[Relz Beta] Extended Game Mechanics

Post » Mon May 07, 2012 5:46 pm

I've just spent a bit of time reading through all this and I just wanted to chime in a say "Awsome!!" I think this mod is what I was missing, it's downloading now.

Thanks

(hey it's done downloading!!)
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Talitha Kukk
 
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Post » Mon May 07, 2012 4:20 pm

Extended Game Mechanics (version 2.01 Beta)

Update 2.01 Beta: (lucky charms release)
- added new feature, dynamic Luck
- altered Bad Condition Spells Sickness, BadThirst, Damage Effects have been replaced by Drain effects
- altered Shinji/Slight Threshold Calculations
- Vampire Check in Food system should provide players better compatibility when playing as a vampire
- Jump mechanics for Vampire condition altered
- every Pant sound can be replaced now


Ok, lets start from beginning.
The new possibility to add your own Pant sounds:
In order to use them, drop them in the following directory with the given name ----> \Oblivion\Data\Sound\fx\egm\ ....
EGM detects them automatically, if they are not present, standard Pant sounds will be used:
egm_fxPantDrown1.wav to egm_fxPantDrown4.wav
egm_fxPantMale1.wav to egm_fxPantMale4.wav
egm_fxPantFemale1.wav to egm_fxPantFemale4.wav

The Shinji / Slight Encumbrance Threshold was altered:

Shinji Threshold is determined by the following formula:
ShinjiCalcBase + ( WillPower * 0.25 + Athletics * 0.75 ) / ShinjiCalcDivisor )

Slight Encumbrance Threshold is determined by the following formula:
SlightCalcBase + (Endurance * 0.5 + Strength * 0.2 + Agility * 0.3) / SlightCalcDivisor )

The BadThirst and Sickness spells had a quirk, both used the damage type on the abilites, now the correct type Drain has been used,
thus the reduced values will return to normal when the spells wear off.
Dehydration Spell still remains the same, and uses Damage Type. :evil:

The handling of Vampire condition in the food system has been altered, mostly regarding the entry and exit of this condition. The Fatigue related values will update properly now.
Also the Jump abilites for Vampires were improved.

The new feature: Dynamic Luck!
Did take this long, but I really wanted that. Vanilla mechanics treat the luck with value 50 as fifty/fifty, this is still valid.
But there is no Luck raise anymore, every raise is handled by the new mechanics and influences your Luck differently.
Luck generally stays at 50, but alters from time to time, on a principally random basis.
There are some events that are goin to raise your luck, and some who wont.
These events wear off after some time, but they are likely to influence the random Luck progress significantly.

The Luck feature is also still Beta, and It will take some steps to alter it further, to find the right balance,
currently it really should alleviate your luck in general, but everyone can have a bad day.

If anyone wonders what exactly Luck does, here an explanation from www.uesp.net:
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

"Luck governs no skills directly, nor does it boost your skills over 100. However, it affects just about everything in the game. A luck value of 50 means that nothing goes for you or against you. Luck above 50 influences events in your favor. Luck below 50 influences events against you."

Luck modifies all your skills (except Athletics and Acrobatics) behind the scenes as follows:

SkillModifiedByLuck = SkillInQuestion + ( ( fActorLuckSkillMult * Luck ) + iActorLuckSkillBase )

With default settings the formula goes as follows:

SkillModifiedByLuck = SkillInQuestion + ( 0.4 * (Luck - 50 ) ) <== Bad Luck decreases your skillz!

In other words, a skill is increased by 40% of however many points of Luck you have over 50; e.g., for a Luck of 60, influenced skills are increased by 4 (40% of 10) skill levels (skill points). These luck boosts do not grant the skill perks if the hidden bonus pushes you to the journeyman, expert etc. ranks.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

A neat explanation!
Instead using a combat modification, I decided to use the Luck value. I hope this was a good decision.
Pls post any comments, especially this feature should be well done just as it does influence nearly everything.

