[RELz] Druid Mod Remade

Post » Wed Mar 30, 2011 4:17 am

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.


So the fail-safe in the patch worked! Good. Yea, funny about the animal companions. Maybe the life of a Druid is on the fence somewhat between the wild and civilization, and so your friends don't always get along with each other.

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?


Hmmm. Your target's speed doesn't matter. Once the vines come out of the ground, the NPC or creature you cast it on should stay in place until the vine starts to drop. Is the vine rising but not stopping them? Also, any creatures that are 100% resistant to normal weapons are immune to the vine, because they are ethereal and therefore can't be grabbed physically.
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Donald Richards
 
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Post » Wed Mar 30, 2011 8:28 am

Well so far after having cast Druid: Entangle two scamps, two imps and a worg did not get caught by the vines. I use WAC and i have actually no idea if it has more creatures other then ghosts and wraiths that have 100% resistant to normal weapons? Now not all Scamps and Imps escaped the vines, just the amount of times i noticed, so because of that i thought that the vines where maybe not fast enough for some creatures. I will keep an eye on it to see if it happens again and with other creatures to.
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Cayal
 
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Post » Wed Mar 30, 2011 7:17 am

Well so far after having cast Druid: Entangle two scamps, two imps and a worg did not get caught by the vines. I use WAC and i have actually no idea if it has more creatures other then ghosts and wraiths that have 100% resistant to normal weapons? Now not all Scamps and Imps escaped the vines, just the amount of times i noticed, so because of that i thought that the vines where maybe not fast enough for some creatures. I will keep an eye on it to see if it happens again and with other creatures to.


So you see the vine rise up, but it doesn't stop the target? Not even for a second?

The way I hold the target in place is by adding 1000lbs to their encumbrance. Maybe this doesn't work for some WAC creatures for some reason. And I doubt WAC would make scamps and imps that are 100% Normal Weapon Resistant, but I don't know.
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Jesus Lopez
 
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Post » Wed Mar 30, 2011 6:28 am

On those 5 moments no, i heard the ruble noise and when the vines came up they where able to get away. I can not account for why the scamps could but maybe the Imps could because they can..."Fly". And maybe the worg was small enough not to get caught right away. As i mentioned i will keep an eye on it.


EDIT: I just noticed something, while in wolf form and going trough Fort Carmala i hat to fight some vampires, and i got infected with a disease that affected my characters fatigue. I hat to take a Cure Disease potion to get rid of it...but in wolf form you should be immune to diseases according to the magic effects tab of my character right?
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Rebekah Rebekah Nicole
 
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Post » Wed Mar 30, 2011 3:24 am

On those 5 moments no, i heard the ruble noise and when the vines came up they where able to get away. I can not account for why the scamps could but maybe the Imps could because they can..."Fly". And maybe the worg was small enough not to get caught right away. As i mentioned i will keep an eye on it.


EDIT: I just noticed something, while in wolf form and going trough Fort Carmala i hat to fight some vampires, and i got infected with a disease that affected my characters fatigue. I hat to take a Cure Disease potion to get rid of it...but in wolf form you should be immune to diseases according to the magic effects tab of my character right?


Size and speed shouldn't matter. If the vines rise and the target is not 100% Normal Weapon Resistant, then they should be stopped and prevented from moving for a few seconds (length depends on your Conjuration skill, Spell Effectiveness, and a random factor). I'll look at the script and see if I see any holes.

As a Wolf you should be 100% Resistant to Disease. I'll make sure the wolf form also has this quality. Being mounted is a funky thing in Oblivion, because the game mechanics in certain ways "merge" you and your mount into one being, but not completely. So if I forgot to make the wolf 100% Disease Resistant, then there's a chance that you could be infected if it strikes the wolf form. I'll check it.
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Sami Blackburn
 
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Post » Wed Mar 30, 2011 3:48 am

Size and speed shouldn't matter. If the vines rise and the target is not 100% Normal Weapon Resistant, then they should be stopped and prevented from moving for a few seconds (length depends on your Conjuration skill, Spell Effectiveness, and a random factor). I'll look at the script and see if I see any holes.

As a Wolf you should be 100% Resistant to Disease. I'll make sure the wolf form also has this quality. Being mounted is a funky thing in Oblivion, because the game mechanics in certain ways "merge" you and your mount into one being, but not completely. So if I forgot to make the wolf 100% Disease Resistant, then there's a chance that you could be infected if it strikes the wolf form. I'll check it.


