[Relz] Item Interchange - Thread #4

Post » Wed Mar 23, 2011 2:22 am

just that one last thing to do and rebalance.. :banghead: because they are not wanting to rebalance to my liking..


looks Like he is wrye bashing another patch....


well, good thing I found this. I didnt realize the one built into mmm was v.76

dont need to uninstall correct? just install over itself since it is post v.52?
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Carys
 
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Post » Wed Mar 23, 2011 3:39 am

looks Like he is wrye bashing another patch....


well, good thing I found this. I didnt realize the one built into mmm was v.76

dont need to uninstall correct? just install over itself since it is post v.52?
Holy-moley! You mean someone actually READ the readme? I expect to see a small squadron of porcines pass overhead any moment.

In any case, it's actually from version 0.64 that the last *needed* uninstall took place, or if you swapped from non-FCOM to FCOM or vice versa. Overwriting v0.76 with v0.78 should be no problem at all, and the fixes done in 0.77 are definitely worth having.

Oh, and II is bundled with Cobl, not MMM. :P

Vac
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Rachel Cafferty
 
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Post » Wed Mar 23, 2011 9:28 am

Holy-moley! You mean someone actually READ the readme? I expect to see a small squadron of porcines pass overhead any moment.

In any case, it's actually from version 0.64 that the last *needed* uninstall took place, or if you swapped from non-FCOM to FCOM or vice versa. Overwriting v0.76 with v0.78 should be no problem at all, and the fixes done in 0.77 are definitely worth having.

Oh, and II is bundled with Cobl, not MMM. :P

Vac


cobl... ok, thanks for the correction
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djimi
 
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Post » Wed Mar 23, 2011 12:32 am

Well, I think this is worth mentioning. I've just finished the preliminary work for supporting WAC (Waalx' Animals and Creatures). This overhaul is the last one I'll add support for, but there's a lot of stuff in it, and the loot system is quite different from overhauls like MMM, so it'll probably be a while before I get the thing integrated fully and smoothly in all areas. At present all I'm working with is the ingredients and that's quite a bit of stuff!

I'll maybe throw up a screen of a merchant's inventory sometime soon to see if I can show off the variety of stuff now available.

Vac

Edit: Well, here's a show off of some of (enough "of"s in there?) the new supported material...

First we have Delos Fandas showing off the new food and the brand spanking new "Items in Bulk x10" option (no more piles of 10, 20 and 40): http://i285.photobucket.com/albums/ll61/Revanchism/Working/NewIIVendorFood1.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/Working/NewIIVendorFood2.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/Working/NewIIVendorFood3.jpg.

Then we have Claudette Perrick showing off a broad selection of alchemical ingredients and the same new "Items in Bulk x10" option. http://i285.photobucket.com/albums/ll61/Revanchism/Working/NewIIVendorIngr1.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/Working/NewIIVendorIngr2.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/Working/NewIIVendorIngr3.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/Working/NewIIVendorIngr4.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/Working/NewIIVendorIngr5.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/Working/NewIIVendorIngr6.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/Working/NewIIVendorIngr7.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/Working/NewIIVendorIngr8.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/Working/NewIIVendorIngr9.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/Working/NewIIVendorIngr10.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/Working/NewIIVendorIngr11.jpg,http://i285.photobucket.com/albums/ll61/Revanchism/Working/NewIIVendorIngr12.jpg. Yes, that's really 12 pages of ingredients listed there! That's what I call bulk!

Remember that the Items in Bulk plugins are optional, so if you don't want to use them, you'd be looking at 1/10th of the ingredients displayed here.
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Chavala
 
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Post » Tue Mar 22, 2011 11:21 pm

WAC ingredients are supported? (I saw few of them on the pics)
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El Goose
 
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Post » Wed Mar 23, 2011 3:13 am

WAC ingredients are supported? (I saw few of them on the pics)
The post right before yours starts with...
Well, I think this is worth mentioning. I've just finished the preliminary work for supporting WAC (Waalx' Animals and Creatures). [snip]
So basically, "kind of". The ingredients are in the meta-library and are being distributed appropriately. The miscellaneous items and (heaven help me) the weapons aren't yet. Then in principle I also need to work out what kind of placements to make in WAC itself, but that's another nightmare, considering it's only really an alpha.

