[relz] mods by kuertee (thread 5)

Post » Sat May 28, 2011 7:39 am

I have a question or two as well.

With Horse Commands - even if i tell the horse to stay at a stable and I then fast travel somewhere (on foot) the horse appears and then will follow me briefly and after about a minute will then start heading off - I'm assuming to return to where I told the horse to wait to begin with.

Is that expected behavior?

========================

Then Next with the shaders - does that optional/extra shader suppressor mod require the Battle fatigue mod be active all the time? When testing things out I will deactivate it but honestly either way the shaders persist on weapons. Not so much on people - but on weapons and armor. Was that intended?

========================

Auto-first/thrird person.

I know your not a bash user so this may be something you cannot answer.I've set it so that normally I'm in 3rd person unless I look at something with my crosshairs. Therefore if I run up to a door to go through it I'm in first person mode. That is unless I have an active bashed patch and I run up to a door and it will always switch quickly from first to third before the cell transition.

Is there a setting some where in bash (set by an other mod) that may be controlling that? I thought it normal behavior until I tested somethings out with bash and my eyes were like "ahh much better."

thanks for these too btw
User avatar
Flutterby
 
Posts: 3379
Joined: Mon Sep 25, 2006 11:28 am

Post » Sat May 28, 2011 5:25 pm

Just wanted to report that I tried the "real life timer" in Auto-save and Time, and it doesn't seem reliable at all. I could play several hours before it informed me that 1 hour was elapsed. I don't know if the counting is broken when I reload my game after dying, maybe?
For now I've switched to DS Time Manager for the timer part and it works properly in that regard. (I'm still using your autosave, it works great.)

Also, when using eat and sleep I'm getting green clouds around my character: I know it must be a conflict with Supreme Magicka or Lame, and some magic effect needs to be disabled, but I can't remember what to do exactly.
User avatar
Mrs. Patton
 
Posts: 3418
Joined: Fri Jan 26, 2007 8:00 am

Post » Sat May 28, 2011 8:42 pm

If you have supreme magicka installed then go to the ini of SM and change the levitation effects (used to be seperate esp):

set zzSMConfigurationQuest.bNoPoisonLevitationEffects to 1 (from 0)

for sounds and such try a http://www.tesnexus.com/downloads/file.php?id=15677 ...OOO has one to.
User avatar
Music Show
 
Posts: 3512
Joined: Sun Sep 09, 2007 10:53 am

Post » Sat May 28, 2011 3:59 pm

If you have supreme magicka installed then go to the ini of SM and change the levitation effects (used to be seperate esp):

set zzSMConfigurationQuest.bNoPoisonLevitationEffects to 1 (from 0)

for sounds and such try a http://www.tesnexus.com/downloads/file.php?id=15677 ...OOO has one to.

Thanks Psymon :) . I was getting tired of searching every thread and readme file that might be related :ahhh: .
User avatar
Tanika O'Connell
 
Posts: 3412
Joined: Fri Jan 26, 2007 1:34 am

Post » Sat May 28, 2011 10:36 am

Hi Kuertee! Again, I love the mods. Trying a few more.

But I read this Conscribe log aftr a recent ctd and was puzzled at the horse command error loop. I wasnt even using a horse! Have you ever see something like this?

hook mode 1: using main GetTickCount callcrit_sec_mode 2MemoryHeap Optimization Mode 1: attempting to replace the Oblivion heap manager with FastMM4 / BorlndMM.dllHeap Initialization (268435456, 0)critical section b32b80 overriden to spin 1500critical section b32b80 overriden to spin 1500Special crit. sec. 1 (@ 41C5F50, thread 1388) spin 2000 -> 2000Special crit. sec. 2 (@ 41C5FE0, thread 1388) spin 1000 -> 1000Special crit. sec. 3 (@ 8D9A4B0, thread 1388) spin 4000 -> 4000initialize2() running in thread 1388Suppressing CRITICAL_SECTION Renderer+0x180 (48710A0)Game Instance : 1 | Time : 11-17-2009 07-34-17 PM==================================================NifScript::NifFile c'tor - Default constructorError in script 2e000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001E55 Command: Let (0x1765)...

