[relz] mods by kuertee (thread 4)

Post » Wed Mar 30, 2011 9:33 am

i can do some of the features of brains...


Thanks! ;) Can you also add a small modification to the NPC's behavior that allows NPC's to take and use the stuff from their killed opponents like armor, swords, money like in the canceled Finding Keepers mod?
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Jamie Lee
 
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Post » Wed Mar 30, 2011 10:50 am

Hey kurtee quick question. Does Eat and Sleep simply check if an eaten item is tagged as food? Or does it just change alchemy effects?
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[Bounty][Ben]
 
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Post » Wed Mar 30, 2011 5:57 am

Hm, so it isn't possible to add separate nodes for bandits and such?...
i don't really know.
but even if we can limit road usages to a particular actor type, i wouldn't know how to create road nodes.

I think maybe you missed my comment on TESNexus....The eat sleep: When you go to sleep you get feed. Somehow the code for discovering when time passes for traveling mods and such are not skipping beds....Back to testing :twirl:
hey locksley!
do you mean: why does the player get hungry while sleeping?
if so, then this is intended. in RL, i always wake up hungry.

and in regards to resetting needs when time is increased (e.g. fast travel):
i currently reset the needs when 1 hour or more is detected to have increased.
this is my fault. the mod should detect for 12 hour increases rather than 1 hour.
does this answer your question, locksley and psymon?

Thanks! ;) Can you also add a small modification to the NPC's behavior that allows NPC's to take and use the stuff from their killed opponents like armor, swords, money like in the canceled Finding Keepers mod?
yeah. it won't be with NPCs yield.
i'll ask syclonix if i can take over from Finders keepers fully. but i'll need to rewrite it from scratch while keeping the features.
one of the posts in the thread mentioned that it was script-heavy.
but i'll leave this 'til later. sorry. my task list is starting to fill up.

Hey kurtee quick question. Does Eat and Sleep simply check if an eaten item is tagged as food? Or does it just change alchemy effects?
hey uglulyx! with OBSE, Eat and sleep simply detects ingredients that are food.
so when the player eats food, they get its alchemical benefits (skill increase and magical effects).
does this answer your question, uglulyx?
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Natalie Taylor
 
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Post » Wed Mar 30, 2011 4:49 am

hey locksley!
do you mean: why does the player get hungry while sleeping?
if so, then this is intended. in RL, i always wake up hungry.

Eh, the other way around :ahhh: I wake up and I am stuffed. I practically never have to eat any more.

Cheers!
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Elizabeth Falvey
 
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Post » Wed Mar 30, 2011 9:00 am

hey uglulyx! with OBSE, Eat and sleep simply detects ingredients that are food.
so when the player eats food, they get its alchemical benefits (skill increase and magical effects).
does this answer your question, uglulyx?


Yes. So in theory it will work with any food item? Even those added by mods? If so hats off to you. :thumbsup:
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Nymph
 
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Post » Wed Mar 30, 2011 11:42 am

Eh, the other way around :ahhh: I wake up and I am stuffed. I practically never have to eat any more. Cheers!

ahhh yes. i see this now. it is to do with the 1 hour-reset: if the mod detects time to increase by 1 hour or more since it last checked the time, the eat and sleep stats are reset.
i've now changed this time to 24 hours: if the mod detects a time-change of 24 hours or more (i.e. from a mod that puts time forward: e.g. while traveling to barbado (?) island), the time lost to the player doesn't count to the penalties, so requirements are reset to the typical day of: 6PM dinner, 10PM sleep.

Yes. So in theory it will work with any food item? Even those added by mods? If so hats off to you. :thumbsup:
hats off to obse :D. i simply use their IsFood function to differentiate between foods and non-foods. unusually, it detects nirnroot as food. o.O
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Sabrina Steige
 
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Post » Wed Mar 30, 2011 2:30 pm

I will help you reproducing the problem:...Repeated the same steps, then it froze again....
hey fallenwizard! i've found the bug and included the fix in the update.
it had to do with horses reverting to their non-stolen state.
ownership points are removed every hour the player is not within 2500 distance from the horse.

here are updates to some of my mods:
Auto-save and Time http://www.tesnexus.com/downloads/file.php?id=22136
0.992, 27 September 2009:
  • Tweak: For MS02 and MS14 quests to run correctly, Timescale is forced to 30 when their stages are 88 and 72 respectively.
    Thanks theNiceOne!

