[relz] Killtastic!

Post » Mon Apr 25, 2011 12:30 am

v1.3 released!

-Rename Spell esp to Toggle esp
-Hotkey support with a fancy effect so you know it triggered ;)
-sixy new INI file
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Rich O'Brien
 
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Post » Mon Apr 25, 2011 3:01 am

Sweet new youtube video! Link at top of page
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Isabel Ruiz
 
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Post » Sun Apr 24, 2011 10:37 pm

oh no its killed my game :(

everyone think twice before installing this mod
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Sanctum
 
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Post » Mon Apr 25, 2011 1:20 am

oh no its killed my game :(

everyone think twice before this installing mod


You probably installed it wrong. Don't discourage others from trying this awesome mod
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naana
 
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Post » Mon Apr 25, 2011 12:15 am

You probably installed it wrong. Don't discourage others from trying this awesome mod


nope i installed very well and started the game when i throwed the arrow screen just stopped

i opened the task bar and quit the game then i started the game again main menu opened

but other menus such as load game not opening and game is not starting

i am just warning
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Britney Lopez
 
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Post » Mon Apr 25, 2011 9:26 am

oh no its killed my game :(

everyone think twice before this installing mod
Seeing how no one else has reported such an "issue" with the mod, the only logical resolution is that you didn't install it correctly (got OBSE18b6?). Don't go bashing the mod for what could well be your failing.
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Stephy Beck
 
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Post » Mon Apr 25, 2011 1:15 am

Seeing how no one else has reported such an "issue" with the mod, the only logical resolution is that you didn't install it correctly (got OBSE18b6?). Don't go bashing the mod for what could well be your failing.


i have OBSE18 beta 6
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Causon-Chambers
 
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Post » Mon Apr 25, 2011 6:27 am

I'm not sure if it's a problem, but after the first (awesome) shot the mod hasn't triggered again. I cast the spell and shoot well withen 15 seconds but the arrow just launches normally. Perhaps I'm doing something wrong?
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steve brewin
 
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Post » Sun Apr 24, 2011 9:25 pm

I see a few users starting to report some issues with the mod. I too have had some issues that point towards this mod. I can't be sure it's just this mod though. It may be some compatibility issues with some other mods I have installed. The two issues I experience are...

  • Using the spell a second time to fire another arrow after the first. The spell icon on the top right corner of my screen doesn't disappear and the second attempt to use the spell does nothing.
  • Used the spell and fired and arrow. Right before it reached the NPC for a head shot the game switched to the loading screen and never loaded anything. My computer didn't hard freeze, but I needed to Ctrl+Alt+Del to exit.

For both of these issues, I was using the 1.1 version of the mod.
I have since started re-building my LO and will be adding this mod again to a crash free game of 115 mods.
Will follow up with a LO report if I experience any issues.
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candice keenan
 
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Post » Mon Apr 25, 2011 4:54 am

I regret that some of you are having issues, but I'm confident that at least 80% of them are unrelated to this mod.

As for the first issue reported by far327 (pardon my formatting and lack of quotation, on cell phone):

I had experienced this problem at first (around 1.1) and referred to it as "dormant" script. However, after much playtesting today I was unable to reproduce the issue with all versions (esps) of the mod.

I also have a very small modlist, so knowing these 2 things, I feel many of the problems may stem for load orders/conflicts. I hope to improve on compatibility very soon.
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k a t e
 
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Post » Mon Apr 25, 2011 1:16 am

Using v1.3 now. Turned on toggle mode in the .ini fil. Very cool btw!! :)

Using the load order below, I still experience the first issue I mentioned in my last post. Where the spell gets stuck in the top right corner and pressing the toggle key does nothing anymore. Only difference is it stopped working probably after 6 arrows fired. I think I fast traveled while the spell was still active. Will check if that made it get stuck.

I will try various load order positions, but it really only should matter if it is placed all the way at the top or all the way or at the bottom before and after the batched patch. Will let you know...

EDIT - Tried again, this time putting killtastic after my bashed patch. Same results as above. Is it possible to add a remove spell on self command? Such a great mod, shame it is having troubles with one of my mods. Will try removing some suspected conflicting mods to see if issue goes away.

