[relz] mods by kuertee (thread 5)

Post » Sat May 28, 2011 4:17 pm

re: npcs yield
...Anyway,
about NPCs Yield,
I had enabled the kNPCsYieldQuest.dialogueEffect and am using Vows and Covonants.
Now, I was protecting Hackdirt from getting eaten by a troll, when the rest of the town that wasn't fighting the creature attacked me for lingering in town for too long.
So, a few of them yielded, some had mercy, others lost their heads.
After combat, one of them steps up to me, to start conversation directly enters into and out of Persuasion mode and blocks my mouse from clicking anything(though I could still move it).:S
Had to quit the game.
Was this a fault due to the kNPCsYieldQuest.dialogueEffect?
yes.
the dialogueEffect feature is a hack to prevent the npcs from being friendly with the player during conversations.
the mod is suppose to jump the player into the Persuasion mini-game then out again for a second or two.
this is to interrupt the npc's greeting and to force the disposition changes to be applied to the conversation options.
the bug is that the mod doesn't exit the Persuasion mini-game automatically in some circumstances.

i recommend: setting "dialogueInterruptGreeting" to 0, so that you are not automatically put into the Persuasion mini-game.
the problem here is that in the npc will greet the player as a friend.
and the initial conversation options will be as for when the npc has a 100 disposition with the player.
the conversation options will reflect the correct disposition after the player chooses his first reply (or after the player enters and exits the Persuasion mini-game).

sorry about this artfact.
but the only way i can prevent npcs from attacking the player (after they yield) is to modify their disposition to the player.
the drawback is that the yielded npc has a high disposition with the player.

i'm testing a newly programmed npcs yield that doesn't have the dialogue effects feature.
if i decide to add it back in, it'll be in later versions.

let me know how you go, artfact.
cheers!
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Danielle Brown
 
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Post » Sat May 28, 2011 3:43 pm

Awesome, been looking for something similiar to NPCs yield for a while now
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Betsy Humpledink
 
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Post » Sat May 28, 2011 7:39 pm

Hi there.

Got a question on "Inventory is a backpack" mod.

I was looking thru its code while trying to make it compatible with my "Jail Shackles Fixed and Updated" (http://www.tesnexus.com/downloads/file.php?id=28959) mod.

Problem is - after i drop backpack, shackles are unequipped (and reequipped moment later) - but after that player can equip and unequip shackles at will - which renders my mod useless.

I'd like to have some insight on making both mods compatible.

Thx in advance.

ps.

item formIDs, from tes4edit:

DDIronShackles "Iron Shackles" [CLOT:7E0089BE]
DDSteelShackles "Steel Shackles" [CLOT:7E0089BF]
DDEbonyShackles "Ebony Shackles" [CLOT:7E0089C0]
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Nathan Hunter
 
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Post » Sat May 28, 2011 8:00 am

Hi there.

Got a question on "Inventory is a backpack" mod.

I was looking thru its code while trying to make it compatible with my "Jail Shackles Fixed and Updated" (http://www.tesnexus.com/downloads/file.php?id=28959) mod.

Problem is - after i drop backpack, shackles are unequipped (and reequipped moment later) - but after that player can equip and unequip shackles at will - which renders my mod useless.

I'd like to have some insight on making both mods compatible.

Thx in advance.

ps.

item formIDs, from tes4edit:

DDIronShackles "Iron Shackles" [CLOT:7E0089BE]
DDSteelShackles "Steel Shackles" [CLOT:7E0089BF]
DDEbonyShackles "Ebony Shackles" [CLOT:7E0089C0]
hey haldar!
i may need to add the compatibility at my end.

how do you make the shackles so that they are unequippable?
is it an item property or via a script?
and is there a function i can use to check for this property (so that i can check for items of this type rather than limit the check to the shackles)?
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Oyuki Manson Lavey
 
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Post » Sat May 28, 2011 6:59 pm

how do you make the shackles so that they are unequippable?
is it an item property or via a script?


In fact - i dont really know :)

Original script is made by DuggeDank, i've only fixed some bugs in it. And its my 1st mod (tho i program stuff for living for 10 years already, i'm still a noob with CS inner workings).

