Extended Game Mechanics

Post » Sun May 01, 2011 5:24 pm

The mod consists of different parts, which are all described in the .ini files.

Different game mechanics from Total Fatigue Effects (TFE) and More Realistic Encumbrance (MRE) have influenced Extended Game Mechanics, however EGM is not 100& adopted, but completely rewritten to enforce speed, accuracy, compatibility and fault tolerance. What are Game Mechanics you now may ask?
Game Mechanics are the algorithms or functions on which your characters stats in-game are based, or calculated. Every step you take game mechanics update your character values by calculating them on provided functions and data, like Abilities, skills or location. Oblivion vanilla didnt implement all mechanics it could have. Fatigue was completely put aside, making it really unessential, Encumbrance didnt have much inluence at all, furthermore your overencumbered character couldnt move anymore.
For example the vanilla formula for fatigue is:
fFatigueReturnBase + (Endurance * fFatigueReturnMult) with default values 10 for fFRB and 0 for fFRM. You can see were this leads to.

EGM changes & extends this limits, while it is highly configurable.
Jumping, Encumbrance and fatigue mechanisms will provide and demand more immersive gameplay, and your character is going to demand food.

fFatigueReturnBase is now as it says a base value, delivering the Base Fatigue Return Rate per sec.
- fFatigueReturnBase is only influenced by your PC's physical condition regarding food.
- Too less and you will starve, too much and you will get sick.
- Pressing F8 will provide your current status.
- what Food is actually , will be determined by OBSE's isFood function.
- How much food your character requires will be determined by the Strength ability.
- different conditions like sleep/wait or active are taken into account and have iddferent food requirements.(sleep/wait will slow down the need for nutrition).

fFatigueMult is completely altered by Encumbrance mechanics.
- your encumbrance will have most influence on your fatigue return ratio from endurance
- Also the algorithm for determining Ability based fatigue effects from realistic leveling is included, and taken into account.
- EGM provides 4 Encumbrance levels, all with their unique penalties, and a Shinji Bonus, which will apply steadily, but not linear as in MRE.
- Other bonuses on attributes and skills being applied in MRE have been preserved or extended like strength.
- Overencumbrance will lower your strength now, as its meant to be used for your overload weight, but your character will be able to move further.
- Better Athletics will defer the Encumbrance penalty on your Fatigue Return Rate.
- Negative Ability Based Fatigue effects do count fully, postive Ability Based Fatigue are counted against any fatigue return rate left from (Endurance * fFatigueReturnMult), only half if you are not overencumbered.

Jumping was too static, sometimes too high, sometimes too low for me.
- every jump now is calculated on your current characters strength and encumbrance
- calculation is based on real world gravity (9.81g).
- fjumpHeightMax isnt static anymore, it will increase with your strength, but the amount it does decreases.
just try it, jump overencumbered, then drop the stuff and do a higher jump!

Faint and Blur:
As it says, Blur delivers Exhaustion effects and Panting sounds, many thanks to Mentalor and his MRE Blur. His blur code is outstanding and wasnt altered much. Also faint, delivers the PCs collapse, free from any animation bugs, like in MRE or DPCA. (Character collapses and stands up in a sudden, looks like a broken animation chain. this is due the different code this mods use, many thanks to tejon as he was providing this algorithm).

My aim is to evaluate the code further and make changes where necessary. this wont be a one-time release, I will try to stick with the mod and implement improvements you suggest (at least those which can be done in days, not years! ;) ) Any help is very welcome! I hope this mod will be improved and evaluated further by community. many thx to all other modders for their incredible work! :)

Installation:
Its a OMOD file, just use OBMM, and dont forget to configure the egm_config.ini and egm_GMST.ini.
Standard values should be ok, DPCA and OMOBS are recommended, and should be configured in the egm_config.ini by setting the two switches.
Other Fatigue and encumbrance mods should be deinstalled, as this one completely manages this game mechanics.

