[relz] mods by kuertee (thread 4)

Post » Wed Mar 30, 2011 6:10 am

re: Battle fatigue and injuries
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?


I think I get it. I just don't get why auto-heal feature affects NPCs & creatures in the first place? It makes sense to give the player a little "bonus" since the rest of the mod is aimed at injuries, but auto-healing enemies makes very little sense to me. I also thought I had it switched off by having kRIQuest.applyToNPCs set to 0.
But if it's a feature of the mod then I guess your workaround should do the trick.
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Sanctum
 
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Post » Wed Mar 30, 2011 5:43 am

re: Horse commands
..."As a general rule of thumb, a horse can carry one sixth of their weight, which must include rider, tack, etc"...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:
this is great data! thanks, locksley!
will modify my mod to follow.
and i can see value to lowering the horses' carrying capacities - it'll promote caravans: if that's how the player plays - of course.
and i never did like how the player can essentially carry sooo much in the real game. hence, my Encumbering loot armour and weapons mod.
so lowering their carrying capacities follows the intent of my mods.

re: Auto-save and time
Hello :)...I have a question about Auto-save and Time...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"?...Otherwise Auto-save and Time would seem to offer what I'm looking for- selective purging and cleaning up the mess (corpse killing).
hey earthling!
i'm not entirely sure of the problems with Streamline.
i do know that, to me (as per my posts in the Streamline thread and elsewhere), 3.1 seemed more problematic than beta 3.0.

my mod has no code that re-kills corpses.
and like Streamline, the t-pose remover is simply a "pushActorAway" (an obse command) that triggers the physics engine on the standing corpses.

i've removed the default purging of cells from my mod. it is now an option users need to turn on in the INI file.
i've found (and others have confirmed) that manual pcbs may cause more problems: removing references that scripts expect to exist.

one note about auto-save and time: it needs pluggy for its "alarm/countdown clock" feature.
i hope this answers your questsion.

re: Battle fatigue and injuries
I think I get it. I just don't get why auto-heal feature affects NPCs & creatures in the first place? It makes sense to give the player a little "bonus" since the rest of the mod is aimed at injuries, but auto-healing enemies makes very little sense to me. I also thought I had it switched off by having kRIQuest.applyToNPCs set to 0....But if it's a feature of the mod then I guess your workaround should do the trick.
it could have been my bad. :facepalm:
the applyToNPCs may prevent battle fatigue and injuries on npcs but not the auto-heal.
will do more play-testing tonight.

cheers all!
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Kara Payne
 
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Post » Wed Mar 30, 2011 1:10 pm

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.

Thanks for changing it.
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Cody Banks
 
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Post » Wed Mar 30, 2011 1:26 pm

re: Horse commands
this is great data! thanks, locksley!
will modify my mod to follow.
and i can see value to lowering the horses' carrying capacities - it'll promote caravans: if that's how the player plays - of course.
and i never did like how the player can essentially carry sooo much in the real game. hence, my Encumbering loot armour and weapons mod.
so lowering their carrying capacities follows the intent of my mods.



Excellent. I love knowing things are realistic. :) I like using my horse to carry things, but I don`t like treating it like a car.
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saharen beauty
 
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Post » Wed Mar 30, 2011 4:24 pm

@ kuertee:

Thanks for your response. I've read through the summer 08-spring 09 Streamline thread and found some references to a problem with, specifically, Black Sun npcs and item duplification. There was an attempt to fix it but that doesn't seem to have worked.

FYI, here is a quote from that thread:
ThumperZ:@ Showler

I edited the script a while back to avoid the double death counting and it seems to work.

scn SLdiescript
ref Self

Begin scriptEffectStart
if GetDead == 0
return
elseif (GetDistance player > SLv.MinKillDistance) || (SLv.ForceKill != 0)
SetUnconscious 1
set Self to GetSelf
player.PushActorAway Self 2
Kill
endif
End

Changed the 'slAngel.sPushPull' with just a nominal nudge of 2 and removed the 'self' reference.
I use it in the manual mode crtl+insert so the script isn't always running.


