...Delte's Thread of IMMERSION Mods...

Post » Fri May 27, 2011 5:47 am

The mod limit (as in active mods) is 255. 254 if you have Shivering Isles.


Just to clarify, the mod limit is actually 253. Oblivion basically allows for 255 plugins. The Oblivion.esm is one and (believe it or not) your save game is the last one. So 255-1-1=253. Shivering Isle has nothing to do with it, because the Shivering Isle.esp doesn't need to be active in order for SI to work (the SI data is stored in the Oblivion.esm). The only reason for the SI.esp is to load the SI BSAs. If you were to deactivate the SI.esp and register the BSAs using another method you could safely deactivate the SI.esp (and the USIP as well as other SI mods will still work).

-Francisco-
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Tracy Byworth
 
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Post » Fri May 27, 2011 2:45 am

@TheNiceOne

I'm looking at Real Sleep Extended. It looks good. I like how sleeping outdoors isn't as restful as sleeping in a bed. That makes Inns worth something.

But, why do you cap the penalties at 12? Later in the game, going without sleep will be little bother--just a -12 to stats. And, it's possible to stay awake for a week (at -12 to stats) or longer, if you want to.

Why'd you do that?
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ILy- Forver
 
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Post » Fri May 27, 2011 8:25 am

BTW, the known issue with Oblivion taking a long time to shut down is definitley related to OBSE. Someone had figured that out before, but it was a guess. I remembered it, and watched. And, as soon as I installed OBSE, my game starting taking forever to quit (and I don't have near the mods I used to have).

I suggest using Fast Exit. http://www.tesnexus.com/downloads/file.php?id=22410
It's an OBSE plugin. You just put it into the folder for OBSE plugins, and it's ready to go. Nice and simple.

I don't know if ti is an OBSE problem though, I think it is caused by using mods. I believe I used OBSE without experiencong it, but after installing Frans the problem started occuring I think. This was the first extra esm file I used(besides Oblvion.esm), not sure if that has anything to do with it. I too am currently rebuilding Oblivion since I got a new graphics card, so I'll let you know when it starts happening to me again. :)
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Dj Matty P
 
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Post » Fri May 27, 2011 5:37 am

I suggest using Fast Exit. http://www.tesnexus.com/downloads/file.php?id=22410
It's an OBSE plugin. You just put it into the folder for OBSE plugins, and it's ready to go. Nice and simple.


Thanks. I'll check it out.

I don't know if ti is an OBSE problem though, I think it is caused by using mods. I believe I used OBSE without experiencong it, but after installing Frans the problem started occuring I think. This was the first extra esm file I used(besides Oblvion.esm), not sure if that has anything to do with it. I too am currently rebuilding Oblivion since I got a new graphics card, so I'll let you know when it starts happening to me again. :)


There's an old thread from one-to-two years ago that discuss/investigated it. OBSE was thought to be the culprit.

I know I loaded my first minimum set of mods and had no problem exiting the game. Then, I loaded OBSE, even though I didn't have any mods that required it, because I knew I would be adding some mods that did.

Just adding OBSE made the game take a long, long time to exit.
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HARDHEAD
 
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Post » Fri May 27, 2011 12:49 pm

Wait... I though Pluggy was a resource that allowed OBSE plugins to work?


A thread about Pluggy crashes: http://www.gamesas.com/bgsforums/index.php?showtopic=930549
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Taylah Illies
 
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Post » Fri May 27, 2011 12:10 am

@TheNiceOne

I'm looking at Real Sleep Extended. It looks good. I like how sleeping outdoors isn't as restful as sleeping in a bed. That makes Inns worth something.

But, why do you cap the penalties at 12? Later in the game, going without sleep will be little bother--just a -12 to stats. And, it's possible to stay awake for a week (at -12 to stats) or longer, if you want to.

Why'd you do that?
I did it because I wanted it to be possible to clear even the biggest dungeouns on default timescale without being completely decimated by the stats reduction.

