[RELz] Display Stats

Post » Tue Mar 15, 2011 10:31 am

========= Display Stats 2.0 ============...
Are there any plans to implement this (I mean beside the more abstract ratio display)?
Yes, there's plans for that. It will be slightly more complicated than I first anticipated, to get the correct prices when EE's Local Economy feature has tweaked them, but doable since I make them both. I will just have to update EE first.
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Ellie English
 
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Post » Tue Mar 15, 2011 12:37 am

Nice to hear, I`m looking forward to this!
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des lynam
 
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Post » Mon Mar 14, 2011 9:36 pm

I love the mod, but I've noticed that when hovering over an ingredient, the value ratio row shows up in-between the first and second alchemy property rows. Is it possible for the value ratio row to show up at the bottom instead? Or even at the top, just not intermixed with the alchemy properties? I'm using Display Stats with Nehrim and DarNified UI, if it matters. I haven't checked if the same happens in regular Oblivion or vanilla Nehrim UI. Thanks.
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Sun of Sammy
 
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Post » Tue Mar 15, 2011 3:01 am

I haven't checked if the same happens in regular Oblivion or vanilla Nehrim UI. Thanks.


It does happen in Oblivion as well.

(Although personally i do not mind that value ratio for ingredients is on the second line. :) )
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I’m my own
 
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Post » Tue Mar 15, 2011 10:05 am

I love the mod, but I've noticed that when hovering over an ingredient, the value ratio row shows up in-between the first and second alchemy property rows.

Yes, that is a consequence of the fact that other item types has their type as first property (Bow, Blad, Armor, etc.), so I designed Display Stats to add lines in between line 1 and 2. But as you've noticed, this doesn't look that good with ingredients which lacks a line 1 for its type.

But yes, I can create one additional property line, added either above all the others, or below all the others, that gets used for value stats, when the item is an ingredient (or other without its type in line 1).
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luis dejesus
 
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Post » Tue Mar 15, 2011 3:42 am

Yes, that is a consequence of the fact that other item types has their type as first property (Bow, Blad, Armor, etc.), so I designed Display Stats to add lines in between line 1 and 2. But as you've noticed, this doesn't look that good with ingredients which lacks a line 1 for its type.

But yes, I can create one additional property line, added either above all the others, or below all the others, that gets used for value stats, when the item is an ingredient (or other without its type in line 1).

Thank you, you are awesome.
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Nathan Risch
 
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Post » Tue Mar 15, 2011 10:27 am

Which inventory choice will be the best for Nehrim. WZ -Inventory ? What do you think?
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Monique Cameron
 
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Post » Mon Mar 14, 2011 10:33 pm

Vanilla
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Heather M
 
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Post » Mon Mar 14, 2011 6:33 pm

Vanilla

Thank you
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Jessica Nash
 
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Post » Tue Mar 15, 2011 12:01 am

I have a question. Would it be possible to adjust the total effect magnitude listed in the active spell effects menu (the one where you see all spell effects currently active on your character)? I'm using http://tesnexus.com/downloads/file.php?id=34841 in combination with http://tesnexus.com/downloads/file.php?id=35675. It's a fantastic mod which allows you (among other things) to decrease the maximum magnitude of overpowering spell effects like resist magic. For example resist magic 100% works like resist magic 67% (all adjustable in the ini) while resist magic 25% works like resist magic 24%. Works the same for other exploitable effects like reflect damage or chameleon. And you can never reach 100%, no matter how high your effect level is. The only thing bothering me is that the spell effects menu doesn't show the 'real' magnitude of the spell effect. Resist Magic 100% will still show as 100% instead of 67%. Would it be possible to adjust the menu stats so the effective value would show instead of the plain magnitude?
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OJY
 
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Post » Tue Mar 15, 2011 8:12 am

I have a question. Would it be possible to adjust the total effect magnitude listed in the active spell effects menu (the one where you see all spell effects currently active on your character)? I'm using http://tesnexus.com/downloads/file.php?id=34841 in combination with http://tesnexus.com/downloads/file.php?id=35675. It's a fantastic mod which allows you (among other things) to decrease the maximum magnitude of overpowering spell effects like resist magic.
Yes, I have followed that thread, because like you I want combat to be constantly dangerous, so I plan to use this mod myself (and all your combat enhancers) when I get around to play again. :)

For example resist magic 100% works like resist magic 67% (all adjustable in the ini) while resist magic 25% works like resist magic 24%. Works the same for other exploitable effects like reflect damage or chameleon. And you can never reach 100%, no matter how high your effect level is. The only thing bothering me is that the spell effects menu doesn't show the 'real' magnitude of the spell effect. Resist Magic 100% will still show as 100% instead of 67%. Would it be possible to adjust the menu stats so the effective value would show instead of the plain magnitude?
The easy part is to read values from the other mod (or gamesettings, IIRC the AV Uncapper creates new game settings that can be read/written). But if I understood the mod correctly, the amount of actual resist added from, say a 25% resist, is 24% if you previously had nothing, but substantially less if you already have another resist magic effect. So the question then, is if displaying 24% is much better than displaying 25% when the actual effect is dependent on other factors?
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Eileen Müller
 
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Post » Tue Mar 15, 2011 3:58 am

The easy part is to read values from the other mod (or gamesettings, IIRC the AV Uncapper creates new game settings that can be read/written). But if I understood the mod correctly, the amount of actual resist added from, say a 25% resist, is 24% if you previously had nothing, but substantially less if you already have another resist magic effect. So the question then, is if displaying 24% is much better than displaying 25% when the actual effect is dependent on other factors?