Battle fatigue and injuries http://www.tesnexus.com/downloads/file.php?id=24604
0.60, 25 September 2009:
  • Bug-fix: A safe-guard to cancel the scripts on actors that are invalid.

  • Bug-fix: Strength penalties were not "stacking" across multiple injuries.

  • New feature: Magical reliefs from injuries:
    Magic (spells or potions) offer relief from injuries.
    The magnitude of the spell or potion determines the magnitude of relief.
    Set healingMagicReliefFactor (default = 1) to enable this feature.
    The formula for reliefs is: injury point * magnitude / 100 * healingMagicReliefFactor.

    The actor's Willpower determines the duration of the relief.
    Set healingMagicReliefDuration (default = 12) in the INI file.
    The formula for the duration is: willpower / 100 * healingMagicReliefDuration.

  • New feature: Current health affects healing efficiency.
    The amount of damage affects the amount of time required to heal health to the full.
    Set healthAffectsHoursToFullHealth (default = 1) to enable this feature.
    The formula for the length of time heal is restored to full is: hoursToFullhealth / (health / max health) * healthAffectsHoursToFullHealth.

  • New feature: Collection of damage for injury determination can now be configured.
    Previously, this was hard-coded at 1 second.
    Set secondsToCaptureDamageForInjury (default = 2) in the INI file.

  • Bug-fix: Removal of the ever-increasing health bug.
    I think (or more to the point: my tests shows that) this bug exists in the vanilla game.
    An actor's health will heal over and above their maximum health when their health is not a whole number.
    Sometimes, damage will work negatively: adding to the actor's health rather than removing from the actor's health.
    This fix constantly checks for these cases, and forces the actor's health to be a whole number or the actor's health to its maximum when more than their maximum.

Eat and sleep http://www.tesnexus.com/downloads/file.php?id=24605
0.57, 27 September 2009:
  • Bug-fix: Sleeping/waiting for 1 hour does not reset the requirements anymore.
    Events/mods that put forward time for 24 hours or more WILL reset the requirements.
    Any time-changes less than this will be counted into the requirements.

  • Tweak: The frequency of messages can now be controlled by setting messageInterval in the INI file.

Gold is an inventory item http://www.tesnexus.com/downloads/file.php?id=21881
0.58, 18 September 2009:
  • Tweak: Individual coins can now be dropped.
    The recommendation is still to keep the coins "grouped" between 10000 and 30000.

Horse commands http://www.tesnexus.com/downloads/file.php?id=8766
4.2, 27 September 2009:
  • Bug-fix: Own stolen horses over time
    An unending loop would cause the game to freeze.

  • Tweak: Simple saddlebags
    Rewritten the code from scratch to use Arrays rather than tokens.
    This fixed an untrackable bug when a token stops running when they become inactive.
    They become inactive when the horses they are attached to move away from active cells.

  • Tweak: Array data in all mods now use the horses' form id rather than their display name.
    The only mod affected by this at the game-level is Own stolen horses over time.
    The player ownership data of horses that aren't fully owned is reset.
    This means that the player needs to start the process again: steal the horse again.
    But horses that have become fully owned do revert their ownership from the player.

NPCs yield, creatures flee http://www.tesnexus.com/downloads/file.php?id=22392
0.63, 27 September 2009:
  • New feature: Creatures flee.
    All creatures (wolves, horses, etc.) have high survival instincts and will flee before they die.
    This is effected by adjusting their confidence in regards to their health.
    Their confidence is adjusted by their health percentage: confidence = base confidence * current health / max health.
    For Vows and Covenants players: playing as a devotee to Mara should be easier.