However, what you're looking probably at is an obsolete version of Real Sleep Extended. I was banned from Tes Nexus due to (honestly and politely) writing that Giskard's Cyrodiil Upgrade Overhaul was not compatible with MMM - Giskard obviusly had friends among the moderators there. So I cannot update the version there. Download the updated version http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5170 from Planet Elder Scrolls instead.

The changes from the old version are numerous, and you can read about it in the http://www.gamesas.com/bgsforums/index.php?showtopic=881496&st=0. Specifically, your objection is satisfied by two of the (many) changes.
1: There is a specific setting in the ini file that tells how long the player will go sleepy before he stops being more sleepy. This was hardcoded to 24hr in version 1.0, and is stilld default 24h, but by changing the relevant line in the ini, you can set it to whatever you want.
2: There are a couple of other settings in the ini that tells what penalties the player will get from being sleepy, and you can choose between static penalties (as -1 to all stats per 2hr as in v. 1.0), or penalties that is a percentage of the player's attributes. Default is that each attribute is decreased by 0.75% of its base value per hour of tirendess. If your Strength is 67, this means (67 * 0.0075) = 0.5 per hour, or a decrease of 1 every second hour. So a low-level player still gets tired sooner, but does get the same relative penalty.
The default value (0.75% per hour) can of course be adjusted. It is quite well explained in the ini file, and in the http://www.gamesas.com/bgsforums/index.php?showtopic=881496&st=0.
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Quick draw II
 
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Post » Fri May 27, 2011 4:58 am

I can see why you capped the penalties, but I always thought it a bit strange - useful, because my low-str character could die from not sleeping for too long, but I'd have prefered it higher. I see this is now possible, so I thank you :)

Being banned is a [censored], though, can't you get it revoked?
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steve brewin
 
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Post » Fri May 27, 2011 2:53 am

However, what you're looking probably at is an obsolete version of Real Sleep Extended.


Well, sir, I'm glad you fixed it! It was a deal breaker for me (you know me and realism). I liked your version better than Cispis' because of the variying amounts of rest one gets depending on where he sleeps. But, that cap at -12 was too much of a "cheat" for me. I needed more realism.

I'm so glad you changed that--or, rather, made it able to be changed.

Now I have to figure which penalty max I want to go with...how long can a real person go without sleep anyway? Three or four days? Anyone know?
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Vivien
 
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Post » Thu May 26, 2011 11:31 pm

how long can a real person go without sleep anyway? Three or four days? Anyone know?

I thought this was an interesting question so I did a little research. It appears that the current world record for going without sleep is just over 11 days. It seems most people can go 52 hours or more without sleep and suffer no ill effects, but they tend to develop severe physiological problems after 96 hours.
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Phoenix Draven
 
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Post » Thu May 26, 2011 10:28 pm

I did it because I wanted it to be possible to clear even the biggest dungeouns on default timescale without being completely decimated by the stats reduction.


I just installed the newer version of Real Sleep Extended. Will be taking it for a test drive shortly.

But...I've got a thought for you, TheNiceOne.

I was looking at the work you did for the various timescales depending on which activity a character does. Interior has one timescale. Exterior has another. Sneaking has it's own timescale.

One exceptional mod would be to take that idea and apply it to (1) interacting with merchants while bartering or conducting business transactions, and (2) while doing things like Alchemy or Armor smithing.

I've always felt that a character shouldn't be able to take is alchemy tools around with him. I think immersion is better served if brewing potions and such could only be done at a stationary location, such as an alchemy station in a dungeon or Mage's Guild, or a place the player sets up for his own personal workspace. It would make owning a home important--because the character would have to return there to brew his potions.

The same goes for armor and weapon repair. I suppose there's some repairs a character could do "in the field", like carrying a whetstone to sharpen a blade dulled in combat. But, major repairs should be handled at a smith. Or, the character with Armory skill should have to use a stationary smithy, equipped with all the tools.

Plus, these activities of brewing potions and fixing one's gear should take a long time--maybe days, but certainly hours.

Therefore, when I saw your timescale work, it got me to thinking...why not apply the same type of control when a character makes potions or fixes gear?

