[relz] mods by kuertee (thread 6)

Post » Wed Mar 30, 2011 9:51 am

Maybe it is some other mod I have installed, but my horse seems to shadow me pretty close. I'm getting used to it actually; mostly it was just such a change from Horse Commands. Honestly with Horse Commands I did find that I was telling him to Follow, Don't Follow, Come, Stay, Follow. . . a bit more often than I would have liked. Having him just by default follow me and catch up as he is able seems to be less tedious and as long as it works (which it does seem to do) maybe I actually prefer it that way.

Am I supposed to be able to Left-Alt into my saddlebags whenever I enter a shop (assuming I just accessed it right outside the shop, e.g.?). I'm not sure that is working for me, though I didn't try Left-Shift + Left-Alt as it says for "failsafe" saddlebags in the readme.

One thing though: I fast traveled to Aleswell and accidently mounted one of the Imp Guard's horses loitering there. He is now following me around too.
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Leilene Nessel
 
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Post » Wed Mar 30, 2011 1:45 am

Hey Kuertee,You might want to add your Horse Commands 4.8...
It's on the list. Always has been ;)
Do you like how you can "dump" all the items in a saddlebag in a container with ONE Saddlebag inventory item? Very useful for moving loot.
Did you ever see Xebeth's Horse Commands mod Kuertee?...
Horses automatically follow you upon dismount with Kuertee's mod so there is no need for another command...So although the command mechanics may be different, and arguably better, the command features are effectively that of the mod you mention.
Whoa! The past! (i.e. 2006!)
I actually took over Horse commands from Xebeth. I Merged all his Lesser powers into the horse AI in Horse Commands and the ONE Horse command Lesser power.
It was a brand new build but I didn't want to release "another" horse behaviour mod. At the time there was "Dude, where's my horse?", "Command your horse" and a couple of others.
So I asked Xebeth if I can take over Horse commands. Luckily, he accepted. :)
A very brief history of who took over the development of this mod is in the read-me. ;)

I was wondering about that. So If I hit Horse Command after a dismount, they will hang back till I get quite a ways off eh? I've been experimenting with it, and the only thing I am a bit unsure about is stealth....Then when I come out, sometimes the horse graphic is actually buried halfway inside the door graphic...if I come running out of the door and a creature or monster is chasing me, and a traffic jamup occurs..
To be sure of my facts, I'm going to do some quick tests. I'll post back later assuming no-one else answers before then :)...
(Thanks for doing the tests, wetblanket! :foodndrink: )
It's been so long since I've played - until a couple of weeks ago.
And I still don't have a horse in-game, so I can't check. And the read-me doesn't help my memory.
However, THIS is what I remember:
  • When you issue the Horse command when a horse is targetted (i.e. under the crosshairs), that ONE horse will interpret it as Stay here.
    I.e. the horse is close by and so a Horse command cannot be interpreted as Follow me/Come over.
    You can tell your horse to stay put while you scout ahead this way.
  • When you issue the Horse command without a horse targetted, and all your horses are WITHIN a certain distance from you (i.e. close-by), the command will be interpreted as Stay put.
    I.e. The command cannot be interpreted as Follow me/Come over because the horses are already close-by.
    Command all your horses to stay put this way.
  • When you issue the Horse command without a horse targetted AND if there is at least one horse OUTSIDE a certain distance from you, the command will be interpreted as Follow me/Come over.
    Call all your horses to come over and follow you this way.
  • Without the use of the Horse command, horses have these behaviours:
    • Horses you dismount will automatically follow you.
    • When you have a weapon out or are sneaking or are in combat, the horses will still follow you but at a greater distance.
  • Caveat: Your last ridden horse will always follow your fast-travel.
    This is in the normal Oblivion game. And this is impossible to prevent. It was evident when Xebeth first built it to now. :(
    Someone has suggested that I set the horses' ownership to a faction rather than to a player.
    I've not tried this, however.


As for the horses being jammed-up to a door...I've tried to prevent that by code. Unfortunately my method doesn't seem to work all the time.

...Am I supposed to be able to Left-Alt into my saddlebags whenever I enter a shop (assuming I just accessed it right outside the shop, e.g.?). I'm not sure that is working for me, though I didn't try Left-Shift + Left-Alt as it says for "failsafe" saddlebags in the readme....
The saddlebag SHOULD be accessible when you enter the shop in that instance.
I may need to look into that.
...One thing though: I fast traveled to Aleswell and accidently mounted one of the Imp Guard's horses loitering there. He is now following me around too.
You have stolen that horse. Over time you will own it.
However, its previous owner will try to get it back. Sometime in the future, you'll see its owner running to it and get on it to ride it away.
If the owner is respawnable (i.e. most guards are), even if you kill them, they will one day return again. Role-play this as the owner's close friend or relative or something. :P
All your items in that horse's saddlebag will be taken away so be sure to either fight the owner or to grab the saddlebag.
When I last modded, I couldn't get the Dialogue section of my CS working. For some reason, it is working now. I think it has something to do with a Windows update - which is also weird because I keep my OS clean.
Anyway, I can now add more immersive dialogue options to my mods. One of them is for when the horse's owner finds his horse in your keep. But I'm not sure when that will happen.
However...





