[Relz] Item Interchange - Thread #4

Post » Wed Mar 23, 2011 7:06 pm

Can someone explain the upside of using II with an FCOM/Cobl/Armamentarium install? I ran it for a while but couldn't notice any differences and would think that the item interchange between those are already handled by the various compatibility patches and the Bashed Patch. Or am I missing something?
You'll find that items from some mods you may have installed (those in the extraction plugin) get appropriately placed into other mods you have installed (those in the placement plugin). The details are, for better or worse, far too involved to type out, but the general rule is that mods that have their own loot and equipment lists will carry a broader, but still appropriate selection of items. To a fair extent, if you don't notice things, that's a sign that II is doing it's job, rather than when you swipe some loot off a dead creature and wonder why the loot is different to the stuff in the rest of your FCOM game, or wondering why mod-added NPCs don't carry any of the Armamentarium equipment.
So mostly for when also running Tamriel Travellers, Crowded Roads, Crowded Cities etc. then. Thanks.
For the equipment side, these are some of them, but there's a good number more.
To bad this one never got updated to the latest mods. I've used it back when I had FCOM installed and it worked great. Nowadays I use a combination of WAC and OWC - New Dimension and It would be great if it worked with Item Interchange. Would it be easy to update it for those and other mods?
It already is updated for WAC. I have no idea what that other mod is. I've been updating it as usual for, I don't know, a year or something. I'm on version number 0.85 on the development side, but I can't release anything as it's dependant on versions of MMM and Cobl that are not publicly released. I'd like to say I won't do that again, but since I agreed to Wrye's offer to house II's meta-library in the Cobl esm, II is inherently tied to Cobl and I simply cannot release some updates without the new Cobl esm being released.
Well I recall Vacuity saying that he couldn't update because he no longer has all the mods that went into the current version and therefore couldn't load it into edit to make the filter thing.
You're confused. That's the Cobl filter patch I assume you're talking about, which I didn't make though I've offered to update and have done some work with. I haven't lost anything related to II.

Vac
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Kit Marsden
 
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Post » Wed Mar 23, 2011 6:31 am

You'll find that items from some mods you may have installed (those in the extraction plugin) get appropriately placed into other mods you have installed (those in the placement plugin). The details are, for better or worse, far too involved to type out, but the general rule is that mods that have their own loot and equipment lists will carry a broader, but still appropriate selection of items. To a fair extent, if you don't notice things, that's a sign that II is doing it's job, rather than when you swipe some loot off a dead creature and wonder why the loot is different to the stuff in the rest of your FCOM game, or wondering why mod-added NPCs don't carry any of the Armamentarium equipment.

For the equipment side, these are some of them, but there's a good number more.


Thanks! Well, I'm running a fair number of the supported mods besides the FCOM ones so I'll add II back. :)
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carley moss
 
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Post » Wed Mar 23, 2011 9:55 am

Ohh - yeah I was confused. Nothing new there.

Are you also going to include the compatibility for the latest WAC beta that came out last month?

I think there is a new stuff in there - or at least it seemed that I was seeing new ingredients and what not after installing it.
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Markie Mark
 
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Post » Wed Mar 23, 2011 10:02 am

Are you also going to include the compatibility for the latest WAC beta that came out last month?

I think there is a new stuff in there - or at least it seemed that I was seeing new ingredients and what not after installing it.
There is new stuff, and I'd love to update the WAC compatibility (which at this stage is only partial anyway). The problem right now is that I've been unable to do any work on II for the last couple of months as inconsistencies have arisen with some of the lists I made for the meta-library which have been modified to fit in with Haama and Corepc's loot overhaul of Cobl and MMM. Basically, any work I do on II at this stage, and until those get resolved may well have to get gutted out and re-done (indeed, this may be true for some of the work I've done in the last year), so until those specific lists get resolved, my hands are essentially tied, again. I refuse to do things two or more times when I could be doing something else completely such as VaPER or ALS, unless it's truly unavoidable as some of it has been; much better to wait until things get sorted and then do it (hopefully) once.

