Duke Patrick's Combat Magic II

Post » Wed Sep 01, 2010 2:04 pm

How does this mod deal with heavily scripted spells that combine effects. I'm very much thinking of Fearsome in this regard. Does it address the effects at the time they come into play or only by scanning what the player or NPC has available before it comes into active mode? (hope that question made sense).



It doesn't.
As I have stated in the past, It is impossible for any script/mod to read the logic of another mods script (that was previously unknown ) and reasonable deduce how to increase the "damage" that the other script is intended to do.



When should I be casting the fix fake magic spell? I don't see it in the readme at all yet it is in my spell book


If you have a magic item in your inventory that is called FAKE MAGIC then put it on the ground and cast the fix fake magic spell at it!
But in most case this is done automatic on the fly by the mod.
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Claudia Cook
 
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Post » Wed Sep 01, 2010 9:05 am

Cool to the options! Yay :tops:

Does point 2 here mean that one could have the OS and then be able to cast other magic offensively.




er... yes..

set to 1 and you will have the OS turn on whenever you block no matter if you have the combat magic kit equipped or not.
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Flash
 
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Post » Wed Sep 01, 2010 4:34 pm

Wish there could be a way to toggle the OS on or off then switch offensive capabilities, but this is good. Probably I will stick with only when the kit is active.



I tried to think of an quick easy way to do that but could not. If I use a "special toggle button" like SV I will have more issues with hot key mods, issues with compatibility and also have to include a way for player to set this to "any key they want". :dead:

Maybe something will come ot me latter. But I need to get to bed like now...
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Ana
 
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Post » Wed Sep 01, 2010 11:00 am

Actually looking at the ini again on this update I forgot the option to have the OS not work when using a shield. This is good now.

So setting that to be the case then setting the OS to work even with the kit not active means that if I don't have a shield (or blocking weapon or staff or holding a torch) then it will come up and I can still use other spells, If I do have a shield (or offhand thing) then stealth blocking is possible.

And use Enhanced Hotkeys to manage and it will be awesome!

fake magic items? Are they tokens or something? I haven't seen anything like that yet.

Then regarding the scripted effects - even though a scripted spell is initiated via a script it still might need to access the effects that may be normal/native - is there no way to intercept their expression?

[edit] I didn't test super thorough and this may be because of the use if Enhanced Hotkeys, but it there may be an issue with both of these settings and which has priority. Maybe I'm just tired (likely).
For certain I found that having the kit hotkeyed and then switching to another hotkey that is not an attack (a shield spell for instance) and I was able to block and get the OS but not cast the other spell (shield spell), but if I switch to an attack spell then it worked.

Need to test more, but now I'm tired and crashing.
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amhain
 
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Post » Thu Sep 02, 2010 1:12 am

And use Enhanced Hotkeys to manage and it will be awesome!


Careful now I did not recommend using hot-key mods, in fact it is likely that hot-key mods and this mod will be a little incompatible more or less! I just said that if he was using a hot key mod then that could be the reason for his issue. And then I suggested a possible work around. But from his response it would seem the work around will not ...er...work.

fake magic items? Are they tokens or something? I haven't seen anything like that yet.
Then regarding the scripted effects - even though a scripted spell is initiated via a script it still might need to access the effects that may be normal/native - is there no way to intercept their expression?



Any Reflect magic or Reflect damage magic item will be renamed to FAKE MAGIC and be reduced to a tiny fraction of its normal power. This is a DEEP name/effect change in the magic effects part of the CS not a dynamic change done on the fly with scripting. However I may ALSO do this in scripting to cover all basses and prevent "load order" conflict from killing the mechanics of this mod. The mod should see these "fake magic items" and automatically change them as I have said before. But if you happen to find one you can change it manually with the "fix fake magic" spell.