Would you be interested in adding that to your mod...or making a separate mod with that type of control?







I thought this was an interesting question so I did a little research. It appears that the current world record for going without sleep is just over 11 days. It seems most people can go 52 hours or more without sleep and suffer no ill effects, but they tend to develop severe physiological problems after 96 hours.


Very interesting...thanks for posting. :dancing:
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Erin S
 
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Post » Fri May 27, 2011 10:36 am

-Immersion Mod Idea-



What if...

What if, when you leveled up, you could not gain that level simply by sleeping.

What if you had to seek out a trainer, pay him, spend some time with him, to get your level?

For example, you gain a new level. The indicator pops up at the bottom of your screen. You travel to one of the trainers that can "teach" you. He charges you for this service (similar to using him to train a skill higher). I'm picturing a dialogue topic choice that will be available when you speak to the NPC. If you click on it, you get a confirmation message, and if you say "yes", then gold is deducted, a number of game days pass equal to your current level, and, only then, do you get the new level.

The trainers that are already in the game can be used for this service--that way, it's not like one won't be close by.

Thoughts?





I may post this to its own thread just to see if a non-Delte's List reader thinks its a good idea and makes the mod.
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Rhiannon Jones
 
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Post » Fri May 27, 2011 10:40 am

Amazing list, exactly what I was looking for. tyvm.
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Nicole Elocin
 
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Post » Fri May 27, 2011 5:58 am

Delte, I think that Idea is very cool. Quite similar to Wrye Leveling, where you have to train (just normal training) to level up.

Problem is, it would probably have issues with leveling mods. I currently don't use any, but when I roll a new character, (I'm feeling the itch for some stealthy play, and the Dark Brotherhood Chronicles, part 1, which I mentioned so long ago, is due to be released soon) I want to try out Realistic Leveling, which would make the Train to level up idea pretty much defunct, since you don't level up, per se.
However, what you're looking probably at is an obsolete version of Real Sleep Extended. I was banned from Tes Nexus due to (honestly and politely) writing that Giskard's Cyrodiil Upgrade Overhaul was not compatible with MMM - Giskard obviusly had friends among the moderators there. So I cannot update the version there. Download the updated version here from Planet Elder Scrolls instead.


Oh...

That means I need to change the link in my site.

This sounds cool:

http://www.gamesas.com/bgsforums/index.php?showtopic=984725&st=20&gopid=14247543&#entry14247543

Houses doors are locked all day long. If the person is home, you can knock on the door and they'll come outside and talk to you. If you wake them up, they won't be too happy.
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Juan Suarez
 
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Post » Fri May 27, 2011 6:29 am

Random Skill Increases.

I've got this strange thing happening. I'm not sure if it's a "feature" of a mod I've installed, or a bug.

Randomly, I will get skill increase, typically for some skill this character hasn't used yet. And, it seems to happen when I level up with Athletics (as while running). I use Realistic Fatigue, so I don't run that much. But, during my 5 hours of play with my new character, all at level 1, I've had three random skills go up. I had Hand-To-Hand go up, even though I've never used that skill. I just had Light Armor go up, but this character has never worn a piece of Light Armor in the short game I've played so far. And, I had Speechcraft up...while I was running.

So, what gives? Anybody know why this is happening.

Here are the mods I've installed so far:

Bedroll
Crowded Roads Revamped
Fast Exit
Immersive Interface
Imperial Guard Horse Armor
Let The People Drink!
MMM
Natural Environments
No Sneak Eye
OBGE
OBMM
OBSE
Official Plugins (all 9 of them)
OOO
Operation Optimization
Plugin Refurbished
Real Sleep Extended
Realistic Health
Tamriel VWD
Plus...all patches, both official and unofficial




I've never had this sort of thing happens before. An OOO tweak? Or a bug?
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Devin Sluis
 
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Post » Fri May 27, 2011 11:14 am

I think this is Realistic Fatigue... which I don't see in your list, but you must be using it.
It makes sense, I just wish the noise&message could be suppressed.
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Eve Booker
 
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Post » Fri May 27, 2011 12:19 am

I think this is Realistic Fatigue... which I don't see in your list, but you must be using it.
It makes sense, I just wish the noise&message could be suppressed.


