Duke Patrick's Combat Archery (thread 3)

Post » Wed Mar 30, 2011 10:31 am

REV 3.7.1

get it here:

http://tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery/


Changed my sound system for the bow draw sound effect from my "creative" system to a more Bethesda standard system.
This may or may not really make a difference but it will make the mod less "hacky" and more in line with how the DEV might have done it had the chosen to.

The password to open the zip file with the ESP and the INI file is exactly the same as the last rev.


You only need to replace the esp file you do not need to replace the INI file or any of the other files.
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leni
 
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Post » Wed Mar 30, 2011 10:20 am

mmm....I was thinking...becasue my mod raises the damage level the longer time you take to fire the bow. I.E One hit kill is possible with strong bows but only if you take the time to draw the bow string all the way back, that may be a big reason for Bethesda changing their Archery combat system.


They need that for killing dragons that are swooping and flying around in the air. Can you imagine trying to kill a fast flying moving target like that with the vanilla Oblivion bow and arrow system?
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Marcus Jordan
 
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Post » Wed Mar 30, 2011 1:40 am

There is talk of special powers like dragon shouts which give the ability to alter time.

Sounds to me like a fancy way of disguising bullet time. With bullet time ability I could see that.

What I'm jazzed about is that they are most likely going to be introducing true flight into the game, so that even if it is released with only dragons flying the mechanics will be there and as such modders could add other creatures or even the character as having flight (and not just a ~tcl hack).
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NeverStopThe
 
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Post » Wed Mar 30, 2011 6:54 am

congrats Duke - you deserve it.

Still they should hire you.


I absolutely agree: you inventiveness, knowledge and passion would be a real asset for any game developer
looking for realism and immersiveness in combat.

Happy birthday from me as well :)
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Devin Sluis
 
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Post » Wed Mar 30, 2011 6:45 am

Thank you guys for the compliments. :hehe:

I would be willing to offer my services as a technical adviser to Bethesda for free if I could afford to take off for a year from my present job and they really wanted to add a little more fun and realism to the combat. Shield blocking for example has never been done right by any game company. There are as many different, cool and interesting ways to counter an attack with a shield as there is to attack with a sword besides just holding the shield up in the path of the attack. I have developed an entire science behind the geometry of combat that can directly be applied to sword games.

But seriously, a company like Bethesda looks for programing type talent first. Great ideas are dime a dozen, those that program the ideas into real code are what profitable DEV wants.
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Andy durkan
 
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Post » Wed Mar 30, 2011 6:59 am

deleted
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Brooks Hardison
 
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Post » Wed Mar 30, 2011 4:57 am

New Duke Patrick's Combat Archery Mod Version 3.8
(Note that another rev is planned rev 4. This will include RACE SCALE and other new size detections commands from OBSE for calculating the critical hits.)


Rev 3.8
Fixed "Pull the bow string" delay issue where it would sometimes not kick in.

Get it here:

http://tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery/
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Emily Graham
 
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Post » Wed Mar 30, 2011 6:24 am

Congratulations for getting appraisal from the devs. That's seriously cool. :goodjob:

Your mod is also awesome! Finally a reason to learn to use bow(and be aware of other bowmen) in the game.
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Budgie
 
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Post » Wed Mar 30, 2011 8:44 am

Congrats for influencing the Skyrim development :tops: ! And happy birthday :celebrate:
As far as advising Beth, i know you have some very interesting source material, so I think you should PM the Beth community manager on these forums telling him that you're "the guy who made the mod", and give him a few links where they can read about recreations of medieval combat, and maybe buy a book or two on that. And I guess you could offer to answer some of their questions by email... using your modding time for that instead seems worth it if you're basically "remotely modding" Skyrim ;) .

