[RELz] Druid Mod Remade

Post » Wed Mar 30, 2011 4:28 am

Kelwyn, at this point in the mod you describe, I add then take away a paralyze ability to the Player to make you fall down (as you're struck down by lightning) then get back up. Were you struck by lightning at all? Did you fall down and get up? Do you have any mods that change how paralysis effects the Player?
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Robyn Howlett
 
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Post » Wed Mar 30, 2011 1:15 pm

I add then take away a paralyze ability to the Player to make you fall down (as you're struck down by lightning) then get back up.


For which thank you very much btw, scared the hell out of me when that happened all of a sudden. :)
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Vickytoria Vasquez
 
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Post » Wed Mar 30, 2011 3:05 pm

I'm having a problem at the beginning of the mod. I get the book, read it, go outside and I get two quest windows in succession. I hit continue on each, and they close. But I have now lost all control over my character. I am frozen and can't move, cast a spell, turn, etc. I went into the console and typed EnablePlayerControls but this didn't help.

Any idea of what might be causing this?



I get exactly the same thing, after the i close the second quest window. I can go into my inventory but cand move or cast spells.

Gonna have a look thru my 160+ mods and post a load order later
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Kortknee Bell
 
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Post » Wed Mar 30, 2011 7:24 am

@Illius - LOL! It still makes me jump.

@Kelwyn and Cyco - Weird - yea please let me know your load order - particularly any mods that might change how paralysis affects the Player.
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Mistress trades Melissa
 
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Post » Wed Mar 30, 2011 12:34 pm

I have questions:

1) Is it possible to increase the turning speed of the creatures you can shape shift in? I tried fighting 1 bandit while in wolf mode and although i won in the end it was quit difficult for me to keep up with the bandit while he was circling around me.

2) Also is it possible to change the key with which you can return to human form, because when i wanted to try out the danger sense in wolf form i was inside a Fort ruin. And although i realize that in real life a wild animal has no knowledge about what a door...lock...chest or handle is, it can be pretty annoying in my opinion to change back in those situations. Also means that any special power like the wolfs danger sense has to be re-activated after having shape shifted again.

Please do not get me wrong i like what the wolf and others have to offer, but the above points are just things i noticed and wanted to ask about.
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Shae Munro
 
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Post » Wed Mar 30, 2011 11:19 am

I can still move after the first quest window ends, but I can't after the second one. It isn't apparent from their descriptions that any of these affect paralysis.

