[relz] mods by kuertee (thread 6)

Post » Tue Mar 29, 2011 11:29 pm

My first run through I would get black screens with it on and then only at certain angles.

Then came the ever increasing darkness - so we are not needing the other shaders only the dll from Scanti - I'll try removing them later after work.

I did make sure to deactivate all other OBGE shaders before use too.
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Campbell
 
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Post » Wed Mar 30, 2011 1:29 pm

Would it be possible to extend the protection of dropped items to companions as well? I've had companions drop favorite swords of mine during battle before, and there's never a happy ending to that (unless the item is easily spotted.) In fact, is there a mod that allows you to detect player-dropped items, or items in the grass. I thought I ran across one a long while back...
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Keeley Stevens
 
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Post » Wed Mar 30, 2011 1:55 am

I have a problem with Horse Commands 4.8, actually one minor one and one more problematic one. I'm doing the MQ. Maborel gave me his horse. I rode it around quite a bit, but (1) right from the start, it was telling me there was about a 28 percent chance to get caught for horse thievery. Then at one point it went up to about 54; not sure if I left him alone for a long time maybe. Since Maborel gave it to me, it really shouldn't pose any chance for being caught should it?

(2) The second time I entered the Kvatch Oblivion Gate, I fast traveled (on horseback) from Skingrad to the Gate. I arrived between the gate and the barricade, and saw a message that my "horse is stabled outside the city gate."

Since I've come back out, I can't find the horse. The Horse Command Lesser Power makes the whistle but he never shows up. I've seen that happen when he gets wedged in corridors and such, so maybe he is just stuck somewhere? He is not in the Kvatch camp or at Skingrad. I checked into using one of the console commands (prid, placeatme, etc.) but couldn't get that to work with the Prior Maborel RefID on UESPWiki.

Any failsafe way to get the horse back to me.
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Nicole Kraus
 
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Post » Wed Mar 30, 2011 2:17 pm

I have a problem with Horse Commands 4.8, actually one minor one and one more problematic one. I'm doing the MQ. Maborel gave me his horse. I rode it around quite a bit, but (1) right from the start, it was telling me there was about a 28 percent chance to get caught for horse thievery. Then at one point it went up to about 54; not sure if I left him alone for a long time maybe. Since Maborel gave it to me, it really shouldn't pose any chance for being caught should it?

(2) The second time I entered the Kvatch Oblivion Gate, I fast traveled (on horseback) from Skingrad to the Gate. I arrived between the gate and the barricade, and saw a message that my "horse is stabled outside the city gate."

Since I've come back out, I can't find the horse. The Horse Command Lesser Power makes the whistle but he never shows up. I've seen that happen when he gets wedged in corridors and such, so maybe he is just stuck somewhere? He is not in the Kvatch camp or at Skingrad. I checked into using one of the console commands (prid, placeatme, etc.) but couldn't get that to work with the Prior Maborel RefID on UESPWiki.

Any failsafe way to get the horse back to me.

Make a save file and set the third parameter to 1. "save 1" Then search the file for the correct ID for whatever it is you are trying to find. I thought you were trying to find your horse... You can also go back to an earlier save and click on your horse. Also, I think placeAtMe is the one that copies characters. I think the command you want is the one that places you where the character is. It is the 'player.moveTo' command. If you cannot simply type that, click on your PC first and then use 'moveTo'.


Edit: MoveTo uses RefID, and that is what you'll find in the save text file and the ID you get from clicking on characters in game.
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Marnesia Steele
 
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Post » Wed Mar 30, 2011 8:24 am

Thanks Tom!
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Jessica Phoenix
 
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Post » Wed Mar 30, 2011 12:23 am

re: NPCs yield
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).
Hey Jupiah!