Shackles are added via player.additem and player.equipitem commands. I was unable to find any other references. Enchantment on shackles is simple - silence and fatigue/skills drain for higher versions (for more serious crimes).

and is there a function i can use to check for this property (so that i can check for items of this type rather than limit the check to the shackles)


Again, cant say much about it.

Except that there are only 3 types of shackles - for various crimes.

I can only suggest you to DL it and see for yourself, as i cant answer much. Sorry :(
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Stephanie Kemp
 
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Post » Sat May 28, 2011 9:53 am

...I can only suggest you to DL it and see for yourself, as i cant answer much. Sorry :(
cool!
i'll check it out!
i'll let you know Haldar, if the compatibility needs to be done on my end or your end.
cheers!



EDIT: i'll need to add compatibility for the mod.
the shackles are equipped with the NoUnequipFlag set to 1.
http://cs.elderscrolls.com/constwiki/index.php/UnequipItem
any items equipped with that flag prevents the player from unequipping it.

unfortunately, work-all detection for items equipped like that is not easy.
the mod will need to equip a temporary item on the equipment slot.
if that item was NOT equipped, the the previous item in that equipment slot was equipped with the NoUnequipFlag set.
this is too messy to build.

so, i'll need to add a specific check for the shackles items and equip them with the NoUnequipFlag set.

expect it in my next round of releases. :)



EDIT 2: can you check this version, haldar?: http://sites.google.com/site/kuertee/kuerteeInventoryIsABackpack.esp
thanks.
thinking of this now, other mods may use my method of moving inventory around (e.g. The Act of Speedy depositing).
so, it may be best if you add in your mod a check for when the shackles were unequipped unexpectedly (i.e. unequipped by anything else except by the mod).
and if they have been unequipped, reequip them with the NoUnequipFlag set.
that would make your mod compatible with any mod that uses RemoveAllItems.

let me know how you go with that version.
if all is well, i'll release it when i get to my next release day.
cheers!
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Sam Parker
 
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Post » Sat May 28, 2011 1:17 pm

Yes, it works perfectly, thanks!
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Antonio Gigliotta
 
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Post » Sat May 28, 2011 11:17 am

Alternative Death's new random penalties is working great :hehe: The making for Epic playing.

Thanks!
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Tamara Primo
 
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Post » Sat May 28, 2011 9:24 am

Alternative Death's new random penalties is working great :hehe: The making for Epic playing....Thanks!
excellent, locksley!

i have a big update for this mod coming very soon (before the new year):
an excert from the read-me:
0.60, X December 2009:
  • Bug-fix: The player will never teleport to the Bruma Mage's Guild when MG14Plot Quest reaches stage 10.
  • Tweak: Healing the player after getting saved from death.
  • Tweak: Permanent Death penalties with SetActorValue have been removed.
  • New feature: Newly-reprogrammed Death has penalties feature with Pilgrimages to Altars of the Nine gameplay.
  • Tweak: Updated read-me section:
    Death has penalties and Pilgrimages to Altars of the Nine
    =========================================================
    (This feature requires Pluggy.)
    Attribute penalties are applied when the user loads a game immediately after a death.

    These penalties are recorded indepently from the saved-game and so their values will always be the same regardless of which file is loaded.
    I.e.: the amount of death penalties will be the same in any saved-game that is loaded.
    E.g.: if the player acquires a 5-point Death penalty in saved-game #5, a 5-point penalty will be applied when ANY saved-game is loaded.
    This includes older saved-games - including saved-game #1.
    The exception to this are saved-games before this mod or Pluggy was active.
    When a saved-game without this mod or before Pluggy was active is loaded, the Death penalties are reset.

    By default, there are three ways to remove the penalties:
    1. The penalties have a 4-hour life span (penaltyLifeSpan = 4 in the INI file),
    2. Restarting the game will remove the penalties (newGameSessionResetsPenalties = 1),
    3. The player can take a pilgrimage to 3 Altars of the Nine (pilgrimageToRemoveDeathPenalties = 3)

    These properties can, of course, be modified so that the Death penalties can be made semi-permanent.
    Setting penaltyLifeSpan to 0 will make the Death penalties last until they are removed.
    Death penalties can persist between new game sessions by setting newGameSessionResetsPenalties to 0.
    And setting pilgrimageToRemoveDeathPenalties to 0 will disable the Pilgrimage to Altars of the Nine game-play.