Load order currently would be best after real sleep extended, but also after Bashed patch should be ok.

these values shouldnt be touched by any other mod:
fFatigueReturnBase
fFatigueReturnMult
fJumpHeightMin
fJumpHeightMax
fActorStrengthEncumbranceMult

Please give FEEDBACK and have fun!!


http://www.tesnexus.com/downloads/file.php?id=30790

I need peops to test this mod with high levels chars, if possible, to evalute the Food requirements and Jumping stats, and the Encumbrance levels.
Please give Feedback, thank you! :tops: :shakehead: :yuck: :clap: :banghead:
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Nikki Hype
 
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Post » Sun May 01, 2011 2:00 pm

So tell me why I should "buy" your mod and not one of the numerous other, similar mods? B)

And does the faint and blur part require OBGE?
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Cedric Pearson
 
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Post » Sun May 01, 2011 11:18 pm

So tell me why I should "buy" your mod and not one of the numerous other, similar mods? B)

And does the faint and blur part require OBGE?


lol, try it!
EGM exceeds MRE and Total Fatigue.
If there are other mods try them, but MRE and TFE had several bugs modifying attributs,
- not going back to normal values,
- doing to much calcs on if elseif checks,
- redundant code,
- missing routines for jail, sleep, etc.

Some examples ( please understand this not as blame, to both contributers, your mods are great! without them there wouldnt have been a EGM.)
- TFE Food routine didnt have any limitations, you just could eat, and the food check routine was too complicated and not complete!
- TFE did alter the magic system too (didnt want that!)
- TFE and MRE arent fully compatible
- all quests in TFE and MRE did run in fQuestDelayTime under a second, like 0.001, most EGM quests do a 1 sec run, using less CPU time (only blur and faint not, and both are simple).
- MRE had a animation bug, your char fell and stood up in a sudden, the same with Duke Patricks Combat Archery ( the best Archery mod ever!)
- MRE altered Fatigue Return Rate with a script effect routine running every frame, for adjusting the values, but values are only applied in integer form 1 ,2 ,3 etc. thats quirky.
- MRE didnt handle Ability Based Fatigue Effects.
- MRE had no Encumbrance levels with further penalties, you could overload ever and ever!
- MRE uses a skill experience mod, which changes experience gain when encumbered, I didnt want that, because the skill drop due fatigue loss is already implemented by vanilla as less effective actions (less damage, less efficient magic, etc.)
- and I wanted EGM to be fully compatible with Progress from tejon, which makes mods that alter skill experience unnecessary, in my opinion, maybe he will implement some routines now & then (thx to tejon...but this guy isnt answering any mails sent...strange dude somehow ?!)
- EGM alters only the given Game Settings and is fully compatible to OMOBS and DPCA Fatigue systems, also Real Sleep Extended which alters Attributes and Skills too
- Jumping wasnt handled by any mod i know.
- and a hundred little things more....
- all EGM routines are based on rules, which can be looked into and make sense (didnt use formulas like sneak skill * endurance + encumbrance * willpower / player.getage - GameDaysPassed)
- EGM code is reentrant safe, no hangs up because of EGM in case of fast load
- only latest OBSE 1.8 b6 is needed ( EGM was programmed using the latest OBSE b6, I didnt look up for less recent versions, sorry, but this makes the update worth, if anyone insists on, i will try any older version to grant compatibility)

The only code really effective was the blur code and the faint code from MRE and TFE. Both are nearly unaltered. ( about 100 lines of code all together)
And Tejons GMST ini file. He looked up all game mechanics and put them into the .ini for configuring. its almost unaltered.

I am not saying this mod is bugfree, well maybe ( :swear:), but just try it if you want.
Its likely to change even more in the future, there are loads of ideas left, only I need a animation whiz.
A "you can win a million bucks quest" is not implemented, if you ask for that!! :frog:
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nath
 
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Post » Sun May 01, 2011 11:58 pm

So tell me why I should "buy" your mod and not one of the numerous other, similar mods? B)

And does the faint and blur part require OBGE?

Where does it say anything about 'buying?'
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jenny goodwin
 
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Post » Sun May 01, 2011 7:36 pm

This mod sounds like just the ticket for me. I'm working on a clean install very soon and will certainly be using this for a play around.

