[RELZ] SM Mod Collection

Post » Wed Mar 30, 2011 12:29 am

Hello Strategy Master, the Drop Lit Torch OBSE is perfect mod to take with you into the darkness :) However, based on another thread, I have thought if it would be possible to re-create the effect of Fading Torches mod - with OBSE it may be much more immersive. The idea is: To decrease the light radius of the torch based on the remaining time of its "life". Just yesterday I read at the UESP that a torch has actually 1000 secs or so and then it goes off - even in vanilla! :o The question is - can the light radius be changed on the fly? Perhaps also make the "life" value of the torch a customisable value in the INI (1000 secs sometimes seems to much for me)? Of course, if you find this impossible/too much work/anything else, please just drop this idea - the mod is actually superior as it is now :)
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leni
 
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Post » Wed Mar 30, 2011 9:36 am

@Corepc: Yup for now they can use the item leveller. No point bundling that anymore, and I would probrably do something special with OBSE if i introduced item levelling again.

@Vargr: I want to do support for custom light sources automatically but there were some limitations that were preventing me from going ahead with it. That was before OBSE 18 so there may be something new that could be used as a workaround.

@J.O.D: Yes that can be done, although no idea what effect it has when the light source is already active. It may only affect new light sources from then on, something to look into though. I have this suspicion torch duration is a hardcoded thing ( i may be wrong, it could be just a simple global setting)
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Ross Zombie
 
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Post » Tue Mar 29, 2011 10:22 pm

About your SMbounty, any thoughts on incorporate knockout on stealing NPC's and have them transported to jail for a day or two. I just hate to see City Swimmer buy it in every game I start :dead:

Cheers!
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Rowena
 
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Post » Tue Mar 29, 2011 11:36 pm

Thanks for the response Strategy Master . Pretty much as I suspected then. Good to know. :)
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Peetay
 
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Post » Wed Mar 30, 2011 4:27 am

Just wanted to write a note of appreciation for your awesome mods - I am really grateful for making these small tweaks that seem so necessary once you play with them enabled.

And after years of having trouble with RGO, I've moved to your bounty and guard mods, and these work without a hitch *knocks on wood*

Keep up the bad work mate :thumbsup: :foodndrink:
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Michael Russ
 
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Post » Wed Mar 30, 2011 12:23 pm

As now experienced user of Supreme Magicka I can attest that "Detect Life " is in general not working well with this magicka system.
I noticed the big difference when I installed a Detect Life mod (thanks to Mod Detectives thread): Life X-Ray Vision.
This mod improves way better life detection of creatures when SM is installed.
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Kayla Oatney
 
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Post » Tue Mar 29, 2011 9:54 pm

Note about the Battlehorn Castle SM Plugin Refurbish: don't use this if you plan on taking the castle before you have heard the rumour. When you hear the rumour, the quest is set to stage 10 which adds the Sparring topic and the Trophy topic to the appropriate NPC's. If you take the castle before hearing the rumour, this quest stage will be skipped and you won't be able to obtain these services from the NPC's (the trainer and possibly the taxidermist, see below).

SM, could you please remove the comment from the readme "Or you can head directly over to the castle yourself without the rumor."? When I saw this, I thought it would be ok to do this sooner, but I've tracked this down in the CS and see that it's not possible. I thought I could wait until I heard the rumour, but it fits better for me to get it sooner. Now that I know what the issue is, I can bump the quest to stage 10 before visiting the castle.

I wouldn't call this a bug btw. I'd call it "stupid users not cooperating" :) Sorry 'bout that!

Another possible fix would be to add the sparring topic to the standard GREETING for the trainer. I'm not sure why Beth didn't do that... They DID do it for the taxidermist, so I'd say that that's where the bug lies... And this means that I don't think you'll have any problem getting trophies made if you take the castle before hearing the rumour, but I haven't confirmed this. I have confirmed the trainer issue.
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Richard Thompson
 
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Post » Wed Mar 30, 2011 10:28 am

Do I need to do anything special to use your encumbrance and fatigue mod and the combat regen mod together?


