[relz] mods by kuertee (thread 6)

Post » Wed Mar 30, 2011 4:34 am

details of changes (if any are of note) will always be in the 2nd post - the one below this.
orange: new or updated since the last time i edited this post.
? and bold: affects combat in one way or another - i.e. a combat mod.

BETA / WIP mods
(the major features of these mods are known to be working.
but they are in beta, so please save your game in a safe slot before using.)
Actor behaviour mods
  • Clothing matters (beta 0.61, 3 January 2010) http://www.tesnexus.com/downloads/file.php?id=22653
    What the player wears may affect the Disposition of NPCs they interact with. Some apparel are illegal and will draw the attention of guards when within cities. Wear the distinctive uniforms of guards and join their ranks (i.e. faction) temporarily.
  • Crime has witnesses (beta 0.53, 22 May 2009) http://www.tesnexus.com/downloads/file.php?id=22894
    The player can remove Bounties for crimes by either: 1. killing the witnesses or 2. coercing (Disposition 100) the witnesses to not report the crime.
  • Horse commands v4 (4.93, 9 April 2011) http://www.tesnexus.com/downloads/file.php?id=8766
    Horse commands, Horse speed equals player speed, Own stolen horses over time, Simple saddlebags
  • Looting dead guards is stealing (beta 0.54, 14 March 2009) http://www.tesnexus.com/downloads/file.php?id=21784
    The distinctive armour and weapons of guards are set as being stolen when taken from a dead guard. Wearing guard armour in cities the guard armour originates from will make the guards in those cities suspicious of the player. Eventually, the player will be arrested for impersonating a guard.
  • ?No looting during combat (beta 0.52, 3 January 2011) http://www.tesnexus.com/downloads/file.php?id=21662
    The player can't loot while in combat. Melee opponents will stop you from looting. But ranged combatants will not when protected from their missiles. I.e.: LOS checks are done to allow / disallow looting.
  • ?NPCs yield (beta 0.66, 3 January 2011) http://www.tesnexus.com/downloads/file.php?id=22392
    Applies these behaviors to actors: Creatures flee, Fight or fly, NPCs yield. Supports Vows and Covenants' Demand Surrender game-play.
  • Wandering encounters (beta 0.54, 14 December 2010) http://www.tesnexus.com/downloads/file.php?id=25449
    NPCs spawned in the wilds may decide travel to one of the cities.
  • NPCs are suspicious (beta 0.5, 15 February 2009) http://www.tesnexus.com/downloads/file.php?id=22580
    NPCs will investigate suspicious sounds/disturbances that the player can create by using Oblivion's default grab and throw functionality on items.
    This has now been made obsolete by shadeMe's Enhanced grabbing: http://www.tesnexus.com/downloads/file.php?id=19847. forum thread (may be closed in the future due to post limit): http://www.gamesas....howtopic=950553.