    The only two ways to remove Death penalties when they are semi-permanent are:
    1. Deactivate the mod completely,
    2. Restart the mod from a clean-save.
    Note that a clean-save is a saved-game file that doesn't have the mod active.
    To create a clean-save, save a new game without the mod active.
  • New feature: Gameplay presets 5 to 10:
    Here's an excert from the INI:
    4: Good samaritan + Death penalties that are removed after 4 hours, by taking a pilgrimage, or by restarting the game
    5: as 4 above
    but with death penalties that are not removed automatically (penaltyLifeSpan = 0)
    6: as 5 above
    but without the death penalties getting reset at game restart (newGameSessionResetsPenalties = 0)
    7: as 6 above
    but requiring a 5-altar pilgrimage
    8: as 6 above
    but requiring a 7-altar pilgrimage
    9: as 5 above
    but with no way to remove death penalties except by restarting the game (i.e. pilgrimageToRemoveDeathPenalties = 0)
    10: as 9 above
    but with no way to remove death penalties except by removing the mod or restarting the mod from a clean-save (i.e. newGameSessionResetsPenalties = 0)

like most of my mods, i think, these penalties should have a flip-side: reward the player for actively role-playing.
as a reverse to removing Death penalties, i think taking a pilgrimage when no Death penalties are active should reward the player with fortify bonuses.
dunno know what to call it: Life bonuses (? that's pretty lame).

what do you guys think not only of the overall change to Death penalties but also the idea of giving bonuses to the player?
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Kelly John
 
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Post » Sat May 28, 2011 4:09 pm

I downloaded your mod for Hunger and Sleep, so far I really like it, only problem is I am using DarnUI and the icons for sleep and eat are almost microscopic and in odd locations. Is there anyway to increase their size and move them?
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brian adkins
 
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Post » Sat May 28, 2011 9:29 am

re: Eat and sleep
I downloaded your mod for Hunger and Sleep, so far I really like it, only problem is I am using DarnUI and the icons for sleep and eat are almost microscopic and in odd locations. Is there anyway to increase their size and move them?
location can be controlled in the INI file.
i can't remember if you can control its scale.
i'll check when i get back home.
(the default locations and scale are for my 1280x800 resolution.)
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Jon O
 
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Post » Sat May 28, 2011 1:21 pm

re: Eat and sleep
location can be controlled in the INI file.
i can't remember if you can control its scale.
i'll check when i get back home.
(the default locations and scale are for my 1280x800 resolution.)


OK. I am using 1920x1080 so that is probably why. I guess I will have to open the .ini, make changes, open OB check and repeat if not satisfactory.
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Chloe Yarnall
 
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Post » Sat May 28, 2011 3:09 pm

OK. I'm not understanding how the bars next to the food icons/sleep icons work. I can eat a ton of food and be stuffed and it looks not full to me. Also, is there a way to make it so I only need to eat every 3 game days and sleep every 1 game day or something. I am needing to eat every 3 minutes and not sure how to tell when I need sleep etc. Also there is a "Food Menu" that is empty when I open it. It just has little - marks all around. What do I do with this?

What settings in the .ini do I need to tweak to scale and move the icons?
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Steph
 
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Post » Sat May 28, 2011 2:10 pm

Dragontamer,

You should look into TheNiceOne's Automatic Timescale mod. It works great with primary needs/realism mods, since it allows you to dynamically adjust the in-game time scale according to what your character is doing. Effectively, you can configure it so that you are only eating and sleeping, etc., when it feels right to you.