Yessir, you are correct. I guess I didn't look that svcker over fully. I'm still learning all these improvements.

Hmmm...interesting idea ABO did there.



EDIT: ABO,

When using Realistic Fatigue and the default values, does a character's Acrobatics skill improve from running and jumping like it used to?

You note that Strength/Endurance/Agility based skills are improved using the default options in the mod. Acrobatics is a Speed based skill. Are the RF experience pops in place of, or in addition to, Acrobatics improvement from Running/Jumping?





EDIT #2: Also @ABO,

Realistic Fatigue's effect on NPCs is brilliant. Simply, brilliant. It goes great with MMM's treatment of NPCs, too. The two mods work hand-in-hand to provide an exceptional experience.

Question, though: Is there any way to mess with NPC AI a bit? You see, NPCs with large two-handed hammers, wearing heavy armor, are running up-hill to engage the player. When the NPC gets there, he's out of breath (just like the player would be), possibly collapsing. The player simply walks over and mops him up. Combat over.

The AI is still thinking like vanilla Oblivion, where there is no penalty for running in heavy gear, carrying heavy equipment, up hill, to combat an enemy. We need to tweak the AI on such NPCs so that they'll walk to the player, instead of running at full steam.

Thoughts on that?
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Oyuki Manson Lavey
 
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Post » Fri May 27, 2011 1:57 pm

Realistic Fatigue 2.2 :thumbsup:



This mod sure has exceeded my expectations. No longer is it solely focused on the player's fatigue. It does so much more to enhance the game. It makes fatigue, the stats that contribute to a character's total fatigue, and fatigue potions and spells so much more important--if not one of THE most important aspects of the game.

My first level character, Ryse, was travelling to Kvatch to find the King's lost son. He tried going cross country, but, twice, he got lost, finding himself coming out of the woods in front of Chorrol. He wasted half a day doing that (I don't use the compass, judging time and direction by the sky and landmarks....and I got lost!).

So, it was the long way around, for him. Down the road, south to Imperial City, and around to the road that leads first to Skingrad, then to Kvatch.

When Ryse found he could see the Tower of Akatosh rising over the canopy of the forest, he also found he was disgusted with himself--in getting lost.

Off the path he walked, again. And, again, after some time, he found himself lost in the wilderness. He stumbled out upon a road. A landmark looked familiar. The road splits around a tree and a rock. Yes, he'd found his way to the Skingrad road. From there, he walked up the long, gradual climb into County Skingrad. There, he stopped, just long enough to eat and visit the town's merchant. And, although it was late on his second day of travel, he pushed on. County Kvatch was just ahead.

Dusk brimmed the horizon, and Ryse was not yet to Kvatch. The foliage parted to his left. There, something moved. It was an Orc, wearing hides and brandishing a hand axe. No cry. No comment. The world is dangerous. Just like that, Ryse was in combat.

All over the road, the two struggled, Ryse with his mace, his attacker with his axe. The Orc was the better fighter. The Orc was stronger. Ryse used what little he knew of the Art to keep himself alive. Ryse's tactics were better, but the Orc was winning.

Then, the green skinned bastard stepped in, blocking Ryse's blow, swinging so hard that Ryse lost his weapon. It went flinging out of his hand into the grass.

Ryse stood there, frozen in time, weaponless, no back-up to pull from his belt.

The Orc smiled then stepped closer, swinging with fury. All Ryse could do to block the blows was hold up his arms and hands, armored in steel as they were.

Ryse was no mage, but he did dabble. He had learned the basics of the Art from the priest in his highland Nordic home. He called down a blessing from Jhunal to protect him. Then he swiped a blow with his armored hand at the Orc. The Orc replied with a swing of his axe. Ryse remembered the incantation for a spell that would make the Orc tired. The red magika smoked from his hand, encircling the Orc just as the green skinned monster was swinging.