An update to NPCs Yield will be ready in the next couple of days.
It will have new dialogue options.
NPCs that yielded to you will now not be friendly when you converse with them.
These are the dialogue options and their results:
  • Give me EVERYTHING you have: The NPC will offer you EVERYTHING they own. As an option, every 25 NPCs you humiliate this will will earn you 1 Infamy.
  • Give me anything that you are willing: No effect except that a randomised number of items will be offered to you.
  • Get out of here: Tell the NPC to leave the area. As an option, every 25 NPCs you spare the lives of and did not humiliate by looting everything on their person will earn you 1 Fame.
All these numbers are INI configurable.

As with all my mods, this should offer the player the "vanilla" Oblivion experience with a hint of "chocolate".
I should package-up my mods and put a ribbon around it with a label "THE VANILLA OBLIVION OVERHAUL"....hmmm....NAH! ;)
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yermom
 
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Post » Wed Mar 30, 2011 6:06 am

The chocolate overhaul?

Yay to the update on NPC Yield that is a secret fav of mine for certain.

If ever you do decide to combine mods I'd think the backpack mod, weighted equipment, droppable gold, and as strange as it may seem clothing matters would be a good combination - maybe even magicka based jewelry limits too. An all around inventory management type mod.

I can think of a few other mods that I'd like to see integrated into horse commands too.

But as much as I like your mods - I'm glad your playing and hope you don't get too distracted into modding.
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CRuzIta LUVz grlz
 
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Post » Wed Mar 30, 2011 2:05 pm

...Yay to the update on NPC Yield that is a secret fav of mine for certain....But as much as I like your mods - I'm glad your playing and hope you don't get too distracted into modding.
Hey Psymon!
NPCs Yield is really working well. That last version (from January this year or something) was good but this is better.
With the Fight or fly behaviour, the NPC bandits run away from patrol guards. The guard would then be on his horse and be on his way.
The bandits (with their normal Oblivion behaviour) then return to attack you. If the guard is still in the vicinity, they run away again.

Also, when you approach those that yielded to you, they no longer smile or respond to you like a friend - like in previous versions.
In this new version, I simply lower their aggression. A much better method compared to adjusting their disposition to ensure that they don't attack again after they yield.
To ensure compatibility the NPC's aggression and confidence (the two stats that the mod uses) are reset when they die or move out of the active cells.
(I know I don't have to do this, but I like cleaning-up any references that my mods affects back to how they were before my mods change them.)

The new dialogue options gives the mod a fairly good "finish'.
But the thing I like best about this mod is that my People killed stat is kept low: currently 18 only.
I'm currently still ONLY Level 5 (Days passed: 76, 35 days as a vampire, Times died: more than 48. I, unfortunately, had to reset my Death count to test Alternatives to death and reload mod).

It's a damned hard game that I play. Here are some of the mods I use that makes my game so:
Alternatives to death and reload (Death penalties, gold lost from the "good" samaritan, time lost recuperating at guild or inn, reloading doesn't help because this mod works ACROSS saved-games),
Battle fatigue and injuries (when I become complacent, I usually get owned),
NPCs yield (I can't just take loot like in a normal game. I need to kill or (risk an increase in Infamy) which I don't really like doing to take as much loot like in the unmodded game),
Encumbering loot armour and weapons (encumbrance penalties to weapons and armour that I do not have equipped or hot-keyed - i.e. loot weapons and armour),
Eat and sleep (fatigue penalties when tired or hungry),
Then I'm a vampire (I have to plan this with my sleep requirements and night times that could be used in adventuring is spent sneaking about looking for a feed for the next day's venture)
tejon's Fizzle, nGCD and slow Progress,
abo's Realistic fatigue (Fatigue is tied with health - so the more injured I am, the less effective I am),
Frans' Chance of stronger bosses and enemies and more enemies,
(I quit on MMM - my games last year were *extremely difficult - almost impossible).

Ummm...yeah...I'm enjoying the game again. :D
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Iain Lamb
 
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Post » Wed Mar 30, 2011 8:29 am

Thanks for the reply Kuertee. I think I'm getting the hang of this saddlebags mod now. Didn't realize that you had packaged it all into one command like that as you list in points 1 through 5. That cinches it, this is a much better mod. I eventually figured out how carrying the saddlebags indoors works. Brilliant! The ability to put it easily into a container is also fantastic. Having your last ridden horse fast travel with you wherever you go is also nice. My only two lingering questions/issues:

A ) The Bay Horse I stole from Chestnut Handy eventually became my horse. So I went back to Chestnut to get the DLC Horse Armor, but she said I needed to bring back a horse I bought.

B ) One thing I miss from the MD Saddlebags mod that I now have turned off are tack and harness (and saddle) graphics; just cosmetic, but I would love if I could figure out how to get Kuertee Horse Commands to make use of those graphics.
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Francesca
 
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Post » Wed Mar 30, 2011 1:47 pm

B ) One thing I miss from the MD Saddlebags mod that I now have turned off are tack and harness (and saddle) graphics; just cosmetic, but I would love if I could figure out how to get Kuertee Horse Commands to make use of those graphics.


