[RELZ] SM Mod Collection

Post » Wed Mar 30, 2011 8:58 am

Any advice for getting NPCs to try harder to find me with Combat Hide?

Right now they seem to lose me, and to give up searching way to soon and too easily? I'm playing a sniper, and I'd like to see them run around a bit more before going back on patrol.
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Josephine Gowing
 
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Post » Tue Mar 29, 2011 11:06 pm

Recently installed Regional Bounty and the knockout system doesn't seem to be working (main reason I dropped RGO for it, reloading makes the game to easy, and why would I ever go to jail when I can just get kill resisting arrest or make the getaway!), not sure if it's a mod conflict on my end or if it has to do with OBSE 18; anyone notice anything?

Does it work with all guards or only vanilla guards (I've checked both, neither work)?
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megan gleeson
 
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Post » Wed Mar 30, 2011 6:54 am

SM Rest V1.00 Released
- Now requires OBSE 18
- Fixed bugs relating to not gaining the correct amount of bonus experience.
- Fixes for multiple use skill bugs.
- Fixed messages being displayed even when no XP was gained.
- A message will be displayed when you have exhausted your XP.
- Gain 50% extra XP down from 70% (It has increased from previous versions due to bugs)
- Press the "period/full stop" button to view your current rest XP.

@Belanos: Getting it to display on the interface will require using SM Enc variables. Player.getactorvalue encumbrance does odd things when encumbrance is directly modified through a script. I will add it to my list of things to look into though.

@Showler: The ini allows configuring getting lost from the guard so you can increase seconds there. But them giving up looking for you is not configurable with the ini because it uses an ai package. You could always open the mod in the construction set and modify the AI packages to increase their duration.

@Scarecrow23: I will need more information to know how its not working. Is it just killing you, or doing some other bizzare behaviour? Also look into on your end whether you have the ini installed in the oblivion/data directory. Is the knockout feature enabled in the ini and try using the non cobl only or cobl only knockout options (if you have cobl installed) to see if its a particular option thats broken on your end. It should work with OBSE 18 although i havn't specifically tested (you could try temporarily obse 17 and see if thats working)

It should work with any npc flagged as a guard such that (IsGuard returns true)
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Louise Dennis
 
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Post » Wed Mar 30, 2011 6:52 am

@Belanos: Getting it to display on the interface will require using SM Enc variables. Player.getactorvalue encumbrance does odd things when encumbrance is directly modified through a script. I will add it to my list of things to look into though.



Thanks. And if you're ever inclined to add some functions to make the mod interact with Kuertee's HUD mod, be my guest. In the meantime, I can at least use it to be able to tell when I'm approaching my safe limit, which is still rather helpful. BTW, one of the bug fixes mentioned in the notes was to fix the Fallout type slow movement, which didin't always happen. I'm afraid to say that the bug is still there. Sometimes I can run all I want even when encumbered.

PS: I'm a bit vague as to when the slow movement stops working, but it seems to happen mostly when I load up a save game when I'm already encumbered.
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Kelvin
 
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Post » Tue Mar 29, 2011 10:28 pm

SM Regional Bounty Update v1.22c
- Fixed Skrivva not able to pay off bounties if the bounties only exist in other regions.


Heh, that explains why she was so unhelpful in my previous game...

While I'm at it, two questions:

1. Is SM RGOConfig.esp still usable with the latest version of RGO?

2. Drop Lit Torches conflicts with OOO's similar function. Will this cause problems? OOO adds scripts directly to the torches, though, so if it does cause problems, it's easy to avoid.


Yes to the SM Enc & Fatigue question. It can replace RF using the INI. I suggest switching to it anyway. ;)


Can you elaborate on that? What makes SM Enc & Fatigue better?
And are there any ther mods that you recommend using together with SM Enc & Fatigue?
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jeremey wisor
 
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Post » Wed Mar 30, 2011 6:11 am

Can you elaborate on that? What makes SM Enc & Fatigue better?