Ok, have fun!! :celebrate:
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Bonnie Clyde
 
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Post » Tue May 08, 2012 1:48 am

The next release will cover some topics bout vampires, for example if you become a vampire actually,
the routine doesnt catch you if not explicity set, but the values are not handled anymore until you regain normal state.
thats a little bit unfinished, since you have to take care to become a vampire well-fed and not thirsty in order to have the return value from fFRB not too low,
which doesnt change anymore until your back to normal.
i might ask the other modders what their feeding system and cope it with egm, but i know thats very unsure.
sorry for the late answer, DemonXSpellBlade.

PS: I thought maybe i give vampires a better jump ability, as they generally are in a better physical condition? any opinions about that? :unsure:


THANKS for the reply Marshmallow. And additionaly thanks for looking into Vampirism. I think jump is a very viable improvement for vampires, because i do agree that vamps, while maybe not in better "physical condition", are a bit less encumbered by NOT being "alive", so its likely they feel less pain and such. Traditionaly they get better physical prowess because they become pretty evolved predators, and the downside for them is they are constantly searching for food.

Not saying I want you to incorporate all that into your mod, or anything. Just apperciate the fact that you did look into it :foodndrink:

Will install the newest version and check it a bit for you.
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Eileen Collinson
 
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Post » Mon May 07, 2012 1:58 pm

THANKS for the reply Marshmallow. And additionaly thanks for looking into Vampirism. I think jump is a very viable improvement for vampires, because i do agree that vamps, while maybe not in better "physical condition", are a bit less encumbered by NOT being "alive", so its likely they feel less pain and such. Traditionaly they get better physical prowess because they become pretty evolved predators, and the downside for them is they are constantly searching for food.

Not saying I want you to incorporate all that into your mod, or anything. Just apperciate the fact that you did look into it :foodndrink:

Will install the newest version and check it a bit for you.

I wrote one of the Vampires mods authors, and he said there isnt much to adapt, in terms of compatibility,
because the vampire mods handles it completely.
My opinion is, its best to not let vampires have hunger and thirst, beside Vampires feeding mechanism.

EGM just takes care now, that when you enter your Vampires life, the food calculations dont kick you out at the beginning,
not updating your food related stats on fFRB anymore. They do now, and update on Sickness properly,
until it wears of completely. maybe sickness can be also used in a vampires life, but as I said, the author was very enlighted bout that.
So, EGM doesnt take much influence in therms of food when you become a vampire, unless you set the switch and decide different.
It probably would be different, if you were able to become a vampire again and again and so on, dunno how vampire mods handle that.

The jump ability was the first thing that came into my mind, as I know vampires gain a lot of bonuses and become better eventually.
Especially high jumps are useful, when escaping. EGM shouldnt incorpoorate everything into it, since the vampire mods really should handle that. :batman:
But a little tweak here and there might prove useful as you say.

But I do plan to make the vampire state giving your character bad luck too, propbably thats why I should be persistent on the
Unholy Darkness authors. I just wish they would cope a little bit more.

Also I am looking for someone a bit experienced with collision stuff, and making an amulet for me, for use with gems.
Should be a feature of the Luck related stuff. Its so hard to find a little support *sigh* :shrug:
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Stacyia
 
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Post » Mon May 07, 2012 4:16 pm

Extended Game Mechanics (version 2.03 Beta)

Update 2.03 Beta: (swift luck fix release)
- removed bug from luck calculations, thx to Avatier!

here is the excerpt:

In vanilla Oblivion Luck can't be considered as 'Fortune' at all,
since its only a perk influencing your skills and attributes on an almost static calculation!


- Luck determines your chance on getting bonuses on your complete sills and attributes, and some quest decisions.
- a Luck value of 50 is considered 50/50 ( similiar to vanilla), meaning no Bad or Good Luck, just even.
- every improvement of the Base Luck value at Level ups, does influence your Good Luck only ( not rasing your Luck simply as in vanilla)
==> with a high Base Luck value the Luck becomes more effective on your skills and attributes!