You use NifScript, kuertee? I didn't know that. How are you using it? And what's the error here?

Sorry, I just came across this post in a search for the NifScript thread (usually faster than searching for it), and I was curious about this.
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Sat May 28, 2011 3:35 pm

You use NifScript, kuertee? I didn't know that. How are you using it? And what's the error here?

Sorry, I just came across this post in a search for the NifScript thread (usually faster than searching for it), and I was curious about this.
Um ... correct me if I'm wrong, but it's snowball who is using NifScript. Or rather "has NifScript installed".
User avatar
sarah taylor
 
Posts: 3490
Joined: Thu Nov 16, 2006 3:36 pm

Post » Sat May 28, 2011 12:34 pm

I think Kuertee is on a well deserved vacation from modding.

Kuertee - if you do see this and are inspired - Horse Commands, to me, is buggy.

If I command the horse to stay then fast travel myself somewhere then it still follows and then will try and wander back to where I told it to stay.
First reported http://www.gamesas.com/bgsforums/index.php?showtopic=1075610&view=findpost&p=15682468 and the next post offered a solution that you might want to check out.
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Sat May 28, 2011 7:57 am

re: Horse commands and Horse armor DLC
I am having a problem with Horse commands v4.8. Anytime my horse gets disabled, either by me trough the console or by a script such as the ones in the Horse armor DLC (which disable your current horse and enable another one with the armor models on), my game crashes almost immediately. In the changelog it seems this was fixed in version 4.3.

About the horse armor stuff: Are you familiar with ToggleCreatureModel? Because I'm having an idea where your mod could handle the horse armor through that command, since so far it seems like it has the best infrastructure for controlling horses. Instead of the current method of disabling your horse and changing it with an armored variant, GetCreatureModelPaths and ToggleCreatureModel could be used to control the appearance of horses, with detection of mods that add new armor and horse models such as Slof's, Ulrim's or harlanrm's Horse Armor revamped.
sorry, migck! i don't have any of the DLCs. so i didn't know Horse armour DLC worked that way.
so i don't think i ever addressed this issue in 4.3.
ToggleCreatureModel sounds like a pretty cool function.



re: Horse commands and fast travel
I have a question or two as well.

With Horse Commands - even if i tell the horse to stay at a stable and I then fast travel somewhere (on foot) the horse appears and then will follow me briefly and after about a minute will then start heading off - I'm assuming to return to where I told the horse to wait to begin with.

Is that expected behavior?
I think Kuertee is on a well deserved vacation from modding....Kuertee - if you do see this and are inspired - Horse Commands, to me, is buggy....If I command the horse to stay then fast travel myself somewhere then it still follows and then will try and wander back to where I told it to stay.
First reported http://www.gamesas.com/bgsforums/index.php?showtopic=1075610&view=findpost&p=15682468 and the next post offered a solution that you might want to check out.
hey psymon!
unfortunately, fast travel will always teleport your last ridden horse with you. this was the same in previous versions of horse commands (xebeth's v1, mine v2, harlanrm's v3, then mine again v4).
someone (i can't remember his name now, but he was a regular in the forums) suggested that i should remove player ownership of horses THEN add the horse and the player to a custom faction.
he thought that this may stop the horse from being teleported to you when you fast travel.
not sure when i'll be back in oblivion to add this, unfortunately. sorry.



re: Effect drain shader initial glow only
Then Next with the shaders - does that optional/extra shader suppressor mod require the Battle fatigue mod be active all the time? When testing things out I will deactivate it but honestly either way the shaders persist on weapons. Not so much on people - but on weapons and armor. Was that intended
no. this separate mod should work without BFandI.
the shaders do persist on weapons - yes.
i didn't really look into supressing the shaders from anything except the player model.
note, however, that this mod only supresses the shaders that i use: DRAIN. it doesn't suppress the other shaders.