Re: NPCs leaving the game world.
Essential (i.e. cannot die) and NPCs with a quest item in their inventory are not affected by NPCs yield.
And so they will never be killed and disabled by the mod when they become inactive.
Those that are affected (non-essential and those without quest items) actually get killed (by code) then disabled when they leave an active cell.
So even NPCs that you have to kill for a quest will yield. You can spare them for Fame if you wish.
When you move far enough from them (they get put into an inactive cell) or command them to "Get out of here!", they will be killed (satisfying any quests that require them dead) then disabled.
If they are set to respawn (e.g. recurring bandits), they will respawn when their cell is reset.
So, overall, my yield-kill-disable system actually works quite well. ;)

Your 2nd suggestion is actually quite good (more efficient/streamlined) AND doable. Will look into it. ;)

re: Detect life effect and Night-eye shader
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...
Hey Andalaybay! Yup. Only my files and Scanti's SwitchNightEyeShaders.dll are required.
You'll need to cast a Night-eye spell to see it.
There was a bug in my code that when you start in an interior cell, the mod won't switch to my shader until you move out into an exterior cell then back into an interior cell.
When you get a pure white screen is when the shader variable in the mod becomes invalid. Deleting those other shaders would make that variable invalid.
I have a new version to be released tonight that addresses these issues. I.e. you can delete shaders or add new shaders without the mod getting confused.
And an INI where you can set which shader (0 = default or Timeslip's (if you replaced the default with his) or Zeroed's (if you replaced the default with his), 1 = my custom blue, 2 = red, etc...) to use indoors and outdoors.

My first run through I would get black screens with it on and then only at certain angles. Then came the ever increasing darkness - so we are not needing the other shaders only the dll from Scanti - I'll try removing them later after work. I did make sure to deactivate all other OBGE shaders before use too.
Hey Psymon! Black screens? Ever increasing darkness? Oh?
Not really sure what's happening there? Unless you were using my previous version of Simple vampirism expanded.
It had a bug in its OBGE shader code that created multiple shaders and used them on top of the previous shader at every load.
I've fixed that now and released an update to that mod last night.

Anyway, only my files and Scanti's SwitchNightEyeShaders.dll are required.
Continued...I'm using spoiler tags to simply clean-up this post. Only 1 paragraph per reply. ;)
Spoiler
I don't have Timeslip's replacements but I have Zeroed's Less Overpowered Nighteye.
And my mod works with that properly.
For a test (in my new version), I have one of Zeroed's shaders working indoors and one of mine working outdoors.
Timeslip's and Zeroed's mods are true Night-eye shader replacements.
They actually override the vanilla shaders.
Scanti's and my mod are separate (i.e. separated from the game) full-screen shaders that, with Scanti's SwitchNightEyeShaders.dll, can be used in-game at any time - i.e. not just when Night-eye is active.
With Scanti's dll, any shader can actually be overlayed on-top of your normal view or be used at anytime.
(That's a heads-up to other mod authors reading this.)

I also have a couple of OBGE full-screen shader mods:
Abo's Realistic Health low-health shader in my Alternatives to death and reload mod AND
my blood-coloured shader in my Simple vampirism expanded mod.
My Detect life effect and Night-eye shader mod works with them.

The difference between OBGE full-screen shaders and Timeslip's, Zeroed's and Scanti's shaders is that Timeslip's, Zeroed's and Scanti's work off Oblvion's native shader system.
OBGE, as far as I can tell, works off the post-processed-by-Oblivion screen.
By the time OBGE processes the screen, all the shadowed areas are simply and purely just black pixels.
And multiplying the brightness of black (i.e. 0) by any number will always be black (i.e. 0).

