Real Hunger, Cobl.esp  [Version 1.6.1]**  Open Cities Reborn Road Record.esp**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]++  Harvest Containers Filter patch for mods.esp  [Version 1.00]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]D3  Bashed Patch, 0.espD4  MergedMaps.esp

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Ronald
 
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Post » Sat Jan 01, 2011 3:39 am

I really like the choices this mod offers. They allow the player a wonderful opportunity to customize a character. I've only gone through the tutorial dungeon so far (I'm still getting my list together, testing, etc) but I have to say I immediately felt my character was more unique than she would have been without this mod. I especially like the passive choices. I'm one who sometimes forgets to use half of my spells after I've accumulated a long list of them. Passive powers are great for players with short-term memory dysfunction like myself, lol..

I have one suggestion to make, based on my short time playing this mod. I think it would be helpful if there was an in-game explanation for each advantage. When I reached Baurus I was forced to exit the game, study the readme, write my three choices down on a piece of paper, go back into the game and then make my selections. If in-game explanations aren't possible then I think there should be a note in the readme informing the player to make his choices prior to starting the mod for the first time.

Other than that, I think this is a great mod and I can easily see it being a must-have for all of my games in the future. Great job!
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Imy Davies
 
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Post » Sat Jan 01, 2011 1:17 am

Actually I was surprised to learn that a lot of the active powers were not spells either.

They were just dependent on an action being taken - like automagic cloak - activate by sneaking.

I've yet to see NPCs using them but then how would I see that?

great stuff.
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Nadia Nad
 
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Post » Sat Jan 01, 2011 9:50 am

Anyone else having the above problem? I tried with a minimal install: Oblivion.esm, all patches, nGCD, Progress, this mod, and turning HUD Stats Bars on and off and it locks up at load on a new game when one or the other are activated.
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Alberto Aguilera
 
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Post » Sat Jan 01, 2011 12:05 pm

Apologies for the late reply, I've been busy.

@ITPaladin: I'm D/Ling HUD Status Bars now and I'm gonna check out what the problem may be. I do find it odd, since CA has nothing to do with Oblivion's UI.

@Pseron Wyrd: Thanks, I'm glad you enjoy the mod. As for in-game descriptions, I hit the character/line limit for scripts in the CS so I had no more room to add descriptions. Once I get more experience with OBSE scripting I can figure out a way. Oh and I will go ahead and add your suggestion to the readme.

@Psymon: Yes, only a few active advantages are powers, specifically Magicka Buffer and Mental Alacrity. I limited activated type advantages since NPC usage of powers (if they actually do have powers) are quite unpredictable. From my experience, they don't even use them at all. So I made most active advantages activate through an action instead. To be honest, I still have to see an NPC use Automagic Cloak since Vanilla Oblivion rarely ever makes an NPC sneak on its own. I know there are mods that actually make NPCs sneak around, like TIE or maybe some of the stealth mods.
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Chris Johnston
 
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Post » Fri Dec 31, 2010 11:12 pm

There is a mod that makes NPCs use powers but never tried it. I don't know if it allows for mod-changed power use.
Realistic Sneak for NPCs does the cloak/camo for them.

I have a problem keeping my character in a sneak mode with my left ctrl. I went through my ini files trying to see if a hotkey change for left ctrl is conflicting but couldn't find it using "ctrl", "control", or "29" (key code).
I used to be able to hit it once and sneak without holding and popping back up. I thought it was Stealth Overhaul but nothing in that ini file. Once I get it figured out then I can enjoy these more. X is set as a stealth toggle somehow (it isn't in SO, and I don't see a way to change it in Thieves Arsenal without clean saving and starting over) so it 'conflicts' with Refscope's default X setting which I can't see how to change that either.
Too many ini files and keys to keep track of...
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Jose ordaz
 
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Post » Sat Jan 01, 2011 4:00 am

http://www.tesnexus.com/downloads/file.php?id=29485 is the mod in question, but it changes the powers so that they apply to the NPCs better - although that could be a subjective opinion too. Adds the powers through tokens as I recall I've not used it though.

As I understand it natively NPCs don't have birthsigns and hence no birthsign powers. I've really only seen one racial power used and that is ancestor guardian.

Getting the NPCs to use these powers would be interesting.
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sas
 
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Post » Sat Jan 01, 2011 12:57 am

I've really only seen one racial power used and that is ancestor guardian.