Not sure what this all means but I'll try to sort my problem in the FCOM thread. :read: If that fails I'll try out Auto-save and Time, or get rid of QTP3 (the reason why auto purging is helpful for my 512mb vidram) and go for Vibrant Textures. :wave:
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Liv Brown
 
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Post » Wed Mar 30, 2011 6:58 am

here's are small bug-fixes/tweaks to some of my mods.
only Inventory is a backpack has a new feature: native support for Derek Baker's Weighted Gold Plus and support for other droppable gold mods via the INI.

Auto-save and Time http://www.tesnexus.com/downloads/file.php?id=22136
0.993, 3 October 2009:
  • Tweak: Moved the saving of Pluggy INI information before the auto-saving process.
    I started, very recenlty, to experience crashes after an auto-save is performed - particularly after combat.
    I think this was due to the increased activity of my other mods (e.g. Battle fatigue and injuries) after an NPCs die.

Battle fatigue and injuries http://www.tesnexus.com/downloads/file.php?id=24604
0.61, 3 October 2009:
  • Bug-fix: Removing injuries and the token from dead NPCs.

  • Tweaks: Various tweaks in regards to tracking changes in health.

Clothing matters http://www.tesnexus.com/downloads/file.php?id=22653
0.57, 3 October 2009:
  • Tweak: Previously the words "Imperial" and "Watch" need to be on the cuirass's name for it to work as a disguise.
    This version removes the check for the word "Watch".
    So, for example, cuirass named "Imperial Chainmail" will work as a guard disguise.

  • Bug-fix: Previously, while in dialogue, the NPC's greeting would be cut-off (due to a call to RefreshTopicList being too early).
    In this version, RefreshTopicList is triggered when the greeting is finished.

Horse commands http://www.tesnexus.com/downloads/file.php?id=8766
4.3, 3 October 2009:
  • Simple saddlebags:

  • Bug-fix: Horses weren't getting individualised resulting in one saddlebag opening for several horses.
    This fix ensures that the correct saddlebag is opened.

  • New feature: Fail-safe access to the saddlebags.
    To get access to all the saddlebags, hold down the left-shift and press the "access the saddlebag" button (default left-alt) on a valid horse.
    New versions of the mod may dettach the saddlebags from the horses.
    Use this to get access to the saddlebags.


  • Horse commands:

  • Tweak: The separated AI has been removed.
    Previously, this AI caused horses that were commanded to stay to return home when they become separated from the player.
    They were treated as separated from the player when their distance is greater than 10000 units.
    In this version, horses commanded to stay should stay (i.e. wander in the area) regardless how far they are from the player.

Inventory is a backpack http://www.tesnexus.com/downloads/file.php?id=21721
0.63, 3 October 2009:
  • New feature: Native support for Derek Baker's Weighted Gold Plus mod.
    Also, users who use a droppable gold mod that isn't:
    Reneer's Gold Mod, Gold is an inventory item or Weighted Gold Plus
    need to enter their droppable gold's reference in "droppableGoldESP" and "droppableGoldItem" in the INI file.

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Oceavision
 
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Post » Wed Mar 30, 2011 11:42 am

Well I look forward to NEXUS being up again so that I can try these updates because I'm having issues: http://www.gamesas.com/bgsforums/index.php?showtopic=1026623&view=findpost&p=15148054
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Ridhwan Hemsome
 
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Post » Wed Mar 30, 2011 3:29 pm

i forgot one more update:
Clean-up http://www.tesnexus.com/downloads/file.php?id=24606
0.54, 3 October 2009:
  • Bug-fix: Previously, long-dead actors would not be cleaned up because the unplayable tokens added by mods were detected as quest items.
    Note that Long-dead actors that have usable quest items in their inventory are never cleaned-up.
    This version checks whether those tokens are usable by the player.
    Long-dead actors found without playable Quest tokens are now cleaned-up.