I've been enjoying the mod quite a bit. It seems you managed to make it rather low-conflict in recent iterations, because it fits well in my humongous load order.
A simple request: would it be possible to have an option to remove the "Don't use your bow" booting message I get every time I load a game, as well as the {} that gets added in the bows' names? I'm aiming for immersion, i.e. I don't want to be constantly reminded that I modded the game.
I guess you have your own reasons for including those, that probably include confused players and dumb support requests. However in my case I turn off all stats modifications to arrows and bows (Edit: I also turn off the arrow limit) since I have other mods to take care of that: therefore the {} doesn't serve a purpose I think. Also, I can't remember a time where I fired an arrow right upon loading a game, and even then I wouldn't really care that the first shot is not done according to your system, as long as it kicks in soon afterwards.

Lastly I understand the options in your ini file, but what's slightly confusing is that you keep inverting the logic of each option like this:
set doActivateOptionOne = 1
set dontActivateOptionTwo = 1
The convention in most ini files is that all options are expressed in a positive way (i.e. "do"), which allows seeing at a glance which features are on or off.
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Beat freak
 
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Post » Wed Mar 30, 2011 1:01 am

Does this change arrow speed?
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Barbequtie
 
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Post » Tue Mar 29, 2011 9:17 pm

You:
A simple request: would it be possible to have an option to remove the "Don't use your bow" booting message I get every time I load a game,

me:
I have been trying to think of a way to do this, it is all much more complicated than you ares assuming but I agree that the consent message on reloading can get annoying. What I may do then if you really believe that it is that rare to use a bow in the first 10 seconds of loading a game is allow an option that prevents you from drawing your bow for the first few seconds while the mod boots instead of asking you not to.


You:
as well as the {} that gets added in the bows' names?


Me:
cannot do that.


You:
Lastly I understand the options in your ini file, but what's slightly confusing is that you keep inverting the logic of each option like this:
set doActivateOptionOne = 1
set dontActivateOptionTwo = 1
The convention in most ini files is that all options are expressed in a positive way (i.e. "do"), which allows seeing at a glance which features are on or off.


Me:
I will keep what you are saying in mind for future INI files. But I will probably not go back and rewrite the entire mod to do this as the benefits do not warrant the effort. And there are reasons why some need to be zero and others a number of some kind.

I mod for personal reasons and not necessarily to make "popular mods" so I am not often concerned about the "convention of most". With this mod I am a little more interested in it being user friendly. I therefor do appreciate your suggestions and giving me some more to think about in that direction.
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Sherry Speakman
 
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Post » Wed Mar 30, 2011 3:18 am

Arrow speeds are changed per the arrows materials and craftsmanship, but this is optional in the INI file.

Keep in mind; medieval arrows are not equivalent to how fast modern day arrows can fly. But you may notice that the lightweight arrows like bone fire extremely fast and thus with less ballistics dip. This is great for inflicting poisons as the damage comes from the poison not so much the arrow and you will not miss as often thus wasting your poison on a shot that did not hit the target. I love the synergistic relationship of the tactics in this kind of thing, but only when it is realistic and not contrived just for gaming reasons.


However no matter what you set in the INI, ALL arrows will be much slower if you fire them with out first finishing the "puling back of the bow string".
With real bows almost 90 percent of the potential speed and power come from drawing the bow in the last 75% plus. (it is not linear).


So for simplicity I scripted it so that the draw must be completed or your arrows will hit weakly and slowly.
Release very soon and this will be a dramatic change (arrow will be obviously slow and weak) release before a complete draw and the arrow will hit but do a fraction of the possible damage. Draw the bow all the way for full power and speed. Set your bows to do realistic damage and you have a system then that rewards you with realistic devastating power IF you take the time to draw the weapon all the way first.

This is one reason why it irritates me to be pressured into options like whether the player can make the bow power high or low. They often do not realize "the big picture" and then blame the mod for not being "balanced."


Does this change arrow speed?

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Jason Rice
 
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Post » Tue Mar 29, 2011 11:47 pm

I seem to be doing something wrong.

I have OBSE,
Current Stable Version: v0019b

This mod, Quarls TP, Darns U.I all DLC, GOTY edition.