Realism mods
These mods are best played with other mods that more closely simulates: Encumbrance, Fatigue, Hunger, Sleep, etc. than normal Oblivion.
Currently, I have played these with Abo's Realistic Fatigue, Battle fatigue and injuries, and Eat and sleep.
  • ?Alternatives to death and reload (beta 0.65, 3 January 2011) http://www.tesnexus.com/downloads/file.php?id=23862
    Alternatives to death and reload: Good samaritan, Reset button, and/or Death has penalties.
  • ?Attribute-based and skill-based damage modifiers (beta 0.54, 3 November 2009) http://www.tesnexus.com/downloads/file.php?id=23062
    This mod increases damages of weapons based on the wielder's attribute and skill levels. With the default settings of this mod, a character with 100 Strength and 100 Blade can inflict five times more than a character with 0 Strength and 0 Blade.
  • ?Battle fatigue and injuries (beta 0.66, 3 January 2011) http://www.tesnexus.com/downloads/file.php?id=24604
    Battle fatigue (psychological damage from getting near death from combat) and injuries (physical damage of cuts, bruises, ligament sprains) are incurred in combat.
  • Eat and sleep (beta 0.64, 14 December 2010) Source: http://www.tesnexus.com/downloads/file.php?id=24605
    Requires the player to both eat and sleep. Has features that suit high Timescales.
  • Encumbering loot armour and weapons (beta 0.54, 8 June 2009) http://www.tesnexus.com/downloads/file.php?id=22193
    Any armour and weapon that are not equipped has encumbrance penalty.
  • Gold is an inventory item (beta 0.59, 29 November 2009) http://www.tesnexus.com/downloads/file.php?id=21881
    Gold is an inventory item. It is weighted. And can be dropped or put in containers. This is an alternative to Reneer's Gold Mod. Full-credit for the idea to Reneer. Reason for building my own is in the read-me. Another alternative is Derek Baker's DB's Weighted Gold Plus.
  • Ignoring the main quest has consequences (beta 0.5, 20 February 2009) http://www.tesnexus.com/downloads/file.php?id=22699
    Gates to the planes of Oblivion will start to appear if the main quest is ignored.
  • Inventory is a backpack (beta 0.7, 10 April 2011) http://www.tesnexus.com/downloads/file.php?id=21721
    The player's inventory is a backpack item. Dropping it, will drop everything but equipped and hot-keyed items. But without it, the player won't be able to carry much.
  • ?Magicka-based magic jewelery limits (beta 0.53, 3 January 2010)
    The player's Magicka determines the number of magic jewelery they can wear.
  • Simple vampirism expanded (beta 0.54, 1 April 2011): http://tesnexus.com/downloads/file.php?id=36408
    Oblivion Vampirism reversed: stronger after feeding. Toggable Detect life and Night-eye. Random vampiric "gift". New random vampiric "gift" every 10 vampiric levels. Vampiric levels-up when character levels-up.
  • Sittable rocks (beta 0.54, 7 March 2009) http://www.tesnexus.com/downloads/file.php?id=21966
    Rocks are sittable. Just go up to one and activate it.
  • ?Death has penalties (beta 0.52, 10 February 2009) http://www.tesnexus.com/downloads/file.php?id=22121
    The penalties will be applied to ANY character in ANY game that is loaded after the player dies. This has been made obsolete by Alternatives to death and reload.
  • Simple vampirism (beta 0.5, 24 December 2010) http://tesnexus.com/downloads/file.php?id=36206
    Reverses Oblivion's vampire system so that the vampire player is stronger after feeding.

    This has been made obsolete by Simple vampirism expanded above.

Miscellaneous mods
  • Actor details (1.3, 3 January 2011) http://www.tesnexus.com/downloads/file.php?id=29127
    Prints out to the console a list detailing the current state of an actor. Includes a utility that can repair corrupted Actor Values.
  • Auto 1st-3rd person view (beta 0.984, 3 January 2011) http://www.tesnexus.com/downloads/file.php?id=21834
    Learns your point-of-view preferences in these situations: combat, running, sneaking, swimming, in doors/dungeons, in cities, in the wild. And switches the camera to those preferences.
  • Auto-save and time (beta 0.995, 29 November 2009) http://www.tesnexus.com/downloads/file.php?id=22136
    Auto-save, clock, alarm, PurgeCellBuffers, and "crucified poses" remover run at intervals set in the INI file. An alternative to Streamline's auto-save, PCB, and "crucified poses" remover functions.
  • Clean up (0.56, 15 December 2010) http://www.tesnexus.com/downloads/file.php?id=24606
    Prevents saved-game file-size bloating by cleaning the game of actor and item references that are no longer required.
  • Console (beta 0.5, 1 April 2011) http://tesnexus.com/downloads/file.php?id=37826
    Displays gameplay information on my mods that are active. The active mods are automatically detected.
  • Customisable HUD components (beta 0.57, 8 September 2009) http://www.tesnexus.com/downloads/file.php?id=22272
    Six additional bars (two of each orange, purple, and yellow) can be configured to track in-game variables.
  • Detect life and Night-eye shader (0.52, 1 March 2011) http://tesnexus.com/downloads/file.php?id=36407
    Unobtrusive on seen actors and non-revealing of type of unseen actors Detect life effect. Light-information retained (i.e. has shadow information) Night-eye shader.
  • Silent equip/unequip clothing (1.0, 3 January 2010) http://www.tesnexus.com/downloads/file.php?id=28974
    This ESP ensures that the equip and unequip sound effects of clothing items are silent. Useful if you have mods that use enchanted tokens to apply their penalties. E.g.: Battle fatigue and injuries, Eat and sleep, Magicka-base magic jewelery limits.

(these mods should be small enough that listing them in one thread is sufficient.)
Direct link to my TESNexus mods: http://www.tesnexus.com/modules/members/index.php?id=313054
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Kat Lehmann
 
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Post » Wed Mar 30, 2011 3:30 pm

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.

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.

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.

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.

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.

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.

