[Relz] Cobl No.16

Post » Wed Mar 30, 2011 6:35 am

I noticed COBL has a Choices&Consequences menu for tracking the player's Reputation in the Mages and the Fighters Guilds. How does this work with older versions of C&C?
I thought it was the newer version of C&C which added the menu, not COBL itself...
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Andrew Tarango
 
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Post » Wed Mar 30, 2011 5:24 am

Hi, I'm having a problem with the Luggage. It has stopped working as it should after I updated to 1.73. Taking items out of it is not a problem, but I can no longer put things in, only if there were other objects of the same item already in the luggage.
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Kelly John
 
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Post » Wed Mar 30, 2011 2:38 am

Was a new version of COBL released? I see people talking about 1.73 but I can not find any link to it,
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Jacob Phillips
 
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Post » Wed Mar 30, 2011 2:25 pm

It's the update called "Loot-Drop-Merchant_changes_Proposal", it's in the optional files, but is required for latest MMM
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KiiSsez jdgaf Benzler
 
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Post » Wed Mar 30, 2011 3:14 pm

Good lord these fixes have been out for a year :o How did I miss this,
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Leticia Hernandez
 
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Post » Wed Mar 30, 2011 4:33 am

How do I use the sleepwear configuration option? I tried for considerable time but can't figure it out. Basically I want my PC to put on a certain robe when he goes to sleep.

There is nothing written in the Cobl readme, and a search of this thread and the previous no. 15 one for either "sleep" or "sleepwear" yields no useful result.

Thanks for your help, I would appreciate.
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Thema
 
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Post » Wed Mar 30, 2011 6:51 am

:huh: I think we had discussed it, but it wasn't implemented... or maybe Wrye put it in a separate mod? I'm not seeing a script for it in Cobl.

If you could do anything to jog my memory I can comment further... otherwise, I'm going on vacation tomorrow and need to wrap something up for Core and the FCOM team tonight, so I won't be able to look until next week (or, more reasonably, after Christmas).
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Zosia Cetnar
 
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Post » Wed Mar 30, 2011 4:58 am

One thing I noticed, mods that set a flag global like cobSigNoPcNeeds to 1 are not really working for me in 1.72. The cobGenQS script seems to revert these to 0 at every script update.

Spoiler

ref rNoPcNeeds       ;--Set to flag no PC needsref rNoPcTeleport    ;--Set to flag no PC Teleportref rNoSnacking      ;--Set to flag no snackingref rNoWeatherScript ;--Set to flag no weather scriptingref rNoCompFollow    ;--Set to flag companion no follwref rPcIsStuffed     ;--Set to flag Pc is too full to eat.....begin gameMode	set fQuestDelayTime to 3	;--Globals----------------------------------------------------------------	set cobLangGerman to (genericLore.i01 == 1)	set cobLangRussian to (genericLore.i01 == 2)	set cobSigNoCompFollow to (rNoCompFollow != 0)	set cobSigNoPcNeeds    to (rNoPcNeeds    != 0)	set cobSigNoPcTeleport to (rNoPcTeleport != 0)	set cobSigNoSnacking   to (rNoSnacking   != 0)	set cobSigNoWeatherScript to (rNoWeatherScript != 0)



It actually sets the globals, which are short, to a reference variable, even if the script states this should only happen if the ref variables are set to something other than 0.
Maybe I'm getting something wrong about how these Sig globals actually work, but my idea is that any mod can set them and hope they remain set to != 0, or not? For instance, in my game not even Wrye Shivering Death seems capable to maintain them set at 1, and its a Cobl dependent mod.
Can anyone test to see if this happens in their game? Type in the console 'set cobSigNoPcNeeds to 1' , wait 3 seconds, then type 'show cobSigNoPcNeeds' and see if it returns 1.
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Riky Carrasco
 
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Post » Wed Mar 30, 2011 6:41 am

Without looking at the systems specifically, that was Wrye's intention. The only way to set them to "On" or 1 is to set the reference variable. You'll see this as "Registeration" on UESP and I think in the Readme. The idea being, a mod will need to register an item (set the reference variable to an item unique to the mod), so when the mod is removed the reference variable will automatically revert to 0 and thus the signal will revert to 0. As with many vanilla Oblivion implementations, it's a hack.
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Ross
 
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Post » Wed Mar 30, 2011 11:30 am

So, no defining them directly then, but through a token?
Then it would seem that Wrye Shivering Death needs an update, since it sets all those 'NoWhatever' Sig globals to 1 directly upon dying. It was made for 1.18 and officially its still a beta, but I find it quite awesome myself. Would I need to add a token item, then set the ref variables to that item upon dying? Or create one token for each variable? or set the variables not to the tokens, but to a persistent reference of them?
By the way, the current death handling system usually fails in the cases in which your character is still under the influence of any health altering effects upon death (like dying with a constant restore health enchantment on, out in the day while being a vampire and suffering sun damage, falling into a 'killing pit' type of trap...). Is there any way to improve it, or would that require OBSE?

