[relz] mods by kuertee (thread 5)

Post » Sat May 28, 2011 2:00 pm

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?...Note, loaded it last and unchecked the horse turn option in Bash Patch and it still is happening.
hey drag0ntamer!
unfortunately, Horse commands (like most of my mods) have no changes to any master esm.
so it doesn't matter where it is loaded.
setting the load-orders of mods makes it so that mods later in the order will overwrite any references in mods earlier in the order.
horse commands have no such references.
and most script-base features of mods will always be active regardless of where they are in the list.
the exception to this is when a mod has changes to a script (i.e. the mod has scripts that overwrites another script) in another esp or esm.

my horse speed feature is in a script of its own - i.e. no other mod has that script.
so, if another script is changing the speed of the horses (which is what i think is the case),
both scripts will always conflict (i.e. will try to apply their effects) regardless of where you load them.

did you try disabling Deadly reflex and so disabling Horse combat master for a test?
if it is deadly reflex, check if you can configure it so that its effects on horse speeds are disabled.
if it can't be disabled, suggest this feature to its author. (skycaptain is the author, right?)

there's nothing i can do with this conflict at my end, unfortunately.
any changes i make to horse speed will always be overwritten by another script.
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Sara Lee
 
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Post » Sat May 28, 2011 1:46 pm

hey drag0ntamer!
unfortunately, Horse commands (like most of my mods) have no changes to any master esm.
so it doesn't matter where it is loaded.
setting the load-orders of mods makes it so that mods later in the order will overwrite any references in mods earlier in the order.
horse commands have no such references.
and most script-base features of mods will always be active regardless of where they are in the list.
the exception to this is when a mod has changes to a script (i.e. the mod has scripts that overwrites another script) in another esp or esm.

my horse speed feature is in a script of its own - i.e. no other mod has that script.
so, if another script is changing the speed of the horses (which is what i think is the case),
both scripts will always conflict (i.e. will try to apply their effects) regardless of where you load them.

did you try disabling Deadly reflex and so disabling Horse combat master for a test?
if it is deadly reflex, check if you can configure it so that its effects on horse speeds are disabled.
if it can't be disabled, suggest this feature to its author. (skycaptain is the author, right?)

there's nothing i can do with this conflict at my end, unfortunately.
any changes i make to horse speed will always be overwritten by another script.


Horse Combat is disabled form what it said when I loaded it. It said it was disabled in this version due to issues with it, but I will try disabling it and loading the game to see if that works. I am also going to try to disable some of my other horse mods to see if they are the reason. Also ran into a REALLY weird issue. I stole a horse, spent time with it till I owned it and then I fell off my horse (My horse keeps falling down and making noises all the time when running for a long time, this happens to me with the Realistic Fatigue mod, so it could be affecting horses as well.) when we got back up my body stayed on the ground and I just became a floating crosshair. Reloading my save I was still just a floating crosshair and my body stayed on the ground.
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WYatt REed
 
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Post » Sat May 28, 2011 11:40 am

Horse Combat is disabled form what it said when I loaded it. It said it was disabled in this version due to issues with it, but I will try disabling it and loading the game to see if that works. I am also going to try to disable some of my other horse mods to see if they are the reason. Also ran into a REALLY weird issue. I stole a horse, spent time with it till I owned it and then I fell off my horse (My horse keeps falling down and making noises all the time when running for a long time, this happens to me with the Realistic Fatigue mod, so it could be affecting horses as well.) when we got back up my body stayed on the ground and I just became a floating crosshair. Reloading my save I was still just a floating crosshair and my body stayed on the ground.
oh! sorry, i missed that note that horse combat was disabled.
it could be the bashed patch - if it has a horse turning speed function native to it (as you reported).
though disabled, it may have left a remnant of itself.
i.e. disabling it may simply prevent the speed change when the horse turns, but it may still have the code that resets the horse speed to its slow default speed.

anyway, re: Realistic Fatigue.
i use it also and i, too, have experienced what you described: out-of-body.
but my Horse speed equals player speed mod works ok.

i think the player becoming disembodied is a native oblivion bug.
mods have simply made it easier to reproduce.
oh! also, i needed to restart the game to return me to my body.

sorry, i can't be of much help.
(i don't use bashed patches and am not willing to try due to being farther in the game as i've ever been: 3 cities have sent help to bruma.)
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Stephani Silva
 
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Post » Sat May 28, 2011 6:35 pm

NP, just thought I would report it. I disabled the Name That Horse mod and it seems to have stopped some frequent CTD's I was experiencing, but the weird burst speed then normal is still happening. Is there anyway you can add a spell or something to your mod that lets you name your horses? I would really love to be able to do this.