- certain events do help your Luck in general, some don't. these events are always based on your actions ==> you are able to take influence on your Luck's progression
- overall Lucks progression is based on what I call "the Path of Fortune"
==> Path of Fortune
Determines the progression of Luck not on a complete random basis, but on its recent progression. Thus Luck wont escalate in a sudden, unless you do influence it that way.
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Sophie Morrell
 
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Post » Mon May 07, 2012 9:18 pm

Extended Game Mechanics (version 2.07)

Update 2.07 Beta: (infamy release)
- altered bad luck effects to be only half, since they could really prohibit characters from advancing
- altered luck calculations to implement fame against infamy on a 4:1 basis (means you need 4 fame points to counterbalance 1 infamy point) otherwise it'll effect your luck in a bad way
- every time Infamy increases, the chance for Bad Luck rises for seven days


The luck calculations advance. :rofl:

Main intent was to give Fame and Infamy influence on the luck's progression.
But as absolute values both wouldnt be useable.
Therefore I used it differently to reflect them in luck's progression.

Every increase in Infamy
- takes bad effect on the luck's progression for seven days, thus making bad luck more likely
- alters the duration of bad events taking influence on your character's luck progression
- increases the effectiveness of penalties on your skills and attributes

Increases in Fame are only going to ease the second point, the duration of bad events gets shorter again.

What events are considered bad or good is relatively easy to find out, and very explainable. You'll should find them soon. (Hint: Many of them can be seen in the Inventory/Stats Tab)


Sign Out! :bolt:
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Nicholas
 
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Post » Mon May 07, 2012 12:41 pm

Extended Game Mechanics (version 2.07)

Update 2.07 Beta: (infame release)
- altered bad luck effects to be only half, since they could really prohibit characters from advancing
- altered luck calculations to implement fame against infamy on a 4:1 basis (means you need 4 fame points to counterbalance 1 infamy point) otherwise it'll effect your luck in a bad way
- every time Infamy increases, the chance for Bad Luck rises for seven days


I have a question about the how you are using Luck against fame/infamy. What if a person is intentionaly trying to play an evil character? I havn't played one so I don't exactly know how vanilla plays differently if you do play as an evil character, but I do recall some people saying things about playing purposely as an evil character. What you are doing with basing luck on fame/infamy seems to be forcing a character to play as good. Just a thought. I'm downloading the new update and testing... actually i hadn't even gotten to testing the last update yet, your popping them out pretty fast. :wave:
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Undisclosed Desires
 
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Post » Tue May 08, 2012 4:03 am

I have a question about the how you are using Luck against fame/infamy. What if a person is intentionaly trying to play an evil character? I havn't played one so I don't exactly know how vanilla plays differently if you do play as an evil character, but I do recall some people saying things about playing purposely as an evil character. What you are doing with basing luck on fame/infamy seems to be forcing a character to play as good. Just a thought. I'm downloading the new update and testing... actually i hadn't even gotten to testing the last update yet, your popping them out pretty fast. :wave:

Hello DemonxSpellblade,

yes, somehow this is true. But I do not force the player to play as good, its only luck what does change. Even for evil characters.
Why should an evil character get a bonus for a bad event? Only his Infamy reflects that, through Tamriel, how persons react.
Thats part of luck, which of course will weaken you, also every evil character.

It isnt like it turns generally bad, and weakens an evil characters always. but you'll have to take more care about your actions,
and avoid bad luck wherever possible.

And as far as I know, you are not able to solve oblivion as evil character.
Mainly vampires do have to. I dont know if Vampires that take blood have to murder, and their infamy does increase? Is that so?
If, then EGM should handle this different. But I really dont know, because I have not played as vampire long enough yet.
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Vicki Gunn
 
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Post » Tue May 08, 2012 12:31 am

snip

I recommend having an algorithim to have a random bonus or penalty to luck, after all luck is luck, it isn't really influenced by your actions, that's more to do with karma I think.

My suggestion is to have a different bonus/penalty to be drawn up every week. Basically a random number is drawn up that adds to or subtracts to your luck.
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Wane Peters
 
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Post » Mon May 07, 2012 10:03 pm

I recommend having an algorithim to have a random bonus or penalty to luck, after all luck is luck, it isn't really influenced by your actions, that's more to do with karma I think.

