[RELZ] SM Misc Mod Collection

Post » Fri May 27, 2011 6:20 am

@JagerX: ah kool thanks for looking it up with scruggs. Yeah having correct formulas on the wiki's will be very helpful to all :D. Yeah i'm not gonna be going into new OBSE plugins this very moment in time.
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Cameron Garrod
 
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Post » Fri May 27, 2011 7:57 am

Quick question about DLT OBSE 2.3...

I want to adjust the brightness in the INI, the default setting for radius is -1 and the notes say to increase it; however, upping the value to 0 or higher removes light altogether.

Setting it to -2 or lower doesn't change the brightness at all. Is there something I am missing?

I am running OOO and AN Weather with the Real Lights mod which are the only things in my load order I can find that affect light or torches.

cheers

btw, love your Persuasion Overhaul mod :)
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Miss K
 
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Post » Fri May 27, 2011 7:53 am

Quick question about DLT OBSE 2.3...

I want to adjust the brightness in the INI, the default setting for radius is -1 and the notes say to increase it; however, upping the value to 0 or higher removes light altogether.

Setting it to -2 or lower doesn't change the brightness at all. Is there something I am missing?

I am running OOO and AN Weather with the Real Lights mod which are the only things in my load order I can find that affect light or torches.

cheers

btw, love your Persuasion Overhaul mod :)


Have you tried '2000'? 0 means a radius of 0 so yes would be useless. The default torch radius is 786 i believe off the top of my head so gives you an idea of what range to use. If you use -1 it will just use what ever other mods set it too and so if you don't have such mods it will also default to 786.
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Tamara Primo
 
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Post » Fri May 27, 2011 10:00 am

I got a reply from scruggs, it seems the formula's are quite complicated to decipher into normal numerical values, so he hasn't worked them out exactly, which means they won't be on the CS wiki. He did find out where the code for it is and how to hook the code to make it not ignore the inventory weight though, so if you see anyone asking about it it'd be best to point them to scruggs. :)
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kelly thomson
 
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Post » Fri May 27, 2011 11:33 am

Have you tried '2000'? 0 means a radius of 0 so yes would be useless. The default torch radius is 786 i believe off the top of my head so gives you an idea of what range to use. If you use -1 it will just use what ever other mods set it too and so if you don't have such mods it will also default to 786.


Thanks. It all makes sense now. Works fine. :)
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alicia hillier
 
Posts: 3387
Joined: Tue Feb 06, 2007 2:57 am

Post » Fri May 27, 2011 6:34 pm

I didn't know if I should post this here or in RBP's thread, but I decided to post it here. I have both RBP (Race Balancing Project) and SM Encumbrance and Fatigue installed (v2.51).

Today I started a new game and chose to play as an Orc. During the tutorial, I noticed that the Orc's fatigue was burning as usual (using the warhammer, running etc.) but it was not being regenerated. Other than RBP, I don't have any other mod that could affect fatigue. I suspect there is a conflict of sorts, but I don't know for sure.

I started a game as a Nord before, and the same problem happened, but it fixed itself near the end of the tutorial, when you talk to Baurus about your class and all the attributes are restored. Only in the case of the Orc, the fatigue regeneration never happens. If I drink a restore fatigue potion (or use a spell with the same effect), then everything works - the character burns fatigue as usual, but there is no panting sound and fatigue gets to zero and it doesn't regenerate.

In any case, here is my load order so you can see if there is something wrong with it:

00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.3.4]02  Armamentarium.esm  [Version 1.2.2]03  MD_Saddle_Master.esm04  Cobl Main.esm  [Version 1.70]05  TamrielTravellers.esm  [Version 1.39c]06  bgBalancingEVCore.esp  [Version 10.5EV-D]07  Traduccion Mejorada Oblivion Clan DLAN.esp08  Traduccion Mejorada S.I.esp09  MIS.esp0A  MIS New Sounds Optional Part.esp0B  Unofficial Oblivion Patch.esp  [Version 3.2.0]0C  Oblivion Citadel Door Fix.esp0D  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0E  DLCHorseArmor.esp0F  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]10  DLCOrrery.esp11  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]12  DLCFrostcrag.esp13  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]14  Living Economy - SI.esp15  Living Economy - Items.esp16  Cutthroat Merchants.esp17  DLCThievesDen.esp18  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]19  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]1A  DLCMehrunesRazor.esp1B  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1C  DLCVileLair.esp1D  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1E  DLCSpellTomes.esp1F  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]20  Knights.esp21  Traduccion mejorada KoT9.esp22  Knights - Unofficial Patch.esp  [Version 1.0.9]23  Less Creepy Guild Porters.esp24  Dousing The Flames.esp  [Version 1.10]25  ln.esp26  Cliff_BetterLetters.esp  [Version 1.1]27  Cyrodilic Brandy.esp28  LifeDetect Shader.esp29  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]2A  Visually Realistic Lava.esp2B  EnhancedWeather.esp  [Version 1.3.4]2C  bgBalancingOptionalLessHealth.esp  [Version 10.0UV-U]2D  cyrodiil transportation network wz.esp2E  DecoratorAssistant with OBSE v1.1.esp2F  Book Jackets Oblivion.esp30  Enhanced Water v2.0 HD.esp31  DLCShiveringIsles.esp32  SM Encumbrance and Fatigue.esp  [Version 2.51]33  SM Bounty.esp  [Version 1.21]34  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]35  CoblDeathFix.esp  [Version 1.20]36  CM_Better Wine_SI.esp37  VaultsofCyrodiil.esp38  Curseman's Anti Extinction Mod.esp39  Leviathan Soulgems.esp3A  AliveWaters.esp3B  Symphony of Violence.esp3C  CBScryingv1.esp  [Version 1.0]3D  SM Security.esp  [Version 1.1]3E  DLCBattlehornCastle.esp3F  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]40  Cellars of Oblivion.esp41  Syc_AtHomeAlchemy_No_Bounty_v2.esp42  SoT_Holiday.esp43  DropLitTorchOBSE.esp  [Version 2.1]44  SM Combat Hide.esp  [Version 1.1]45  LoadingScreens.esp46  Crowded Roads Revisited.esp  [Version 1.1]47  CS_PaperParched.esp48  road+bridges.esp  [Version 4.4.2]49  Healers.esp4A  GrimbotsSpellTomes.esp4B  Book Jackets DLC.esp4C  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]4D  SM Plugin Refurbish - Orrery.esp  [Version 1.11]4E  SM Plugin Refurbish - FrostCrag.esp  [Version 1.2]4F  SM Plugin Refurbish - VileLair.esp  [Version 1.11]50  SM Plugin Refurbish - ThievesDen.esp  [Version 1.2]51  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]52  SM Plugin Refurbish - Battlehorn.esp  [Version 1.2]53  SM Plugin Refurbish - SI.esp  [Version 1.05]54  SM Plugin Refurbish - Knights.esp  [Version 1.06]55  ArmamentariumLL.esp  [Version 1.2.2]56  ArmamentariumLLMagic.esp  [Version 1.05]57  ArmamentariumLLVendors.esp  [Version 1.2.2]58  ArmamentariumArtifacts.esp  [Version 1.2.2]59  Fr[censored]apelAltars.esp5A  WindowLightingSystem.esp5B  bgBalancingEVOptionalMoreEyes.esp  [Version 10]5C  EnhancedWeather - SI.esp  [Version 1.3]5D  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]5E  Enhanced Vegetation [125%].esp5F  MD Saddlebags v3.0.esp60  Harvest [Flora].esp  [Version 3.0.0]61  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]62  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]63  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]64  kuerteeNPCsYield.esp65  Cobl Glue.esp  [Version 1.69]66  Cobl Si.esp  [Version 1.63]**  Cobl Tweaks.esp  [Version 1.44]67  Salmo the Baker, Cobl.esp  [Version 3.08]68  Enhanced Grabbing.esp  [Version 0.3]69  P1DseeYouSleep.esp6A  bgMagicEV.esp  [Version 1.7EV]6B  bgMagicItemSigil.esp  [Version 1.68EV]6C  bgMagicBonus.esp  [Version 1.7EV]**  bgMagicEVShader.esp  [Version 1.7EV]6D  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]6E  bgMagicEVPaperChase.esp  [Version 1.68EV]6F  bgMagicAlchemy.esp  [Version 1.57]70  bgMagicEVAddEnVar.esp  [Version 1.68EV]71  bgMagicLightningbolt.esp72  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]73  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]74  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]75  MOBS SI.esp  [Version 1.2.1]76  MOBS SI Optional Combat Settings.esp  [Version 1.2.1]**  MOBS DLCs.esp77  MOBS Knights.esp78  P1DseeYouSleep - DLCVileLair.esp79  TamrielTravellers.esp  [Version 1.39c]7A  TamrielTravellersItemsVendor.esp  [Version 1.39c]7B  TamrielTravellersItemsCobl.esp  [Version 1.39c]7C  Quest Award Leveller.esp  [Version 2.1.0]7D  Quest Award Leveller - Vile Lair.esp  [Version 2.1.0]7E  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]7F  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]80  Quest Award Leveller - Battlehorn Castle.esp81  NRB4 Standard Road Record.esp82  RealisticLeveling.esp83  Bashed Patch, 0.esp