No mean task: I figured extracting the ingredients was pretty safe to do and not have to re-do. at a later stage.

Vac
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Trista Jim
 
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Post » Wed Mar 23, 2011 1:13 am

This overhaul is the last one I'll add support for...
You've got plans to becoming a hermit or something ?
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Ryan Lutz
 
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Post » Wed Mar 23, 2011 7:22 am

You've got plans to becoming a hermit or something ?

Show me another overhaul (not made by people who we don't talk about) and I'll consider coming out of my dusty cave. :icecream:

I'm aware of two other overhauls in the world, and I refuse to touch either of them with II.

In any case, there are plenty of regular (non-overhaul) mods around, so I'm sure I can add support for more of them without exposing myself to too much daylight.

Vac
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Siidney
 
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Post » Wed Mar 23, 2011 10:39 am

ok, help me get un-confused

item interchange has a list of several masters. I dont have all those masters, so item interchange is in (red or orange cant tell, colorblind)
now, the game works, but I thought if there were missing masters, the game would crash on load up.

how did you manage this, for educational purposes and future reference
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Ross Thomas
 
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Post » Wed Mar 23, 2011 8:32 am

[snip]
Magic, an understanding of Bash tags, being on the right side of Wrye, so he'd code specific features into Bash for me and an enormous amount of patience on a nasty learning curve.

OK, maybe no real magic (perhaps a magical amount of patience?)

Vac
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Jordyn Youngman
 
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Post » Wed Mar 23, 2011 6:48 am

Heh, sorry I haven't read it, just checked if there's an update and looked at pictures. Great! Now we'll have to think of some use to WAC stuff. I was thinking of plugin that adds MMM Hunting & Crafting functionality to WAC pelts etc.
I should write that down somewhere. :)
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Krystal Wilson
 
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Post » Wed Mar 23, 2011 2:49 am

Show me another overhaul (not made by people who we don't talk about) and I'll consider coming out of my dusty cave. :icecream:

I'm aware of two other overhauls in the world, and I refuse to touch either of them with II.

In any case, there are plenty of regular (non-overhaul) mods around, so I'm sure I can add support for more of them without exposing myself to too much daylight.

Vac




ewww the evil day star of death!!!!


support in what way? I ask many many questions, eager to learn, just as fast to forget and repeat the process!
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Euan
 
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Post » Wed Mar 23, 2011 2:19 am

Show me another overhaul (not made by people who we don't talk about) and I'll consider coming out of my dusty cave. :icecream:

I'm aware of two other overhauls in the world, and I refuse to touch either of them with II.

In any case, there are plenty of regular (non-overhaul) mods around, so I'm sure I can add support for more of them without exposing myself to too much daylight.

Vac
oh, don't mind my myopic quips - I was under the impression that you were giving up modding altogether. Just don't forget to keep your address book empty.
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Danny Warner
 
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Post » Wed Mar 23, 2011 2:42 am

Heh, sorry I haven't read it
:facepalm:
, just checked if there's an update and looked at pictures. Great! Now we'll have to think of some use to WAC stuff. I was thinking of plugin that adds MMM Hunting & Crafting functionality to WAC pelts etc.
I should write that down somewhere. :)
Well, that kind of system is supposed to be built into WAC itself: indeed, that was how WAC started life, as a hunting mod. It's more than a little sad that it's currently gathering some dust.
support in what way? I ask many many questions, eager to learn, just as fast to forget and repeat the process!
Err, is the readme and description unclear as to what II does? Hmm, that wall of text is a bit hard to digest, but really... I thought it was fairly clear what II's purpose was?
oh, don't mind my myopic quips - I was under the impression that you were giving up modding altogether. Just don't forget to keep your address book empty.
Best solution of all: no address book! :twirl:

Now what was my mum's address...? :wacko:

No, seriously, my statement was imperfectly worded. I meant that "while there are other overhauls that I will not add support for, I don't know any other overhauls I am willing to add support for and I doubt there will be any new overhauls at this stage." Of course, if you've got an overhaul you're building up your sleeve, Shademe, just PM me a preview copy so it can have II support from the very beginning, ok? :laugh:

Vac
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GRAEME
 
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Post » Wed Mar 23, 2011 9:40 am

Best solution of all: no address book! :twirl:
You truly are a model mountain hermit.