My suggestion is to have a different bonus/penalty to be drawn up every week. Basically a random number is drawn up that adds to or subtracts to your luck.

Generally this is what is done. But what you suggest would really be too simple. Consider this:

1.
you draw a number, may positive or negative, now you apply it to luck. and this bonus/penalty stays for a week.
what range should it be?
It can be in all lucks range. Whoever would play at luck 0 for a week, is condemned.

2.
you could forget the whole week in case of a bad number. making it just necessary to timetravel via timescale in this case.
where is the gain to gameplay?

3.
It is really boring to know it'll last all week, just and only for a week. yawn.

Dont consider Luck here a bingo Game, where drawing a number is all. Luck changes a lot, and somehow based on what you do.

EGM handles it not only like the number drawn you mention, as you know you are able to influence it with actions, and it considers its progression,
making it impossible to escalate in a sudden, but smoothes it. you'll notice bad luck long before, and you are able to take influence.

But, the actions you take do influence only for a certain duration. of course this could be considered as karma, as it also takes your actions into account.
But lucks progression is absolutely independent of it, actually forcing it into positive makes it likely to become negative, after the influence wears off.

==> its possible you influence it positively, but luck is likely to turn bad again, or otherwise.
thats why i wouldnt consider it as karma you mention. hopefullly! :evil:

PS:
it is really hard to find the right balance for this game mechanics, as for luck it was simply the hardest, beside hunger/thirst.
everyone should really try to find another solution, EGM is just one implementation, not THE implementation. this is always what you consider most fun.

ok, sign out! :bolt:
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Jessica Phoenix
 
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Post » Tue May 08, 2012 2:44 am

Why should an evil character get a bonus for a bad event?

See it this way, as a hypothetical. A mod (not aware of any at the time), adds public assasinations to the game world. Your character (as an evil character perhaps) is tasked with killing a leader in the Imperial gaurd, publicly while he's on a stroll through town. You know its tough so you plan precisly how your going to do it, and for sake of game mechanics, you know that the gaurd are only going to chase you for a limited amount of time. So you pull it off exactly as you planned and the kill is successfull, and you escape and won't return to the city till your crime is cleared.

That would svck to know that even though you pulled something off pretty well, it still impacts negativly on your luck mechanics, imo. Like I said though I havn't played an evil character, and don't know of any mods that do add evil mechanisms to the game. Just one of those questions that came to me when I read about the feture. ;-)
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Nathan Risch
 
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Post » Tue May 08, 2012 3:45 am

See it this way, as a hypothetical. A mod (not aware of any at the time), adds public assasinations to the game world. Your character (as an evil character perhaps) is tasked with killing a leader in the Imperial gaurd, publicly while he's on a stroll through town. You know its tough so you plan precisly how your going to do it, and for sake of game mechanics, you know that the gaurd are only going to chase you for a limited amount of time. So you pull it off exactly as you planned and the kill is successfull, and you escape and won't return to the city till your crime is cleared.

That would svck to know that even though you pulled something off pretty well, it still impacts negativly on your luck mechanics, imo. Like I said though I havn't played an evil character, and don't know of any mods that do add evil mechanisms to the game. Just one of those questions that came to me when I read about the feture. ;-)

Ok, in that case, you as loyal evil character have to eliminate a bad ass, and its considered as murder, and infamy go's up.....EGM does the following:
1. the penalty on your stats due negative luck is goin to be a little bit more effective
2. the good luck is less possible for a week
3. the duration of the inlfuence of bad events on luck rises slighty (but can be made less again by increasing fame)
4. and last, but not least, imposes an immediate luck penalty of -10 upon your character, which will be worn off in appr. 10+ hours (depends on such things like 3.)

