[RELZ] SM Misc Mod Collection

Post » Fri May 27, 2011 6:32 pm

Yup its intentional. One day i might actually check how deadly reflex detects the attack but currently its only way i could think of to detect the power attack.

Hmm maybe another way would be to detect how long the attack key is held down. :unsure:
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Nick Pryce
 
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Post » Fri May 27, 2011 9:54 pm

Im very glad you shared SM, Thank you. These mods are "all" very good.

I especially like how you handled security, and the crime features within Regional Bounty. Great eye for gameplay.
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Michelle Chau
 
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Post » Fri May 27, 2011 8:52 am

^ Alright.
If these entries gets overwritten by another mod I suppose Lock Bashing won't work then? (I still haven't tried Bashing locks since my char is too weak :P)
(Btw it also edits dialog responses not just power attack dialog?)
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Casey
 
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Post » Fri May 27, 2011 11:20 am

Mercer Meka: Correct but i not sure which mods actually modify those entries so it should be generally ok. Remeber i dont have any mods conflicting with such entries so i've had no reasoning to look into other methods as of yet.
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Baylea Isaacs
 
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Post » Fri May 27, 2011 4:10 pm

Mercer Meka: Correct but i not sure which mods actually modify those entries so it should be generally ok. Remeber i dont have any mods conflicting with such entries so i've had no reasoning to look into other methods as of yet.

Well mostly other mods that use the same technique to detect power attacks. I think Adrenaline Fueled Combat does that and a mod by spookyfx (don't know the name anymore).

::edit:: Don't quote me on it cause I ain't sure. :P
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elliot mudd
 
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Post » Fri May 27, 2011 4:33 pm

SM, I've got a question. I'm interested in running the regional bounty plugin, but I'm one of those cursed folks who could never get Reneer's system to work correctly. Am I liable to get similar irregularities in your system?
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Amanda savory
 
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Post » Fri May 27, 2011 9:15 pm

@Anviltonge: No its a very simple regional bounty system with a different lighter approach so should work fine. Reneers on the other hand re-invents guard ai while regional bounty dosn't address that.
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Janine Rose
 
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Post » Fri May 27, 2011 11:18 am

Mercer Meka: Correct but i not sure which mods actually modify those entries so it should be generally ok. Remeber i dont have any mods conflicting with such entries so i've had no reasoning to look into other methods as of yet.


Thanks for the answer, SM :) I have a mod called Companion Sound Sets that makes your companion speak at times (I highly recommend it btw) which conflicts, that's the reason I asked but I don't even use lock bashing as I said so I don't think it will matter much anyway since you've made it so that feature can be turned off. ;)
Thanks again.
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Ria dell
 
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Post » Fri May 27, 2011 8:34 am

SM Encumbrance and Fatigue Version 2.1 Released

v2.1- Fixed a bug in disabling blur that caused sound to continue to play.- When in critical fatigue theres a chance to slow walk without collapsing. This is more common then collapsing as that requires you to be at 0 fatigue.- Fatigue loss now occurs much more smoothly.- Added sprint option that you can use when not carrying alot of weight. About 5-15% of your based encumbrance by default.

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Jade Payton
 
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Post » Fri May 27, 2011 12:36 pm

@Anviltonge: No its a very simple regional bounty system with a different lighter approach so should work fine. Reneers on the other hand re-invents guard ai while regional bounty dosn't address that.


Ah, well this sounds like it might be worth a try, then. Thanks for the info and mod! :P
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gandalf
 
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Post » Fri May 27, 2011 8:20 pm

Does the lock bashing increase your security skill?
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Rudy Paint fingers
 
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Post » Fri May 27, 2011 6:09 pm

Mercer Meka: Correct but i not sure which mods actually modify those entries so it should be generally ok. Remeber i dont have any mods conflicting with such entries so i've had no reasoning to look into other methods as of yet.
http://www.gamesas.com/bgsforums/index.php?showtopic=831294 uses the same method.

Other than that those are a bunch of nice mods. ;)
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brian adkins
 
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Post » Fri May 27, 2011 10:49 am

Updated SMBounty to version 1.03 fixing many reliability problems with the guard knockouts.

Edit - Updated to 1.04 to fix a immortal guard bug.
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Alexx Peace
 
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Post » Fri May 27, 2011 10:34 am

Updated SMSecurity to version 1.02 fixing a security exploit and a shader bug.

Edit - Updated SM Bounty to 1.05 fixing player being immortal against non-guards.
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Skrapp Stephens
 
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Post » Fri May 27, 2011 5:03 pm

Strategy Master, while using your Encumbrance&Fatigue mod I noticed that in the .ini file there doesn't seem to be an entry to change the sprint key, unless I've missed something. Perhaps it should be fixed?

