From: [RELz] Reneer's Guard Overhaul

Post » Mon Dec 12, 2011 7:58 pm

The Disguises were removed when I recreated the mod from scratch for version 2.5. I can add them in again when I get the chance.


Please do those disguises was a VERY neat little tough ;)

One thing though when you do decide to add it back, I remember last time when I was using it I was also using Oblivion XP and then I would change into a disguises I would gain a STUPID AMOUNT of xp enough to actually level up twice around the lower levels 10-15. Don't know if it was your mod or the XP mod but obviously there was something going on between the two of them.

That was with the older versions of RGO though so it might not even be a problem now but have to wait till there re-added, but if you could possibly look into that I'd be greatfull :)
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Ross Thomas
 
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Post » Mon Dec 12, 2011 8:14 pm

... I didn't even know FCOM had regional bounties, for one. :P

As for game-breaking bugs... none that I've been able to verify. Some people in the thread insist that RGO causes CTDs, but I don't run into those. Are there bugs? Sure there are. I try to fix those when I can... but if there was a srs bug, I'd fix that as quick as I could.

And the 2.5 recode was essentially me getting fed up with the various subsystems of RGO fighting one another and so I created another ESP (RenGuardOverhaul2.5.esp) which was later renamed RenGuardOverhaul.esp so people wouldn't go crazy with old versions play havoc with the new one.


I was incorrect... I verified with Arkngt on the FCOM thread. FCOM doesn't effect regional bounties. Sorry for the mis-information.
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Katie Pollard
 
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Post » Mon Dec 12, 2011 12:01 pm

Reneer's Guard Overhaul 2.54 Released!

2.54: Added more debug messages, fixed issue where Guards would always follow the player regardless of settings. Other minor changes in mod and ReadMe text.
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Mark Churchman
 
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Post » Mon Dec 12, 2011 9:43 pm

Reneer's Guard Overhaul 2.54 Released!

2.54: Added more debug messages, fixed issue where Guards would always follow the player regardless of settings. Other minor changes in mod and ReadMe text.

Thanks, Reneer! Installing now. :D
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Leah
 
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Post » Mon Dec 12, 2011 11:58 pm

As always, thanks for the continued effort and support.

Vac
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Alexandra Ryan
 
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Post » Mon Dec 12, 2011 12:33 pm

I meant to ask this earlier and it slipped my mind: do I need to make a clean save without the previous version of RGO installed before installing the new one, or can I just overwrite the files? I didn't see this in the Readme or the OP. Thanks in advance.
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Kelly John
 
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Post » Mon Dec 12, 2011 6:16 pm

I meant to ask this earlier and it slipped my mind: do I need to make a clean save without the previous version of RGO installed before installing the new one, or can I just overwrite the files? I didn't see this in the Readme or the OP. Thanks in advance.
As I recall, in the few instances it's ever been necessary (maybe once that I remember) to clean-save, Reneer has specified for that release. Also, doesn't he give the "upgraded to RGO version x.xx" message in-game? That would indicate that simply updating is expected.

Vac
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naomi
 
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Post » Mon Dec 12, 2011 11:45 pm

I meant to ask this earlier and it slipped my mind: do I need to make a clean save without the previous version of RGO installed before installing the new one, or can I just overwrite the files? I didn't see this in the Readme or the OP. Thanks in advance.
You shouldn't need to clean-save unless you are already experiencing problems. So just overwrite the old files.
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Shirley BEltran
 
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Post » Mon Dec 12, 2011 12:44 pm

You shouldn't need to clean-save unless you are already experiencing problems. So just overwrite the old files.

Alright, great. :D It has been a while since I played Oblivion, so I've forgotten a few particulars about a lot of my most-used mods. xD
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k a t e
 
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Post » Tue Dec 13, 2011 1:50 am

Hi Reneer,

thanks for your mod,

i was having problems with the "guards follow player" and "brides" settings not working in the configuration menu
but i think i found out why, in RenCrimeConfigQuestScript i think some values are incorrect