Only the effect under 1. is not reversible, making you think about it twice in game. however, you need more than 1 increase in infamy to notice the difference,
only be aware that the difference once showing up, only increases, as every raise of infamy counts incrementally.
(I remind there is only one possiblity in game to zero your infamy by doin a certain quest)

I would say, you could really live with this. if you consider doin some "good" stuff afterwards, the bad effects could be compensated in a few hours with ease!
Why does everyone start crying like a baby? Murder is one of the worst things in Oblivion, no matter if you are evil or not. :bonk: With EGM it will stay that way. :ninja:

I'll add a switch, which makes luck less bad if you are part of the dark botherhood, everything under point 1, or Im goin to add a mechanism to lower it again.
every other effect from 2. - 4. is reversible, and not likely to harm a skilled player essentially.
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Josephine Gowing
 
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Post » Mon May 07, 2012 6:05 pm

Actually I get that Marshmallow ;-) I understand that its more likely for things to go wrong for you after you commit a murder. And I think the timeframe of about 10+ hours is pretty good in oblivion terms. I'm sure most assassins lay low for a while after a hit, because "things can just happen" for a while, while people are aware of what happened. So I can concede that whats implemented can work for a majority of situations.

Even as a vampire I kinda play towards the good side of it, like "Vampire Hunter D". And I get that Oblivion's vanilla mechanics are more focused on keeping fame higher than infamy. So thanks for the info. :foodndrink:
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Nichola Haynes
 
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Post » Mon May 07, 2012 8:26 pm

Actually I get that Marshmallow ;-) I understand that its more likely for things to go wrong for you after you commit a murder. And I think the timeframe of about 10+ hours is pretty good in oblivion terms. I'm sure most assassins lay low for a while after a hit, because "things can just happen" for a while, while people are aware of what happened. So I can concede that whats implemented can work for a majority of situations.

Even as a vampire I kinda play towards the good side of it, like "Vampire Hunter D". And I get that Oblivion's vanilla mechanics are more focused on keeping fame higher than infamy. So thanks for the info. :foodndrink:

Ok, I did some changes.

compared to the above the follwoing is valid for the next release 2.08:
1. the penalty on your stats due negative luck is goin to be a little bit more effective
This is still true, but it is reversible by raising your Fame or solving the Pilgrimage Quest, Infamy counts against Fame on a 4:1 basis,

2. the good luck is less possible for a week
this is still the same.

3. the duration of the inlfuence of bad events on luck rises slighty (but can be made less again by increasing fame)
as point 1, infamy compared to fame will count as 4:1, thus infamy 10 and fame 20 is going to increase the duration ao bad effects on lucks progression by factor 2.

4. and last, but not least, imposes an immediate luck penalty of -10 upon your character, which will be worn off in appr. 10+ hours (depends on such things like 3.)
this changed, as if you are member of the dark brotherhood, the luck penalty duration decreases by your rank within the faction.

additionally, if you are member of the thieves gulid, assaults have positive effects on luck (sneak attack is considered as assault).
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Killer McCracken
 
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Post » Mon May 07, 2012 11:30 pm

This sounds like a very interesting mod...INSTANT DOWNLOAD...
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Ladymorphine
 
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Post » Mon May 07, 2012 6:52 pm

This sounds like a very interesting mod...INSTANT DOWNLOAD...
thx, i feel like megalomaniac! :rock:
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Louise Andrew
 
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Post » Tue May 08, 2012 3:31 am

Extended Game Mechanics (version 2.08)

Update 2.08: (die harder release)
- altered Fatigue regeneration calculations (fFatigueReturnMult * Endurance) is going to tend towards a threshold, no exorbitant increase of FRR with high endurance anymore
- altered Luck mechanisms, bad influence by infame was lowered and can be reversed by incrasing the pc's fame
- both memberships in the thieves guild and the dark brotherhood change what events may affect your lucks progression
- added Lattamer Race Fem/Male at Initalisation check
- updated Configuration Menu to handle different feature settings
- update Intialisation Process to handle reload values from savegame or .ini file

.... here is the next release.

The Luck mechanics was altered as described above in the previous reply.
Mainly infamy gets equalized by fame, but also the membership in the dark brotherhood and the thieves guild changes the affecting events, or alter the existent.

