[RELZ] Class Advantages

Post » Sat Jan 01, 2011 9:45 am

I want to modify your mod for personal use because I play a specific way. Let me tell you how. Everytime my character dies, I change its race and birthsign. I can save without losing my skill and attribute levels. I want to also change my class upon every death, but then the game is hard-coded to reset skills and attributes. I changed the birthsigns to reflect the powers different classes could get a PC (and used this in my mod Oblivion Astrology), so I could play as a Warrior, Mage, etc. I just couldn't change favored skills or attributes. I could gain a little bit of uniqueness with the major/minor powers that each class birthsign would get me. Your mod can net me still further changes between roleplaying different classes, not in name, but at least in abilities. I'd like your help in telling me what I need to do to remove the requirements of the active and passive abilities from your scripts so that they all will be open. In this way, my one character can gain the advantages of Blindsided when playing as a thief and then intimidation when changing to a warrior after dying.
For more information on this way of playing, see my topic

http://www.gamesas.com/index.php?/topic/1113643-an-interesting-new-way-to-play/page__p__16340297__fromsearch__1&#entry16340297

Thank you for the great mod and any help you can get me.
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Nathan Risch
 
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Post » Sat Jan 01, 2011 9:57 am

@Illusionist: I looked into this issue and found 2 things: First, there was a script error in my part which prevented adding Magicka bonuses from Magicka Affinity. Second, there is indeed an issue with Intelligence Overhaul. From my experience testing that out, it seems to cancel out the Magicka bonuses from Magicka Affinity only. The effects are still listed on the Active Effects tab, but the numbers in the character's Magicka pool are incorrect.

So with that in mind, I uploaded an update that fixes my script error on TESNexus. I also added instructions on how to deal with the issue regarding Intelligence Overhaul and CA's Magicka Affinity advantage. Please check the Known Issues section in my original post.

Regarding Intelligence Overhaul, I took a small, short peek at its start script and this is what I found. It's intended to run only after the player selects a Birthsign and while the player is in a specific part of the Imperial Dungeons. So it's designed to run perfectly during the vanilla starting scenario. But for alternate starts, things may become messier. Intelligence Overhaul will automatically run on start, even before the player can select a Birthsign. This can mess up the bonuses for Birthsigns adding Magicka (Apprentice, Atronach, Mage).
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sarah
 
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Post » Sat Jan 01, 2011 10:39 am

@Illusionist: I looked into this issue and found 2 things: First, there was a script error in my part which prevented adding Magicka bonuses from Magicka Affinity. Second, there is indeed an issue with Intelligence Overhaul. From my experience testing that out, it seems to cancel out the Magicka bonuses from Magicka Affinity only. The effects are still listed on the Active Effects tab, but the numbers in the character's Magicka pool are incorrect.

So with that in mind, I uploaded an update that fixes my script error on TESNexus. I also added instructions on how to deal with the issue regarding Intelligence Overhaul and CA's Magicka Affinity advantage. Please check the Known Issues section in my original post.

Regarding Intelligence Overhaul, I took a small, short peek at its start script and this is what I found. It's intended to run only after the player selects a Birthsign and while the player is in a specific part of the Imperial Dungeons. So it's designed to run perfectly during the vanilla starting scenario. But for alternate starts, things may become messier. Intelligence Overhaul will automatically run on start, even before the player can select a Birthsign. This can mess up the bonuses for Birthsigns adding Magicka (Apprentice, Atronach, Mage).



I'm glad I could help.
By the way, I love your mod. It's a must have on my mod list.
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Laura Tempel
 
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Post » Sat Jan 01, 2011 11:19 am

bump for this tasty mod
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Kaylee Campbell
 
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Post » Sat Jan 01, 2011 3:06 am

Man, your mod is great! It really does what it's mean to do, now each class is a bit more unique :) and I like specially that they all seem to be useful at every level so it's not a little boost that fades out when leveling up like bethesda did with classes and birthsigns, it's something that gets sticks to you for the rest of the game, how nice! :)

I've played it with cliff's RPG start, TRAP and birthsigns expanded and it worked like a charm. The only problem I had was that while sneaking with the automagic cloak I couldn't cast spells on myself, but I could cast ranged spells. I was also playing my Chargeable Spells mod that fakes the spellcasting system by disabling the cast key, changing the spell the player has selected, and then forcing a TapControl, but in essence when casting a spell it's the same as in vanilla, the player (or the mod) press a key and the game engine does the rest, so I'm not sure if it's a compatibility problem or if it's some strange property of that magic cloak.

