[RELZ] SM Misc Mod Collection

Post » Fri May 27, 2011 8:00 pm

@JagerX: Yup set to 0 and your endurance and willpower will no longer affect the percentages.

Sweet, thanks!
User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Fri May 27, 2011 1:20 pm

Hey SM, I was wondering what your decision was on adding the option to make you not able to jump while in the critical region of fatigue to your fatigue mod. You said it should be possible to add but I don't know if you meant you would implement it or not. I don't mean that I expect you to make the change anytime soon though, I know you many other mods to look after, and of course RL to attend to as well. Just checking if this was forgotten or not that's all. :)
User avatar
JD bernal
 
Posts: 3450
Joined: Sun Sep 02, 2007 8:10 am

Post » Fri May 27, 2011 2:15 pm

@JagerX: No it hasn't, I just haven't had free time to get back round to it just yet.
User avatar
K J S
 
Posts: 3326
Joined: Thu Apr 05, 2007 11:50 am

Post » Fri May 27, 2011 4:10 pm

@JagerX: No it hasn't, I just haven't had free time to get back round to it just yet.


Cool thanks, thats all I wanted to know. ^_^
User avatar
Sunny Under
 
Posts: 3368
Joined: Wed Apr 11, 2007 5:31 pm

Post » Fri May 27, 2011 7:07 pm

SM Regional Bounty V1.10 Released - This version is mainly about improving usage for those who don't use COBL.

- SM Bounty and SM Bounty - No Cobl have merged back together. Now if you have COBL it will automatically use the COBL knockouts, otherwise it will use the new non-COBL knockouts.
- Added new esp CoblDeathFix that makes johnguydudes changes to the COBL death script. Only use if guard knockouts are killing you (This MAY prevent that)
- Added a very basic optional feature for bounties to decrease over time (disabled by default)
User avatar
Lalla Vu
 
Posts: 3411
Joined: Wed Jul 19, 2006 9:40 am

Post » Fri May 27, 2011 7:12 pm

At the moment if you have less picks than that required it does let you continue picking as if they were not removed. Unless there is a way to force the security menu to close i wont be able to prevent that. This kinda also does fix compatability with jails. Some jails are hard locks and considering your only given 1 lockpick to break out it helps that it isn't removed immediatly till you actually unlocked the first cell door or broke it normally. Does mean your not be able to get your locked loot out until you find another lockpick.



Awesome :D

Source: http://devnull.devakm.googlepages.com/ooo
Set LapBashLockDifficulty to -110



All that does it make the OOO lockbash system incredible easy. It won't turn it off. :huh:



@kyoma: Oh ok misread :P Then i dont know of any already implemented ways to turn off. May require tweaking yourself.


i believe COBL has an options menu for ooo that allows you to disable lock bashing...
User avatar
Carolyne Bolt
 
Posts: 3401
Joined: Mon Jul 10, 2006 4:56 am

Post » Fri May 27, 2011 4:13 pm

Encumbrance and Fatigue V2.4 Released - Mainly to help support a request someone had on the forums for a something similar to the fallout encumbrance system with a few other tweaks and fixes here and there.

- Penalties above safe encumbrance will now cause a drain effect on your health and fatigue forcing you to a minimum of 1 hp
with too much health. You wont ever be killed but death from too much weight can still be configured in the ini.
- Added 3 new ini settings that can be used to help in enabling a fallout 3 style encumbrance system.
bWalkOverWeight makes you force you to forever slow walk when you are over your safe encumbrance.
bSlowWalkDisableJump disables jumping when you are slow walking (enabled by default).
bSlowWalkDisableFT disables fast travel when you are slow walking.
- Many tweaks of the default settings to place more emphasis on gameplay experience than realism.


@Charles Crowe: I didn't know about that, that solves that issue then :D
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Fri May 27, 2011 8:55 pm

Thanks for the fix and tweak
User avatar
Kelly Upshall
 
Posts: 3475
Joined: Sat Oct 28, 2006 6:26 pm

Post » Fri May 27, 2011 5:49 pm

Can SM Regional Bounty be safely added to an existing game? The readme for the No Psychic Guards mod says that it may not work correctly if added to an existing game, and recommends starting a new game. I assume SM Regional Bounty should be fine, since it's a totally different mod and uses OBSE...