Edit: Since, I am only using the quest spell Leveling feature of your spell leveling mod, should I just use the feature built-in with Supreme Magicka, instead of using your separate spell leveling mod?
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christelle047
 
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Post » Wed Mar 30, 2011 7:53 am

Am I being doubly penalized during combat using SM Enc&Fatigue and SM Combat Regen?
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Robert Jackson
 
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Post » Wed Mar 30, 2011 6:19 am

@adalaybay: Noted

@Tomlong75210: You should comment out the 2 following ini settings from SM Enc & Fatigue. That should be all thats needed.

setGS fFatigueReturnBase 8
setGS fFatigueReturnMult 0
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Tyrel
 
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Post » Tue Mar 29, 2011 8:55 pm

Hey Strategy Master.

Good to see you back.

Question - I've been using your mod Sm encumbrance and fatigue in my Nehrim game. On the surface it only seemed to need to have the master reassigned to Nehrim.esm (more about porting mods in the http://www.gamesas.com/index.php?/topic/1118767-nehrim-and-mods/).

I tweaked the ini to be more like Realistic Fatigue (but more forgiving). As I understand it the settings I chose would allow for a soft ceiling which would slow me down as I took on more weight.

What I'm noticing is that often (a lot) I will get max encumbrance after picking something up and instead of reducing my speed or anything like that I'm frozen to the spot as in vanilla. Is this a known issue with the mod or can I assume that the porting of the mod over to Nehrim did not work as well as I thought it did?