gothemasticator
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Tarka
 
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Post » Sat May 28, 2011 3:02 pm

re: Eat and sleep
OK. I'm not understanding how the bars next to the food icons/sleep icons work. I can eat a ton of food and be stuffed and it looks not full to me. Also, is there a way to make it so I only need to eat every 3 game days and sleep every 1 game day or something. I am needing to eat every 3 minutes and not sure how to tell when I need sleep etc. Also there is a "Food Menu" that is empty when I open it. It just has little - marks all around. What do I do with this?...What settings in the .ini do I need to tweak to scale and move the icons?
hey drag0ntamer!

re: HUDs
the bars do not updated immediately. however...they could also be bugged. but i've not noticed them nor have they been reported to be. ;)
the bars alternate from red (hunger/exhaustion) to green (satiation/energy).
just to confirm, you say that you are stuffed but the green bar is not full?
what's your satiation level when "stuffed"?
you can check your satiation level by going to your stats menu.
energy/exhaustion and satiation/hunger are shown as messages on the top-left corner of your screen.

re: eating and sleeping penalties
here are the default amounts of sleep and food required:
  • the default amount of sleep required is set so that the player can be awake for 16 hours and needs to sleep for 8 hours.
  • the default amount of food is set so that the player needs to 1 feather worth of food per 12 hours.
i think what you are experiencing is the "negative" effects of staying awake.
for example, if you ignore sleep upto 8 hours of exhaustion, you'll need to sleep 8 hours to cancel that and another 8 hours to get your normal 16 hours of energy per day.
also, if you ignore eating upto 5 hours of hunger, you'll need to eat 5 hours worth of food just to cancel that and some more to get your satiation up to stave off hunger.

re: configuring when to sleep and eat
anyway, the default amount of sleep required is already set to what you want ](i.e. sleep 8 hours per 1 game day).
note that 1 game day is 24 hours. and 8 hours of that is spent sleeping. so you only actually have 16 hours of waking time.
set "sleepLengthMultiplier" in the INI file to the number of hours of energy you want to replenish for each hour of sleep you take.
if you want 24 hours of energy for 1 hour of sleep, then set sleepLengthMultiplier to 24.

for eating, set "foodWeightMultiplier" to the number of hours of satiation you want for each feather (weight) of food.
again, the default is 1 feather for each 12 hours.

regardless, i think the need for you player to constantly eat and sleep in very short spans of time is
  • that you are sleeping only to cancel the effects of exhaustion but not sleeping enough to gain more energy.
  • that you are eating only to cancel the effects of hunger but not eating enough to gain satiation.
re: food menu item
the food menu item is used to "arrange" food items that you have in your inventory in order of "hours".
for e.g.: if you have enough food in your inventory for 16 hours of food, food menu item 1 will show this.
food menu item 2 will show food for 12 hours of food...etc...

instead of eating individual foods directly from your Ingredients list,
you can use the food menu item to eat enough food for the shown number of hours in one click.

you do need food in your inventory for the food menu item to work, though.
be warned the the food menu item will ignore food classed as "cleaned" or "raw".
check the read-me on how the foods are classified between: bought, cooked, cold, cleaned/treated, raw.

re: auto-eating
but the beauty about the mod is auto-eating.
with auto-eating, you won't need to worry about eating from your inventory or from the food menu.
just be sure you have food in your inventory, though.

auto-eating works like this (by default):
1. at 6am, 12pm and 6pm, the mod will try to feed you enough to satiate you for 6 hours
2. AND when you get hungry by 1 hour or so, the mod will try to feed you enough to satiate you for 6 hours

you can set auto-eat to open the food menu instead of actually feeding you.

Dragontamer,...You should look into TheNiceOne's Automatic Timescale mod. It works great with primary needs/realism mods, since it allows you to dynamically adjust the in-game time scale according to what your character is doing. Effectively, you can configure it so that you are only eating and sleeping, etc., when it feels right to you....gothemasticator

hey gothemasticator!
i didn't know Automatic timescale can effect the needs for food and sleep.
my Eat and sleep definitely doesn't have any support for it.
very interesting, anyway.
i wonder how he does it.

or maybe, you actually meant, that "...you can configure it [the Eat and sleep mod] so that you are only eating and sleeping, etc..."
rather than "...you can configure it [Automatic timescale mod] so that..."
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Veronica Flores
 
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Post » Sat May 28, 2011 6:24 am

What I meant regarding Automatic Timescale is that you can change the timescale so that you're not eating every three (real-world) minutes - which is what the poster was reporting. You can tweak the timescale until the real-world time between feedings feels right to you the player.