IMO, Realistic Fatique has become too harsh. It used to be my fatique mod of choice but the recent version was just too frustrating for me to use. I couldn't carry anything, especially when trying to run, and it was making it almost impossible to wage any battles without collapsing in no time. I also like the Fallout 3 style of movement penalty in SM's version, something that RF doesn't have. Unless of course there's a new version that includes it. Realistic Fatique has also become too complex to really configure easily. The ini contains alot of obscure formulas and commands that just made my head spin trying to figure out. SM Fatique is much simpler to work with.
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willow
 
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Post » Tue Mar 29, 2011 8:09 pm

I like the offerings in SM Enc & Fatigue better, not to mention the default settings suited my gameplay better. You can set the RF defaults in the INI if you want, SM included them in the comments of the appropriate lines. What do you mean by "use together" with it. I do not think of using most mods in combinations. The only combination I frequently recommend is nGCD + Progress. If you want the game to be harder, I suggest using SM's Combat Regen as well. I intend to try it at some point, but not yet. I have not ever played very far into the FCOM world, so I may not be ready for that challenge. I do not use any other realism mods outside of SM Enc & Fatigue and Realistic Force I guess. I may want to add hunger, thirst and rest need mods at some point, but I find the game enjoyable enough without those.

Edit: I use SM's fatigue mod because I do not like the Vanilla strength x5 encumbrance limitation. I just add mods to make the gameplay more suitable for my tastes.
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TWITTER.COM
 
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Post » Wed Mar 30, 2011 9:32 am

BTW, one of the bug fixes mentioned in the notes was to fix the Fallout type slow movement, which didin't always happen. I'm afraid to say that the bug is still there. Sometimes I can run all I want even when encumbered.

PS: I'm a bit vague as to when the slow movement stops working, but it seems to happen mostly when I load up a save game when I'm already encumbered.


Hmm I will have a look at it. There may indeed be some issue on its game loading routines.


Heh, that explains why she was so unhelpful in my previous game...

While I'm at it, two questions:

1. Is SM RGOConfig.esp still usable with the latest version of RGO?

2. Drop Lit Torches conflicts with OOO's similar function. Will this cause problems? OOO adds scripts directly to the torches, though, so if it does cause problems, it's easy to avoid.



1. I cannot say. In theory yes because its unlikely reneer has changed variable names and the configuration settings much even in his new versions. You can try it and see if the changes appear to filter through. At the very least if it does work any new settings reneer might have introduced will not be settable with this method.

2. Many others who use OOO have stated it has worked well for them so its likely you wont have issues.
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JERMAINE VIDAURRI
 
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Post » Wed Mar 30, 2011 12:28 pm

SM Rest V1.00 Released
- Now requires OBSE 18
- Fixed bugs relating to not gaining the correct amount of bonus experience.
- Fixes for multiple use skill bugs.
- Fixed messages being displayed even when no XP was gained.
- A message will be displayed when you have exhausted your XP.
- Gain 50% extra XP down from 70% (It has increased from previous versions due to bugs)
- Press the "period/full stop" button to view your current rest XP.

@Belanos: Getting it to display on the interface will require using SM Enc variables. Player.getactorvalue encumbrance does odd things when encumbrance is directly modified through a script. I will add it to my list of things to look into though.

@Showler: The ini allows configuring getting lost from the guard so you can increase seconds there. But them giving up looking for you is not configurable with the ini because it uses an ai package. You could always open the mod in the construction set and modify the AI packages to increase their duration.

@Scarecrow23: I will need more information to know how its not working. Is it just killing you, or doing some other bizzare behaviour? Also look into on your end whether you have the ini installed in the oblivion/data directory. Is the knockout feature enabled in the ini and try using the non cobl only or cobl only knockout options (if you have cobl installed) to see if its a particular option thats broken on your end. It should work with OBSE 18 although i havn't specifically tested (you could try temporarily obse 17 and see if thats working)

It should work with any npc flagged as a guard such that (IsGuard returns true)


They were just killing me, yes I have the .ini setup and installed correctly, thought I have the setting to use cobl and the other feature, I'll try just cobl. Thanks for the help thus far.

EDIT: Yea I can't get it to work one way or another... :/
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Beat freak
 
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Post » Wed Mar 30, 2011 12:45 pm

Hey!

How's it going, SM? Haven't heard from you in a while.

Ta!

cc
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Bellismydesi
 
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Post » Wed Mar 30, 2011 9:53 am

Hi,

I'm using the latest version of Plugin Refurbish, and I just wandered over to what turned out to be Battlehorn Castle for the first time. I found some marauders scattered around the entrance but they all seemed to die too easily, even a warlord. It turns out some friendly NPCs had been fighting them. One wounded marauder managed to open the castle gate from the outside and die in the courtyard. When I arrived at the gate Lord Kelvyn was dead and the other NPCs were on their way into the hall. I went inside, and a guy thanked me before telling me I now owned this castle that I had never heard of, let alone earned the right to.