Its not working at all.

Here is what I did, please forgive me if I looked over something simple.

D/L this mod.
7.Zip file.
Read read me, get password.
unzip INI and ESP.

Move meshes/sounds and INI/esp into oblivion data folder.
click on with OBMM
start game.

I am sure OBMM starts using OBSE (gives a message even)

Oblivion.esm
Knights.esp
DLCShiveringIsles.esp
Alternative Start by Robert Evrae.esp
Oblivion Graphics Extender Support.esp
Duke Patricks - Combat Archery.esp


What did I do wrong, can't de nock by looking down, cant see my fatigue going down. Moving doesnt seem to affect anything.
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Daniel Brown
 
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Post » Wed Mar 30, 2011 9:07 am

I cant edit above post?

Anyway, it seems the INI was blank, so I just unzipped it again, will see if it works now.

Still not working?

Edit

Now the game freezes up, I must have really messed p some where.

If I dont drop the bow it locks up, if I do drop it I get a "mod is loading message" and a pop up then it locks up.

Edit again
Fixed!!! was a problem with OBGE support esp? disabled the esp and it works fine
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Ladymorphine
 
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Post » Wed Mar 30, 2011 12:02 pm

I have been trying to think of a way to do this, it is all much more complicated than you ares assuming but I agree that the consent message on reloading can get annoying. What I may do then if you really believe that it is that rare to use a bow in the first 10 seconds of loading a game is allow an option that prevents you from drawing your bow for the first few seconds while the mod boots instead of asking you not to.

Of course I don't know the specifics of your mod, so my calling the request 'simple' was rather hopeful. Maybe instead of complicating your code with yet another option, you could always prevent drawing the bow for the first 10 seconds, and display the current message *if* the player actually attempts to draw it. Then I bet 95% of all users will never see that message.

You:
as well as the {} that gets added in the bows' names?
Me:
cannot do that.

If this request bothers you, just forget it, but could you summarize the remaining uses of the {} when all arrow/bow stats modifications are turned off? I'll try to find a workaround to remove those symbols based on my own use of the mod. Of course I won't ask for support afterwards for my modified version... duh.

This is one reason why it irritates me to be pressured into options like whether the player can make the bow power high or low. They often do not realize "the big picture" and then blame the mod for not being "balanced."

If it can put you at ease, I actually try your mod every few version with only it and Oblivion.esm enabled, to see how it's supposed to be working. Otherwise... well, I tend to avoid anything that requires an uninstall procedure such as weapon stats modifications, since I very often have to start deactivating mods by bunches to track down conflicts or bugs. So I really appreciate the customizability.

----------------------
Additional suggestion that just came to mind:
- COBL includes a Denock Arrow function, which I *think* is enabled by default. It uses the grab key to denock, so anyone who uses cobl (i.e. anyone with a full-featured house mod) may get a bit confused when they try the grab key to shoot downwards as your readme indicates. So maybe just add a note to your readme suggesting to disable Denock in the cobl options. There's no major bug or crash and both your denock and cobl's work, it just hides your shoot downwards functionality.
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Tinkerbells
 
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Post » Tue Mar 29, 2011 9:36 pm

New Duke Patrick's Combat Archery Mod Version 4 Skyrim Edtion!


Rev 4 Skyrim edition!

Add Race Scale detection to calculate the critical hits. Plus a new visual effect for critical hits. A flash of white will be seen at the contact point where the arrow hits during the critical hit. This critical hit flash can be turned off in the INI file. Also the "Boot Up" message has been removed.