Actually, one of the things I'm playing with in a (currently) separate plugin is support for Realswords, but the major problem there, like with so many weapon mods, is balance. No guarantees that one will ever get released as I'm not overly interested in fielding complaints about breaking people's game balance.

It's quite possible that Waalx will release his next update before I get the opportunity to update II again. It's tough to say, particularly as Waalx has aleady missed his own deadline.

Vac
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Mizz.Jayy
 
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Post » Wed Mar 23, 2011 12:36 pm

Thanks for the reply Vacuity! I'll be awaiting your next release then:).
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ANaIs GRelot
 
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Post » Wed Mar 23, 2011 3:06 pm

Actually, one of the things I'm playing with in a (currently) separate plugin is support for Realswords, but the major problem there, like with so many weapon mods, is balance. No guarantees that one will ever get released as I'm not overly interested in fielding complaints about breaking people's game balance.


Do people seriously complain about balance after voluntarily installing something that's explicitly not part of the original game balance? I guess people will complain about anything, heh. I've just been so committed to keeping the vanilla game balance that adding custom weapons/armor/spells is so obviously totally forbidden, and hell even ingredients that I've had added through various means (most recently Cobl) I specifically avoid using if I'm making potions. It's more fun to me since it's still my first playthrough to stick to the original game until I've seen quite a lot, then at some point switch to phase two with millions of weapons and pieces of armor, Unique Landscapes, and stuff like VASE. My only exception so far has been WAC, and I think that's because it was harder to get so I ended up impatient, haha. It doesn't mess anything up too much, and it's fun constantly coming across battles between NPCs on the roads added by various mods and eager creatures that spawn nearby.

Anyway, I had asked a bunch of questions in the Cobl thread, somewhat trying to get to the bottom of Item Interchange. I had falsely thought it might have the magic ability to take any item, say a sword added by a mod to a single vendor or chest somewhere, and add it to vanilla level lists everywhere. Now that I understand it's configured on a case by case basis and is more about mods interacting with one another, I just want to be sure. The general goal of II is to make stuff like custom ingredients more widely available on leveled lists, but it's decidedly not for weapons and armor? Because it'd be a nightmare trying to add everything, and selecting a specific set of mods that will be subtly enhanced by the ingredient interchange is a more sensible approach? Haha, I'm so weirdly confused by this, but I guess Cobl itself is a unique kind of thing. Why don't the ingredient racks in player homes point to a global container??? :[[[[[[[[[[
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Fam Mughal
 
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Post » Wed Mar 23, 2011 6:31 am

Do people seriously complain about balance after voluntarily installing something that's explicitly not part of the original game balance? I guess people will complain about anything, heh.


Of course. Balance is a major concern for modded games as well - and it seems to be for you also. A major part of FCOM development, for example, has been tweaking balance issues regarding spawns and items (based on OMOBS stats when it comes to FCOM). Let's say the first thing you find outside the sewers is a Sword of instant death to everything - that would of course unbalance the game somewhat to say the least. Sorry for OT.
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Pat RiMsey
 
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Post » Wed Mar 23, 2011 5:33 pm

People tend to complain about many things, instead of simply making a patch by themselves. (and releasing it for others too :))
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Crystal Clear
 
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Post » Wed Mar 23, 2011 8:38 pm

I guess people will complain about anything, heh.
People don't simply complain about anything, they very often complain about specific features of mods they've installed, which is so ridiculous it could be funny, if weren't so... uhokerrably stupid. :facepalm:

I've seen your comments in the Cobl thread, I simply didn't have time to reply to them as well earlier, I'll post there about the Cobl stuff shortly, but I'll reply to your II questions from that thread in this thread where they belong.
Finally, something I'm really curious about--is Item Interchange capable of, say, taking a sword that a mod adds to a single vendor or chest somewhere, and expanding it to [vanilla] leveled lists for dungeons, actors, etc.? I'm sorry but I'm not really clear on what it does exactly. Like is it capable of doing that, which seems like magic, or does it require custom updates for each mod that adds items? Am I misunderstanding what it does? I thought it would be amazing if it could just pluck an item out of any old lazy mod and spread it everywhere, heh.
What do you mean by "capable"? There is no magic in II, though a lot of people don't get how it works that well. More and more do these days, which is no bad thing; when I first released it, there were probably less than five people who "got it" straight away. It does exactly what you describe (and more) but it does it by exact design and choice largely based on the design choices the mod maker implemented. Or at least, my interpretation of their design choices, which I'd like to think is roughly the same thing. So the result is that the stuff you find lying around in your game is a mix of the various stuff you have installed, roughly appropriate to how the mod makers intended their material to be, but implemented across all the supported mods, not just implemented in the vanilla material which is all a mod maker can typically access.

If you take a moment and think about what that means, it becomes very obvious that touching anything with a significant effect on balance, specifically weapons and armour, is a very touch and go area. Most weapon and armour mods add seriously overpowered and overvalued items; very few are balanced for the *game*; they are intended to be used by the player to look cool and slaughter everything that comes near them. There is no really sensible means for me to add those items into leveled lists in any balanced fashion because the items themselves are not balanced. On the other hand, weapon mods that follow MOBS/OMOBS or the vanilla balance systems are quite reasonable candidates for addition, because they follow a clearly defined system.

Now the second thing here is that the support I have implemented for weapon and armour is only going to have an effect on a user's game if they have specifically installed a mod such as Armamentarium that adds a huge swathe of balanced weapons to their game: I work on the assumption that if someone's decided to add that mod, they probably do want that balance system. An assumption, and it took a while before I took the step to implement it .

So there's just no way that I'm going to add support for weapon and armour mods that have no clear balance system, that aren't already added to the equipment lists (II will never touch the vanilla equipment lists), that don't have a significant number of items to offer to a game (how many thousands of one-weapon mods are out there?)... There's probably more caveats that I'm not currently thinking about at the moment, but I think you get the picture.

On the other hand, I'm intending to add support for The Arsenal, and I've noticed Wepon (or whatever it's called) which might be a possible candidate for inclusion.
I figured populating lists from a random lazy mod was beyond Cobl's capabilities, and beyond the capabilities of any mod for that matter.
Not beyond II's capability, but quite beyond the capability of my patience. If the modder couldn't be bothered adding his items in a way that suited a game (find it in a barrel in the market district, people!), then why should I spend my time doing it for him/her? ALEX was a specific demonstration that making something fun out of some resources could be done with just a few hours work by a novice modder. And is the piece that allows me to justify my dissapointment with mods that take this kind of game-less approach. It's simply not that hard to make it fun.
So does that mean Cobl would be a good way to implement this idea I have for a ridiculously useless clutter overhaul that adds 100000000000000 new pieces of clutter from all the resources people have made to leveled lists and spread around to customize interiors? Actually that's probably better off as a stand-alone thing I'm thinking. Not that I'll ever get around to something so useless and unwanted when I have a few other way better ideas for mods.
If I understand what you're describing then yes, that's better as a stand-alone mod, but I'm not really sure I do understand what you're wanting. And II can't touch interiors anyway due to the way it works.
Let's say the first thing you find outside the sewers is a Sword of instant death to everything - that would of course unbalance the game somewhat to say the least. Sorry for OT.
No worries for the OT, I've got no particular complaints about discussion of balance.
People tend to complain about many things, instead of simply making a patch by themselves. (and releasing it for others too :))
Or very often they demand that the mod-maker make a patch. For something that already has a patch. Or can be turned off in an ini file. :thumbsup: Good job!

Vac
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Claire Jackson
 
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Post » Wed Mar 23, 2011 1:06 pm

Thank you for the explanation of II and the reasoning behind it--I now understand pretty well exactly what it's for. My initial impressions were more "mod-added items to vanilla leveled lists" than "mod-added items spread among mod content," thus my initial belief it might have used "magic" to automatically add some random unknown mod-added sword to leveled lists. And as you say, there's very little point to that when most of the thousands of pieces of equipment people have created individually weren't made with game balance in mind.