Note, disabling Deadly Reflex and all of it's functions did nothing.
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Timara White
 
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Post » Sat May 28, 2011 9:17 am

I downloaded your mods Battle Fatigue and Injuries (0.65), Eat and Sleep (0.61), and Auto-Save and Time (0.995). Very nice!

Been using them since this morning, but I ran into two situations.

1) Script error with Battle Fatigue and Injuries which reports on the console:
"Error in script 50000827"
"Operator := failed to evaluate to a valid result"
"An expression failed to evaluate to a valid result"

According the CS, that script is the kRITokenScript. It's too long for me to even guess where to begin digging into it.

2) Load order issue
When trying to do the Staff of the Everscamp quest (Rosentia Gallenus in Leyawiin), once Rosentia hands me the staff, if I tried to look at my inventory the game would freeze.
After enabling/disabling mods, it appeared to occur only whenever both Battle Fatigue and Eat and Sleep were loaded.

It is possible that the problem has to do with the script error noted above.

However, I did find that if I swapped load order so that E&S came after BF, then the game would not freeze. So, the load order which works is:
MMM Onload...esp
Battle Fatigueand Injuries.esp
EatandSleep.esp
AutoSaveandTime.esp
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Danel
 
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Post » Sat May 28, 2011 7:43 am

Hey Kurtee,
first of: happy newyear!

Had some experience with NPCs-yield,
The talk-happy Bretheren in Hackdirt seem to have something odd: even though I turned off the NpcDialogEffects option they had the urge to talk to me after cowering before the onslaught.

I've also been thinking of the quests that end in a battle.
In two occasions now, I had to kill the enemy who had given up, in order to complete the quest.
The Sirens Deception left me murdering half the group women who were cowering in the corners and with the starting battle of Battlehorn Castle I had to keep on hacking into a battlemage who kept surrendering himself, without fighting back, not to speak of the fleeing marauders who were nowhere to be found and forced me to set the quest stage to the right point.
Both times got me a bounty for killing the innocent on top of it all!
So, while the Npc are much more sensible...the game remains bloodthirsty.

I realize that this might be beyond the compact smart scale of the mod, but, do you think it would be possible to somehow create a check if the enemy is a quest target that needs to be eliminated and so either remove its yielding ability or count its yield as a death(or another way which would be better to you)?
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Nathan Risch
 
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Post » Sat May 28, 2011 7:11 am

re: horse commands
NP, just thought I would report it. I disabled the Name That Horse mod and it seems to have stopped some frequent CTD's I was experiencing, but the weird burst speed then normal is still happening. Is there anyway you can add a spell or something to your mod that lets you name your horses? I would really love to be able to do this....Note, disabling Deadly Reflex and all of it's functions did nothing.
i think i know what this is now.
the "burst of speed" is when you start to gallop, right?
if so, this is normal.
when the horse starts to run/gallop, their speeds are returned to normal.
the mod only increases their speeds when you are riding the horse and at their walk speeds.
the mod only runs every 1/4 second, so there's a split second when you start to gallop when they have their modified speed before they get reverted back.

do you think this is what you are experiencing?

re: battle fatigue and injuries
I downloaded your mods Battle Fatigue and Injuries (0.65), Eat and Sleep (0.61), and Auto-Save and Time (0.995). Very nice!...1) Script error with Battle Fatigue and Injuries which reports on the console:..."Error in script 50000827" ...2) Load order issue...When trying to do the Staff of the Everscamp...After enabling/disabling mods, it appeared to occur only whenever both Battle Fatigue and Eat and Sleep were loaded...
hey lazyaltmer!
thanks for trying out my mods!
re: battle fatigue and injuries...do you mind getting the mod to crash again.
then check the obse log (or conscribe log - if you use that) for the error message again.
with that, it should also show WHERE in the script the problem occurs.
this is given by the "offset" number and should look something like this:
Attempting to call a function on a NULL reference or base object	File: kuerteeActorDetail.esp Offset: 0x00000149 Command: Let (0x1765)


also, are you running with obse0017b or later?

get back to me, please.
thanks!

re: npcs yield
Hey Kurtee,...first of: happy newyear!...Had some experience with NPCs-yield,...The talk-happy Bretheren in Hackdirt seem to have something odd: even though I turned off the NpcDialogEffects option they had the urge to talk to me after cowering before the onslaught.
hey artfact! thanks and happy new year, to you too!

just to clarify, are you finding those who have yielded to you to run up to you again and start a conversation?
if so, i think, this is normal.
the "vanilla" game engine is forcing them to keep fighting and so they charge.
but because of the changes to their disposition from my mod, they simply start-up a conversation (i.e. open the dialogue menu).
the NPCDialogueEffects flag of the mod simply tries to adjust their disposition so that their attitude to you is not friendly during conversations.
but that only takes effect DURING conversations.
it doesn't affect the npcs outside the dialogue menu: it does not make them want to actually run-up and say hi! hahaha!