re: Battle fatigue and injuries
Well I look forward to NEXUS being up again so that I can try these updates because I'm having issues: http://www.gamesas.com/bgsforums/index.php?showtopic=1026623&view=findpost&p=15148054
hey psymon!
what the indications the orcs are using beserk powers?
is seeing the redish puff of smoke around the characters an indication that they are using a beserk power?
if so, then it may not be the beserk power they are using - but my mod applying the different injuries.
when you view my mods in tes4edit (or when you merge my mods - if doing so will give you any indication), does it show any conflicts with any other spells or enchantments?
EDIT: sorry. just noticed that you didn't find anything in tes4edit in terms of conflicts. END EDIT.
battle fatigue and injuries have a total of 200 different enchantments with magnitudes from 1 to 25 for each attribute and for health drain.
maybe the number of these enchantments is cause of all these problems?

here's a small ESP that lists an actor's inventory, spell, and active effects: http://kuertee.googlepages.com/kuerteeActorDetail.esp
just target an actor in the activatable range, then hold down right-shift.
it'll bring-up a message box with the message "done".
but in the console will be display 3 lists: 1 of inventory, 1 for spells, and 1 for active effects.
can you do a list for me of one of those orcs, please?

you may need to get ConScribe (saves to text-file all console output) or do a screen-capture of the list (may require 2 screen-captures2 for longer lists).
you should get a list like this: http://kuertee.googlepages.com/ScreenShot83.jpg

thanks, psymon, for you perseverance.
and sorry for all these troubles.

EDIT: one thing i did notice when i was doing my tests in regards to auto-healing npcs is the active effect of something called "life guard" on mage-type npcs.
this was active immediately they are spawned.
and was one of the culprits (well not really culprits because it seems like the npcs were meant to have life guard) for npcs healing outside my mod's auto-heal.
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Chase McAbee
 
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Post » Wed Mar 30, 2011 11:33 am

I was having the same issue with the auto save feature after combat and in the end had to disable it so I'm looking forward to testing you're new version as soon as the Nexus is back up :)
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remi lasisi
 
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Post » Wed Mar 30, 2011 1:28 am

Tried using the actor details mod and it seems to not be working like in your screenshot or at all.

In fact no readout on the console at all.

I don't have Conscribe and cannot get it until Nexus is back up (or any of your other updates).

Does it perhaps just implement a console command I could do myself?

There is an Orc added to the Cheydinhal Fighters Guild by EDI that seemed to not cast the spell (or power or whatever it is) until I left his presence (so he was easy to test) when I'd walk away from him he was cast it and then I'd run up to him and he seemed to not be able to heal himself completely (the bar never became full) - which may be why they cast it over and over again. Also, still not sure what they are casting or why they would caste the berserk power to heal themselves. Is there a mechanism that makes them use their most powerful spell to heal themselves?

This orc and many of the others I've seen doing it were not anywhere near a fight and just standing around.

Also possible that it only has the exact same shader effect for whatever spell they all seem to have that is not Berserk (seems unlikely).
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Peetay
 
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Post » Wed Mar 30, 2011 11:47 am

I just used the actor details .esp for something else I'm trying to track down, and it worked great!

Psymon, are you trying to open the console before pressing right-shift? No need. Just walk up close to the target actor until the activate icon appears and hold right-shift. Then, open console.

the only other thing I can think of is that perhaps the .esp did not get activated in your load order?

gothemasticator
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Floor Punch
 
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Post » Wed Mar 30, 2011 10:45 am

Well I tried both and realized that right shift would not work with the console open. I right shift when the actor is in my 'space' and get no read out.
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gemma
 
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Post » Wed Mar 30, 2011 8:15 am

Well I tried both and realized that right shift would not work with the console open. I right shift when the actor is in my 'space' and get no read out.

Do you get the "Done" popup?
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Becky Cox
 
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Post » Wed Mar 30, 2011 5:51 am

no nothing happens.