EDIT - Just thought of something. As I will be testing further compatibility with this mod, my first guess is an incompatibility with DR5 and the fatal arrow shots that occur at random from the DR5 mod. Not every time do I experience the CTD, but when I do it is either right before an arrow is about to hit an NPC in the upper torso to head range. The only other time I experienced this same crash was once, right as I clicked the activate button to pick up an arrow that missed my intended NPC target. Will know more tonight after testing.

Active Mod Files:00 Oblivion.esm01 All Natural Base.esm [Version 0.9.9]02 Armamentarium.esm [Version 1.35]03 Artifacts.esm04 Kvatch Rebuilt.esm05 Open Cities Resources.esm [Version 3.3.2]06 Toaster Says Share v3.esm07 HorseCombatMaster.esm08 Colourwheels sixy Female NPCs.esp09 Unofficial Oblivion Patch.esp [Version 3.2.4]0A UOP Vampire Aging & Face Fix.esp [Version 1.0.0]0B Oblivion Citadel Door Fix.esp0C DLCShiveringIsles.esp0D All Natural - Real Lights.esp [Version 0.9.9]0E All Natural.esp [Version 0.9.9]0F All Natural - SI.esp [Version 0.9.9]10 All Natural - EW + NW + AWS.esp [Version Final]11 Kvatch Rebuilt Weather Patch.esp12 Enhanced Water v2.0 HDMI.esp13 Storms & Sound.esp14 WindowLightingSystem.esp15 ChaseCameraMod.esp16 FlyingCameraMod.esp [Version 1.3]17 CNRP Brumav02.esp [Version 0.2]18 CNRP Cheydinhal.esp [Version 1.0]19 CNRP Chorrol.esp [Version 1.1]1A CNRP FightersGuild.esp [Version 1.0]1B CNRP DB.esp [Version 1.0]1C HTFpcb Extended.esp1D ImprovedSigns.esp1E personality_idles4.esp1F RAEVWD Cities.esp [Version 1.7]20 RAEVWD Imperial City.esp [Version 1.7]21 DLCHorseArmor.esp22 DLCOrrery.esp23 DLCVileLair.esp24 DLCMehrunesRazor.esp25 DLCSpellTomes.esp26 MaleBodyReplacerV4.esp27 EVE_StockEquipmentReplacer.esp28 ArtifactsFemaleArmor.esp29 Armamentium female.esp2A Colourwheels sixy Stock Armor & Clothing Replacer.esp2B Colourwheels sixy SI Armor & Clothing Replacer.esp2C Slof's Horses Base.esp2D Slof's Horses Essential.esp2E DLCThievesDen.esp2F ArmamentariumLL.esp [Version 1.3]30 ArmamentariumLLMagic.esp [Version 1.3]31 ArmamentariumArtifacts.esp [Version 1.35]32 Artifacts.esp33 Artifacts - ArmaCompleteAddon.esp [Version 0.20]34 ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp35 Apachii_Goddess_Store.esp36 DLCBattlehornCastle.esp37 DLCFrostcrag.esp38 Knights.esp39 Unofficial Patches & Refurbish - ALL.esp3A xeoex.esp3B ElsweyrAnequina.esp3C xuldarkforest.esp [Version 1.0.4]3D xulStendarrValley.esp [Version 1.2.2]3E xulTheHeath.esp3F XulEntiusGorge.esp40 xulFallenleafEverglade.esp [Version 1.3.1]41 Anequina-Fallenleaf-Patch.esp42 xulColovianHighlands_EV.esp [Version 1.2.1]43 xulChorrolHinterland.esp [Version 1.2.2]44 xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.3]45 xulBravilBarrowfields.esp [Version 1.3.2]46 xulLushWoodlands.esp [Version 1.3]47 xulAncientYews.esp [Version 1.4.2]48 xulAncientRedwoods.esp [Version 1.6]49 xulCloudtopMountains.esp [Version 1.0.3]4A xulArriusCreek.esp [Version 1.1.3]4B xulPatch_AY_AC.esp [Version 1.1]4C xulRollingHills_EV_withoutWheat.esp [Version 1.3.2]4D xulPantherRiver.esp4E xulRiverEthe.esp [Version 1.0.2]4F xulBrenaRiverRavine.esp [Version 1.0.2]50 xulImperialIsle.esp [Version 1.6.3]51 xulBlackwoodForest.esp52 xulCheydinhalFalls.esp [Version 1.0.1]53 xulAspenWood.esp [Version 1.0.1]54 xulSkingradOutskirts.esp55 Open Cities New Sheoth.esp [Version 1.1]56 Open Cities Full.esp [Version 3.3.3]57 OC+Cheydinhal Falls Patch.esp [Version 1.0]58 OC+ULSkingradOutskirts Patch.esp [Version 1.0]59 Enhanced Vegetation [150%].esp5A talkwithyourhands PI4.esp5B M.O.E. - Main Quest Delayer.esp [Version 3]5C RefScope.esp [Version 1.3.0]5D Deadly Reflex 5 - Timed Block with no damage or durability changes.esp5E DeadlyReflex 5 - Combat Moves.esp5F Mayu's Animation Overhaul.esp60 DMC Stylish - Specialanims.esp61 SSS.esp62 Slof's Oblivion Better Beasts.esp63 Toaster Says Share Faction Recruitment.esp64 CompanionMaster.esp65 Real Lava 1.3.esp** All Natural - Indoor Weather Filter For Mods.esp [Version 0.9.9]66 Killtastic! Toggle.esp67 Bashed Patch, 0.esp68 FormID Finder4.esp69 Oblivion Graphics Extender Support.esp [Version 0.1]6A Streamline 3.1.esp6B RedDelPCB.esp6C TamrielWorldspaceCompleteWorldMap.esp