Here is the ini if that matters:
Spoiler
;=============================================================================;                                                                             ; This is the INI file for SM Encumbrance and Fatigue   V2.6                     ;                                                                             ; Edit this file to customize it to your preferences                          ;                                                                             ; Place this in your "Data" folder    			      ;                                                                             ;=============================================================================set realisticENC.bUninstall to 0		;Set to 1 to uninstall the mod and to ensure all modifications to encumbrance are reset						;You can set this in game using the console to avoid having to exit oblivion.;=============================================================================;	OBLIVION GAMEPLAY SETTINGS;=============================================================================; These settings control some of the in built functionality within the game.; To disable the setting changes from registering comment out the settings with (;) to ensure the changes are not made to the game; Key (RR = Running Revised, V = Vanilla, Rec = My reccomended values, RF = Realistic Fatigue)setGS fFatigueReturnBase 10			; (Rec:8)(V: 10)(RR:8)(RF:2) Base fatigue regenerated per secondsetGS fFatigueReturnMult 0.6			; (Rec:0)(V: 0)(RF:0.06) Fatigue regenerated per second per endurancesetGS fFatigueRunBase 6			; (Rec:8)(V: 8) (RR: 6)(RF:4) Fatigue burned per second when running setGS fFatigueRunMult 1			; (Rec:4)(V: 0)(RF:6.8) Extra Fatigue burned per second when running at max encumbrancesetGS fFatigueJumpBase 8			; (Rec:10)(V: 30)(RF:8) Fatigue burned by jumping setGS fFatigueJumpMult 16			; (Rec:20)(V: 0)(RF:16) Extra Fatigue burned by jumping at max encumbrance setGS fPerkJumpFatigueExpertMult 0.5			; (Rec:0.8)(V: 0.5)(RF:0.8) Perk Reduction of jump fatigue;setGS fActorStrengthEncumbranceMult to 12		; (V: 5.0)(RF:10)(TIE: 3.2) Multiplier on strength for maximum encumbrance; Perk Fatigue Percentage reductionssetGS fPerkAthleticsNoviceFatigueMult 1.8333		; (Rec:1)(V: 1) (RR: 1.8333)(RF:1)setGS fPerkAthleticsApprenticeFatigueMult 1.6666	; (Rec:0.9)(V: 0.75) (RR: 1.6666)(RF:0.95)setGS fPerkAthleticsJourneymanFatigueMult 1.5		; (Rec:0.8)(V: 0.5) (RR: 1.5)(RF:0.90)setGS fPerkAthleticsixpertFatigueMult 1.4583		; (Rec:0.7)(V: 0.25) (RR: 1.4583)(RF:0.85)setGS fPerkAthleticsMasterFatigueMult 1.4166		; (Rec:0.5)(V: 0) (RR: 1.4166)(RF:080);=============================================================================;	Encumbrance and Fatigue Control Settings;=============================================================================set realisticENC.bUseEncumbrance to 1		;Set to 0 to turn off unlimited weight system 						;Health and fatigue settings will be ignoredset realisticENC.bDebugMode to 0		;Set to 1 to turn on debug messages;=============================================================================;	Health and Fatigue Penalties;; The Penalty Formula; %FatigueLoss = ((Total encumbrance amount over the safe amount + (fFatigueBaseMinEnc + Player.getAV Endurance/100 * fFatigueEnduranceMult)* Max Safe Encumbrance) / (-fFatigueDamageBase* Max Safe Encumbrance)); Maximum allowed fatigue = %FatigueLoss * Player.getbaseav fatigue;=============================================================================set realisticENC.fHealthDamageBase to 0	;This helps determine the amount of extra encumbrance required for health to reach fHealthMin. 						;Multiply this by your original maximum encumbrance to determine this value						;Set to <= 0 to disable health penaltiesset realisticENC.fHealthBaseMinEnc to 0.25	;Multiply by your original maximum encumbrance and that is how much leeway encumbrance you can use encumbered before any health penalty appliesset realisticENC.fHealthEnduranceMult to 0.05	;Adds this value to your fHealthDamageBase value at 100 endurance. Will scale based on your endurance value so at 0 endurance there is no bonus.set realisticENC.fHealthMin to 3		;The minimum value your health will be limited to (Setting to <= 0 will allow you to be killed on carrying too much)set realisticENC.fFatigueDamageBase to 0	;This helps determine the amount of extra encumbrance required for fatigue to reach fFatigueMin. 						;Multiply this by your original maximum encumbrance and that value is how much more encumbered you need to be to have fatigue limited to fFatigueMin						;Set to <= 0 to disable fatigue penaltiesset realisticENC.fFatigueBaseMinEnc to 0	;Multiply by your original maximum encumbrance and that is how much leeway encumbrance you can use encumbered before any fatigue penalty appliesset realisticENC.fFatigueEnduranceMult to 0.05	;Adds this value to your fFatigueDamageBase value at 100 endurance. Will scale based on your endurance so at 0 endurance there is no bonus.set realisticENC.bRunFatiguePenalty to 1	;Set to 0 to disable changing of the fFatigueRunMult gameplay setting so you lose more fatigue when running over encumberedset realisticENC.sFatigueMin to 3		;The minimum value your fatigue will be limited to (Do not set less than 1 or you could end up in situations where you are permanently collapsed)	;=============================================================================;	Critical Fatigue Settings;=============================================================================set fFatigueLimit to 12				;Amount of your fatigue to be less than to be classed as critical where fatigue and health will be damaged and collapse and slow walking proccesses applyset realisticENC.fWalkRecovery to 45		;Amount of fatigue required to recover from slow walking effects;fWalkPercent*(100 - fWalkModifier*(player.getav endurance + player.getAV willpower)) = % chance at critical fatigue to be forced to walkset realisticENC.fWalkPercent to 1.00		;(0.10)	(Set to 0 to disable slow walking)	set realisticENC.fWalkModifier to 0		;Some example values (0.25 = 50% reduction when willpower and endurance at 100, 100% at 200 skill) (0.45 = 90% reduction at 100 skill)set realisticENC.bSlowWalkDisableJump to 1	;Set to 1 to make the player unable to jump when walking slowset realisticENC.bSlowWalkDisableFT to 0	;Set to 1 to make the player unable to fast travel when walking slow (best used with the bWalkOverWeight setting)						;Set to 2 to make the player unable to fast travel when over safe encumbrance limit.; fCollapse * (100.0 - fCollapseModifier*(player.getav acrobatics + player.getAV luck/4)) = % chance at critical fatigue to collapseset realisticENC.fCollapse to 0			;(Set to 0 to disable collapsing)set realisticENC.fCollapseModifier to 0.20	;Some example values (0.4 = 50% reduction when acrobatics and luck at 100, 100% at 200 skill) (0.72 = 90% reduction at 100 skill)set realisticENC.bDoLessDamage to 0		;Set to 1 to do less damage when in critical fatigue (Set to 0 to disable)set realisticENC.fFatigueMultDamage to 0.9	;If above enabled critical fatigue make weapons progress to doing 90% less damage. Normally low fatigue only makes weapons 50% effective.set realisticENC.bUseBlur to 0			;Set to 1 to turn on the low fatigue blurset realisticENC.bUseSound to 1			;Set to 1 to pant and gasp at low fatigue				;=============================================================================;	Sprinting Settings;=============================================================================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; Max Encumbrance * (fBaseShinji + Player.GetAV Athletics * fShinjiAthleticsDivisor) = The amount of encumbrance you need to have less than to be in shinji modeset realisticENC.fBaseShinji to 1.00		set realisticENC.fShinjiAthleticsDivisor to 0.001;=============================================================================;	No Running Backwards Settings;=============================================================================set realisticENC.fNoRunningBackwards to 0.05	;Set to 2 to make player never run backwards when in combat						;Set to any value between 0 and 1 for % Chance for player to collapse when running backwards when in combat (fcollapsemodifier does affect this value as above) 						;set to 0 to disable any restraint on running backwards;=============================================================================;	Misc Settings;=============================================================================set realisticENC.fWalkOverWeight to 1.80	;Set to % where you will walk if carrying over a % amount of your max safe weight. 						;(1 will make you walk when you carry over your max safe weight - fallout 3 style) 						;(set to -1 to disable)set realisticENC.sWeightOffset to 4		;(Default: 4) The players starting items permanently add weight to the player and this corresponds to this value. 						;In some cases mods change the players starting items that can cause this mod to get confused as this value is no longer 4.						;(i.e forever encumbered and can't move or extra weight) Modify this value to try and fix if this occurs. Aim to have max encumbrance always 2 more than your current encumbrance when over your maximum.printtoconsole "SM Enc and Fatigue Settings Configured"
I have a vague recollection of asking this before, so if it is not so vague with you then forgive my addled brain.