Let me release this next version and try that.


re: Clean-up
Would it be possible to extend the protection of dropped items to companions as well? I've had companions drop favorite swords of mine during battle before, and there's never a happy ending to that (unless the item is easily spotted.) In fact, is there a mod that allows you to detect player-dropped items, or items in the grass. I thought I ran across one a long while back...
Hey Tomlong!
Unfortunately, no it is not possible.
Clean-up's dropped-inventory detection was quite a tricky bit of code to write.
And that was before the new OBSE's GetPCLastDroppedItem function.
Also Clean-up's code actually detects all the items that the player drops.
GetPCLastDroppedItem may (I'm not really sure) only detect the last item dropped.
I can't even think of a way to do it. Sorry that I can't help.

re: Horse commands
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.
Ahhh...kf file!
I thought since the horse's walk and run animation speeds were affected by ModAV Speed, it's attack animation would also be affected.
My Horse speed equals player's speed mod only applied its changes when the player is riding the horse at walk-speeds.
I revert the horse's BaseAV speed when the player gets the horse to gallop at run-speeds.
I may have to rethink my Speed +25 Combat training Ability.
Thanks!

I have a problem with Horse Commands 4.8, actually one minor one and one more problematic one. I'm doing the MQ. Maborel gave me his horse. I rode it around quite a bit, but (1) right from the start, it was telling me there was about a 28 percent chance to get caught for horse thievery. Then at one point it went up to about 54; not sure if I left him alone for a long time maybe. Since Maborel gave it to me, it really shouldn't pose any chance for being caught should it? (2) The second time I entered the Kvatch Oblivion Gate, I fast traveled (on horseback) from Skingrad to the Gate. I arrived between the gate and the barricade, and saw a message that my "horse is stabled outside the city gate." Since I've come back out, I can't find the horse. The Horse Command Lesser Power makes the whistle but he never shows up. I've seen that happen when he gets wedged in corridors and such, so maybe he is just stuck somewhere? He is not in the Kvatch camp or at Skingrad. I checked into using one of the console commands (prid, placeatme, etc.) but couldn't get that to work with the Prior Maborel RefID on UESPWiki. Any failsafe way to get the horse back to me.
Maborel's horse? Oh? I'll need to look into that.
That stolen horses component of Horse commands shouldn't even be running on player-owned horses.
The message about your horses stabled outside the city gate is due to Oblivion's default Fast travel system.
Fast travel (may) dismounts the player and puts the horse into the city's stable.
That's the feature that I cannot override with my mod.
I don't really know where the horse is put when you Fast travel to the Kvatch gate. And how would you lose the horse in Oblivion's default system?
(I've not used Fast travel since before Xebeth's Horse commands 1 - that was 2006, before I even started modding.)

Continued...I'm using spoiler tags to simply clean-up this post. Only 1 paragraph per reply. ;)
Spoiler
Still having the Horse command Lesser power means that the horse is still alive somewhere.
(You lose that Lesser power when all your horses have died. And you automatically get it back when you get a new horse.)
Since the horse is still in follow mode (I think - because it would have detected that you dismounted), it should teleport to you when next you enter an exterior place (even from another exterior place).
I suggest entering an interior cell then exiting it again. Or going through a city gate. (I.e. entering an exterior place from another exterior place).
The horse should appear next to you.
If it doesnt, check your Horse and rider quest target. The green arrow should point you to where its was last detected.
If the horse is not there and there is no body, the its very likely the horse has been "disabled" in the game.
If you know its RefId, you can renable it again with the console command: .Enable.
I hope that helps.


Make a save file...
Thanks for the help, Tomlong!
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Gemma Archer
 
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Post » Wed Mar 30, 2011 2:44 pm

Actually after reading the nexus page on scanti's mod:
Any shaders you create must be in the pso file format and be placed in the data\shaders\nighteye folder and the data\shaders\hdr.nighteye folder. Each shader must have 2 versions. One normal shader in the data\shaders\nighteye folder and another for when the game is using HDR in the data\shaders\hdr.nighteye folder.
(If you miss out the hdr version of the shader and the player is using hdr then the screen will black-out or white-out while night eye is active).


I wasn't sure if I had HDR on or not (I don't think so) , but I reset with no bloom, no HDR, no AA. BUt the black screen was from activating while in an interior. In fact so was the dark screen. Likely the bug you already found.

What no OBGEv2 - that is where it is at. Realistic Health will work with it too.

