Duke Patricks - Actors Can Miss Now BETA

Post » Wed Dec 01, 2010 9:26 am

Duke Patricks - Actors Can Miss Now BETA

OBSE 18 or better needed.

Actors will sometimes MISS you when they fire arrows or spells at you!


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


Thanks to the newer OBSE versions I can do this now WITHOUT USING AN INVISIBLE LIVING DECOY as I have done in my previous mods! This will be a much cleaner, less CPU intense and a more reliable system now that I do not need to use the decoy!


This replaces the OLDER mod "Duke Patricks NPC MAGIC and Arrows Can Miss Now"

DO NOT LOAD BOTH THIS MOD WITH THE OLDER MOD!
Only use the Actors Can Miss Now mod.


If you had any rev of Duke Patricks NPC MAGIC and Arrows Can Miss Now installed before then you MUST
DO A CLEAN INSTALL of this mod!

There is a player adjustment that can be set to your level of NPC fumbling their arrow shots taste.

Player adjustment is set in the console by typing

Set DPMissMod to ??

?? is a number from -100 to 100

LARGER positive DPMissMod numbers like 50 mean the NPC will miss a great deal of the time.

Default is 0

But keep in mind that there are other factors involved in the NPC missing a shot not just the player adjustment shown above such as range, the NPC marksmanship, agility, Luck and both their movement and their targets movement! So if you keep moving around the NPC will have a much hard time to hit you!



REQUIREMENTS
------------------------

Companions may conflict with this mod.Use Duke Patricks - Friendship Ring For Companion Detection if you have companions: http://www.tesnexus.com/downloads/file.php?id=21594


OBSE 18 or better needed.


I also strongly suggest you also use my Duke Patrick�s Near Miss Arrow Shot Alerts The Targets mod.

Get it here:

http://www.tesnexus.com/downloads/file.php?id=16150


Load order should be of no importance on this mod, and you will NOT need a script silencer either for this mod!
This is in no small part thanks to the new OBSE!




Legal
.................
I worked very hard on this mod. But this mod is a product more of creativity, sweat and tears than script writing talent.

DO NOT distribute THIS MOD! You should only find this mod distributed from TesNexus! If any other web site is distributing this work they are doing so illegitimately.

you may use my scripts and my other resources for making a mod only as long as it has nothing to do with actors missing their shots! I.E do not make a disguised knock off!

And you must credit me fully and include my "legal" as shown above.





THANKS TO
-----------------

The OBSE team
and...

All the people that write the Wiki

Last but not least of course Bethesda for allowing all of us to shape and personalize our own virtual playgrounds! Please

For the most advanced SCA combat with sword and shield:
http://www.spookyfx.com/book/tromp.html






What follows is OLD and OBSOLETE readme info. This is ONLY HERE FOR HISTORICAL RECORD PURPOSES! DO NOT USE ANY OF THE INFORMATION BELOW!


I have been asked by a few players about making the NPC miss shots.

I once thought this is very unnecessary as the NPC already are very dumb fighters with a slow rate of fire and many other disadvantages to their ability to fight compared to the player. The reason my SCA ARCHERY COMBAT mod was created in the first place was because the NPC were too easy to kill when using bows with high damage such as is in my SCA combat mod!

However....

I had been thinking about this, I still do not believe it is necessary, but I am intrigue by the challenge of getting this to work. As far as I know we do not have the CS or script tools necessary to alter the targeting AI in the game. So it would seem this is an impossible request at first consideration. This is probably why it has never been done before at least as far as everyone on the forums is concerned. That is what I must infer anyway as this has been requested by players on the forums and nobody had any mods they knew of that would do this. I was able to do it with some very obtuse thinking...

Unfortunately for me that is what fascinated me about this, I could not get it out of my head (how could I do this if s wanted to do it.) Well it came to me while I was in another sleepy haze from only getting 3 hours of sleep on a weekend.

(I could insert a clich? about mountains and Mohammad here, but I will not)

I realized that if you cannot make the NPC shoot at the target with less accuracy, then just covertly and momentarily change their target to something very near the player but NOT the player! I based the chance of this happening on the NPC marksmanship level, range and some other lesser factors.


There is a player adjustment that can be set to your level of NPC fumbling their arrow shots taste.