Thanks pimpskinny. :)
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Karl harris
 
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Post » Wed Mar 30, 2011 5:06 am

Anyone else having an issue with Entangle? I can't see a problem with the script.
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Tiff Clark
 
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Post » Wed Mar 30, 2011 1:00 pm

Thanks pimpskinny. :)


Patch will be out probably today that should fix the wolf-disease issue.

And more about the Entangle spell - I've actually got in the script two different methods to hold the target working at the same time, so I can't see why it would fail. So far, you're the only person who has told me about this issue.

When the target is able to "get away" as you say, is the vine dropping when they do? Or is it staying up motionless as they escape? And I want to be clear: when the vines rise up to grab them, do they pause in their motion at all? Or do they keep moving without interruption?

I was also hoping you could help me nail down the issue with the console. When you cast Entangle on your target, see the vines rise up, but the target never stops, please go into console mode, mouse click on the target so its name is displayed at the top of the screen, and tell me the values that are returned when you enter the following in the console:

GetActorValue Encumbrance

GetActorValue ResistNormalWeapons

GetActorValue ResistMagic
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Megan Stabler
 
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Post » Wed Mar 30, 2011 8:14 am

Patch will be out probably today that should fix the wolf-disease issue.

And more about the Entangle spell - I've actually got in the script two different methods to hold the target working at the same time, so I can't see why it would fail. So far, you're the only person who has told me about this issue.

When the target is able to "get away" as you say, is the vine dropping when they do? Or is it staying up motionless as they escape? And I want to be clear: when the vines rise up to grab them, do they pause in their motion at all? Or do they keep moving without interruption?

I was also hoping you could help me nail down the issue with the console. When you cast Entangle on your target, see the vines rise up, but the target never stops, please go into console mode, mouse click on the target so its name is displayed at the top of the screen, and tell me the values that are returned when you enter the following in the console:

GetActorValue Encumbrance

GetActorValue ResistNormalWeapons

GetActorValue ResistMagic


When it happened the vines did come up but those creatures kept moving as if they where not caught by the vines. Since then it only happened twice more so far but if it happens again i will use the console commands on them that you showed me and then place the result here. At the moment i use Poison creeper more because it seems to be more useful when there is more then one enemy, but i will start using Entangle a bit more again to see if or when it happens again.
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Darlene DIllow
 
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Post » Wed Mar 30, 2011 1:12 pm

Okay i am getting strange behavior from Druid Mod Remade today. After i got the Shield vines from Kynareth it did not show what would come next, while just before Hircine gave my character the power to shape shift into a lion and the next stage was revealed...the Bear. In the end i recalled back to anvil where all of a sudden the quest for Kynareth updated to show what would come next? :huh:

So ones i hat the items for both Kynareth and Hircine i went to the temple and first offered the bear pelt to Hircine and got the Bear Shape shift...but no new quest update for him. So i went to the altar for Kynareth to offer the item for the Thorny Creeper but nothing happened? So again i recalled back to where my character was...and there both the quest for Kynareth and Hircine updated? I got the update for what i need for the crow shape shift from Hircine and from Kynareth i got the Thorny Creeper? :huh:

Now that i got the thorny creeper is some what weird even though Conjuration is at 72 due to Master of outdoors. Without Master of outdoors it is 67 and since i see it as a buff for my character i thought it was some what weird that i got it any way. The fact that i got no quest update from Kynareth...is that because my character does not meet the requirements yet for her pet bird?


EDIT: On another note...for some reason i can no longer reproduce the problem i hat with Entangle. I did remove a few mods and added a few new ones, but i can not see how the mods i removed could produce the effect i hat with Entangle. The ones i removed where two Armor mods and Streamline, after which i started using Kuertee's Auto save and Time mod combined with Kuertee's Clean up mod. I did hat to rebuild my Bashed Patch though, so maybe removing mods and having to rebuild the patch did something...although i doubt it some how.
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FLYBOYLEAK
 
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Post » Wed Mar 30, 2011 8:38 am

Okay i am getting strange behavior from Druid Mod Remade today. After i got the Shield vines from Kynareth it did not show what would come next, while just before Hircine gave my character the power to shape shift into a lion and the next stage was revealed...the Bear. In the end i recalled back to anvil where all of a sudden the quest for Kynareth updated to show what would come next? :huh:


How long did you wait before recalling back to Anvil? Sometimes it takes a little longer than other times for a quest update. In the quest script I change how often the script executes as a way to make sure it doesn't execute too frequently when it doesn't need to - I do this as a way to be friendly to your game engine resources.