regardless, i have a newly reprogrammed version of the mod.
unfortunately, the new version doesn't have the NPCDialogueEffects option.
i found it too fiddly and it didn't really achieve what i wanted from it.
i have simply accepted that the only way to stop NPCs from fighting is to make them friendly (i.e. increase their disposition) to the player.
and with that comes friendly dialogue options with people who you almost killed.

however, now that i can add dialogue topics in my mods, i can expand on the dialogue options in npcs yield.
but this may not be in the next release of the mod.
(thanks to the guys in the CS forum for finding a way to stop the CS crashing when adding topics.)

I've also been thinking of the quests that end in a battle....In two occasions now, I had to kill the enemy who had given up, in order to complete the quest....The Sirens Deception left me murdering half the group women who were cowering in the corners and with the starting battle of Battlehorn Castle I had to keep on hacking into a battlemage who kept surrendering himself, without fighting back, not to speak of the fleeing marauders who were nowhere to be found and forced me to set the quest stage to the right point....Both times got me a bounty for killing the innocent on top of it all!...So, while the Npc are much more sensible...the game remains bloodthirsty....I realize that this might be beyond the compact smart scale of the mod, but, do you think it would be possible to somehow create a check if the enemy is a quest target that needs to be eliminated and so either remove its yielding ability or count its yield as a death(or another way which would be better to you)?
unfortunately, there is no way to check if an npc is a quest target.
npc quest targets that need to be killed cannot be "essential" characters because if so, they cannot die.

however, the npcs with quest items in their inventory are ignored by the mod.
you have to kill these so that you can loot their bodies.

npcs that yield are eventually "killed" and disabled when the player moves far enough from them.
so, if they were kill targets for a quest, simply walk away after they yield: the quest should end successfully when you move far enough from them.
in the game, the distance between cells on either side of "load" doors are usually very large.
(i don't know the exact number. it is something like 3200048447384....)
so simply using a "load" door would make the mod "kill" and disable npcs that yielded.

do you think this answers your questions, artfact?
let me know please.



cheers, all!
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Add Meeh
 
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Post » Sat May 28, 2011 6:44 am

re: battle fatigue and injuries
hey lazyaltmer!
thanks for trying out my mods!
re: battle fatigue and injuries...do you mind getting the mod to crash again.
then check the obse log (or conscribe log - if you use that) for the error message again.
with that, it should also show WHERE in the script the problem occurs.
this is given by the "offset" number and should look something like this:
Attempting to call a function on a NULL reference or base object	File: kuerteeActorDetail.esp Offset: 0x00000149 Command: Let (0x1765)


also, are you running with obse0017b or later?

get back to me, please.
thanks!


First, as to the freeze when doing the Staff of the Everscamp, after more testing I did find that I could only reliably take the staff and look at my inventory without freezing if I disabled both Eat and Sleep and Battle Fatigue. Looking in the CS, the Staff has a script which uses player.modav to damage the player's speed as long as he has the staff. So, maybe there is something similar to the MMM modav issue going on?

I am using OBSE 17b. (Just downloaded today.)

Well, sure enough, now I can't make Battle Fatigue give the error unless I load that specific previous save in Rosentia's house where I encountered the error before. If I load my other more recent saves I am not getting the error. So I am wondering if there was some corruption in the save, perhaps.

In any case, for completeness, here's the obse.log:

OBSE: initialize (version = 17.4 010201A0)oblivion root = C:\Program Files\Bethesda Softworks\Oblivion\plugin directory = C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\patchedDoLoadGameHook: C:\Documents and Settings\T\My Documents\My Games\Oblivion\Saves\Save 2471 - Altmer - Rosentia Gallenus' House, Level 5, Playing Time 15.16.22.essloading from C:\Documents and Settings\T\My Documents\My Games\Oblivion\Saves\Save 2471 - Altmer - Rosentia Gallenus' House, Level 5, Playing Time 15.16.22.obseHandleLoadGame: couldn't open file (C:\Documents and Settings\T\My Documents\My Games\Oblivion\Saves\Save 2471 - Altmer - Rosentia Gallenus' House, Level 5, Playing Time 15.16.22.obse), probably doesn't existError in script 50000827Operator := failed to evaluate to a valid resultError in script 50000827An expression failed to evaluate to a valid resultError in script 50000827Operator := failed to evaluate to a valid resultError in script 50000827An expression failed to evaluate to a valid resultError in script 50000827Operator := failed to evaluate to a valid resultError in script 50000827An expression failed to evaluate to a valid resultError in script 50000827Operator := failed to evaluate to a valid resultError in script 50000827An expression failed to evaluate to a valid resultError in script 50000827Operator := failed to evaluate to a valid resultError in script 50000827An expression failed to evaluate to a valid resultError in script 50000827Operator := failed to evaluate to a valid resultError in script 50000827An expression failed to evaluate to a valid resultError in script 50000827Operator := failed to evaluate to a valid resultError in script 50000827An expression failed to evaluate to a valid resultError in script 50000827Operator := failed to evaluate to a valid resultError in script 50000827An expression failed to evaluate to a valid resultError in script 50000827Operator := failed to evaluate to a valid resultError in script 50000827An expression failed to evaluate to a valid resultError in script 50000827Operator := failed to evaluate to a valid resultError in script 50000827An expression failed to evaluate to a valid resultError in script 50000827Operator := failed to evaluate to a valid resultError in script 50000827An expression failed to evaluate to a valid resultError in script 50000827Operator := failed to evaluate to a valid resultError in script 50000827An expression failed to evaluate to a valid resultError in script 50000827Operator := failed to evaluate to a valid resultError in script 50000827An expression failed to evaluate to a valid resultError in script 50000827Operator := failed to evaluate to a valid resultError in script 50000827An expression failed to evaluate to a valid resultError in script 50000827Operator := failed to evaluate to a valid resultError in script 50000827An expression failed to evaluate to a valid resultOBSE: deinitialize

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Jade Barnes-Mackey
 
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Post » Sat May 28, 2011 7:46 pm

Kuertee, that could very well be it. I thought this mod increased gallop speed as well, not just walking speed. I apologize for my confusion. Is there any reason you did not affect the gallop speed? Because I remember in late game horses were useless as my character could out run them no problem in gallop. Any idea on whether you will implement a naming option to name your horses anytime soon? The Name That Horse mod I was using was causing frequent CTD's with you mod so I had to disable it.

Note, is there anyway to make it so fatigue mods do not affect horses or increase all horse fatigue to an incredible amount so they don't whiney and fall down and make noises non stop? I think my fatigue mod is doing this to horses as well and if they had a much larger fatigue/endurance it would probably stop it.
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tannis
 
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Post » Sat May 28, 2011 7:52 pm

re: Battle fatigue and injuries
...First, as to the freeze when doing the Staff of the Everscamp, after more testing I did find that I could only reliably take the staff and look at my inventory without freezing if I disabled both Eat and Sleep and Battle Fatigue. Looking in the CS, the Staff has a script which uses player.modav to damage the player's speed as long as he has the staff. So, maybe there is something similar to the MMM modav issue going on?...Well, sure enough, now I can't make Battle Fatigue give the error unless I load that specific previous save in Rosentia's house where I encountered the error before. If I load my other more recent saves I am not getting the error. So I am wondering if there was some corruption in the save, perhaps.
good to hear that you're not experiencing the problem anymore.
but it is weird on why the game froze.
i believe the scales of injustice (which i use) also applies its effects via modav.
so, i don't think that is the cause.
let me investigate the staff's script.

re: Horse commands
Kuertee, that could very well be it. I thought this mod increased gallop speed as well, not just walking speed. I apologize for my confusion. Is there any reason you did not affect the gallop speed? Because I remember in late game horses were useless as my character could out run them no problem in gallop. Any idea on whether you will implement a naming option to name your horses anytime soon? The Name That Horse mod I was using was causing frequent CTD's with you mod so I had to disable it....Note, is there anyway to make it so fatigue mods do not affect horses or increase all horse fatigue to an incredible amount so they don't whiney and fall down and make noises non stop? I think my fatigue mod is doing this to horses as well and if they had a much larger fatigue/endurance it would probably stop it.
ahhh...i simply think their gallop speeds were OK and the increased gallop speeds looked way too fast for me.
i didn't realise player running speeds are faster than horses' running speeds.
i suppose having a fatigue mod would counter tha ability of running as a normal mode of transport.

re: horse naming...
let me have a look at how it can be achieved.
the only drawback is: because my mod makes it possible to actually have a train of horses, there is a chance that several hourses will have the same name.
i.e. names are applied to the base object.
that's what i think anyway.
let me have a look at it.
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MARLON JOHNSON
 
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Post » Sat May 28, 2011 12:58 pm

i've updated several mods:
remember that my full list of mods will always be in the first post of this thread.
and the 2nd post will always be news of updates to them.