Edit: Well, I should have read the UESP Cobl page more often. So the variables are indeed periodically reset since 1.60. All clear now, I'll just update WSD with some OBSE goodness.
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Chloe Botham
 
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Post » Wed Mar 30, 2011 10:34 am

I'm rather surprised Wrye nurfed himself like that, and never updated... especially as there was quite some time between v1.61 and his retirement. Perhaps there's a newer version on musings or TesNexus?
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des lynam
 
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Post » Wed Mar 30, 2011 3:20 am

Hi COBL team:

Just a friendly reminder to include Q's more and moldy ingredients inthe next update of COBL. asQarne has given his kind permission for this inclusion :)
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Kim Bradley
 
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Post » Wed Mar 30, 2011 2:18 pm

One thing I noticed, mods that set a flag global like cobSigNoPcNeeds to 1 are not really working for me in 1.72.

I'm not a Cobl expert but it is my understanding that the latest version is 1.73. The download file on Tesnexus has a rather odd name that gives no clue that it contains the update. It's something like "Loot-Drop-Merchant-Proposal". Maybe make that upgrade in any case?
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Mason Nevitt
 
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Post » Wed Mar 30, 2011 9:37 am

:huh: I think we had discussed it, but it wasn't implemented... or maybe Wrye put it in a separate mod? I'm not seeing a script for it in Cobl.

If you could do anything to jog my memory I can comment further... otherwise, I'm going on vacation tomorrow and need to wrap something up for Core and the FCOM team tonight, so I won't be able to look until next week (or, more reasonably, after Christmas).

Thanks Haama. Well "sleepwear config" is one of the in-game menu options of Cobl. When you click it opens a container with "tokens" or placeholders (?) in it for all the equipment slots of the PC. What I do not "get" is how to make e.g. the "Top" token accept a shirt. :shrug: As you say, maybe it is not implemented or incomplete.

Now I do remember in one of my earlier calls of duty in Oblivion (2 years ago?) I had a mod for sleepwear config. It was definitely not Cobl but most likely some gear equipment mod. I cannot remember the name but there are not that many. It had a similar setup for sleepwear config, and it worked. :) Would you like me to go hunting for that mod in order for you to take a look how it is done there?

It is not all that important to me. But yeah, it would be nice if it could get to work. In any case this has definitely time until you come back from vacation!! :laugh:

I wish you a lovely Christmas time! Enjoy!! :celebration:
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DAVId Bryant
 
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Post » Wed Mar 30, 2011 1:45 pm

Thanks Haama. Well "sleepwear config" is one of the in-game menu options of Cobl. When you click it opens a container with "tokens" or placeholders (?) in it for all the equipment slots of the PC. What I do not "get" is how to make e.g. the "Top" token accept a shirt. :shrug: As you say, maybe it is not implemented or incomplete.

Now I do remember in one of my earlier calls of duty in Oblivion (2 years ago?) I had a mod for sleepwear config. It was definitely not Cobl but most likely some gear equipment mod. I cannot remember the name but there are not that many. It had a similar setup for sleepwear config, and it worked. :) Would you like me to go hunting for that mod in order for you to take a look how it is done there?

It is not all that important to me. But yeah, it would be nice if it could get to work. In any case this has definitely time until you come back from vacation!! :laugh:

I wish you a lovely Christmas time! Enjoy!! :celebration:

:poke: http://www.tesnexus.com/downloads/file.php?id=16005. :tongue:

Oh, and the tokens are 'placeholders' that you select when you don't want to wear anything in that slot. So if you want to wear a shirt, you select the shirt and don't select the 'top' token.

Eloise
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Siidney
 
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Post » Wed Mar 30, 2011 9:30 am

:poke: http://www.tesnexus.com/downloads/file.php?id=16005. :tongue:

Thank you Eloise, problem solved!
I deserved that tongue :laugh:
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Rob Davidson
 
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Post » Wed Mar 30, 2011 4:43 am

Question:

Is there some mechanics reason that the Grinders are so slow when grinding tons of stuff, or is this a "realism" thing.

If it is a realism thing, what do I need to change to make it faster? Staring at a glowing grinder for 15 minutes real-time is a realistic simulation of boring.
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Charlotte Henderson
 
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Post » Tue Mar 29, 2011 10:52 pm

Staring at a glowing grinder for 15 minutes real-time is a realistic simulation of boring.