re: Auto-first/third person view
Auto-first/thrird person....I know your not a bash user so this may be something you cannot answer.I've set it so that normally I'm in 3rd person unless I look at something with my crosshairs. Therefore if I run up to a door to go through it I'm in first person mode. That is unless I have an active bashed patch and I run up to a door and it will always switch quickly from first to third before the cell transition....Is there a setting some where in bash (set by an other mod) that may be controlling that? I thought it normal behavior until I tested somethings out with bash and my eyes were like "ahh much better."...thanks for these too btw
not sure. sorry. but the first part of this is correct:
when any activatable object comes in range, the camera will switch to first person view - if that's how you have it set-up.
not sure why having an active bashed patch would turn the camera back to 3rd person view JUST before cell transition.
after cell transition, does it change the camera to your preference?



re: Auto-save and time
Just wanted to report that I tried the "real life timer" in Auto-save and Time, and it doesn't seem reliable at all. I could play several hours before it informed me that 1 hour was elapsed. I don't know if the counting is broken when I reload my game after dying, maybe?
For now I've switched to DS Time Manager for the timer part and it works properly in that regard. (I'm still using your autosave, it works great.)
hey gabba! you'll need pluggy for the timer.
pluggy is used to save the time between your different loaded games (e.g. when you load new games in).
do you have pluggy running?



re: horse commands
You use NifScript, kuertee? I didn't know that. How are you using it? And what's the error here?...Sorry, I just came across this post in a search for the NifScript thread (usually faster than searching for it), and I was curious about this.
hey dragoon! no. horse commands does not have any new models.
the error that you see shouldn't be a showstopper. battle fatigue and injuries used to get that a lot - none now, however.
and it's caused by a variable that gets reset or nulled (maybe the actor has been removed from memory).
with the new obse (thanks obse team!) and with the let command, the script should just stop then restart again.



sorry, guys, about these delays.
and i'm not really sure when i can get back to oblivion.
cheers!
User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Sat May 28, 2011 1:23 pm

sorry, guys, about these delays.
and i'm not really sure when i can get back to oblivion.
cheers!

Well thats bad news!

Unfortunately, i've got some myself- there's a little mod incompatibility with inventory is a backpack, in that when other mods such as choices and consequences remove items from the player, and are supposed to later add them back- with inventory as a backpack enabled- the items are never returned.

There's an easy fix for it, by simply disabling the mod and then finishing whatever you're doing until the items are returned to you. But hopefully you'll be back soon, and we could get an even more compatible inventory is a backpack.esp?? :hubbahubba:
User avatar
Jamie Lee
 
Posts: 3415
Joined: Sun Jun 17, 2007 9:15 am

Post » Sat May 28, 2011 5:38 pm

Have you tried just dropping the backpack on the ground before starting the dialogue with the tester?
User avatar
Carys
 
Posts: 3369
Joined: Wed Aug 23, 2006 11:15 pm

Post » Sat May 28, 2011 5:34 am

I've been having a little problem with auto 1st-3rd View since the last update. Putting the cross-hairs onto something activatable switches to 1st person, which I really like, but when I activate a chair to sit down, the view changing goes funny and then I find my PC is http://img638.imageshack.us/img638/626/oblivionsittingproblem2.png I had this problem a while ago and found it was because installing via BAIN ment the ini file wasn't installed, BOMM instal initially rectified the issue, but only for a short period :(

Switching to 3rd person then activating the chair resolves the issue, but then it stops switching to 1st cos it thinks I don't want the switch. (does that last bit make sense?)
User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Sat May 28, 2011 6:08 am

Hey kuertee. Have you though about using COBL for alternative for death and reload? I have been using Never Die and it so far has never failed in catching my players death, but I have had your mod fail a few times. It seems to me that COBL is better at catching the players death rather than monitoring the players health constantly. Than again I don't know how COBL's death catching works.

I mainly say this because I love how your mod teleports to inns and guilds, but it's not as full proof as I would like it to be in catching my death.
User avatar
Kieren Thomson
 
Posts: 3454
Joined: Sat Jul 21, 2007 3:28 am

Post » Sat May 28, 2011 8:12 am

I figure this is the best place to ask... I know that your Customizable HUD Components can be used with Real Sleep Extended, but can it be used with Real Hunger and Real Thirst as well? And if so, is there anywhere that explains what to do? Thanks :)
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Sat May 28, 2011 9:29 am

