[relz] mods by kuertee (thread 4)

Post » Wed Mar 30, 2011 3:17 pm

Is there a way to toggle the Backpack to not automatically show?
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Catharine Krupinski
 
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Post » Wed Mar 30, 2011 7:45 am

re: Inventory is a backpack
Is there a way to toggle the Backpack to not automatically show?
hey snowball.
if i remember correctly, yes. check the INI - i can't remember the actual setting.
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Alex [AK]
 
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Post » Wed Mar 30, 2011 11:14 am

Thanks kuertee! very informative ini
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Julia Schwalbe
 
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Post » Wed Mar 30, 2011 10:39 am

Man - I dunno what the hell is going on.

Now I cannot reload MagickaBasedJewelry mod at all. Any attempt to load it with the current 18b5 or older 18b5 OBSE results in a ctd on load.

One thing about that mod though - when I disabled it previously I had about 4 rings and two necklaces equipped - and they remained equipped even after disabling the mod (that I now cannot re-enable at all).

And then after I thought I had gotten rid of the ctds on cell transitions - I rebash the patch (trying to re-enable the above mod and NPCyield) and now I crash at every 5th or 6th cell transition.

I don't think it is your mod though because that one I've used for several months now.

I think it is either OBSE or I have some seriously F'd up save game files that i'm working with here.

It really is irritating. I don't want to ditch this save game thread - I've mad great progress on many mods. Broke my level 10 curse and was going to actually finish the main quest. What I suppose is irritating me the most is the constant push to upgrade mods - I report a bug and am told that to fix that I need to upgrade to the next version which in turn is reliant on more and more beta content. At this point I really respect Delte for his willingness to not try beta anything.
//end rant//

sorry just bad day with this is all.
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Kelly John
 
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Post » Wed Mar 30, 2011 3:54 pm

Psymon,

I understand your desire to hang on to your savegames, but have you tried starting a new game for testing purposes? You could then at least verify whether some of your problems are in the save or not.

gothemasticator
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Adrian Morales
 
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Post » Wed Mar 30, 2011 11:52 am

Thanks for the reminder on testing new games - I created several in separate profiles when things get like this.
In the past creating new profiles, creating new bashed patches (from a fresh blank one in MOPY folder), and regenerating ini were things I've done that helped.

So after seeing all the mods that would not load with my current save game thread load just fine with a brand new character who never left the tutorial dungeon - I pulled a fresh bashed patch file from MOPY folder and bashed it with the Jewelry mod (and Power Attack voice mod) - and the game loads fine now.

Way to late to test for cell loading stability.

Interesting though. It is as if there is info that gets left in the bashed patch that remains from mods even if they are not part of the next bashed patch. that is a good question for Wrye bash thread ...
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jessica robson
 
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Post » Wed Mar 30, 2011 8:28 am

Kuertee-

Question - You play on high timescale settings right? Like at least over 20 or so.

Does this mean that when you have the battle fatigues mod set to regen health in an hour you can see it climb pretty quickly while playing?

I usually play at time scale 10 (with no variances in or out). The problem is because I also use Duke Combat mods and and have ramped up damage on weapons - most combat encounters are over within a minute or two (real time) and I then see my health seem to remain stagnant - now if I were to change the scale of the health regen - do you have a suggestion. I'm thinking like I should set to regen in 20 minutes. That is game time right? or is that real time?

If it weren't for the times I have to wait here and there but don't want to spend a whole hour I would set my time scale as 1:1 really.
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Chloe Lou
 
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Post » Wed Mar 30, 2011 7:14 am

re: Auto-1st and 3rd person view
What does Auto 3rd-1st person use? 17?...I think that was the mod that was causing so many ctds on cell transitions. Seriously Only until this last week had I ever really on a regular basis crashed while in interiors....I deactivated that and so far that has stopped. Will look at ini and see if I can turn off the cell transition options and only have combat/stealth options.
i can't remember, to be honest.
however, i've gone through all my recently-updated mods and recompiled them with obse 0017.
i really shouldn't have adoped the beta obse - like in the past.
it was just that my level was screwed up due to living economy's 32k bug.
and i wanted to replace it with theNiceOne's Enhanced Economy - which required 0018.