ANY scripted magic that has not been studied first and specifically targeted by ANY modder will be near impossible to alter properly and reliably because there is no way a script can use the same evaluation skills that a human can to understand how/which/when/why the script is "accessing the effects that may be normal/native". Magic is some of the most complicated scripting there is in this game. For example I have a spell that actually has NO scripts at all and no effects on at all. The spell is used to "mark" an NPC as having the OS up. I use to do this with factions but whipping actors in and out of factions has undesirable side effects sometimes.

Now if the scripted magic spell CASTS another spell (vanilla spell or a non scripted spell) then yes this would be changed properly because the vanilla or non scripted spell would have been changed.
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Fiori Pra
 
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Post » Wed Sep 01, 2010 4:57 pm

After more thought on this I still have no way for the player to toggle the Omni shield into the READY and NOT READY state except for a hot key like SV does or in the menu or INI file as this mod does already. I guess I will try to put in a hot-key that can be assigned by the player in the INI but this is against my better judgment and I may regret doing this...

BTW has anyone any info they can tell me about OBSE 19 arrays ctd issues? I have not noticed this myself but I thought I read on the forum here someplace that was happing?
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Lizs
 
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Post » Wed Sep 01, 2010 7:06 pm

In an hour a new update Esp 4p6 with a new INI file will be uploaded.

Set OSTogState to 1 if you want to use a toggle key to toggle the Omni Shield awake or asleep.
Default is 0

set OSTogKey in the INI file to the toggle the key you want to use. Default is 209 which is the PageDown Key.
See link below for the DEC code to assign OSTogKey to other keys.

http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed3
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Josee Leach
 
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Post » Wed Sep 01, 2010 10:47 pm

Most mods that ask you to assign a hotkey give http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed in their readme.

As soon as I'm done testing figuring http://www.gamesas.com/index.php?/topic/1120085-need-gameplay-opinions-for-my-mod/page__view__findpost__p__16690881 I will be back to this. Hopefully these two mods are not at odds with each other. (this is a least favorite part of having large load orders - conflict searching and testing).
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Lizs
 
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Post » Wed Sep 01, 2010 10:48 am

Thanks but that list in your link is wrong!
I am using IsKeyPressed3 not IsKeyPressed (uses a different code set)
However your fundamental suggestion was good so I change the read me to a link instead. Thanks!

But be careful when setting your hot keys mods not to get the lists confused and try to assign the wrong number depending on what command the modder used in the mod you are using.

clear as mud?
Most mods that ask you to assign a hotkey give http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed in their readme.

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Charleigh Anderson
 
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Post » Thu Sep 02, 2010 12:18 am

Oh well not really, but Enhanced Hotkeys and most hotkeys mods don't assign keys via an ini they do it by assigning what is in your inventory in-game.

I, of course, am blissfully ignorant of the difference between IsKeyPressed and IsKeyPressed3.

Enhanced Hotkeys is a great mod by NiceOne - I cannot think of a better hotkey mod at this time. Worth checking out.

Your mod is not what is conflicting with the other mod I linked to above.
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c.o.s.m.o
 
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Post » Wed Sep 01, 2010 12:47 pm

Issue with other mod resolved - back to this.

I set the key to 49 (the letter 'B') because it would be easier on my hands to manage than page up or down (which is also used by streamline).

But it did not work. I did get the initial message that it would have to be set, but after it was set it didn't seem to work. I had set it so that it would not work if I had a shield but that it would work if another spell was active.

I was looking at the behavior of the hotkeys with this - it seems that if combat magic is set as active then you use a hotkey to switch to another key then it is the other spell that would not work until entering the spell menu then back out again.

I'd bet NiceOne would help with this if asked nicely.
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Marcia Renton
 
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Post » Wed Sep 01, 2010 5:22 pm

:nope:
See, I knew that was going to happen.

48 is B

not 49, (49 is N).


You are one of the most informed and smartest players I know, so this proves either I should not put this feature in my mod as my gut told me or at least I do need to put the code sets in my read me file.

Even with it in my read me I know this is going to end up in a lot of "butt pain" for me.