I just wanted to check, though. A year-old post in the http://www.tesnexus.com/downloads/file.php?id=16137 mentioned that it wasn't working in an existing game.
User avatar
Tracey Duncan
 
Posts: 3299
Joined: Wed Apr 18, 2007 9:32 am

Post » Fri May 27, 2011 3:08 pm

Encumbrance and Fatigue V2.4 Released - Mainly to help support a request someone had on the forums for a something similar to the fallout encumbrance system with a few other tweaks and fixes here and there.

- Penalties above safe encumbrance will now cause a drain effect on your health and fatigue forcing you to a minimum of 1 hp
with too much health. You wont ever be killed but death from too much weight can still be configured in the ini.
- Added 3 new ini settings that can be used to help in enabling a fallout 3 style encumbrance system.
bWalkOverWeight makes you force you to forever slow walk when you are over your safe encumbrance.
bSlowWalkDisableJump disables jumping when you are slow walking (enabled by default).
bSlowWalkDisableFT disables fast travel when you are slow walking.
- Many tweaks of the default settings to place more emphasis on gameplay experience than realism.

:ooo: I missed this, thanks for the update! Great to see the no jumping when slow walkign made it in. :)
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Fri May 27, 2011 9:09 pm

Can SM Regional Bounty be safely added to an existing game? The readme for the No Psychic Guards mod says that it may not work correctly if added to an existing game, and recommends starting a new game. I assume SM Regional Bounty should be fine, since it's a totally different mod and uses OBSE...

I just wanted to check, though. A year-old post in the http://www.tesnexus.com/downloads/file.php?id=16137 mentioned that it wasn't working in an existing game.


As far as i'm aware it should work fine on a existing game


@JagerX: Stealthy I was :P
User avatar
Sarah Edmunds
 
Posts: 3461
Joined: Sat Jul 08, 2006 8:03 pm

Post » Fri May 27, 2011 11:50 am

About Hand Combat mod... Blocking and damage are improved with gauntlets but does this include SI gauntlets (Amber/Madness)?
EDIT checked .ini.. this feature's gauntlet's armor rating depedant and thus works with any mod/DLC gauntlets?
User avatar
Donald Richards
 
Posts: 3378
Joined: Sat Jun 30, 2007 3:59 am

Post » Fri May 27, 2011 12:27 pm

@Woorloog: Yes any gauntlet from the original game, expansion or another mod are all supported :)
User avatar
CSar L
 
Posts: 3404
Joined: Fri Nov 09, 2007 9:36 pm

Post » Fri May 27, 2011 7:55 am

I was just reminded of a very annoying sort of initialization "bug" with Encumbrance and Fatigue, since I just installed V2.4. I hope you can help me out SM:
Each time I have re-installed this mod I can never get the sprint function of the mod to work. Everything else works.
I haven't totally figured it out how I get it to work but I've always been able to (up till now) to get sprint to work eventually. I seems I have to instakk it without changing anything in the ini , then I load the game and save. Then I can quit and edit the ini and then sometimes it works.
Right now I cannot get it to work. :(
Perhaps it has something to do with the settings I make: I used to use a mod where you could sprint always. Since I got hooked on that I always set this setting here:

set realisticENC.fBaseShinji to 0.85

Anyway if you can help I would be really happy :D
User avatar
Chris BEvan
 
Posts: 3359
Joined: Mon Jul 02, 2007 4:40 pm

Post » Fri May 27, 2011 9:14 pm

@Mercer Meka: Hmm i've had a report before of this but couldn't see anything major the first time. I'll have to take a more thorough look at it.
User avatar
Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Fri May 27, 2011 8:10 am

Thanks I'd appreciate that. :)
I just tried re-installing again (using the uninstall code and clean saving as I always do) and still no luck. If you need any info I'll be happy to provide 'em

- Mercer
User avatar
koumba
 
Posts: 3394
Joined: Thu Mar 22, 2007 8:39 pm

Post » Fri May 27, 2011 7:42 am

Combat Hide:

Compatability
----------------
Compatible with Attack and Hide (ensure Attack and hide loads after Combat Hide)


I just use the GMST of Attack and Hide. Do you use the same GMST just probably with another value? I mean, could I replace Attack and Hide effectively with your mod?
User avatar
OnlyDumazzapplyhere
 
Posts: 3445
Joined: Wed Jan 24, 2007 12:43 am

Post » Fri May 27, 2011 12:39 pm

@DWS: I don't touch the setting but some people would think the two would conflict. But because I don't that's why they are compatible.
User avatar
CHARLODDE
 
