Helluva!

Post » Sat May 28, 2011 5:36 am

What about issues with scripted leveled lists? Are those fixed in farrps 2.0?
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Enny Labinjo
 
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Post » Fri May 27, 2011 8:43 pm

I don't know. All I know is that HELLUVA is better in a way because it doesn't rely on scripting to add the stuff to the leveled list.

Why FARRPS couldn't do that as well, I don't know. Maybe it was too much older? I mean, it was newer than Split-infinity, and Split-infinity didn't need a script modifying the start of the game. And SI added around 200,000 new weapons. :) "Why is my sword blinking at me?"

Also, I really didn't mind the way HELLUVA worked. I admit I used FARRPS for about 2 months, instead of 1 year, but still, I don't really see the main issues with not using HELLUVA.

I guess yes, it does boil down to to each his own, but I've been attacked for believing in that myself. :(
So, I've become a bit jaded.
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Madeleine Rose Walsh
 
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Post » Sat May 28, 2011 4:27 am



Also, I really didn't mind the way HELLUVA worked. I admit I used FARRPS for about 2 months, instead of 1 year, but still, I don't really see the main issues with not using HELLUVA.

I guess yes, it does boil down to to each his own, but I've been attacked for believing in that myself. :(
So, I've become a bit jaded.




I don't believe anyone one was attacking you David, just some differing points of view.
If you like HELLUVA, fine, but the OP was looking for opinions on that mod and various users gave them.
All's good if you want to start finding glass and ebony weapons in the first cave you visit, which IMO is the main issue with HELLUVA.
That should be reason enough for realism and role players to consider using another option, and faarp's is one of those.

I also think you've got the wrong idea on how these items are added to the game. Some of the weapons are scripted, but no scripts are used to place them into leveled lists or the game world.
I've no idea where you may have got that notion from.

@Vharlak you'll have to elaborate on that one for me. Scripted leveled lists?
Release date of Version 2.0 was 2003, last update 2004. At that time it had no mod conflicts.
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OnlyDumazzapplyhere
 
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Post » Sat May 28, 2011 3:19 am

You know the well known issue where mods that modify leveled lists with scripts end up breaking all the leveled lists? I swear I heard Farrps being thrown in with the rest of the problem mods like Magical Trinkets etc. This finding came out much later than 2004 I believe. I would think I would hear more talk about it if it were a problem since the mod is getting recommended a lot lately. You hear it brought up every time someone mentions MTT.
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xxLindsAffec
 
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Post » Sat May 28, 2011 9:26 am

You know the well known issue where mods that modify leveled lists with scripts end up breaking all the leveled lists? I swear I heard Farrps being thrown in with the rest of the problem mods like Magical Trinkets etc.

I have to be honest and say I've never had a problem of any type using faarp's. ^_^
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TOYA toys
 
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Post » Fri May 27, 2011 9:17 pm

I have to be honest and say I've never had a problem of any type using faarp's. ^_^


Maybe it is not a problem since it only modifies the lists once? I swear I remember people mentioning it. That's why I'm curious.
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Soraya Davy
 
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Post » Fri May 27, 2011 11:42 pm

Farrp's weapon compilation doesn't add items to the levelled lists by script, there are already a ton of levelled lists included in the mod. It has a script that should run once that adds weapons to NPC. This script will run the first time you exit the Census & Excise Office in Seyda Neen.

If you add the mod after chargen is completed, the script wont start no matter how many times you walk through the door, so you need to start the script by opening the console and type: StartScript "farrp_PerformLL_scr"
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Trevor Bostwick
 
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Post » Sat May 28, 2011 7:48 am

Some info on this levelled list-editing by script on http://www.uesp.net/wiki/Tes3Mod:Leveled_Lists#Scripted_Leveled_Lists. You'll see farrp's mod mentioned.

The issue I've had with "farrp_PerformLL_scr" is the fact that it uses 'additem' on the vanilla game skeletons. The records for the skeletons are then stored in my save game and so any changes to the skeletons by other mods are then ignored. All the 'additem' commands for the various NPCs will mean their records are stored in my savegame too... Haven't had a noticeable problem with that though
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Jessica White
 
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Post » Sat May 28, 2011 4:25 am

Oh, okay. I got confused. I thought the script was to run it for everything, not just NPCs.
My apologies.

Also, HELLUVA will never spawn glass weapons at level 1 through 9.
The weapons are leveled.
Something was broken badly if you found glass weapons in the first cave you came across.
Unless your level was high.

Sorry. I'm not making that up though. Also, I guess it would be a bit immersion breaking to find glass that soon. :)

Regardless, it's easy to become jaded. :)
PM me for more info Shikishima.
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Laura-Lee Gerwing
 
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