One thing I notices with the night eye is that when using dark cave textures that reflect no light - the night eye is only slightly better than pitch black and only skin, fire, stone, and fog show up well. So I might have to rethink Ampol's cave textures.
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Stat Wrecker
 
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Post » Wed Mar 30, 2011 12:56 am

Actually after reading the nexus page on scanti's mod: I wasn't sure if I had HDR on or not (I don't think so) , but I reset with no bloom, no HDR, no AA. BUt the black screen was from activating while in an interior. In fact so was the dark screen. Likely the bug you already found. What no OBGEv2 - that is where it is at. Realistic Health will work with it too. One thing I notices with the night eye is that when using dark cave textures that reflect no light - the night eye is only slightly better than pitch black and only skin, fire, stone, and fog show up well. So I might have to rethink Ampol's cave textures.
Hey Psymon!
I don't I missed the hdr files in my previous version.
And regardless of which OBGE you have installed, my Detect life effect and Night-eye shader mod doesn't use OBGE.
I simply tried creating a shader with it. But the released version only has the SwitchNightEyeShaders plug-in version active.
Try my new version. But I doubt it will help with your very dark screens.




Updates:
Detect life effect and Night-eye shader http://tesnexus.com/downloads/file.php?id=36407
0.51, 4 January 2011:
  • New feature: Apart from the blue-coloured shader, there are red, yellow, purple, orange and green shaders.
    Choose one that is appropriate and works well with your Detect life effect.
  • New read-me section: Using Detect life from other mods
    If you wish to use the Detect life effect in THIS mod, ensure that this is loaded AFTER any other effects mod.
    If you wish to use the Detect life effect from ANOTHER mod, ensure that this is loaded BEFORE that mod.
  • New feature: In the INI file, set which shaders you wish to use in interior and exterior cells.
  • Bug-fix: Detecting when to switch to the new Night-eye shader.
    Previously, if you started in an interior cell the mod will not switch to the custom Night-eye shader until it detects that you've moved between an exterior and interior cell - regardless of how many times you cast a Night-eye ability spell or power.
    Fixed now.
  • Bug-fix: The mod's internal variable for the custom shader may get invalid if the other shader files are removed or added in the file system.
    Fixed now.


Simple vampirism expanded http://tesnexus.com/downloads/file.php?id=36408
0.52, 3 January 2011:
  • Bug-fix: Previously, players were gaining vampire levels and receiving vampiric gifts even when they are not a vampire.
    Fixed now.
  • Bug-fix: Previously, curing vampirism didn't remove the Detect life and Night-eye spells from the player.
    Fixed now.
  • Tweak: Sometimes Detect life and Night-eye would get stuck on the player after deactivating the previous version.
    It's best to upgrade to this version WITHOUT doing a clean-save.
    This version will try to fix any discrepancies with Detect life and Night-eye effects.
  • Bug-fix: Detecting OBGE.
    Previously, the mod was reliant on it because of how I incorrectly detect OBGE.
    Fixed now.

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Nauty
 
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Post » Wed Mar 30, 2011 12:07 am

re: Detect life effect and Night-eye shader
If playing the game with HDR, after installing Scanti's SwithNightEyeShaders mod, you need to delete (or rename) the "Data\Shaders\dev.nighteye" folder.
Oblivion shouldn't crash at start-up anymore and you can start using my mod. :D
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Code Affinity
 
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Post » Wed Mar 30, 2011 11:46 am

In fact, is there a mod that allows you to detect player-dropped items, or items in the grass.