You could use http://www.tesnexus.com/downloads/file.php?id=27675 in conjunction with http://www.tesnexus.com/downloads/file.php?id=24312 Alternatively, WAC has some nice tack and if you are up to some CS fiddling it's quite straightforward to add those items to the vanilla horses.
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Shelby Huffman
 
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Post » Wed Mar 30, 2011 12:48 pm

Kuertee-

Will the new NPCs Yield be compatible with http://tesnexus.com/downloads/file.php?id=14127? I hope so as that is a mod I can't live without.

As dangerous as my game gets I swear one of the most frustrating events my paladin faced in finishing the MQ with FCOM and EDI was that all the 'alllies' kept jumping in front of my giant sword and getting one-hitted. Now my thinking was that it was an accident, friendly fire, etc. But I'm also cognizant of the horrible AI that had them jump in front of me when I was about to power attack or let an arrow fly (stupid them), and since the intentionality to not murder was there and I'm able to forgive myself with that mod - I need it.

What it does is whenever murder then rest or wait a menu comes up and you get various roleplay questions to answer - you can then accept what you did was murder or ask for forgiveness and not get a murder count. So this way my Paladin is not confronted with the dark brotherhood just because a soldier ran in front of his bow.

I'm guessing your counter in this mod will activate after there is dialogue - maybe not? Anyway I can see accidents happening - an NPC surrenders right when you are initiating a power attack or something.

Or is not to worry because the infamy is tracked based on murders as the game normally tracks them.
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Marine x
 
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Post » Wed Mar 30, 2011 1:21 pm

Thanks for the reply Kuertee. I think I'm getting the hang of this saddlebags mod now...Having your last ridden horse fast travel with you wherever you go is also nice. My only two lingering questions/issues:
Excellent! The last ridden horse bug while fast-travelling is something I actually want to prevent.
When not commanded to stay, the horses will actually fast-travel/teleport with you already.
The problem arises when they ARE commanded to stay. The last horse you rode will still fast-travel/teleport with you. :( The other horses will stay put, however.

A ) The Bay Horse I stole from Chestnut Handy eventually became my horse. So I went back to Chestnut to get the DLC Horse Armor, but she said I needed to bring back a horse I bought.
I don't have DLC Horse armour. Hence, I've not been able to support that mod. However, I think I know why you can't buy horse armour for that horse: the horse merchant doesn't think you've bought a horse from them. An internal variable is used to keep track of when you purchase a horse. And this is the way the horse merchants know that you own a horse. Simply actually owning one is not sufficient for the game to know that you "own" one. (I hope that makes sense. ;))

Anyway, my Simple Saddlebags is not "fully" compatible with DLC Horse Armour.
I believe that DLC Horse Armour works by replacing your owned horse with a totally new horse. They just look the same but internally, their references are different.
Simple Saddlebags will not transfer to that new horse reference.

However, the mod is still "partly" compatible with DLC Horse Armour:
When a horse is replaced with its armoured version, you'll need to use the fail-safe button to access the saddlebag attached to it's non-armoured version and move its contents to the armoured version.

B ) One thing I miss from the MD Saddlebags mod that I now have turned off are tack and harness (and saddle) graphics; just cosmetic, but I would love if I could figure out how to get Kuertee Horse Commands to make use of those graphics.
You could use http://www.tesnexus.com/downloads/file.php?id=27675 in conjunction with http://www.tesnexus.com/downloads/file.php?id=24312 Alternatively, WAC has some nice tack and if you are up to some CS fiddling it's quite straightforward to add those items to the vanilla horses.
Unfortunately, this is what caused the bug that annoyed me that I decided to build Simple Saddlebags. To show the different accountrements on a horse, MD switches their 3D model around. And to that, the horse needs to be "disabled" in game first. With this mod aactive and *in some circumstances*, disabling the horse caused it to be unusable (i.e. not activatable to ride on or not avaiable to target to access the saddlebags). Sorry, I don't think I'll try adding this into my mod.

...Will the new NPCs Yield be compatible with http://tesnexus.com/downloads/file.php?id=14127? I hope so as that is a mod I can't live without....But I'm also cognizant of the horrible AI that had them jump in front of me when I was about to power attack or let an arrow fly (stupid them), and since the intentionality to not murder was there and I'm able to forgive myself with that mod - I need it....What it does is whenever murder then rest or wait a menu comes up and you get various roleplay questions to answer - you can then accept what you did was murder or ask for forgiveness and not get a murder count...I'm guessing your counter in this mod will activate after there is dialogue - maybe not?...Or is not to worry because the infamy is tracked based on murders as the game normally tracks them.
Hey Psymon!
After reading the info on Stop DB, I think it should be compatible.
NPCs yield does not affect how the game determines whether a kill was murder or not.

Its Fame mini-game works automatically: Spare 25 lives and you get 1 Fame point.
The counter for this happens when the surrendered npc is put into a non-active cell. This happens when they either move far away from you or you move far away from them.
However, you can tell them to get out of the are. They will run to the nearest door that would force them to move to an inactive cell.

Its Infamy mini-game is triggered by you: Humiliate them by asking for ALL their possessions. 25 of these actions and you get 1 Infamy point.
Directly, Infamy is not really appropriate for this. But, indirectly, it is an indication of the player's inconsiderate nature. And so, how they deal with others will be affected by this.