The correct wiki page: http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed3

Hex Dec Button
0x01 1 Escape
0x02 2 1
0x03 3 2
0x04 4 3
0x05 5 4
0x06 6 5
0x07 7 6
0x08 8 7
0x09 9 8
0x0A 10 9
0x0B 11 0
0x0C 12 Minus
0x0D 13 Equals
0x0E 14 Backspace
0x0F 15 Tab
0x10 16 Q
0x11 17 W
0x12 18 E
0x13 19 R
0x14 20 T
0x15 21 Y
0x16 22 U
0x17 23 I
0x18 24 O
0x19 25 P
0x1A 26 Left Bracket
0x1B 27 Right Bracket
0x1C 28 Enter
0x1D 29 Left Control
0x1E 30 A
0x1F 31 S
0x20 32 D
0x21 33 F
0x22 34 G
0x23 35 H
0x24 36 J
0x25 37 K
0x26 38 L
0x27 39 Semicolon
0x28 40 Apostrophe
0x29 41 ~ (Console)
0x2A 42 Left Shift
0x2B 43 Back Slash
0x2C 44 Z
0x2D 45 X
0x2E 46 C
0x2F 47 V

0x30 48 B

0x31 49 N
0x32 50 M
0x33 51 Comma
0x34 52 Period
0x35 53 Forward Slash
0x36 54 Right Shift
0x37 55 NUM*
0x38 56 Left Alt
0x39 57 Spacebar
0x3A 58 Caps Lock
0x3B 59 F1
0x3C 60 F2
0x3D 61 F3
0x3E 62 F4
0x3F 63 F5
0x40 64 F6
0x41 65 F7
0x42 66 F8
0x43 67 F9
0x44 68 F10
0x45 69 Num Lock
0x46 70 Scroll Lock
0x47 71 NUM7
0x48 72 NUM8
0x49 73 NUM9
0x4A 74 NUM-
0x4B 75 NUM4
0x4C 76 NUM5
0x4D 77 NUM6
0x4E 78 NUM+
0x4F 79 NUM1
0x50 80 NUM2
0x51 81 NUM3
0x52 82 NUM0
0x53 83 NUM.
0x57 87 F11
0x58 88 F12
0x9C 156 NUM Enter
0x9D 157 Right Control
0xB5 181 NUM/
0xB8 184 Right Alt
0xC7 199 Home
0xC8 200 Up Arrow
0xC9 201 PgUp
0xCB 203 Left Arrow
0xCD 205 Right Arrow
0xCF 207 End
0xD0 208 Down Arrow
0xD1 209 PgDown
0xD2 210 Insert
0xD3 211 Delete
0x100 256 Left Mouse Button
0x101 257 Right Mouse Button
0x102 258 Middle/Wheel Mouse Button
0x103 259 Mouse Button 3
0x104 260 Mouse Button 4
0x105 261 Mouse Button 5
0x106 262 Mouse Button 6
0x107 263 Mouse Button 7
0x108 264 Mouse Wheel Up
0x109 265 Mouse Wheel Down




Issue with other mod resolved - back to this.

I set the key to 49 (the letter 'B') because it would be easier on my hands to manage than page up or down (which is also used by streamline).

But it did not work.

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Clea Jamerson
 
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Post » Wed Sep 01, 2010 8:53 pm

I have no idea what you are saying in here. When you say "then you use a hot-key to switch to another key" do you actually mean "switch to another spell"?

As I said Hot key mods may not work well with this mod if the hot key mod you use does not allow my mod to detect the spell change before you cast the new chosen spell.

My mod checks to see if you have the Combat Magic Kit equipped, if so the cast button is disabled. Then my mod monitors your cast button to see when you press the cast button to fire spells. This MUST be done this way in order to make the POWER UP mechanics work.

Now as far as I can see it, if you change your spell selection FROM combat magic kit to another spell outside of the menu and then try to cast the spell BEFORE my mod has time to see that the spell is no longer the Combat Magic kit then yes the cast button would still be disabled and the spell casting would not work.