Tomlong, I don't know, as always.... :facepalm:

However an admittedly ugly work-around that I employ in these instances is to temporarily set the grass distance to zero in the in-game video options until I have found the item again. :)


@Kuertee
About your Detect life effect and Night-eye shader http://tesnexus.com/...le.php?id=36407:

Do you recommend that there should be any Bash tag set for this? By default it has none. And would you say that the .esp is mergeable in Bashed Patch? In WB mod tab it is written in black, so WB does not consider it mergeable by default. But maybe it is, its sole dependency being on Oblivion.esm. I'm really just asking. I'm by no means a WB expert, I'm just as happy not to merge it.
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Terry
 
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Post » Wed Mar 30, 2011 10:22 am

I don't know, as always. :facepalm:

However an admittedly ugly work-around that I employ in these instances is to temporarily set the grass distance to zero in the in-game video options until I have found the item again. :)


Actually tg (toggle grass) in the console is much easier :)

kuertee - thanks for the explanation. Yes, I was in an interior already, that's why I wasn't seeing anything. In your screenshots, you don't show a shot with a regular night-eye shader active, only ones with normal vision to show the shadows - that's why I wasn't sure if I actually needed to cast night-eye :) How do you get the effect you had in that screenshot with the custom night-eye shader? i.e. which one are you using?

Thanks for the update - grabbing it now!
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StunnaLiike FiiFii
 
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Post » Wed Mar 30, 2011 12:04 pm

Tomlong, I don't know, as always.... :facepalm:

However an admittedly ugly work-around that I employ in these instances is to temporarily set the grass distance to zero in the in-game video options until I have found the item again. :)


@Kuertee
About your Detect life effect and Night-eye shader http://tesnexus.com/...le.php?id=36407:

Do you recommend that there should be any Bash tag set for this? By default it has none. And would you say that the .esp is mergeable in Bashed Patch? In WB mod tab it is written in black, so WB does not consider it mergeable by default. But maybe it is, its sole dependency being on Oblivion.esm. I'm really just asking. I'm by no means a WB expert, I'm just as happy not to merge it.

I forgot about that console command. Thanks for the suggestion.


Thanks for the replies all!
- Tomlong75210
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Nathan Maughan
 
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Post » Wed Mar 30, 2011 7:59 am

re: Detect life effect and Night-eye shader

Kuertee, is your Detect Life shader supposed to work better / best with HDR, Bloom or normal lighting? I have Bloom and for the life of me, your shader is just too subtle to the point of totally invisible most of the times. It also seems to work a bit inconsistently: sometimes I can see it on a person that I see clearly myself (like guard holds up a lantern in the IC). But standing near the sleeping beggar behind Roshan's shop, I can't see the effect on him... and usually I do not see it at all e.g. in the sewers when there are rats really close by or attacking me and there is total darkness, not even night-eye spell... it's just inconsistent.

Or I can see it for a moment, but then it vanishes after a few seconds. Is there a timing setting on the effect? Or a random element? Is it more visible when the life is in motion?

It seems to me that sometimes the effect is stronger when not looking directly at an actor but have him only on the side of my view. See these two sets of screenies:

  • http://i35.photobucket.com/albums/d191/haegint/Oblivion/_Beggar1noEffect.jpg
  • http://i35.photobucket.com/albums/d191/haegint/Oblivion/_Beggar2lateralEffect.jpg

  • http://i35.photobucket.com/albums/d191/haegint/Oblivion/_Beggar3aNoEffect.jpg
  • http://i35.photobucket.com/albums/d191/haegint/Oblivion/_Beggar3bLateralEffect.jpg

In the last screenie you even see a guard's cloud in the distance, about 2 inches above the crosshair. This would be a "direct view"... but he's moving... hence my comment about inconsistency. I'm trying to "learn" the effect but it just escapes me. Maybe I'm not intelligent enough for it, that's always a possibility. :confused:

The Night-eye shader is working great though. Also the switch from inside to outside or vice versa is working fine.
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Bek Rideout
 
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Post » Wed Mar 30, 2011 2:18 pm

A while back I started having a problem with my current build in which repeating an action multiple times, like firing a bow 100-150 times clearing a dungeon room of undead or using the practicing method to raise a skill-example casting heal 50 times in a row, would cause a CTD and a corrupt save when saving after wards and a CTD if I moved into a new cell. I have found that disabling the KuerteeCleanUp mod stops this from happening. Not sure if this an issue with the cleanup mod itself or is representative of a conflict between mods. Currently I am using version 55 and it does not look like the tweak in 56 would have anything to do with this problem.
The Kuertee mod does perform a very useful function and I was wondering if enabling it once in a while would be of any benefit or if it has to be running all the time. TL
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Francesca
 
