Duke Patricks - Actors Can Miss Now BETA

Post » Wed Dec 01, 2010 9:54 am

Thanks for taking time away from your Oblivion play to help out.

I am trying hard to get my new Archery mod done as I want to get in some hours of playtime now as well.
Edit: (my Hammer-Blade test PC is halfway thru the DP training lessons and I want to finish this, and become and SCA Knight in the mod.)

Also thanks for shaming me into getting Tess4edit.
The learning curve was much easer than I thought it would be with that tool.


Well Addiktiv no longer mods Oblivion from what I understand - currently Arthmoor and Vorians are the two that tend after most UL issues on this forum.

Their thread: http://www.gamesas.com/bgsforums/index.php?showtopic=1060682&hl=unique+landscapes

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Captian Caveman
 
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Post » Wed Dec 01, 2010 11:37 am

Hey no probs there - no shaming though - I hope I don't do that.

Yeah I need to get back to the SCA camp and start that over.

Very much looking forward to the new archery mod.

Thanks Duke
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Mariaa EM.
 
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Post » Wed Dec 01, 2010 6:16 pm

Hey Duke-

I noticed on one of your nexus pages that you are recommended people use the mod SM_nopoisonlevitationeffects.esp from Supreme Magicka; however, you should know that this mod is no longer supported that the function of this has been integrated into the main Supreme Magicka esp and activated through this line in the SM ini:

set zzSMConfigurationQuest.bNoPoisonLevitationEffects to 1

the ini explains:
;Set to 1 to disable the casting graphics and sounds of these spells
;Disable only if you have swirling pink clouds or swirling green clounds
;constantly appearing in your game.
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Victoria Bartel
 
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Post » Wed Dec 01, 2010 4:48 pm

errr?

where is that, I need to delete that.
That is ancient history and no longer applies at all to my more recent mods.



Hey Duke-

I noticed on one of your nexus pages that you are recommended people use the mod SM_nopoisonlevitationeffects.esp from Supreme Magicka; however, you should know that this mod is no longer supported that the function of this has been integrated into the main Supreme Magicka esp and activated through this line in the SM ini:

set zzSMConfigurationQuest.bNoPoisonLevitationEffects to 1

the ini explains:
;Set to 1 to disable the casting graphics and sounds of these spells
;Disable only if you have swirling pink clouds or swirling green clounds
;constantly appearing in your game.

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Alexandra Louise Taylor
 
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Post » Wed Dec 01, 2010 7:12 pm

Well I saw it on the load order page on nexus.

Somewhere else too - I think - forgot. Sorry
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Connor Wing
 
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Post » Wed Dec 01, 2010 12:30 pm

Hey duke - question ...

Are http://i361.photobucket.com/albums/oo54/psymon11b/Tokens.jpg from one of your mods?

They just started appearing in the inventory of bandits and other rogues I kill.

Shield Controller
Sleeping Controller
Sneaking Controller

For some reason they are becoming visible and lootable in the game ... very expensive too!

If I take them out of the inventory then they get an ff FormID and I cannot tell what mod they are from. I wonder if FormID finder handles that?
Hmm I added VOILA maybe it is that mod.

thanks
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Mason Nevitt
 
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Post » Wed Dec 01, 2010 8:34 am

Nope, not my "stuff".

And remember any mod doing this (Effecting combat with quest scripts, tokens or game settings etcetera) will often conflict with my combat mods so let me know when/if you find out where this "stuff" is coming from. No "non combat" mod should be "secretly" changing combat without telling he player.

That is just rude.



Hey duke - question ...

Are http://i361.photobucket.com/albums/oo54/psymon11b/Tokens.jpg from one of your mods?

They just started appearing in the inventory of bandits and other rogues I kill.

Shield Controller
Sleeping Controller
Sneaking Controller

For some reason they are becoming visible and lootable in the game ... very expensive too!