Y'know, thinking back on it, this was true for me too until I wrote TRAP. Since then I've had several racial powers used against me. (Star of the West is mean.)

I don't have Enemy Actors Use Powers installed, but most of my new/modified racial powers are added through scripts; maybe that jogs something in the AI?
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Alexander Horton
 
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Post » Sat Jan 01, 2011 6:12 am

Enemy actors specifically targets the use of Birthsign powers (not racial) and again my understanding is that NPCs don't have birthsigns and it is the only mod (I know of) that attempts to assign them.

But interesting that TRAP has NPCs using powers - does Birthsigns extended do that?

Again I think this mod is really well done and I hope that inspiration is there to tackle race and birthsign powers too.
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Erin S
 
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Post » Sat Jan 01, 2011 10:54 am

Realistic Sneak for NPCs does the cloak/camo for them.


Good, works as I had hoped. :thumbsup:

As for NPCs using powers, I'm guessing maybe they will only use them if it's a racial ability?


Regarding the crash issue with HUD Status Bars, I can confirm that it happens. The game works fine on a fresh load, but reloading a save after that does make the game lock up. I'm gonna tinker with my scripts and test something out.
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Max Van Morrison
 
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Post » Sat Jan 01, 2011 2:31 pm

Well as a last ditch effort to recruit/inspire you (or whatever) - Appler did appear today and http://www.gamesas.com/index.php?/topic/1075687-relz-applers-passive-birthsigns/page__view__findpost__p__16614034 to anyone for updating and taking over his mods.
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Dean Brown
 
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Post » Sat Jan 01, 2011 8:13 am

Well it seems I'm stumped as to how CA and HUD Status Bars would make Oblivion crash when they're both running. Even though I can confirm that it happens, is there anyone who actually manages to use both without having crashes? Please let me know.


Well as a last ditch effort to recruit/inspire you (or whatever) - Appler did appear today and http://www.gamesas.com/index.php?/topic/1075687-relz-applers-passive-birthsigns/page__view__findpost__p__16614034 to anyone for updating and taking over his mods.


Unfortunately, 90% of my modding focus is now on http://www.gamesas.com/?showtopic=1042037. The other 10% goes to bug fixing for Class Advantages. So I'm afraid I cannot even attempt to contiune Appler's project, or even start on another mod. But as seeing as there is interest in Passive Birthsigns, I'm sure someone will pick it up.
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Lavender Brown
 
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Post » Sat Jan 01, 2011 8:09 am

Well it seems I'm stumped as to how CA and HUD Status Bars would make Oblivion crash when they're both running. Even though I can confirm that it happens, is there anyone who actually manages to use both without having crashes? Please let me know.
I have now looked into it, and the cause is something I'm pretty sure is a bug in OBSE's new event handler code, so I wrote a bug report in the OBSE thread about this yesterday. In short, OBSE goes into a freeze when HUD Status Bars release an event handler, if another mod has added one - which CA does. If the OBSE team takes time to fix this, I will releas a new version of HSB that doesn't release its event handler (CA doesn't either), which will fix this. So there's no need for CA's code to be changed (except maybe be a bit more sparse in use of event handlers to improve effectiveness, but that's another discussion). :)
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CArlos BArrera
 
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Post » Sat Jan 01, 2011 5:25 am

@TheNiceOne: I never would have figured that out. When I get the chance I will try and minimize the number of event handlers in CA. Thanks for looking into this issue. That's one less headache for me to worry about. :)
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Killah Bee
 
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Post » Fri Dec 31, 2010 11:32 pm

I am happy to say that Class Advantages has reached the final version, 1.00! But just because it's final does not mean I won't do any necessary bug fixes. So please report any issues on this build.

And for those who had trouble with CA running with HUD Status Bars, I believe a new version of HUD was released (a few weeks ago I think) that may have fixed crashing issues on loading saved games.
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natalie mccormick
 
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Post » Sat Jan 01, 2011 2:58 pm

Hi there! And thanks for the nice mod! I really love how it blends with gameplay, offering new options and strategies without feeling overpowered...