Anyway, two days ago I made a new copy of oblivion using mTES4 manager and also installed the mod (running obse 19b), and now the mod starts (at least appears the message saying so) but the message box doesn't prompt, and I'm playing custom class. Any idea why this may occur? Some way it can be forced to appear?

Have a happy 2011!!
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Astargoth Rockin' Design
 
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Post » Sat Jan 01, 2011 2:08 am

Although i already have a idea about it i would like to ask this question.

Does any one know if CA conflicts in some ways with kuertee Attribute and skill based damage modifiers 0.54 mod and/or Adrenaline Fueled Combat v2?
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Benji
 
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Post » Sat Jan 01, 2011 4:15 pm

*bump*


Because i really would like to know the answer to my question in my post above this one. :)
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Annick Charron
 
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Post » Sat Jan 01, 2011 11:35 am

I'm going to venture a no answer. At least not directly so much ...

These are bonuses to the character some very passive (like more mana or health) some active (not like a spell but activated by an activity).

But if you are going to use mods that increase damage then I just wouldn't take advantages that also do that. There are plenty to pick from.

One I really like is the ability to silence for a few seconds when scoring a hit. Deadly against mages.
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GLOW...
 
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Post » Sat Jan 01, 2011 12:36 pm

re: Attribute and skill based damage modifiers
Although i already have a idea about it i would like to ask this question. ...Does any one know if CA conflicts in some ways with kuertee Attribute and skill based damage modifiers 0.54 mod and/or Adrenaline Fueled Combat v2?
Hey Illius!
From what I read of Class advantages descriptions, my mod should be compatible.
Even if Class advantages has script changes to game values that my mod ALSO changes, it should work.
My mod can base its changes from a game's damage settings.
Just read my mod's read-me on how what my mod uses as "base".
If Class advantages does not have any global changes to damage, then you only need to activate my mod.
Good luck!

P.S.: Class advantages seems like a good partner for Attribute and skill based damage modifiers.
*IF Class advantages doesn't already differentiate damage between attributes and skills like my mod does, that is. :)
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Gaelle Courant
 
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Post » Sat Jan 01, 2011 6:48 pm

I'm going to venture a no answer. At least not directly so much ...

These are bonuses to the character some very passive (like more mana or health) some active (not like a spell but activated by an activity).

But if you are going to use mods that increase damage then I just wouldn't take advantages that also do that. There are plenty to pick from.

One I really like is the ability to silence for a few seconds when scoring a hit. Deadly against mages.


That is good to know that it does not work like a spell, i have enough of those.

And yeah there is a lot to choose from i see, which means i have to make a choice before i load the game with this mod. (I use a custom class, so i have to do that any way.)


re: Attribute and skill based damage modifiers
Hey Illius!
From what I read of Class advantages descriptions, my mod should be compatible.
Even if Class advantages has script changes to game values that my mod ALSO changes, it should work.
My mod can base its changes from a game's damage settings.
Just read my mod's read-me on how what my mod uses as "base".
If Class advantages does not have any global changes to damage, then you only need to activate my mod.
Good luck!

P.S.: Class advantages seems like a good partner for Attribute and skill based damage modifiers.
*IF Class advantages doesn't already differentiate damage between attributes and skills like my mod does, that is. :)


Thanks Kuertee, that is good to know. I would hate having to stop using your mod. So i am of then to install CA. :)
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Jack
 
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Post » Sat Jan 01, 2011 4:40 am

Ok this is weird...well to me that is. When i started with my current char i made a custom class:

Specialization: Combat

Fav.attribs: Strength and Endurance

Birthsign: The Warrior

Majors:

Armorer
Athletics
Blade
Block
Heavy Armor
Alchemy
Marksman

According to the rtf from CA pop ups should appear for custom classes, but this did not happen? When i started the game the first time with CA i saw the message that it was initialized, and i thought the pop ups would appear...but as mentioned they did not so far. Are the Majors i have choosen so close to a standard class that CA believes it is a standard class?

If so can i use a console command to see what advantages my char got and/or can i choose the ones that i want?


EDIT: I tried what was mentioned in post 22 in this thread but the pop up menus do not appear. I do not like this, because i would like to choose the 3 advantages i think would benefit my character.