So ones i hat the items for both Kynareth and Hircine i went to the temple and first offered the bear pelt to Hircine and got the Bear Shape shift...but no new quest update for him. So i went to the altar for Kynareth to offer the item for the Thorny Creeper but nothing happened? So again i recalled back to where my character was...and there both the quest for Kynareth and Hircine updated? I got the update for what i need for the crow shape shift from Hircine and from Kynareth i got the Thorny Creeper? :huh:


Same as above. Where your character is has no effect on the quest script.

Now that i got the thorny creeper is some what weird even though Conjuration is at 72 due to Master of outdoors. Without Master of outdoors it is 67 and since i see it as a buff for my character i thought it was some what weird that i got it any way. The fact that i got no quest update from Kynareth...is that because my character does not meet the requirements yet for her pet bird?


The quest stages depend on your base skill levels in Conjuration and Alteration. So buffs like armor enchantments and even my own Master of the Outdoors buff will not grant spells any faster. Hmm not sure why you'd be getting Thorny Creeper early. I guess I need to double check to make sure I'm looking for the base value.

You won't get requests for offerings unless your character meets the requirements for the next spell. So, Kynareth won't ask you for Lady's Smock Leaves until your base Conjuration skill is 75.

EDIT: On another note...for some reason i can no longer reproduce the problem i hat with Entangle. I did remove a few mods and added a few new ones, but i can not see how the mods i removed could produce the effect i hat with Entangle. The ones i removed where two Armor mods and Streamline, after which i started using Kuertee's Auto save and Time mod combined with Kuertee's Clean up mod. I did hat to rebuild my Bashed Patch though, so maybe removing mods and having to rebuild the patch did something...although i doubt it some how.


Well, I'm glad it's resolved haha.
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Amelia Pritchard
 
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Post » Wed Mar 30, 2011 12:16 am

Druid Mod Remade is now a "Hot File" on http://www.tesnexus.com/!

Jpagamer made a http://www.youtube.com/watch?v=Aw0Ld1GCs3o of it on YouTube.

And it's being translated into French, German, and Russian.

Woop woop! :celebration:
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Jessica Colville
 
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Post » Wed Mar 30, 2011 2:08 am

A: How long did you wait before recalling back to Anvil? Sometimes it takes a little longer than other times for a quest update. In the quest script I change how often the script executes as a way to make sure it doesn't execute too frequently when it doesn't need to - I do this as a way to be friendly to your game engine resources.


b: Same as above. Where your character is has no effect on the quest script.{/quote]


c: The quest stages depend on your base skill levels in Conjuration and Alteration. So buffs like armor enchantments and even my own Master of the Outdoors buff will not grant spells any faster. Hmm not sure why you'd be getting Thorny Creeper early. I guess I need to double check to make sure I'm looking for the base value.

d: You won't get requests for offerings unless your character meets the requirements for the next spell. So, Kynareth won't ask you for Lady's Smock Leaves until your base Conjuration skill is 75.


e: Well, I'm glad it's resolved haha.


A+B: I am not entirely sure, but maybe 1 to 2 minutes i guess?

C: Okay.

D: That is good to know, thanks pimpskinny. :)

E: Well yeah, but i kind of hoped that it would happen again so that i could give the information you wanted. I would have liked to know what it could have been, considering that it only seemed to happen to me. But i guess i shouldn't jinx it. :)


Druid Mod Remade is now a "Hot File" on TESNexus!

Jpagamer made a video review of it on YouTube.

And it's being translated into French, German, and Russian.

Woop woop! :celebration:


Hey congratulations, it is going hard but that was to be expected i guess. Considering the cool things in your mod. :foodndrink:
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Mandi Norton
 
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Post » Wed Mar 30, 2011 3:20 am

Illius, for the next patch I've simplified the quest scripts to have what might be a better way to change the quest timing. I plan to get a patch out today. I was hoping to include a tweak of the bird form wing flapping speed, but that is turning into a highly frustrating task. I feel like I'm trying to teach myself brain surgery with trial and error. But I won't let that delay a patch any more.
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Laura
 
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Post » Wed Mar 30, 2011 1:14 am

That is great, but take your time for the moment because Nexus seems to be down for a few hours already. Maybe it is under attack again...maybe.