re: General game bugs
I came upon two NPCs who were caught in a constant loop of casting spells over and over - one was a healing spell the other a buffing spell....Tried disabling Realistic Fatigue then MMM Extra Wounding then both - no effect the NPCs remained spell cast happy....Further the only mods of yours that I had active was the backpack mod (as I'm slowly retesting mod combos right now).
So I don't think it has anything to do with your mods.
i have a sneaking suspicion that the culprit may be MMM's scripted spells used to scale actor properties in regards to their size.
they're suppose to be dispelled immediately after the first cast.
but i've noticed the spell still active on the npcs with my ActorDetails.esp report.

i'm slowly trying to catch these bugs:
1. continual casting occurence
2. broken health

re: Magicka-based magic jewelery limits
...Now I cannot reload MagickaBasedJewelry mod at all. Any attempt to load it with the current 18b5 or older 18b5 OBSE results in a ctd on load....One thing about that mod though - when I disabled it previously I had about 4 rings and two necklaces equipped - and they remained equipped even after disabling the mod (that I now cannot re-enable at all).
i just tested Magicka-based magic jewelery limits:
i had 2 necklaces equipped and 5 rings.
i disabled the mod.
those items were still equipped.
but i was able to unequip them.
and when i try to equip them again, they were like normal: 1 necklace limit, and 2 rings limit.

re: "Bashed" patches
this is a guess: the problems may not be mod-specific.
it could be that the data in your saved-games are getting corrupt.
i.e. not the file itself but the data stored in your saved-games may be getting jumbled up.

i don't know much about "bashing" esps together: does the mod information get lost with the bash?
i.e. if a GetFormFromMod "kuertee Inventory is a backpack.esp" "123456" is called, can the game find the "kuertee Inventory is a backpack.esp" when it is bashed into a larger esp?
this line of question of course shows my total lack of knowledge about "bashed" patches.

re: General gaming
...I don't want to ditch this save game thread...
i understand completely.
i gave up my previous warrior class before i was comfortable in delving into oblivion due to some unfixable skill stats. (i now know it was living economy.)
and i'm not going to give up this mage class because it was very tough playing with him with the increased damage from my opponents.

...At this point I really respect Delte for his willingness to not try beta anything...
agreed. but version numbers are arbitrary - i reckon.
i use them simply as markers so that users know if the mod has been updated.
if i label my mods like most do, most of them would be well past version 1.
version 1 would be a few releases after the initial release - when the feature-set has stabalised.
an increment of a hundreth would be bug-fixes: e.g. version 1.01.
and an increment of a tenth would be new features added: e.g. version 1.1.

...sorry just bad day with this is all.
no probs, dude.
after all, all our hobbies: gaming, sports, socialising is to let us all relax a little.
i can understand how frustrating it can be when those hobbies start going haywire.

re: Battle fatigue and injuries in regards to timescales
...Question - You play on high timescale settings right? Like at least over 20 or so...
combat: 10, interior or oblivion planes: 20, exterior: 20 when stopped and it increases to 90.
so i play with very high-timescales.
to be honest, when the sun sets in a game-day and i asses what my player has done or how far he has travelled, a timescale of 90 feels more right than others.
i tried 30, 45, and 60 for long stretches of game-time. i settled on 90.

...Does this mean that when you have the battle fatigues mod set to regen health in an hour you can see it climb pretty quickly while playing?...
pretty much. out in tamriel, i actually see the bar increase.
you can check how much health you heal every time the mod "ticks" by setting "debug" to 1 in the INI.
it'll output your player's data to the console.
debug to 2 will output data for all npcs with battle fatigue and injuries token.
debug to 3 will output the data of the npc you targetted by holding down the right-shift key on him.

...I usually play at time scale 10 (with no variances in or out). The problem is because I also use Duke Combat mods and and have ramped up damage on weapons - most combat encounters are over within a minute or two (real time) and I then see my health seem to remain stagnant - now if I were to change the scale of the health regen - do you have a suggestion. I'm thinking like I should set to regen in 20 minutes. That is game time right? or is that real time?...
the value in the INI is game-time. set it to 15 minutes game-time or something: 0.25.