If I take them out of the inventory then they get an ff FormID and I cannot tell what mod they are from. I wonder if FormID finder handles that?
Hmm I added VOILA maybe it is that mod.

thanks

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Lil'.KiiDD
 
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Post » Wed Dec 01, 2010 11:08 am

I think I never even noticed this new release, grabbing it now! :)
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Jessica Phoenix
 
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Post » Wed Dec 01, 2010 3:33 pm

Well good ... but damn where are they from???

anyone have any ideas how to identify the tokens without taking them out of inventory?

again they have formID of ff if I do and yet just going into console while also in inventory does not let me id them.

thanks
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Richus Dude
 
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Post » Wed Dec 01, 2010 8:43 am

Well good ... but damn where are they from???

anyone have any ideas how to identify the tokens without taking them out of inventory?

again they have formID of ff if I do and yet just going into console while also in inventory does not let me id them.

thanks
When selecting them in the console try typing "GetBaseObject", that'll report the formID of the base item.
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Nina Mccormick
 
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Post » Wed Dec 01, 2010 7:19 pm

When selecting them in the console try typing "GetBaseObject", that'll report the formID of the base item.
Hmm ... I don't recall getBaseObject echoing its result when called from the console. To my knowledge, only a very few OBSE functions do that. You'll usually have to assign the result to an appropriate variable to using set to get a look at it.
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joeK
 
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Post » Wed Dec 01, 2010 5:35 pm

Well it worked for my purposes.

I took the rings out of their inventory and threw them on the ground clicked on them with the ff FormID number then typed in 'GetBaseObject' and it gave me the mod in question.

Turns out it was Dungeon Actors Have Torches. Now I've had DAHT merged into another mod for ages and never had this issue - so I'm wondering what happened that suddenly these tokens were set to playable. I went in and reset them to not playable but all the dead NPC actors in that dungeon still had them (even the ones I did not take) visible.

Maybe I need to set them to something else - what I did was make their settings look like the tokens from another mod, so ..??? Need to test more.

thanks all.

==========

[edit] so I found out what caused this ... there is a new tweak in Wrye Bash - all clothes playable which makes token rings playable. Reported in Wry bash thread but thought I'd point it out here too as this is the place I first noticed it.
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Dylan Markese
 
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Post » Wed Dec 01, 2010 3:33 pm

I just had some odd issues with this mod. It seems like at some point it 'broke'. I first noticed it when running into some issues with Viconia and entering interiors. I had just exited Sercen and walked my way to the Imperial City Market District gate, and upon entrance to the district I CTD'd. Reloaded from Sercen and walked back to the same point, saved before the gate, entered, and CTD again. Tried this once more at the gate and CTD'd once more. Tried telling Viconia to wait outside the gate, entered, no CTD. So I figured some conflict between Viconia and another mod, disabled all mods but Viconia and a couple of others and reenabled, narrowed it down specifically to this mod. Now I experimented a little with what happened with this loaded: travel to other districts (Temple, Talos, Elven Gardens), all interiors, CTD. Travel to Vilverin and Sercen, and Open Cities Cheydinhal, all exteriors, and CTD. So I deactivated this and tried all of this again and no CTD. Now this got me wondering just what happened. I have ran this for a little while without any problems like this, and entering and exiting Sercen just a short while before didn't cause any problems. The problem seems to have occurred during my walk from Sercen to the Market district, and nothing was changed during this trip: no mods added or removed, no load order changes, no bashed patch rebuilding, nothing. So I made a clean save and then reactivated this in a new save and tried all of the same and no CTDs. Somewhere along the lines something broke, it seems... I still have the file with the 'broken' mod, if there's any debug info I can give you that would be useful.
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D LOpez
 
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Post » Wed Dec 01, 2010 4:50 pm

I can confirm the above. Whenever I attempt to fast travel, enter an interior or oblivion gate with a CM Partner, i get a CTD. Instructing the companion to stay beforehand allows me to avoid the CTD, but when I disable this mod, everything is fine. Hopefully this glitch can be solved because I really like this mod! cheers.
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Vincent Joe
 
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Post » Wed Dec 01, 2010 4:49 pm

I can also confirm problems in relation to companions.
In the Nexus thread for my companion Vilja, a player tells that when using Actors Can Miss Now, the game will crash whenever a companion (in this case Vilja or Neeshka) summons their horse. Removing Actors Can Miss Now also removes the problem.