Get it here:
http://tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery/


That is it for the foreseeable future. No more updates. I will only be working on my Combat Magic mod now. Then after that I am over 4 months behind on my personal game play (I have been only moding) so it is time to rest and play.

um.. after Combat Magic is out I mean....
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Amanda Furtado
 
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Post » Tue Mar 29, 2011 8:33 pm

I've just updated to your latest version and I'm getting this console spam:
Error in script ce01e5de
Attempting to call a function on a NULL reference or base object
File: Duke Patricks - Combat Archery.esp Offset: 0x02B9 Command: Let
Error in script ce01e5de
Attempting to call a function on a NULL reference or base object
File: Duke Patricks - Combat Archery.esp Offset: 0x02B9 Command: Let
Error in script ce01e5de
Attempting to call a function on a NULL reference or base object
File: Duke Patricks - Combat Archery.esp Offset: 0x02B9 Command: Let
Error in script ce01e5de
Attempting to call a function on a NULL reference or base object
File: Duke Patricks - Combat Archery.esp Offset: 0x02B9 Command: Let
Error in script ce01e5de
Attempting to call a function on a NULL reference or base object
File: Duke Patricks - Combat Archery.esp Offset: 0x02B9 Command: Let
Error in script ce01e5de
Attempting to call a function on a NULL reference or base object
File: Duke Patricks - Combat Archery.esp Offset: 0x02B9 Command: Let
Error in script ce01e5de
Attempting to call a function on a NULL reference or base object
File: Duke Patricks - Combat Archery.esp Offset: 0x02B9 Command: Let
Error in script ce01e5de
Attempting to call a function on a NULL reference or base object
File: Duke Patricks - Combat Archery.esp Offset: 0x02B9 Command: Let
Error in script ce01e5de
Attempting to call a function on a NULL reference or base object
File: Duke Patricks - Combat Archery.esp Offset: 0x02B9 Command: Let