No, seriously, my statement was imperfectly worded. I meant that "while there are other overhauls that I will not add support for, I don't know any other overhauls I am willing to add support for and I doubt there will be any new overhauls at this stage." Of course, if you've got an overhaul you're building up your sleeve, Shademe, just PM me a preview copy so it can have II support from the very beginning, ok? :laugh:

Vac
Heh, if only I had the time, patience and rum to get me through such an endeavor. I'll keep your offer in mind though.
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Ann Church
 
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Post » Wed Mar 23, 2011 3:59 am

You truly are a model mountain hermit.
I do my best, as do we all.
Heh, if only I had the time, patience and rum to get me through such an endeavor. I'll keep your offer in mind though.
Hmm, I'd be most interested to see what you came up with (I know my ideas have never been used anywhere else), so maybe I could mail-order a rum delivery for you. Don't drink it all at once though. It's not so easy to mod from beyond the pale.

Vac
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Causon-Chambers
 
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Post » Wed Mar 23, 2011 8:01 am

:facepalm: Well, that kind of system is supposed to be built into WAC itself: indeed, that was how WAC started life, as a hunting mod. It's more than a little sad that it's currently gathering some dust.


I was in a hurry. :)
I know how WAC started, but since it's in stagnation now it would be good to make a plugin for it. I wish I have time, I would do it.
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Campbell
 
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Post » Wed Mar 23, 2011 2:32 am

I was in a hurry. :)
I know how WAC started, but since it's in stagnation now it would be good to make a plugin for it. I wish I have time, I would do it.
Time's the big problem. If I had the time I'd make my own overhaul. If I had a little less time, I'd make that fabulous quest mod I've got semi-planned. If I had a bit less time than that I'd make a bunch of the other smaller mods I've got in various stages of planning/making. As it is, I'm mostly spending my time updating the stuff I've already released. Seriously, I've got a folder stuffed full of projects ranging from a couple of text files of brainstormed notes, to quite sizable esps that actually do kinda do what they're supposed to. It's really sad. I'm hoping to get something new out sometime soon though.

Vac
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-__^
 
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Post » Wed Mar 23, 2011 9:54 am

We'll be mod batching plants once we're retired! :D
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Madison Poo
 
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Post » Wed Mar 23, 2011 10:52 am

Okay Vacuity, stupid question from a mod maker. (I'm having a déjà-vu.)

Basically, I want to make a mod that's very similar to Zumb's Lockpicking Mod - it adds its own lockpicks and allows you to pick locks in realtime. The difference to Zumb's mod is, however, that I want my new lockpicks to appear everywhere in the game! I want them to be sold by fences, I want them to be found on NPCs... basically, I want them to turn up everywhere where vanilla's lockpicks can be found as well. Ideally, they should be there instead of the vanilla lockpicks.
However, since my lockpicks vary in quality and in value, I'd like the least valuable one to be much more likely to appear. And since that lockpick is twice as valuable as a vanilla lockpick, I'd like the chance for that one to turn up to also be about half of the vanilla chance. (In vanilla Oblivion, you sometimes had 30 lockpicks or so - that is not necessary with my mod and should be reduced.)

Now the question is - How do I achieve this goal if I want to make use of Item Interchange? Should I even care about changing leveled lists etc., or will that all be done by Item Interchange? Will it be enough if I simply create the lockpicks in the CS, and Item Interchange will magically recognize that they're lockpicks and distribute them accordingly?
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Mélida Brunet
 
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Post » Wed Mar 23, 2011 11:09 am

First off, if you want to replace *every* lockpick in anyone's game, II can't do that for you. Sorry, no can do. II is seriously limited in what it can do because it *needs* to remain mergable, which seriously limits the kinds of records it can edit. If you want this kind of functionality, you'll need to do it a different way (like using a quest script). I am going to save myself a lot of typing by asking if this is indeed your goal. If it is, you need to look at another method and I can save myself a *lot* of typing.

Also, let's make this perfectly clear. Joking aside: there's no real magic in II: there's some coding in Bash that Wrye called "really ugly, but it works" (if there's any magic, it's in the Bash code) and II itself is designed and built entirely by hand by me.

