[Relz] Item Interchange - Thread #4

Post » Tue Mar 22, 2011 10:25 pm

II will just redistribute the weapon as it is, don't worry!


All righty, thanks :)
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Sebrina Johnstone
 
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Post » Wed Mar 23, 2011 3:11 am

Hi Vac, I'm currently catching up on your great mods (VASE and ALEX are really awesome :goodjob: ) and I think II might be something I'd really like to have in my game, but I have one question. I'm in the habit of tweaking the mods I use with the CS to adjust weapon stats and item names to my liking, would this create any kinds of conflicts with II? For example, if I tweak the damage a weapon does, and then add II, what would be the end result? My tweaks are kept? The weapon reverts to it's old stats? A black hole opens up and svcks in the whole solar system?

Thanks for any info :)

With your specific example, as Washington said: II will simply redistribute the tweaked version of the weapon. In fact most mods are conflict free with II thanks to features coded into Bash specifically for II, the exception is leveled lists where II tends to simply overwrite other mods. But in most cases II has been designed to take account of other mods' changes and work with them.

I'm still considering how to separate the equipment tweaks. I might alternatively just separate out the TT vendor equipment lists and not worry about anything else as this is the only list that potentially changes game balance in II. Once Corepc implements the suggestions I made it can be reincorporated. I am inherently very lazy and would rather not have to do more work for the same result.

Vac
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Big Homie
 
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Post » Wed Mar 23, 2011 1:02 am

I don't use any of the Overhaul mods myself (FCOM and the Like), but I do support the idea of making a separate weapon plugin.
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Roy Harris
 
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Post » Tue Mar 22, 2011 1:20 pm

I don't use any of the Overhaul mods myself (FCOM and the Like), but I do support the idea of making a separate weapon plugin.

Do you have a reason for that? Reasons are what makes the world go round.

Vac
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Shirley BEltran
 
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Post » Tue Mar 22, 2011 2:30 pm

Do you have a reason for that? Reasons are what makes the world go round.

Vac



Eh just sounds like a good idea, If I do pick one up, (Overhaul mods) I'd rather not see them accessed so easily. Which is odd considering I absolutely blow at dungeon delving and combat.


Oh on a sidenote. I think you should try and add support for MTC Thieves Grotto if you can, adds more places, and adds some newer items to the game to.
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Christie Mitchell
 
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Post » Wed Mar 23, 2011 1:54 am

Eh just sounds like a good idea, If I do pick one up, (Overhaul mods) I'd rather not see them accessed so easily. Which is odd considering I absolutely blow at dungeon delving and combat.
I think the thing that's being misunderstood here (and appeared to be misunderstood when I first proposed the addition of equipment) is that in general II's changes make *no* changes to the kinds of weapons you'll meet at different levels. If the mod involved will have people equiped with silver-quality weapons, that's what they'll have. If it gives everyone daedric armour, that's what they'll have. This is why I am considering separating these handful of lists in TT as they are the only "problem" lists out of all the stuff II handles. And it seems like Corepc is now actively working to fix this from within TT in any case.
Oh on a sidenote. I think you should try and add support for MTC Thieves Grotto if you can, adds more places, and adds some newer items to the game to.
On a sidenote: things like links are quite useful when making suggestions for mods! :icecream: I'm pretty busy and between adding support for the mod I have a link to and adding support for the mod I have to search for, guess which one gets added first?

Vac
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Melanie Steinberg
 
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Post » Tue Mar 22, 2011 7:59 pm

^ The missing Link:
http://www.tesnexus.com/downloads/file.php?id=22197

Also, Nernie's other mod:

http://www.tesnexus.com/downloads/file.php?id=20771
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Juanita Hernandez
 
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Post » Wed Mar 23, 2011 3:25 am

^ The missing Link:
http://www.tesnexus.com/downloads/file.php?id=22197

Also, Nernie's other mod:

http://www.tesnexus.com/downloads/file.php?id=20771

Thankyou kindly! I assume the other mod is a hint as well of some kind? Does it have items covered under the suggestions guidelines?

Vac
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Gisela Amaya
 
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Post » Tue Mar 22, 2011 8:39 pm

Yep, both mods fulfills the following:

New generic ingredients
New generic miscellaneous items
New generic drinks (new wines and beers, that kind of thing)
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Alister Scott
 
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Post » Wed Mar 23, 2011 6:22 am

Yep, both mods fulfills the following:

New generic ingredients
New generic miscellaneous items
New generic drinks (new wines and beers, that kind of thing)

OK, added to the list of targets. And my day off has turned into a social day rather than a modding day. Ahh, well, I'm not really complaining. ;)

Vac
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Ymani Hood
 
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Post » Wed Mar 23, 2011 5:01 am

Woops sorry, I was over tired when I brought that stuff up. In the future I'll try to remember to supply a link when suggesting something that could be added support for.

And back to the regularly scheduled topic.
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Paula Ramos
 
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Post » Wed Mar 23, 2011 6:35 am

Vacuity, I know I said pretty depressing things at the last UOP thread. I want to apologize, if it's of any use.