The Orc stumbled, out of breath. Ryse stepped in, quick, and punched the Orc. The Orc went down. Ryse was on top of him. Punching. Blood started to splash from the Orc's face. It stained Ryse's gauntlet. Ryse went into a fury, swinging as hard as he could, as fast as he could.

The Orc never recovered. Ryse is not sure when he realized his enemy was no longer moving. He only stopped swinging because he was tired--because he couldn't swing any more.

He looked down. The Orc's face looked like a vegetable that had been left out in sun too long. The hard packed dirt road drank up the Orc's blood.

As he recovered, Ryse couldn't find his mace. It was lost in the grass somewhere, or rolled down the hill.

He took the Orc's axe, then continued his journey, up the hill, staggering for a time, breathing hard for longer.

It wasn't until later, much past the sun's demise and the appearance of the two moons, that Ryse saw that Kvatch was burning.







This scene actually played out in my game. The protection favor that Ryse received from Jhunal is the greater power Woad, that all Nords can use once per day. When Ryse makes the Orc tired, he used the Minor Enervation spell.

If it wasn't for Realistic Fatigue, this incredible game experience I had, keeping Ryse alive by the skin of his teeth, wouldn't have been possible. The Orc was stronger. And, thanks to MMM and OOO, his tactics were pretty good, too. But, with Realistic Fatigue, he is subject to the same fatigue effects as Ryse, the player character.

I was able to use Minor Enervation as a weapon, tactically, tiring out Ryse's opponent. It's the one thing that helped him win the day.

Thumbs up, ABO!
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Courtney Foren
 
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Post » Fri May 27, 2011 8:06 am

I'm having a slight problem with RF right now. Nothing major, but a number of the skeletal NPC's in Moriarcis keep falling over, and standing back up again, only to fall over. It's not a game breaking problem, but it reminds me that it's a game, with bugs in it, and not a different world.


I'm going to open up Moriarcis in the CS to see what, if anything, I can do.


EDIT: Nope, can't find anything obvious. They don't have massive inventories, and they have decent fatigue, strength, and endurance.

That's an awesome story Delte.

RF 2.x makes Hand to Hand much more viable: Hand to Hand blows not only do health damage, but also fatigue damage.
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LijLuva
 
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Post » Fri May 27, 2011 1:10 am

Still out there? Here's some feedback on Realistic Health.

I just started my new character. 1st level, although he's quite in shape (very high STR and END), giving me, like, 200 Fatigue at first level. I contracted a disease, and I think I'm losing way too much health (unless these diseases are considered that deadly). I contracted wort-something-or-other, from a wild dog.
...
Shouldn't a disease come on slowly, and then, in a day or several hours, start to hit the character? Is there any way to start the health burn slow, then increase it? Or, delay the health burn for a period of time after the disease is contracted.

Also: How about including a text remover so that there is no warning immediately when the character contracts the disease. People don't know exactly when they get a disease--they just know when they start to feel bad.

So, even for vampirism, it'd be interesting to have a message pop up sometime after the character is infected, saying: You feel bad. Or: You head is starting to ache, and your stomach is queasy. Your joints ache.

All the disease effects take some time to build up intensity based on the diseaseTime setting, which defaults to 4.0 hours. This means after 4 hours of game time the disease effects are at 1/2 intensity, after 8 hours they are at 3/4 intensity, after 12 hours at 7/8 intensity, etc. You can increase this setting to make diseases take longer to build up. This applies to all the disease effects, including visual effects and health and fatigue burns, so they should all slowly build in intensity over time.

The disease health and fatigue burn effects are controlled by the diseaseHealthGain (default 0.01) and diseaseFatigueGain (default 0.1) settings. These are the fraction of your remaining health/fatigue that is burned per second when the effect is at full intensity. Because the burn rate is based on remaining health/fatigue, the burn rate slows as your health/fatigue gets lower, so it might seem fast if you keep trying to heal up to 100%, but if you don't it slows down so much you are unlikely to die unless you don't heal for days.