I have no idea what is causing this since I've never had it before, I hope it isn't just me cos I thought someone else might have already spotted this by now. Here is my load order if this helps:
Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.2.1]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Cobl Main.esm  [Version 1.73]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  Enhanced Daedric Invasion.esm08  TamrielTravellers.esm  [Version 1.39c]09  FCOM_Convergence.esm  [Version 0.9.9MB3]0A  Open Cities Resources.esm  [Version 3.5.6]0B  bookplacing.esm  [Version 1]0C  Progress.esm  [Version 2.2]0D  ScreenEffects.esm**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0E  Unofficial Oblivion Patch.esp  [Version 3.3.4]0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]11  SM Plugin Refurbish - SI.esp  [Version 1.30]**  Oblivion Vwalk UOS.esp**  DLCShiveringIsles Vwalk UOS.esp**  DLCShiveringIsles Vwalk DG_DS UOS.esp12  Francesco's Optional Chance of Stronger Bosses.esp13  Francesco's Optional Chance of Stronger Enemies.esp14  Francesco's Optional Chance of More Enemies.esp15  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]16  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]17  Atmospheric Loading Screens - Random Quotes.esp18  NaturalHabitat.esp19  All Natural.esp  [Version 1.2]1A  All Natural - SI.esp  [Version 1.2.1]1B  NaturalWater.esp++  Visually Realistic Deadly Lava.esp++  ln.esp++  Symphony of Violence.esp1C  AmbientTownSounds.esp1D  MIS Low Wind.esp1E  MIS New Sounds Optional Part.esp1F  Atmospheric Oblivion.esp20  PCSoundRhett.esp  [Version 2.6]++  Drum_Fix.esp21  Storms & Sound.esp22  Rainbows.esp23  All Natural - Real Lights.esp  [Version 1.2]24  WindowLightingSystem.esp25  1em_GiveAGift.esp26  AliveWaters_nofish.esp27  Book Jackets Oblivion - BP.esp28  Chapel Tithe.esp++  Cyrodilic Brandy.esp29  Days&Months.esp2A  PTFallingStars.esp2B  Q - More and Moldy Ingredients v1.1.esp2C  SoT_Holiday.esp2D  Enhanced Economy.esp  [Version 5.1]2E  FF_Real_Thirst.esp2F  Choices and Consequences.esp  [Version 2.02]30  kuerteeIgnoringTheMainQuestHasConsequences.esp31  Display Stats.esp  [Version 1.3]32  DropLitTorchOBSE.esp  [Version 2.4]33  Duke Patricks - Follow That Actor.esp34  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]35  FormID Finder4.esp36  Get Wet - just droplets.esp37  kuerteeAutoSaveAndTime.esp38  kuerteeCleanUp.esp39  kuerteeSittableRocks.esp3A  Musical Immersion 1.0.esp3B  P1DmenuEscape.esp3C  ScreenControls.esp3D  StatCleaner.esp3E  Streamline 3.1.esp3F  Dynamic Map.esp  [Version 2.0]40  Map Marker Overhaul.esp  [Version 3.8]41  Map Marker Overhaul - SI additions.esp  [Version 3.5]42  Enhanced Hotkeys.esp  [Version 2.1.1]43  DLCMehrunesRazor.esp44  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]**  DLCMehrunesRazor Vwalk UOP.esp45  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]46  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp++  MaleBodyReplacerV5Beta.esp47  ClassyClothingCompendium.esp++  CM_Better Wine.esp48  Weapon Expansion Pack for Oblivion Nthusiasts.esp  [Version 1.03]49  Cobl Glue.esp  [Version 1.73]4A  Cobl Si.esp  [Version 1.63]4B  FF_Real_Thirst, Cobl.esp4C  Bob's Armory Oblivion.esp4D  FCOM_BobsArmory.esp  [Version 0.9.9]4E  Oblivion WarCry EV.esp  [Version 1.09]4F  FCOM_WarCry.esp  [Version 0.9.9MB5]50  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]51  OCC-OOO-Patch.esp  [Version 2.4]**  Oscuro's_Oblivion_Overhaul Vwalk.esp**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]52  Choices and Consequences - OOO.esp  [Version 2.0]53  OOO 1.32-Cobl.esp  [Version 1.72]54  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]55  FCOM_RealSwords.esp  [Version 0.9.9]56  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]57  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]58  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]59  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]5A  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]5B  