EDIT 2: For the moment i un-installed CA because i can not see whether it works for me. I will wait to see if some one has ideas about why these things happen for me with this mod before i re-install it.
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DAVId MArtInez
 
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Post » Sat Jan 01, 2011 3:00 am

What I found was that it had conflicts with several alternate start mods and so that narrowed my choice down to really only a few I could use (arrive by ship I settled on). I also found other mods that initialize at chargen also had issues and this perplexed me a lot. Seemed that one thing of another kept preventing pop up boxes from appearing.

But that is not the case you can add this long after chargen if you want.
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Angela
 
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Post » Sat Jan 01, 2011 4:56 am

What I found was that it had conflicts with several alternate start mods and so that narrowed my choice down to really only a few I could use (arrive by ship I settled on). I also found other mods that initialize at chargen also had issues and this perplexed me a lot. Seemed that one thing of another kept preventing pop up boxes from appearing.

But that is not the case you can add this long after chargen if you want.


Well i am using the CMFNew Chargen mod, but placing CA long after that mod did not solve a thing...still no pop up boxes. So i un-installed CMFNew, made a new bashed patch and tried again with CA...no luck it refuses to give me those pop up boxes. (Also with the method mentioned in post 22. )

Seems i can not use this mod this time through the game, oh well maybe next time after a clean install.
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HARDHEAD
 
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Post » Sat Jan 01, 2011 9:58 am

Well i am using the CMFNew Chargen mod, but placing CA long after that mod did not solve a thing...still no pop up boxes. So i un-installed CMFNew, made a new bashed patch and tried again with CA...no luck it refuses to give me those pop up boxes. (Also with the method mentioned in post 22. )

Seems i can not use this mod this time through the game, oh well maybe next time after a clean install.


May I please see your mod list/order? I DL'd the alt start mod you mentioned and started a new game with CA loaded, and things worked fine. I really don't know what could have caused the conflict but maybe it's another mod in your list. Also if you want to be sure if CA did work, please check your spell effects list. Most of CA's advantages are constant effect type abilities.
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Brandon Bernardi
 
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Post » Sat Jan 01, 2011 9:14 am

Oh yeah I guess you are only going to get the pop ups if you have a custom class - i always have a custom class, so didn't think of that.

If not I guess it would just assign the effects.
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Channing
 
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Post » Sat Jan 01, 2011 6:53 pm

I ran once into the same problem. It was with a character that already had class advantadges, I made a clean save to re-choose advantadges but the message box didn't pop up, and I tried several times installing/unistalling the mod without success. Every other character I've made it worked as intended, no matter if loaded before or after chargen (I've only tried vanilla and cliff's RPG beginning).

Also after a few trials I can say the automagic cloak is not compatible with my Chargeable Spells mod. I guess there's not so many people out there using my mod so it may not be a main concern for you but I'd like to play them both and really I don't get why it behaves so. Any clue?
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Christine Pane
 
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Post » Sat Jan 01, 2011 1:24 pm

May I please see your mod list/order? I DL'd the alt start mod you mentioned and started a new game with CA loaded, and things worked fine. I really don't know what could have caused the conflict but maybe it's another mod in your list. Also if you want to be sure if CA did work, please check your spell effects list. Most of CA's advantages are constant effect type abilities.


Of course here is my load list. :)