I espeically like the sound of the jump tweaks, I know there are few mods like that out there but the less esps the better. Was wondering if for a possible addition it is possible to have encumbrance effect my running speed and not just fatigue loss? I like to use the droppable inventory mod but now I think about it I swear Sides Backpack mod has a speed penalty on an overfilled inventory/pack. I just like to think that my character wouldn't be able to run around yet alone fight with countless items in his magic pocket. This sums up my feelings http://www.rockpapershotgun.com/images/feb08/SL_MuleRPS.jpg.
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Charlie Ramsden
 
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Post » Sun May 01, 2011 10:16 pm

This mod sounds like just the ticket for me. I'm working on a clean install very soon and will certainly be using this for a play around.

I especially like the sound of the jump tweaks, I know there are few mods like that out there but the less esps the better. Was wondering if for a possible addition it is possible to have encumbrance effect my running speed and not just fatigue loss? I like to use the droppable inventory mod but now I think about it I swear Sides Backpack mod has a speed penalty on an overfilled inventory/pack. I just like to think that my character wouldn't be able to run around yet alone fight with countless items in his magic pocket. This sums up my feelings http://www.rockpapershotgun.com/images/feb08/SL_MuleRPS.jpg.


A backpack would complement this mod, I guess. thought about it too, but I am no mesher, and this mod is just about game mechanics. A backpack would be the appropriate visualization in tamriel world.

Speed attribut is affected by overencumbrance or shinji, as side effect your character loses or gains speed, but there is no correlation before being overencumbered, just a fatigue penalty which will slow you down anyway.
But the fatigue penalty is steady and different in all 4 states you can have like shinji, normal, just before overencumbered and overencumbered.
My aim was to stay as close as possible to MRE, but not exactly, the reasons are stated above. This means better willpower will boost your bonuses in shinji state, and better athletics will defer any encumbrance penalties.
(if OBSE team had implemented the SetNthEffectItemMagnitude properly, it would have been way easier to adjust encumbrance penalties....*sigh*)
So EGM has 4 encumbrance levels, with each imposing its own restrictions to your character. I didnt want a superencumbrance mod, allowing you to backpack all & everything.
The penalties should make you think about your way back before getting into a fight with 3 zombies and a warlord at 200 lbs overencumbrance.
EGM is no 'convenience mod' making things neat for you in oblivion.
(PS: I am playing with OMOBS, DPCA and Real Sleep Extended, each brings additional restrictions, especially RLE, thats why I didnt try to alter every value every second for every lbs)

In the next release I will try to add 4 Shinji Levels, giving you different advantages at different player levels, they arent all accessible at low levels.
MRE applied bonuses on attributes according only to your encumbrance level! EGM works similiar at the momnet.
Additionally I have tweaked the food requirements. It isnt very realistic to sleep ten hours and wake up well-fed. so I changed that.
And I will try to put a switch in for ceasing all messages possible.

Is there someone comfortable with OBGE? I am thinking about a visual effect for shinji state. And I havent looked into OBGE at all yet.
The CS and OBSE documentation is messing me enough at the moment. Also the blur code isnt yet 100% the way i wanted it.
perhaps any additional icon for showing your hunger. optional of course.
Another Idea I had was to correlate food amount required and fatigue consumption, its your only "energy meter" somehow,
but neither vanilla nor OBSE had appropriate functions to have calculations based on.
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Harry Hearing
 
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Post » Sun May 01, 2011 6:48 pm

Thanks for clearing the speed effects up, I was reading through but In my tired state I didn't really grasp everything. I will have a quick test later on using only this and some of the backpack mods off of Nexus and see if they play nice together.

As for the OBGE front, I don't have a high end rig but I still use it for most of the features, such as ambient dungeons and screen effects so I would have no problem whatsoever with that. But other people always will. Are there still any OBSE haters floating around?
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SWagg KId
 
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Post » Sun May 01, 2011 9:19 pm

Where does it say anything about 'buying?'


It doesn't. Why do you think i wrote "buy"?
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Lalla Vu
 
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Post » Sun May 01, 2011 4:44 pm

Gave it a quick spin.

First impression is that my character needs deworming, 'cause she's always hungry...maybe a (s)lower Timescale is in order?
Also, the eating part is missing what make COBL version of Real Hunger my favourite - that thanks to COBL my characters can eat food from other mods, and the Dinner Plate which can be brough up by a hot key and gives quick access to all the food in your inventory.