  • Tweak: Dialogue effects of yield:
    These effects are only active during conversations.
    Yielded NPCs will always have 100 Disposition towards their subduer.
    Set this in the INI file.
    0 The disposition of npcs that yielded to the player is kept at 100.
    This effectively allows the player to subdue the npc to give up information: simply attack and allow him to surrender.
    However, the tone and facial expressions of npcs will convey an inappropriate friendly attitude.
    This is the default and was the behaviour in previous versions.
    1 The disposition of npcs that yielded to the player is reset to their dispositions before the changes made by the mod.
    The player will need to persuade the npc with the Persuasion mini-game to increase their dispositions.
    2 The disposition of npcs that yielded to the player is at 10.
    But the npc's tone and facial expressions will, at least, be appropriate - i.e. aggressive.
    3 Set the disposition to 10 at the start of the conversation then return it to 100 after 3 seconds.
    This will cause the npcs to have a mixed reaction: aggressive then friendly.

  • Bug-fix: A safe-guard to cancel the scripts on actors that are invalid.

  • Tweak: The Responsibility of NPCs can be used to determine whether they yield or not.
    By default, all NPCs will yield.
    However, the user can set responsibiltyForYieldBehaviour in the INI file to control this.
    All NPCs with a Responsibility lower than this setting will never yield.

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ILy- Forver
 
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Post » Wed Mar 30, 2011 10:38 am

Thanks for the updates kuertee, I was using 2 of your mods but now I'm using 3 since I've added Attribute-based and skill - based damage modifiers. I added it because I still get auto-healing enemies with battle fatigue 0.60. I removed 0.59 for several hours of play where my enemies did not auto-heal. Then I added 0.60 and for a long-ish while I saw no auto-healing enemies. Then after a while I started seeing them again, darn.
Anyway I added Attribute-based and skill - based damage modifiers and I really like it. It sorts out the auto-heal problem because I can do much more damage much faster now and it just generally add lethality to combat. Thanks! :)
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noa zarfati
 
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Post » Wed Mar 30, 2011 1:40 am

hey fallenwizard! i've found the bug and included the fix in the update.
it had to do with horses reverting to their non-stolen state.
ownership points are removed every hour the player is not within 2500 distance from the horse.


Wow, that's nice!

Thank you :D
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Adam Porter
 
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Post » Wed Mar 30, 2011 2:08 pm

...Then I added 0.60 and for a long-ish while I saw no auto-healing enemies. Then after a while I started seeing them again, darn....
dang! that svcks. i suppose my fix only fixes it so that they don't go over their max health. but auto-healing up to that point may still occur.
hey mercer! can you do me a favour?
i'll give you an esp (later when i get home) to check what inventory items (including tokens) and what spells are on the npcs that auto-heal.
that'll give us a clue what is causing their health to increase.
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sarah simon-rogaume
 
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Post » Wed Mar 30, 2011 4:17 pm

Wow thanks Kuertee - you sure are a hard worker at this.

Thanks for implementing some creatures flee into the yield mod. Wasn't sure what your reaction was to that. Very cool. I'm currently using Reneers creatures don't attack (unless they are dire or specially named etc.) it is not realistic though because they then just stand around. A pack of wolves would not just stand around if you walked though them.

Look forward to playing with that.

Then last night I was sure I found some issues with Eat and Sleep (now previous version). my notes on it:
Spent a few hours disabling mods (since this was very repeatable). I returned to a previous save and played through in a different manner and still crashed.

So when I sleep for 24 hours my exhaustion would be 0 then I'd wait 3 hours and it would be 5?? Then I found that if I ate even though I was told my hunger was 0 I could sleep/wait through the threshold where I crashed - As if the readout was wrong.

Anyway will test out with the new versions and let you know.

thanks again.