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Post » Wed Mar 30, 2011 5:29 am

re: Detect life effect and Night-eye shader
Kuertee, is your Detect Life shader supposed to work better / best with HDR, Bloom or normal lighting? I have Bloom and for the life of me, your shader is just too subtle to the point of totally invisible most of the times. It also seems to work a bit inconsistently: sometimes I can see it on a person that I see clearly myself (like guard holds up a lantern in the IC). But standing near the sleeping beggar behind Roshan's shop, I can't see the effect on him... and usually I do not see it at all e.g. in the sewers when there are rats really close by or attacking me and there is total darkness, not even night-eye spell... it's just inconsistent....Or I can see it for a moment, but then it vanishes after a few seconds. Is there a timing setting on the effect? Or a random element? Is it more visible when the life is in motion? ...It seems to me that sometimes the effect is stronger when not looking directly at an actor but have him only on the side of my view. See these two sets of screenies:...In the last screenie you even see a guard's cloud in the distance, about 2 inches above the crosshair. This would be a "direct view"... but he's moving... hence my comment about inconsistency. I'm trying to "learn" the effect but it just escapes me. Maybe I'm not intelligent enough for it, that's always a possibility. :confused: The Night-eye shader is working great though. Also the switch from inside to outside or vice versa is working fine.
Hey Tommy_H!
Admittedly, I've tried this mod only in normal and HDR rendering. Will try Bloom now.
But the effect that I intended are like those in the 2nds of both your screenshots.
This http://i35.photobucket.com/albums/d191/haegint/Oblivion/_Beggar2lateralEffect.jpg and http://i35.photobucket.com/albums/d191/haegint/Oblivion/_Beggar3bLateralEffect.jpg.
Why it works intermittently, I don't know.
The subtle, non-revealing effect comes from generating only 17% of the particles.
How many "cloud burst" that 17% actually generates is anyone's guess.
I may have to increase this number.

This mod will get an update anyway.
I'll have to provide varied colour options for the Detect life shader.
It doesn't work well with the red Night-eye nor with the blood-coloured blood-starved vampire full-screen shader in Simple vampirism expanded.

re: Clean-up
A while back I started having a problem with my current build in which repeating an action multiple times, like firing a bow 100-150 times clearing a dungeon room of undead or using the practicing method to raise a skill-example casting heal 50 times in a row, would cause a CTD and a corrupt save when saving after wards and a CTD if I moved into a new cell. I have found that disabling the KuerteeCleanUp mod stops this from happening. Not sure if this an issue with the cleanup mod itself or is representative of a conflict between mods. Currently I am using version 55 and it does not look like the tweak in 56 would have anything to do with this problem.
The Kuertee mod does perform a very useful function and I was wondering if enabling it once in a while would be of any benefit or if it has to be running all the time. TL
Hey Hcir!
Yeah that 0.56 tweak will not help.
However, I'm not sure why my mod will cause this problem.
I've just looked into the code and there's nothing specific that checks the player's active effects (in the case of the player continuously casting a spell).
The only function that I actually trigger on the player is GetNumItems.
I use this to check whether they've dropped something.
And that check only occurs when the code actually runs - only every 5 seconds.
Try restarting the mod with a clean save: i.e. save a game without the mod, then reload that game with the mod.
It's possible that some data corruption occured some time in the past that causes these crashes - regradless of what you do.
Regardless, I see if the mod will keep funcitoning if it's interation is changed from every 5 seconds to everytime the player moves to a new cell.
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Suzie Dalziel
 
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Post » Wed Mar 30, 2011 2:20 pm

re: Detect life effect and Night-eye shader
Why it works intermittently, I don't know....

re: Detect life effect and Night-eye shader
Just some more feedback for you:

As to visibility of Detect Life effect: Yes of course, your effect works perfectly fine in those 2 "with effect" screenshots. What I don't understand is why the effect is present only when the beggar is in lateral view, that is when the crosshair is not pointing at him directly?? :huh:

The comparison screenies were made at the same time: direct view, shot, little camera turn, secoond shot. I should add that the shots were taken without any night-eye effect (your shaders or other shaders).