Thanks in advance
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Alexis Estrada
 
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Post » Wed Mar 30, 2011 12:28 pm

You may need to increase realisticENC.sWeightOffset if the player starts with extra items than normal as it adds unremovable weight to the player. Thats the usual reason for the system not to add enough extra weight so you can still move.
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Tiffany Carter
 
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Post » Wed Mar 30, 2011 10:48 am

I forgot to add that what happens is that all I have to do is drop 1 item (no matter how small) and then move and pick it up again then all is fine and he can go on picking up more items.

I'm wondering if it has to do with how much at once is being picked up, but I can't see a pattern. Do you have a recommended value for that?

This is not with a new game the character is like level 16 and has collected and dropped many many items. Also this mod was not added at the start but a few levels into the game.

thanks
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Naughty not Nice
 
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Post » Wed Mar 30, 2011 8:04 am

@Psymon: Ah. Ok now thats odd. Will try and replicate when i have time with that ini to see if it is actually a bug somewhere or a mod related conflict.
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Holli Dillon
 
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Post » Wed Mar 30, 2011 12:04 pm

Well if you are not familiar with Nehrim and are up for it then check out post three in the above linked Nehrim for Mods thread. That describes some of the hurdles we face on porting mods over. Many mods are easy to port by just changing the master to Nehrim.esm (Nehrim does not use the Oblivion.esm).

Rylasasin was able to identify why some mods would not work even though tes4edit shows that they were not apparently missing anything from Oblivion.esm nor conflicting with Nwhrim.esm - this was due to Nerhim.esm having German spellings for entries in the esm that are referenced by scrips (what tes4edit wouldn't pick up on in a conflict report anyway).