The whole initialisation process has been altered:
1. a new switch went into egm_config.ini: egminit.bInitValuesfromFile
2. if this switch is set to 1, the egm related settings are going to be loaded from the .ini files at every reload
3. if a savegame is loaded, which hasnt been played with EGM yet, initialisation values are taken from the .ini files
4. per default egminit.bInitValuesfromFile is set to 0, which means a Restart or Reload will always try to use the values from the savegame, which used EGM already, if not see 3.
5. the Configuration Menu got a new Selection - Reload Settings - , here you are able to explicitly load egm_config.ini or egm_GMST.ini settings from the files
(dont forget to quicksave after reloading this values, or the changes will be gone with the next reload - in case egminit.bInitValuesfromFile is set to 0 as per default)

this should make EGM much easier to handle. :foodndrink:

The Configuration Menu has been updated, in order to manage the fatigue related settings after switching on/off hunger/thirst/encumbrance features.

Last, but not least, the Encumbrance / Fatigue calculations have been altered. This is mainly affecting high level players, but also the lower.
A high endurance value won't let the Fatigue Return Rate from == fFatigueReturnMult * Endurance == rise exorbitantly anymore. Its going to tend towards a threshold, making only small advances if the skill increases.
unaltered mechanics allowed a level 20 character with 140 endurance and 0.14 fFRM a Fatigue Return rate of 19.6, which already was very high. with new mechanics it would be a value of 14.8. :toughninja:
But, dont worry, the degression becomes slightly less every time your PC advances a level.

...other changes were mainly due restructuring the intialisation process, but if i remind something important, i'm going to update.
Singing out! Happy weekend everyone! :bolt:
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Andy durkan
 
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Post » Mon May 07, 2012 4:52 pm

Short Update:

- there are 3 different messages at initalisation process

" -- Extended Game Mechanics initialisation complete (ini)"
==> initalisation values are taken from the .ini files egm_config.ini and egm_GMST.ini

" -- Extended Game Mechanics first initialisation complete"
==> this savegame was initialised for the first time of use with EGM, always uses the values from the .ini files...

"-- Extended Game Mechanics initialisation complete (savegame)"
==> initalisation values are taken from the savegame (per default), changes made in the .ini files are applied by using the Config Menu (F7) and reload settings, then save the game
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Frank Firefly
 
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Post » Mon May 07, 2012 1:05 pm

Extended Game Mechanics (version 2.09)

Update 2.09: (redemption release)
- altered bad condition effects BadThirst, Dehydration and Sickness, the penalties went up and are more diverse now
- initialisation check updated
- recoded food mechanics, mainly fast travel is updated beside wait and sleep properly now, removed interval messages, only bad condition are reported repeatedly
- automatic timescale adjustments in food mechanics
- altered many mechanics in the food system, description will follow in the forums
- altered Stealth Fatigue Perk to be applied always, based on your Sneak skill, up to 8 Fatigue Points per second! (faster Fatigue regain in stealth mode)
- removed messy bug in fainting mechanics, PC occasionally couldnt stand up anymore after passing out, and began to starve (...-_-)
- updated Vampires handling mechanics (should be much better now)
- updated egm_config.ini, 3 settings are removed (intervalmessages, timescale, and fatiguestealthperk, all 3 are automatically managed now)


The new release got rid of many bugs remained in the code due to the recent evaluations.

1. The bad condition spells effects
namely Bad Thirst, Dehydration, Starvation and Sickness were altered and bring more and diverse penalties now. You 'll notice.

