[relz] mods by kuertee (thread 6)

Post » Wed Mar 30, 2011 2:06 am

The default is 5x - I think Phitts Phighting Phixes does not offer an option and you can set it yourself.

Try lowering to 2-3x. I'm using this with Nehrim and have been beaten many times in that game and it is notoriously easy (vanilla status combat).

While I appreciate that this mod exists - I much prefer Duke's mod because Oblivion to me is about player skill more so than with Morrowind and other rpg titles like NWN. But then Duke offered all the extra esp like combat geometry and shield bashing and momentum based damage to round out the damage and AI of the SCA mod. The NPCs are much more daunting with those extras than with any simple damage multiplier mod because with vanilla the NPCs are dumb and so the PC always has the advantage.
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Steph
 
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Post » Wed Mar 30, 2011 4:21 am

The default is 5x - I think Phitts Phighting Phixes does not offer an option and you can set it yourself.

Try lowering to 2-3x. I'm using this with Nehrim and have been beaten many times in that game and it is notoriously easy (vanilla status combat).

While I appreciate that this mod exists - I much prefer Duke's mod because Oblivion to me is about player skill more so than with Morrowind and other rpg titles like NWN. But then Duke offered all the extra esp like combat geometry and shield bashing and momentum based damage to round out the damage and AI of the SCA mod. The NPCs are much more daunting with those extras than with any simple damage multiplier mod because with vanilla the NPCs are dumb and so the PC always has the advantage.


Yes, but my point is that NPCs have their default stats while the player has a brain and thus will go for high strength etc., resulting in an unbalanced game. At least that was my first impression. Guess some bosses might have high stats and thus become quite devastating - but overall I'd guess that the player has the advantage. But I'm not sure as I haven't studied NPC stats to say the least - so I was wondering about others experiences with this mod.
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Baylea Isaacs
 
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Post » Wed Mar 30, 2011 1:21 am

I've never chosen strength as major. It is to easy to level anyway.

With Nehrim this mod added difficulty for sure. Must be careful against multiple. But as just a damage mod it is not even as comprehensive as Phitts because it does not address AI.

And my point is that you can adjust - perhaps the default of 5 is good for a vanilla game (Kuertee's preferred overhaul) but 2-3 is better for FCOM. Choices.
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Nick Pryce
 
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Post » Wed Mar 30, 2011 12:56 am

And my point is that you can adjust - perhaps the default of 5 is good for a vanilla game (Kuertee's preferred overhaul) but 2-3 is better for FCOM. Choices.


But then it would be the same player advantage (if I'm correct in my reasoning) - only slightly lowered. It wouldn't address my main concern with the mod. Anyway, guess it's just not for me. I take balance and added challenge over "realism" any day.
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jennie xhx
 
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Post » Wed Mar 30, 2011 2:33 am

Not necessarily it could just be with FCOM underneath it is skewed more in your favor. FCOM because it covers so much can make adding mods like this a pain at times.

This is not a realism mod - that was all referencing Duke's mod. This is an rpg mod where character stats matter more.

Also this is mainly going to address NPCs and not creatures (same with Dukes mod actually) - Which means that if a creature from MMM is involved it may not be getting the umph. Phitt's mod will handle all damage - from creatures too.
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Cheville Thompson
 
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Post » Wed Mar 30, 2011 2:02 pm

These are my settings for AttributeAndSkillBasedDamageModifiers - you want a hard game - try these
Actually by running this not according to the recommended settings, I have a very hard and very balanced game.
First, I'm running Realistic Leveling, Got No Class, OOO and Omobs, plus Damage Text so I know what's going on.

I have set kisasdmquest.calculatefromvanilla to 0, it doesn't make sense to have this set to 1, that just nerfs all the settings.