	; Guard Settings                                .....		if (buttonpressed == 4 && msgbox == 5)                !!! SHOULD BE : buttonpressed == 3 !!! 		; player clicked on Bribes		set msgbox to 5.4                                  !!! SHOULD BE SET TO 5.5 HERE AND BELOW !!!		set buttonpressed to -1	endif		if (buttonpressed == 0 && msgbox == 5.4)			; increase by 25			set bribegold to (bribegold + 25)			set msgbox to 5.4			set buttonpressed to -1		endif		if (buttonpressed == 1 && msgbox == 5.4)			; decrease by 25			set bribegold to (bribegold - 25)			set msgbox to 5.4			set buttonpressed to -1		endif		if (buttonpressed == 2 && msgbox == 5.4)			; done			set msgbox to 5			set buttonpressed to -1		endif	if (buttonpressed == 3 && msgbox == 5)                     !!! SHOULD BE : buttonpressed == 4 !!! 		; player clicked on Sneak Following		set msgbox to 5.5                               !!! SHOULD BE SET TO 5.4 HERE AND BELOW !!!		set buttonpressed to -1	endif		if (buttonpressed == 0 && msgbox == 5.5)			; Guards will follow player			set guardsfollowsneak to 1			set msgbox to 5.5			set buttonpressed to -1		endif		if (buttonpressed == 1 && msgbox == 5.5)			; Guards will not follow player			set guardsfollowsneak to 0			set msgbox to 5.5			set buttonpressed to -1		endif		if (buttonpressed == 2 && msgbox == 5.5)			; done			set msgbox to 5			set buttonpressed to -1		endif


i've applied these changes and it seems to work fine now, but as i do not know anything about scripting may be i'm totally wrong :blink:
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vanuza
 
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Post » Mon Dec 12, 2011 9:42 pm

Hi Reneer,

thanks for your mod,

i was having problems with the "guards follow player" and "brides" settings not working in the configuration menu
but i think i found out why, in RenCrimeConfigQuestScript i think some values are incorrect

Spoiler
	; Guard Settings                                .....		if (buttonpressed == 4 && msgbox == 5)                !!! SHOULD BE : buttonpressed == 3 !!! 		; player clicked on Bribes		set msgbox to 5.4                                  !!! SHOULD BE SET TO 5.5 HERE AND BELOW !!!		set buttonpressed to -1	endif		if (buttonpressed == 0 && msgbox == 5.4)			; increase by 25			set bribegold to (bribegold + 25)			set msgbox to 5.4			set buttonpressed to -1		endif		if (buttonpressed == 1 && msgbox == 5.4)			; decrease by 25			set bribegold to (bribegold - 25)			set msgbox to 5.4			set buttonpressed to -1		endif		if (buttonpressed == 2 && msgbox == 5.4)			; done			set msgbox to 5			set buttonpressed to -1		endif	if (buttonpressed == 3 && msgbox == 5)                     !!! SHOULD BE : buttonpressed == 4 !!! 		; player clicked on Sneak Following		set msgbox to 5.5                               !!! SHOULD BE SET TO 5.4 HERE AND BELOW !!!		set buttonpressed to -1	endif		if (buttonpressed == 0 && msgbox == 5.5)			; Guards will follow player			set guardsfollowsneak to 1			set msgbox to 5.5			set buttonpressed to -1		endif		if (buttonpressed == 1 && msgbox == 5.5)			; Guards will not follow player			set guardsfollowsneak to 0			set msgbox to 5.5			set buttonpressed to -1		endif		if (buttonpressed == 2 && msgbox == 5.5)			; done			set msgbox to 5			set buttonpressed to -1		endif


i've applied these changes and it seems to work fine now, but as i do not know anything about scripting may be i'm totally wrong :blink:
While you are not wrong, you went about it in the wrong way. The problem stemmed from this code:
Spoiler
		if (RenCrimeConfig.msgbox == 5.4)			; Guards follow player?			if (RenCrimeConfig.guardsfollowsneak == 1)				; guards currently follow player				Messagebox "Guards Follow Player (Yes)", "Guards Follow Player", "Guards Do Not Follow Player", "Done"							else				; guards will not follow player				Messagebox "Guards Follow Player (No)", "Guards Follow Player", "Guards Do Not Follow Player", "Done"											endif		endif		if (RenCrimeConfig.msgbox == 5.5)			; Bribe Amount			Messagebox "Bribe Amount: %0.0f", RenCrimeConfig.bribegold, "+25", "-25", "Done"		endif
which was in the RenCrimeConfigTextEnglishScript, which, as you will notice, is backwards. I've already fixed the issue for the next version of RGO.
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Alexx Peace
 
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Post » Mon Dec 12, 2011 10:43 am

Thanks for the update Reneer, wouldn't play without RGO .
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James Potter
 
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Post » Mon Dec 12, 2011 11:44 pm

Hey!

I've got a couple of questions, if I may:

1. It doesn't say this in the readme - does the weather affect the distance the guards can detect crimes?

2. Do you happen to know if RGO would be compatible with Duke Patrick's Fresh Kills Now Alert NPCs? If you have a similar system implemented then it would be pretty clear that they won't play well together.