EDIT: ok so i did miss something. Now I'll punish myself :banghead:
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Penny Courture
 
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Post » Fri May 27, 2011 11:32 am

@migck: Oh then whats this >
set realisticENC.fSprintKey to 45 ;Sprint if you hold this key. 45 = X (Set to -1 to disable sprinting)
;Key num list: http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed2

:P
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Greg Swan
 
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Post » Fri May 27, 2011 1:03 pm

Mod updates


SM Security 1.03

- Small behavioural change to prevent a continuous clicking noise when security menu was forced to close.


SM Regional Bounty 1.06
- Implemented Johnguydude's fixed cobl death script so that the final 1% of deaths are now caught by guard knockouts.
- Fixed issue of the nearest guard not being used to arrest the player in guard knockouts.
- SI isn't required but if you do have it SI guards will not intially knock you out. Only if you become head of mania/dementia or sheogarath himself will they knock you out instead of killing you.


SM Encumbrance and Fatigue 2.1b
- Fixed a bug where sprint ini was not being registered.

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jessica sonny
 
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Post » Fri May 27, 2011 7:18 pm

New Mod File Uploaded

SM Hand Combat. Just giving that little lease of life into hand combat. Note this is still only in BETA.
http://www.tesnexus.com/downloads/file.php?id=18834

SM Hand Combat V0.5 betaREQUIRES OBSE 15----------------------------------------Introduction----------------------------------------This mod aims to improve the usage of the hand to hand skill such that its more usuable.This is improved in a number of ways.First fatigue damage scales up with your hand to hand skill up to a maximum of 2.6x more fatigue damage at 100 skillNow wearing gauntlets can improve your hand to hand blocking skill thanks to the extra protection from the gauntlets. The blocking ability will max out to match the block ability of a weapon at deadric/glass items. Still never matches blocking ability of a shield. Also the strength of the gauntlets determines if you can do a little more damage to enemies. This is still skill based so even with deadric gauntlets with 5 hand to hand skill you will do negligible amounts of damage. At 100 skill and 100 strength you do an extra 3.75 damage with deadric/glass gauntlets.Also full armor suits that include hand coverage are also taken into account.Also there is a new perk once your hand skill is over journeyman in skill. Any touch spells on your currently active spell has a 10% chance of being casted on the enemy as you strike at 1/3 of the magic cost. Note any effects that are not touch do not get casted and are ignored. If you dont have enough magicka the spell will not be casted.I recommend using this in conjuction with the MOBS combat settings for increased effect and balance.Insallation----------------------------------------To install just activate the espTo uninstall just deactivate the espTODO----------------------------------------- Customization- Letting self spells also get cast on player on a strike- Fix spells that are beyond players skill level getting casted on hand to hand strike- Any other bugsVersion History----------------------------------------V0.5 -Beta release

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Oscar Vazquez
 
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Post » Fri May 27, 2011 1:59 pm

Drop Lit Torches OBSE V2.2 Update

- Added the ability to press a specific key to equip a torch.
- Added ini file that lets you choose which button the hotkey should be.
- Improved fix where you sometimes had to use the hotkey torch twice.

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Lewis Morel
 
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Post » Fri May 27, 2011 12:51 pm

Drop Lit Torches OBSE V2.2 Update

Excellent! You've corrected the only thing which prevented this mod from being perfect! Downloading now. Thanks for updating.
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Ruben Bernal
 
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Post » Fri May 27, 2011 1:40 pm

Thanks migck

One issue guys (and girls), I accidentily bugged up the hotkey torch item so i have just uploaded a fix for it to tesnexus. Of course this is only of concern for those who still want to use the hotkey item to equip torches.
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-__^
 
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Post » Fri May 27, 2011 6:01 am

INI Configuration for Reneers Guard Overhaul (Requires OBSE & RGO 1.79)- http://www.4shared.com/file/42312893/150ab...BSE_Config.html
Allows you to use an ini to configure many of reneers guard overhauls values. Useful if you dont like clicking through menus every time you start a new game. This also supports auto setting the guard sight distance to what other mods set it to be it no psychic guards or the dynamic no psychic guards feature in the bounty mod above.

Sorry, there's no readme, so gotta ask. Do I use your esp instead of Reneer's, and does it work with v1.85?
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Quick Draw III
 
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Post » Fri May 27, 2011 5:25 am

Thanks for the update, SM.
I use 3 of your misc mod's and they're awesome :goodjob: :foodndrink:
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Katie Louise Ingram
 
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Post » Fri May 27, 2011 6:25 pm

@Felic: Load them both and after reneers mod, as this ensures automatic support of later versions of reneers overhaul. I havn't tested with the latest version but I would assume it should still work. Only problem i can see is if any new config options are introduced since 1.79, then you will be unable to change those with the ini.
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Alex Blacke
 
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Post » Fri May 27, 2011 7:29 pm

Uploaded RGO OBSE Config for V1.86

This update adds some of the new language options to the ini file and ensures 1.86 of reneers is still supported correctly. Also moved download file to tesnexus.
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Lovingly
 
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