Player adjustment is set in the console by typing

Set aaDPArrowMiss to ??

?? is a number from 1 to 200

Smaller aaDPArrowMiss numbers like 5 mean the NPC will miss a great deal of the time.

Default is 100 which makes them miss about 10 percent of the time as is the case for many players that are good with a bow.


But keep in mind that there are other factors involved in the NPC missing a shot not just the player adjustment shown above. NPC Marksmanship and range play the biggest part of the calcs. At close range they will not miss no matter what you set the player adjustment to.

It may have a strange issues such as a ghost like creature may appear when you are shot with an AOE spell. This is the Decoy that draws arrow fire away from you in the game. But this issue will not effect your game otherwise.
And I am NOT really into tweaking this svcker till the cows come home.
I just want it to work well enough for those few people that wanted it to be happy.

Normally I would not have done this for just a hand full of people that may use this mod. Not that even a few players wants are of no importance, its just that if I did that kind of thing I would never see daylight) but this one was a very interesting MOD to conquer!

And I have changed my mind, I now feel this is an important mod to use.

User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Wed Dec 01, 2010 2:47 pm

Well, this is cool! I'll tell you what it is exactly that bothers me about infallible enemy archers: They make me feel like an idiot! :P All that time training and practicing, and I still can't hit a running target to save my life (literally), while these yahoos living in a campsite outside of a ruin can leap up and plug me to their hearts' content. Makes me constantly think that I'm training with the wrong people!

I am downloading this and will see what it does for my confidence in my trainers.

Thanks.

gothemasticator
User avatar
Fanny Rouyé
 
Posts: 3316
Joined: Sun Mar 25, 2007 9:47 am

Post » Wed Dec 01, 2010 8:55 am

brilliant, thanx for the update of a musthave mod :)
User avatar
sarah taylor
 
Posts: 3490
Joined: Thu Nov 16, 2006 3:36 pm

Post » Wed Dec 01, 2010 3:47 am

Thanks for this wonderful mod.
User avatar
Jessie Rae Brouillette
 
Posts: 3469
Joined: Mon Dec 11, 2006 9:50 am

Post » Wed Dec 01, 2010 3:03 am

Ditto the above!

A quick thought...is there a way to use the same concepts here to design a mod to limit friendly-fire? I use Basic Combat Geometry along with an enhanced damage mod (Kuertee's) to try and make combat a little more interesting; however, I seem to get shot in the back more by companions than enemies.
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Wed Dec 01, 2010 2:03 am

It's great to see you back.

Downloaded both new mods.

You might want to change the description on the Nexus for the Duke Patrick's Near Miss Arrow Shot Alerts The Targets mod.

It reads:

This mod is no longer available as an individual mod.
This and other Duke Patrick Combat mods will be merged and then uploaded as one SCA Combat Overhaul mod.
This could take a week or longer to do.
When this is done you can get the file here on TesNexus.
Final Version (see above) will be offered "As Is" no support or additional updating for the foreseeable future.
User avatar
Anna S
 
Posts: 3408
Joined: Thu Apr 19, 2007 2:13 am

Post » Wed Dec 01, 2010 4:21 am

I already have done that!

However it is in a beta form as a small part of my Hammer-blade mod.

The SCA archers in that mod are so powerful (because of thier MuMetal Arrows) that I had to try to conquer this issue for that mod.

I had planned to make a separate mod based on the AI and scripts I designed for Hammer-Blade (to help prevent Archer from shooting their friends in the back) after I got some feedback on it in that mod. So far I have not had any. (Not that I am complaining as you should NOT be getting into a fight with the SCA members/archers anyway!) I am playing my Hammer-blade mod in short sessions while working/testing my WIP mods. Once I get to be an SCA Knight in my game I will make this "Duke Patrick's Don't shoot me Bro" mod.

See it here:

http://www.tesnexus.com/downloads/file.php?id=27949


Ditto the above!

A quick thought...is there a way to use the same concepts here to design a mod to limit friendly-fire? I use Basic Combat Geometry along with an enhanced damage mod (Kuertee's) to try and make combat a little more interesting; however, I seem to get shot in the back more by companions than enemies.