Thus far I have avoided any sort of message removing/adding, because there are plenty of other mods that can add/remove messages, and I find the default messages not too bad... infrequent enough that I often don't notice them and ruin the immersion, but just enough to provide the hint's that are needed to cover the sensations missing from a computer game (pain, discomfort etc). I may consider adding an optional "remove messages" feature in future versions, but I'm unlikely to add extra messages. I prefer to use immersive indicators than messages. I'm guessing that you have not had a disease long enough to notice the visual effects... with the default settings, after 12 hours the visual effects should make it pretty clear that you are not feeling very well... colors will pulse strangely and you will have bursts of shivering. Throw in the health and fatigue drain effects, and you will be seeking medical attention pretty soon unless you really want to become a vampire.
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Tyrone Haywood
 
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Post » Fri May 27, 2011 1:31 am

When using Realistic Fatigue and the default values, does a character's Acrobatics skill improve from running and jumping like it used to?

You note that Strength/Endurance/Agility based skills are improved using the default options in the mod. Acrobatics is a Speed based skill. Are the RF experience pops in place of, or in addition to, Acrobatics improvement from Running/Jumping?

RF does not change how vanilla oblivion advances skills at all, it just adds extra "uses" to strength, endurance, and agility skills for moving with high encumbrance, low fatigue, and trip chances. This means athletics still increases normally for running, and acrobatics still increases normally for jumping. So the RF "experience pops" are in addition to the vanilla "experience pops", however they are very slow and scaled based on just how encumbered/fatigued/tripped you are, so the more strong/fit/coordinated you get, the less experience you get. This means your strength/endurance/agility will tend to increase only to the level required by your typical encumbrance, activity, and movement. In a slightly earlier version of RF the stagger/trip chance was acrobatics based, but user feedback convinced me to change it to agility based, the same as combat stagger-chances.
Realistic Fatigue's effect on NPCs is brilliant. Simply, brilliant. It goes great with MMM's treatment of NPCs, too. The two mods work hand-in-hand to provide an exceptional experience.

Question, though: Is there any way to mess with NPC AI a bit? You see, NPCs with large two-handed hammers, wearing heavy armor, are running up-hill to engage the player. When the NPC gets there, he's out of breath (just like the player would be), possibly collapsing. The player simply walks over and mops him up. Combat over.

The AI is still thinking like vanilla Oblivion, where there is no penalty for running in heavy gear, carrying heavy equipment, up hill, to combat an enemy. We need to tweak the AI on such NPCs so that they'll walk to the player, instead of running at full steam.

I have not looked at how to adjust NPC AI, and it's something I'm not familiar with. I agree that it needs a tweak, as you often see NPC's fighting really dumb as if fatigue didn't matter, and fighting smart with careful conservation of energy can give you an edge against even much stronger enemies. There are other mods that tweak enemy combat behaviour and it would be nice if one of them included more sensible conservation of fatigue.
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xx_Jess_xx
 
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Post » Fri May 27, 2011 1:35 pm

I'm having a slight problem with RF right now. Nothing major, but a number of the skeletal NPC's in Moriarcis keep falling over, and standing back up again, only to fall over. It's not a game breaking problem, but it reminds me that it's a game, with bugs in it, and not a different world.
...
EDIT: Nope, can't find anything obvious. They don't have massive inventories, and they have decent fatigue, strength, and endurance.

The collapse/stand/collapse cycle typically happens when the combined encumbrance and health drains are enough to cause collapse, but the health drain alone is not enough... they collapse, catch their breath when lying down, stand up with all their equipment, and then collapse again. The best way to diagnose what is happening is at the console, click on the actor and type;

tdt
sdt 9

This will then show you the actor's stats. Watch what his happening with their encumbrance, health, and fatigue... I'm betting you will see they have low health and/or high encumbrance for some reason... check their strength to make sure it's not drained or something.
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Saul C
 
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Post » Fri May 27, 2011 12:09 pm

Sure Footed Horses



ABO, the horses and Realstic Fatigue do not seem to be balanced well. My poor horse is always wimpering--like everytime I gallop up an incline. And, the poor old nag sure does slip and fall a lot.