I leave the damage mult at 5X - it doesn't set the mult to 5, it scales towards up to it, and I can tell the difference, as strength grows, damage grows and I can really tell the difference between fighting an Orc or say a Wood Elf, weapon-wise as well. I just got killed with 3 arrows by a Sylvian Ranger - but I can beat them pretty easy in a in a sword fight.

I don't care for the weakness to magic damage, so that's at 0.

set kiSASDMQuest.affectHandToHandDamage to 0, because I was fighting an NPC that was slugging me with a hammer with some damage, but after I managed a disarm, they than killed me with 3 punches. Just too much of an effect.

set kiSASDMQuest.affectDamageToWeapon to 0
set kiSASDMQuest.affectDamageToArmour to 0, because when set to 1, neither weapons or Armour take hardly any damage, another nerf setting.

set kiSASDMQuest.affectMagickaCosts to 0, I have played this at 1, but it made the game (with Supreme Magika) too easy.

With these settings my OOO (and so would be the same with Fcom) set-up is very hard, and yet it makes more sense and feels alot more balanced. Third game with these settings, one of my favorite mods.
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CRuzIta LUVz grlz
 
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Post » Wed Mar 30, 2011 1:32 am

How do you figure that kisasdmquest.calculatefromvanilla to 1 nerfs all the settings - unless you mean that you are considering mod compatibility and letting other mods do their thing. Yeah with other mods that could skew things.

Also I was wrong above - there is an ini setting for creature damage. oopsie
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lucile davignon
 
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Post » Wed Mar 30, 2011 6:12 am

How do you figure that kisasdmquest.calculatefromvanilla to 1 nerfs all the settings - unless you mean that you are considering mod compatibility and letting other mods do their thing. Yeah with other mods that could skew things.

Also I was wrong above - there is an ini setting for creature damage. oopsie

kisasdmquest.calculatefromvanilla to 1 nullifies (as far as I can tell) OOO settings. This setting was not originally in the first versions of ASBDM, as I recall it was added because people thought that it would make OOO etc. too hard. BAH! I should have spoken up at the time, but now its in BOSS, always disagreed though.

Try it out, save before a fight, change the settings, at 0, it just feels alot harder - it may be that there is much more varience in damage.
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Mario Alcantar
 
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Post » Wed Mar 30, 2011 10:49 am

Just a quick question; I'm changing RF to use tokens with attached drain enchantments and using your BattleFatigueAndInjuries as an example to find all the token corner case weirdness. I haven't used this mod in anger, but looking at it's internals, is it true that battle injuries applied by this mod gives actors the drain effect shader? I see that you have modified the drain effect in this mod... was that to reduce this shader effect? I'm attempting to find some other way to remove this shader from my drain tokens...
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Kat Stewart
 
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Post » Wed Mar 30, 2011 6:33 am

This is not a realism mod - that was all referencing Duke's mod. This is an rpg mod where character stats matter more.

Also this is mainly going to address NPCs and not creatures (same with Dukes mod actually) - Which means that if a creature from MMM is involved it may not be getting the umph. Phitt's mod will handle all damage - from creatures too.


I used "realism" with quote marks. I just meant that it's logical = realistic that attributes/skills should matter more when it comes to weapon damage, but that it perhaps doesn't translate to a balanced/challenging game when implemented as the PC can control skills/attributes in one way or another while NPCs can not.

I wonder if it will affect Balrogs - as they are creatures? They are tough to begin with and with Creature Damage Fix and AttributeAndSkillBasedDamageModifiers (if it affects them), they should be even more awesome.

These are my settings for AttributeAndSkillBasedDamageModifiers - you want a hard game - try these
Actually by running this not according to the recommended settings, I have a very hard and very balanced game.
First, I'm running Realistic Leveling, Got No Class, OOO and Omobs, plus Damage Text so I know what's going on.

I have set kisasdmquest.calculatefromvanilla to 0, it doesn't make sense to have this set to 1, that just nerfs all the settings.