Inventory is a backpack http://www.tesnexus.com/downloads/file.php?id=21721
0.70, 10 April 2011:
  • New feature: Filter for keeping or dropping potions.
    By default potions will be dropped with the backpack.
    This can be turned off in the INI so that all potions are kept with the player.
    Note that some versions of OBSE may classifies ingredients as potions with the IsPotion function.
    The version I use (19b) doesn't. But it's been reported that 20 does.
    If this is the case, this filter will affect ingredients as well as potions.
  • Bug-fix: Vlad found that when the backpack is picked-up immediately after it is dropped, it is not equipped and its items are not added to the player's inventory.
    (He also suggested a fix. Thanks, Vlad!)
    This version fixes this bug.
  • Bug-fix: Torch fix. Like others, Vlad also reported about this bug.
    I managed to fix this in this version.
  • Added to read-me:
    Torches
    =======
    If you have torches in your inventory, all but 1 will be dropped with the backpack.
    This is a catch-all support for all the drop-lit torches mod.

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.

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.

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...

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Brian Newman
 
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Post » Wed Mar 30, 2011 1:55 am

hey guys!

long time, no oblivion.

anyway, i have a couple more updates coming.
  • inventory is a backpack compatibility with theniceone's enhanced hot-keys.
  • going to look at the new obse to see if there are better methods/functions that i can use to update my mods.
  • i want to look at clothing matters mod in regards to the player being able to quit out of a guard's options of going to jail or attack.

just not sure when these (and other modding stuff) will happen though.
cheers!
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Mrs Pooh
 
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Post » Wed Mar 30, 2011 1:19 pm

welcome back
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Project
 
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Post » Wed Mar 30, 2011 7:29 am

:goodjob:
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Ludivine Poussineau
 
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Post » Wed Mar 30, 2011 12:35 am

hey guys!

long time, no oblivion. /snip

Nice to see you around, my friend :) Hope RL spares you more time to mod (or to just hang out here :P).

PS: Make sure you take a peek at the 'other' forum - I'm sure you'll find some incentive there...
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Dawn Porter
 
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Post » Wed Mar 30, 2011 12:25 am

Thanks for the Welcome Backs, guys!
Here are some updates.
(Note that some of my updates require OBSE 0019.)

this second post will always contain details of recent updates to my mods:

Alternatives to death and reload http://www.tesnexus.com/downloads/file.php?id=23862
0.62, 19 December 2010
Ummm...I just noticed that the file I uploaded was an old version. Sorry. I may have lost some work. :(
Spoiler
  • Tweak: When the Good samaritan feature is active across saved-games, the player will not be teleported to a safe place (i.e. inn, guild, etc.), if the game they loaded is not in the Tamriel world space.
    Previously, the player will get teleported even if they load a game that is not in the Tamriel world space (i.e. in an interior cell) simply because their last death WAS in the Tamriel world space.
  • Bug-fix: Previously, the Death penalties were doubling up: after loading a game then again after getting teleported to safety.
    This is now fixed.
  • Tweak: The number of deaths in the play-session (and if pluggy is active, the number of deaths since the mod was activated) are displayed with the Death penalties messages.
  • Tweak: For vampire players, the Good samaritan feature is treated as if the vampire teleports, flees as a cloud, or other method back to the closest safe location (guild-hall, inn, etc.).
  • Tweak: Vampire players are never teleported to jail or to any chapel.
  • Tweak: The Good samaritan messages are replaced with vampire-specific mssages.
  • Tweak: For vampire players, the Pilgrimage mini-game is changed into a feeding mini-game.
    To remove the Death penalties, the player will need to feed on people instead of making pilgrimages.
  • Bug-fix: Previously, the pilgrimage list was reset at new deaths.
    This allowed the player to return to the last altar that they just used.
    The original intention was to force the player to visit different altars.
    This is now the case.

Clean-up http://www.tesnexus.com/downloads/file.php?id=24606
0.56, 15 December 2010:
  • Bug-fix: The count for the number of items cleaned was never used.
    So it always reported 0.
    This is now fixed.
    The cleaning process, however, always worked.

Clothing matters http://www.tesnexus.com/downloads/file.php?id=22653
0.59, 16 December 2010:
  • Bug-fix: Previously, the player can exit the arrest dialogue sequence.
    This is now fixed.
  • Tweak: Disposition modifications are now applied in GameMode before entering the conversation screens.
    They are immediately removed from the NPC when the player's focus changes.