a summary of changes:
  • Auto first/third person view: auto camera-switch for when an activatable object is under the crosshair
  • Alternatives to death and reload: semi-permanent Death has penalties, Pilgrimage game-play, "teleport" options after load after death
  • Eat and sleep: bug-fixes to the Food menu and auto-eating with it.
  • Horse commands: bug-fix when calling horses, Simple saddlebag fixes
  • Inventory is a backpack: support for Jail Shackles Fixed and Updated, support for Magicka-based magic jewelery limits
  • Magicka-based magic jewelery limits: bug-fixes to persisting the mod's effects between saved-games
  • NPCs yield: newlly programmed, Creatures flee and NPCs yield features intact, new behaviour: Fight or fly
  • Silent equip/unequip clothing: removes ALL clothing equip/unequip sound effects. used to silence my various mods when their penalties are applied



here are the changes in detail:

NPCs yield http://www.tesnexus.com/downloads/file.php?id=22392
0.65, 3 January 2010:
  • New feature: Reprogrammed the mod.
    It now uses arrays rather than scripted tokens to keep track of actors.
  • New feature: Fight or fly behaviour.
    NPCs will flee from opponents that would be too tough from them.
  • New feature: To prevent yielded NPCs from attacking again, their dispositions to their opponent are increased.
    Previously, "ModDisposition" was used.
    In this version, yielded NPCs and their opponents are added to a "special" faction that achieves the same effect.
    But with this method, the effects of the mod in NPCs will never persist after the mod is deactivated.
  • Bug fix: NPCs in these factions will never yield:
    Daedra, Kyn, Mythic dawn, Undead.
  • Note that a clean-save is required to use this version.
    See the Upgrade section about clean-saves.

Horse commands http://www.tesnexus.com/downloads/file.php?id=8766
4.8, 3 January 2010:
  • Bug-fix: Moving horses to the player when the player moves between Oblivion and Tamriel.
  • Bug-fix: Putting the Saddlebag Miscellaneous item into another container will now automatically close the loot window to start the transfer of items.
    Previously, the player had to close the loot window for the transfer to occur.
  • New feature: The contents of the saddlebag of a stolen horse that was reclaimed is dropped from the horse.
  • Bug-fix: Previously, the script would fail on some horses when the Horse command was issued.
  • Bug-fix: Previuosly, horses that got stuck due to pathing will forever be stuck.
    In this version, horses that are following the player will be teleported to the player if their distance to the player becomes too large.
  • Bug-fix: Previously, calling horses was limited to horses within 1 cell away from the player.
    In this version, all horses within 3 cells around the player will hear the Horse command.

Eat and sleep http://www.tesnexus.com/downloads/file.php?id=24605
0.62, 3 January 2010:
  • Bug-fix: Beef, Ham and Mutton are now meat products.
  • Tweak: maxSleep and maxFood added to the INI file.
    These are the maximum amount of Energy and Satiation that the player can keep.
  • Bug-fix: Auto-eating from the Food menu.
  • Bug-fix: Duplicate menu items do not show in the Food menu in this version.
  • Tweak: HUD show codes to control WHEN the HUD shows.
    Set "pHUDShowCode" in the INI to one of these values:
    (From: http://cs.elderscrolls.com/constwiki/index.php/NewHudS)
    Show Codes
    Add for combinations; i.e., GameMode+MenuMode is 11 (1 + 2 + 8)
    GameMode is assumed.
    0: Hidden
    1: GameMode only (all menus closed, console closed)
    2: MenuMode only (a menu open, console closed)
    4: Console only (from GameMode or MenuMode)
    8: Disable the "only" behaviour - this is necessary for any combination of GameMode, MenuMode, and console
    16: Always display under Oblivion menus and huds (i.e., compass)

Magicka-based magic jewelery limits http://www.tesnexus.com/downloads/file.php?id=23861
0.53, 3 January 2010:
  • Tweak: The Equipment slot of jewelery are now only set to 255 when the Inventory window is open.
    When it is closed, the Equipment slots are reverted.
    NPCs are known not to equip apparel with their Equipment slots set to 255.
    This tweak will ensure that the Equipment slot of jewelery will revert back from 255 in GameMode.
  • Bug-fix: The INI file is now read.
    Previously, there was a typographical error in the location of the INI file in the mod.
  • Bug-fix: Previously the Attributes and Skill penalties would revert to Agility and Acrobatics when the game is restarted.

Alternatives to death and reload http://www.tesnexus.com/downloads/file.php?id=23862
0.60, 3 January 2010:
  • New read-me: This read-me has been newly rewritten.
    Unlike other developers, I always suggest to play the mod with its default options first.
    When questions arises or when you need to tweak the mod, THEN read the read-me.
  • Tweak: Permanent penalties with SetActorValue have been removed.
    But the gameplay around temporary penalties from enchanted tokens have been expanded.
    See Death has penalties and Pilgrimages to Altars of the Nine section.
  • New feature: The option to teleport to Guild houses, inns, jail and chapels is available at load after death.
    Previously, these options were only available when the player is saved from death.
    In this current version, after loading a game after a death, the mod will teleport the player to a Guild house, inn, jail or a chapel.
    Remember that this only works in the Tamriel worldspace.
    If the player dies elsewhere, the player is not teleported.
    By default, this feature is ON.
    Set "useTeleportOptionsAtDeath" to 0 in the INI file to disable it.
  • Tweak: With the new option above, the mod will not try to save the player from death by default anymore.
    I.e. saveFromDeath in the INI is set to 0.
  • 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.
  • New feature: Newly-reprogrammed Death has penalties feature.