The encumbrance part was better; I especially liked the blur effect without having to use OBGE. I also tried it with an old lvl 20 character and comapred to Realistic Fatigue it seemed too easy to run around at full speed before collapsing even with an encumbrance of 615/624. But I didn't clean save and the save was from an old game with different mods so the test may not have been very accurate.

As for OBGE I've had bad experiences with it, You Are Here and Screen Effects in the past, so I tend to shy away from mods depending on it.

Sorry to sound negative, but you're up against some stiff competetion, and unlike Quest mods, for these kinds of mods "there can be only one"...
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Josh Dagreat
 
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Post » Sun May 01, 2011 5:05 pm

Gave it a quick spin.

First impression is that my character needs deworming, 'cause she's always hungry...maybe a (s)lower Timescale is in order?
Also, the eating part is missing what make COBL version of Real Hunger my favourite - that thanks to COBL my characters can eat food from other mods, and the Dinner Plate which can be brough up by a hot key and gives quick access to all the food in your inventory.

The encumbrance part was better; I especially liked the blur effect without having to use OBGE. I also tried it with an old lvl 20 character and comapred to Realistic Fatigue it seemed too easy to run around at full speed before collapsing even with an encumbrance of 615/624. But I didn't clean save and the save was from an old game with different mods so the test may not have been very accurate.

As for OBGE I've had bad experiences with it, You Are Here and Screen Effects in the past, so I tend to shy away from mods depending on it.

Sorry to sound negative, but you're up against some stiff competetion, and unlike Quest mods, for these kinds of mods "there can be only one"...


Nice try.

When your encumbrance is at 624 and the char is not encumbered, your char must have a strength value of 624 / 5, and thats 125, which is very strong. But even at this strength, the encumbrance is calculated not on an absolut basis in lb, but relative to your total encumbrance, and 615/624 would be like 99% penalty on fatigue from (endurance * fFRM), meaning there is nothing left.
the only fatigue return you will have is the fFRB, its controlled by your food level, and its exactly 6 when you are well feed,
or Abilitly Based Fatigue Effects, which count only half before it exceeds the remaining fatigue left from (endurance * fatigue).
(it will eat up the shinji bonus, whcih defers the penalty to a lower value so it should be around 80 to 85%, making your fatigue magic a bit more powerful in the end, shinji rules!)
If you set the values from egm_GMST and didnt use magic for Ability Based Fatigue effects, your character will break down much too soon, with a total Fatigue return rate of somewhat over 6.
Its most likely you didnt configure it properly.
In overencumbered state 1 you would have a total fatigue rate of 4, in encumbrance level 2 a total of 0, before it would turn negative without magic!

Eating is based on gamehour time, and each 30 minutes your cahr will consume food related to his strength to reflect some differences between levels!
a char with 125 strength would consume around 0.82 lb per 30 minutes, thats a total of 60 hours before your character is beginning to starve, getting hungry doesnt mean starving, which is what you should avoid, but your char will tend to like food much earlier! In about a quarter of this time, means around 15 hours! and thats just a good time basis, or dont you feel like you could eat something after playing oblivion for 15 hours??! :facepalm: and now get outta here, you troll! :flamethrower:

PS: and the grand question of all questions? why isnt your fatigue loss per lb?
beside the question if there is ever any plausible char beside ogers, which are able to carry more than 600lbs, i didnt count fatigue per lbs, because strength determines the encumbrance maximum. it means your strength decides what you are able to carry, but the fatigue loss still will be relative to your maximum encumbrance.
to be honest, fatigue loss isnt linear according to encumbrance ratio, it depends on what state you are, shinji, normal, just before overencumbered, and encumbered. the later has the worst fatigue / encumbrance progression, of course.

PS:
I will consider adding a timescale deferrer, for high timescale players. if you play at timescale 60, your char will get hungry at every 15 minutes.
thats fast indeed, but what do you expect from such a high timescale? your whole game day is goin to be over in 24 minutes real time!
and your char should eat every 1 hour = every 2 days? this is not very plausible. I would recommend for high timescalers to deactivate food.
as said, maybe i will add an automatic deferrer to be used on high timescale phases. i 'll let you know in the next updates.
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Paula Ramos
 
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Post » Sun May 01, 2011 9:19 am

Update 1.65:
- added compatibility bTimescale setting for high Timescale player, it is set in the egm_config.ini
- altered code to have no zero division fault when .ini files are set to bad values
- updated jump code to deliver the gravity force based jump calculations (need testers for chars with high strength values...)