2. Vampire condition
Another altering in case of the vampire condition was necessary, but this should be complete.
Vampires are taken out of food calculations, but the sickness condition does still update untill the effect is gone,
every other spell effect is removed immediately, and all food related values are reset to zero

3. stealth fatigue perk
this setting was removed from the egm_config.ini, because it is applied automatically now, and is dependent on your sneak skill. maximum value is 8.
Remember: in order to work, your PC must be in stealth mode, unequipped, not moving, and not overencumbered! :batman:

4. interval messages
have been removed completely, and replaced by an automatic feature, showing messages repeatedly only if your PC is in bad condition

5. Timescale
Has been removed, it is implemented fully now, and adjusts EVERY value automatically, improving the compatibility with almost every Timescale altering mod

6. Food mechanics
Have been recoded since the automatic Timescaling was implemented.
- the suns intensity raising your thirst is altered by your restoration skill
- the higher food requirements caused by fatigue consumption are altered by your endurance attribute
Every calculation uses proper ingame time values now, therefore sleep/wait AND fast travel are running fine now.

7. Fainting mechanics
Removed nasty bug, occasionally your overencumbered char wouldnt stand up anymore, and bad condition spells were cast upon the PC.
this bug happened because both encumbrance and faint mechanics used different values. (this one gave me the headache.... :facepalm: )

8. initialisation updated
the initialisation check has been updated, it should be easier now to maintain different gamesaves with different abilities enabled/disabled


I plan to add a book in game for a future release, with all detailed description, EGM has become already so confusingly big and deserves a sophisticated description in game!! :read:

Signing out. Have fun!! :bolt:
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Alessandra Botham
 
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Post » Mon May 07, 2012 2:12 pm

Tying fame/infamy to Luck is one of the cleverest ideas I've ever seen!

It makes you have to weigh decisions that have a fame/infamy effect. I've always just ignored fame/infamy, it's so useless/easy to change. This would change my approach.

I'm going to go think new thoughts now.

gothemasticator
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Sophie Morrell
 
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Post » Tue May 08, 2012 3:16 am

Tying fame/infamy to Luck is one of the cleverest ideas I've ever seen!

It makes you have to weigh decisions that have a fame/infamy effect. I've always just ignored fame/infamy, it's so useless/easy to change. This would change my approach.

I'm going to go think new thoughts now.

gothemasticator

Being so kind, I have just released this one! thx for the comment! :celebration:

Extended Game Mechanics (version 2.10)

Update 2.10: (luck fix release)
- altered luck mechanics, generally every week luck mechanism try to even extreme luck progressions
- sleep/wait/fasttravel caused time jumps will alter luck now additionally, in order to equalize the sudden decrease of time-limited luck, which is caused by events
- fame/infamy increases do directly influence luck now as time-limited events (also every infamy raise still makes good luck less possible for a week)
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Lucy
 
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Post » Mon May 07, 2012 12:02 pm

I was going offer a bug report but I see there have been a few updates since last I downloaded. Maybe I need update and see if anything changes.

Anyway, I’ll give you my issue and you let me know if this has been looked at already.

The encumbrance levels seem to work intermittently. I’ll pick up a bunch of equipment and I’ll see my strength decrease and my movement becomes labored, then I’ll pick up one or two more items and suddenly I won’t be able to move at all. Sometimes if I wait for a few seconds I’ll get the message that my encumbrance has increased and I can move again and have had another drop in strength. I assumed that the script only runs every few seconds and I can live with that. However I have also run into the issue where I went slightly over my natural encumbrance limit and became immobilized, I’d wait a little bit and still not be able to move. My strength never took a hit and I was never able to move, I dropped a few items and was able to run around then came back and picked them all back up. Sometimes I was able to move again and sometimes I stayed immobile. I guess the big question is how often does it check encumbrance?
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Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Mon May 07, 2012 2:42 pm

I was going offer a bug report but I see there have been a few updates since last I downloaded. Maybe I need update and see if anything changes.

Anyway, I’ll give you my issue and you let me know if this has been looked at already.

The encumbrance levels seem to work intermittently. I’ll pick up a bunch of equipment and I’ll see my strength decrease and my movement becomes labored, then I’ll pick up one or two more items and suddenly I won’t be able to move at all. Sometimes if I wait for a few seconds I’ll get the message that my encumbrance has increased and I can move again and have had another drop in strength. I assumed that the script only runs every few seconds and I can live with that. However I have also run into the issue where I went slightly over my natural encumbrance limit and became immobilized, I’d wait a little bit and still not be able to move. My strength never took a hit and I was never able to move, I dropped a few items and was able to run around then came back and picked them all back up. Sometimes I was able to move again and sometimes I stayed immobile. I guess the big question is how often does it check encumbrance?