Thanks in advance for any help. :)
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Jamie Lee
 
Posts: 3415
Joined: Sun Jun 17, 2007 9:15 am

Post » Fri May 27, 2011 5:08 pm

hey strategymaster!

a bug in sm_bounty...
line 577 should be "fBravilBounty", i think:
...elseif slocation == 2	if fBravilBounty > 0 && Player.getcrimegold == 0	else	set fBravilBounty to Player.getcrimegold - fglobalBounty	if fBravilBounty < 0		set fBravilBounty to 0	endif	if fBravilBounty >= fBravilBountyLimit		set fGlobalBounty to fGlobalBounty+ fBravilBounty		set fAnvilBounty to 0;<<<---this should be fBravilBounty, i think. -kuertee.	endif	endif...
anyway, i found that by chance.

i was going through your script to find out:
what happens to the regional bounties if another mod removes some or all of player's bounty with ModCrimeGold.

my Crime has witnesses mod "tags" npcs with a "witness" value of a crime committed by the player.
if that npc dies or gets a disposition of 100 to the player, the mod removes that npc's witness value from the player's bounty.
i've always thought (due to tests when i first developed my mod) that your mod handles ad-hoc removal of bounty (i.e. with ModCrimeGold).

but tonight, i found that the IC bounty my player was able to coerce an npc not to report
returned to me when i entered the area between the IC and the arcane university.
this is the bridge/outdoor section between the IC and the university.
edit: confirmed via script. aaBountyConfig.fICBounty = 1040 even if my crime gold is 0 (because my mod has removed it with ModCrimeGold).

(note: with my mod, npc coerced not to report crime: when npc disposition to player == 100, player crime gold = player crime gold - npc witness value.)

note that the bounty didn't return when i fast travelled directly to the university.
but as soon as i stepped out of the university's main gates, the bounty returned.
edit: as i've found out, this is because the area between the IC and the university is sLocation 9 (Tamriel), so my bounty is updated with the IC bounty.

does your mod, sm_bounty, track both addition and removal of crime gold (executed with either ModCrimeGold or SetCrimeGold) for each region?

much appreciated,
kuertee
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Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

Post » Fri May 27, 2011 2:56 pm

@kurtee: Thanks for the caught script bug added to my to my every growing to do list.

ModCrimeGold and SetCrimeGold should be handled correctly at the region you are in when the change in bounty applies. Because the functions would detect a change in crime gold and then store that value. If its not doing so its a unexpected bug. I can't quite understand the steps you took to make this bug though.
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M!KkI
 
Posts: 3401
Joined: Sun Jul 16, 2006 7:50 am

Post » Fri May 27, 2011 9:19 am

@kurtee: Thanks for the caught script bug added to my to my every growing to do list.