Auto 1st-3rd person view http://www.tesnexus.com/downloads/file.php?id=21834
0.983, 3 January 2010:
  • Bug-fix: Mounting a horse with a weapon out camera switch - hopefully.
  • New feature: Activatable object in range camera switch.
  • Tweak: Delay in switching camera.
    Previously the delay simply stopped the execution of the script for that amount of time.
    Now the script keeps tracking user preferences and scores during the delay time.
    I.e. the camera can be changed to another before the switch occurs.

Inventory is a backpack http://www.tesnexus.com/downloads/file.php?id=21721
0.66, 3 January 2010:
  • New feature: Compatibility tweaks with the shackles from Jail Shackles Fixed and Updated: http://www.tesnexus.com/downloads/file.php?id=28959.
    The shackles cannot be unequipped by the player anymore.
    Thanks Haldar!
  • Bug-fix: Previously, a script would fail on new game starts.
  • New feature: Support for Magicka-based magic jewelery limits.

Silent equip/unequip clothing http://www.tesnexus.com/downloads/file.php?id=28974
This ESP ensures that the equip and unequip sound effects of clothing items are silent.
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Marina Leigh
 
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Post » Sat May 28, 2011 5:30 pm

Thanks for the updates! If you look at out mods and the horse naming mod out there already you can name the reference. Naming the horse or pet will only name that particular one, it isn't like the SetActorFullName command. At least that is how I interpreted it. Also, increasing horse fatigue greatly would help immensely especially for people with fatigue mods since horses would be better then running yourself.
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Carlitos Avila
 
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Post » Sat May 28, 2011 8:29 am

Still really appreciate the kuerteeActorDetail mod it has really helped me track tokens and effects down.
Would there be any problems (side effects) with modifying it to do the player also?
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Abel Vazquez
 
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Joined: Tue Aug 14, 2007 12:25 am

Post » Sat May 28, 2011 6:59 am

Kuertee-

Thanks for updates - sadly I've not even properly test drove the last batch. wow.

Mod idea you might be interested in: http://www.gamesas.com/bgsforums/index.php?showtopic=1032481&view=findpost&p=15491405
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JeSsy ArEllano
 
Posts: 3369
Joined: Fri Oct 20, 2006 10:51 am

Post » Sat May 28, 2011 9:12 pm

Thanks for all the updates, kuertee!
"Silent equip/unequip clothing" is even a better addition to my game than I had anticipated :)
Very cool with the food menu in Eat & Sleep.
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Margarita Diaz
 
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Joined: Sun Aug 12, 2007 2:01 pm

Post » Sat May 28, 2011 8:10 pm

I noticed an issue, at least for me. I edited the .ini settings to be more in line with how I play and now they are back to default? NVM. I forgot I updated lol!
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Tiffany Castillo
 
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Joined: Mon Oct 22, 2007 7:09 am

Post » Sat May 28, 2011 1:26 pm

Thanks for the updates! If you look at out mods and the horse naming mod out there already you can name the reference. Naming the horse or pet will only name that particular one, it isn't like the SetActorFullName command. At least that is how I interpreted it. Also, increasing horse fatigue greatly would help immensely especially for people with fatigue mods since horses would be better then running yourself.
ahhh...cool...will give me an opportunity to test OBSE text input functions.
will look into this.

Still really appreciate the kuerteeActorDetail mod it has really helped me track tokens and effects down.
Would there be any problems (side effects) with modifying it to do the player also?
ahhhh. i knew i forgot something.
i was suppose to release a new version of Actor details (that lists player details when no activatable object is in range) with this lot.
sorry. will do when i get home.

Kuertee- ...Thanks for updates - sadly I've not even properly test drove the last batch. wow....Mod idea you might be interested in: http://www.gamesas.com/bgsforums/index.php?showtopic=1032481&view=findpost&p=15491405
hahaha! no probs, pysmon!
some in this batch have been around for a few weeks now.
my release procedure can get a little tiring, so i try to do them all at once.

re: own stolen non-descript items over time.
very doable.
will look into it.