Does that answer your questions, Psymon?
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Cagla Cali
 
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Post » Wed Mar 30, 2011 2:55 pm

Well the acid test is playing them together, so I look forward to that.
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Assumptah George
 
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Post » Wed Mar 30, 2011 8:38 am

Now that I understand how Kuertee's Horse Commands works. I love it. Best horse+saddle-bags mod I've encountered. As for the stolen horse with no tack and harness: he just got killed by a wolf outside Frostrcrag Spire. So I'll be resorting to my other stolen horse, the Imperial Legionaires horse for a while. Will try to leep a log profile till I own it. Interseting thati it is only the time you are mounted that counts toward owning them.

Thanks for some great mods Keuertee!
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sally R
 
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Post » Wed Mar 30, 2011 10:39 am

Hi kuertee,
I am using your NPC mod and there seems to be a problem with it. I was in Moss cavern doing the kill the Necro quest and the NPC's in the cave seem to just stand around and keep shaking there heads. I also hear them saying the " spare me" lines, but they do not run away. I know it is your mod because I remove it and the NPC's react as they should. I have not touched the ini file because it was fine as it is. Any help on this? I do not have any other mods that affect the NPC's in any way.

Thanks,
Raed
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Rob Smith
 
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Post » Wed Mar 30, 2011 12:06 pm

Hi kuertee, I am using your NPC mod and there seems to be a problem with it. I was in Moss cavern doing the kill the Necro quest and the NPC's in the cave seem to just stand around and keep shaking there heads. I also hear them saying the " spare me" lines, but they do not run away. I know it is your mod because I remove it and the NPC's react as they should. I have not touched the ini file because it was fine as it is. Any help on this? I do not have any other mods that affect the NPC's in any way....Thanks,Raed
Hey Raed! Unfortunately, that is how that version worked.
These are NPCs that have yielded to you. They are trying to reenter combat and the mod prevents them. This causes the NPCs shaking their heads.
You may have not noticed them run away because they may have yielded to you before combat occured - they do that when their skill-levels are very low compared to the player.
Also, the mod makes them run-away only for about 5 seconds. This allows you to catch up to them if you need to actually kill them.
Anyway, the new version works waaay better. Try that.





New mod(s):
Detect life effect and Night-eye shader http://tesnexus.com/downloads/file.php?id=36407
  • Detect life effect
    • doesn't obstruct your view of the actors that you can see and are in the light
    • doesn't reveal the type of actor when behind objects

  • Night-eye shader when in interiors:
    • applied on post light-processed view rather than the un-lit view as in the normal night-eye shader
    • doesn't remove shadow information from your view

  • The default Night-eye shader is used when outdoors.
  • For the Detect life effect to work, ensure that this is loaded after any other effects mod.


Simple vampirism expanded http://tesnexus.com/downloads/file.php?id=36408
  • Oblivion Vampirism reversed: stronger after feeding, grows weaker every day after
  • Life detect and Night-eye toggable, no duration.
  • Random "gift" power, magnitude increases at level-ups.
  • Vampiric level increases as the player levels-up.
  • At every 10th Vampiric level, new "gift" power.


Update(s):
Actor details http://www.tesnexus.com/downloads/file.php?id=29127
1.3, 3 January 2011:
  • New feature: All Actor Value data and their modifications are included in the report.
  • New feature: Actor Value cleaner. May be used to remove unwanted ModAV2 modifications to MAX or DAMAGE.


Alternatives to death and reload http://www.tesnexus.com/downloads/file.php?id=23862
0.65, 3 January 2011:
  • Bug-fix: Previously, when dying while sitting on a horse, the horse will be lost to the world.
    Fixed now.
  • Tweak: Vampire players will now wake-up between 20:00 and 24:00 hours.
  • Bug-fix: Previously, the game would crash when the player is taken to the Skingrad Fighter's Guild after death.
    Fixed now.
  • Bug-fix: Previously, when upgrading Death penalties the game will not remove some from the player causing those to be forever on the player.
    Fixed now.
  • Bug-fix: The previous version was actually a buggy development version between 0.62 and 0.63. I didn't realise until the day after I uploaded the file.
    I lost the actual 0.63 version and some work that went into it.
    This version brings this mod back to 0.63 status with some more bug-fixes.
  • Big-fix: Previously, the number of days lost recuperating after getting saved from death was incorrect.
    Fixed now.

0.63, 24 December 2010:
  • Bug-fix: When active across saved-games and a game where Death penalties were active is loaded after they have been removed by the player making a pilgrimage (or feeding on people) in another game, the pilgrimage message was incorrectly getting displayed.
    Fixed now.


Auto 1st-3rd person view http://www.tesnexus.com/downloads/file.php?id=21834
0.984, 3 January 2011:
  • Bug-fix: Previously, the player's sit animation would be interrupted which prevented the player from sitting on chairs.
    Fixed now.


Battle fatigue and injuries http://www.tesnexus.com/downloads/file.php?id=24604
0.66, 3 January 2011:
  • Tweak: OBSE logs showed that this mod may cause saved-game bloat due to recreation of string variables.
    Tweaked now so that the string variables are cleaned at game-load so that only one set is only present in saved-games.