If I try to explain any more I will tangle my tongue and the sense of my words. :P But I think you get the idea.

gothemasticator
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chirsty aggas
 
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Post » Sat May 28, 2011 5:31 am

What I meant regarding Automatic Timescale is that you can change the timescale so that you're not eating every three (real-world) minutes - which is what the poster was reporting. You can tweak the timescale until the real-world time between feedings feels right to you the player.

If I try to explain any more I will tangle my tongue and the sense of my words. :P But I think you get the idea.

gothemasticator
ahhh...yeah i get it.
i have that feature (variable timescales) also in my Auto-save and time mod.
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Josh Trembly
 
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Post » Sat May 28, 2011 8:38 am

I didn't know that you also have a mod that does this. Good to know!

gothemasticator
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Rachael
 
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Post » Sat May 28, 2011 11:41 am

Ah, OK. That explains a lot. Perhaps my mod is bugged or conflicting with something. I do not see any green bars, my bars are yellow and fill up with black etc. I use Darn UI not sure if that could change it. Also how do I scale the icons and move them in the .ini. Which settings do this? I'll have to try the automatic timescale mod when I can. Right now I am trying to get a stable load order with all my mods. The food menu is always empty and shows nothing when I open it or click on the - regardless of whether I have food or not. I'm unsure if I misinterpreted what you explained in regards to this.
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Vicky Keeler
 
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Post » Sat May 28, 2011 7:37 am

Thanks for the simple autosave mod! It's saved my butt multiple times from crashes already and I just downloaded it yesterday! (working out the bug in my game now so crashes go away)
The one thing that bothers me with the immersive clock though, is that even though I was underground in a cave, and had been for about two game days, my pc knew it was X hours after the rising of the sun. But that really isn't a bother so much as just me being picky,

Thanks again.

Ravin
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Sarah Bishop
 
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Post » Sat May 28, 2011 8:05 am

Ah, OK. That explains a lot. Perhaps my mod is bugged or conflicting with something. I do not see any green bars, my bars are yellow and fill up with black etc. I use Darn UI not sure if that could change it. Also how do I scale the icons and move them in the .ini. Which settings do this? I'll have to try the automatic timescale mod when I can. Right now I am trying to get a stable load order with all my mods. The food menu is always empty and shows nothing when I open it or click on the - regardless of whether I have food or not. I'm unsure if I misinterpreted what you explained in regards to this.
re: HUD
yellow and black? weird.
the current version of pluggy is 127, according to haama's [relz] thread: http://www.gamesas.com/bgsforums/index.php?showtopic=1038730&view=findpost&p=15054032
but looking at tesnexus, the main download file is at 125b: http://www.tesnexus.com/downloads/file.php?id=23979
i'm using 125b.
i tried 132 but found unusual things with it: http://www.gamesas.com/bgsforums/index.php?showtopic=1038730&view=findpost&p=15467569

these are the properties in the INI that you need to change to move the HUD around:
set kEatAndSleepQuest.useHUD to 1				;default = 1. use the in-built HUD.set kEatAndSleepQuest.pSleepScale to 0.25			;default = 0.25. scale of the sleep HUD.set kEatAndSleepQuest.pSleepGameX to 10				;default = 10. X location of the sleep HUD in GameMode.set kEatAndSleepQuest.pSleepGameY to 715			;default = 715. Y location of the sleep HUD in GameMode.set kEatAndSleepQuest.pSleepMenuX to 660			;default = 660. X location of the sleep HUD in MenuMode.set kEatAndSleepQuest.pSleepMenuY to 715			;default = 715. Y location of the sleep HUD in MenuMode.set kEatAndSleepQuest.pSleepOpacity to 100			;default = 100. opacity of the sleep HUD. valid values are 0 to 100.set kEatAndSleepQuest.pEatScale to 0.25				;default = 0.25. scale of the eat HUD.set kEatAndSleepQuest.pEatGameX to 10				;default = 10. X location of the eat HUD in GameMode.set kEatAndSleepQuest.pEatGameY to 675				;default = 675. Y location of the eat HUD in GameMode.set kEatAndSleepQuest.pEatMenuX to 710				;default = 710. X location of the eat HUD in MenuMode.set kEatAndSleepQuest.pEatMenuY to 715				;default = 715. Y location of the eat HUD in MenuMode.set kEatAndSleepQuest.pEatOpacity to 100			;default = 100. opacity of the eat HUD. valid values are 0 to 100.