EDIT: Nevermind Nexus is back again.
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john palmer
 
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Post » Wed Mar 30, 2011 1:35 am

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

Patch 1.2:

- Added measure to ensure Player remains 100% Resistant to Disease while in Wolf Form.
- Changed method of receiving vision to avoid some kind of mod conflict regarding paralysis.
- Increased speed of Rat Form.
- Simplified quest scripts to improve timing.
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k a t e
 
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Post » Wed Mar 30, 2011 1:46 am

:celebration: :spotted owl: :celebration:

To celebrate my success at reducing the flappping animation speed of the crow form, I'm nearing another patch release. Plans are for it to include the following:

- Reduced wing flapping speed of crow form and crow summon.
- Moved temple entrance to be away from locations placed by the mods Curse of Hircine Resurrected and Gates to Aesgaard.
- Updated custom armor by TumbaJamba with new various tweaks and added custom icons and ground models.


... Druid Mod Remade is still hanging in there in the Top Ten of the Past Two Weeks on the Nexus! Woooo!
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Céline Rémy
 
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Post » Wed Mar 30, 2011 7:32 am

:celebration: :spotted owl: :celebration:

To celebrate my success at reducing the flappping animation speed of the crow form, I'm nearing another patch release. Plans are for it to include the following:

- Reduced wing flapping speed of crow form and crow summon.
- Moved temple entrance to be away from locations placed by the mods Curse of Hircine Resurrected and Gates to Aesgaard.
- Updated custom armor by TumbaJamba with new various tweaks and added custom icons and ground models.


... Druid Mod Remade is still hanging in there in the Top Ten of the Past Two Weeks on the Nexus! Woooo!


That is great. :D
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michael danso
 
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Post » Tue Mar 29, 2011 11:34 pm

:celebration: :spotted owl: :celebration:

To celebrate my success at reducing the flappping animation speed of the crow form, I'm nearing another patch release. Plans are for it to include the following:

- Reduced wing flapping speed of crow form and crow summon.
- Moved temple entrance to be away from locations placed by the mods Curse of Hircine Resurrected and Gates to Aesgaard.
- Updated custom armor by TumbaJamba with new various tweaks and added custom icons and ground models.


... Druid Mod Remade is still hanging in there in the Top Ten of the Past Two Weeks on the Nexus! Woooo!


Good news, but please don't move the temple to a location beyond the borders, as I really don't want to use a border removal mod (hate the glitchy landscape outside of Cyrodiil)
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Dustin Brown
 
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Post » Wed Mar 30, 2011 12:19 am

Patch 1.3 uploaded to http://www.tesnexus.com/downloads/file.php?id=37894.

1.3:

- Reduced speed of wing flapping animation for crow form and crow summon.
- Changed location of temple to avoid conflict with Curse of Hircine Resurrected and Gates to Aesgaard.
- Druid Armor updated with tweaked/improved meshes and textures from TumbaJamba.
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Dezzeh
 
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Post » Wed Mar 30, 2011 7:08 am

Thanks for the update pimpskinny. :)
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Danger Mouse
 
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Post » Wed Mar 30, 2011 9:07 am

Anyone tried using this with Curse of Hircine Resurrected? Seems like it'd be a fun combo.
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Marta Wolko
 
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Post » Wed Mar 30, 2011 3:38 am

Anyone tried using this with Curse of Hircine Resurrected? Seems like it'd be a fun combo.


No i never tried that combination.
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how solid
 
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Post » Wed Mar 30, 2011 1:06 pm

This great mod is making me install Oblivion again..

Would it be possible for attacks in forms to increase your highest weapon skill (blunt / blade / h2h)??
One check at start and then that skill gets increased..
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Lauren Denman
 
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Post » Wed Mar 30, 2011 1:34 am

This great mod is making me install Oblivion again..

Would it be possible for attacks in forms to increase your highest weapon skill (blunt / blade / h2h)??
One check at start and then that skill gets increased..


Hey thanks for the good word! I'll look into doing what you ask, but it might be rather complicated. For my animal form damage scripts, I'd have to add melee skill checks and also alternate damage formulas for each condition, then as you say increase the appropriate skill. I've also got the damage calculation in a couple other scripts too that I would have to add conditions to.
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Steeeph
 
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