Clothing matters http://www.tesnexus.com/downloads/file.php?id=22653
0.61, 2 January 2011:
  • Tweak: Unfortunately, the disposition adjustments from Factions are not cumulative.
    Only the Faction with the lowest Disposition adjustment is used.
    E.g. an NPC in a Faction that has a -50 Disposition adjustment to a Faction that a player is a member of will always have a -50 Disposition adjustment to the player no matter how many Factions with a +100 Disposition adjustment I add the NPC and the player.
    So, I reverted back to using ModDisposition instead of using Factions to affect Disposition.


Horse commands http://www.tesnexus.com/downloads/file.php?id=8766
4.9, 2 January 2011:
  • New feature: Command the horse to "Be more aggressive (Aggression +25)" or to "Be calm (return to normal aggression)".
  • New feature: Combat training: The higher ranking members in any of the Fighters Guild's chapters offer combat training for horses.
    Basic: +25 to Health, Agility, Strength and Speed. Takes a day and costs 1000 gold.
    Advanced: a further +25 to Health, Agility, Strength and Speed. Takes another day and costs a further 2000 gold.
    Time will be advanced the number of days required for the training.


No looting during combat http://www.tesnexus.com/downloads/file.php?id=21662
0.6, 3 January 2011:
  • Tweak: Previously, you cannot loot containers even when your opponents are behind lock doors.
    Line-of-sight is now the only determining factor on whether you can loot a container during combat.
    This is still not perfect: e.g. a melee opponent should be able to interrupt your looting once it rounds the corner that obstructed LOS.
    But it's still better than in the normal game.


NPCs yield http://www.tesnexus.com/downloads/file.php?id=22392
0.66, 3 January 2011:
  • Tweak: I removed all disposition changes by Faction.
    They were too unreliable in stopping surrendered opponents from reentering combat.
    Instead, I set surrendered opponents Aggressions to 0.
    As per previous versions, this is reset after the player has moved away from the NPC.
  • New feature: With disposition changes removed, the NPCS now react correctly to the player.
    I.e. they don't greet the player as a friend.
  • New feature: Fame and infamy
    Every 25 surrendered NPCs that stay alive will give the player 1 Fame point.
    Surrendered NPCs will now have these new dialogue options:
    1. Get out of here!: The NPC will run for the a "load" door and use it to remove themselves from the game.
    This is a method to keep NPCs alive for that Fame point.
    2. Give me what you are willing!: The NPC will give the player random items from their inventory.
    3. Give me everything you have!: The NPC will grudgingly offer the player everything that they have - including their clothing/armour.
    This is humiliating for NPCs and 25 of these actions will give the player 1 Infamy point.

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Kit Marsden
 
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Post » Wed Mar 30, 2011 12:30 pm

NPCs yield http://www.tesnexus.com/downloads/file.php?id=22392
0.66, 3 January 2011:
  • Tweak: I removed all disposition changes by Faction.
    They were too unreliable in stopping surrendered opponents from reentering combat.
    Instead, I set surrendered opponents Aggressions to 0.
    As per previous versions, this is reset after the player has moved away from the NPC.
  • New feature: With disposition changes removed, the NPCS now react correctly to the player.
    I.e. they don't greet the player as a friend.
  • New feature: Fame and infamy
    Every 25 surrendered NPCs that stay alive will give the player 1 Fame point.
    Surrendered NPCs will now have these new dialogue options:
    1. Get out of here!: The NPC will run for the a "load" door and use it to remove themselves from the game.
    This is a method to keep NPCs alive for that Fame point.
    2. Give me what you are willing!: The NPC will give the player random items from their inventory.
    3. Give me everything you have!: The NPC will grudgingly offer the player everything that they have - including their clothing/armour.
    This is humiliating for NPCs and 25 of these actions will give the player 1 Infamy point.


Excellent update, this mod is now a must for roleplaying. I can finally play a noble and righteous hero who refrains from killing without having to give up the vast majority of loot in the game. I think it would be great if the dialog options were expanded even further though. Perhaps split "get out of here" into two options - one that makes them leave the game ("You'd better leave the country if you know what's good for you") and one that makes them run away but not leave the game world. That way you can spare a character without them vanishing forever if you know they don't need to die for a quest.

Another idea, is it possible to combine dialog options 2 and 3 into one that simply opens the npc's inventory like a loot screen and lets you take whatever you want? That way if the npc has only one specific item you want, you don't have to take everything to get it or gamble on them being willing to part with it. To balance this the mod can count this action against the player's infamy if the player takes more than 3 items or takes any clothing/armor that is currently equipped (stripping the npc would be very humiliating).
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Erin S
 
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Post » Wed Mar 30, 2011 2:57 am

I am using the latest version of clean up. It seems to be doing its job all right, but it also seems to be removing items dropped by actors much before a cell reset. I ran away from an iron claymore in order to offload some items, going over a cell (maybe two) and when I returned the blade was gone. Is going over two cells is supposed to trigger the cleanup?

Anyway, you've put together a nice collection of mods. I have already used Horse Commands in the past, and now I am trying out Auto-save and time. My game tweaks are full of Strategy Master's mods, but I will be trying out a few more of yours once I figure out how they fit.