re: debugging Eat and sleep
i assume you have OBSE 0017b?: http://obse.silverlock.org/
you can monitor what Eat and sleep is doing in the console by turning on debug in the INI file.
set kEatAndSleepQuest.debug to 1

and if you have shadeMe's Conscribe you can post the Conscribe log so that i can try to track down the error.
Conscribe is here: http://www.tesnexus.com/downloads/file.php?id=26510
but you need OBSE 0018 for that, which i use in my game.
(note that all my mods, however, need only OBSE 0017b.)

let me know how you go, drag0ntamer!



re: Auto-save and time
I didn't know that you also have a mod that does this. Good to know!...gothemasticator

Thanks for the simple autosave mod! It's saved my butt multiple times from crashes already and I just downloaded it yesterday! (working out the bug in my game now so crashes go away)...The one thing that bothers me with the immersive clock though, is that even though I was underground in a cave, and had been for about two game days, my pc knew it was X hours after the rising of the sun. But that really isn't a bother so much as just me being picky,...Thanks again.Ravin

i made Auto-save and time to replace my need of Streamline which i found to be "bloated' with functions (i.e. Streamline angel's constant casting of its spells) that was counter productive to it.
so my mod is basically Streamline without the FPS gainers - which i don't need. Oblivion stutter remover manages my FPS.
and i tagged at the end of my mod my update to my old Combat timescale mod.

also, i found Streamline can crash during save operations (which i think is caused by the Streamline angel) - which produced corrupt saves.
the last corrupt save i found from my mod was early last year. but i tracked it down to a corrupt goblin spawn: after it dies, it will later on produce a crash. any saves between those times will be corrupt. i can't find that post anymore.

anyway, i'm glad you find it useful, ravinXX!



happy new year, everyone!
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Ice Fire
 
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Post » Sat May 28, 2011 12:34 pm

Been using your awesome Horse Command Mod, and I noticed a problem...

The horse will only use the adjusted horse speed for like 1 second and then it reverts back to normal vanilla speed. At least for me. So 1 second of a nice speed burst and then back to slow >.<
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Elisabete Gaspar
 
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Post » Sat May 28, 2011 6:14 am

Been using your awesome Horse Command Mod, and I noticed a problem... The horse will only use the adjusted horse speed for like 1 second and then it reverts back to normal vanilla speed. At least for me. So 1 second of a nice speed burst and then back to slow >.<
hey drag0ntamer!
mind posting your load-order?
i'm not sure if the one in your first post of your main "testing my load-order catch-all thread" is current: http://www.gamesas.com/bgsforums/index.php?showtopic=1065266
if not, may be good to quickly update that and make a note of it new posts every time it changes.
then we can all use it as a reference.

anyway, i've quickly checked it.
you've got a few other horse mods loaded.
mind doing a quick check without those others active?

disable the mod that uses HorseCombatMaster.esm first. (which .esp uses that?)
that could be a "script" mod that modifies horse's speeds.
HorseSpeedEqualsPlayerSpeed applies its changes via script, also.

if that mod doesn't do it,
then try disabling the others.

note that if another mod reverts it back my mod's changes, then there's nothing i can do. sorry.
they will always conflict.
best to recommend to the author of that mod that the vanilla walking speed of horses is too slow compared to everything else and that owning horses is actually a penalty to the player. ;)
(player walking speeds usually become faster than horses walking speeds in the first few levels.)