What just happened?
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{Richies Mommy}
 
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Post » Wed Mar 30, 2011 11:40 am

They were just killing me, yes I have the .ini setup and installed correctly, thought I have the setting to use cobl and the other feature, I'll try just cobl. Thanks for the help thus far.

EDIT: Yea I can't get it to work one way or another... :/


No idea then. Sounds like the mod might not be loading at all.

Hey!

How's it going, SM? Haven't heard from you in a while.

Ta!

cc


Hello. :D

Hi,

I'm using the latest version of Plugin Refurbish, and I just wandered over to what turned out to be Battlehorn Castle for the first time. I found some marauders scattered around the entrance but they all seemed to die too easily, even a warlord. It turns out some friendly NPCs had been fighting them. One wounded marauder managed to open the castle gate from the outside and die in the courtyard. When I arrived at the gate Lord Kelvyn was dead and the other NPCs were on their way into the hall. I went inside, and a guy thanked me before telling me I now owned this castle that I had never heard of, let alone earned the right to.

What just happened?


Nothing to do with plugin refurbish. This could easily happen with the original dlc as well depending on other mods you use.
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I love YOu
 
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Post » Wed Mar 30, 2011 12:56 am

Questions about SM Combat Hide, in the readme it says it is compatible with Attack&Hide but wouldn't that be made redundant by your mod? Or does that note in the readme merely indicate the recommended setting to match Attack&Hide? *wonders*

Also, with regards to RGO, if the conflict only lies with guards is it possible to add an option to turn it off (just) for guards? *wonders* (again)

-kyoma
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neil slattery
 
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Post » Wed Mar 30, 2011 2:08 am

Hey Strategy Master. I'm wondering why with Supreme Magicka the game likes to ctd when I use really strong Storm and Frost Spell effects in the same spell? I've got it all setup nice with Deadly Reflex and the usual bunch of mods (FCOM). It seems to really only be the Storm effect as it happens when its added to a Fire effect spell as well. Could it be a problem with deadly reflex instead...??
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Lalla Vu
 
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Post » Tue Mar 29, 2011 10:05 pm

Do you have the SM DR patch? A lot of people have asked about it. There is a link to it in this thread, the last thread, or the first post of the DR thread...I think.
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Cameron Wood
 
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Post » Tue Mar 29, 2011 8:37 pm

Greetings. I am thoroguhly enjoying SM Encubmrance & Fatigue, but have a question: does it make NPC's and creatures witness the pain and suffering that results from true fatigue themselves, or no? :P

If not, is that something you could consider or no? And if not, could I use Realistic Fatigue for NPC/creauture fatigue settings and leave my fatigue settings to SM Encumbrance?

Nevertheless, I enjoy your mod.
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David Chambers
 
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Post » Tue Mar 29, 2011 9:13 pm

Greetings. I am thoroguhly enjoying SM Encubmrance & Fatigue, but have a question: does it make NPC's and creatures witness the pain and suffering that results from true fatigue themselves, or no? :P

If not, is that something you could consider or no? And if not, could I use Realistic Fatigue for NPC/creauture fatigue settings and leave my fatigue settings to SM Encumbrance?

Nevertheless, I enjoy your mod.

Yes, and yes. Use the INI. It has the suggested values for RF in the comments.

Edit: ...let me change the first "yes" to "I think so..." Welll, if they have limited encumbrance, which would be hard to test with most companion mods...
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Mel E
 
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Post » Wed Mar 30, 2011 7:39 am

Questions about SM Combat Hide, in the readme it says it is compatible with Attack&Hide but wouldn't that be made redundant by your mod? Or does that note in the readme merely indicate the recommended setting to match Attack&Hide? *wonders*

Also, with regards to RGO, if the conflict only lies with guards is it possible to add an option to turn it off (just) for guards? *wonders* (again)

-kyoma


Its obsolete by my mod yes. Just use the ini setting to change it to match attack and hides value.

RGO its not as simple. RGO does alot with normal npcs as well (well it used to the last i checked). I havn't played around with the latest RGO versions as of late.

Hey Strategy Master. I'm wondering why with Supreme Magicka the game likes to ctd when I use really strong Storm and Frost Spell effects in the same spell? I've got it all setup nice with Deadly Reflex and the usual bunch of mods (FCOM). It seems to really only be the Storm effect as it happens when its added to a Fire effect spell as well. Could it be a problem with deadly reflex instead...??