...If it weren't for the times I have to wait here and there but don't want to spend a whole hour I would set my time scale as 1:1 really.
yeah...before real injury, i used to get my player to simply sit and wait one hour.
then it started to feel like cheating - because regardless of what effects the player has the full amount of health, magicka and fatigue is restored after any amount of waiting.
at least with real injury/battle fatigue and injuries, healing occurs while playing and so other effects are active on the player.

good luck with your game, psymon!



(i've got a few mods to release. just trying to get as much game-time with them as i can before release.)
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chirsty aggas
 
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Post » Wed Mar 30, 2011 1:24 am

Thank you for the answers. My game got stable again after I removed and deleted the bashed patch I had made.
Which led me to ask this question: http://www.gamesas.com/bgsforums/index.php?showtopic=1039107&view=findpost&p=15249095
still no answer. But I suspect there is something happening with regard to info in bash not lining up with info in save game.

Will download the mods I'm using of yours when off work - than you very much.
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Mrs Pooh
 
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Post » Wed Mar 30, 2011 9:14 am

Kuertee, thanks for the .64 update of IIAB. However an issue still persists: I have weight filter set to 0.5, but items below that are still dropped.
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Michael Russ
 
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Post » Wed Mar 30, 2011 7:15 am

@kuertee
"i gave up my previous warrior class before i was comfortable in delving into oblivion due to some unfixable skill stats. (i now know it was living economy.)"

Do you remember which skill stats or have an idea what part of LE was giving you this problem?
The reason I ask is I've tweaked LE a lot and it seems to be working the way it should. Then again my testing time has been very limited lately due to other mods having 'issues'.
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Melanie
 
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Post » Wed Mar 30, 2011 1:42 pm

hey kuertee, any chance of different looks on the inventory?my snooty mage doesnt think the tankard, repair hammer and utensils go with his dark-hood-evil-necromancer image and my barbarian orc thinks it makes him look like a soft city dweller. maybe a mystical looking simple sack with rune-markings for the mage and a plain old sock over the shoulder for the barbarian?
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candice keenan
 
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Post » Wed Mar 30, 2011 5:09 am

Well I tell ya Kuertee - I'm dumbfounded by this NPC repeats spell.

The reason why is because most of the time that I encounter it and have battle fatigues loaded I get a ctd on the third repeated cast. With the orc berserk power it happens every time but not with all spells -mostly it seems buffing spells.

I was exploring (barely Surviving the lower parts of fingerbowl cave last night and I saved before going into the 2nd level and last night dove into it just for a preview to see what was down there - My character survived well but eventually died. Reload again tonight and a crash every time I loaded the next level - the encounters had the repeat cast bug and that was it - but the crashes and persistent spell casting went away as soon as I disabled Battle Fatigues.

So while Battle Fatigues may not be the cause of the repeated casting - in my load order it leads to ctds most of the time that bug presents itself.

bummer.

Having FCOM installed it is not as if I can easily disable MMM to test without a great while put into redoing the load order.

Looking at the Conlogger log I only see health increments before the crash nothing seems unusual.
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Marcia Renton
 
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Post » Wed Mar 30, 2011 4:29 pm

Hey kuertee,
I'm using Battle fatigue and injuries, Eat and sleep, Attribute-based and skill - based damage modifiers.
No bugs for a long time. :D Just dropped by to say thanks :) :) :)
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katsomaya Sanchez
 
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Post » Wed Mar 30, 2011 7:36 am

re: Inventory is a backpack
Kuertee, thanks for the .64 update of IIAB. However an issue still persists: I have weight filter set to 0.5, but items below that are still dropped.
hey derek!
the weight filter is checked against the collection of items - rather than against an individual item.
for e.g.: the backpack will drop 2 x potions of 0.5 feathers each.
best to set the weight filter to 1 (or even 2) so that scrolls or potions are kept on the player's person.