User avatar
Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm

Post » Wed Dec 01, 2010 5:21 am

I would have loved to use this mod, but it seems to cause random CTD's for me. Here is my load order if you want to look into it.



Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.7]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  TamrielTravellers.esm  [Version 1.39c]07  FCOM_Convergence.esm  [Version 0.9.9MB3]08  HorseCombatMaster.esm09  Unofficial Oblivion Patch.esp  [Version 3.2.0]0A  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0B  Oblivion Citadel Door Fix.esp0C  DLCShiveringIsles.esp0D  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0E  Francesco's Optional Chance of Stronger Bosses.esp0F  Francesco's Optional Chance of Stronger Enemies.esp10  Francesco's Optional Chance of More Enemies.esp11  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]12  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]13  All Natural - Real Lights.esp  [Version 0.9.7]14  All Natural.esp  [Version 0.9.7]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]15  Player Hunters Fame and Infamy - Normal.esp16  Living Economy.esp17  Living Economy - Items.esp18  Rope Ladders v1.esp19  ExnemRuneskulls.esp1A  Oblivion WarCry EV.esp1B  FCOM_WarCry.esp  [Version 0.9.9MB3]1C  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]1D  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]1E  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]1F  FCOM_RealSwords.esp  [Version 0.9.9]20  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]21  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Blood.esp  [Version 3.7b3p3]22  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]23  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]24  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]25  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  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 1.39c]26  TamrielTravellers.esp  [Version 1.39c]++  TamrielTravellersFactionAll.esp  [Version 1.39c]27  TamrielTravellersItemsnpc.esp  [Version 1.39c]28  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]29  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  MMM Pelt Extension.esp2A  OOO-WaterFish.esp  [Version 1.34]2B  Kragenir's Death Quest.esp2C  KDQ - Rural Line Additions.esp2D  Kragenirs_WhiteStallion_Compat.esp2E  GlenvarCastle.esp2F  KragenirsDeathQuest-LetThePeopleDrink patch.esp30  HoarfrostCastle.esp31  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]32  xuldarkforest.esp  [Version 1.0.3]33  xulStendarrValley.esp  [Version 1.2.1]34  xulTheHeath.esp35  XulEntiusGorge.esp36  xulFallenleafEverglade.esp  [Version 1.3.1]37  xulColovianHighlands_EV.esp  [Version 1.2]38  xulChorrolHinterland.esp  [Version 1.2.2]39  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]3A  KragenirsDeathQuest-LostCoast patch.esp3B  xulBravilBarrowfields.esp  [Version 1.3.2]3C  xulLushWoodlands.esp  [Version 1.3]3D  xulAncientYews.esp  [Version 1.4.1]3E  xulAncientRedwoods.esp  [Version 1.6]3F  xulCloudtopMountains.esp  [Version 1.0.1]40  KragenirsDeathQuest-CloudtopMountains patch.esp41  xulArriusCreek.esp  [Version 1.1.2]42  xulPatch_AY_AC.esp  [Version 1.1]43  xulRollingHills_EV.esp  [Version 1.3.2]44  KragenirsDeathQuest-RollingHills patch.esp45  xulPantherRiver.esp46  xulRiverEthe.esp  [Version 1.0.1]47  xulBrenaRiverRavine.esp  [Version 1.0.2]48  xulImperialIsle.esp  [Version 1.6.3]49  xulBlackwoodForest.esp4A  xulCheydinhalFalls.esp  [Version 1.0]4B  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]4C  GP_Lockpicks.esp  [Version 1.5]4D  P1DkeyChain.esp  [Version 5.00]4E  Alternative Start by Robert Evrae.esp4F  ConduitMagic.esp50  Disenchant.esp51  EnchantmentMastery.esp52  MidasSpells.esp53  Lightweight Potions.esp  [Version 1.1]54  StealthOverhaul.esp55  Stealth Entrances v1.esp56  RenGuardOverhaul.esp57  RenGuardOverhaulShiveringIsles.esp58  Denock Arrows.esp59  Deadly Reflex 5 - Timed Block and 250% damage.esp5A  DeadlyReflex 5 - Combat Moves.esp++  SM_DeadlyReflex.esp  [Version 0.86]++  OOO-Level_Stock.esp  [Version 1.33]++  Level_Rates_Modified_x3.esp5B  FastTravelAllowed.esp5C  bgBalancingEVCore.esp  [Version 10.52EV-D]5D  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]5E  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]5F  bgMagicEVPaperChase.esp  [Version 1.68EV]60  bgMagicAlchemy.esp  [Version 1.57]61  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]62  SupremeMagicka.esp  [Version 0.89]63  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]64  SM_EnchantStaff.esp  [Version 0.80]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]65  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]66  bgIntegrationEV.esp  [Version 0.99]67  Francesco's 10 days respawn time - 1-20 day lenght rescale.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]68  bgMagicLightningbolt.esp**  All Natural - Indoor Weather Filter For Mods.esp69  Bashed Patch, 0.esp6A  Streamline 3.1.esp++  Vanilla_Oblivion_Skill_Rates-6548.esp