Its likely deadly reflex bugs with spell casting affecting you here, not supreme magicka. Seek out the Deadly reflex patch (think links are on tesnexus download link ("description" not download page) for deadly reflex)
If you have it already and its still reproducable then i'll look into it.

Greetings. I am thoroguhly enjoying SM Encubmrance & Fatigue, but have a question: does it make NPC's and creatures witness the pain and suffering that results from true fatigue themselves, or no? :P

If not, is that something you could consider or no? And if not, could I use Realistic Fatigue for NPC/creauture fatigue settings and leave my fatigue settings to SM Encumbrance?

Nevertheless, I enjoy your mod.


No slowing of enemy movement or forcing them to walk at present. Just difficult to apply the unlimited encumbrance system to all the npcs hence why i have so far avoided apply same settings to npcs. The fatigue settings still affect them, but i wouldn't risk using them both together. You would need to know exactly what settings to disable in both mods to make it work (which i dont so it would be alot of trial and error)
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k a t e
 
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Post » Wed Mar 30, 2011 10:47 am

Hi Strategy Master,

I hope you can help.

I'm trying to get into the Wizard's Tower.

Reading the instructions:

You get the deed from the Countess of Bruma once your skills in magicka are noticeable and you can prove your inheritance to the countess.

You can either reach a high rank in the Mages Guild (Evoker Rank) as proof, or the average skill of your 7 magic skills must be greater than 280 skill.

I'm assuming I should be a High enough rank being The Arch Mage :whistling:

Do I also need the 7 Magic Skills to be greater than 280.If so how do I find my Magic Skill score please?

I've tried once already speaking to The Countess of Bruma,but with no Joy.

The version of this Mod I'm using is v1.20. I found your new update today,but I'm too far into my current game to install this new one.300 game play hours and still counting.

Any help will be very much appreciated.

Cheers.

James. :foodndrink:
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nath
 
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Post » Tue Mar 29, 2011 9:43 pm

Greetings Strategy Master,

Just wanted to say thanks for all of your contributions to TES4! I personally can't imagine playing without Supreme Magicka... it is impossible to explain in a few short sentences how much better it makes the entire magic experience in TES4. You really just have to get it and see for yourself. It is, in a word, exceptional. Drop Lit Torches OBSE is another one that you can't imagine not having once you've played with it for a while.

I just got SM Combat Hide, which really is what prompted me to post today. What can I say? Awesome! I used to run Attack and Hide (great mod... before yours I recommended it highly). But just having the ability to configure it to my liking makes it a must-have. Great move there, and greatly appreciated!

Anyway, thanks again for all of your work. You've really helped to make the world of Oblivion a much more interesting place!
veg
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Charlotte Buckley
 
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Post » Wed Mar 30, 2011 1:18 am

I think I've found a bit of a bug with Supreme Magicka. Basically some of the AoE destruction spells are being calculated as expert level even though they should be journeyman level. Please see http://www.gamesas.com/index.php?/topic/1093826-supreme-magicka-spell-level-problem/. I'm not the only one with this problem, but I don't know which mods I have in common with the other poster.

I think the quickest fix for me right now is to try flipping the auto-calculate flag on Fire Ball and Hail Storm and to set the spell cost to what TES4Edit has listed. I don't know if I'll succeed or not - the CS usually crashes on me more often than not. Any thoughts on what might be causing this?

Thanks! I must say I love this mod and really don't want to go back to vanilla :)
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Nymph
 
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Post » Wed Mar 30, 2011 12:40 pm

Question about Supreme Magicka: how do you stop npc's from running away from you? I've actually had skeletons and vampires run away after I cast a fire spell at them. I flipped the fire scare setting (Set FireScare to 0) in the ini file, but that hasn't helped. I didn't touch the multiplier - do I need to change that too? Most recently I had a vampire matriarch run away and cast invisibility on herself. I took me forever to find her (I didn't flip the undead life detection flag - I have now). I'm pretty sure this is the only mod that does this and I find it really annoying.