Anyway I think my next mission in life is to discover how well the WAC/RealSwords apparel integrates into the game since I've only enabled the creatures so far--the fact you mentioned working on RealSwords support has me hopeful, heh. I'm trying to figure out what I want to enable when I start "phase two" of my game and let in a bunch of (balanced) custom content (creature diversifying stuff like VASE, weapon/armor expansions), plus finally install Unique Landscapes. Then some time in 2015 when I get around to a second playthrough I can finally experience FCOM and its constituent overhauls.

When you mention The Arsenal are you talking about Thieves Arsenal? I thought I had come across a [non-Thieves] Arsenal at some point but my searching only turns up Thieves'. Ah there, it was on TESA. And when I went to download it I discovered it's already in my download folder, haha.

The clutter overhaul thing is just a pretty silly idea. I just feel like coming across the same clutter everywhere is immersion-breaking, and after casually browsing tesnexus and discovering the various clutter-y resources people have created, I thought it would be nice if a bajillion more pieces of clutter could be integrated into the game, both in containers via the lists, and tediously hand-placed in interiors to customize them and give them more specific personalities. It will very likely never be done, considering clutter is by its nature useless and I doubt many people go around wishing there were more useless items in the game, heh. Plus I've already got my two other likely-impossible projects, the light source expansion for ALWS users that developed from wanting Illumination Within for SI, and my dream of having VaPER effects scattered all over the world.

Bonus off-topic edit: I'm reading stuff like http://wryemusings.com/Requesting.html on Wrye's site right now, and it makes me sad I only joined the community recently after he had retired. Using Babylon 5 quotes to explain the importance of social niceties is truly the way to capture my heart.
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KIng James
 
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Post » Wed Mar 23, 2011 5:23 pm

Anyway I think my next mission in life is to discover how well the WAC/RealSwords apparel integrates into the game since I've only enabled the creatures so far--the fact you mentioned working on RealSwords support has me hopeful, heh.
Some of WAC's content is reasonably well integrated into some aspects of the vanilla game (vanilla NPC and creature inventories, for example), but in other cases simply replaces vanilla content and thus has very little integration with content added by other mods. Some of that falls under II's remit. The problem with trying to include support for the equipment is that WAC's balance system is quite significantly different to the vanilla or MOBS systems. I can attempt to integrate it into the existing system I've set up, I can see about setting up a parallel system in the meta-library (well, I say that; actually having it work satisfactorily may be a whole different story), but the problem lies less with adding stuff in as conditionally removing or altering it in the face of a later-derived hybrid balance system that differs from the original Realswords balance system. On that basis, I'm likely to wait and see how other people go about doing that before putting effort into it myself. There are other things I am more interested in working on than trying to derive and implement a functional and appropriate hybrid between two wildly differing balance systems. At least for now.

Vac

Edit: Oh, and I miss Wrye. A lot.
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Ruben Bernal
 
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Post » Wed Mar 23, 2011 2:14 pm

My understanding is that II is part of COBL, correct? Or do I need to install II over top of COBL?
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Sabrina garzotto
 
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Post » Wed Mar 23, 2011 9:21 am

My understanding is that II is part of COBL, correct? Or do I need to install II over top of COBL?


There's a version provided with Cobl, but you're better off getting the http://www.tesnexus.com/downloads/file.php?id=17557.

(Trying to make Vacuity's life easier)

Also, I keep seeing your Liquid Swords icon and it makes me want to listen to it. Best hip-hop album ever. RZA in his prime. Also someone buy me http://www.thehighdefinite.com/wp-content/uploads/2010/04/rzapaiting.jpg.
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Catharine Krupinski
 
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Post » Wed Mar 23, 2011 4:48 pm

Thanks! I agree, best hip-hop album ever.

Now happily using Item Interchange updated - had no idea the COBL version was outdated. Cheers.
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Darrell Fawcett
 
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