I leave the damage mult at 5X - it doesn't set the mult to 5, it scales towards up to it, and I can tell the difference, as strength grows, damage grows and I can really tell the difference between fighting an Orc or say a Wood Elf, weapon-wise as well. I just got killed with 3 arrows by a Sylvian Ranger - but I can beat them pretty easy in a in a sword fight.

I don't care for the weakness to magic damage, so that's at 0.

set kiSASDMQuest.affectHandToHandDamage to 0, because I was fighting an NPC that was slugging me with a hammer with some damage, but after I managed a disarm, they than killed me with 3 punches. Just too much of an effect.

set kiSASDMQuest.affectDamageToWeapon to 0
set kiSASDMQuest.affectDamageToArmour to 0, because when set to 1, neither weapons or Armour take hardly any damage, another nerf setting.

set kiSASDMQuest.affectMagickaCosts to 0, I have played this at 1, but it made the game (with Supreme Magika) too easy.

With these settings my OOO (and so would be the same with Fcom) set-up is very hard, and yet it makes more sense and feels alot more balanced. Third game with these settings, one of my favorite mods.


Thanks! I'll give it a go with those settings. :)

EDIT: Did an Oblivion plane with the new settings and ended up setting newWeaponDamageMultiplier to 4, partly because 5 gives too much incentive for my char who is a Mage to switch to swords - and also because some Dremoras just were too powerful. The latter is probably caused by using AttributeAndSkillBasedDamageModifiers together with Creature Damage Fix set to affect Dremoras as well. We'll see after playing some more.
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Yonah
 
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Post » Wed Mar 30, 2011 9:32 am

Sorry for all the delays.

re: Attributes-based and skills-based damage modifiers
Nenina, Arkngt, Psymon, XenoHellblazer
Hey guys!
Hope you're finding the mod useful.

Psymon's correct. I built the mod after I started to slowly remove my Duke's mod off my list.
I had a pretty slow computer. And those mods were simply too good that they were affecting my frame-rate.
With that slow computer, a more RPG-based combat was suitable.
Also my play-style started to change from action-oriented to simple relaxation.

Anyway...the effects of the mod are applied to both the player and NPCs.
Creature damage not so much - as I found out later.
I hope this "Creature Damage Fix" (is it another mod) helps.

In regards to Dremoras (and other bipedal-type creatures e.g. Undead), I found them to be affected by the mod - unlike other normal creatures (e.g. boars).
I have a feeling that some "creatures" (e.g. Undead) not categorised as NPCs use the game's Attributes and Skills system.
I'm not sure if the Balrog is so, however.

re: Battle fatigue and injuries
Just a quick question; I'm changing RF to use tokens with attached drain enchantments and using your BattleFatigueAndInjuries as an example to find all the token corner case weirdness. I haven't used this mod in anger, but looking at it's internals, is it true that battle injuries applied by this mod gives actors the drain effect shader? I see that you have modified the drain effect in this mod... was that to reduce this shader effect? I'm attempting to find some other way to remove this shader from my drain tokens...

"in anger"? Hahaha!
Anyway, yes. All actors with these tokens will have the shader.
Setting the persistance to 0 in the Drain Effect shader properties was the only way I found to get the Drain Effect shader to not persist.
But some mods actually change which shader is used by the Drain Magic Effects.
Sadly, extra separate ESPs based on these mods are required to change the effect used back to default Drain Effect shader.

Note: If you're planning to dynamically set the magnitude of the token, good luck.
There are other considerations to build for.
BFandI is different that it has an actual token for each value of an effect.
E.g.: There are 100 Drain Strength tokens - 1 for each value.
My other mods: Eat and Sleep, Death Penalties in Alternatives to death and reload, etc... uses limited tokens that I change dynamically.
I've not tested the process enough to apply them to NPCs - I found them to be quite buggy.

But to the player, the process I used is:
1. Ensure token is not equipped and not on the player.
2. Change the magnitude of the effect.
3. Add to the player's inventory.
4. Equip.
Of course, each stepped had to be in a separate "time-slice"/frame to ensure that token has the correct magnitude.