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]5C  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]5D  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]5E  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]++  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]5F  TamrielTravellers4OOO.esp  [Version 1.39c]**  TamrielTravellers4OOO Vwalk.esp++  TamrielTravellersItemsnpc.esp  [Version 1.39c]60  TamrielTravellersItemsCobl.esp  [Version 1.39c]61  ShiveringIsleTravellers.esp  [Version 1.39c]**  ShiveringIsleTravellers Vwalk.esp++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]**  FCOM_FriendlierFactions.esp  [Version 0.9.9]62  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]63  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]**  Fransfemale.esp++  MMM-Cobl.esp  [Version 1.73]**  EVE_StockEquipmentReplacer4FCOM.esp64  EM_CompInnsleeping.esp  [Version 0.9]65  AleswellHomeQuest.esp66  Kragenir's Death Quest.esp**  Kragenir's Death Quest Vwalk.esp67  KDQ - Rural Line Additions.esp68  LetThePeopleDrink.esp  [Version 2.5]69  KragenirsDeathQuest-LetThePeopleDrink patch.esp6A  StarX Vanilla Vampires Revised.esp6B  StarX VVR_OOO_FCOM Patch.esp6C  Vampire Hunting - Order of the Virtuous Blood.esp**  Vampire Hunting - Order Of The Virtuous Blood Vwalk.esp6D  The Ayleid Steps.esp  [Version 3.4]**  The Ayleid Steps Vwalk.esp6E  Valenwood Improved.esp  [Version 1.01.0]6F  VHBloodlines 1.2.esp  [Version 1.5.2]++  VHBloodlines 1.2 Vwalk.esp70  Cyrodiil Travel Services.esp  [Version 2.0.5]**  Cyrodiil Travel Services Vwalk.esp71  za_bankmod.esp72  Knights.esp73  Knights - Unofficial Patch.esp  [Version 1.1]**  Knights Vwalk UOP.esp**  EVE_KnightsoftheNine.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]74  OCC-KOTN-Patch.esp  [Version 3.0]75  The Lost Spires.esp76  OCC-Lost Spires-Patch.esp  [Version 2.1]**  The Lost Spires Vwalk.esp++  FCOM_Knights.esp  [Version 0.9.9Mb3]77  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]78  ElsweyrAnequina.esp++  ElsweyrAnequina - Races HGEC-Robert.esp  [Version 1.1]**  ElsweyrAnequina Vwalk.esp79  Tales from Elsweyr Anequina.esp7A  ElsweyrValenwoodImprovedPatch.esp7B  road+bridges.esp  [Version 4.6]7C  Feldscar.esp  [Version 1.0.7]**  Feldscar Vwalk.esp7D  Vergayun.esp  [Version 1.0.6]**  Vergayun Vwalk.esp7E  Faregyl.esp  [Version 1.0.10]7F  Faregyl+Anequina Patch.esp**  Faregyl Vwalk.esp80  Molapi.esp  [Version 1.0.1]81  PTMudwater.esp82  xuldarkforest.esp  [Version 1.0.5]83  LostSpires-DarkForest patch.esp84  xulStendarrValley.esp  [Version 1.2.2]85  xulTheHeath.esp86  MMMMWL-TheHeath patch.esp87  XulEntiusGorge.esp88  xulFallenleafEverglade.esp  [Version 1.3.1]89  LostSpires-Everglade patch.esp8A  Anequina-Fallenleaf-Patch.esp8B  Valenwood Improved - Fallenleaf Everglade EV - Patch.esp  [Version 1.0]8C  xulColovianHighlands_EV.esp  [Version 1.2.1]8D  xulChorrolHinterland.esp  [Version 1.2.2]**  xulChorrolHinterland Vwalk.esp8E  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]8F  KragenirsDeathQuest-LostCoast patch.esp90  xulBravilBarrowfields.esp  [Version 1.3.2]**  xulBravilBarrowfields Vwalk.esp91  xulLushWoodlands.esp  [Version 1.3.1]92  xulAncientYews.esp  [Version 1.4.3]93  xulAncientRedwoods.esp  [Version 1.6]94  xulCloudtopMountains.esp  [Version 1.0.3]95  KragenirsDeathQuest-CloudtopMountains patch.esp96  xulArriusCreek.esp  [Version 1.1.3]97  xulPatch_AY_AC.esp  [Version 1.1]98  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.3]99  MMMMWL-RollingHills patch.esp9A  KragenirsDeathQuest-RollingHills patch.esp9B  xulPantherRiver.esp9C  xulRiverEthe.esp  [Version 1.0.2]9D  Valenwood Improved - River Ethe EV - Patch.esp  [Version 1.0]9E  xulBrenaRiverRavine.esp  [Version 1.1]**  xulBrenaRiverRavine Vwalk.esp9F  xulImperialIsle.esp  [Version 1.6.6]**  xulImperialIsle Vwalk.espA0  xulBlackwoodForest.esp  [Version 1.1.0]A1  xulCheydinhalFalls.esp  [Version 1.0.1]A2  xulAspenWood.esp  [Version 1.0.2]**  xulAspenWood Vwalk.espA3  xulSkingradOutskirts.esp  [Version 1.0.1]**  xulSkingradOutskirts Vwalk.espA4  