Thank you for all of the updates!
- Tomlong75210
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N3T4
 
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Post » Tue Mar 29, 2011 11:38 pm

Kuertee - thanks for updates - yippee.

You may bow know this now but Wrye Bash now has a tweak for irresponsible creatures (what causes horses to report as stolen) - it lowers their responsibility like in horse commands. Just some general info for you.

Putting the NPCs Yield in right now.

I've been playing a lot of Gothic3 lately - this may drag me back.
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FABIAN RUIZ
 
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Post » Wed Mar 30, 2011 10:21 am

Wow! You have been busy Kuertee! Great stuff :)
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Lalla Vu
 
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Joined: Wed Jul 19, 2006 9:40 am

Post » Wed Mar 30, 2011 1:14 am

Thanx Kuertee for the energy you put into these tasty mods. :icecream:
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TIhIsmc L Griot
 
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Post » Wed Mar 30, 2011 1:26 pm

I am using the latest version of clean up. It seems to be doing its job all right, but it also seems to be removing items dropped by actors much before a cell reset. I ran away from an iron claymore in order to offload some items, going over a cell (maybe two) and when I returned the blade was gone. Is going over two cells is supposed to trigger the cleanup?...Anyway, you've put together a nice collection of mods. I have already used Horse Commands in the past, and now I am trying out Auto-save and time. My game tweaks are full of Strategy Master's mods, but I will be trying out a few more of yours once I figure out how they fit....Thank you for all of the updates!...- Tomlong75210
Hey Tomlong!
Clean-up sounds like it's working fine.

If you want to return to an item, best to: set the cell as a safe area. But that can get quite fiddly.

Another way is for you to put it in a container - even a dead body.
The dead are not cleaned-up immediately.
Note, however, that cell resets will clean-up containers and the dead.

A safer way is for you to pick it up THEN drop it.
Clean-up should detect the item as a player-drop item and will not remove it until you ignore it at your return.

Kuertee - thanks for updates - yippee....You may bow know this now but Wrye Bash now has a tweak for irresponsible creatures (what causes horses to report as stolen) - it lowers their responsibility like in horse commands. Just some general info for you....Putting the NPCs Yield in right now....I've been playing a lot of Gothic3 lately - this may drag me back.
Hey Psymon!
Horse commands doesn't actually lower horses' Responsibilities - I don't remember so anyway.
Stolen horses that you don't own yet actually gets their ownership randomised everytime you dismount it - or something like that.
So in Horse commands, after a time, the horses can ACTUALLY be owned by the player - instead of the horses simply NOT reporting itself stolen.

Wow! You have been busy Kuertee! Great stuff :)

Thanx Kuertee for the energy you put into these tasty mods. :icecream:
Thanks guys!
Yeah. After today, my Oblivion time will be cut short.
I had to get all those out last night or they will never be released. (My release process usually takes a couple of hours. :()
I have other updates to Simple Vampirism Expanded and Horse commands tonight.
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Ella Loapaga
 
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Post » Wed Mar 30, 2011 1:06 pm

Hey Tomlong!
Clean-up sounds like it's working fine.

If you want to return to an item, best to: set the cell as a safe area. But that can get quite fiddly.

Another way is for you to put it in a container - even a dead body.
The dead are not cleaned-up immediately.
Note, however, that cell resets will clean-up containers and the dead.

A safer way is for you to pick it up THEN drop it.
Clean-up should detect the item as a player-drop item and will not remove it until you ignore it at your return.


All right, as long as its working, haha, and thanks for the tip.


Happy Gaming!
- Tomlong75210
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Eibe Novy
 
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Post » Wed Mar 30, 2011 8:03 am

Installed the new night eye/detect life ... At first incredibly dark then forgot I had one of timeslips shaders in - removed that then reinstalled this. The dark effect remained with each save from there on even if I took this out.

I literally had to go back to an earlier save.

Then - I need to test further but the night eye seemed like vanilla it seemed so did detect life.

For install those two folders should be in the shader folder? We are not supposed to pace them alongside other shaders?

I must have done something wrong somewhere ... ah well after a few hours of wracking my brain with updates and this ... back to Gothic 3.
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Matt Bee
 
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Post » Wed Mar 30, 2011 2:26 pm

Unfortunately, this is what caused the bug that annoyed me that I decided to build Simple Saddlebags. To show the different accountrements on a horse, MD switches their 3D model around. And to that, the horse needs to be "disabled" in game first. With this mod aactive and *in some circumstances*, disabling the horse caused it to be unusable (i.e. not activatable to ride on or not avaiable to target to access the saddlebags). Sorry, I don't think I'll try adding this into my mod.