[edit] So I have Vows and Covenants loaded and am not sure which of the dialogue options I should choose - or if it will be overridden anyway because V&C is loaded.
[edit 2] oh and it just struck me what seems odd about no looting during combat - seems you ought to be able to if your are successfully hidden and that it should make hiding more difficult.
[edit 3] and wanting to try out just a few of the features in auto-save. Question though: Are these auto-saves and not whole real saves? Isn't the general advice not to use quick saves or auto saves because they could be saves ontop of old saves. Or said differently - isn't the prevailing wisdom on these forums that only real saves (like you'd make by hitting esc) the only really safe saves? Are these saves recycled to write over or are they deleted and new ones created?
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Elea Rossi
 
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Post » Wed Mar 30, 2011 1:21 am

Hi kuertee,

I've now implemented a "move time forward" awareness into Real Sleep Extended, and wanted to hear your view on it. I check for any jump forward in time (of 2 hours or more) detected in gamemode, but I also at the same time check that the mod has been in gamemode before this, since the last frame in Sleep/Wait or Map menus. The Map menu check is to prevent fast travel to be taken as a jump forward.

This means that if the player opens the map menu, and then for some reason has a jump forward in time without having been in gamemode in the meantime, RSE will assume that this was fast travel and therefore make the player more tired. But I cannot imagine any script advancing the time in this way, so I guess it should be safe.
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Elena Alina
 
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Post » Wed Mar 30, 2011 4:13 am

...A pack of wolves would not just stand around if you walked though them...
hey psymon! all creatures are as per the vanilla game. their confidence are just adjusted everytime they are hit. so you'll still have to fight-off packs of wolves. they just don't fight to the death anymore.

...So when I sleep for 24 hours my exhaustion would be 0 then I'd wait 3 hours and it would be 5?? Then I found that if I ate even though I was told my hunger was 0 I could sleep/wait through the threshold where I crashed - As if the readout was wrong...
the 5 readout may be correct.
in the previous version sleep/wait any number of hours (even 1) would reset your sleep requirement to 10 pm and your food requirement to 6 pm.
this was a bug that is fixed in the new version where a only jump in time of 24 hours or more will reset the requirements.

"requirement reset" is actually 1 hour of exhaustion at 10 pm and 1 hour of hunger at 6 pm - a typical (in my view) day's requirement.
this keeps the cyclical sleep and eat routines to (what we humans find as) acceptable times.
so the numbers: 5 hours exhaustion after only 3 hours of waiting and being able to wait through the assumed "threshold" without eating may be correct.
it'll depend on what time you came out of sleep/wait.

also, the messages "you are no longer tired. exhaustion 0." and "you are no longer hungry. hunger 0." displays the penalties which are at 0 exhaustion and 0 hunger.
they don't display the actual sleep or food "stored" in your character.
what i mean by this is that the player may have 0 exhaustion but only have 2 hours left before he gets exhausted again.

for example:
the player pushes through with 6 hours of exhaustion before going to sleep.
waking after the 8 hours will only give the player 2 hours of energy before feeling exhausted again.

the penalties at the 1 hour mark are really the point at which the player needs to actually sleep or eat.
pushing through those penalties (which is doable because the penalties are actually diminished for a time depending on the player's willpower/endurance)
will mean that the player needs to sleep longer and eat more to make-up for those active hours while exhausted or hungry.

willpower and endurance is a factor for how long the actual penalties are halved on the player.
after this time, the full amount of Fatigue penalty is applied.
there is no slow-gain of penalties. this is a hit.
which simulates the time when, in RL, a person crashes immediately.
in the default setting:
time hunger is halved = Endurance / 100 * 12
time exhaustion is halved = Willpower / 100 * 12
so the number against the player's Fatigue score is not a direct indication of the amount of the penalty tracked by the mod.
only the messages "Exhaustion: 5 hours" and "Hunger: 3 hours" are a true indication of the amount of the penalties.
by the way, in my HUD mod TES page, there is an INI for Eat and sleep - for those that missed this.
i only mentioned this INI release in my update posts - which i have since changed with newer updates.

does that make sense, psymon (and others)?