ModCrimeGold and SetCrimeGold should be handled correctly at the region you are in when the change in bounty applies. Because the functions would detect a change in crime gold and then store that value. If its not doing so its a unexpected bug. I can't quite understand the steps you took to make this bug though.
no probs sm!

steps to take:
1. added crime gold on the player in bravil:
http://kuertee.googlepages.com/ScreenShot58.jpg

2. some time later, remove crime gold from the player:
http://kuertee.googlepages.com/ScreenShot59.jpg

3. some time later, exited bravil:
http://kuertee.googlepages.com/ScreenShot64.jpg

4. some more time later, reentered bravil:
http://kuertee.googlepages.com/ScreenShot65.jpg



in real-game terms:
  • i acquired bounty by attacking thoronir, accidentally, (40) then killing guard that came (1000),
  • thoronir witnessed the 1040 bounty (my crime has witnesses mod),
  • i attacked thoronir again until he yields and so his disposition to my player is 100 (my npcs yield mod),
  • thoronir doesn't report my 1040 bounty and so that is removed (crime has witnesses mod),
  • exited ic on the way to the arcane university,
  • when i entered the arcane university my 1040 bounty was returned.

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herrade
 
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Post » Fri May 27, 2011 1:15 pm

Right i've worked it out. Its caused by this line

if fBravilBounty > 0 && Player.getcrimegold == 0else


which was added to fix bug where player is knocked out they dont lose all the crime gold. This breaks compatability with modding crime gold to 0. If you change it to any other value it will work. Its just the 0 value. hmmmmmmmm not sure of a solution for now apart from setting the bravilbounty setting to 0 using the console when you change your crime gold to 0.
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SEXY QUEEN
 
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Post » Fri May 27, 2011 11:54 am

Right i've worked it out. Its caused by this line

if fBravilBounty > 0 && Player.getcrimegold == 0else


which was added to fix bug where player is knocked out they dont lose all the crime gold. This breaks compatability with modding crime gold to 0. If you change it to any other value it will work. Its just the 0 value. hmmmmmmmm not sure of a solution for now apart from setting the bravilbounty setting to 0 using the console when you change your crime gold to 0.
yeah. i already have a fix in my mods (crime has witnesses and clothing matters) that change crime gold.
i hack into your mod with "RunScriptLine aaBountyConfig.fBravilBounty to "

what if you track the last value for crime gold like this?
set crimeGoldNow to Player.GetCrimeGoldif fBravilBounty > 0 && crimeGoldNow != crimeGoldLast	set crimeGoldLast to crimeGoldNow	....else
this ofcourse only ensures that the code in that "if" statement runs.
i'm not sure what happens in that "if" statement.
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Sam Parker
 
Posts: 3358
Joined: Sat May 12, 2007 3:10 am

Post » Fri May 27, 2011 2:37 pm

@kurtee: That if statement would in fact work exactly the same as my if statement if i didn't check for 0 gold. But I need that check in to ensure knockouts work correctly.

The else part of the if statement is what sets the gold to whatever it is in the current region. Hence when its 0 it never sets my variables to the bounty.
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Skivs
 
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Joined: Sat Dec 01, 2007 10:06 pm

Post » Fri May 27, 2011 8:30 am

Thanks Strategy Master for all these mods.
Some of them work great, other have issues (with other mods or particular situations).
Example "Persuation Overhault", I'm not quite sur if it works well with Progress and what speed progress it involve.

Wanted to install "Regional Bounty" yesterday but seeing some reported issues I have to wait for an update.

I have an (important request) if you have time. Since you were involved with a lot of overhault, there is one which remains untouched despite the time, it's Stealth Overhault. Can you do something to improve this old mod? I was never happy with it since I have some problems with short keys not working.
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Dorian Cozens
 
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Post » Fri May 27, 2011 11:17 am

Hi Strategy Master,
Does your RGO's ini configuration file can be used for recent version of RGO?
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Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Fri May 27, 2011 1:31 pm

@Ayleid_people: There is no real major issues in regional bounty. There are only issues if you cheat to change your bounty amount to 0 then you will have problems.