Thanks for all the updates, kuertee! ..."Silent equip/unequip clothing" is even a better addition to my game than I had anticipated :) ...Very cool with the food menu in Eat & Sleep.
anytime, mercer!
glad you like the food menu. it makes the eating process a little easier to stomach. :blink:
one-click to eat a meal rather than clicking one food item at a time from the inventory.
but better again (i think anyway) is the no-click eating from the auto-eat feature.
surprisingly, it kind-of increased the need of stocking your inventory with food from merchants or from hunting.
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Jessica Thomson
 
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Joined: Fri Jul 21, 2006 5:10 am

Post » Sat May 28, 2011 5:31 pm

ahhhh. i knew i forgot something.
i was suppose to release a new version of Actor details (that lists player details when no activatable object is in range) with this lot.
sorry. will do when i get home.


here it is:
Actor details http://www.tesnexus.com/downloads/file.php?id=29127
prints out to the console a list detailing the current state of an actor.
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Emzy Baby!
 
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Joined: Wed Oct 18, 2006 5:02 pm

Post » Sat May 28, 2011 3:43 pm

hey kuertee, just a script improvement you might like.

I recently adapted your idea of average damage over time death detection to guard knockouts in SM Regional Bounty.
I made a small improvement which seems to work a little better against those heavy one off hits

Previously you have a formula of "(previousrate + damagetaken) /2"
I find that "(previousrate + damagetaken + maxdamagetaken) /3" sways average a bit higher and staves off death from the random one off high damaging spell and/or power attack a bit better. Still not perfect and may catch death a little too early if maxdamage is something huge. But so far in the general fight and in 4,5 on one guard fights it does a better job of keeping you alive which i'd rather than death :)
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Georgia Fullalove
 
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Joined: Mon Nov 06, 2006 11:48 pm

Post » Sat May 28, 2011 9:00 am

hey kuertee, just a script improvement you might like.

I recently adapted your idea of average damage over time death detection to guard knockouts in SM Regional Bounty.
I made a small improvement which seems to work a little better against those heavy one off hits

Previously you have a formula of "(previousrate + damagetaken) /2"
I find that "(previousrate + damagetaken + maxdamagetaken) /3" sways average a bit higher and staves off death from the random one off high damaging spell and/or power attack a bit better. Still not perfect and may catch death a little too early if maxdamage is something huge. But so far in the general fight and in 4,5 on one guard fights it does a better job of keeping you alive which i'd rather than death :)
hey, SM!
i'll try that.
now that i can teleport the player properly AFTER they load a game after death, i have made "save-from-death" optional in my Alternatives to death and reload mod.
i'll try your method and may return "save-from-death" as default in the next release.
i, do, prefer "save-from-death" than reloading, too.

i can use this in NPCs yield.

thanks, SM!
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Nicholas
 
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Joined: Wed Jul 04, 2007 12:05 am

Post » Sat May 28, 2011 2:19 pm

here it is:
Actor details
prints out to the console a list detailing the current state of an actor.

Thanks for the new version. Actually I had already made a spell with actordetail to get the information, I just wanted to make sure it wouldn't interfere.
With the new version can the UI information be removed/suppressed?
From conscribe:
0: Oblivion.esm: Player Faction: 0001DBCD: 0
activeUIComponent background
activeUIComponent background\button_1
activeUIComponent
activeUIComponent magic_background
activeUIComponent magic_background\magic_tabs\magic_tabs_p5
activeUIComponent
activeUIComponent magic_background
activeUIComponent magic_background\magic_window\magic_pane\magic_list_contents\Water_Breathing
activeUIComponent magic_background\magic_window\magic_pane\magic_list_contents\Fortify_Willpower
activeUIComponent magic_background\magic_window\magic_pane\magic_list_contents\Fortify_Magicka
activeUIComponent magic_background\magic_window\magic_pane\magic_list_contents\Fortify_Athletics
activeUIComponent
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Joanne
 
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Joined: Fri Oct 27, 2006 1:25 pm

Post » Sat May 28, 2011 8:13 am

re: npcs yield
hey artfact! thanks and happy new year, to you too!

just to clarify, are you finding those who have yielded to you to run up to you again and start a conversation?
if so, i think, this is normal.
the "vanilla" game engine is forcing them to keep fighting and so they charge.
but because of the changes to their disposition from my mod, they simply start-up a conversation (i.e. open the dialogue menu).
the NPCDialogueEffects flag of the mod simply tries to adjust their disposition so that their attitude to you is not friendly during conversations.
but that only takes effect DURING conversations.
it doesn't affect the npcs outside the dialogue menu: it does not make them want to actually run-up and say hi! hahaha!

regardless, i have a newly reprogrammed version of the mod.
unfortunately, the new version doesn't have the NPCDialogueEffects option.
i found it too fiddly and it didn't really achieve what i wanted from it.
i have simply accepted that the only way to stop NPCs from fighting is to make them friendly (i.e. increase their disposition) to the player.
and with that comes friendly dialogue options with people who you almost killed.