I hope this helps.
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Rinceoir
 
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Post » Wed Mar 30, 2011 10:56 am

I had a pretty slow computer. And those mods were simply too good that they were affecting my frame-rate.
With that slow computer, a more RPG-based combat was suitable.
Also my play-style started to change from action-oriented to simple relaxation.

I've always worried a bit about perfomance of script heavy mods, but there seems to be zero info on what kinds of things are expensive. With RL I even did some benchmarking of different approaches to find that my "iterate through spells and affects" approach was significantly cheaper than using OBSE's GetTotalAEAbilityMagnitude.

Because there is zero information I tend to assume that everything is expensive and try like hell to just minimize my scripts. They only do things when they are needed or as infrequently as is possible. I'd be very interested if anyone found any of my mods cause any sort of noticeable or measurable slowdowns.

re: Battle fatigue and injuries
Anyway, yes. All actors with these tokens will have the shader.
Setting the persistance to 0 in the Drain Effect shader properties was the only way I found to get the Drain Effect shader to not persist.
But some mods actually change which shader is used by the Drain Magic Effects.
Sadly, extra separate ESPs based on these mods are required to change the effect used back to default Drain Effect shader.

Note: If you're planning to dynamically set the magnitude of the token, good luck.
There are other considerations to build for.
BFandI is different that it has an actual token for each value of an effect.
E.g.: There are 100 Drain Strength tokens - 1 for each value.
My other mods: Eat and Sleep, Death Penalties in Alternatives to death and reload, etc... uses limited tokens that I change dynamically.
I've not tested the process enough to apply them to NPCs - I found them to be quite buggy.

But to the player, the process I used is:
1. Ensure token is not equipped and not on the player.
2. Change the magnitude of the effect.
3. Add to the player's inventory.
4. Equip.
Of course, each stepped had to be in a separate "time-slice"/frame to ensure that token has the correct magnitude.

I've been doing some extensive testing on this using drain fatigue tokens that I hope to summarize at some point and I've found;

1) you can addItem/equipItem in the same frame, but it takes 2 frames after that before the stat change is applied. Also, unequipItem takes a frame or two, so you cannot unEquipItem/SetNthEffectItemMagnitude/equipItem in the same frame.

2) you can change the EffectItem magnitude any time after the token has been added to the player and it works OK.

3) you can change the EffectItem magnitude immediately before equipping the token and it works OK. In fact, you can change the magnitude immediately after equipItemNS and it still uses the magnitude at the time equipItemNS was called, even though the stats change is not applied until a frame later. This suggests waiting a frame before equipping it is a bad idea... some other token might change the magnitude while you are waiting and you end up equipping it with a different magnitude to what you want.

4) The EffectItem magnitude makes no difference when the token is unequipped... the ActiveEffect magnitude as was applied is correctly removed. However, it is not removed until the frame (or 2?) after calling unequipItemNS. Calling equipItemNS will do nothing if called immediately after unequipItemNS and before the unequip has been applied... the item will still be unequipped a couple of frames later.

5) The ActiveEffect is added immediately after you call equpItemNS, with GetEquipped, IsSpellTarget, and GetTotalAEMagnitude all reporting it's applied, though the actors stats are not changed until a frame later. The hitshader effects are also not applied immediately, but are added later, presumably in the same frame that the actors stats are changed.

6) You can use (Set|Mod)NthAEMagnitude on the token's ActiveEffect after it's been applied. If you do this in the same frame as equipItemNS before the stats change has been applied to the actor, when it is applied it will use the ActiveEffect magnitude, not the EffectItem magnitude. If you do this after the applied ActiveEffect has modified the actors stats, then the actors stats will not be modified. When you unequip the token the actors stats will be restored by the ActiveEffect magnitude, so if you changed it without the change being applied to the actors stats, the actors stats will be restored incorrectly. However, you can use "modAVmod fatigue max" to manually modify the applied drain when you change the ActiveEffect magnitude to keep them in sync.