Persuasion overhaul is the one mod that could do with a major script update but i keep putting it off at present :P

Stealth Overhaul could be easily updated by most OBSE modders here especially to make its ini usage more modern, in my case though i'm too busy to take on more mods at present.

@ShinRA88: It should still work as long as reneer hasn't completly re-done his scripts since the supported version. But in all of reneers updates this has always stayed working so its likely it still will.
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Big mike
 
Posts: 3423
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Post » Fri May 27, 2011 7:30 am

@Ayleid_people: There is no real major issues in regional bounty. There are only issues if you cheat to change your bounty amount to 0 then you will have problems.
what about mods that remove your bounty?
e.g.
a town official may remove the player's bounty due to the player completing a quest
OR
my crime has witnesses mod where the player can coerce a witness not to report the crime.
OR
my clothing matters mod where the player can don guard armour to impersonate a guard.
but doing so will make the guards suspicious of you (hence increasing bounty).
but when you remove the guard armour, the bounty added is totally removed.

to strategy master: there's gotta be a way for you to allow other mods the removal of bounty to 0.
this was the problem with reneer's guard mod.
no other mod can remove bounty from the player.
the only way to remove bounty from the player is if the player enters jail or pays the bounty.
this limitation is a problem for those who want to use the crime mechanic in the game in their mod.



edit: i think i got it. i looked into the esp...
what if you flag that the player was knocked out?
then check that flag when the player's bounty is 0.
if the player was knocked out, then don't reset region bounty info.
but if the player wasn't knocked out, then assume that the bounty was removed by other means (e.g. ModCrimeGold).
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rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

Post » Fri May 27, 2011 9:35 am

@Kuertee: I've solved it :D :D :D :D :D :D

Regional Bounty 1.21b Released
- Fixed a scripting error with global bounties in bravil.
- Fixed support for ModCrimeGold and SetCrimeGold to 0.
- Added ini setting to dynamic psychic guards so that when its raining the hearing distance is reduced.


Also i've updated the first post with my entire public oblivion mod collection :D Most notably i added links to supreme magicka, SM plugin refurbish, Immersive music control and dynamic place centric scaling mod.
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IsAiah AkA figgy
 
Posts: 3398
Joined: Tue Oct 09, 2007 7:43 am

Post » Fri May 27, 2011 6:57 am

@Kuertee: I've solved it :D :D :D :D :D :D...Regional Bounty 1.21b Released
yeee ha!
thanks, SM!
:foodndrink:
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Naomi Lastname
 
Posts: 3390
Joined: Mon Sep 25, 2006 9:21 am

Post » Fri May 27, 2011 6:23 pm

And another update. But double checked script this time and looks like i've squashed everything i can find thats blatently a bug.

Regional Bounty 1.21c Released
- Fixed calculation issue in dynamic guard weather detection.
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Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Fri May 27, 2011 5:01 pm

Yesterday I had (let say) a bizzare behaviour with Imperial Guard bounties.

I was in the IC Market District in the night (near 10h PM) waiting the morning to complete a quest. I thought that was the time to train my mysticism skill (I had only 6 at this skill) until the morning. I past the whole the night casting my Novice Detect Life... At one time an Imperial Guard past very close to me when I was casting Detect Life. Secondes afters the other guard near the door was running to me calling: "It's all over ... pay 40 Gold or go to jail". I paid 40 gold and I was released in the Imperial City Prison. I went again to the IC Market District and there I looked an Imperial Captain in the other side. I just wanted to speak with him to test if my bounty has gone, and there the unexpected happened... the Imperial Captain had some hard words with me and concluded that I'm caught, I must pay a 1000 gold bounty or go to jail !!!