xulSnowdale.esp  [Version 1.0.2]A5  Feldscar+Snowdale Patch.esp  [Version 1.0]A6  OOO-Snowdale Patch.espA7  xulCliffsOfAnvil.esp**  xulCliffsOfAnvil Vwalk.espA8  Open Cities New Sheoth.esp  [Version 1.1]A9  Open Cities Outer Districts.esp  [Version 3.5.6]AA  Open Cities Reborn - Full Merge.esp  [Version 0.8]AB  OCR+ULCH Patch.esp  [Version 1.0]++  OCC-COBL-Wells.espAC  NRB4+UL-II+LtPD+OCOD Patch.esp  [Version 3.0.2]AD  OCLR+ULBWForest Patch.esp  [Version 1.0.2]AE  OC+Cheydinhal Falls Patch.esp  [Version 1.0.1]AF  OC+ULSkingradOutskirts Patch.esp  [Version 1.0]B0  NaturalVegetation.espB1  Harvest [Flora].esp  [Version 3.0.1]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Cobl Bookplacement.espB2  HUD Status Bars.esp  [Version 2.0.1]B3  kuerteeInventoryIsABackpack.espB4  PersuasionOverhaul.esp  [Version 1.43]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]B5  ReneersGoldMod.espB6  Salmo the Baker, Cobl.esp  [Version 3.09]++  ScriptIcon_Replacer.espB7  Soulgem Magic.esp  [Version 1.0]B8  Storms & Sound - Bank of Cyrodiil.espB9  Storms & Sound - The Lost Spires.espBA  Toggleable Quantity Prompt.esp  [Version 3.2.0]BB  Roleplaying Dialogues.espBC  Quest Award Leveling SI.espBD  Quest Award Leveller.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.espBE  OWE&P.esp++  NoBackwardsRunning.espBF  RealisticForceMedium.espC0  RealisticMagicForceLow.esp++  Starx-OVB Patch.espC1  SupremeMagicka.esp  [Version 0.90b]C2  SM_ShiveringIsles.esp  [Version 0.90]++  SM_DLCSpellTome.esp  [Version 0.90]++  SM_OOO.esp  [Version 0.90]++  SM_MMM.esp  [Version 0.90]++  SM_COBL.esp  [Version 0.90]++  SM_NoSpellLights.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]++  SM_SigilStone.esp  [Version 0.90]C3  MidasSpells.espC4  OC+Midas Magic Patch.espC5  Midas OscuroGems.esp++  Midas Betterholy.esp++  Mart's Monster Mod - Midas Creature Ingredients.esp++  Midas Tigernolevel OBSE.espC6  Midas BeastFortify Fix OBSE.espC7  Friendlier Summons.espC8  EnchantmentRestore.esp++  EnchantmentRestore_Wells.espC9  StealthOverhaul.espCA  DD_ProximitySneakPenalty.espCB  Morrowind Lockpicking.espCC  RenGuardOverhaul.espCD  Creature Damage Fix.esp  [Version 2.4]CE  Duke Patricks - Combat Archery.esp  [Version 4]CF  BetterBlocking.esp  [Version 1]D0  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]D1  Duke Patricks - Everyone Or Just Vampires Now Bob And Weave.espD2  Duke Patricks - Actors Can Miss Now.espD3  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]D4  Phitt's Phighting Phixes.espD5  BFG's Enhanced Armory.espD6  nGCD.esp++  nGCD Birthsigns.espD7  nGCD Oghma Infinium.espD8  ProgressMBSP.esp  [Version 2.0]D9  ProgressSBSP.esp  [Version 1.0]DA  ProgressRBSP.esp  [Version 1.0]DB  ProgressRacial.espDC  ProgressArmorer.esp  [Version 1.0]++  Immediate Character Generation.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]++  EVE_KhajiitFix.espDD  1em_Vilja.esp  [Version 3.1]DE  ViljainAleswell.espDF  Arren.espE0  Arren-EntiusGorge patch.espE1  Cobl Races.esp  [Version 1.52]E2  bgMagicEV.esp  [Version 1.7EV]**  bgMagicEV Vwalk.esp++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]E3  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]E4  bgMagicEVPaperChase.esp  [Version 1.68EV]E5  bgMagicAlchemy.esp  [Version 1.57]E6  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  Cobl Races - Balanced.esp  [Version 1.52]++  Disable Tutorial Text.espE7  Automatic Timescale.esp  [Version 1.1.1]**  [GFX]_Initial_Glow-all.espE8  Duke Patricks - Magic you can believe in.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]E9  bgMagicLightningbolt.esp++  Duke Patricks - BASIC Script Effect Silencer.espEA  Real Hunger, Cobl.esp  [Version 1.6.1]EB  Companion Compatibility.esp**  NRB4 OCReborn Road Record.esp++  CoreRandmonClothing4Npcs.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]EC  Cobl Silent Equip Misc.esp  [Version 01]++  OOO Harvest Containers Filter patch for mods.esp  [Version 1.03]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.2]ED  Bashed Patch, 0.esp