(http://thenexusforums.com/index.php?s=&showtopic=172080&view=findpost&p=1550857
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Beth Belcher
 
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Post » Wed Dec 01, 2010 7:06 pm

mmmmm... curious have you tried using my companion friendship rings mod to exclude your companions from the mod effects?

(I think I included that feature in this mod.)

Get it here:

http://www.tesnexus.com/downloads/file.php?id=21594


Even if that works, I am still eager to find out why companions would not be compatible with the mod.

I will look at the script again tomorrow, as the mod script is TINY and should not have any issues like this.

You guys are using OBSE 18 right?


I can also confirm problems in relation to companions.
In the Nexus thread for my companion Vilja, a player tells that when using Actors Can Miss Now, the game will crash whenever a companion (in this case Vilja or Neeshka) summons their horse. Removing Actors Can Miss Now also removes the problem.

(http://thenexusforums.com/index.php?s=&showtopic=172080&view=findpost&p=1550857

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Chris Ellis
 
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Post » Wed Dec 01, 2010 7:01 pm

I downloaded the Friendship Ring mod and tested it a bit with both Viconia and CM Partners. Fast-travelling far and wide with Viconia, I was not able to replicate the crash...so Yahtzee on that one.

With CM PArtners, your Friendship Ring seems to works as intended; however, with Companion Master running, the crash happens only with Partners where horse support has been used. Apparently, Companion Master adds some kind of lingering effect after the fact the Friendship Ring does not mesh, but I only mention it in case someone else tosses this at you in the future.

Thanks again.
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Rachie Stout
 
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Post » Wed Dec 01, 2010 8:11 pm

Hey duke - question ...

Are http://i361.photobucket.com/albums/oo54/psymon11b/Tokens.jpg from one of your mods?

They just started appearing in the inventory of bandits and other rogues I kill.

Shield Controller
Sleeping Controller
Sneaking Controller

For some reason they are becoming visible and lootable in the game ... very expensive too!

If I take them out of the inventory then they get an ff FormID and I cannot tell what mod they are from. I wonder if FormID finder handles that?
Hmm I added VOILA maybe it is that mod.

thanks



Thank God, someone else is getting this!! They don't really cause me any problems, but I'm getting these tokens too... any ideas?
-Mcfinnie

edit: serves me right for not reading the whole thread... I'll disable the Wrye Bash all clothes playable, but I also get bash tokens that have nothing to do with the above as well...including when I "fry"someone with a shock spell, their inventory shows "fried" body parts that are lootable... weird... Thanks Psymon for the cause...
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Baylea Isaacs
 
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Post » Wed Dec 01, 2010 5:56 pm

Duke Patricks - Actors Can Miss Now New Rev 1.1

This is my first attempt to make this mod compatible with the Better Music System mod and other mods that use silent, invisible ghost creatures (to do "secret stuff" to the player) in their scripts.

Get it here:

http://www.tesnexus.com/downloads/file.php?id=17706
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Robert Devlin
 
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Post » Wed Dec 01, 2010 3:56 pm

I didn't know that they were not compatible.

The time when those invisible rats bug me the most is when I have detect life spell active and these globs of light run toward my feet.

How are they now compatible?

thanks Duke for these updates - once my vacation from playing Oblivion is over I will be putting them in forthwith.
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Mélida Brunet
 
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Post » Wed Dec 01, 2010 9:26 am

thanx for the update to of your musthave mods :)
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i grind hard
 
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Post » Wed Dec 01, 2010 6:49 pm

Duke Patricks - Actors Can Miss Now New Rev 2

Rev 2 Fixed a major issue where the arrows were being turned (angled ) but NOT the arrow flight path. Meaning the arrow would not miss but would just hit the player at an obtuse angle instead.


Get it here:

http://www.tesnexus.com/downloads/file.php?id=17706


BTW I also put up a micro update for my Combat Archery mod (Ver 2.2.1 now)
Version 2.2.1 Fixes a minor issue with the Breath Sway feature and reduces CPU usage by it's script when not needed.
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Hearts
 
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Post » Wed Dec 01, 2010 6:02 am

BIG THANX! :)
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SEXY QUEEN
 
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