...So I have Vows and Covenants loaded and am not sure which of the dialogue options I should choose - or if it will be overridden anyway because V&C is loaded.
the V&C dialogue options shouldn't be affected - unless they are displayed depending on the npc's disposition to the player.
the dialogue options in NPCs yield mod WILL affect a lot of the vanilla quests dialogue options.
in previous versions, an npc surrendering to the player is like the player coercing (bullying) the npc to give up information.
but the only way (without actually changing the dialogue options on all the quests) i could get the npc to give up the information is to raise their disposition.
the problem with this is that their reaction to the player is friendly. they should either be angry or afraid but with the information-giving dialogue options.

so, in this version, i let the user decide how npcs who surrendered will react to the player.
1 will set the npcs disposition back to before the mod started to change it. this is the vanilla game. the player can't coerce/bully the npc to give up information they are hiding.
but at least their reaction to the player will be as the quest designer meant it to be.
the player will need to raise the npcs disposition (so that they give up their information) the normal way - with the persuasion mini-game.

2 will set the npcs disposition to 10. this is the most realisitic reaction.
the npc will be angry at the player (may even leave the conversation) for beating him.
the player will need to work harder to persuade the npc to give up information.

3 is basically 1. except that the npc's greeting will be aggressive.
but any information they were hiding will be given in the friendly tone.
this is the most unrealistic reaction from npcs.

...oh and it just struck me what seems odd about no looting during combat - seems you ought to be able to if your are successfully hidden and that it should make hiding more difficult.
actually, No looting during combat has checks for when the player can actually loot during combat. e.g. not in the line-of-sight of ranged-based opponents.

...and wanting to try out just a few of the features in auto-save. Question though: Are these auto-saves and not whole real saves? Isn't the general advice not to use quick saves or auto saves because they could be saves ontop of old saves. Or said differently - isn't the prevailing wisdom on these forums that only real saves (like you'd make by hitting esc) the only really safe saves? Are these saves recycled to write over or are they deleted and new ones created?
these auto-saves are real saves. there are 15 rotational slots for timed-saves (timed, visiting an triggered map marker, or changes to fame/infamy - a test for when a quest is updated) and 15 separate rotational slots for after combat saves. so yes, the auto-saves will overwrite older auto-saves.
these were meant as safe-guards to your game: i.e. a crash that removes hours of game-time.
it is still recommended to do a manual save before ending your game-session.





...I've now implemented a "move time forward" awareness into Real Sleep Extended, and wanted to hear your view on it. I check for any jump forward in time (of 2 hours or more) detected in gamemode, but I also at the same time check that the mod has been in gamemode before this, since the last frame in Sleep/Wait or Map menus. The Map menu check is to prevent fast travel to be taken as a jump forward....This means that if the player opens the map menu, and then for some reason has a jump forward in time without having been in gamemode in the meantime, RSE will assume that this was fast travel and therefore make the player more tired. But I cannot imagine any script advancing the time in this way, so I guess it should be safe.
sounds good, theNiceOne.
users of my Eat and sleep mod however, found that sleeping/waiting for only the time i checked would cause their eat and sleep penalties to reset.
so i changed my code to not reset unless a time-change of 24 hours or more is detected.
this one check should also address the issue of fast-travel so that keeping track of time before and after Map menu mod is not really needed - i think.
most fast travel only puts time forward by a handful of hours: 2 to 3.
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Ruben Bernal
 
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Post » Wed Mar 30, 2011 1:28 am

kuertee, I see DBWGP isn't listed as an alternative to GIAII along with Reneer's Gold Mod in this thread's first post.
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meghan lock
 
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Post » Wed Mar 30, 2011 11:18 am

kuertee, I see DBWGP isn't listed as an alternative to GIAII along with Reneer's Gold Mod in this thread's first post.
oh! sorry, derek! i wrote that first post aaages ago. and updates to them are only to released dates and major feature changes (e.g. creatures flee in my npcs yield mod).
thanks for the heads up.
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naome duncan
 
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Post » Wed Mar 30, 2011 10:18 am

dang! that svcks. i suppose my fix only fixes it so that they don't go over their max health. but auto-healing up to that point may still occur.
hey mercer! can you do me a favour?
i'll give you an esp (later when i get home) to check what inventory items (including tokens) and what spells are on the npcs that auto-heal.
that'll give us a clue what is causing their health to increase.