I use SM_Regional_Bounty last release.
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Alba Casas
 
Posts: 3478
Joined: Tue Dec 12, 2006 2:31 pm

Post » Fri May 27, 2011 9:27 pm

@Ayleid_people: From the report its pretty unlikely regional bounty and logically sounds impossible. To go from none to 40 casting detect life then to 1000 after exiting jail and going to the market place is some other issue because regional bounty does not add to your bounty or control the bounty in such a way. It reads the bounty in a cell and if something has made it increase it registers the increase. Way regional bounty works is you would of just had a 1040 bounty. So to me likely another mod screwing with your bounties. Regional bounty is very lax in allowing other mods to change the bounty but mods all messing around with bounty is always asking for trouble.

The only way i could see something like this happening though is if you move into a cell in the market district which for some reason oblivion dosn't think is in the imperial city and thinks your in an other city which would again be a mod badly modifying cell information saying they in some other random city rather than the IC. Would be very bizzare.
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Brian Newman
 
Posts: 3466
Joined: Tue Oct 16, 2007 3:36 pm

Post » Fri May 27, 2011 7:31 pm

Thanks Strategy Master for the answer.
I deleted SM_Regional_Bounty from my load list and repeted the experience in the IC Market district.
and it happened again:

Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  EnhancedWeather.esm  [Version 1.3.7]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.71]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b1]08  FCOM_Convergence.esm  [Version 0.9.9a7]09  Progress.esm  [Version 2.0]0A  HorseCombatMaster.esm**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles no helms.esp0B  Unofficial Oblivion Patch.esp  [Version 3.2.0]0C  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0D  Oblivion Citadel Door Fix.esp0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]10  SM Plugin Refurbish - SI.esp  [Version 1.05]11  Fra.esp12  Francesco's Optional Chance of Stronger Bosses.esp13  Francesco's Optional Chance of Stronger Enemies.esp14  Francesco's Optional Chance of More Enemies.esp15  Francesco's Optional Leveled Quests-SI only.esp16  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]17  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]18  Fran Armor Add-on.esp19  EnhancedWeather.esp  [Version 1.3.5]++  EnhancedWeather - Darker Nights, 50.esp  [Version Final]1A  Book Jackets Oblivion.esp++  Item interchange - Extraction.esp  [Version 0.76]1B  Lock Bash Omega.esp  [Version 1.4]1C  MM_TextLocks.esp1D  Spell Delete.esp1E  Living Economy.esp1F  Living Economy - Items.esp20  CFLEPMSPfixed.esp21  GoldAdjustment.esp  [Version 1.12.2]22  Landmarks, w Wells.esp  [Version 1.10]23  sr_super_hotkeys.esp24  DLCMehrunesRazor.esp25  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]++  Mehrunes_mobs.esp26  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]++  MaleBodyReplacerV4.esp27  Cobl Glue.esp  [Version 1.69]28  Cobl Si.esp  [Version 1.63]29  OOO 1.32-Cobl.esp  [Version 1.69]++  FCOM_Cobl.esp  [Version 0.9.9]2A  Bob's Armory Oblivion.esp2B  FCOM_BobsArmory.esp  [Version 0.9.9]2C  Oblivion WarCry EV.esp2D  FCOM_WarCry.esp  [Version 0.9.9]2E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]2F  OOO-Water_Weeds.esp  [Version 1.33]30  FCOM_Convergence.esp  [Version 0.9.9]++  FCOM_EntropicOrderhardcoe.esp  [Version 0.9.9]31  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesStronger.esp  [Version 0.9.9]32  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b1]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]33  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b1]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]34  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b1]++  Mart's Monster Mod - No Blood.esp  [Version 3.7b1]++  Mart's Monster Mod - No Giants.esp  [Version 3.7b1]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b1]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b1]++  Mart's Monster Mod - No Fiends.esp  [Version 3.7b1]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b1]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b1]35  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]36  Mart's Monster Mod - Foxes.esp  [Version 3.7b1]37  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]38  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b2]39  Mart's Monster Mod - Farm Animals.esp  [Version 1.4]3A  Mart's Monster Mod - Diverse WaterLife.esp3B  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10]3C  Mart's Monster Mod - Slof Horses Complete.esp++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]3D  Mart's Monster Mod - Shivering Isles.esp++  FineWeapons for OOO.esp++  Fransfemale.esp**  RustyItems for OOO.esp3E  Geomancy & Gem Dust OOO.esp++  MMM-Cobl.esp  [Version 1.69]++  OOOLivingEconomyWornRebalance.esp++  EVE_StockEquipmentReplacer4FCOM.esp3F  Ivellon.esp  [Version 1.8]40  GlenvarCastle.esp41  NakedNord.esp42  thievery.esp43  VHBloodlines 1.2.esp  [Version 1.4]44  Elvenguard.esp  [Version 2.1]45  DLCfrostcrag.esp46  SM Plugin Refurbish - FrostCrag.esp  [Version 1.2]47  FrostcragRebornCobl.esp48  Knights.esp49  Knights - Unofficial Patch.esp  [Version 1.0.9]++  EVE_KnightsoftheNine.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]4A  The Lost Spires.esp4B  RTT.esp++  Enhanced Weather - Ruined Tail's Tale Patch.esp  [Version Final]4C  Ungarion1TheWelkyndSword.esp  [Version 1.4]4D  Blood&Mud.esp4E  Mart's Monster Mod - City Defences.esp  [Version 3.7b1]4F  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9b4]++  FCOM_WelkyndSwordBlood&Mud.esp  [Version 0.9.9]50  Faregyl.esp  [Version 1.0.8]51  bartholm.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]52  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]53  Birthsigns Expanded.esp  [Version 3.]54  BlackScreenSneakFix.esp55  Cliff_BetterLetters.esp  [Version 1.1]56  EVE_ShiveringIslesEasterEggs.esp57  P1DkeyChain.esp  [Version 5.00]58  Salmo the Baker, Cobl.esp  [Version 3.08]59  sr_alternate_armor_formula.esp5A  Toggleable Quantity Prompt.esp  [Version 3.1.1]5B  SupremeMagicka.esp  [Version 0.89]5C  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]5D  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]5E  MidasSpells.esp5F  Midas OscuroGems.esp60  Lightweight Potions.esp  [Version 1.0]61  SM Combat Hide.esp  [Version 1.1]62  Enhanced Grabbing.esp  [Version 0.4]63  DeadlyReflex 5 - Combat Moves.esp64  ProgressGSD.esp  [Version 1.1]65  ProgressMBSP.esp  [Version 1.0]66  ProgressSBSP.esp  [Version 1.0]67  RealisticLeveling.esp68  Dark Dungeons -  SI.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.76]++  EVE_KhajiitFix.esp++  Skeleton Key.esp69  Cobl Silent Equip Misc.esp  [Version 01]6A  Bashed Patch, 0.esp