7) You can turn off the hitshader effects by using OBSE's SetMENoHitEffect. However, this will turn off the hit effect for all DRFA spells, so you only want to do it while your token is being equipped, and then toggle it back to whatever it was before you turned it off (check using MagicEffectHasNoHitEffect). Unfortunately, this is the frame after equipItemNS, and it uses the value at the time it is applied. This means you need to toggle it off in the frame you call equipItemNS, and then toggle it back a couple of frames later. If you have multiple tokens all doing this, then one might toggle it one way in the same frame as another toggles it back, messing with each other. The best way I can think of fixing this is to have a single quest responsible for toggling it on/off and a function that the tokens call that tell it to turn it off for the next 2 frames. There will still be a race-condition where normal drain effect spells might be applied without their shader during the small window when it's toggled off for a token, but it should be pretty rare and will cause minimal problems (a drain effect spell gets applied without it's shader).

8) sound spam equipItemNS/unequipItemNS... the only way to turn this off is using the message buffer overloading trick (which also turns off the sounds), or using OBSE v0020's equipItemSilent/unequipItemSilent. The sound spam during addItemNS/removeItemNS is less of a problem if you just add the items once and equip/unequip them when needed, otherwise you can also use message buffer overloading or transfer via a container using removeAllItems.
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glot
 
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Post » Wed Mar 30, 2011 10:13 am

Hi,

I have just loaded up your horse commands, and there seems to be a problem with Prior Marobel's horse in that it thinks the horse is stolen...

Michi
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Jade Barnes-Mackey
 
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Post » Wed Mar 30, 2011 3:12 pm

Good work, Abo!
*saved!


Hi,...I have just loaded up your horse commands, and there seems to be a problem with Prior Marobel's horse in that it thinks the horse is stolen...Michi

Hey Michi!
That's been reported previously by one other.
Unfortunately, I can't look at it at the moment.
Sorry, mate.

The best I can do, is to suggest that you restart the mod.
1. Make sure you first remove your items from all the saddlebags.
2. Make sure that you've already acquired Prior Marobel's horse.
3. Mount/dismount the horse until the cursor indicates that it is not stolen.
4. Save a game.
5. Deactivate the mod.
6. Load that game then save it again. This should clean the game of the mod.
7. Activate the mod.
8. Load that game. This should restart the mod from scratch.

Good luck!
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Jeremy Kenney
 
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Post » Wed Mar 30, 2011 8:41 am

Good work, Abo!

Just some more updates;

5) Although GetTotalAEMagnitude does immediately report the applied effect after equipItem, for drains it does so with a positive magnitude. In the following frame when it gets applied to the actor's stats the magnitude is inverted and turned into a negative value. I suspect this is likely to only apply to drain and maybe damage spells, where the effect magnitude is turned into stat-delta value when it is applied in the following frame.

6) You need to take into account the inverted magnitude if using (Set|Mod)NthAEMagnitude before the ActiveEffect is applied. OBSE 0020's IsNthActiveEffectApplied is probably useful for this.

8) the message buffer overflow technique for silencing message spam will not silence equip/unequip sounds. The only way to silence equip/unequip sounds is OBSE 0020's equipItemSilent/unequipItemSilent. However, if you are equipping tokens due to damage, the general combat sounds will usually mask the equip/unequip sounds so they are not very noticeable.
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Kelly Osbourne Kelly
 
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Post » Wed Mar 30, 2011 3:10 pm

Hey Kuertee,

I think you missed my previous question about the Detect Life and Nighteye shaders, so I'll repeat it:

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.