The thing that drives me here is, I have a little request for II I'm hoping you can fulfill. In my sig is a new version of Choices and Consequences, which your mod provides support for. I know II provides support for original version 1.31, and that is good, because it can provide more things for users of previous versions like equipment changes to NPCs that are no longer present in this new version, but users of the new version need not to worry because those FormIDs will not be used in their game so it will not crash it.
Only thing I'd like changed is reverting the changes to the equipments that the FG examiners use. I've changed them so that they use Cobl leveled lists already, with some changes like not all of them using the same armor leveled lists: some of them now wear maces or warhammers, some wear light armor, some wear helmet and shield... so if you could remove the changes to examiners from II, I would be most grateful.
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sharon
 
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Post » Wed Mar 23, 2011 12:19 am

Vacuity, I know I said pretty depressing things at the last UOP thread. I want to apologize, if it's of any use.
I am in no way, shape or form offended. Everyone has a different opinion on things and as long as they express themselves civilly I don't believe it's worth getting overly upset about these things. I *am*, on the other hand, sick (now over five weeks with bronchitis) and busy with work and my personal life, so nothing much has been done with any modding stuff since I threw VASE out the door. And I am so glad I did that when I did, as it was literally a couple of hours after doing so that things went nuts.
The thing that drives me here is, I have a little request for II I'm hoping you can fulfill...[snip]so if you could remove the changes to examiners from II, I would be most grateful.
Consider it done, though you'll probably have to wait for the next public release rather than a quick on the spot fix now (I've got a whole heap of stuff half-finished that would be just confusing to release as-is). Is it particularly (i.e. CTD-causing) urgent or "just" a design choice? If it's the former, I'll try and get something knocked out asap.

Vac
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Nymph
 
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Post » Wed Mar 23, 2011 12:09 am

Five weeks with bronchitis!!! I've never been ill more than three days in my life, so forget about it for the moment and just rest well, its more of a design choice.
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Javier Borjas
 
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Post » Tue Mar 22, 2011 7:07 pm

from last thread



Thank you by the way for understanding ..

There are quite a few mod that new types of potions and poison to game, I will see try and find some of the better and more unique ones.

WAC I agree wait until it more developed and fleshed out before working on that, since that will be huge undertaking itself..Just thinking about it and making it compatible with other mods..Make my brain hurt..LOL..

Totally understandable all that you stated, some mods maker go out of their way to please the community, while other do not worry about going the extra mile and just use whatever they can.

I will get that revamped itemnpcs.esp to you has soon has I can, I have a few more things I need to do, then it will ready..Been busy with MMM and Armamentarium (75% rebuilt now) with Artifacts expansion (80% complete) ..So have not spent much time on Travellers, like I want to..

Corepc

WAC doesn't seem to be playing well with Bash so waiting as much as i dislike it would be a good idea. is there any way you could add some of the many clothing mods or Cyrodiil NPC Remodeling Project. thank for all the work you've put into this.
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Ice Fire
 
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Post » Tue Mar 22, 2011 11:16 pm

WAC doesn't seem to be playing well with Bash so waiting as much as i dislike it would be a good idea. is there any way you could add some of the many clothing mods or Cyrodiil NPC Remodeling Project. thank for all the work you've put into this.


I'm puzzled. How exactly does WAC not play well with Wrye Bash? :confused:
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Jade Muggeridge
 
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Post » Wed Mar 23, 2011 1:36 am

I'm puzzled. How exactly does WAC not play well with Wrye Bash? :confused:

i stops in the middle of the bashing opperation when WAC is activated although it may be on the the WAC optional files. all i do is deactivate WAC run bash then activate it again no real big deal. i'll run and show you the error. one moment.
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brenden casey
 
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Post » Tue Mar 22, 2011 11:36 pm

here's the error i get:
Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4318, in Execute
patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 13404, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 18134, in buildPatch
raise StateError(_('Mesh undefined for eye %s in race %s') % (strFid(eye),race.eid,))
bolt.StateError: Mesh undefined for eye (Waalx Animals & Creatures.esm,0x006952) in race VampireRace
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Kayla Oatney
 
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Post » Tue Mar 22, 2011 10:59 pm

Yeah, I've gotten that error with plenty of other mods though. Just open the offending file and remove the record, since it's identical to vanilla anyway. No big deal, and I'm not even sure it's WAC's fault as I don't consistently get that error. I've been able to install WAC without having to edit it at all.
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Wayland Neace
 
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Post » Tue Mar 22, 2011 9:11 pm

i've just confirmed that it is one of the optional WAC files, not the main esm or esp but not sure which one yet. Just open the offending file and remove the record? i'm not really that schooled in the arts. you mean find the eye mesh in this case and takr it out?
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Dalton Greynolds
 
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Post » Tue Mar 22, 2011 11:54 pm

Ah sorry, I meant open it in Tes4Edit of course. Load it in Tes4Edit, open the branch "Races", then right click on "VampireRace", select delete and then confirm. Quit, check the file to save it and then you're done!

For more in-depth guides on Tes4Edit, check out these pages:

http://www.uesp.net/wiki/Tes4Mod:Tes4Edit

http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide
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Reanan-Marie Olsen
 
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Post » Wed Mar 23, 2011 4:32 am

thank you.
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noa zarfati
 
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Post » Wed Mar 23, 2011 12:09 am

Vacuity

Thought I would let you know that II so far is still working with my TIE4MODS that I have been working on. So you may not have that much to update in II once it is released.

Will keep you posted.
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Nick Jase Mason
 
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Post » Wed Mar 23, 2011 12:49 am

Vacuity

Thought I would let you know that II so far is still working with my TIE4MODS that I have been working on. So you may not have that much to update in II once it is released.

Will keep you posted.

Sweet. :D

I look forward to your results!

Vac
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Alexx Peace
 
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Post » Tue Mar 22, 2011 7:37 pm

Hey Vac, just found http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3249 and thought it seemed right up your alley. I'd love to see it integrated, personally :P

CC
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Charlotte Henderson
 
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