I don't have conscribe either and with Nexus down gonna have to wait. Playing other games in the meantime.
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Nick Pryce
 
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Post » Wed Mar 30, 2011 1:26 pm

I've read through the summer 08-spring 09 Streamline thread and found some references to a problem with, specifically, Black Sun npcs and item duplification. There was an attempt to fix it but that doesn't seem to have worked.
FYI, here is a quote from that thread:
Not sure what this all means but I'll try to sort my problem in the FCOM thread. :read: If that fails I'll try out Auto-save and Time, or get rid of QTP3 (the reason why auto purging is helpful for my 512mb vidram) and go for Vibrant Textures.


@ _earthling_

Not to highjack but I didn't see a post in the FCOM thread, so I'll put it here.
The streamline solution involves editing one script.
The base SLdiescript had these two lines.
player.PushActorAway Self slAngel.sPushPull
Kill Self

Changing to these two lines:
player.PushActorAway Self 2
Kill
1) Removed the double counting of kills for the player as the dead were killed again.
2) Reduced complexity by not using the slAngel.sPushPull script.

EDIT: need to leave the kill in the script otherwise they come back to life without AI.
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lisa nuttall
 
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Post » Wed Mar 30, 2011 3:55 pm

Horse commands is corrupt, downloaded from nexus and would not open
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Kate Murrell
 
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Post » Wed Mar 30, 2011 6:31 am

Horse commands is corrupt, downloaded from nexus and would not open


I am trying to download the new version of Clean UP for 3 days now but all I get from TesNexus is server errors.
It is a pity that Nexus has become quite unreliable recently, maybe a mirror (PES) would be nice.
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Rhysa Hughes
 
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Post » Wed Mar 30, 2011 3:28 am

Well I could never get the actor details mod to work even with conscribe installed, but with the newer version of Battle Fatigues I'm not seeing the crashes due to orcs casting berserk.

So strange - I also had an issue with PiiP enhanced grabbing that I cannot now duplicate even though two days ago it was non-stop repeatable.

strange.
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Anna Kyselova
 
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Post » Wed Mar 30, 2011 4:39 pm

re: picador's vows and covenants
for anyone who has taken a vow to mara in picador's vow and covenants mod,
i've found a bug when riding on horses and being in the good graces of mara: http://www.gamesas.com/bgsforums/index.php?showtopic=968853&view=findpost&p=15162235.
i think this is a "general" game bug rather than a conflict with any other mods (particularly Horse commands).

re: Horse commands, Clean up
Horse commands is corrupt, downloaded from nexus and would not open
I am trying to download the new version of Clean UP for 3 days now but all I get from TesNexus is server errors.
It is a pity that Nexus has become quite unreliable recently, maybe a mirror (PES) would be nice.
i tried both just now: downloaded, unextracted, created omod from zip all worked fine.
their file servers were down for the last couple of days: http://tesnexus.com/news/index.php?id=728
and it may be that the server was too busy updating all the other files just as you were downloading the mod, xtyfe.

re: actor detail.esp
Well I could never get the actor details mod to work even with conscribe installed, but with the newer version of Battle Fatigues I'm not seeing the crashes due to orcs casting berserk....So strange - I also had an issue with PiiP enhanced grabbing that I cannot now duplicate even though two days ago it was non-stop repeatable....strange.
hey psymon!
with actor detail, you may need to hold down the right-shift key while in game mode when the actor is inside the activatable range (i.e. when their name pops up on the hud).
the mod only runs at 1/4 per second (or was it 1 per second - i can't remember).
so it may not detect a key that is simply tapped.
once you see the "done. Done" message box, you can open the console (even without clicking on Done) and see the actor's inventory, spells and active effects.
but good to hear that your game (at least for now) seem to have stabalised.

re: mods with scripted tokens
i'm in the process of updating my mods with scripted tokens (battle fatigue and injuries, crime has witnesses, npcs yield, etc...) to use arrays rather than scripted tokens.
not having tokens run on actors when they become inactive should address all the untraceable crashes from my mods.
i still suspect some of MMM's Load scripts may cause some spawns.
also, i've noticed that scripted tokens are dropped by npcs (maybe when they die): i saw a DeathTracker (from Vows and Covenants) on the ground.
also, in the Clean up log, i constantly see these scripted tokens getting picked-up by the "cleaner".
the cleaner only picks up items that are not in containers or in actor's inventory.