Spoiler
Masters for: Streamsave_20.ess00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.4.4]02  All Natural Base.esm  [Version 1.0]03  Cobl Main.esm  [Version 1.72]04  Waalx Animals & Creatures.esm05  AFC v2 Core.esm06  Unofficial Oblivion Patch.esp  [Version 3.2.0]07  Oblivion Citadel Door Fix.esp08  EnhancedWeather.esp  [Version 1.4.4]++  EnhancedWeather - Darker Nights, 50.esp  [Version Final]09  All Natural.esp  [Version 1.1]0A  Immersive Interiors.esp  [Version 0.7]0B  Enhanced Water v2.0 HD.esp0C  All Natural - Real Lights.esp  [Version 1.1]++  AN Scripts.esp0D  AFC v2 Combo Chains.esp0E  AFC v2 Combat Moves.esp0F  AFC v2 Quick Powerattacks.esp10  AFC v2 Damage Text.esp11  AFC v2 Locational Damage.esp12  GW71_Soulgems.esp13  ImprovedSigns.esp14  MoveQuestItems - OBSE.esp15  Raestloz Auto Reset Emotion.esp16  Reznod_Mannequin.esp17  Enhanced Economy.esp  [Version 5.0.2]18  WAC - Crowded Roads Revisited.esp  [Version 1.1]19  C&C - The Blackwood Company.esp1A  DarNifiedUI Config Addon.esp1B  Display Stats.esp  [Version 1.3.1]1C  Get Wet Dark.esp1D  Quest Log Manager.esp  [Version 1.3.2]1E  VipCxj_RadarSystem.esp1F  Streamline 3.1.esp20  Map Marker Overhaul.esp  [Version 3.7.1]21  Enhanced Hotkeys.esp  [Version 2.0]22  Gizmodian - Vicious Heart.esp23  Knight of Skeleton.esp24  WAC.esp25  WAC - OverSpawn.esp26  WAC - Dead Knights.esp27  WAC - Player Summons.esp28  WAC - TCOS.esp29  WAC - TCOS Shops.esp  [Version 03]2A  WAC - Legion.esp2B  WAC - Gladiator.esp2C  WAC - Magic.esp2D  AL_Maverick.esp2E  Amen'thalas.esp2F  Amen'thalas - AN Patch.esp30  IC Atmospheric Shops Mod.esp31  Underworld Armor.esp32  PTRepairKits.esp33  Kragenir's Death Quest.esp34  Septim Mansion.esp35  The Ayleid Steps.esp  [Version 3.4]36  AutoBookPlacer.esp  [Version 3.02]37  Automatic Difficulty Increaser.esp38  Auto Repair.esp39  Automagic Bags.esp3A  Kobu's Stamina Mod.esp  [Version 1.01]3B  Respawning Varla & Welkynd Stones.esp3C  RTSWelkyndClstrTreasure.esp  [Version 2.0]++  ScriptIcon_Replacer.esp++  SigilStonesUnlevelled - Adjusted.esp3D  Toggleable Quantity Prompt.esp  [Version 3.2.0]3E  Unlimited Rings 2.0 -auto.esp3F  Quest Award Leveling.esp40  CMF-New.esp41  Duke Patricks - Nosferatu Class Vampires.esp  [Version y]42  MidasSpells.esp43  ArcaneArchery.esp44  RshAlchemy.esp45  EnchantmentRestore.esp++  EnchantmentRestore_Wells.esp46  kuerteeCrimeHasWitnesses.esp47  kuerteeAttributeAndSkillBasedDamageModifiers.esp48  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]49  Duke Patricks - Everyone Or Just Vampires Now Bob And Weave.esp4A  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]4B  Phitt's Phighting Phixes.esp4C  CLS-OldFriends-OBSE.esp4D  Oblivion XP.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - Filter Patch For Mods.esp4E  Lucha's Blood Witch.esp++  X-Ray Detect.esp++  Duke Patricks - BASIC Script Effect Silencer NIF REMOVED.esp4F  Bashed Patch, 0.esp


As for the spell effect...i will re-install to see whether it shows the CA effects.


EDIT: These are the spell effects currently on my char.

http://i176.photobucket.com/albums/w172/Illius_photos/Mod%20Problems/ScreenShot83.jpg

*Fortify Endurance/Strength are from the birthsign The Warrior.
*Fortify Blade/Block are from the mod http://www.tesnexus.com/downloads/file.php?id=19067
*The other effects come from rings i found as loot.
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Lovingly
 
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Post » Sat Jan 01, 2011 8:55 am

It appears that there may be an issue with CA's script, that's why the popup boxes don't appear for custom classes. My only suggestion for now is the use the console command showclassmenu. I'd only recommend this for new characters though, since I believe character stats are reset when the class menu appears. I will look into the issue and upload a fix as soon as I remember how I scripted CA.

@grmblf: Does your Chargeable Spells mod modify default spells? CA uses vanilla spell effects and Automagic Cloak uses the default Chameleon effect when active.
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Leonie Connor
 
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Post » Sat Jan 01, 2011 1:16 pm

not at all, but I'm no longer using the automagic cloak so I didn't test it much further. don't worry too much about it, I'll take a look if I have a moment
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Spooky Angel
 
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Post » Sat Jan 01, 2011 9:15 am

My only suggestion for now is the use the console command showclassmenu. I'd only recommend this for new characters though, since I believe character stats are reset when the class menu appears.


I tried that already as mentioned in post 22 of this thread and actually it can be done without losing your current character stats. :)

http://www.uesp.net/wiki/Oblivion:Console

Go to the bottom of the page and you can read how to do that.

I will look into the issue and upload a fix as soon as I remember how I scripted CA.


LoL take your time. :)
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renee Duhamel
 
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