Please install the latest version first, and try again. I never encountered this error on my rig, Im running and mid speed PC with a Core 2 Duo. ( I know this is relative... :brokencomputer: )
The scripts always run at 1 Second, indeed thats a very short time to react,and to allow encumbrance level mechnanics to update.
The error you described that encumbrance never updates is just impossible, unless you have another mod installed which alters fActorStrenthEncumbranceMult, or your Strength value explicity,
but even that EGM does recognize.

Please install the newest version, use conscribe and make a debug output in order for me to be able to read it, after you uploaded.
Of course if you are experienced you always are free to alter fQuestDelayTime to 0.1 or 0.5, effective 10 times or double faster than default.
I used this values mainly becuase not everyone is already using hyper fast cpus like intel iCore7 or similiar. If your lucky to run Oblivion on this rig, yes I would recommend to set to 0.1.
the short delay never really annoyed me. but skipping encumbrance levels with properly installed and working EGM is impossible. :angel:

PS:
Please take care by checking the Configuration Menu that the feature is enabled.
And pls take note of the new initialisation process, differing when loading a savegame,

1.you are able to initalise by savegame values, thus preconfigured games are staying with the same configuration as you saved them,
( --> any savegame new to egm or older in version number always updates from ini files)

2. or always initalisaing from the ini files, thus each load of a savegame is configured by ini file values. (configurable in egm_config.ini , set egmInit.bInitValuesfromFile to 1 )
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Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Mon May 07, 2012 11:00 pm

I was going offer a bug report but I see there have been a few updates since last I downloaded. Maybe I need update and see if anything changes.

Anyway, I’ll give you my issue and you let me know if this has been looked at already.

The encumbrance levels seem to work intermittently. I’ll pick up a bunch of equipment and I’ll see my strength decrease and my movement becomes labored, then I’ll pick up one or two more items and suddenly I won’t be able to move at all. Sometimes if I wait for a few seconds I’ll get the message that my encumbrance has increased and I can move again and have had another drop in strength. I assumed that the script only runs every few seconds and I can live with that. However I have also run into the issue where I went slightly over my natural encumbrance limit and became immobilized, I’d wait a little bit and still not be able to move. My strength never took a hit and I was never able to move, I dropped a few items and was able to run around then came back and picked them all back up. Sometimes I was able to move again and sometimes I stayed immobile. I guess the big question is how often does it check encumbrance?


I found a neat bug in the initialisation process.
Restarting the Game and Reloading a savegame are not handled the same.
While the first seems to runs initalisation stuff at the very start, the latter runs it only after the Quests have been stopped and started again.
Problems is, that between the start of initialisation process and stopping and restarting the Quests, all the values from egm_config.ini are loaded.
OBSE's GetGameLoaded or GetGameRestarted arent able to determine the difference, it seems to depend more on StopQuest and StartQuests commands.

In the first case, Restarting the Game, the values from egm_config.ini arent checked anymore.
Only when Reloading within the game. this might cause trouble, if the values from the egm_config.ini are out of bound or not set properly,
or values from savegame are applied directly after Restart (bInitValuesfromFile == 0) , and arent valid anymore.

The next release removes this quirk, its not really a bug, and isnt documented at all, so I'm glad I have found it. :wacko:
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Abel Vazquez
 
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Joined: Tue Aug 14, 2007 12:25 am

Post » Tue May 08, 2012 4:40 am

Oh wow! Thank you for finding that! I was going line by line through some of you code looking for anything that seemed hinky, and to be honest I'm not sure I would have recognized the problem if I actually found it given the particular syntaxes of Oblivion scripting vs all the other scripting I've played with. But what you found makes a freaky knid of sense, given both my experiences with the mod and the mindset of the developers who first started writing the code 7-8 years ago.
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Evaa
 
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Joined: Mon Dec 18, 2006 9:11 am

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