Did anyone ever come up with a way to limit the number of po

Post » Tue Dec 06, 2011 2:26 am

Just as a side note... I wonder if you can do the same thing with soul gems?

That would help with spamming, since you can't load up with filled soul gems and then just keep reloading in the middle of a fight.
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Verity Hurding
 
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Post » Tue Dec 06, 2011 8:34 am

What different results do you get? I've never seen anything odd beyond the last item as I mentioned above. I've used that sort of loop in literally dozens of projects, so I'm quite concerned that there's something I'm overlooking. Either that, or there's some subtle difference in how we are using it.
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Dan Stevens
 
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Post » Tue Dec 06, 2011 2:46 pm

What different results do you get? I've never seen anything odd beyond the last item as I mentioned above. I've used that sort of loop in literally dozens of projects, so I'm quite concerned that there's something I'm overlooking. Either that, or there's some subtle difference in how we are using it.

Hum, sorry in fact it's a big error of beginner : why I didn't see that I haven't initialize the var invref (in 2 days !) ? Maybe it's my headache...
So no MWSE bug !!!
And with my loop I never miss the last item.
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Nicholas
 
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Post » Tue Dec 06, 2011 2:50 am

If someone want to test alpha version (require MWSE) :

http://www.sendspace.com/file/tyy45k

Use Left CTRL key to drop a potion to avoid delay.
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Lori Joe
 
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Post » Tue Dec 06, 2011 6:05 pm

DarkSCR, I'm guessing you're not having the same problems with the alpha that I'm having (?). I'm afraid I can't use it.
Understand that I AM using MWSE as a combined plugin with the MWE base, Gold Burden, Magicka-based Spells, Combat Enhanced, Stealing Bugfix. I am not using MGE's MWSE. Could that either of those be the problem? I am using other standalone MWSE/MWE plugins with the combo (e.g. Fliggerty's Almanac) that seem to work fine.

At any rate, here's what I get:
- In menu mode, there's a constant stream of 'AA init' and 'AA save OK...' messageboxes
- I can drink as many potions as I want when I want
- under certain circumstances, dropping a stack of potions on my character and/or dropping some on the ground causes the menu to be inaccesible for a time

If this is just me, then maybe I'll have to do something differently. If not, hopefully the kinks can get worked out. It's a great idea. I'd like to help but I'm no programmer, so for now I'll just have to leave it with a 'good luck'!
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Laura Cartwright
 
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Post » Tue Dec 06, 2011 5:23 pm

DarkSCR, I'm guessing you're not having the same problems with the alpha that I'm having (?). I'm afraid I can't use it.
Understand that I AM using MWSE as a combined plugin with the MWE base, Gold Burden, Magicka-based Spells, Combat Enhanced, Stealing Bugfix. I am not using MGE's MWSE. Could that either of those be the problem? I am using other standalone MWSE/MWE plugins with the combo (e.g. Fliggerty's Almanac) that seem to work fine.

At any rate, here's what I get:
- In menu mode, there's a constant stream of 'AA init' and 'AA save OK...' messageboxes
- I can drink as many potions as I want when I want
- under certain circumstances, dropping a stack of potions on my character and/or dropping some on the ground causes the menu to be inaccesible for a time

If this is just me, then maybe I'll have to do something differently. If not, hopefully the kinks can get worked out. It's a great idea. I'd like to help but I'm no programmer, so for now I'll just have to leave it with a 'good luck'!


I've just tested with MGE_XE and external MWE (I also use my own version of Magicka Based Spell) and external MWSE 0.9.4a and it's OK.
For the messages, when you enter in menumode you must have 1 message AA-init' and 1 message ''AA save OK, potions : x vs y items'.
X must be the number of potions that you have in your inventory and Y the number of all items.
If you have more messages without doing something, mod doesn't work !!!
When you drink a potion, you must have a message.

I upload a new version that wait after chargen to be loaded :


Is there anyone who have tested this ?
I need feeback...

Edit : replace v0.2 by v0.3 (hope this solve problems huskobar)
http://www.sendspace.com/file/utzrab
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Anna Krzyzanowska
 
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Post » Tue Dec 06, 2011 9:50 am

I'll look it over once I finally get my mod updated, but I don't know how long that'll take.
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Blackdrak
 
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Post » Tue Dec 06, 2011 3:06 pm

I gave it another go, DarkSCR, with similar results.