Here's my mod list:
Spoiler

Active Mod Files:00  Oblivion.esm01  MD_Saddle_Master.esm02  Ulrim's Horses.esm03  bookplacing.esm  [Version 1]04  CustomSpellIcons.esm05  TNR ALL RACES FINAL.esp06  Unofficial Oblivion Patch.esp  [Version 3.2.6]07  Oblivion Citadel Door Fix.esp08  Enhanced Water v2.0 HDMI.esp09  QuietFeet.esp0A  Book Jackets Oblivion - BP.esp0B  ClocksOfCyrodiil.esp**  CM_Better Wine.esp0C  Encyclopaedia Cyrodilica.esp0D  ImprovedSigns.esp0E  RAEVWD Cities.esp  [Version 1.7]0F  RAEVWD Imperial City.esp  [Version 1.7]10  Harvest[Containers].esp11  Enhanced Economy.esp  [Version 3.4.3]12  Map Marker Overhaul.esp  [Version 3.4]13  Improved Hotkeys_Extended.esp  [Version 1.1]14  DLCHorseArmor.esp15  DLCOrrery.esp16  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]17  SM Plugin Refurbish - Orrery.esp  [Version 1.11]18  DLCMehrunesRazor.esp19  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1A  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]1B  DLCSpellTomes.esp1C  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]1D  MaleBodyReplacerV4.esp1E  Darkgreen Glass Armour.esp1F  Ethereal - Armor Imperial Legion Edition AR.esp  [Version FINAL]20  FineWeapons.esp21  RustyItems.esp22  RTFemaleReplacerV12.esp23  Slof's Horses Base.esp24  Slof's Extra Horses.esp25  Dude Wheres My Horse.esp26  MD Saddlebags v3.0.esp**  Ranokoas Organized Potions.esp27  Amajor7 Imperial Furniture.esp28  ArmoryLab.esp29  DLCBattlehornCastle.esp2A  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]2B  SM Plugin Refurbish - Battlehorn.esp  [Version 1.30]2C  DLCFrostcrag.esp2D  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]2E  SM Plugin Refurbish - FrostCrag.esp  [Version 1.2]2F  Ulrim's Horses.esp30  Knights.esp31  Knights - Unofficial Patch.esp  [Version 1.0.9]32  SM Plugin Refurbish - Knights.esp  [Version 1.06]33  Ulrim's Horses - Knights patch.esp34  The Lost Spires.esp35  Harvest [Flora].esp  [Version 3.0.0]36  NoHFailure_HFlora.esp37  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]38  AutoBookPlacer.esp39  gardening.esp3A  Toggleable Quantity Prompt.esp  [Version 3.1.1]3B  Quest Award Leveller.esp  [Version 2.1.0]3C  Quest Award Leveller - Battlehorn Castle.esp3D  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]3E  Quest Award Leveller - Knights Of The Nine.esp  [Version 2.1.0]3F  Kyoma's Spell Renamer.esp  [Version 3.0.1]40  SupremeMagicka.esp  [Version 0.89]41  SM_DLCSpellTome.esp  [Version 0.80]42  SM_Scrolls.esp  [Version 0.84]43  SM_SigilStone.esp  [Version 0.83]44  Oblivion XP.esp  [Version 4.1.5]45  Display Stats.esp  [Version 1.2]46  Bashed Patch, 0.esp47  FormID Finder4.esp



If there's something else in there that might do this, please let me know, but I don't think there is.

Thanks!
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Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Tue Mar 29, 2011 9:57 pm

SURPRISE - Released V2.00 SM Spell Leveling

Yes thats right sm spell leveling is alive again :)
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Juan Cerda
 
Posts: 3426
Joined: Thu Jul 12, 2007 8:49 pm

Post » Tue Mar 29, 2011 10:18 pm

SURPRISE - Released V2.00 SM Spell Leveling

Yes thats right sm spell leveling is alive again :)


A Classic mod make a return..Thank you..

took out item leveling (okay make sense since mod is spell leveleing after all), will have to use quest award leveler then..or readd that stuff back into this mod from 1.32 version.
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Lyd
 
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Post » Tue Mar 29, 2011 8:33 pm

Hey there Strategy Master :)

I was just looking around the forum when I came across this thread and remembered something I keep meaning to ask.

I have your OBSE Droplit torch mod (can't really live without it when using various "darkness" mods (man it gets dicey when forced to fight in a dark flooded cave though! :lol: )
Anyway, I also have the Crossbows of Cryodiil mod, and not surprisingly the drop torch function doesn't work with those. I was just wondering if there is something you, the maker of that mod (still active) or I (the player) could do to change that? (Not that it is an altogether big deal or anything, just wondering is all.)
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Brian LeHury
 
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