OBSE 19 introduced the Update3D command, which loads any new art data on the reference after applying it with commands like ToggleCreatureModel. Problem is, I don't know if it really forces them to load or is just a '1 frame disable-enable' command, which could still cause the above problems, but its worth a try.
And if it does work, I might try to build a mod I've been waiting for too long already: an OBSE horse armor system. Access the horse's inventory, place a 'horse armor token' in it, poof, its the same horse reference, but with armor!
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Bethany Short
 
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Post » Wed Mar 30, 2011 6:43 am

Installed the new night eye/detect life ... At first incredibly dark then forgot I had one of timeslips shaders in - removed that then reinstalled this. The dark effect remained with each save from there on even if I took this out....I literally had to go back to an earlier save....Then - I need to test further but the night eye seemed like vanilla it seemed so did detect life....For install those two folders should be in the shader folder? We are not supposed to pace them alongside other shaders?...I must have done something wrong somewhere ... ah well after a few hours of wracking my brain with updates and this ... back to Gothic 3.
Hey Psymon!
I think it should work ok with Timeslip's shaders.
I think Timeslip's a true replacement.
But my mod is an OBSE plug-in that allows different shaders to be switched on and off at run-time.
My mod requires scanti's Night-eye shader switcher OBSE plug-in: http://tesnexus.com/downloads/file.php?id=19476
It sounds like your view a shader is continuously getting added to your view: it gets darker every time you load a new game.
You may have an older version of scanti's plug-in.

The folder structure is such: Data\*.esp, Shaders\hdr.nighteye\*.pos, Shaders\nighteye\*.pos
The *.hlsl files are the source files for the shaders.
They are required to be anywhere.
Will remove them from the OBMM file for the next version.

The Detect life effect exists only in the ESP.
I.e. there is no file for it.

OBSE 19 introduced the Update3D command, which loads any new art data on the reference after applying it with commands like ToggleCreatureModel. Problem is, I don't know if it really forces them to load or is just a '1 frame disable-enable' command, which could still cause the above problems, but its worth a try. And if it does work, I might try to build a mod I've been waiting for too long already: an OBSE horse armor system. Access the horse's inventory, place a 'horse armor token' in it, poof, its the same horse reference, but with armor!
Hey migck! Cool re: OBSE horse armour! Do it! ;)
I was gonna do it (use Maboroshi's models from his MDSaddlebag mod for dev purposes) but my I've run out of time.
And thanks for you comments on TESNexus.

I've capped the Speed at +25 in both basic and advanced horses' combat training.
I was hoping that it will force horse's attack animation to go quicker - instead of increasing the value of damage it deals.
Compared to a wolf's attack, a normal horse's kick attack seems quite slow.
I don't know yet if it worked.
The horse has defeated a wolf that was attacking me.
But ran away (with my Creatures flee feature in NPCs yield) after it started losing to a boar.
In regards to riding speed, my Horse speed equals player's speed feature in Horse commands limits the horse's riding speed to the player's speed * 1.1.
I'll keep testing/playing and see if I need to raise their Attack damage as you suggested.
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Emily Shackleton
 
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Post » Wed Mar 30, 2011 1:03 am

To increase the speed of the attack, you need to tweak the attack animation.kf file itself, which is something I'm afraid only animators know how to, and there have never been more than a handful around here.
So, your mod caps the horse's speed at 1.1*player's speed when running as well as when walking? Keep in mind that black horses and Shadowmere have 33 speed, and they are the quickest in the vanilla game. Anything higher than 40 starts feeling like an hyperactive horse.
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emily grieve
 
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Post » Wed Mar 30, 2011 5:15 am

Hey Raed! Unfortunately, that is how that version worked.
These are NPCs that have yielded to you. They are trying to reenter combat and the mod prevents them. This causes the NPCs shaking their heads.
You may have not noticed them run away because they may have yielded to you before combat occured - they do that when their skill-levels are very low compared to the player.
Also, the mod makes them run-away only for about 5 seconds. This allows you to catch up to them if you need to actually kill them.
Anyway, the new version works waaay better. Try that.





New mod(s):
Detect life effect and Night-eye shader http://tesnexus.com/downloads/file.php?id=36407
  • Detect life effect
    • doesn't obstruct your view of the actors that you can see and are in the light
    • doesn't reveal the type of actor when behind objects

  • Night-eye shader when in interiors:
    • applied on post light-processed view rather than the un-lit view as in the normal night-eye shader
    • doesn't remove shadow information from your view

  • The default Night-eye shader is used when outdoors.
  • For the Detect life effect to work, ensure that this is loaded after any other effects mod.


Simple vampirism expanded http://tesnexus.com/downloads/file.php?id=36408
  • Oblivion Vampirism reversed: stronger after feeding, grows weaker every day after
  • Life detect and Night-eye toggable, no duration.
  • Random "gift" power, magnitude increases at level-ups.
  • Vampiric level increases as the player levels-up.
  • At every 10th Vampiric level, new "gift" power.


Update(s):
Actor details http://www.tesnexus.com/downloads/file.php?id=29127
1.3, 3 January 2011:
  • New feature: All Actor Value data and their modifications are included in the report.
  • New feature: Actor Value cleaner. May be used to remove unwanted ModAV2 modifications to MAX or DAMAGE.


Alternatives to death and reload http://www.tesnexus.com/downloads/file.php?id=23862
0.65, 3 January 2011:
  • Bug-fix: Previously, when dying while sitting on a horse, the horse will be lost to the world.
    Fixed now.
  • Tweak: Vampire players will now wake-up between 20:00 and 24:00 hours.
  • Bug-fix: Previously, the game would crash when the player is taken to the Skingrad Fighter's Guild after death.
    Fixed now.
  • Bug-fix: Previously, when upgrading Death penalties the game will not remove some from the player causing those to be forever on the player.
    Fixed now.
  • Bug-fix: The previous version was actually a buggy development version between 0.62 and 0.63. I didn't realise until the day after I uploaded the file.
    I lost the actual 0.63 version and some work that went into it.
    This version brings this mod back to 0.63 status with some more bug-fixes.
  • Big-fix: Previously, the number of days lost recuperating after getting saved from death was incorrect.
    Fixed now.