Eat and sleep http://www.tesnexus.com/downloads/file.php?id=24605
0.64, 14 December 2010:
  • Bug-fix: Previously, vampire players were still getting hungry.
    In this version, vampires' Satiation will always be full.
    Also, the auto-eat feature is disabled when a vampire.
    Manual eating via the Food menu or the Ingredients tab is still allowed.

0.63, 10 December 2010
  • Big-fix: Because the Food menu and the auto-eating menu required foods that provided 16, 8, 4 and 2 hours of Satiation, foods that provided more than 16 hours of Satiation were never added to the Food menu.
    They can still be eaten manually off the Ingredients list, however.
    But when they're the only foods in the player's inventory and the Food menu is used or the auto-eating function is triggered,
    the mod would get in a perpetual loop of trying to find suitable food.
    The in-game result of this is that auto-eating never eventuates and the Food menu item never presents the Food menu.
    This is now fixed.

Inventory is a backpack http://www.tesnexus.com/downloads/file.php?id=21721
0.67, 14 December 2010:
  • Tweak: The backpack is now dropped without any items being unequipped from the player.
  • New feature: Compatibility with theNiceOne's Enhanced Hotkeys: http://www.tesnexus.com/downloads/file.php?id=34735.

Wandering encounters http://www.tesnexus.com/downloads/file.php?id=25449
0.54, 14 December 2010:
  • Tweak/mod-compatibility: Only NPCs and creatures with a Wander AI package from the "vanila" Oblivion will be given the Travel AI Package.
    This should prevent actors specifically given a Wander AI package from another mod from travelling.

NEW MOD
Simple vampirism http://tesnexus.com/downloads/file.php?id=36206
This is a simple vampirism mod.
It simply reverses Oblivion's vampire system so that the vampire player is:
1. stronger after feeding then weakens everyday after,
2. looks younger after feeding then becomes more gaunt everyday after.

Also, the Vampire abilities and effects have been renamed.
Here they are with some detail:
Vampirism (No blood lust): Vampirism 25 (no age effect except for pale skin), Sun damage 0, Attributes and skills +20
Vampirism (Mild blood lust): Vampirism 50 (mild aging), Sun damage 1, Attributes and skills +15
Vampirism (Moderate blood lust): Vampirism 75 (moderate aging), Sun damage 4, Attributes and skills +10
Vampirism (Blood-starved): Vampirism 100 (aged and gaunt), Sun damage 8, Attributes and skills +5

This should work on any player in stock Oblivion's vampirism system - regardless of whether they are a vampire or not.
To the players who has another vampire mod and want to try my mod, I suggest that they fully uninstall the other vampire mod.
Note that most vampire mods when they become active STOPS Oblivion's vampirism system.
Ensure that the stock Oblivion's vampirism system is restarted when the vampire mod is uninstalled.
(I noticed that one vampire mod didn't do this at uinstallation.)
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Max Van Morrison
 
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Post » Wed Mar 30, 2011 6:28 am

First off thanks - to be honest I didn't think you'd be back, so good to see ya.

Question about wandering encounters changes.

Does this mean that it won't effect actors from overhauls like Frans, MMM, or TIE? I guess I'm not familiar with issues that came up with this to get the need for the change.
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Pat RiMsey
 
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Post » Wed Mar 30, 2011 9:53 am

First off thanks - to be honest I didn't think you'd be back, so good to see ya....Question about wandering encounters changes....Does this mean that it won't effect actors from overhauls like Frans, MMM, or TIE? I guess I'm not familiar with issues that came up with this to get the need for the change.

Hey Psymon! Yeah. I've played a bit of Oblivion. This time as a vampire.
My previous games were to test my mods as a Warrior, then as an Archer and the last time was a Mage.
But never as a vampire.

Anyway, I have Frans but not MMM nor TIE.
I know it works with Frans.

Basically, the tweak to the mod is to prevent NPCs with AI packages from other mods from acquiring my AI packages.
If MMM and TIE spawns uses Oblivion's AI packages, then they will receive my AI packages.

However, specific NPCs from Artmoor's mods have AI packages from those mods.
They will not acquire my AI packages.
It was Artmoor that notice the NPCs he sends to a location were leaving because the effects of my mod.

Does that help, Psymon?
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Invasion's
 
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Post » Wed Mar 30, 2011 10:09 am

welcome back kueerte :)
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Rudy Paint fingers
 
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Post » Wed Mar 30, 2011 3:03 pm

Very interested in trying some of these, thanks for the compilation of links :)

Kuertee, did you ever check out Tyler's Hungry, Thirsty, Sleepy, Tired mod? That is the one I've used for the longest time for basic needs, and it works well.