The problem with any life not detected by the detect life shaders in the sewers (just an example), either with simultaneous night-eye or without, should not be a matter of red DL clouds on red NE shaders, as I am using the blue NE shaders.

I do not use any OBGE shaders, but just vanilla, the ones from LAME (loaded before yours) and yours (loaded last). I have a Nvidia gfx card.

One question: What would speak against using your NE shaders also in exteriors?? The vanilla effect is so horrible once you get used to yours... :)

I have the mod installed for now. If I can be of further help for your updating or anything just let me know, I'm happy to help.
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Tha King o Geekz
 
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Post » Wed Mar 30, 2011 3:20 pm

re: Detect life effect and Night-eye shader
Just some more feedback for you:
As to visibility of Detect Life effect: Yes of course, your effect works perfectly fine in those 2 "with effect" screenshots. What I don't understand is why the effect is present only when the beggar is in lateral view, that is when the crosshair is not pointing at him directly?? :huh:...
Definitely weird! How the Detect Life particle effects are triggered only on actors that is not in your direct view.
And I doubt having an Nvidia (I have an Nvidia also) or ATI should matter.
Does this happen with other Detect Life shader?
Try putting LAME effects AFTER mine.
The Night-eye shader should still function.
It's completely script-based so its location in the load-order is not important.

One question: What would speak against using your NE shaders also in exteriors?? The vanilla effect is so horrible once you get used to yours... :)

It was too dark outdoors.
My Night-eye shaders actuall increase the contrast between light and dark.
The lighter the pixel, the lighter they become.
The darker the pixel, the darker they become.
I thought the default Night-eye shader suited the outdoors more - the wilderness was lit-up as I expect having night-vision would be like.
Regardless, you can actually use my Night-eye shaders outdoors by changing your preferences in the INI file.

Anyway, let me know how you go with other Detect life effect.
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louise fortin
 
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Post » Wed Mar 30, 2011 7:59 am

re: Detect life effect and Night-eye shader

Kuertee sorry for the delay... OK let's see:

...the Detect Life particle effects are triggered only on actors that is not in your direct view.
Does this happen with other Detect Life shaders?

No, for example Tejon's "Life Detected" they work normally.


The Night-eye shader should still function.

Yes, night-eye (whether yours or vanilla) is always working normally, no problems there.


Regardless, you can actually use my Night-eye shaders outdoors by changing your preferences in the INI file.

Yes, I have discovered that already. Thanks!


Try putting LAME effects AFTER mine.

I will do this, play-test now and report again!
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Arnold Wet
 
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Post » Wed Mar 30, 2011 12:04 am


re: Clean-up
Hey Hcir!
Yeah that 0.56 tweak will not help.
However, I'm not sure why my mod will cause this problem.
I've just looked into the code and there's nothing specific that checks the player's active effects (in the case of the player continuously casting a spell).
The only function that I actually trigger on the player is GetNumItems.
I use this to check whether they've dropped something.
And that check only occurs when the code actually runs - only every 5 seconds.
Try restarting the mod with a clean save: i.e. save a game without the mod, then reload that game with the mod.
It's possible that some data corruption occured some time in the past that causes these crashes - regradless of what you do.
Regardless, I see if the mod will keep funcitoning if it's interation is changed from every 5 seconds to everytime the player moves to a new cell.