Sure, just upload it and tell what you need me to check out. :)
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P PoLlo
 
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Post » Wed Mar 30, 2011 4:41 pm

That is too bad about the auto-save mod not using 'real' saves. As I understand it and have a experienced a few times a year ago - using auto-saves that overwrite each other can still become corrupted. I like the warning and the ability to set the timer and circumstance just wish they were 'real' saves and that they never overwrote.

Your HUD mod can make use of Eat and Sleep?? Gonna have to check that out, but which version of Pluggy is minimally required?

thanks
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x a million...
 
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Post » Wed Mar 30, 2011 7:01 am

Sure, just upload it and tell what you need me to check out. :)
ok will do. let me look for myself for the bug again first. ;)

That is too bad about the auto-save mod not using 'real' saves. As I understand it and have a experienced a few times a year ago - using auto-saves that overwrite each other can still become corrupted. I like the warning and the ability to set the timer and circumstance just wish they were 'real' saves and that they never overwrote....Your HUD mod can make use of Eat and Sleep?? Gonna have to check that out, but which version of Pluggy is minimally required?...thanks
try auto-save and time. i've not had problem with it like i did with streamsaves - especially after combat. they are, afterall, exactly the same as "real" saves in terms of format and content (i.e. auto-saves of my mod contains exactly the same information as normal manual saves). and the files actually do not get overwritten anymore. i think (but i could be wrong) that obse creates a back-up of the old file (just not accessible in-game) before the new one is saved. the back-up creation may done by renaming the old file (i suspect). if so, the new file written is a brand new file.

re: pluggy for eat and sleep hud
the latest version is best.
haama has done a really good job in taking that plugin forward.
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Bedford White
 
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Post » Wed Mar 30, 2011 4:12 pm

Is there anyway we can find out that is what is happening with the auto saves in this mod?

I'm scarred of Pluggy after the HUD issues - I was one of the many who just crashed constantly with Elys' version. I'll probably try the new eat sleep for a while and if I hit a really stable period of time then upgrade pluggy (using a pre 100 version now).

Trying out the auto 1st-3rd mod too and liking it somewhat - may have some suggestions soon if your open to it.

thanks for what you do.
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Lovingly
 
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Post » Wed Mar 30, 2011 4:08 am

Is there anyway we can find out that is what is happening with the auto saves in this mod?
this is all i do: http://cs.elderscrolls.com/constwiki/index.php/Con_Save

...I'm scarred of Pluggy after the HUD issues - I was one of the many who just crashed constantly with Elys' version. I'll probably try the new eat sleep for a while and if I hit a really stable period of time then upgrade pluggy (using a pre 100 version now).
eat and sleep doesn't need pluggy - unless you're running the HUD mod with eat and sleep.

Trying out the auto 1st-3rd mod too and liking it somewhat - may have some suggestions soon if your open to it....thanks for what you do.
always. fire away, psymon!
there's bug in that mod: mount a horse while a weapon is out will keep the camera to your weapon-out preference rather than switch you your riding horse preference.
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ruCkii
 
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Post » Wed Mar 30, 2011 5:42 am

How about adding quest markers for all your owned horses and not only the last ridden one? Maybe even someway to distinguish between them?

Question - does having a trail of horses increase the saddlebag's carrying capacity; it would make sense to have more horses tag along if one could use them as packhorse's.

Cheers!
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Benjamin Holz
 
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Post » Wed Mar 30, 2011 2:09 pm

re: Battle fatigue and injuries
Thanks for the updates kuertee, I was using 2 of your mods but now I'm using 3 since I've added Attribute-based and skill - based damage modifiers. I added it because I still get auto-healing enemies with battle fatigue 0.60. I removed 0.59 for several hours of play where my enemies did not auto-heal. Then I added 0.60 and for a long-ish while I saw no auto-healing enemies. Then after a while I started seeing them again, darn.
Anyway I added Attribute-based and skill - based damage modifiers and I really like it. It sorts out the auto-heal problem because I can do much more damage much faster now and it just generally add lethality to combat. Thanks! :)
i think i understand what causes this, (after writing more "debug code" and spending the last couple of nights testing this on the same actors).
npcs can be out of combat (even when their weapon is out) even if the player is attacking them.
if the npc is out of combat, healing is automatic - just like with the player.
this is one of the mod's features, as you know.