User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Wed Dec 01, 2010 8:39 am

I do have a rev 1.1 up now, but that was a very small change only to a timer for sound effects.
I would hope that would not CTD, but try the rev 1.1 and see.

Both the rev 1 and rev 1.1 runs great on my PC, so I really do not think it is a command related issue (such as issuing a ref request when the reference is not defined).

Load order is of no concern on this mod.
The NPC are given a token, other than that NO change is made to them in any way what so ever.
No animations are forced on them and no AI packs or scripts are jammed into their little brains.
The mod dose all the heavy work entirely on the arrows not the NPC.

Soooooo.....

Only reason I can think this might CTD is IF...

You are not using OBSE18

You did not do a clean install (did you have a previous version of this mod ?)

One other possibility is that I have a conflicting land change to the game world, but I looked it over very carefully in both the CS and TES4Gecko
and saw no world changes at all.

If there is one I missed, then is basically a conflict with another mod. But it would mean I need to clean my mod a little more.
Run the mod without any other mods loaded and see if you still get the CTD.
User avatar
Symone Velez
 
Posts: 3434
Joined: Thu Sep 07, 2006 12:39 am

Post » Wed Dec 01, 2010 9:39 am

I think this is a misunderstanding.

My new mod is "Actors can miss now" ....not.... "Duke Patrick's Near Miss Arrow Shot Alerts The Targets".

That mod on TesNexus (Duke Patrick's Near Miss Arrow Shot Alerts The Targets mod) is the OLD one, I have not put up any NEW mod for that yet (it is in the works however.)

The new version of Duke Patrick's Near Miss Arrow Shot Alerts The Targets REV 5 should be out in a few days.





It's great to see you back.

Downloaded both new mods.

You might want to change the description on the Nexus for the Duke Patrick's Near Miss Arrow Shot Alerts The Targets mod.

It reads:

This mod is no longer available as an individual mod.
This and other Duke Patrick Combat mods will be merged and then uploaded as one SCA Combat Overhaul mod.
This could take a week or longer to do.
When this is done you can get the file here on TesNexus.
Final Version (see above) will be offered "As Is" no support or additional updating for the foreseeable future.

User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Wed Dec 01, 2010 11:56 am

Hehe, version 17.4 OBSE. I'll upgrade it now and see if my game blows up!


:bowdown:


EDIT: Still insta-crashes. It's a shame, I was really looking forward to this mod.
User avatar
jodie
 
Posts: 3494
Joined: Wed Jun 14, 2006 8:42 pm

Post » Wed Dec 01, 2010 10:48 am

um, did you do a clean install after changing to OBSE 18?
(Did you EVER use the OLD version of this mod? Did the old ver that used a Decoy work without CTD?)

Did you try running the mod without any other mods loaded (and AFTER a clean install) and see if you still get the CTD?

As you are the only one with this issue (so far) a conflict is is the likely answer considering the situation.



Hehe, version 17.4 OBSE. I'll upgrade it now and see if my game blows up!
EDIT: Still insta-crashes. It's a shame, I was really looking forward to this mod.

User avatar
Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Wed Dec 01, 2010 9:48 am

I looked at the mod in Tes4edit (I am very new to this mod tool but even I can easily see there are NO world objects) and still did not see any conflicting world objects that would make any CTD. however I did find a bug that would prevent the players movement from being included in the formula for the NPC to mis their shot.

So a new rev (beta 1.2) will be up in a few minuets on tesNexus.