As far as I understand it the total effect magnitude depends on, well, the total effect magnitude of all effects combined. So if you have two effects that give you a total of 25% resist magic the mod reduces it to 24%, if you have six spell effects for a total of 100% then the mod reduces it to 67%. The more total effect you have, the less you will gain by adding even more on top of it.

What I'm talking about is not adjusting the value shown for a single effect (which would be impossible since the adjusted effectiveness depends on the effects you already have or have not active and the order in which you add them) but the total value shown in the active effects window. Like shown on http://s66.photobucket.com/albums/h271/Phittte/ActiveEffects.jpg screenshot. The total value of all effects combined, not the value of a single effect. If you can access and change the value shown in that menu by script I think it should be possible by using the formulas and new game settings of AV Uncapper to get the correct amount of effectiveness and show it instead of the 'fake' vanilla value. Of course simply adding it to the pop-up as an additional line would work just as well if the vanilla menu value can't be accessed for some reason.
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Prisca Lacour
 
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Post » Mon Mar 14, 2011 9:14 pm

OK, I thought you meant the magic popup for individual spells, not the complete active effect. Changing the value you want, is probably trivial, using OBSE's UI manipulation functions, and if not, quite surely trivial if using MenuQue (it depends on that part of the XML).

However, there's really no reason that this should not be done directly in the AV Uncapper Settings mod. There's no advantages to put it in Display Stats, and easier to have it in the mod that controls this. But I can probably help giving advice about the XML manipulation, if needed.
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Connie Thomas
 
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Post » Tue Mar 15, 2011 6:14 am

OK, I thought you meant the magic popup for individual spells, not the complete active effect. Changing the value you want, is probably trivial, using OBSE's UI manipulation functions, and if not, quite surely trivial if using MenuQue (it depends on that part of the XML).

However, there's really no reason that this should not be done directly in the AV Uncapper Settings mod. There's no advantages to put it in Display Stats, and easier to have it in the mod that controls this. But I can probably help giving advice about the XML manipulation, if needed.


I know, I know. I just posted here because you know a lot about xml and I figured if it's possible to do what I wanted then I would get an answer here. If you don't mind I'll ask JRoush (who seems to know a bit about xml as well when I look at his alchemy mod) if he can implement something like that and if he needs help I'll redirect him to you.
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Laurenn Doylee
 
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Post » Tue Mar 15, 2011 7:30 am

Display Stats give me a little problem: http://www.tesnexus.com/imageshare/image.php?id=78421
I use the latest version: 1.3.1
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DarkGypsy
 
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Post » Tue Mar 15, 2011 2:38 am

Display Stats give me a little problem: http://www.tesnexus.com/imageshare/image.php?id=78421
I use the latest version: 1.3.1

If you mean the relative location of the "Value ratio" (you really should be more careful to actually describe your concerns) then I am pretty sure that that has already been noted.
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Nick Swan
 
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Post » Tue Mar 15, 2011 1:30 am

Display Stats 2.0 is now out :celebrate:


From the changelog:

* Added display of Base value when bartering
This stat is only visible when bartering, and will display the base value of the item, e.g. the same value you see when not bartering.

If using Enhanced Economy, upgrade to version 5.2, and it will correctly display the real base value.
If using Living Economy, it will display the value after adjustment made by Living Economy - Items (but before adjustment for barter sell/buy percentage).

* Price info (Value ratio and Base value) is now displayed for ALL items (requires MenuQue)
So all items that did not have any popup before, will now have a popup displaying Value ratio and/or Base value. Note that weightless items cannot display value ratio, and items with zero base value will not display the Base value though.

* Speed and Damage are now also displayed for arrows (requires MenuQue to see for unenchanted arrows)
As it says.

* Stats added by Display Stats will now always be displayed above all magic effects stats
So you will no longer see one magic effect, then the hidden stats, then the rest of the magic effects.
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Peter P Canning
 
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Post » Tue Mar 15, 2011 5:40 am

Yay new version! Thx TNO I love this mod!
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Kevan Olson
 
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Post » Tue Mar 15, 2011 8:23 am

Hi again TNO! :) Thanks a million for the new version! (especially for point #3)

I'll throw this out before it slips away - is it possible to show the currently equipped gear stats alongside the one I'm viewing (to compare). For Individual parts like armor, helm and greaves etc. The Damage Rate and Armor indicators for this mod are godsend in deciding but almost every armor/weapon drop in my game is different and it becomes really tedious to scroll up and down just because oblivion rounds up the armor values :P

PS: Yes, this was inspired by D3 too. But I guess most modern games have this feature. Torchlight for one :)
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James Baldwin
 
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Post » Mon Mar 14, 2011 6:31 pm