The other one I use is MD Saddlebags, which I think includes an older version of your horse commands mod. Right now those all seem to work fine for me, but if you know anything about them (e.g., how they compare and contrast to your mods) and get a chance, I'd be curious to hear your thoughts.
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gary lee
 
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Post » Wed Mar 30, 2011 7:26 am

welcome back kueerte :)
Hey Gekko64! Thanks!

Very interested in trying some of these, thanks for the compilation of links :)...Kuertee, did you ever check out Tyler's Hungry, Thirsty, Sleepy, Tired mod? That is the one I've used for the longest time for basic needs, and it works well....The other one I use is MD Saddlebags, which I think includes an older version of your horse commands mod. Right now those all seem to work fine for me, but if you know anything about them (e.g., how they compare and contrast to your mods) and get a chance, I'd be curious to hear your thoughts.
Hey Anthropoid!
I didn't get to try out Tyler's survival mod.
But I played with a few before I built my version.
Because game-time is usually compressed (i.e. runs fast), I decided to streamline the eating mini-game (auto-eat, quick cooking, etc.).
So, there is still a need to carry food when out in the wild, a benefit to buying food from a merchant, and a benefit to eating warm meals compared to cold meals, etc...
but the player simply needs to keep these in mind and do small, simple actions to satisfy hunger.

Re: MD Saddlebags...Maboroshi did try to merge my old Horse commands into it.
He partly got there then decided to re-do it. And I think this is what is available in his current version of 3.1 (unless its been updated recently.)
I played with that version for a good while then I decided to create my own Simple Saddlebags when I rebuilt Horse commands.
To be honest, I built my Simple Saddlebags because when the horse dies in MD Saddlebags and you move away from that cell (because you can't carry everything from your horses' packs) then return, the horse would be disabled and unactivatable (or something like that). I believe that Maboroshi fixed this in one of his updates.
I think my Horse commands mod is not compatible with horses that gets swapped (e.g. Horse armour) in the game.
This is because the non-armour and armoured horses in those mods are actually two different horses.
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Emmanuel Morales
 
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Post » Wed Mar 30, 2011 11:46 am

I use a lot of your mods and would like to take this opportunity to thank you for improving my gameplay in many small but significant ways. Duke Patrick is your only rival (in terms of numbers of mods) in my load order. :)
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jennie xhx
 
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Post » Wed Mar 30, 2011 10:51 am

Cool! Thanks for the reply Kuertee, and thanks for the mods! I've been wishing for something like Clothing matters for as long as I've played the game, and it is awesome to finally have it! :)

The best part of your horse commands mod is: when combined with some saddle bags, I can get my horse to follow me into most towns, and walk right up to the merchants outside doors. They don't seem to be capable of going into caves and buildings (which is good). This has tremendously enhanced my game playing by allowing me to be a pack rat and carry 3+ times more stuff back to the sale without doing so many back-n-forth trips.

Looking forward to trying more of your mods, but taking it slow so I keep a stable build.
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Tanya
 
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Post » Wed Mar 30, 2011 12:31 pm

Alternatives to Death and Reload -

Kuertee, does this mod avoid the problems associated with reloading from within the game? Meaning, when you die normally, and reload without exiting the game, sometimes scripts fail to initialize correctly, and the game doesn't seem to deal properly with disabled references - leading to more frequent CTDs. I generally avoid the crashes by exiting the game entirely before reloading, but I'm interested in this mod as an alternative to that time-consuming process.

Thanks,
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Hot
 
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Post » Tue Mar 29, 2011 11:33 pm

Hey Kuertee, question about Clothing Matters.

I just installed it and it seems to be running good. I use OOO and MMM, and Crafting stuff from animal pelts is part of one or both of those. You can build "Stealth Armor" (all black leather armor).

1. Not thinking, I rode into Imp City (well, got my horse to follow me in, then remounted) and went over to Best Defense. The guards chased me over there and I had a 5gp bounty. I'm guessing this was because the stealth armor?

2. Realizing I had made a stupid mistake (been installing a lot of new mods ;) ). I reloaded and changed into something nice (stitched leather shoes, laced leather pants, dark shirt, I'm a female wood elfette) and the guards didn't seem bothered. So then I tried putting on the Stealth Armor and stripping down to my skivvies (I have Et in Arky Spiritus, so I do mean STRIPPED down!). Neither the stealth armor nor the no clothing caused any reaction that time.