User avatar
Katey Meyer
 
Posts: 3464
Joined: Sat Dec 30, 2006 10:14 pm

Post » Tue Mar 29, 2011 9:56 pm

Not just you; I'm getting the same problem.
User avatar
Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm

Post » Tue Mar 29, 2011 11:10 pm

Not just you; I'm getting the same problem.


Ah good, so it's not just me. When I first loaded the game it CTD after about 10 mins, which is pretty unusual, after loading my game again I spotted the spam in the console, gave me a reason to download Conscribe for the first time :P
User avatar
Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

Post » Wed Mar 30, 2011 5:57 am

I have the same console spam problem too. Never had it before.
User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Tue Mar 29, 2011 11:03 pm

@ everyone above me, I'm sure Spooky would appreciate it if you posted which OBSE version you are using. IIRC, he doesn't recompile his mods on a new OBSE version until it goes stable, so we need to rule out an OBSE conflict here, first thing, just in case we are having some weird issue with backwards compatibility (it happens).
User avatar
Brooks Hardison
 
Posts: 3410
Joined: Fri Sep 07, 2007 3:14 am

Post » Wed Mar 30, 2011 12:49 am

I believe I'm using OBSE 20.
User avatar
:)Colleenn
 
Posts: 3461
Joined: Thu Aug 31, 2006 9:03 am

Post » Wed Mar 30, 2011 8:42 am

I'm using OBSE 19b which I believe is the latest stable version.

edit: I think that error has something to do with the tripping/stumbling feature.
User avatar
Emily Martell
 
Posts: 3469
Joined: Sun Dec 03, 2006 7:41 am

Post » Wed Mar 30, 2011 11:43 am

As Thomas Kaira said

Do not use OBSE betas, that is in the read me, but I guess I need to repeat it a few times in the docs.

I have other mods that some players have said they get messages in the console.
I do not pay attention to the console, I do not use it to mod and I do not use it in game when I play. So as long as the game works I am not worried about it.

However I would bet that IF you used the last version 3.8 and did not have any issue and now with rev 4 your are having an issue then it is possible you did not load ALL the files as you should have.

There is a new mesh in the mod files of rev 4, if all you did was grab the rev 4 ESP file, then naturally you will have problems.

Hopefully that is not only the simple but also the right answer.
User avatar
Jack
 
Posts: 3483
Joined: Sat Oct 20, 2007 8:08 am

Post » Wed Mar 30, 2011 7:16 am

I will upload Rev 4.1

The only difference is that I changed my script from this:


;;;;;;;;; set the TotalScale based on race scale and edtor scale

if me.iscreature == 0
let RefRace := me.getrace
set PRace to getracescale RefRace
set TotalScale to ( PRace * me.getscale )
else
set TotalScale to me.getscale
endif



to this:


;;;;;;;;; set the TotalScale based on race scale and edtor scale

if totalscale == 0
if me.iscreature == 0
let RefRace := me.getrace
set PRace to getracescale RefRace
set TotalScale to ( PRace * me.getscale )
else
set TotalScale to me.getscale
endif
endif


That stop repeated iterations of a part of the script that needs not be repeated unless the actor changes size in the middle of combat. If this is ever a case
then let me know and I will include additional detections. But stopping this from repeating over and over may effect the issue with the console.
User avatar
Jeff Turner
 
Posts: 3458
Joined: Tue Sep 04, 2007 5:35 pm

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