the bugs i mentioned in the vanilla game: fractional healths and healing over max health are still valid bugs (with or without the mod).
and the fix i incorporated in the previous version addresses this issue.

but to "fix" this mod's intentional healing of out of combat on npcs, i'll treat losses to the npcs' healths (e.g. when the player is hitting them) as a status for being in combat.
and only when the npcs' is out of combat fully (e.g. after 30 seconds(?) of not being in combat or not losing health) will the mod's healing function be applied.

does that make sense mercer?

re: Horse commands
How about adding quest markers for all your owned horses and not only the last ridden one? Maybe even someway to distinguish between them?
i can add a finite number of markers: 10 like the finite number of saddlebags. i'm not sure if i can have different map markers, however.

Question - does having a trail of horses increase the saddlebag's carrying capacity; it would make sense to have more horses tag along if one could use them as packhorse's....Cheers
that's a good idea! horses that are not ridden have a larger carrying capacity.
is the current carrying capacity (110% of the horse's health) too little?
would increasing this address your concern, locksley?
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Honey Suckle
 
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Post » Wed Mar 30, 2011 2:21 pm

I am not sure how much an ordinary horse can carry with a rider on top, not much is my guess since people used pack mules and extra horses; so maybe the 110% is too much - and it would be alright to lower it if one could use other horses for extra carry capacity. I'll go and google horses and see if there is any info on this...

"As a general rule of thumb, a horse can carry one sixth of their weight, which must include rider, tack, etc"

TYPE OF HORSE BODYWEIGHT (KG)

Heavy Draught
750 - 950

Heavy Hunter
600 - 675

Light Hunter
450 - 500

Hack
400 - 500

Arab
400 - 500

Thoroughbred Pony
350 - 400

New Forest Pony
300 - 500

Welsh Pony
200 - 275

Shetland Pony
150 - 200



In short, an armoured knight is all a strong horse really should carry - especially if it itself is armoured. But a few pots and pans, a bedroll wouldn't hurt :hehe:
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Stryke Force
 
Posts: 3393
Joined: Fri Oct 05, 2007 6:20 am

Post » Wed Mar 30, 2011 4:12 pm

Hello :)

I have a question about Auto-save and Time: I've been using Streamline 3.1, with the patch, for purging (on rest and wait only) and the KillCorpses function and have recently noticed item duplification occurring with dead Black Sun npcs (FCOM, specifically Warcry). I posted re this in the FCOM thread and was told this may have something to do with SLKillCorpses:
showler: If I recall correctly, the problem was that Streamline was "re-killing" already dead NPCs, causing them to spawn new death items. I had thought at the time it could be fixed by removing the "kill" command in the script and relying on the "push" command to knock down the "crucified" corpses.


Does your mod's implementation of this function sufficiently differ form that of Streamline so as to avoid this problem, if indeed it is a problem with "killing corpses"? I haven't seen duplification with any other npc's, and I've killed at least a thousand+ of them. I also recall hearing in the past that patched 3.1 Streamline corrected this issue... guess I'm fishing for some insight.

I actually don't remember if killing corpses is even necessary when Streamline (or some other auto-purge accessory) isn't installed... don't think so. The crucified pose is related to purging, right?

Otherwise Auto-save and Time would seem to offer what I'm looking for- selective purging and cleaning up the mess (corpse killing).
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Marion Geneste
 
Posts: 3566
Joined: Fri Mar 30, 2007 9:21 pm

Post » Wed Mar 30, 2011 4:37 am

Didn`t see these new releases. Battle fatigue is definitely on my D\l list! Will let you know how I get on!
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Matt Bee
 
Posts: 3441
Joined: Tue Jul 10, 2007 5:32 am

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