Here is the load order:
Spoiler

Oblivion.esm
underdark.esm
EnhancedWeather.esm
Cobl Main.esm
TamRes.esm
Qarls_Harvest.esm
Oscuro's_Oblivion_Overhaul.esm
TamrielTravellers.esm
Kvatch Rebuilt.esm
bookplacing.esm
cssBase.esm
CM Partners.esm
wz_TripWire.esm
TRoN.esp
Unofficial Oblivion Patch.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
TamRes.esp
Atmospheric Loading Screens - Random Quotes.esp
EnhancedWeather.esp
Enhanced Weather - Across-The-Borders Mods Patch.esp
Enhanced Water v2.0 HD.esp
AmbientTownSounds.esp
MIS.esp
MIS Low Wind.esp
MIS New Sounds Optional Part.esp
Atmospheric Oblivion.esp
Distant Chapel Bells.esp
Storms & Sound.esp
Better Rainbows.esp
LightsOut.esp
Cities Alive At Night.esp
300_Lore_Dialogue_Updated.esp
AliveWaters.esp
AliveWaters - Koi Addon.esp
AliveWaters - Slaughterfish Addon.esp
Rational Names, 2.esp
Better Clocks.esp
Days&Months.esp
diversegrasses.esp
Encyclopaedia Cyrodilica.esp
My Voice Extender.esp
ImprovedSigns.esp
Portable Campsite.esp
Portable Campsite - Quickstart.esp
Qarls_Harvest.esp
RAEVWD Cities.esp
RAEVWD Imperial City.esp
SoT_Holiday.esp
Living Economy.esp
Living Economy - Items.esp
Cutthroat Merchants.esp
Crowded Roads Revisited.esp
BookTrackerOBSE.esp
Display Stats.esp
FormID Finder4.esp
Get Wet.esp
kuerteeCleanUp.esp
Streamline 3.1.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCSpellTomes.esp
Defensive_staves_Basic.esp
Defensive_staves_Immersive.esp
Defensive_staves_Chest_Optional.esp
Gizmodian-VeraxanimaOblivion.esp
Hentai Compilation.esp
New Frostmourne Sword by Jojjo v1_0.esp
Nico's Quinga Bows.esp
Sacredblade.esp
Mage Equipment.esp
JB Catsuit Weapons.esp
Mages Robe of Spell Mastery.esp
Staff of Magnus.esp
PTArcheryRange.esp
New Oblivion Moons.esp
Better Bruma Statue.esp
Princess Passwall Home.esp
Unique Chapels.esp
WindowLightingSystem.esp
Slof's Horses Base.esp
Call Steed 2.5+Saddlebags 0.91.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
KDCircletsOOOOptimized - NPC Equip.esp
Cobl Glue.esp
Cobl Si.esp
Oscuro's_Oblivion_Overhaul.esp
OMOBS Optional Combat Settings.esp
TamrielTravellers4OOO.esp
TamrielTravellersItemsCobl.esp
ShiveringIsleTravellers.esp
SkingradBridgeLights.esp
EM_CompInnsleeping.esp
300_Regal_Imperial_City.esp
AleswellHomeQuest.esp
Imperial Furniture Renovated.esp
AM's University Cosmetics 1.2.esp
Anduril Reforged.esp
Archery Shop.esp
Better Benirus Manor.esp
Duke Patricks - Bottle Shoot Archery Practice.esp
Abriael_Human.esp
goldenarrowarcheryshopfixedprices.esp
ICTalosPlazaHome.esp
Klarre Forestheart.esp
Klarre Forestheart MR.esp
Kvatch Rebuilt.esp
MountainShackR121.esp
MountainTower.esp
PrincessImperialCityApartment-COBL.esp
Princess Cheydinhal House For Sale v1pt1.esp
Silorn Manor.esp
snowglobe.esp
Temple District Repaired.esp
Apachii_Goddess_Store.esp
Apachii_Heroes_Store.esp
Waterfront Basemant.esp
WeaponsOfTheNine.esp
za_bankmod.esp
SigilStoneSelector.esp
Map Marker Overhaul.esp
Better Camps.esp
Map Marker Overhaul - SI additions.esp
DLCfrostcrag.esp
Kvatch Rebuilt_Frostcrag Reborn.esp
DLCFrostcrag_OOO.esp
FrostcragRebornCobl.esp
Knights.esp
Knights - Unofficial Patch.esp
Knights - Cobl.esp
The Lost Spires.esp
GuardsofCyrodiilRedux.esp
AFK_Weye.esp
Shadowcrest_Vineyard_COBL.esp
Shadowcrest_Vineyard_GuardCOBL.esp
road+bridges.esp
NRB4+Vineyard Patch.esp
HentaiMania2.esp
Legion Ranger Addon.esp
PitcherPlantHarvestable.esp
Harvest [Flora].esp
Harvest [Flora] - DLCFrostcrag.esp
CompanionHorseSupport.esp
fadingtorches v2.2b.esp
Kobu's Stamina Mod.esp
Kyoma's Journal Mod.esp
Leviathan Soulgems.esp
Salmo the Baker, Cobl.esp
Storms & Sound - AFK_Weye.esp
Storms & Sound - Imperial Furniture Renovated.esp
Storms & Sound - Bank of Cyrodiil.esp
Storms & Sound - The Lost Spires.esp
Toggleable Quantity Prompt.esp
Wayshrines Improved.esp
Wrye Shivering.esp
Advanced Mark & Recall.esp
SupremeMagicka.esp
SM_ShiveringIsles.esp
SM_EnchantStaff.esp
MidasSpells.esp
StealthOverhaul.esp
StealthOverhaul, Cobl.esp
Deadlier Traps.esp
DD_ProximitySneakPenalty.esp
RenGuardOverhaul.esp
More_Arrows_Recovered.esp
BetterBlocking.esp
MouseCast.esp
Kal's Skill Overhaul - OOO&MS.esp
Unequip Broken Armor.esp
SD Skill Diary.esp
Corean_hair_for_Original_race.esp
idkrrr_sarameyesNhairs4originalrace.esp
CM Partners.esp
Nec-Character_Clair.esp
CuteElf11.esp
Beautiful People.esp
IDKRRR_C_race.esp
SMChorrol.esp
idkrrr_sarams_race.esp
Chocolate Elves.esp
Nec ClairCM.esp
CM Partners Lachtia.esp
cmSashaSonja.esp
DACompilation_GO_SI.esp
ABCompilation_APN.esp
cssMerged12Sets.esp
SMChocolateElf.esp
1em_Vilja.esp
ViljainAleswell.esp
companion_chocolate.esp
MiniMap.esp
UnderdarkSaga.esp
StokerWolff.esp
ViconiaTweaks.esp
Druid Mod.esp

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Emily abigail Villarreal
 
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Post » Wed Mar 30, 2011 9:23 am

I can still move after the first quest window ends...