I notice in the readme it says bounty accumulates by the hour of observation, but then just riding into town prompted them to chase me, apparently because I was wearing the Stealth Armor. What surprises me about that is, I would be surprised if the Stealth Armor was listed as illegal without having added it in the .ini?
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Sista Sila
 
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Post » Wed Mar 30, 2011 1:07 pm

Woohoo!
Time for some updating work!

... and welcome back!
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Jade Barnes-Mackey
 
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Post » Wed Mar 30, 2011 2:42 am

Question about Alternative to Death. I love the idea of this, and I've found playing a new character with it installed from the beginning is really enhancing my experience by making me play more seriously and carefully. However, I'm not sure it is working properly.

I did not change anything in the .ini. I get the "Adjust Death Penalties" message whenever I load the game.

About five or ten saves ago (one day ago in game time) I got ganked by a gang of goblins and durzhogs in the Great Chamber of Fatback Cave and they killed me. The window that popped up had about the half top of game options grayed out (Save, Return, etc.). All I could do was Quit to Main Menu or Desktop really.

When I reloaded the last save just before the death occurred, nothing seems to have changed, though I of course avoided dying.

I'd really like to get this working properly, assuming it isn't? Is it possible I just lucked out and got no random attributes lost? I can post my load order if it might help..

ADDIT: and I think maybe my previous problem was with Put It In Its Place fighting with Rens and/or Clothing Matters. Turning off PiiP and have not seen it happen again.
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Danial Zachery
 
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Post » Wed Mar 30, 2011 9:27 am

I use a lot of your mods and would like to take this opportunity to thank you for improving my gameplay in many small but significant ways. Duke Patrick is your only rival (in terms of numbers of mods) in my load order. :)
Thanks wetblanket! I liked spooky's mods. Used to play them plenty.

Cool! Thanks for the reply Kuertee, and thanks for the mods! I've been wishing for something like Clothing matters for as long as I've played the game, and it is awesome to finally have it! :)...The best part of your horse commands mod is: when combined with some saddle bags, I can get my horse to follow me into most towns, and walk right up to the merchants outside doors. They don't seem to be capable of going into caves and buildings (which is good). This has tremendously enhanced my game playing by allowing me to be a pack rat and carry 3+ times more stuff back to the sale without doing so many back-n-forth trips....Looking forward to trying more of your mods, but taking it slow so I keep a stable build.
Thanks Anthropoid! Did you notice that in my Horse commands:Simple saddlebags, you have access to the contents of your saddlebag (so long as some conditions are met: e.g. no combat) after dismounting the horse EVEN if the horse is not in the same cell (i.e. you're indoors in a shop and the horse is outside)? The pack-rat/traveller/merchant will not need to worry about the encumbering effects of loot - simulates the ease of HAVING a saddlebag.

Alternatives to Death and Reload -...Kuertee, does this mod avoid the problems associated with reloading from within the game? Meaning, when you die normally, and reload without exiting the game, sometimes scripts fail to initialize correctly, and the game doesn't seem to deal properly with disabled references - leading to more frequent CTDs. I generally avoid the crashes by exiting the game entirely before reloading, but I'm interested in this mod as an alternative to that time-consuming process....Thanks,
Hey gothemasticator. Unfortunately, this mod doesn't do any of those "admin" stuff to the game to prevent crashes. This mod is simply a "death" mod.

And I didn't know that some scripts fail to initialise properly when loading without restarting. Do these include scripts from the vanilla game? If they are scripts from mods, then those mods may not simply be built "well-enough". I've certainly seen mods that function normally while playing. But put a little strain on them (something unexpected but still valid within the game - e.g. teleport) and they break (e.g. the mod's scripts stop to function because their references moves out of an active cell from the teleport.)

I mention this because I've noticed this "breakage" when I build my mods. And so, I actually have specific blocks of code that deals with references used by my mods but have become unavailble due to the player or the references themselves moving out of active cells.

NB: Active cells are usually not more than 3 or 5 cells when outdoors and only 1 cell when indoors around the player. And any references that are not persistent (e.g. common bandit) become unavailable when they are put outside these active cells. They are usually put outside these cells by the player moving to a new cell or the references themselves moving away from the player.