After Nehrim came out several modders re-released their mods without Oblivion.esm as a master in order to make use with Nehrim easier.

I think the nehrim.esm is a heavily modified Oblivion.esm - though I'm not sure.

Anyway thanks for any help.
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Laura Samson
 
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Post » Wed Mar 30, 2011 5:38 am

@Psymon: Ok, well only could possibly be different with global variable names, but considering it seems to half work and half not suggests otherwise. The rest of the script is just usual getAv Encumberance operations. Unless encumburence is now using german spelling to?
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Alba Casas
 
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Post » Tue Mar 29, 2011 8:33 pm

I doubt it - I can try looking in the next day or two when my head is fresher and I'm not tired.

They did implement some changes such as moving slower when armed, but encumbrance seems very vanilla otherwise.
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Suzy Santana
 
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Post » Wed Mar 30, 2011 12:58 am

@adalaybay: Noted

@Tomlong75210: You should comment out the 2 following ini settings from SM Enc & Fatigue. That should be all thats needed.

setGS fFatigueReturnBase 8
setGS fFatigueReturnMult 0

Thanks. I need to check nGCD's INI too now...


Happy gaming!
- Tomlong75210


Edit: Is there a way to have SM Combat Regen only control Regen in combat? Can I just comment out the non-combat settings?
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Robert Jr
 
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Post » Wed Mar 30, 2011 10:03 am

Is SM Security and Lockbash compatible with Harvest Containers? I know that you said it is "100% compatible with other mods", but HC readme tells a different story, saying it is not compatible with any lock bashing mods, except a particular one.
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Lizbeth Ruiz
 
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Post » Wed Mar 30, 2011 6:36 am

Is SM Security and Lockbash compatible with Harvest Containers? I know that you said it is "100% compatible with other mods", but HC readme tells a different story, saying it is not compatible with any lock bashing mods, except a particular one.

The description says installing the stand alone HC on top of OOO should help with compatibility, which indicates that this mod is compatible with HC.
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Emily Martell
 
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Post » Tue Mar 29, 2011 10:25 pm

The description says installing the stand alone HC on top of OOO should help with compatibility, which indicates that this mod is compatible with HC.


Cool, thanks!

The reason I asked is because I vaguely remember to have both HC and SM S&L working together in a past incarnation and I lost the HC animations on a few containers. The effect seemed to be pretty much random, but, to be perfectly honest, I could be making a mistake here. I also had other mods that could have added containers (mostly new chests) and these mods were probably the culprits. Or not. I really have to stop drinking now.
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John N
 
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Post » Wed Mar 30, 2011 1:41 am

Cool, thanks!

The reason I asked is because I vaguely remember to have both HC and SM S&L working together in a past incarnation and I lost the HC animations on a few containers. The effect seemed to be pretty much random, but, to be perfectly honest, I could be making a mistake here. I also had other mods that could have added containers (mostly new chests) and these mods were probably the culprits. Or not. I really have to stop drinking now.

You're welcome. Maybe next time something "weird" happens you should try using FormID Finder on those containers to see which mods are affecting them.
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Melissa De Thomasis
 
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Post » Wed Mar 30, 2011 7:30 am

I'm have a problem with SM Enc & Fatigue. If my character dies (with fatigue at 0 or really low) when I load a new save from in game, my character is stuck being unable to run or jump. For some reason, the mod is not recalculating whether or not my character can run or jump after loading from in-game. As a result, I have to exit and restart Oblivion every time my character dies with low fatigue or wait until a change in his fatigue state occurs and triggers SM Enc & Fatigue recalculation.
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Lisha Boo
 
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Post » Tue Mar 29, 2011 10:43 pm

@Tomlong75210: Cheers will add to my todo list.
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Betsy Humpledink
 
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Post » Tue Mar 29, 2011 11:47 pm

Hey!

I read somewhere that your Combat Hide is incompatible with RGO. I was wondering if that is a fact (I don't recall where I read it) and if it is, what exactly is the nature of the conflict i.e. is is a game breaking thing or something minor.

Thank you!

cc
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Devin Sluis
 
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