hey kuertee, any chance of different looks on the inventory?my snooty mage doesnt think the tankard, repair hammer and utensils go with his dark-hood-evil-necromancer image and my barbarian orc thinks it makes him look like a soft city dweller. maybe a mystical looking simple sack with rune-markings for the mage and a plain old sock over the shoulder for the barbarian?
hey norbingel!
unfortunately, i am not a 3d artist.
we were lucky to get Jannix Quinn's (google his oblivion works - they're quite good) approval to use his backpack mesh from his own and separate backpack mod.
but i'll be happy to try to get approval for inclusion of any 3d mesh anyone finds suitable as a backpack.
let me know if you find such an asset or a 3d artist willing to contribute.

re: Living economy / broken Mercantile stat
@kuertee
"i gave up my previous warrior class before i was comfortable in delving into oblivion due to some unfixable skill stats. (i now know it was living economy.)"...Do you remember which skill stats or have an idea what part of LE was giving you this problem?...The reason I ask is I've tweaked LE a lot and it seems to be working the way it should. Then again my testing time has been very limited lately due to other mods having 'issues'.
hey thumperZ!
what i experienced was that as i sold items, the merchant's money would suddenly increase to 32k.
and when this happened, my player's Mercantile skill would look something like this: 25 Mercantile at 278% completion.
and when that happens, my player's Level would increase several times like from 18 to 24.
initially i thought it was Gold Adjustment but theNiceOne found and informed me that it was actually Living economy.
come to think of it, i remember something like this back before i stopped playing oblivion (in early 2007) when i first installed OOO (with LE).

re: Battle fatigue and injuries
Well I tell ya Kuertee - I'm dumbfounded by this NPC repeats spell....The reason why is because most of the time that I encounter it and have battle fatigues loaded I get a ctd on the third repeated cast. With the orc berserk power it happens every time but not with all spells -mostly it seems buffing spells....I was exploring (barely Surviving the lower parts of fingerbowl cave last night and I saved before going into the 2nd level and last night dove into it just for a preview to see what was down there - My character survived well but eventually died. Reload again tonight and a crash every time I loaded the next level - the encounters had the repeat cast bug and that was it - but the crashes and persistent spell casting went away as soon as I disabled Battle Fatigues....So while Battle Fatigues may not be the cause of the repeated casting - in my load order it leads to ctds most of the time that bug presents itself....bummer....Having FCOM installed it is not as if I can easily disable MMM to test without a great while put into redoing the load order....Looking at the Conlogger log I only see health increments before the crash nothing seems unusual....
Hey kuertee,
I'm using Battle fatigue and injuries, Eat and sleep, Attribute-based and skill - based damage modifiers....No bugs for a long time. :D Just dropped by to say thanks :) :) :)...
hey psymon and mercer!
i've been actively trying to track down this bug as well.
but having only 1 (or 2) hours during the week and about half-a-day in the weekends for oblivion, i've been slow.
however, i did notice (just last night) that most of the actors (mages that i meet) that were constantly trying to heal themselves have health that is only a fraction off their maximum health.
e.g.: 116.26 health 117 base health.
a new release (about 8 hrs worth: 3-4 hrs per week over 2 weeks) of new bug-fixes and a new feature is pending:
0.64, X 2009:
  • New feature: HUD.
    To use the HUD:
    Install Pluggy, rename "Data\obse\plugins\OBSE_Elys_Pluggy.dll" to "Data\obse\plugins\OBSE_Elys_Pluggy_HUD.dll".
    Ensure that showHUDInGameMode or showHUDInMenuMode in the INI file is set to 1.
    Its location on screen can also be configured in the INI file.
    screenshot: http://sites.google.com/site/kuertee/Injuries_sleep_eat_HUDs.jpg

  • Bug-fix: Fixed an OBSE error at the very end of the GameMode block when an actor other than the player dies.