Posts: 3408
Joined: Mon Apr 23, 2007 5:33 pm

Post » Fri May 27, 2011 4:59 pm

RU sure? TES4View shows GMST iAICombatMinDetection with another value (-47) than Attack and Hide. But interestingly, TES4Edit does not display it as a conflict *confused*...
User avatar
Elena Alina
 
Posts: 3415
Joined: Sun Apr 01, 2007 7:24 am

Post » Fri May 27, 2011 8:54 pm

... oh :P Well attack and hide does use a more aggressive setting I think so if you rather it be like that use attack and hide as well. Combat hide though does things a little different anyway so iAICombatMinDetection doesn't have as much effect as it would normally.
User avatar
Olga Xx
 
Posts: 3437
Joined: Tue Jul 11, 2006 8:31 pm

Post » Fri May 27, 2011 4:36 pm

This is a nifty small mod, that I was long searching for. Thank you :)
User avatar
Soraya Davy
 
Posts: 3377
Joined: Sat Aug 05, 2006 10:53 pm

Post » Fri May 27, 2011 7:26 pm

Right i've added the links to SM Rest and SM Essential Kills mods to the first page. I'm unsure if immersive combat music mod counts as a misc mod so I'll leave it seperate for now.

@DWS: Power to the small nifty mods :P
User avatar
Baylea Isaacs
 
Posts: 3436
Joined: Mon Dec 25, 2006 11:58 am

Post » Fri May 27, 2011 5:16 pm

Added a new mod to the list. I couldn't see a dedicated mod to do this anywhere so here is one (probrably because of the major difficulties to do this without OBSE)

SM Soul Delete V1.00 - http://www.tesnexus.com/downloads/file.php?id=24292
This simple mod allows you to destroy souls and empty your soul gems.There are two methods in game that you can use to destroy a trapped soul.Method 1Hover your cursor over a soul gem then press the delete key. A confirmation message will appear and if you accept the soul will be destroyed and the soul gem returned instantly to your inventory.Method 2 (NOTE: This method does not work with soul gems that have been filled with a soul trap spell)While in your inventory hover your cursor over the soul gem and press the delete key. A confirmation message will appear and if you accept the soul will be destroyed.

User avatar
Katie Louise Ingram
 
Posts: 3437
Joined: Sat Nov 18, 2006 2:10 am

Post » Fri May 27, 2011 7:16 pm

Released Regional Bounty V1.20 RC
Due to OBSE 17 is still in beta i can't official release this new version of SM regional bounty. But due to the major bugs and issues fixed (mainly in regards to guard knockouts) this will be released earlier as a release candidate. Download available on the misc section on tesnexus.

- Major bug fixes and behavioural improvements (Now requires OBSE 17)
- Improved COBLDeathFix player death detection slightly.
- Fixed bounty clearing issues in skingrad or any other city whos cell structure would be similar to skingrad.
- Fixed issues with the non-cobl death handler system.
- Added ini option to use both cobl and non-cobl handlers at the same time (two points of protection from death is better than 1 and is the default option (obviously if the player dosn't have COBL then it will still only use the non-COBL system)
- Ini option to turn on or off the screen black out when you are knocked out.
- Improved guard response when you die (i.e will ignore ur body if under other threats) and made movement to address you smoother.
- If guards notice you when you are first escaping jail they will be out to kill you and running outside the prison no longer makes you immune again until you lose the prison guards.
- Reduced health you regain to a fixed amount when you recover from a knock out if a guard fails to take you to jail in time.
- Fixed an issue where any crime you did, you would only be kept 1 day in jail with just 1 skill point lost when you should be losing alot more.

User avatar
Sophie Morrell
 
Posts: 3364
Joined: Sat Aug 12, 2006 11:13 am

Post » Fri May 27, 2011 10:28 am

Yikes! Those seem like some pretty serious bugs you've manage to squash. This puts me a bad spot thought cause I can't use OBSE v0017 till at least Beta 2 comes out and they fix the issue with AWLS. But I love your SM Bounty mod and have been using it for months. Do you think it'll be bad if I leave it turned one (I'm about to start a new game) or should I just hold off until the next OBSE beta? If so, what other mods can I use as a substitute for SM Bounty till then?

Thanks,
-Francisco-
User avatar
Laura-Lee Gerwing
 
Posts: 3363
Joined: Fri Jan 12, 2007 12:46 am

PreviousNext

Return to IV - Oblivion