Hey Kuertee, question about Clothing Matters. I just installed it and it seems to be running good. I use OOO and MMM, and Crafting stuff from animal pelts is part of one or both of those. You can build "Stealth Armor" (all black leather armor). 1. Not thinking, I rode into Imp City (well, got my horse to follow me in, then remounted) and went over to Best Defense. The guards chased me over there and I had a 5gp bounty. I'm guessing this was because the stealth armor? 2. Realizing I had made a stupid mistake (been installing a lot of new mods ;) ). I reloaded and changed into something nice (stitched leather shoes, laced leather pants, dark shirt, I'm a female wood elfette) and the guards didn't seem bothered. So then I tried putting on the Stealth Armor and stripping down to my skivvies (I have Et in Arky Spiritus, so I do mean STRIPPED down!). Neither the stealth armor nor the no clothing caused any reaction that time. I notice in the readme it says bounty accumulates by the hour of observation, but then just riding into town prompted them to chase me, apparently because I was wearing the Stealth Armor. What surprises me about that is, I would be surprised if the Stealth Armor was listed as illegal without having added it in the .ini?
Hmmm...I actually don't know why the guards chased you around. And for only 5 gold bounty? The mod adds bounty over time until it gets to a threshold where the guards chase you. This threshold is usually 1000 gold bounty. This guard behaviour is from the "vanila" game. I think something else must have happened internally to your game in that session. 5 gold bounty in a shop sounds more like it was caused by "stealing".

Re: nekkid. Hahah! No one will accost the player for wearing (or not wearing) what they wish. Only illegal clothing (DB Stealth Armour) or guard uniform when not a guard, will cause the player's bounty to increase.
However, not wearing anything while conversing with NPCs will affect their disposition towards you. This effect seems subtle in-game. But it's actually not.
E.g. when conversing with one of the nobility, you'll see their disposition to the player differs depending on different valued clothings, when naked, or with adventuring gear (i.e. armour).

Woohoo! Time for some updating work!... and welcome back!
Thanks mariedanj!

Question about Alternative to Death. I love the idea of this, and I've found playing a new character with it installed from the beginning is really enhancing my experience by making me play more seriously and carefully. However, I'm not sure it is working properly.I did not change anything in the .ini. I get the "Adjust Death Penalties" message whenever I load the game.About five or ten saves ago (one day ago in game time) I got ganked by a gang of goblins and durzhogs in the Great Chamber of Fatback Cave and they killed me. The window that popped up had about the half top of game options grayed out (Save, Return, etc.). All I could do was Quit to Main Menu or Desktop really. When I reloaded the last save just before the death occurred, nothing seems to have changed, though I of course avoided dying.I'd really like to get this working properly, assuming it isn't? Is it possible I just lucked out and got no random attributes lost? I can post my load order if it might help..ADDIT: and I think maybe my previous problem was with Put It In Its Place fighting with Rens and/or Clothing Matters. Turning off PiiP and have not seen it happen again.
Oh! So you couldn't LOAD a game? That's not one of the "intended" effects of my mod. I wouldn't know why PiiiP (I use this, too), Ren's (I don't know Ren's fighting mods), or CM affect that menu. Anyway, that version of Alternatives to death and reload was actually a work-in-progress version between 0.62 and 0.63. I may have lost the actual 0.63 version and so some work. I didn't realise this until a day after the upload. I edited the posts above in this thread with a note of that yesterday.

Anyway, I worked on this last night to try to get it back to the where it should be. Here's an unreleased 0.64 version that I'm testing: https://sites.google.com/site/kuertee/kuerteeAlternativestodeathandreload0.64.7z?. I may not get to release this until after "today".

Maybe something IS happening in your game with these new mods. I suggest: waiting in a small internal cell for the length of time of the cell refresh, save the game, THEN add new mods. This ensures that the current running mods are given time to "settle down" in an "empty" cell.





HAPPY HOLIDAYS, everyone!
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Vicki Gunn
 
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Post » Tue Mar 29, 2011 11:29 pm

Actually, it seems I was wrong about the Alternatives to Death problem, or at least is has started working as it supposed to. I'm using the default version (6). The first time I got killed, all my stats were still rounded out to the tens place (e.g., Str 60). I don't know if I deactivated and reactivated, or went to a new cell, or what.

Anyway, just got killed again, and (though I'm not positive) I do believe the death penalties on attributes are now working. They all end in odd numbers (Str 51, and some of the ones I know I raised by 5 are not five divisible). This time, when it happened, I had the "Load" option, and when I went back to the previous save, it seems the penalties had taken effect.