This is something of a stab in the dark but try loading Druid Mod Remade before Supreme Magicka.
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Taylor Tifany
 
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Post » Wed Mar 30, 2011 4:10 am

I have questions:

1) Is it possible to increase the turning speed of the creatures you can shape shift in? I tried fighting 1 bandit while in wolf mode and although i won in the end it was quit difficult for me to keep up with the bandit while he was circling around me.

2) Also is it possible to change the key with which you can return to human form, because when i wanted to try out the danger sense in wolf form i was inside a Fort ruin. And although i realize that in real life a wild animal has no knowledge about what a door...lock...chest or handle is, it can be pretty annoying in my opinion to change back in those situations. Also means that any special power like the wolfs danger sense has to be re-activated after having shape shifted again.

Please do not get me wrong i like what the wolf and others have to offer, but the above points are just things i noticed and wanted to ask about.


1) I increased it all the way it could go (to 0.0). Tested it, but I honestly can't tell if it's any faster. Btw, the "trigger zone" for the animal forms that is around their head that the script uses to establish who gets hit by your attack is pretty big, so even if your enemy is flanking you, if you try to turn to them you should still hit them as you turn. Because of how enemies attack a "mounted" Player, I think it's a pretty cool accident that when you are shifted, enemies will usually try to stay away from your mouth when attacking, as if they're smart enough to avoid your bite.

2) I don't think I could change that unfortunately. Even if I scripted a way to get another key for shifting out, the "activate" key - usually spacebar - would still cause you to shift out. Because I'm working with mounts and it's hardcoded that hitting the activate key will cause you to dismount, atleast when changing cells. I've noticed that you can however open animated doors that don't change cells while staying in animal form. It's only the doors that teleport you to another cell that also force you to shift-out.

Working on a patch right now.
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Rusty Billiot
 
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Post » Wed Mar 30, 2011 1:23 am

http://www.tesnexus.com/downloads/file.php?id=37894 uploaded to TESNexus.

1.1:
- Changed custom shield mesh to go completely invisible while shapeshifted.
- Changed mechanics of shifting and healing/shield vines to be compatible with the mod Realistic Fatigue.
- Fixed Summon Forest Wisp spell effect typo.
- Added measure to make sure Player stays invisible while shifted to be more compatible with other mods.
- Added failsafe measure to Dismiss Summoned Beast lesser power.
- various Readme additions.
- Added special creature near temple entrance.
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Casey
 
Posts: 3376
Joined: Mon Nov 12, 2007 8:38 am

Post » Wed Mar 30, 2011 3:07 pm

1) I increased it all the way it could go (to 0.0). Tested it, but I honestly can't tell if it's any faster. Btw, the "trigger zone" for the animal forms that is around their head that the script uses to establish who gets hit by your attack is pretty big, so even if your enemy is flanking you, if you try to turn to them you should still hit them as you turn. Because of how enemies attack a "mounted" Player, I think it's a pretty cool accident that when you are shifted, enemies will usually try to stay away from your mouth when attacking, as if they're smart enough to avoid your bite.


Good to know that while turning you still have a chance of hitting them, and as for them flanking you to stay away from your jaws..LoL hat not looked at it in that manner. :D

2) I don't think I could change that unfortunately. Even if I scripted a way to get another key for shifting out, the "activate" key - usually spacebar - would still cause you to shift out. Because I'm working with mounts and it's hardcoded that hitting the activate key will cause you to dismount, atleast when changing cells. I've noticed that you can however open animated doors that don't change cells while staying in animal form. It's only the doors that teleport you to another cell that also force you to shift-out.

Working on a patch right now.