The gravity force based jump wasnt that easy, but I used a approximation formula to determine the max Height at no encumbrance.


If there is anyone with a high leveled character and good strength values, I would really appreciate if you could try the jumping mechanics .... and post! thank you! :wavey:

new version is 1.65 and is available http://www.tesnexus.com/downloads/file.php?id=30790
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Roanne Bardsley
 
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Post » Sun May 01, 2011 10:04 pm

I clean saved my old game, and tried again. My character with 59 Str had a carry capacity of 645, but much of that is thanks to Feather spells. Encumbrance was 615 and I felt that I could run at full speed for too long and then suddenly collapse. Maybe speed (either the attribute or the actual running speed) should be decreased when heavility fatigued and gradually get lower before the collapse?

I must admit I'm probably not the right person to test this mod though, since I'm aleady heavily biased towards Real Hunger, COBL version.
Also, too many formulas and advanced options tend to give me a headache...

I'll see I can do another test tomorrow and see how jumping works. My character has a rather high Athletics skill; over 50 I think.
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Hannah Barnard
 
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Post » Sun May 01, 2011 9:02 am

I clean saved my old game, and tried again. My character with 59 Str had a carry capacity of 645, but much of that is thanks to Feather spells. Encumbrance was 615 and I felt that I could run at full speed for too long and then suddenly collapse. Maybe speed (either the attribute or the actual running speed) should be decreased when heavility fatigued and gradually get lower before the collapse?

I must admit I'm probably not the right person to test this mod though, since I'm aleady heavily biased towards Real Hunger, COBL version.
Also, too many formulas and advanced options tend to give me a headache...

I'll see I can do another test tomorrow and see how jumping works. My character has a rather high Athletics skill; over 50 I think.


Athletics does only influence the fatigue loss due jumping, jumping itself is based on gravity formula. the max jump height itself is calculated with a approximation formula,
giving even chars with 200 strength some cm to improve.

Food has nothing to do with Fatigue loss, generally, not with EGM.
feather spells lower the weight acutally, but it is shown as being a higher encumbrance value, this is a beth quirk.
EGM doesnt alter the fatgiue loss rate this fast without you or your PC changing your encumbrance state higher.
But when you say your character has a Strength value of 59, EGM calculates the encumbrance maximum based on the default fActorStrengthEncumbranceMult default value 5,
giving you an encumbrance limit of 59 * 5 = 295. This is because of compatibility reason, if you should abandon EGM at some point, you will be able to continue playing with this char
after EGM is deinstalled.

Your character seems not to have this compatibility anymore, your encumbrance max level is 645, and thats really too much, even for a feather spell, its 350 lbs above the normal max value.
EGM would max only up to 495 lbs at this strength value, and then only with strong penalties. You can see the penalties in the Active Effect Tab, describing them as Encumbrance penalties.

But what ever mod did set your max encumbrance this high, you should deinstall it and use EGM in the future, at least for compatibility reasons, and you are able to deactivate food, and continue using Real Hunger, Cobl version.

Its likely EGM will have COBL compatibility in the future.

PS:
ups, i did tell wrong, EGM doesnt limit encumbrance, but it should, this will be done in the next update sorry, forgot this absolutely!!