I will look at my script to see if I can put in a second layer of detection to try to overcome this issue with hot keys mods....



it seems that if combat magic is set as active then you use a hotkey to switch to another key then it is the other spell that would not work until entering the spell menu then back out again.

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Grace Francis
 
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Post » Wed Sep 01, 2010 2:28 pm

I have no idea what you are saying in here. When you say "then you use a hot-key to switch to another key" do you actually mean "switch to another spell"?

As I said Hot key mods may not work well with this mod if the hot key mod you use does not allow my mod to detect the spell change before you cats the new chosen spell, explained here (getting the link now I will be back to edit this).

yeah that is what I meant - switch to another spell - what I get for posting right before leaving for work.

Well I advocate for mods to work together (so I can use them together) and I know TNO has worked with other modders (such as you) in the past so I'm pleading with him to look at how to get them to work together.

I'm sure there are those that do not use hotkey mods, but it seems most do and that is the current hot topic.

As for Iskeypressed3 versus the other one I linked - I told you I didn't know the difference - most direct to the link I gave. Many many mods out there allow you to assign an activator key and that is the only link I've seen for most of them. But now I know there is a different assignment, I don't understand it, but I know it. Yeah it was assigned to N.
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nath
 
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Post » Wed Sep 01, 2010 2:16 pm

Yes, I always know that if I as a modder (with very limited programming savy) have some difficulty with the use of a command or OBSE feature then hundreds of players will as well. This is why I try not to use any code that I do not understand. This is also why you do not see me use many of possible third party tools/plug ins to do things I would love to do in my mods such as better melee locational damage or screen effects or HUD effects.

But unfortunately I have been forced to do so with arrays. This scares me as I am expecting this to bite me in the butt latter if I do not soon "grok" the array commands better.


The Iskeypressed3 and the other types of key monitoring commands are using different "ways" to monitor the keys. That is why it is different code sets (why 49 in N instead of B ).

The OBSE team could have hid this by internally translating the difference (have OBSE read 49 and know you mean 48 ) as the code set you had linked to was the original one used. So of course most players will try to do exactly what you did. Knowing this I would like to have seen them use the same code set for all the other commands they make for monitoring keys by having OBSE understand that when 49 is used it always means b.

But maybe because they are using their own free time to make OBSE and they decided their time was better spent on other OBSE things rather than making something that worked "easer" for the slow ones.... I guess I do the same thing, if a player is too lazy to read my read me file for my zip package password I would rather they passed on my mods anyway.

So I guess I cannot fault them for this but it is a pain when allowing players to assign keys.

I will edit the wiki page to warn players of this. That should help a lot.

EDIT: well the page you linked

http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed

did have this warning already:
Deprecated from OBSE v0013: replaced by IsKeyPressed3 which uses the DX scan codes like the other input functions.

presumably telling players and modder NOT TO USE THIS COMMAND anymore, and all the new key monitoring commands do use the same Key IDs.
But I may still put additional warning in anyway.



But now I know there is a different assignment, I don't understand it, but I know it. Yeah it was assigned to N.

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Amie Mccubbing
 
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Post » Wed Sep 01, 2010 11:26 am

As I said Hot key mods may not work well with this mod if the hot key mod you use does not allow my mod to detect the spell change before you cast the new chosen spell.
Enhanced Hotkeys as a setting for purposes like this:
; Debug settings for magic mod compatibility. Set delay (in frames) before/after casting spellset tnoEH.preCastDelay to 0set tnoEH.postCastDelay to 0
Those two sets additional delay in number of frames, that EH will keep the spell active before/after casting it. If your mod needs the spell to be active at least 2-3 frames before it is being cast in order to be sure that you detect it right, set tnoEH.preCastDelay to a slightly higher number, and you should be guaranteed that they work fine together.

My mod checks to see if you have the Combat Magic Kit equipped, if so the cast button is disabled. Then my mod monitors your cast button to see when you press the cast button to fire spells. This MUST be done this way in order to make the POWER UP mechanics work.
This seems like it makes it incompatible with any EH autocast hotkeys while the Combat Magic Kit is equipped since they tap the cast key to fire the spells, but that must be tested. But it should work well enough to hotkey the Combat Magic Kit itself in order to equip it with a hotkey...