Now I have found changing the ini to use yellow is a bit better, but it still doesn't work very well under water. Could you perhaps put a check in for being under water and use the default shader? A good test dungeon is Fanacas. As I said, it might be more of an issue for me because I'm running All Natural - Real Lights, so dungeons are pretty dark.
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Claire Lynham
 
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Post » Wed Mar 30, 2011 12:46 am

Here you go, Andalaybay.

Updates:
Detect life effect and Night-eye shader http://tesnexus.com/downloads/file.php?id=36407
0.52, 1 March 2011:
  • New feature: You can now set which shader to use when underwater.
    Note that the shader used when underwater takes precedent over the shader used in an interior or exterior cell.
  • New install instruction:
    Read the section below.
    The new critical step is:
    ...2. Delete or rename the "Data\Shaders\dev.nighteye". These will crash the game when Bloom or HDR rendering is used. This folder is only used when creating new shaders...


Simple vampirism expanded http://tesnexus.com/downloads/file.php?id=36408
0.53, 1 March 2011:
  • Bug-fix: Dream messages should show only after the player has slept.
  • Tweak: Abilities are now enchanted and slot-less (i.e. invisible) clothing.
    Abilities and spell effects corrupt player's Actor Values when the mod is deactivated.
    Not so with enchanted and slot-less clothing.
  • Tweak: Blood-coloured view when hungry for blood only affects the edges of the screen.
    I.e. the centre of the screen remains free of the full-screen shader.






re: Horse commands
I'm sorry, that I don't have time to update and test the mod.
The previous Horse Training didn't really change much in regards to the horse's attacks.
miguick told me this and I've confirmed it.
But Health increases (lives a little bit longer) and Speed (helps them get away) do help a bit however.
My new version is still in my HD and in "testing" phase.
When I get back to it, I'll look into the stolen-Prior-Maborel's-horse bug,
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Elizabeth Lysons
 
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Post » Wed Mar 30, 2011 6:40 am

Here you go, Andalaybay.

Updates:
Detect life effect and Night-eye shader http://tesnexus.com/downloads/file.php?id=36407
0.52, 1 March 2011:
  • New feature: You can now set which shader to use when underwater.
    Note that the shader used when underwater takes precedent over the shader used in an interior or exterior cell.
  • New install instruction:
    Read the section below.
    The new critical step is:
    ...2. Delete or rename the "Data\Shaders\dev.nighteye". These will crash the game when Bloom or HDR rendering is used. This folder is only used when creating new shaders...


Simple vampirism expanded http://tesnexus.com/downloads/file.php?id=36408
0.53, 1 March 2011:
  • Bug-fix: Dream messages should show only after the player has slept.
  • Tweak: Abilities are now enchanted and slot-less (i.e. invisible) clothing.
    Abilities and spell effects corrupt player's Actor Values when the mod is deactivated.
    Not so with enchanted and slot-less clothing.
  • Tweak: Blood-coloured view when hungry for blood only affects the edges of the screen.
    I.e. the centre of the screen remains free of the full-screen shader.






re: Horse commands
I'm sorry, that I don't have time to update and test the mod.
The previous Horse Training didn't really change much in regards to the horse's attacks.
miguick told me this and I've confirmed it.
But Health increases (lives a little bit longer) and Speed (helps them get away) do help a bit however.
My new version is still in my HD and in "testing" phase.
When I get back to it, I'll look into the stolen-Prior-Maborel's-horse bug,


Careful... With that kind of turn around, we're going to expect this all the time :rofl:

Thanks Kuertee! Grabbing now.
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Chloe :)
 
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Post » Wed Mar 30, 2011 3:39 pm

I've always worried a bit about perfomance of script heavy mods, but there seems to be zero info on what kinds of things are expensive.

DragoonWraith did a bunch of profiling and the outcome was that in 99% of situations, scripts are negligible. A few other people have come up with similar results. Two dozen calls to GetTotalAEMagnitude may be significantly more expensive than a single loop to collect them, but it's still not significantly expensive if you're only doing it on the player. (That's one of the few operations that might have an impact if you're doing it for every actor.)