PS:
I did update EGM in the 1.65 version as it wasnt downloaded yet.
this is really a good example of different mechanics. MRE had unlimited encumbrance raises, I didnt want that and implemented 4 encumbrance levels,
all with higher penalties, but forgot to alter the code. Now you will recieve a message and have to drop something, if you are able to with the penalties breaking your char.
Originally I wanted to use all possible encumbrance limit as long as strength didnt drop beneath 10. I totally forgot that.
the penalty is 10 on strength now as 5 * 10 = 50 additional weight lbs.
Im glad you reminded me of that with this example! lol!
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Izzy Coleman
 
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Post » Sun May 01, 2011 3:30 pm

Ah good to see someone else play around with encumbrance control from MRE. I thought i was going to be all alone forever :P
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Amy Siebenhaar
 
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Post » Sun May 01, 2011 11:45 am

Ah good to see someone else play around with encumbrance control from MRE. I thought i was going to be all alone forever :P


Hello Strategy Master, nice to meet you, I still got your MRE altered script on my desk, and didnt touch it! lol
Was too busy with eGM, and I think I got this one really up to its predecessor.
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Terry
 
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Post » Sun May 01, 2011 9:49 am

Update 1.65:
- added compatibility bTimescale setting for high Timescale player, it is set in the egm_config.ini
- altered code to have no zero division fault when .ini files are set to bad values
- updated jump code to deliver the gravity force based jump calculations, was a real pain....
- updated encumbrance mechanics to alter encumbrance 4 only times with a higher penalty
- updated encumbrance mechanice not to raise encumbrance ever & ever, be careful! (depends on actual strength and is maxed to 4))
- updated message system, can be enable/disabled via Configuration Menu, messages in Menu Mode and via Infokey will always put messages on screen
- update .ini - files
- and...enjoy it....

PS: about the gravity force based jump calculations

Bethesda/Oblivion uses two values to determine the jump height, to be exact, three, here is the formula
JumpHeight = fJumpHeightMin + (fJumpHeightMax - fJumpHeightMin) * Acrobatics/100

Problem is, the fJumpHeightMin is static, is ok, but the (fJumpHeightMax - fJumpHeightMin) is too!
The value is only altered by Acrobatics/100 giving a 1/100 back to fJumpHeightMin from fJumpHeightMax - fJumpHeightMin) every time your Acrobatics level raises.

EGM utilizes the encumbrance ratio to put this value right.
Currently EGM assumes a max Height of 225 cm ==> fJumpHeightMin is 25 and fJumpHeightMax has a range from 0 to 200
let fPCJumpHeightMax := fcurStrength * (200 / 250)let fPCJumpHeightMax := (  ( (pow fPCJumpHeightMax 0.6)  /  (pow 200 0.6)  ) * 200) + 25


As you see the current Jump ability is influenced by strength assuming a maximal strength value of 250! (this should allow high level chars not to jump into the sky)
the function is flatened by pow 0.6, to have higher values sooner, and the later ones not increasing over a certain limit.
This calculation determines the max jumpheight with no weight at 75 kilo body weight.

What beth did is a real pain stake, there is not relation from weight based values in game, as shown by encumbrance, to any calculation.
So I had to use a correlation factor, which is determind by the maximum allowed encumbrance at highest assumed strength basis,
which is 250 x 5 (strength x fActorStrengthEncumbranceMult), divide by the base weight i have used, 75 kilo for the standard jump.
The correlation factor is somewhat over 7.3, and cant be expressed by any physical law, just math abstraction.
This means that jumping is not a simulated jump, its only influenced by encumbrance and your current strength now! so be careful not to have diseases lowering your stats.
Its a given fact that a cute elve carrying over 600 lbs of weight does only live in Tamriel World i guess....

The Force used for a jump at 75 kilos with the given maximum jump height
minus
the force the loaded weight needs for making the same jump
results
in the actual force value which is utilized by your character jumping determining the actual height, which is always below the maximun height,
but never below minimum height expressed by fJumpHeightMin.

I will have to run this function also with chars that are high skilled in athletics to do the final adjustments, but it works now on accurate calculations.

PS:
For TES V my only wish is that Beth will have calculations based on real values for things like weight, height, etc...
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Lyndsey Bird
 
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Post » Sun May 01, 2011 1:19 pm

Hey, I'm trying this out right now. I don't use any food or fatigue/encumbrance mods, so it works really well for me so far. However I'm playing a supernatural character, a vampire, who technically doesn't need to eat (normal food atleast), is there perhaps a way I can customize the food requirement script to follow feeding routines? The jump formulas are excellent, I really like those. I can tell you've been really putting your thought into this. :foodndrink:
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Rebecca Clare Smith
 
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Post » Sun May 01, 2011 5:33 pm

Hey, I'm trying this out right now. I don't use any food or fatigue/encumbrance mods, so it works really well for me so far.