Now as far as I can see it, if you change your spell selection FROM combat magic kit to another spell outside of the menu and then try to cast the spell BEFORE my mod has time to see that the spell is no longer the Combat Magic kit then yes the cast button would still be disabled and the spell casting would not work.
...but setting EH's preCastDelay may be enough to make it work.


As for GetKeyPress versus the other one I linked - I told you I didn't know the difference - most direct to the link I gave. Many many mods out there allow you to assign an activator key and that is the only link I've seen for most of them. But now I know there is a different assignment, I don't understand it, but I know it. Yeah it was assigned to N.
If you look at the CS Wiki page for IsKeyPressed, you'll see that it became deprecated from OBSE v0013. Almost all newer mods use one/more of the Iskeypressed2, Iskeypressed3, OnKeyDown and GetKeyPress functions instead of the old IsKeyPressed, and all those newer functions use the dx scancodes, which is what Duke Patrick uses too.

...and the same is true for all the other OBSE key functions as well, like DisableKey, TapKey or HoldKey (and maybe some more, I'm writing from memory). IsKeyPressed is the single, unfortunate exception, that is deprecated, but cannot be completely removed due to older mods.


The Iskeypressed3 and the other types of key monitoring commands are using different "ways" to monitor the keys. That is why it is different code sets (why 49 in N instead of B ).
I do not understand why the OBSE guys did not some how HIDE this by internally translating the difference (have OBSE read 49 and know you mean 48 ) as the code set you had linked to was the original one used. So of course most players will try to do exactly what you did.

Knowing this I would like to have seen them use the same code set for all the other commands they make for monitoring keys by having OBSE understand that when 49 is used it always means b.
As written above, all except the deprecated Iskeypressed use the same set, so there is a true standard and you should only see old mods linking to the deprecated page.
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Sophh
 
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Post » Wed Sep 01, 2010 10:07 pm

Enhanced Hotkeys as a setting for purposes like this:
; Debug settings for magic mod compatibility. Set delay (in frames) before/after casting spellset tnoEH.preCastDelay to 0set tnoEH.postCastDelay to 0
Those two sets additional delay in number of frames, that EH will keep the spell active before/after casting it. If your mod needs the spell to be active at least 2-3 frames before it is being cast in order to be sure that you detect it right, set tnoEH.preCastDelay to a slightly higher number, and you should be guaranteed that they work fine together.

I will be glad to test this soon as I have both mods installed and ready to go.

Duke - what do your recommend as settings? I'll try 4. Worth a shot.

The issue though is that when switching from Combat Magic to another spell the switch does not work. You see the new spell equipped, but now activity when cast.

And ok - I get it - I'm woefully misinformed about key assignments in OBSE. :bonk:
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X(S.a.R.a.H)X
 
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Post » Wed Sep 01, 2010 8:47 pm

VERY COOL! Thanks TheNiceOne and Psymon. I admit I am still not yet getting what you guys are talking about but that is because I do not use any hot keys at all. Not even the Vanilla ones. (I hate hot keys, too much like using a paddle...errr... I mean controller from a console game...) :yuck:

Let my know how it goes as soon as you can OK Psymon.

SET TO 6 not 4!

I will be glad to test this soon as I have both mods installed and ready to go.
Duke - what do your recommend as settings? I'll try 4. Worth a shot.




Er... mmm... then TheNiceOne's suggestion may not work, please try it however. I will go look at my script now as well.

The issue though is that when switching from Combat Magic to another spell the switch does not work. You see the new spell equipped, but now activity when cast.

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Eduardo Rosas
 
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Post » Wed Sep 01, 2010 11:34 pm

unfortunately no it does not. At 6 that is.

Perhaps adjusting the precast so that it effects the new spell?