I use exclusively Supreme Magicka as Magic overhault.
I'm quite sure that is Deadly Reflex 5 that I installed yesterday (for the first time in my life) who is responsible.

If you are enough close to the guard, the incident has 25% chance to happen after a lot of Life Detect casts.

I will give screenshots and even a video if possible...
User avatar
Facebook me
 
Posts: 3442
Joined: Wed Nov 08, 2006 8:05 am

Post » Fri May 27, 2011 2:28 pm

That makes some sense cause i think deadly reflex causes npcs to react when you cast evil spells near them and makes them angry. Of course life detect isn't really evil but apparently its being detected as such and triggering for you. Yeah didn't think it was regional bounty :D
User avatar
Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Fri May 27, 2011 8:16 am

One question, how is SM Hand Combat V1.0 (cast spells on h2h part especially) compatible with http://www.tesnexus.com/downloads/file.php?id=6486 which makes you unable to cast spells while in werewolf form (which uses h2h style mainly)? How does it work? Will it conflict?
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Fri May 27, 2011 11:17 am

@zax: Its purely scripted detecting when you punch and an npc that appears to be in range to hit and you have a spell you are skilled enough to cast. Depending on how spells are prevented from being casted in the werewolves mod might mean the spell effects will not apply on a punch anyway.
User avatar
Pete Schmitzer
 
Posts: 3387
Joined: Fri Sep 14, 2007 8:20 am

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