3. Why is there a "jailbreakdays" variable in the ini if the guards kill you when you escape the prison?

4. Could you add an option to disable the bribe thingie for the guards or, if it's at all possible, make it compatible with Map Marker Overhaul? Both mods change the dialogue options so one overrides the other.

5. Would it fight with Combat Behavior Modification?

That's all for now. Thank you for all the work you've put into this, I know it must be a staggering amount.

cc
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Bambi
 
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Post » Mon Dec 12, 2011 12:32 pm

Hey!

I've got a couple of questions, if I may:

1. It doesn't say this in the readme - does the weather affect the distance the guards can detect crimes?
Yes, but not very much. I still need to update that bit too...

2. Do you happen to know if RGO would be compatible with Duke Patrick's Fresh Kills Now Alert NPCs? If you have a similar system implemented then it would be pretty clear that they won't play well together.
It should work just fine together.

3. Why is there a "jailbreakdays" variable in the ini if the guards kill you when you escape the prison?
Old functionality, mostly. Just haven't gotten rid of it yet.

4. Could you add an option to disable the bribe thingie for the guards or, if it's at all possible, make it compatible with Map Marker Overhaul? Both mods change the dialogue options so one overrides the other.
I'd have to look into this. Not sure. Why might Map Marker Overhaul change the Guard's Bribe option? Or is the dialog just conflicting? (I hate dialog in Oblivion...)

5. Would it fight with Combat Behavior Modification?
It shouldn't, but who knows. :P

That's all for now. Thank you for all the work you've put into this, I know it must be a staggering amount.

cc
Eh, just 4+ years of my life. Not that much. :P
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Céline Rémy
 
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Post » Mon Dec 12, 2011 3:09 pm

I'd have to look into this. Not sure. Why might Map Marker Overhaul change the Guard's Bribe option? Or is the dialog just conflicting? (I hate dialog in Oblivion...)


Thanks for the quick reply!

It doesn't change the "Bribe" option per-se, it adds an option to guards so that they can add new markers on the map. So I either get the standard guard dialogue + Bribe or I get standard guard dialogue + map markers. I'm afraid it's an engine limitation though so I'm not sure what could be done about it. Maybe it could be bashed somehow?

Cheers!

cc
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Agnieszka Bak
 
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Post » Mon Dec 12, 2011 3:16 pm

This is an odd issue perhaps someone has solved. I am troubleshooting right now but I am pretty sure of the problem.

Whenever I pull a weapon or start to sneak the guards start to follow me as they should. But sometimes when I do this the guards start running and just drop dead. Once I exit sneak mode or sheath the weapon they get up again and go about their business.

I am also using Realistic Fatigue 2.4 and I have a feeling the guards are overloaded and collapsing from fatigue. Testing it out now but would be interested if anyone else experienced a similar problem before?
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nath
 
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Post » Mon Dec 12, 2011 5:09 pm

I deselected Realistic Fatigue and the guards don't drop anymore. Apparently these are some very weak guards and the armor ways too much for them. Not sure how to fix it just yet.
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Tania Bunic
 
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Post » Mon Dec 12, 2011 7:35 pm

Give them a training regime and a diet rich in iron, protein and carbohydrates?

Vac
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Gavin Roberts
 
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Post » Mon Dec 12, 2011 10:25 am

Thanks for the quick reply!

It doesn't change the "Bribe" option per-se, it adds an option to guards so that they can add new markers on the map. So I either get the standard guard dialogue + Bribe or I get standard guard dialogue + map markers. I'm afraid it's an engine limitation though so I'm not sure what could be done about it. Maybe it could be bashed somehow?

Cheers!

cc
Huh. I'll try to figure something out. I hate dialog in Oblivion...

This is an odd issue perhaps someone has solved. I am troubleshooting right now but I am pretty sure of the problem.

Whenever I pull a weapon or start to sneak the guards start to follow me as they should. But sometimes when I do this the guards start running and just drop dead. Once I exit sneak mode or sheath the weapon they get up again and go about their business.

I am also using Realistic Fatigue 2.4 and I have a feeling the guards are overloaded and collapsing from fatigue. Testing it out now but would be interested if anyone else experienced a similar problem before?
As you mentioned, the issue is Realistic Fatigue, not RGO. So... not my problem. :P
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Reanan-Marie Olsen
 
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Post » Mon Dec 12, 2011 2:44 pm

Huh. I'll try to figure something out. I hate dialog in Oblivion...