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Andrea P
 
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Post » Mon Apr 25, 2011 12:37 am

Well then O_O I appreciate the help, far327. I think it's safe to assume there's a glaring incompatibility with DR.

I'm still not sure what's causing the problem with the spell sticking.. Any chance someone with scripting experience wants to go spelunking into the scripts?? :hubbahubba:
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Enie van Bied
 
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Post » Mon Apr 25, 2011 8:38 am

The spell sticks for me as well, and doesn't work after the first cast. I have no mods that alter combat, so I doubt its an incompatibility.
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xx_Jess_xx
 
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Post » Mon Apr 25, 2011 6:05 am

The spell sticks for me as well, and doesn't work after the first cast. I have no mods that alter combat, so I doubt its an incompatibility.

Yes, the spell sticking can happen on a Vanilla install. So that is separate issue from the mod incompatibility I ran into where the game CTDs. This I believe is being caused by either an animator mod or DR5. Looking into it.

@appler - I have the attention of the OBSE team over at there thread... http://www.gamesas.com/index.php?/topic/1082422-beta-oblivion-script-extender-obse-0018/

They are going to look into the frozen spell issue... Here is Scruggsywuggsy the ferrit's reply.

I'll take a look at Killtastic as well. I suspect it is running up against the game's limits on script processing time per frame - I've seen this happen with other mods which use a lot of scripted magic effects. After a certain threshold the game will refuse to process any more magic effects/scripts. But I'll have to check it out to be sure.

Also, minor command additions:
EquipItem2, EquipItem2NS - equip an item and run the item's OnEquip block.
GetTeleportCellName - returns the name of the cell to which a door teleports, useful for doors leading to exterior cells.

EDIT: New forum software is pickier about url formatting.


Maybe you should stop by the thread to help communicate things better :)
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Damian Parsons
 
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Post » Sun Apr 24, 2011 10:41 pm

Thanks again far327 :foodndrink:

I was unaware of a limit, however.. my mod only has one magic effect running at any given time. I think in some cases, 2. That shouldn't be causing any problems. However, having scruggs sniffing around my scripts is certainly going to help ;)

I'm kind of at an impasse at this point. The mod is basically complete, aside from bugfixing. I've gotten a request to make a version that tracks spell projectiles, but I can't make that until this version is ironed out. Anyone have any other suggestions, feature-wise?
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Ronald
 
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Post » Mon Apr 25, 2011 12:30 am

I've long since abandoned Oblivion, but I thought I'd return to the forums just to say that if anyone wants to modify and release different versions of my mods, go ahead. This one, for example, is very buggy, so if anyone can improve it you're welcome to.
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roxxii lenaghan
 
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Post » Mon Apr 25, 2011 12:35 am

Oh please please please someone fix this mod. It's such an awesome one! Would be a shame for it to sit incomplete.
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DarkGypsy
 
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