I can use hotkeys to switch to another spell and back to Combat Magic and Combat Magic will work when switching back. But to get another spell to work I have open the spell book/menu and close it then the newly active spell will work.
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Marcus Jordan
 
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Post » Wed Sep 01, 2010 9:39 pm

Looking at my script:


set fquestdelaytime to .005

;;;;;Disable and enable controls

if GetPlayerSpell == aadpCombatMagicSpl || GetPlayerSpell == aadpPlasmaBall || GetPlayerSpell == aadpPlasmabolt || GetPlayerSpell == aadpPlasmaTouch

if IsControlDisabled 7 == 0
DisableControl 7
set CMControlMute to 1
endif

else

if CMControlMute == 1
enableControl 7
set CMControlMute to 0
endif

endif


My system is very simple, the only way I can see that the hot key mod would disrupt this system is if it tried to cast right after (in the same frame) switching the spell or in less then 6 frames after switching the spell.

Try 9 frames and see it that works.

Bed time, I will try to think about this more as I get to sleep.



unfortunately no it does not. At 6 that is.
Perhaps adjusting the precast so that it effects the new spell?
I can use hotkeys to switch to another spell and back to Combat Magic and Combat Magic will work when switching back. But to get another spell to work I have open the spell book/menu and close it then the newly active spell will work.

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Kaylee Campbell
 
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Post » Wed Sep 01, 2010 2:29 pm

Well I'm not trying to cast I switch wait a few seconds - even tested by waiting like a minute then cast.

Enhanced Hotkeys does have an autocast key function, but I've not set one up with this character/load order and never used it with this mod installed as well.

EH also has hotkey cyclers (tapping the key to cycle through a list) but the character has only 4 spells so not even doing that - one spell per key and Combat Magic Kit has its own all to itself hotkey.

I hope something can be worked out. I'm eager to get back in there and fight more with this.
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sophie
 
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Post » Wed Sep 01, 2010 9:54 am

It really svcks eggs that I cannot detect when activators cast a spell in the player's cell, thus allowing things like fire balls cast from magic alters go right there the Omni Shield!

So until a better way comes along this is what I am going to do:

Each time you stop and start your OS the script will assume a new spell has been cast in the cell. So if you see a fire Ball coming at you cast from an alter or any other activator quickly lower and then raise your OS so the OS will have a chance to block it.

This will be in the next Alpha REV. And I may raise the cost of the Omni Shield blocking just a little so that you are forced to lower it sometimes to do a fast regenerate of Magicka.
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matt
 
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Post » Thu Sep 02, 2010 12:01 am

Each time you stop and start your OS the script will assume a new spell has been cast in the cell. So if you see a fire Ball coming at you cast from an alter or any other activator quickly lower and then raise your OS so the OS will have a chance to block it.

This will be in the next Alpha REV. And I may raise the cost of the Omni Shield blocking just a little so that you are forced to lower it sometimes to do a fast regenerate of Magicka.

I don't understand why spells need to be cast from altars? Weird. I'd prefer opening my spell book to watching for fireballs from things in a new cell.

Perhaps this is a good idea for a new feature of OBSE?

Even though my character is a Atronach (with super slow magicka regeneration) I still use the fast magicka regeneration from this mod. It is only in effect when this is the active spell. At first I thought overpowered but mostly it effects the use of this. Does the fast regen work off the characters settings (maybe mutliplying them) or does it work on its own formula without reference to the charcter's stats?

I was in a goblin cave tonight with the mission to kill the shaman and take his staff (windfall mission) - so a lot of slow creeping and sniping with a bow. I was certain that I was 100% undetected ... Killed the shaman twice then killed myself by a goblin warlord that came next - on third reload I shot the goblin with an arrow (again undetected) and it bounced off his OS ...???? He was just standing there and the shield was not visible until hit. Then he turned it on and ran around looking for my character.

I know there is a thing about Oblivion that unless you fully exit the game scripts can still be left running and I think this is the case with this.
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BRAD MONTGOMERY
 
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Post » Wed Sep 01, 2010 2:41 pm

Well I'm not trying to cast I switch wait a few seconds - even tested by waiting like a minute then cast.