0.63, 24 December 2010:
  • Bug-fix: When active across saved-games and a game where Death penalties were active is loaded after they have been removed by the player making a pilgrimage (or feeding on people) in another game, the pilgrimage message was incorrectly getting displayed.
    Fixed now.


Auto 1st-3rd person view http://www.tesnexus.com/downloads/file.php?id=21834
0.984, 3 January 2011:
  • Bug-fix: Previously, the player's sit animation would be interrupted which prevented the player from sitting on chairs.
    Fixed now.


Battle fatigue and injuries http://www.tesnexus.com/downloads/file.php?id=24604
0.66, 3 January 2011:
  • Tweak: OBSE logs showed that this mod may cause saved-game bloat due to recreation of string variables.
    Tweaked now so that the string variables are cleaned at game-load so that only one set is only present in saved-games.


Clothing matters http://www.tesnexus.com/downloads/file.php?id=22653
0.61, 2 January 2011:
  • Tweak: Unfortunately, the disposition adjustments from Factions are not cumulative.
    Only the Faction with the lowest Disposition adjustment is used.
    E.g. an NPC in a Faction that has a -50 Disposition adjustment to a Faction that a player is a member of will always have a -50 Disposition adjustment to the player no matter how many Factions with a +100 Disposition adjustment I add the NPC and the player.
    So, I reverted back to using ModDisposition instead of using Factions to affect Disposition.


Horse commands http://www.tesnexus.com/downloads/file.php?id=8766
4.9, 2 January 2011:
  • New feature: Command the horse to "Be more aggressive (Aggression +25)" or to "Be calm (return to normal aggression)".
  • New feature: Combat training: The higher ranking members in any of the Fighters Guild's chapters offer combat training for horses.
    Basic: +25 to Health, Agility, Strength and Speed. Takes a day and costs 1000 gold.
    Advanced: a further +25 to Health, Agility, Strength and Speed. Takes another day and costs a further 2000 gold.
    Time will be advanced the number of days required for the training.


No looting during combat http://www.tesnexus.com/downloads/file.php?id=21662
0.6, 3 January 2011:
  • Tweak: Previously, you cannot loot containers even when your opponents are behind lock doors.
    Line-of-sight is now the only determining factor on whether you can loot a container during combat.
    This is still not perfect: e.g. a melee opponent should be able to interrupt your looting once it rounds the corner that obstructed LOS.
    But it's still better than in the normal game.


NPCs yield http://www.tesnexus.com/downloads/file.php?id=22392
0.66, 3 January 2011:
  • Tweak: I removed all disposition changes by Faction.
    They were too unreliable in stopping surrendered opponents from reentering combat.
    Instead, I set surrendered opponents Aggressions to 0.
    As per previous versions, this is reset after the player has moved away from the NPC.
  • New feature: With disposition changes removed, the NPCS now react correctly to the player.
    I.e. they don't greet the player as a friend.
  • New feature: Fame and infamy
    Every 25 surrendered NPCs that stay alive will give the player 1 Fame point.
    Surrendered NPCs will now have these new dialogue options:
    1. Get out of here!: The NPC will run for the a "load" door and use it to remove themselves from the game.
    This is a method to keep NPCs alive for that Fame point.
    2. Give me what you are willing!: The NPC will give the player random items from their inventory.
    3. Give me everything you have!: The NPC will grudgingly offer the player everything that they have - including their clothing/armour.
    This is humiliating for NPCs and 25 of these actions will give the player 1 Infamy point.


Kuertee,
Thanks for the info. i was using the old version. :facepalm: I'll update to the new version tonight.
Raed
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koumba
 
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Post » Wed Mar 30, 2011 2:07 am

kuertee,

Could you clarify how to use the new night-eye shader? Initially I just installed the dll from Scanti's night-eye switcher and installed your mod. I was able to load my game ok, but I didn't really see any difference. I'm not sure what I'm supposed to be seeing :) Then I thought that I might need the rest of the files from Scanti's switcher, but as soon as I install the other shaders, my game won't even start. I thought I only needed your files and Scanti's dll - do I need the rest? My game will start fine with your night-eye shaders, but if I copy in Scanti's it won't start. Also, do I need to do something special to actually activate your night-eye shader? Is it in effect normally, or do I still cast a night-eye spell? My character is in a dungeon right now and it was too dark without night-eye, but as soon as I cast night-eye, I can't detect shadows anymore...

Edit: I was able to get my game to start by deleting the dev directories (and their contents) from Scanti's switcher. I'm hoping these aren't needed... Would still appreciate the clarification on how to use this and what I should be seeing :)

Edit 2: After deleting those directories and using the life detect shader for the first time, the next time I used night-eye, I got a pure white screen. So this isn't working too well for me - I might have installed it wrong...
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Penny Flame
 
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