  • Tweak: Fractional health and over-the-base-value health fixes.
    To recap: from 0.60, this feature ensures that actors':
    1. health are whole-numbers
    2. health are not more than their base health + any fortify health effects that may be present.
    This should stop the retroactive health-bug (i.e. increasing health when damaged) experienced in previous versions.
    Hopefully, this should also stop actors trying to heal themselves constantly.
    (I noticed that the health of constantly-healing actors are usually a fraction off its maximum value.
    e.g.: the health of a mage that was trying to constantly heal himself was 116.29 / 117.)

  • Bug-fix: Removal of the scripts and effects from NPCs.
    Another bug-fix/re-coded feature to ensure that the token scripts are disabled on inactive NPCs.
    Inactive NPCs are those that have been unloaded from memory.
    NPCs are usually unloaded from memory when the player moves too far away from them.
the HUD will be optional and dependent on pluggy.
without pluggy, the HUD would simply not show.

(re: Eat and sleep
i also have a new release of Eat and sleep that makes its HUD and pluggy optional.
it's a bug-fix for the previous version that had some HUD code executing even when pluggy HUD was not enabled.
so the previous version forced pluggy HUD usage with the mod.)
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Brandon Bernardi
 
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Post » Wed Mar 30, 2011 1:24 pm

So I slowly added back in the battle fatigues mod and am using no other realism/stat adjusting mod other than realistic fatigue (updated today).

I keep getting broken stats - with strength especially. UOP stat restore fixes it, but it is pretty consistent.

My character just closed an oblivion gate, shambled back to hoarfrost castle, put his loot away. Stripped nekid so that no stat adjustng magic armors or jewelry would affect him when he sleeps ... he had -20 something strength & 5 battle fatigue points and after sleeping 8 hours still had strength penalties. Slept another 18 hours - remained broken.

Here is some of the conlog (it was looong though so only near the end):
kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 0.00kRI: John Patmos 00000014 elapsedTimeNow 8.00kRI: John Patmos 00000014 timeNow 2317.24 elapsed 2317.24 endTime 2309.96kRI: John Patmos 00000014 armRelief 0.00 bodyRelief 0.00 legRelief 0.00 headRelief 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 health 307.00 == maxHealth 308.00 - healthDrain 1.00 + fortifyHealth 0.00kRI: John Patmos 00000014 health healed 4.00kRI: John Patmos 00000014 battleFatigue healed by 2.00kRI: John Patmos 00000014 body healed by 3.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 2.00kRI: John Patmos 00000014 functionMode 1.00 checkForInjury 0.00kRI: John Patmos 00000014 removing Body injuries E70009F0kRI: John Patmos 00000014 adding Body injuries E70009E9 at value 3.00 of index 1kRI: John Patmos 00000014 removing Injuries affecting strength E7000A54kRI: John Patmos 00000014 adding Injuries affecting strength E7000A4C at value 2.00 of index 5kRI: John Patmos 00000014 removing Magical relief from injuries {} E7008649kRI: John Patmos 00000014 removing Magical relief from injuries {} E7008BD5kRI: John Patmos 00000014 removing Battle fatigue E7000A81kRI: John Patmos 00000014 functionMode 2.00 checkForInjury 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 3.00kRI: John Patmos 00000014 elapsedTimeNow 0.01kRI: John Patmos 00000014 lastHealth 307.00 healed 15.00 health 322.00 fortify 0.00 restore 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 0.00kRI: John Patmos 00000014 elapsedTimeNow 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 2.00kRI: John Patmos 00000014 elapsedTimeNow 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 0.00kRI: John Patmos 00000014 elapsedTimeNow 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 2.00kRI: John Patmos 00000014 elapsedTimeNow 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 0.00kRI: John Patmos 00000014 elapsedTimeNow 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 2.00kRI: John Patmos 00000014 elapsedTimeNow 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 0.00kRI: John Patmos 00000014 elapsedTimeNow 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 2.00kRI: John Patmos 00000014 elapsedTimeNow 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 0.00kRI: John Patmos 00000014 elapsedTimeNow 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 2.00kRI: John Patmos 00000014 elapsedTimeNow 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 0.00kRI: John Patmos 00000014 elapsedTimeNow 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 2.00kRI: John Patmos 00000014 elapsedTimeNow 16.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 body healed by 3.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 0.00kRI: John Patmos 00000014 functionMode 1.00 checkForInjury 0.00kRI: John Patmos 00000014 removing Body injuries E70009E9kRI: John Patmos 00000014 removing Injuries affecting strength E7000A4CkRI: John Patmos 00000014 functionMode 0.00 checkForInjury 3.00kRI: John Patmos 00000014 elapsedTimeNow 0.01kRI: John Patmos 00000014 lastHealth 322.00 healed 10.00 health 332.00 fortify 0.00 restore 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 0.00kRI: John Patmos 00000014 elapsedTimeNow 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 2.00kRI: John Patmos 00000014 elapsedTimeNow 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 0.00kRI: John Patmos 00000014 elapsedTimeNow 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 2.00kRI: John Patmos 00000014 elapsedTimeNow 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 0.00kRI: John Patmos 00000014 elapsedTimeNow 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 2.00kRI: John Patmos 00000014 elapsedTimeNow 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 0.00kRI: John Patmos 00000014 elapsedTimeNow 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 2.00kRI: John Patmos 00000014 elapsedTimeNow 0.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00
It appears to show that the health was restored but ingame the health remained penalized.