Vac
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Khamaji Taylor
 
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Post » Wed Mar 23, 2011 8:08 am

No, that is not the main goal. Basically, I just want my new items to show up in the game world. It would have been perfect if they had been able to replace the vanilla lockpicks completely, but that's not as important as getting them into the game world.

I mean, I can edit some leveled lists, but I can't globally add them to all fences (mod added or vanilla). And I don't know exactly what II can do with them, that's why I'm asking a) what II can do for me and b ) what I would need to do for II so that it can work properly.
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m Gardner
 
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Post » Wed Mar 23, 2011 7:34 am

No, that is not the main goal. Basically, I just want my new items to show up in the game world. It would have been perfect if they had been able to replace the vanilla lockpicks completely, but that's not as important as getting them into the game world.

I mean, I can edit some leveled lists, but I can't globally add them to all fences (mod added or vanilla). And I don't know exactly what II can do with them, that's why I'm asking a) what II can do for me and b ) what I would need to do for II so that it can work properly.

OK, then I can help you. :)

What you wish to do in your mod is (in the CS) make a leveled list with your lockpicks in it, with whatever leveling and proportions you want. Then, if you want these things to be half as common as the vanilla lockpicks, you want to set the "percent chance none" value to 50%. Save that and quit the CS. Open TES4Edit, and use the "Build Reference Info" function. Then find the vanilla lockpick entry in Oblivion.esm (under Miscellaneous items: [MISC:0000000A]), click the "Referenced by" tab and you'll see all the places lockpicks are referenced in the vanilla game. At this stage I would recommend refraining from working with any entries other than NPC_, CREA and LVLI (NPCs, Creatures and Leveled Item Lists) entries. Select any entries you wish to change on that page, then right click and use the "Copy as Override into..." function to put them in your mod. Now look up the FormID of your new leveled list and copy it. Go back to the lockpick entry in Oblivion.esm, right click it in the right-hand pane and choose the "Change Referencing Records" Function. A window will pop up asking which records you wish to select. You want the ones you have copied into your plugin. After getting those, you can click ok. A message will pop up saying which records were successfully altered (and keep an eye on the main pane for error messages). You can then save your plugin. You have now replaced a *lot* of the vanilla lockpicks with your own list instead. As a general rule, II doesn't touch vanilla content (yes, there are exceptions to this rule). At this point, once I have access to your released mod, I can easily do the same thing with every other mod II supports, i.e. replacing lockpicks for every NPC, Creature and Leveled Item list, but users that don't have your mod will still recieve their lockpicks as per usual in the regular quantities they are supposed to get.

How does this sound to you?

Vac
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Cedric Pearson
 
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Post » Wed Mar 23, 2011 6:51 am

Ah, okay. I'll try that out then, thank you very much for that detailed description. :)
It is good to know what exactly II can do for me here. I think once the mod is out there, it would be cool if it was supported by II, since people will have a higher chance to get the better lockpick versions then. (At least if the other supported mods even add a lot of lockpicks, which I'm not so sure of, because there are already plenty of them to be found in vanilla Oblivion.)

One thing that's too bad is that II doesn't seem to help with adding the lockpicks to merchant's inventories (mod added and vanilla). But I guess if I want to add the lockpicks to fences, I can always make a separate plugin and add merchant containers with the lockpicks in them by hand.
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Eileen Collinson
 
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Post » Wed Mar 23, 2011 11:41 am

At least if the other supported mods even add a lot of lockpicks, which I'm not so sure of, because there are already plenty of them to be found in vanilla Oblivion.
Well, they're definitely found in a few inventories like some of MMM's goblins. I haven't checked much beyond that though.
One thing that's too bad is that II doesn't seem to help with adding the lockpicks to merchant's inventories (mod added and vanilla). But I guess if I want to add the lockpicks to fences, I can always make a separate plugin and add merchant containers with the lockpicks in them by hand.
If you want to change vanilla records, you should be doing it in your own mod, and the simplest way to add items to vendors is to do it by adding a chest, which is definitely the business of the original mod, not II's job. I can probably help you out with the Tamriel Travellers, other than that I'm not really intending to expand II's intrusiveness into vendors beyond the new Items in Bulk system I'm testing now: there's simply too much scope for conflicts for it to be worth my bother doing it II's way.

Vac
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Shelby Huffman
 
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