to make those mods compatible with mine,
just suggest to remove their adjustment of horse speeds while the player is riding it at walk speed.
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Carlitos Avila
 
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Post » Sat May 28, 2011 9:12 am

hey drag0ntamer!
mind posting your load-order?
i'm not sure if the one in your first post of your main "testing my load-order catch-all thread" is current: http://www.gamesas.com/bgsforums/index.php?showtopic=1065266
if not, may be good to quickly update that and make a note of it new posts every time it changes.
then we can all use it as a reference.

anyway, i've quickly checked it.
you've got a few other horse mods loaded.
mind doing a quick check without those others active?

disable the mod that uses HorseCombatMaster.esm first. (which .esp uses that?)
that could be a "script" mod that modifies horse's speeds.
HorseSpeedEqualsPlayerSpeed applies its changes via script, also.

if that mod doesn't do it,
then try disabling the others.

note that if another mod reverts it back my mod's changes, then there's nothing i can do. sorry.
they will always conflict.
best to recommend to the author of that mod that the vanilla walking speed of horses is too slow compared to everything else and that owning horses is actually a penalty to the player. ;)
(player walking speeds usually become faster than horses walking speeds in the first few levels.)

to make those mods compatible with mine,
just suggest to remove their adjustment of horse speeds while the player is riding it at walk speed.


Yeah, I will post my load order when I get home. The HorseCombatMaster.esm is used by Deadly Reflexes. Also, your mod is loading last for me RIGHT under the Bashed patch. I am also going to try and disable the bashed patch setting horses turn faster to see if that might be conflicting somehow.
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Benjamin Holz
 
Posts: 3408
Joined: Fri Oct 19, 2007 9:34 pm

Post » Sat May 28, 2011 8:48 am

Here is my load order... It appears I did not load it last, or BOSS sorted it that way I can't recall. Where do you suggest I load it?

Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  All Natural Base.esm  [Version 0.9.7]03  MD_Saddle_Master.esm04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]08  CyrodiilUpgradeResourcePack.esm09  TamrielTravellers.esm  [Version 1.39c]0A  Better Cities Resources.esm0B  bookplacing.esm  [Version 1]0C  Toaster Says Share v3.esm0D  HorseCombatMaster.esm0E  Unofficial Oblivion Patch.esp  [Version 3.2.3a]0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]11  Better Cities .esp12  All Natural - Real Lights.esp  [Version 0.9.7]13  All Natural.esp  [Version 0.9.7]14  All Natural - SI.esp  [Version 0.9.7]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]15  Cities Alive At Night.esp16  WindowLightingSystem.esp17  Book Jackets Oblivion.esp18  Book Jackets Oblivion - BP.esp19  7lbsBedrolls-OBSE.esp1A  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp1B  Elytramount.esp++  Item interchange - Extraction.esp  [Version 0.76]1C  P1DrobesOver.esp1D  Enhanced Economy.esp  [Version 3.3.3]1E  moDem's City Life - BP Compat.esp1F  Crowded Cities 15.esp20  Crowded Roads.esp  [Version 2.0]21  Map Marker Overhaul.esp  [Version 3.2]22  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]23  sr_super_hotkeys.esp24  DLCHorseArmor.esp25  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]26  DLCOrrery.esp27  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]28  DLCVileLair.esp29  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]2A  DLCMehrunesRazor.esp2B  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]2C  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]2D  CapesandCloaks.esp2E  Extra Robe Pack.esp2F  Elegant Vests.esp30  LockpickMold.esp31  PersuasionOverhaul.esp  [Version 1.43]32  vermillionandsilverthorn.esp33  Vvardenfell_Imports.esp34  Rope Ladders v1.esp35  kuerteeHorseCommands.esp36  MD Saddlebags v3.0.esp37  SellHorses.esp38  DLCThievesDen.esp39  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]3A  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]3B  Cobl Glue.esp  [Version 1.72]3C  Cobl Si.esp  [Version 1.63]3D  OOO 1.32-Cobl.esp  [Version 1.72]++  Cobl Tweaks.esp  [Version 1.44]3E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]3F  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]40  CurseOfHircine.esp41  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]42  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]43  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]44  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]45  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]46  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]47  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]48  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  TamrielTravellerAdvscript.esp  [Version 1.39c]49  TamrielTravellers4MMM.esp  [Version 1.39c]++  TamrielTravellersFactionAll.esp  [Version 1.39c]4A  TamrielTravellersItemsCobl.esp  [Version 1.39c]4B  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]4C  Cats & Rats for MMM.esp4D  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]++  Loot_All_Armor_SE.esp4E  Amajor7 Imperial Furniture.esp4F  eyja.esp50  Insanity's Pet Shop.esp51  Scribe Supplies.esp52  TheForgottenShields.esp53  thievery.esp54  VaultsofCyrodiilBC.esp55  VHBloodlines 1.2.esp  [Version 1.4]56  za_bankmod.esp57  DLCFrostcrag.esp58  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]59  Knights.esp5A  Knights - Unofficial Patch.esp  [Version 1.0.9]++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]5B  The Lost Spires.esp5C  TheNecromancer.esp5D  mythsandlegends.esp5E  300 Arcane University.esp5F  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]60  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]++  Book Placement v2.esp  [Version 2.0]61  Better Dark Brotherhood Sanctuary.esp62  Dungeon Actors Have Torches 1.6 CT.esp63  Dungeon Actors Have Torches 1.6 DT.esp64  Exterior Actors Have Torches 1.3 CT.esp65  Exterior Actors Have Torches 1.3 DT.esp++  Loot All Armor.esp66  kuerteeGoldIsAnInventoryItem.esp67  Toggleable Quantity Prompt.esp  [Version 3.1.1]68  VisiblyUnlimited.esp69  Quest Award Leveller.esp  [Version 2.0.1]6A  Quest Award Leveller - Vile Lair.esp  [Version 2.1.0]++  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]6B  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]6C  RealisticFatigue.esp6D  RealisticHealth.esp6E  RealisticForceMedium.esp6F  RealisticMagicForceLow.esp70  JaySuS-Vampire-Mod-MKV-V3.8.esp71  LTDVampireOverhaul.esp72  Vampire Ashes.esp73  M.O.E. - Vampire Clan Raelu.esp  [Version 6]74  Kyoma's Spell Renamer.esp  [Version 2.0.5]75  sr_enhanced_magic_system.esp++  cidnothumpMMversion.esp76  SupremeMagicka.esp  [Version 0.90]77  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]78  SM_EnchantStaff.esp  [Version 0.80]++  SM_VanillaSpells.esp  [Version 0.86]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]79  MidasSpells.esp7A  Enchantment Enhanced.esp7B  Enchantment Reduction.esp7C  Stealth Entrances v1.esp7D  RenGuardOverhaul.esp7E  RenGuardOverhaulShiveringIsles.esp7F  Enhanced Grabbing.esp  [Version 0.4]80  Deadly Reflex 5 - Timed block and 150% damage.esp81  DeadlyReflex 5 - Combat Moves.esp++  SM_DeadlyReflex.esp  [Version 0.86]82  kuerteeNPCsYield.esp83  RealisticLeveling.esp84  All+5AttributeModifiers.esp++  Item interchange - Placement.esp  [Version 0.76]85  TSS Custom Companion  Template.esp86  Toaster Says Share Faction Recruitment.esp87  1em_Vilja.esp88  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]89  Better Cities - Full City Defences.esp8A  Better Cities Full.esp8B  Better Cities - No LEYAWIIN Flooding.esp8C  Better Imperial City.esp8D  Better Cities - COBL.esp  [Version 2]++  P1DshieldNoGlow.esp++  Visually Enchanted Fire 1.esp++  Visually Enchanted Frost 1.esp++  Visually Enchanted Shock 1.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]8E  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp8F  NameThatHorse.esp90  Bashed Patch, 0.esp++  Duke Patricks - BASIC Script Effect Silencer.esp91  Streamline 3.1.esp


Note, loaded it last and unchecked the horse turn option in Bash Patch and it still is happening.
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~Amy~
 
Posts: 3478
Joined: Sat Aug 12, 2006 5:38 am

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