(recently, i experienced crashes caused a long-dead (3 or 4 real-time months dead) pirate running an npcs yield token.
i think only i (or a very few) would experience this because of not clean-saving the mod.
i always try to address problems with the mods running on old data - a good exercise.)
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Czar Kahchi
 
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Post » Wed Mar 30, 2011 2:19 pm

Yes that seems to be the case, I downloaded it fine now
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Emma Pennington
 
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Post » Wed Mar 30, 2011 6:21 am

I've tried holding down the Actor details right shift while standing right in front of an NPC for about a minute straight - it seems to do nothing. Certainly does not say done. What the console reads out as that when I hit Right Shift that I'm switching wheels with Skyrangers hotkey mod. I disabled that then nothing at all happens.

Also I just updgraded to pluggy 131 to try out Customizable HUD components and I installed the ini for Eat and Sleep (without tweaking it). The game crashes with Customizable HUD components active.

Read the readme - thought I did it right. Anything I'm missing with this?

Should it be loaded before or after eat and sleep?

thanks
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rae.x
 
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Post » Wed Mar 30, 2011 10:59 am

Also I just updgraded to pluggy 131 to try out Customizable HUD components and I installed the ini for Eat and Sleep (without tweaking it). The game crashes with Customizable HUD components active.

If it's the same mistake I made, you may have forgotten to rename OBSE_Elys_Pluggy.dll to OBSE_Elys_Pluggy_HUD.dll. From the readme: "6. Ensure that you have Pluggy and that the DLL is renamed as per this post: http://www.gamesas.com/bgsforums/index.php?showtopic=978991&view=findpost&p=14172980."

If it's not that, I don't know, but that had me distraught until a kind Kuertee set me straight.

gothemasticator
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Alexandra walker
 
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Post » Wed Mar 30, 2011 4:46 am

Uhh errr - feeling thick about this.

Yes, renaming the dll stopped the crashing, but no new hud bars.

I did not in anyway alter the ini for the HUD mod that is for Eat and Sleep - just put it in the ini folder and made sure it was named right. Seems to be that it is initializing from the console messages - is there an activation key or something?

Having the enw pluggy (131) seems more stable than when it was fisrt being revised. actually so far a lot more stable.
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james reed
 
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Post » Wed Mar 30, 2011 5:57 am

Uhh errr - feeling thick about this... renaming the dll stopped the crashing

So did I, my friend, so did I...

...but no new hud bars.

I did not in anyway alter the ini for the HUD mod that is for Eat and Sleep - just put it in the ini folder and made sure it was named right. Seems to be that it is initializing from the console messages - is there an activation key or something?

I don't know that I can be any help with this. I use nGCD and various Tejon mods including TFE and Roughing It instead of Eat and Sleep. Once I got the dll thing right and renamed the ini correctly, the extra bars appeared...

Come to think of it, I believe the default setting is that the bars do not appear until your hunger and need for sleep increase. I.e., when well-fed and well-rested, no bars. See if they appear after you get tired and hungry?

gothemasticator
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sally coker
 
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Post » Wed Mar 30, 2011 7:44 am

@kuertee, seems I spoke a little too soon when I http://www.gamesas.com/bgsforums/index.php?showtopic=1020952&view=findpost&p=15132477 .63 of IIAB was compatible with DBWGP.

If gold is dropped, everything is fine.

However if the settings are such that gold is not dropped, a drop and pickup leaves the player with zero gold.

[EDIT] Seems that my mod detects a removal of x Septims when the backpack is picked up and so removes x gold to match.
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Kelly John
 
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