AI and render data composition (before the video card takes over) are both orders of magnitude above even the worst scripts in terms of CPU impact. Short of a runaway loop or crazy two-script interaction, which will just freeze or crash, there's not much to worry about.
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Emma Pennington
 
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Post » Wed Mar 30, 2011 2:12 am

Thanks tejon for that heads-up about scripts!





Horse commands http://www.tesnexus.com/downloads/file.php?id=8766
This should fix the bug which incorrectly flagged horses the player should own as stolen.
This was a long standing bug caused by me.
I've always already had a horse by the time I deliver the Amulet and so never asked Prior Maborel for his horse.

4.91, 13 March 2011:
  • Tweaks: After a short discussion with miguick and my testing, I found that Agility, Strength and Speed Fortify Abilities gained from horses' Combat training were not useful.
    So these have been removed and have been replaced by these:
    Basic: Health +25, 25 Shield
    Advanced: Health +50, 50 Shield
  • Bug-fix: Determining whether the horse should be owned by the player or not.
    This new version should automatically fix any horse (e.g. Prior Maborel's) that has been tagged as stolen when it shouldn't have been.

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Miss Hayley
 
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Post » Wed Mar 30, 2011 3:48 pm

I've updated this mod:
Thanks to omeletted for reporting the bugs!
Cheers!

Inventory is a backpack http://www.tesnexus.com/downloads/file.php?id=21721
0.68, 18 March 2011:
  • Bug-fix: Compatibility with theNiceOne's Enhanced Hotkeys: http://www.tesnexus.com/downloads/file.php?id=34735.
  • Bug-fix: Quest objects were previously getting dropped. Not in this version.

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Marine Arrègle
 
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Post » Wed Mar 30, 2011 2:16 pm

I've updated this mod:


All working as intended now, thanks for the update. ^_^
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Sasha Brown
 
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Post » Wed Mar 30, 2011 1:45 pm

I've updated these mods:
Updates:
Horse commands http://www.tesnexus.com/downloads/file.php?id=8766
4.92, 1 April 2011:
  • Bug-fix: Sometimes horses (even those not stolen) would be tagged as being taken back from the player by an arbitrary owner.
    When this happens, the horse will ignore all player given commands.
    This version fixes this.

Simple vampirism expanded http://tesnexus.com/downloads/file.php?id=36408
0.54, 1 April 2011:
  • Tweak: Hot-keyed spells now stick after they get upgraded/downgraded when the player's blood-lust changes.

And released a new utility:
New mod:
Console http://tesnexus.com/downloads/file.php?id=37826
Displays gameplay information on my mods that are active.
The active mods are automatically detected.
Tap the backslash key ("\") to open the console.
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Trista Jim
 
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Post » Wed Mar 30, 2011 5:23 am

I've updated these mods:

Updates:
Horse commands http://www.tesnexus.com/downloads/file.php?id=8766
4.93, 9 April 2011:
  • Tweak: A small timing error in Horse speed equals player speed was detected by Wiinikka. (Thanks, Winikka!)
    This version addresses that.

Inventory is a backpack http://www.tesnexus.com/downloads/file.php?id=21721
0.69, 9 April 2011:
  • Tweak: Encumbrance is not updated immediately due to a "bug" in Oblivion as described here: http://cs.elderscrolls.com/constwiki/index.php/Common_Bugs#Weight_Updates.
    In this version, a weightless item is added and removed from the player to update Encumbrance immediately.

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Sun of Sammy
 
Posts: 3442
Joined: Mon Oct 22, 2007 3:38 pm

Post » Wed Mar 30, 2011 5:19 am

Thanks for the updates kuertee. Big fan of your gameplay tweak mods here :goodjob:
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Manuela Ribeiro Pereira
 
Posts: 3423
Joined: Fri Nov 17, 2006 10:24 pm

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