Tried reloading and have not had any more troubles. So was likely some data issue with previous. Very nice :)
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R.I.P
 
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Post » Wed Mar 30, 2011 7:45 am

re: Detect life effect and Night-eye shader

Kuertee,
the test with putting your shaders before LAME shaders was not successful. I got the same behaviour as before: practically no effect when looking directly at actors and effect generally better when looking at actors laterally. :shrug:

And you were correct, your night-eye outside is indeed generally too dark.
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Georgine Lee
 
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Post » Wed Mar 30, 2011 5:30 am

Mr. Kuertee, I had used your Attribute-Based and Skill-Based Damage Modifiers OMOD and loved how it made combat more enjoyable by increasing danger at the same time as mitigating the tedious nature of vanilla combat. And it improved archery to how I like it. Now, I've recently installed OOO 1.33 OMOD but deactivated the Damage Modifiers because OOO tried to address damage. OOO changes so many things that I have no idea where the overlap would be.

Your Damage Modifiers description at tesnexus does not say whether Damage Modifiers is compatible or incompatible with OOO. Is it safe for me to activate both OMODS and sort them with BOSS. Or is there a preparation to using both, perhaps with a bashed patch?
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Justin
 
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Post » Wed Mar 30, 2011 9:28 am

I've been using your Detect Life and Night-eye shader and am finding the night-eye not quite bright enough. Under water, it's not usable at all - I really can't see where I'm going. And I'm finding that even running around in dungeon, I can't see loot that's hidden in the nooks and crannies. Is there a setting or two that I might tweak? I love the concept and it's a major improvement over the regular shader. Btw, I'm using the real lights component of All Natural, so that might be a contributing factor.
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Alexander Horton
 
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Post » Wed Mar 30, 2011 10:48 am

I've just started using Attribute-based and skill-based damage modifiers on default settings. I've only done one dungeon with it on so this might be premature but so far I haven't noticed any difference regarding NPCs melee attacks on my char, but my char can suddenly two-hit kill guys that previously took several more hits to bring down. I wonder what FCOM users think of it - perhaps enemy NPCs mostly have strength etc. in the 50's so it doesn't make much difference in practice? I added it as it seems logical that damage should be (more) affected by attributes/skills - but I also thought it would up the challenge rather than the other way around.

EDIT: OK. I checked the weapon stats with and w/o Attribute-based and skill-based damage modifiers.

Fang w/o it: 33
Fang with it: 70

And this with Strength 44 and Blade 51. So that would explain why my char was so much deadlier (she buffs strength when fighting as well - so the damage was even higher in practice). But then it's quite odd that she didn't notice any difference when it comes to damage from enemies. :unsure:
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Sammykins
 
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Post » Wed Mar 30, 2011 8:59 am

Arkngt-

Definitely the aim of the mod is damage multipliers - it even names the effect in the ini.

I can't speak for Kuertee, but I got the sense that he created it in response to Duke Patricks old SCA mod in that the SCA mod had damage upped on weapons and the part about character skills was less emphasized in order to emphaize player skill. Kuertee more emphasized character skill in order to create a more rpg effect. Duke's SCA mod does much more than damage in terms of combat AI, but for weapon damage that is, I think, the main differences between the two.

It is an option in the ini - you can reduce how much it multiplies.

Another factor is MOBS/OMOBS - I wrestled with this in my games and with long correspondence with Duke and some with Kuertee. Just consider that the weapons stats are increased with MOBS then that feeds into what these mods do too. With FCOM I've tried removing as much MOBS effect as possible and at other times making sure I had it covering as much as possible. I settled on keeping as much MOBS as possible for the sake of a kind of balance.

I really wish overhauls that address scaling and encounters would leave weapon damage and stats alone (or in separate esp) so that these kinds of mods could be more readily used.
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Lloyd Muldowney
 
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Post » Wed Mar 30, 2011 11:48 am

Definitely the aim of the mod is damage multipliers - it even names the effect in the ini.


Believe it or not, I actually understand that it does that. It just seems to completely unbalance the game in favor of the PC so far, so I was wondering how it works out in practice in the game. Generally, I want mods that ups the challenge rather than the opposite. Also, I was surprised that the damage was more than doubled with Strength at 44 and Blade at c. 50.
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Roanne Bardsley
 
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