I figure this is the best place to ask... I know that your Customizable HUD Components can be used with Real Sleep Extended, but can it be used with Real Hunger and Real Thirst as well? And if so, is there anywhere that explains what to do? Thanks :)

First post... so hope it helps...

http://www.tesnexus.com/downloads/file.php?id=27649

...it works for me...
Cheers
User avatar
Robert DeLarosa
 
Posts: 3415
Joined: Tue Sep 04, 2007 3:43 pm

Post » Sat May 28, 2011 9:04 pm

First post... so hope it helps...

http://www.tesnexus.com/downloads/file.php?id=27649

...it works for me...
Cheers


Brilliant, thank you :)
User avatar
Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Sat May 28, 2011 8:59 am

Brilliant, thank you :)

After months of lurking and sponging advice from you and others I am slowly getting my perfect game - currently moving from OMODS to BAIN thanks mainly to Tomlong and Psymon. Glad my first post was to help and not declare my frequent stupidity in public. Thank YOU. :foodndrink:
User avatar
kirsty joanne hines
 
Posts: 3361
Joined: Fri Aug 18, 2006 10:06 am

Post » Sat May 28, 2011 12:13 pm

Hello Kuertee, I just started using ur customizable HUD and I must say it is GREAT!! Thank you for making an excellent mod!

Quick question for ya, is there any way to turn off the colour bar while preserving the text? For example, I want to keep displaying the game hour and game date, but want to turn their colour bars off.
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Sat May 28, 2011 6:45 pm

I think it will still display text if you set the transparency to 0, but I'm not sure. Worth a try, though :)
User avatar
Elizabeth Lysons
 
Posts: 3474
Joined: Fri Feb 02, 2007 7:16 am

Post » Sat May 28, 2011 5:25 am

I just tried it, setting the transparency also affects the text. Was worth the try, though. :wink_smile:

Now i've got a new idea... maybe I should do away with displaying the date and figure out how to display info from the Bathing Mod. And also figure out how to display the time of the day in: Time: 1:00, instead of Game Time: 1 of 24.
User avatar
Fiori Pra
 
Posts: 3446
Joined: Thu Mar 15, 2007 12:30 pm

Post » Sat May 28, 2011 6:35 am

Is there any chance we could get a version of this tool that only removes the actors? I have many items lying around multiple cells, that aren't necessarily tagged in the game as mine. I want them to stay put though. (=
User avatar
Emily Martell
 
Posts: 3469
Joined: Sun Dec 03, 2006 7:41 am

Post » Sat May 28, 2011 5:39 pm


Quick question for ya, is there any way to turn off the colour bar while preserving the text? For example, I want to keep displaying the game hour and game date, but want to turn their colour bars off.


Change the scale from 0.44 to 0.01. The bar won't show.

I also have a question regarding the HUD mod. I just started using it and I think it's great. What I would like to do is have a bar showing me how many major skills I've gained for the level, so I know how close I am to my next levelup. Is there a function I can use that will give me a value for that in the set kCHUDC.evaluateString3 to sv_Construct line?

One more thing. Is it possible to disable the "set kCHUDC.maxValue# to sv_Construct" line and only have a single value displayed? I've figured out how to make the bars not show while the text is still visible and would like to have some things show on my HUD in plain text. In particular I would like to be able to see how much gold I have, but at the moment it looks a bit odd seeing "Gold: 191 of 191" on my screen. I'd like to have that set as just a single value. I've also run out of bars to use, so if you feel like adding some more in a new release, feel free.
User avatar
Flesh Tunnel
 
Posts: 3409
Joined: Mon Sep 18, 2006 7:43 pm

Post » Sat May 28, 2011 2:43 pm

Oh man, this is so cool! Not only have I figured out how to display text only on my screen, but also how to add my own HUD elements. So I can have a ton of information displayed in my game, especially since I have a wide screen monitor at 1920 X 1200 resolution. I'm currently adding my attributes, Strength etc., and they'll be set to be hidden when at 100%. So whenever I get diseased or damaged I'll have an immediate onscreen indicator. Excellent! Why is the modding community not flocking to this utility? I'd still like to figure out, if possible, how to keep track of my major skills per level so I can easily see when I'm close to a level up. I was also thinking I could show the info on the repair state of my gear but I'm not sure how to go about that. I'd like to have a line for things like my equipped Gauntlets, Boots etc. and have a read out of how damaged they are. Anyone have any ideas as to how I would go about doing that? Or if anyone has any ideas of what other info I could have on screen, I'm open to suggestions.