It is my understanding that you need not "stare" at the grinder for the whole time but can walk away and come back later. Go to an inn in the meantime and have a drink! :foodndrink:
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Laura Shipley
 
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Post » Tue Mar 29, 2011 11:44 pm

I wish you a lovely Christmas time! Enjoy!! :celebration:

Thanks, you too.

I'm off until next week, probably until after Christmas really. Hopefully I'll have some news for you guys afterwards.
Hi COBL team:

Just a friendly reminder to include Q's more and moldy ingredients inthe next update of COBL. asQarne has given his kind permission for this inclusion :)

Oh, it has been :) Now I just need to figure out how best to spread the moldiness throughout the world.

Question:

Is there some mechanics reason that the Grinders are so slow when grinding tons of stuff, or is this a "realism" thing.

If it is a realism thing, what do I need to change to make it faster? Staring at a glowing grinder for 15 minutes real-time is a realistic simulation of boring.

It should take a second per item, but you'd still need 15 * 60 = 900 items to get 15 minutes. Unless I've misunderstood a line and it's a minute per item
set pause to pause + 1 ;line runs once per item...set timePassed to ((getCurrentTime - gameHourPrev) + 24*(gameDaysPassed - gameDaysPrev))*3600/timescale		if timePassed <= 0			set timePassed to getSecondsPassed		endif		set pause to pause - timePassed

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Stephanie I
 
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Post » Wed Mar 30, 2011 6:50 am


It should take a second per item, but you'd still need 15 * 60 = 900 items to get 15 minutes. Unless I've misunderstood a line and it's a minute per item
set pause to pause + 1 ;line runs once per item...set timePassed to ((getCurrentTime - gameHourPrev) + 24*(gameDaysPassed - gameDaysPrev))*3600/timescale		if timePassed <= 0			set timePassed to getSecondsPassed		endif		set pause to pause - timePassed



Ahh, ok yeah, sounds about right at a second per (it was bones and gems I've been saving for 26 levels, heh, it was probably closer to the 20 minute mark. On the other hand, the scripting is very robust, no crashes or anything, though from the sound it may have stalled out a few times), was hoping there was a quick easy tweak to make it work in batches or something. Thanks for the response.
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bimsy
 
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Post » Wed Mar 30, 2011 11:17 am

from the sound it may have stalled out a few times
I've noticed that when I'm grinding really large quantities of stuff (I have a habit of collecting bones, don't ask why...) it seems to "get full" or something and I have to remove the products before it'll continue, at least when I am in the same cell. Can't remember if that happens if I leave and come back later.

Vac
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bonita mathews
 
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Post » Wed Mar 30, 2011 12:35 pm

I'd like to leave the delay for realism, but it does start to look stalled after 10 minutes, doesn't it :hehe: Should I give some type of timer, at least when it first starts up?

Stall - Sound is supposed to play every second. I haven't had a chance to listen to it yet, so I don't know if it's a loop or what, but I blame the notorious PlaySound3D function.

Not sure about the bones, but I'm giving the Grinder an overhaul and hopefully you can test it Vacuity ;)
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Shelby McDonald
 
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Post » Wed Mar 30, 2011 1:53 am

Not sure about the bones, but I'm giving the Grinder an overhaul and hopefully you can test it Vacuity ;)
I'd love to, but as my game currently http://i285.photobucket.com/albums/ll61/Revanchism/Working/IMG_2526.jpg (a little different each time it loads, normally I'm missing all the distant trees) with just Oblivion.esm and DLCShiveringIsles.esp loaded, I've got some problems of my own to fix first. I can't even screenshot without crashing: that's taken with my camera.

Once I fix my install, I'll try and get on it.

Vac
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Nick Tyler
 
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Post » Wed Mar 30, 2011 11:58 am

I had a problem with sporadically missing water cells too, lowering the uGridsToLoad setting in the ini seemed to fix it :)
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cassy
 
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Post » Wed Mar 30, 2011 12:40 am

I had a problem with sporadically missing water cells too, lowering the uGridsToLoad setting in the ini seemed to fix it :)
Nothing sporadic about it: the entire Tamriel worldspace is ****ed with no water, half the LOD missing, all actors missing most of their component nifs and a crash within ten seconds of exiting to any exterior space. I've narrowed it down to OBSE or one (or more) of the OBSE plugins. In any case, this has nothing to do with Cobl and I'm not actually needing help. It just takes a little time finding the culprit as I have a lot of other things to do than this.

Vac
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Becky Palmer
 
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