One small issue I noticed is a slight incompatibility with hotkeys mods...
I'm talking about those magic focus (forgot the name :P) perks that allow you to recover a % of the mp on some schools of magic, since many hotkeys mods allow for "autocast" , the script gets fooled by the rapid spell switching (I think...). Basically, if I focus on mysticism and keep an absorb spell ready in my magic slot, when I press the autocast for a shield spell, my active spell gets changed for a sec and then goes back to the absorb spell, byt I get back a % of MP as if I acrually CAST a mysticism spell...

Don't know if there's some easy workaround for that, but I suppose it is better if I let you know!

I'm using Enhanced hotkeys, but I think said problem would arise with Super Hotkeys and AutoCastKey ( I should try uninstalling and bugtesting without mods, if I'm correct said behaviour should manifest even with a fast manual spell switching, via Vanilla hotkeys)

Hope this is helpful, thanks again for your work!
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daniel royle
 
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Post » Sat Jan 01, 2011 1:13 am

And for those who had trouble with CA running with HUD Status Bars, I believe a new version of HUD was released (a few weeks ago I think) that may have fixed crashing issues on loading saved games.
Yes, HUD Status Bars 2.0 avoided the problematic OBSE command, so they should be safe to use together now :)


One small issue I noticed is a slight incompatibility with hotkeys mods...
I'm talking about those magic focus (forgot the name :P) perks that allow you to recover a % of the mp on some schools of magic, since many hotkeys mods allow for "autocast" , the script gets fooled by the rapid spell switching (I think...). Basically, if I focus on mysticism and keep an absorb spell ready in my magic slot, when I press the autocast for a shield spell, my active spell gets changed for a sec and then goes back to the absorb spell, byt I get back a % of MP as if I acrually CAST a mysticism spell...

Don't know if there's some easy workaround for that, but I suppose it is better if I let you know!

I'm using Enhanced hotkeys, but I think said problem would arise with Super Hotkeys and AutoCastKey ( I should try uninstalling and bugtesting without mods, if I'm correct said behaviour should manifest even with a fast manual spell switching, via Vanilla hotkeys)
I have no idea how often CA checks for this, but Enhanced Hotkeys have two settings that can possibly help: tnoEH.preCastDelay and tnoEH.postCastDelay. They determine the number of additional frames that the spell that is being cast, will be kept as active spell before and after the actual casting. Setting the relevant (I would guess tnoEH.postCastDelay) to a high enough number may help CA to detect correct spell - but will of course have the drawback of seeing the cast spell stay active longer too.
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Gill Mackin
 
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Post » Sat Jan 01, 2011 4:05 pm

tnoEH.preCastDelay and tnoEH.postCastDelay. They determine the number of additional frames that the spell that is being cast



Wow! Crafty! I'll thinker with those, thanks a lot!
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Milagros Osorio
 
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Post » Sat Jan 01, 2011 9:02 am

I think I have found an incompatibility. When using Inteligence Overhaul, Magicka Affinity doesn't work. You will get only 1 point of magicka for every point of inteligence.

P.S. I was not using the final version of this mod at the time, so I don't know if this is fixed now.
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Charlotte Henderson
 
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Post » Sat Jan 01, 2011 4:32 am

I think I have found an incompatibility. When using Inteligence Overhaul, Magicka Affinity doesn't work. You will get only 1 point of magicka for every point of inteligence.

P.S. I was not using the final version of this mod at the time, so I don't know if this is fixed now.



Isn't that the way the mod works? I have this installed and this is what the readme says:

Intelligence now represents your ability to learn from the world around you. A smarter player will be able to learn skills faster, learn more quickly from trainers, be able to train more per level, and even learn more from skill books. These new features are balances by two things. The first is the obvious fact that choosing Intelligence prevents you from choosing other attributes that provide immediate benefits, while the second is that I have reduced the Magicka yield of Intelligence so you only receive one point of Magicka per point of Intelligence.

I had to balance Intelligence, because all the new features made it way too powerful. The solution was to reduce its magicka yield, making each point of Intelligence give only one point of Magicka.

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Alessandra Botham
 
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Post » Sat Jan 01, 2011 2:12 am

Isn't that the way the mod works? I have this installed and this is what the readme says:


Yes, Intelligence Overhoul works all right. It is the Magicka Affinity that has no effect if you choose it.
You will only get what Intelligence Overhaul gives you, making Magicka Affinity useless because you will not get the intended bonus to magicka.
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Svenja Hedrich
 
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