Well ok then, means i just need to get use to that then thanks for the explanation Pimpskinny. :)
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SexyPimpAss
 
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Post » Wed Mar 30, 2011 1:05 am

Re: turning circle. Wrye Bash has a tweak for horses - this would presumably affect the shape-shift mounts? I'll try it out anyway.

Thanks for the update Pimpskinny :)
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Gavin boyce
 
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Post » Wed Mar 30, 2011 6:40 am

I can still move after the first quest window ends, but I can't after the second one. It isn't apparent from their descriptions that any of these affect paralysis.Were you struck by lightning at all? Did you fall down and get up? Do you have any mods that change how paralysis effects the Player?


Were you struck by lightning at all? Did you fall down and then get up before you lost control? This will help me narrow in on the issue.
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Joie Perez
 
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Post » Wed Mar 30, 2011 4:17 am

Re: turning circle. Wrye Bash has a tweak for horses - this would presumably affect the shape-shift mounts? I'll try it out anyway.


Please let us know how that went.
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мistrєss
 
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Post » Wed Mar 30, 2011 7:59 am

Please let us know how that went.


Using the not terribly scientific method of counting in my head whilst turning in a circle :tongue: I can report that the Wrye Bash tweak does indeed increase the turning speed (only tested on deerform but even so...). This is probably a better option than changing the mod (short of providing an ini) since each user can tweak to suit themselves.
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kennedy
 
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Post » Wed Mar 30, 2011 6:50 am

Using the not terribly scientific method of counting in my head whilst turning in a circle :tongue: I can report that the Wrye Bash tweak does indeed increase the turning speed (only tested on deerform but even so...). This is probably a better option than changing the mod (short of providing an ini) since each user can tweak to suit themselves.


Thank you for testing it wetblanket, and because of your post i just tried it out myself with the Stag and the Wolf and it definitely improves the turning speed a lot with both shapeshifts. So thanks for mentioning this tweak. :bowdown:
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le GraiN
 
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Post » Wed Mar 30, 2011 2:54 pm

No problem, only took a few minutes :)
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Nana Samboy
 
Posts: 3424
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Post » Wed Mar 30, 2011 4:34 am

I turned Supreme Magica, Midas Spells, and Mage Equipment off and the problem still occurs.

It might not matter, but I noticed a difference in the animations for the first quest marker and the second. With the first marker there is a lightening strike, next the animation of falling down, then the quest marker, and after I hit continue there is an animation of standing back up. I can then move around normally. After a short time there is another lightening strike (and sound), then the second quest marker, and when I hit continue only then is there the animation of falling down. There is never an animation of standing back up. Could it be a timing problem with the timing being affected by another mod?
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Zualett
 
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Post » Wed Mar 30, 2011 6:34 am

@Whoa, Kelwyn, something's wrong (obviously) - you should only get hit with lightning once, then fall down and get up once. I can't imagine how it could be a mod conflict, but maybe somehow.
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CYCO JO-NATE
 
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Joined: Fri Sep 21, 2007 12:41 pm

Post » Wed Mar 30, 2011 9:59 am

There are two quest markers; the first says I have a vision of a hidden temple and the second says I hear a voice in my head. If on the first one I hit continue and then immediately move there is a short time until the second marker and there is also a second lightening strike. If I don't move after the first marker there is no second lightening strike and the second marker appears almost immediately .Either way, with the first marker I see myself fall and get up (or at least begin to get up). With the second marker there is no animation of me falling down before I see the marker, and after the marker window goes away I see myself falling down. After this animation of falling down I never get back up.

I also found that when I am paralyzed after the second marker I can use the console and type "player.setav paralysis 0" and I can again move.
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Joey Bel
 
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Post » Wed Mar 30, 2011 12:11 pm

This new version is becoming more fun by the day. I just entered Haynote cave to get the key for Red Rose Manor and so far i hat to fight only ones because of a spriggan that was close when i hat changed cells and automatically went back to human form. But till that time i could just walk around the Imps, Goblins, bears and rats in Wolf form without danger. Belonging to the creature faction while shape shifted opens up new fun and different ways to do quests. :woot:
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Scott Clemmons
 
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Post » Wed Mar 30, 2011 2:15 am

Thanks Ilius, yeah Alteration will be a big problem for my mindblunted Nord :homestar:

Just a few things i was checking before installing your mod; the omod's name should be renamed to something like Druid Mod Remade OMOD.
That way it will be easier for OBMM users to know which mod they are using (i edited manually though, not a biggy)