Setup:
- MWSE v0.9.4 external
- Morrowind Code Patch plus .EXE Optimizer - MCP latest stable, most features enabled
- Advanced Alchemy - Potion limiter_v0.3.esp

Procedure:
- restarted computer
- checked MGE to ensure internal MWSE turned OFF
- removed all other mods from load list - running only MW/BM/TB, MWSE, and AA_PL
- tried both with QuickChar and without
- created new character, bought several potions and tried drinking one after the other
- tried the CTRL key

Findings:
- with or without QuickChar, AA_PLv3.0 waited until after chargen to start
- in menu mode, still got a steady looping of 'AA save OK...' messages, about every 3 seconds
- bought several potions and quaffed them in rapid succession. This version, the menu did not disappear, the previous version it did (properly I think)
- was able to stack as many potions as I wanted
- nothing different when using CTRL key
- upon quaffing, get a series of 'AA player want to drop potion' messages
- can drop and pick up potions anytime

http://www.mediafire.com/imageview.php?quickkey=h2i2p37kuteflfa&thumb=4

http://www.mediafire.com/imageview.php?quickkey=x4izw39drrjfc64&thumb=4

http://www.mediafire.com/imageview.php?quickkey=5lv0wr6qxsa6fgh&thumb=4


Conclusion:
- I was able to drink as many potions as I want at any time. I think this is not what the mod intends.
- Since all other mods were removed, that leaves MCP and .EXE Optimizer as the only other influences. Could there be a conflict with MCP?

I'll stop testing now and let other people report. Thanks for working on this.
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Vickytoria Vasquez
 
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Post » Tue Dec 06, 2011 10:52 am

Huskobar, thanks for this excellent report.
I'll look at this and post and update as soon as possible...

Seems I've corrected some bugs and add new ones...
So I need to check all the scripts and remake all my tests.

I delete the version 0.3.
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Robyn Lena
 
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Post » Tue Dec 06, 2011 4:56 am

Beta version is HERE :

http://www.sendspace.com/file/y86w2t

I fully reworked the mod (since alpha) and add many debug messages for testing.

Features :
- You can limit the number of potions you can drink ingame at one time.
- Now drinking potion make time flowing.
- You can't access inventory when time flowing.

Special :
- Dependent upon MWSE (MWE is optional but recommended).
- If you use MWE, you'll have full features.
- If you don't use MWE and you want to DROP ONE potion (only need for ONE and for DROP), just press LEFT CONTROL when you release the potion in the world and wait until you see the message 'You have successfully drop the potion'. If you don't do this the mod think you drink the potion.


By default,
- You can drink 2 potions at one time.
- When you quit the menu, time flowing since 5 seconds per potion you drank.


I made many, many tests but this mod need more tests (there are many cases) :
- Add, drop, drink, ...
- Add, drop, drink, eat (same sound)... for MWE version
- Need feedback from different hardware.

Questions :
1. What do you think if I made 3 levels for this mod :
- Easy : MAX 4 potions and TimeFlow for one potion is 3 seconds.
- Normal : MAX 2 potions and TimeFlow for one potion is 5 seconds.
- Hard : MAX 1 potion and TimeFlow for one potion is 8 seconds.

2. Do I keep the message (non MWE version) which say 'You have successfully drop the potion'.

Issues/need work if possible :
- Can we detect which sort of menu is : inventory, dialog, main...
- The sound when you drink a potion and when you eat is the same => Swallow !!! Why the sound for drinking is not Drink, it will be simpler ?
- If you do many actions too quickly, maybe there can be some lag !
- If you have a big inventory, maybe there can be some lag !
- Can I detect if MWE is launched without have to test one MWE variable ?

Need and wait feedback...
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Dezzeh
 
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Post » Tue Dec 06, 2011 7:15 am

Here's something I don't get... why is it necessary for the mod to count the number of potions in your inventory? I would have thought it possible for the mod to realize that you've consumed a potion simply because the "drink" sound was playing.
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luke trodden
 
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Post » Tue Dec 06, 2011 2:03 am

Here's something I don't get... why is it necessary for the mod to count the number of potions in your inventory? I would have thought it possible for the mod to realize that you've consumed a potion simply because the "drink" sound was playing.


It'll be really simpler, that's right.
But the sound for drinking and for eating is the same (Swallow), so...

With my tests I don't think it's a problem to scan the inventory for counting potions : it's really fast in fact.

Edit :
Any feedback ??
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cosmo valerga
 
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Post » Tue Dec 06, 2011 2:05 pm

...that's right, I said quaff >.>


Hmm, that reminds me of my days of exploring dark dungeons, and killing giant letters...
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Channing
 
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