Sorry, there is a new version 1.651, because I had an error in using the appropriate correlation factor.
Its different now, but accurate, I checked several times with the debug messages.

The problem is, any RPG char, will have overpowered strength values compared to real world, to make RPG world more immersive of course.
so the problem is, at a weight limit of several hundred lbs nobody would ever do a jump. but forcing gravity to a lesser factor would make your character do unencumbered jumps like on the moon.

So the aim is to find a correlation, and thats a real world jump of someone doing a jump with twice his weight as fully encumbered state, not overencumbered. I took 75 kilo as base body weight.
the correlation now does factor every game pound to fit into the extra 75 kg. with this values the jump is calculated on real world physics, then converted back to game values.
and it works. With my level 1 char and 35 strength, but I have no high level char currently, so i have to rely on you!

the max jump height is determined by a function flatened with pow 0.6, this is to make early chars with low strength values not to crouch instead of doin a jump.

Ok, lets test! ..and have fun! :celebration


However I'm playing a supernatural character, a vampire, who technically doesn't need to eat (normal food atleast), is there perhaps a way I can customize the food requirement script to follow feeding routines? The jump formulas are excellent, I really like those. I can tell you've been really putting your thought into this. :foodndrink:


Vampires are not put into the feed routine by default, there is a check that should avoid this, as long as you are a vampire, oblivion vanilla does have its own vampire feeding mechanics you'll have to follow. but if you want to, set the flag in the egm_config.ini. when vanilla handles it, I wont really touch it. I read about it on UESPWiki, and inlcluded this routine, I rella forgot about, its just a check you are able to override with a config.ini value. but there is no special routine for what vampire needs, as i said, vanilla handles this. only once my char was a vampire and I hated it, I had to find 5 certain soul gems to get rid of it, but i dropped this char years ago. :hubbahubba:

There is no feeding routine included, what for? if you mean the cobl diner plate, it isnt implemeted yet, because none of the cobl team has answered my email, perhaps i should consider posting them, but afaik is that the last thread was closed.
you should desribe more detailled what you mean with feeding routines?!?
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asako
 
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Post » Sun May 01, 2011 9:32 am

Hello @ll,

if it is possible, I need help because I would like to extend this mod further.

Is there anyone familiar with food, integrating food into mods, the models and textures, plus the Cobl Diner Plate,

and a modder advanced in combat mechanics?

Any help is really appreciated! :wavey: :goodjob:
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Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Sun May 01, 2011 5:53 pm

Update 1.67:
- New Feature included, every Race has now its favorite dish, currently implemented is Khajiit, Cute Elf, and Imperial
- removed calculation quirks due integer/integer not delivering a float value
- updated encumbrance calculation to raise encumbrance limit as long as strength allows it
- EGM includes now a routine to identify certain race mods (thx to ghastly), which are not vanilla:
currently NEC Elves, Cute Elves, Hidden Elves and the Race Balancing Projekt additional races (http://www.tesnexus.com/downloads/file.php?id=22124)
(others will follow.... any proposal? pls email)
- cleanup and optimizations
- updated egm_config.ini and egm_GMST.ini
- version 1.67 seems to run very stable, I am playing long hours and have no CTD or false values due EGM. but testing and debugging goes on!
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Enie van Bied
 
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Post » Sun May 01, 2011 12:55 pm

Hey Marsh, Sorry I haven't gotten around to playing with this yet. Real life keeps getting in the way. Just wanted to say maybe asking a Mod to plonk a Relz/Beta on the topic to draw in a few more people to garner interest. Sadly many people will only click on the topics where that is the case.
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alyssa ALYSSA
 
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Joined: Mon Sep 25, 2006 8:36 pm

Post » Sun May 01, 2011 11:17 pm

Hey Marsh, Sorry I haven't gotten around to playing with this yet. Real life keeps getting in the way. Just wanted to say maybe asking a Mod to plonk a Relz/Beta on the topic to draw in a few more people to garner interest. Sadly many people will only click on the topics where that is the case.



Ok, guess I am goin to start a new topic. thx for the hint.
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jennie xhx
 
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