Ou, Arrow Stats,... :goodjob: Thank You...
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Rebecca Clare Smith
 
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Post » Tue Mar 15, 2011 7:19 am

Thanks for the new version, TNO! :clap: I'll make a clean save real fast and get it installed right now. :D
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Marilú
 
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Post » Mon Mar 14, 2011 10:20 pm

Ran into a little snag with 2.0: for some reason it causes a CTD when I loot a sack in the Bruma Mages Guild. I'm a member... The sack only has a couple of things in it, nothing special. As soon as I grab the Light Brown Linens from the sack, CTD. I was able to loot a bunch of other containers that had ingredients in them without any problems. The other difference was that I did a "take all" on the containers with ingredients, whereas I only clicked on the pants to grab them from the sack. I upgraded both EE and DS at the same time and did lots of testing - finally determined that it was definitely DS 2.0 that was causing the problem. So, for now, I'm running EE 5.2 and DS 1.3.1. Any ideas? I've got the saved game if you want me to do more testing.
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Schel[Anne]FTL
 
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Post » Mon Mar 14, 2011 6:09 pm

Ran into a little snag with 2.0: for some reason it causes a CTD when I loot a sack in the Bruma Mages Guild. I'm a member... The sack only has a couple of things in it, nothing special. As soon as I grab the Light Brown Linens from the sack, CTD. I was able to loot a bunch of other containers that had ingredients in them without any problems. The other difference was that I did a "take all" on the containers with ingredients, whereas I only clicked on the pants to grab them from the sack. I upgraded both EE and DS at the same time and did lots of testing - finally determined that it was definitely DS 2.0 that was causing the problem. So, for now, I'm running EE 5.2 and DS 1.3.1. Any ideas? I've got the saved game if you want me to do more testing.
Not good. Can you try to set the tnoEE.show_valueRatio setting to 0? And if that works, tell me which value and weight the Brown Linens has? Further, drop them from your inventory, open the console, click on them so that their name/formId is displayed, then type: "set tnoDS.value to GetFullGoldValue" and "set tnoDS.value to GetWeight" and report what gets written to the console.

It would be great if you could do this. :)
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Lily Evans
 
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Post » Mon Mar 14, 2011 8:18 pm

Not good. Can you try to set the tnoEE.show_valueRatio setting to 0? And if that works, tell me which value and weight the Brown Linens has? Further, drop them from your inventory, open the console, click on them so that their name/formId is displayed, then type: "set tnoDS.value to GetFullGoldValue" and "set tnoDS.value to GetWeight" and report what gets written to the console.

It would be great if you could do this. :)


I assume you mean tnoDS.show_valueRatio to 0. :) I had that set already - I don't use the value ratio feature. There should be no divide by zero issues with these. Value and weight from inventory menu: 30 and 1. After dropping on ground and running set commands: 30.00 and 1.00 displayed in console. Did all this with 1.3.1 since I can't even retrieve them with 2.0. I could try installing 2.0 and loading a saved game after I have the pants in my inventory - would you like me to try that? I am running the Stock Clothing and Armour for Robert's Muscular, but I don't think that changes the statistics, I think it only changes the meshes. As far as I know, I'm not running anything that would alter the statistics (other than cost) of the stock clothing.

Edit: Ok, I went ahead and tried loading 2.0 after picking up the pants - and it's fine! So for some reason, I couldn't take the pants out of the sack, but once they are in my inventory, things seem to be fine. I get the same results from the set commands in the console: 30.00 and 1.00.

Now that I've loaded up 2.0, I will continue to play with it loaded. We'll see what happens when I loot another container and if I have anymore trouble, I'll let you know. I wonder what it was having a hissy fit over though... Very odd. But once the pants were in my inventory, I was able to drop them, run the console commands and pick them back up again! Now the only difference between now and my original problem is that I wound up installing DS 2.0 after EE 5.2... When I upgraded the first time, I uninstalled both mods, installed DS 2.0 then EE 5.2. When I ran into trouble, I uninstalled EE, reverted it back to 5.1 and still had trouble. Then I uninstalled DS 2.0, reverted it back to 1.3.1 and the problem went away. Then I uninstalled EE 5.1, installed 5.2 and continued my game. Now I just uninstalled DS 1.3.1, and installed 2.0 and voila! Go figure...

Edit 2: Ok, I just had to go back to the save before grabbing the pants: and the same thing happens. It still crashes when I take the pants out of the sack... So, as I said, I'll continue playing for now with 2.0 and I'll see if it crashes the next time I loot something - especially when I only grab one item from a container.

15th Edit: Last one! I've confirmed that it will crash if I only grab one item from a container. If I do a Take All, it's fine, but if I click on the specific item I want, crash, as soon as I close the container. Doesn't matter what the item is. I only use the mouse to click on the item I want - I don't try to use the keyboard or anything like that.
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Assumptah George
 
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Post » Mon Mar 14, 2011 10:02 pm

2.0
* Added display of Base value when bartering
* Price info (Value ratio and Base value) is now displayed for ALL items (requires MenuQue)


Love you. Thanks!
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emma sweeney
 
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