Can I adjust this, or even turn off RF effects on horses only?
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Jerry Jr. Ortiz
 
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Post » Thu May 26, 2011 11:40 pm

Immersion Mod Idea



Is there any way to change the Respawn setting so that there are multiple settings for different aspects of the game? Or, maybe there's another control besides "Respawn"?

The three-day default respawn time is fine for things like Aylied wells and prayer at shrines. But, it's a bit too short to have bandits show back up at the same bridge again, three days later, after you've killed the fifth group of bridge bandits. You'd think bandits might find some easier pickings. So, I thought a weel respawn would be good for that type of thing.

And, dungeons... I'd like to set dungeons to repawn at least a game month after I've cleaned it out. Three days is much too fast.



Would there be a way to make a mod that would control various respawn elements of the game as I've described here? Is so, it sure would be useful.

When I saw TheNiceOne's RealSleep mod, and how it set different timescales for different actions (being inside is on a different timescale than being outside...if you sneak, you're on a different timescale than if you are in combat...etc). I'd like a mod that can control respawn that way.

Thoughts?
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A Dardzz
 
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Post » Fri May 27, 2011 2:18 am

ABO, the horses and Realstic Fatigue do not seem to be balanced well. My poor horse is always wimpering--like everytime I gallop up an incline. And, the poor old nag sure does slip and fall a lot.

Can I adjust this, or even turn off RF effects on horses only?

There is a known oddity that for some reason horses have only 50 fatigue... they are pretty easy to knock down using hand to hand. This makes them rather vulnerable to the effects of Realistic Fatigue. However, this low fatigue is offset by two things; horses have relatively high endurance so their fatigue recovers fast, and riders don't count as encumbrance so horses are never encumbered and don't burn fatigue very fast. This explains why most users report that the default settings seem to work OK for horses. Even unencumbered, going uphill burns a lot of energy for any creature, so riding uphill will quickly tire your horse out. However, if you let your horse walk a bit on uphill stretches it should quickly catch its breath. If your horse is whinnying you are riding it too hard and it is likely to stumble... let it walk a bit to catch its breath and you can then gallop again safely.

I'm not sure if any horse or saddlebag mods add encumbrance to horses, which might explain why some people report that their horse seem to be suffering more than expected. You can check the encumbrance and fatigue stats of your horse by clicking on it in the console and then typing;

tdt
sdt 9

As you ride around you can watch your horses encumbrance and fatigue stats to check that they are reasonable. If your horse has any encumbrance please notify me and let me know what mods might be doing it (saddlebag or horse mods). Assuming your horse doesn't have unreasonable encumbrance or something, the correct fix is to give your horse a decent amount of fatigue. You can do this at the console by pointing at your horse and typing;

setAV fatigue 400

It would be good if someone wrote a decent horse mod with saddlebags that gives them realistic encumbrance and decent fatigue... this would then interact nicely with Realistic Fatigue.
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Tanika O'Connell
 
Posts: 3412
Joined: Fri Jan 26, 2007 1:34 am

Post » Fri May 27, 2011 3:16 am

As you ride around you can watch your horses encumbrance and fatigue stats to check that they are reasonable. If your horse has any encumbrance please notify me and let me know what mods might be doing it (saddlebag or horse mods). Assuming your horse doesn't have unreasonable encumbrance or something, the correct fix is to give your horse a decent amount of fatigue. You can do this at the console by pointing at your horse and typing;

setAV fatigue 400

It would be good if someone wrote a decent horse mod with saddlebags that gives them realistic encumbrance and decent fatigue... this would then interact nicely with Realistic Fatigue.


I'm not using any horse mods at all. I just escorted Martin and Jaufrey to Cloud Ruler Temple, the three of us all on horse back.

You should have heard us. We sounded like we were killing the horses with all the whinnying going on. I mean, the horses would constantly cry out, at least once per second, with all that uphill travel to into the Jerrals to Cloud Ruler.

Your fix would work for my horse, but I'd have to do it to every horse I meet. What I'd rather do is just take horses out of the equation. Is there a way to make all horses exempt from RF while still using the mod?
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Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

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