Oh, if I did not say this before this mod makes them miss their shots against other npc as well, not just at the player!
User avatar
Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Wed Dec 01, 2010 4:21 am

New beta 1.2 is up on TesNexus now.

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


I am happy with this one, but I will wait a few days to get more feedback before calling it done and out of beta.

You can now hear the arrows fly by you, the NPC miss their shots easily if you run around, but a high marksmen with good equipment NPC can still hit you easily if they themselves are not moving around and take aim for a few seconds.

The NPC's formula to miss the shot is almost identical to the one for the player in my upcoming "Duke Patrick's Immersion Combat Archery mod".

Some of the factors that can make the NPC miss the shot are:

If you are jumping, falling or otherwise moving around such as side stepping, running is best to make them miss.
If they are jumping, falling or otherwise moving around, running hurts their shot the most.
Their level of marksmanship, agility and luck in that order of importance.
If they are crouching (sneaking) this helps their accuracy as well!
Momentum is included in this, meaning that if they were running they must stop running for a few seconds to eliminate
the penalty from their shot. If they try to fire at you immediately after running at you their shot will be hampered.
And the farther you are away from them the more likely the shot may miss you.

These are a lot of penalties to the NPC for their aim.
But remember that an expert NPC marksman can overcome these penalties as long as they take a little time to stand still and
then take the shot. Especially at middle to close range.
User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Wed Dec 01, 2010 2:45 pm

Yay!

I'm looking forward to trying this out. (I admit I cheated and waited for an update like this that I was sure would come sooner or later.)

gothemasticator
User avatar
C.L.U.T.C.H
 
Posts: 3385
Joined: Tue Aug 14, 2007 6:23 pm

Post » Wed Dec 01, 2010 2:58 am

Spooky,

Thanks for coming back, and adding to our gameworld in your unique style.

I have a small request. It is apparent that people are getting confused between your current projects and your old work, some of which I believe you pulled from TESnexus at one point. Would it be possible for you to make a thread detailing all your current supported mods, updated as necessary. A few people have done this. Kuertee and TheNiceOne spring to mind.
User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Wed Dec 01, 2010 6:00 am

I'm noticing a CTD and before its assumed I'm blaming it on just this mod I need to clarify how I know what I know.

I've been testing my game for over a week for CTD's slowly adding mods one at a time, testing for hours each, in a few cases over a day of testing for a mod. I started with landscapes and am now up to more complex mods like, well yours for example. The function of this mod works great. Actors miss me on occasion when they target me. Great, thats what its suppose to do. But, Having walked all the way from Leyawiin, not via horse back but actually walked. I didnt CTD, not once. It was really dark and quite late so I decided to rest at the Wawnet inn. I paid the lady the money and hit the sack. As soon as I wake up my character gets up out of bed and CTD. That has not happened before. What changed.

Now I began to narrow down what mods are loading and what new mods I've added. This mod is only 1 of 4 mods I've added all Duke Patrick mods. So I began taking out mods except the Duke Patrick mods and reloading the game from moments before the ctd. Took me a couple of hours but I've narrowed it down to the exact two mods that seem to be causing the conflict to CTD. I have determined that if I have xuldarkforest.esp and Duke Patricks - Actors Can Miss Now.esp in the load order it will CTD. If I take either one of those out no CTD. If I remove xuldarkforest no CTD. Actors Can Miss Now removed xuldarkforest enabled. No CTD. So its something conflicting between the two.

The test involved only Duke Patrick mods
Duke Patricks - Near Miss Magic And Arrows Alert The Target
Duke Patricks - Actors Can Miss Now
Duke PAtricks - Fresh Kills Now Alert The NPCs
Duke Patricks - Friendship Ring For Companion Detection
Duke Patricks - BASIC Script Effect Silencer BETA

in conjunction with the following

Oblivion.esm [SI]
DLCShiveringIsles
P1DSeeYouSleep
xuldarkforest

Thats it, removing xuldarkforest elicits no crash to desktop while Actors now miss is enabled. With xuldarkforest it CTD's. I've looked into this with TES4EDIT and I dont really see what might be causing it. I leave this issue in your more then capable hands. I'm not sure if maybe a compatibility patch needs to be added for xul or maybe a exception to some of the creatures that xul mod adds.