The clothing matters seems to be working well now too! I think it was PiiP that might have been causing a problem.

Didn't realize that about your saddlebags mod. Might have to check that out ;) . . . been installing so many mods and trying them out here lately. Think I might wait a bit. Thanks for the great mods! Really enhances the immersion :)
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Lizbeth Ruiz
 
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Post » Wed Mar 30, 2011 1:58 pm

Hey Kuertee,

You might want to add your Horse Commands 4.8 to the list above. I had to kind've hunt around for it, and if you hadn't told me that it allowed trading from the saddlebags without the horse in the cell, I wouldn't have realized it is really more better and up-to-date than the MD Saddlebags I've been using for so long.

http://www.tesnexus.com/downloads/file.php?id=8766
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NIloufar Emporio
 
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Post » Wed Mar 30, 2011 2:22 am

Did you ever see Xebeth's Horse Commands mod Kuertee? It has three Lesser Power commands (Call, Follow, and Caution), instead of just the one Call option in your Horse Commands 4.8 mod. If you call him, he just comes and stays at that spot. If you cast Follow he will follow you at a distance of few paces. If you cast follow again he stays where he is. Caution makes him fight back I think.

I would love to get your mods functionality of allowing the player to use the saddlebags from the horse even when it is not in the same cell but with these three Lesser Powers from Xebeth's Horse Commands in place of the one lesser power in your mod. I also love the "own stolen over time" thing in yours, and the horse speed too.

I use OBMM and TES4Edit (though I'm not entirely sure what the latter does for me). If I want to basically merge those three spells from Xebeths into your Horse Commands 4.8 do I need to use Wrye Bash?
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saxon
 
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Post » Wed Mar 30, 2011 5:51 am

Horses automatically follow you upon dismount with Kuertee's mod so there is no need for another command. Furthermore, if your weapon is drawn they follow at a greater (safer) distance. To make them stay the 'Call' command is used (it's multi-functional). So although the command mechanics may be different, and arguably better, the command features are effectively that of the mod you mention.
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Auguste Bartholdi
 
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Joined: Tue Jun 13, 2006 11:20 am

Post » Wed Mar 30, 2011 7:13 am

Horses automatically follow you upon dismount with Kuertee's mod so there is no need for another command. Furthermore, if your weapon is drawn they follow at a greater (safer) distance. To make them stay the 'Call' command is used (it's multi-functional). So although the command mechanics may be different, and arguably better, the command features are effectively that of the mod you mention.


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. With the Xebeth version, he never follows me until I tell him so. Thus, if I want to be sure to be stealthy, I can tell him to Follow (he follows) then again to Follow (he doesn't follow), then I can go be stealthy. No matter how far away I go from him, he won't come catch up to me, he will stay exactly where I last told him to (Not)-Follow.

If I understand correctly, with Kuertee's he'll follow me pretty close whenever I dismount. If I hit "Horse Command" he'll hang back a bit, but then once I get a certain distance away (relatively far) he'll come running up to be fairly close again, potentially spoiling my stealth?

I have not had it happen yet but that is one concern. A related point is, when the horse is stolen, I would like to leave him outside the gates, behind a rock, but he always insists on following me into the town.

The only other issue is: when I enter buildings, if the last time he caught up to me was quite a ways from the entrance, he will sometimes run after me and run right up to the entrance. Then when I come out, sometimes the horse graphic is actually buried halfway inside the door graphic. I've seen this type of thing cause problems in the past, for example, if I come running out of the door and a creature or monster is chasing me, and a traffic jamup occurs..
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Emily Jones
 
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Post » Wed Mar 30, 2011 2:17 pm

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 :)

edit.

When following at a distance the horse stays at that distance, no running up close. I think (AI packages not being something I'm familiar with) this is set at 1250 'oblivion units' (or whatever they are) and an easy edit to make further away which might be desirable for stealth.

By default the horse will follow on dismount but there is an ini option to change this to stay.

As for staying put, I tried two things. Firstly I dismounted in the NE of the Imperial Isle then fast travelled to Chorral - no movement. However a further fast travel to Bravil caused my mount to catch up. On reload I instead walked to the Imperial City, did some shopping and stayed the night at the Imperial Inn. In the morning the horse was still where I left him. So, pretty good really.

Your last issue is one which I have had in the past but can't remember if I was using Kuertee's mod or not. My quick tests suggest perhaps not.
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BaNK.RoLL
 
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