Enhanced Hotkeys does have an autocast key function, but I've not set one up with this character/load order and never used it with this mod installed as well.
OK, I thought you were talking about detecting the changed spell in the short time between activating and autcasting, which the delay settings are for - they do nothing when you don't auto cast the spell, as there's no need for any delay.

When activating a spell through a hotkey, the spell gets active just as if you selected it from the magic menu, and GetPlayerSpell (as Duke Patrick's mod uses) does indeed detect the new active spell. So since the code he posted doesn't seem to detect it, there must be something else wrong, like that code snippet not being called regularly from GameMode or something similar, because I am 100% sure that GetPlayerSpell detects the right spell after hotkey activation.
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ShOrty
 
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Post » Wed Sep 01, 2010 2:40 pm

I placed a duplicate of the script I posted in its own quest running at maximum speed (.001).
As it is only about 11 lines of code this should not be any trouble for the CPU and it will then run the GetPlayerSpell check is once every frame.
I set the priority of the quest at 0 so if the hot-key quest is set at a lower priority (higher number like 70 ) hopefully my quest will run before the hot key quest each frame (that is how it works right TheNiceOne ?)

This will be in the next alpha update I will upload it sometime tonight.

I have noticed that the OS feels overpowered as a feature when it is NOT used in combination with the Combat Magic spell set. I was able to hold off several Vampires at once from my Nosferatu mod without a lot of trouble and then throw holy water and other vampire specific magic attacks at them with almost no fear. I am worried about allowing the player to use the OS by itself and not restrict it to the combat magic kit.

How do others feel about this? I guess I could leave in the ini choice for this, but I am also concerned about the player getting confused as to why the OS is not working sometimes. As it is now with all the INI choices for the OS the is a lot of combinations that would turn off the OS leaving the player to think the OS script is not working.

Some of the reasons the OS may not trigger when you press your block button:

You did not set it awake with your toggle key (if turn on the toggle option in the ini file .)
You are not assigning the right KEY to the Toggle button.
There is a conflicting mod (such as a Hot Key or keyboard mod) that interferes with the hot key button you selected for the toggle.
You did not select the Combat Magic Kit. (if turn on this option in the ini file .)
Your PC is not performing a block animation (for many reasons such as being paralyzed or not being in the defense "alert" state for combat).
Your PC is in the tale end of an attack animation, the attack looks like it is over to the player but the game still considers your PC to be attacking.
You are out of Magicka.
You are currently being silenced.
You are using a physical shield (if turn on the this option in the ini file .)

I am predicting I will be getting a lot player questions/posts saying the OS mod is buggy, the same way I get a lot of players confused about the Arrow case in my Archery mod.
I feel like it would be better to just limit it to how I had it before where it would only work as part of the Combat magic kit.

What say you guys?

Maybe when you first get the OS it is set to only work with the Combat Magic Kit, then after you "advance" in your combat magic skill you then can use it outside of the combat magic kit. Kind of a "upgrade" thing. By then the player has used the OS as it was intended to be used enough to know the mod intentions.


Edit: I found a "test" script in the mod that was suppose to be removed already but I forgot about it. It was to give weight to spells so that they would drop down like an arrow. You may have noticed some spells dropping out of the air. This will be removed for the next Alpha's latter tonight. A few other unnoticeable but serious bugs fixed as well.



OK, I thought you were talking about detecting the changed spell in the short time between activating and autcasting, which the delay settings are for - they do nothing when you don't auto cast the spell, as there's no need for any delay.

When activating a spell through a hotkey, the spell gets active just as if you selected it from the magic menu, and GetPlayerSpell (as Duke Patrick's mod uses) does indeed detect the new active spell. So since the code he posted doesn't seem to detect it, there must be something else wrong, like that code snippet not being called regularly from GameMode or something similar, because I am 100% sure that GetPlayerSpell detects the right spell after hotkey activation.

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Dona BlackHeart
 
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