As you mentioned, the issue is Realistic Fatigue, not RGO. So... not my problem. :P


Not your mods problem but you may have had prior experience with the combination of the two. Never hurts to ask. I think my main problem was not using OBMM to install realistic fatigue. I just used BAIN but it seems some variables were not entered without using OBMM thus causing some really odd fatigue issues. We shall see.
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Melung Chan
 
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Post » Mon Dec 12, 2011 4:57 pm

I have run into a problem with this mod. It seems that whenever I get to a certain time, the game crashes. I assume the script runs something at that point and it crashes. I have verified this part by loading an earlier save, doing something else, and it crashes at about the same time frame. I am running a lot of mods, probably close to 242 with a bashed patch so there is a high probability of conflicts. Actually, TES4Edit shows no conflicts other than just with Oblivion.esm. I narrowed down the problem by removing mods and testing. The game crashes at the same point when this mod is active, but works without it. The whole RGODebugFile looks similar to this:

2011-2-26 - RGODebugFile - RGO Version: 2.53 417.934
RenCrimeGuardRingScript: Guard (000700ED) has got criminal NPC = Oleta. 417.934
RenCrimeGuardRingScript: Guard (000700ED) cannot see criminal NPC = Oleta. 417.934
RenCrimeGuardRingScript: Guard (000700ED) has got criminal NPC = Oleta. 422.948
RenCrimeGuardRingScript: Guard (000700ED) cannot see criminal NPC = Oleta. 422.948
RenCrimeGuardRingScript: Guard (08178642) has got criminal NPC = Oleta. 422.948
RenCrimeGuardRingScript: Guard (08178642) cannot see criminal NPC = Oleta. 422.948
RenCrimeGuardRingScript: Guard (000700ED) has got criminal NPC = Oleta. 422.982
RenCrimeGuardRingScript: Guard (000700ED) cannot see criminal NPC = Oleta. 422.982
RenCrimeGuardRingScript: Guard (000700ED) has got criminal NPC = Oleta. 423.015
RenCrimeGuardRingScript: Guard (000700ED) cannot see criminal NPC = Oleta. 423.015
RenCrimeGuardRingScript: Guard (000700ED) has got criminal NPC = Oleta. 423.048
RenCrimeGuardRingScript: Guard (000700ED) cannot see criminal NPC = Oleta. 423.048
RenCrimeGuardRingScript: Guard (08178642) has got criminal NPC = Oleta. 423.048

The same NPC is listed on every line of the 18 pages of the log. Oleta is a Kvatch priest. I am using Kvatch Rebuilt, and I finished the first city quest about a week ago. So, that means when the script runs for the first stage of Kvatch Rebuilt, a conflict happens with this mod. I am not sure how to fix this. Well, I just thought you might want to be aware of this and if you have any thoughts on how to fix it, I would be appreciative.
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Scotties Hottie
 
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Post » Mon Dec 12, 2011 12:26 pm

Khyron - you are running an old version of the mod. Try 2.54.
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Isaiah Burdeau
 
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Post » Mon Dec 12, 2011 8:18 pm

I found glitch and I know what causes it, when you bribe a guard (you must have atleast 500 gold) the bribing voice sound works perfectly, but when you bribe the guard without having 500 gold, the guard says the thing which he says normally when you have the money but, the sound doesn't play, I prefer you to fix the voice AND the message when you don't have enough money. kthxbye ^.^
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Sylvia Luciani
 
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Post » Mon Dec 12, 2011 1:18 pm

Thanks for all your hard work on this! :celebration:

Edit Disregard below, now believe this is vanilla Oblivion issues, currently testing without RGO.

Don't mean this to sound like I'm complaining and not sure this is even possible to fix but I was wondering if there was a way to turn down the Guards ability to see you (not their Range) ?

What I'm experiencing with v2.54 is even when the Guards are walking away from me (back to me, no way they could see me) it prevents me from Hiding. Another words it prevents my Skill Up counter from working, when it should in fact be working. Now if the Guard turns around and actually sees me well sure that should break Sneaking. I think it has to do with the Scripting to Auto Follow the PC if they are Sneaking. It seems the Script is not taking into effect the Guards Visual Direction or Range of Vision, e.g. maybe a Guard should have 180% vision since they are Trained, where as a normal NPC only sees in 120% accurately.

The problem seems like it's the Script just checks to see if a Guard COULD see the PC IF he was looking at him and Locks On AutoFollow. So basically is there away to Not Make them Auto Lock while they are Not Facing the PC or what's your suggestion for setting of the current Configuration available?


Thanks again for this mod and your time. :)
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Sxc-Mary
 
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Post » Mon Dec 12, 2011 1:43 pm

ugh, im running 2.54 n i seem to have a rly big problem: not a single one of the features work (well, i do get the config item in my inventory).
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Daniel Holgate
 
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