however, now that i can add dialogue topics in my mods, i can expand on the dialogue options in npcs yield.
but this may not be in the next release of the mod.
(thanks to the guys in the CS forum for finding a way to stop the CS crashing when adding topics.)

unfortunately, there is no way to check if an npc is a quest target.
npc quest targets that need to be killed cannot be "essential" characters because if so, they cannot die.

however, the npcs with quest items in their inventory are ignored by the mod.
you have to kill these so that you can loot their bodies.

npcs that yield are eventually "killed" and disabled when the player moves far enough from them.
so, if they were kill targets for a quest, simply walk away after they yield: the quest should end successfully when you move far enough from them.
in the game, the distance between cells on either side of "load" doors are usually very large.
(i don't know the exact number. it is something like 3200048447384....)
so simply using a "load" door would make the mod "kill" and disable npcs that yielded.

do you think this answers your questions, artfact?
let me know please.



cheers, all!


Wow, that's an amazing bunch of updates, thanks.:)

You did answer some questions, though some remained.:)
See, when I went inside Battlehorn to see if I could get the will, I was told that the battle wasn't over. Wen I went outside, the questmarkers pointed to the the places where the Marauders had been when I left the cell, only they weren't. So, when an Ncp get's killed and disabled,the quest somehow doesn't pick up on that part, I guess.

Now, I'm not entirely sure if this event caused this.
But afterward, at least, I was not able to sleep in that save game, nor was Vows and Covenants initialized. Only after I made a clean save without NPCs yield(allong with V&C, Wandering Encounters, and a Companion mod) was this helped. You think that this lost marauder event could have caused it?:)
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Felix Walde
 
Posts: 3333
Joined: Sat Jun 02, 2007 4:50 pm

Post » Sat May 28, 2011 5:23 am

re: Actor details
Thanks for the new version. Actually I had already made a spell with actordetail to get the information, I just wanted to make sure it wouldn't interfere.
With the new version can the UI information be removed/suppressed?
no with version 1.0 - sorry. i totally forgot about that feature.
anyway, here's an update:

Actor details http://www.tesnexus.com/downloads/file.php?id=29127
1.1, 5 January 2009:
  • The output of the UI component name under the cursor is now turned off by default.
  • To display the UI component name under the cursor, hold down the right-shift key when in MenuMode.




also, as an aside to Actor details, i just had a thought:
IF i remove Simplesaddle bags from Horse commands into a new esp
AND remove it's check for horses as targets and replace it with checks for valid actors against Player.GetFollowers,
AND release the mesh in Inventory backpacks as a separate optional download
AND add some links to that mesh resource from the new esp,
ADD some polish: npcs will drop their pack when their fatigue is low, etc...
I'll have a completely new mod: NPCs' inventories are backpacks. :P



also, as an aside to NPCs' inventories are backpacks, i saw something that surprised me last night.

i had just come back from the Kvatch castle quest into the Kvatch camp.
it was night with my visibility low (even with a torch) because my nights from All Natural is set-up to be really dark.
after exiting out of a conversation with an NPC, i noticed some of them start to run.
i thought they were going to attack me due to something i may have inadvertently done.
as i turned back to my intended heading (i was headed for a bed) after keeping my view on an NPC who i thought was going to attack,
i saw an Elder Ogre litterally jump right out of the dark.
it was cool seeing this bright, yellowing, pasty, brute suddenly appear seemingly out of thin air from outside the light range of the camp fire.
all the NPCs were running all over the place: one went into the tent with the load door, while others run up the hill to kvatch and down the hill to the main road.
and the Ogre ignored them all to attack me.

these were the effects of my Wandering encounters mod and my new Fight or fly behaviour in my NPCs yield mod.
i've not seen these mods work as dramatically as that.
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A Lo RIkIton'ton
 
Posts: 3404
Joined: Tue Aug 21, 2007 7:22 pm

Post » Sat May 28, 2011 7:55 pm

I can play this game reasonably well now, however whenever I am riding horses I CTD much more frequently the only horse mods I have enabled are your horse command mod, sell horses, and the bashed patch faster turning horses mod. Do you know of any conflicts with these or what could be causing this?

EDIT: I changed the amount of marks each horse has in the .ini but it did not change them?
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Everardo Montano
 
Posts: 3373
Joined: Mon Dec 03, 2007 4:23 am

Post » Sat May 28, 2011 3:49 pm

re: Actor details
no with version 1.0 - sorry. i totally forgot about that feature.
anyway, here's an update:

thanks for the update and so quick.
Thanks again, for this 'little' mod that has made checking on what is going on so much easier.
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Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

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