Side note:

Allstarn08 also uses xuldarkforest and has mentioned CTD although he was using a wrong version of OBSE. I on the other hand am using the latest OBSE beta 18.
User avatar
Emzy Baby!
 
Posts: 3416
Joined: Wed Oct 18, 2006 5:02 pm

Post » Wed Dec 01, 2010 2:31 am

I'm noticing a CTD and before its assumed I'm blaming it on just this mod I need to clarify how I know what I know.

-snip-


Ive started getting them as well and quite frequently as well, i have the UL mod youve mentioned so ill see if its the cause of my crashes as well.

p.s By the way im glad your making more mods spooky, ive enjoyed your mods so far and im just getting back into Oblivion now and its great to find a new mod from you!
User avatar
sarah simon-rogaume
 
Posts: 3383
Joined: Thu Mar 15, 2007 4:41 am

Post » Wed Dec 01, 2010 12:47 pm

I cannot imagine what in the world would be conflicting, Duke Patricks Actor Can Miss Now mod unlike its predecessor is as trim and simple as can be with NO AOE spells and no change to any world objects.

But I cannot argue with the clear pattern (player's with CTD are all using xuldarkforest ).

So before I add the xuldarkforest mod to my read me as a conflicting mod I would like to look it over. But I tried to find this mod on tessnexus.com and could not find it.

What is this mod anyway?

Allstarn08 also uses xuldarkforest and has mentioned CTD although he was using a wrong version of OBSE. I on the other hand am using the latest OBSE beta 18.

User avatar
le GraiN
 
Posts: 3436
Joined: Thu Mar 22, 2007 6:48 pm

Post » Wed Dec 01, 2010 3:28 pm

Its one of Unique Landscapes compilation. You can download it http://www.tesnexus.com/downloads/file.php?id=11162
User avatar
jess hughes
 
Posts: 3382
Joined: Tue Oct 24, 2006 8:10 pm

Post » Wed Dec 01, 2010 2:13 pm

I could not replicate this.

I've used this mod and all UL + hundreds of other mods for over a year (updates and all) and have not had the issue of a ctd upon awakening with them loaded.

I even went to wawmet Inn and had the character sleep there too.

No.

arcwolf - does this happen with a different character or with a different save (like a save from another day)?
User avatar
Kim Kay
 
Posts: 3427
Joined: Fri Oct 13, 2006 10:45 am

Post » Wed Dec 01, 2010 4:19 am

This mod is out of beta now (see it on TesNexus.com) with a simple additional actor check in the mod script.
Plus the following is now in the read me file (for now).


Known Issue
------------------------

Some players have had issues with the UL mod Darkforest (xuldarkforest.exp)
After several hours of investigation I have no idea why. The Darkforest mod is very heavy in world object edits (conflicting world object edits can cause CTD) however my mod has only 2 very simple scripts, NO AOE spells nor any changes to world objects such as deleted rocks or trees.

All I could try was to add a script line to my mod that would ignore any actor that is disabled. If that does not fix the issue then this UL mod is simply incapable at this time.

:( (too bad as that UL mod looks like it might be very graphically nice.)
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Wed Dec 01, 2010 6:08 am

I did not want to say this before I heard back from some other people...but now...

After checking with other Modders better than I,
I am sad to report also that the scripts in Darkforst are CPU unfriendly calling distance checks every frame.
I will try to contact the author and diplomatically explain the issue to him.

This could drag down the CPU and "might" cause CTD under some conditions.
Or it may only cause studder or at least drag the frame rate down.

But until this is fixed in that mod I will no longer spend time investigating any issue with it.

sorry, but life is too short.
User avatar
Amy Gibson
 
Posts: 3540
Joined: Wed Oct 04, 2006 2:11 pm

Post » Wed Dec 01, 2010 2:58 pm

Thank you for this mod, spookyfx !!
User avatar
Eddie Howe
 
Posts: 3448
Joined: Sat Jun 30, 2007 6:06 am

Post » Wed Dec 01, 2010 5:46 pm

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
User avatar
Luna Lovegood
 
Posts: 3325
Joined: Thu Sep 14, 2006 6:45 pm

Next

Return to IV - Oblivion