Something else i checked, i always do a Tes4Edit 3.0.15 cleaning procedure while checking for dirty edits and undeleted references.
Grats for you, there werent any dirty edits found :icecream:!
There are 3 undeleted references found btw;
Undeleting: [REFR:00131DD4] (places JMRockSnow09 [STAT:0009C4FC] in GRUP Cell Temporary Children of [CELL:0000453D] (in Tamriel [WRLD:0000003C] at 23,35))
Undeleting: [REFR:001322BD] (places JMRockSnow09 [STAT:0009C4FC] in GRUP Cell Temporary Children of [CELL:0000451E] (in Tamriel [WRLD:0000003C] at 23,36))
Undeleting: [REFR:00131E92] (places JMRockSnow06 [STAT:0009C4F8] in GRUP Cell Temporary Children of [CELL:0000453E] (in Tamriel [WRLD:0000003C] at 24,35))


Could you tell me if these records are there for a purpose or are, as suspected, a few deleted references?

Thanks again for the mod, going to enjoy it right now!
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matt
 
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Post » Wed Mar 30, 2011 10:54 am

There are two quest markers; the first says I have a vision of a hidden temple and the second says I hear a voice in my head. If on the first one I hit continue and then immediately move there is a short time until the second marker and there is also a second lightening strike. If I don't move after the first marker there is no second lightening strike and the second marker appears almost immediately .Either way, with the first marker I see myself fall and get up (or at least begin to get up). With the second marker there is no animation of me falling down before I see the marker, and after the marker window goes away I see myself falling down. After this animation of falling down I never get back up.

I also found that when I am paralyzed after the second marker I can use the console and type "player.setav paralysis 0" and I can again move.


I have no clue how this could possibly happen, but I'll probably change the script to use an alternate method for forcing the Player to collapse that doesn't involve paralysis.

This new version is becoming more fun by the day. I just entered Haynote cave to get the key for Red Rose Manor and so far i hat to fight only ones because of a spriggan that was close when i hat changed cells and automatically went back to human form. But till that time i could just walk around the Imps, Goblins, bears and rats in Wolf form without danger. Belonging to the creature faction while shape shifted opens up new fun and different ways to do quests. :woot:


Haha cool! :celebration:

Just a few things i was checking before installing your mod; the omod's name should be renamed to something like Druid Mod Remade OMOD.
That way it will be easier for OBMM users to know which mod they are using (i edited manually though, not a biggy)

...

Could you tell me if these records are there for a purpose or are, as suspected, a few deleted references?

Thanks again for the mod, going to enjoy it right now!

TESNexus must automatically rename OMOD files. I uploaded it as "Druid Mod Remade.omod."

Edit - never mind, I get what you mean. Fixed.

...

Hmmm, yea I definitely cleaned the mod before uploading it. Those rocks in the report are rocks around the temple entrance that I moved or added (maybe a deletion or two?). Anyway, those cells are where the temple is, so it's not a random place with unintentional changes. I honestly don't know what an "undeleted reference" means, so not sure why it would call out those three rocks. Thanks for the info :)
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Janette Segura
 
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Post » Wed Mar 30, 2011 10:32 am

Very happy with the release so far. I had nightmares of a thousand bug reports, but it's looking pretty solid.

If anyone has input on balance issues, I'd like to know - like the damage you do in animal forms. The way I crafted the formula was to nearly copy the vanilla melee damage formula, but added factors for your Alteration skill and Spell Effectiveness. And the animal form you choose changes the damage you deal much like different qualities of weapons do, from the very weak Rat and Deer to the gang-busting Bear and Hircine's Pet.
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evelina c
 
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Post » Tue Mar 29, 2011 10:32 pm

It's working quite well. I've made a new druid to play from the beginning as Crow Form has inspired me to finally put in Unique Landscapes....I imagine it's going to make flying all over much more interesting. The dismiss spell works fine now. My only problem is forgetting to release my pet before approaching a town. Though it is kind of amusing at the same time.
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NAkeshIa BENNETT
 
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Post » Wed Mar 30, 2011 1:59 pm

Well personally i would not mind if the spell Druid: Entangle was a bit faster. Right now i get the feeling that to many creatures are able to escape the vines due to the fact that they move faster then the vines from Entangle. Or am i imagining things with this spell?
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Shiarra Curtis
 
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