PS: Damn! I was almost finished adding HUD bar #8 when I ran into a maximum script size error. Any chance I can simply create a second script and change the numbers of the existing HUD bars? It might actually be easier frankly. Well I guess I'll soon find out. If works and you're interest Keurtee, I can send you the revised version. Complete with 14 HUD bars. You'd just have to make some adjustments in your ini file.

PS: No, it's not working. I can't run 2 scripts. It looks like 7 HUD bars is the max. I was very close to 8 so maybe if I get rid of a few line spaces I can squeeze them in.
User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

Post » Sat May 28, 2011 1:18 pm

I must say, some really excellent mod ideas culminating here. :)
User avatar
Marlo Stanfield
 
Posts: 3432
Joined: Wed May 16, 2007 11:00 pm

Post » Sat May 28, 2011 2:03 pm

Change the scale from 0.44 to 0.01. The bar won't show.

I'd still like to figure out, if possible, how to keep track of my major skills per level so I can easily see when I'm close to a level up. I was also thinking I could show the info on the repair state of my gear but I'm not sure how to go about that. I'd like to have a line for things like my equipped Gauntlets, Boots etc. and have a read out of how damaged they are. Anyone have any ideas as to how I would go about doing that? Or if anyone has any ideas of what other info I could have on screen, I'm open to suggestions.



Thanks! Setting scale to 0.01 worked perfectly! Next I need to figure out how to keep the bar filled to the max in the container, as Real Sleep Extended use colour of the bar to display Tiredness instead of a value. Any ideas?

Info displaying the repair state of your currently equipped armor sounds sooo cool!! It's really too bad only 7 HUDs can be used.

The possibilities here on what info to display is endless... you only need to figure out the name of the variable you are tracking and the set "kCHUDC.evaluateString6 to sv_Construct "BMSmellyQuest.badsmell"" to the name of the variable. In this example, I'm tracking how badly I smell from "The Bathing Mod", lol! Finding this variable from the Bathing Mod was easy, since the mod is very smell and there's only like 3 globals in there.

But for your Level Up indicator, I'm guessing you can use the Progress bar's variable. It's too bad I dont know XML so i can't take at look at DarnUI's code to see what's the name of that variable. Maybe you can find it in CS.
User avatar
Peter lopez
 
Posts: 3383
Joined: Mon Sep 10, 2007 5:55 pm

Post » Sat May 28, 2011 8:19 am

It's really too bad only 7 HUDs can be used.

Yeah. I would love to have at least 8 more so I could have all my attributes set up to provide me with a notice when they're damaged. I don't know how many times I've been diseased or damaged in some way and didn't know about it for awhile, until I happened to look at that part of my menu.

Finding this variable from the Bathing Mod was easy, since the mod is very smell and there's only like 3 globals in there.


I just wish that more mods would take this mod into consideration. I'm using Real Sleep Extended too and it's great that he's included those routines.

But for your Level Up indicator, I'm guessing you can use the Progress bar's variable.


Except that I use Kobu and don't have that progress bar in my menu. So I'm not sure If could still use that variable or not. I'll have to take a look at the games' version and see if there's something I can use. I hadn't actually thought of that since it's been so long since I've had a progress bar. I looked into Kobu's History script, since there's the option to look at your progress there, but I couldn't find anything that the HUD bars could use.

BTW. If you're interested in diplaying your training seesions I came up with this formula to use in the "set kCHUDC.evaluateString7 to sv_Construct" line:

(player.GetLevel *5) - GetPCMiscStat 3

Just set the max value to 5, or whatever your number of sessions are. It works like a charm. I sometimes forget whether I've trained that level or not and there isn't really any way to get that info, except to talk to a trainer.

PS: I see nothing usable in the XML files, there's no real variables that I can see. I'm guessing they use some sort of hardcoded calculations to work, they don't actually make their own.
User avatar
abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

PreviousNext

Return to IV - Oblivion