Is it possibe that wearing enchantments that increase strength (which he does) borks this.

The only other thing I can think is that the leveling mod (Pure Immersion) which sporadically rewards stat points or Realistic Fatigue are affecting it.

Or maybe something I don't realize at all. Look forward to new version and how that this is addressed.
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Sian Ennis
 
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Post » Wed Mar 30, 2011 10:26 am

For the record, Realistic Fatigue v2.4 and earlier do not modify any stats other than fatigue, and it only modifies it using modAV2 so it never modifies it permanently. The only exception to this is horse fatigue,which it permanently boosts from the default 50 to ~350 using setAV.

Pure Immersion is a leveling mod... it will modify stats, and is more likely to get confused by other mods doing stat drains etc.
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Joanne
 
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Post » Wed Mar 30, 2011 4:57 pm

Hi,

I've been using most of your excellent mods for a while now and they add a lot to the game:D

I recently installed conscribe and have seen the same error over and over in the log file, here's a snip:-

Auto-saving in 5...IsForest? 0,  Location Default Auto-saving in 4...Auto-saving in 3...Currently Playing: F:\Oblivion\Data\Music\Empty\Silence.mp3Auto-saving in 2...Auto-saving in 1...Error in script b6000805Attempting to call a function on a NULL reference or base object	File: kuerteeCleanUp.esp Offset: 0x000019E7 Command: Let (0x1765)Saving to AutoSave17...Error in script b6000805Attempting to call a function on a NULL reference or base object	File: kuerteeCleanUp.esp Offset: 0x000019E7 Command: Let (0x1765)Error in script b6000805Attempting to call a function on a NULL reference or base object	File: kuerteeCleanUp.esp Offset: 0x000019E7 Command: Let (0x1765)IsForest? 0,  Location Default IsForest? 0,  Location House Error in script b6000805


So I investigate error b6000805 which is caused by kuerteeCleanUp, here's the info from OBMM,

CELL  (Details not provided for this record type.)CREA  00000803 kCUNPCMISC  00006EE9 kCUSafeMarkerQUST  00006EE6 kCUMenuQuest  00000807 kCUQuest  00009FE6 kCURestoreItemsQuestSCPT  00006EE7 kCUMenuQuestScript  00000805 kCUQuestScript  <--------------------------------------X  00009FE7 kCURestoreItemsQuestScript

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lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Wed Mar 30, 2011 9:31 am

re: Battle fatigue and injuries
So I slowly added back in the battle fatigues mod and am using no other realism/stat adjusting mod other than realistic fatigue (updated today)....I keep getting broken stats - with strength especially. UOP stat restore fixes it, but it is pretty consistent....My character just closed an oblivion gate, shambled back to hoarfrost castle, put his loot away. Stripped nekid so that no stat adjustng magic armors or jewelry would affect him when he sleeps ... he had -20 something strength & 5 battle fatigue points and after sleeping 8 hours still had strength penalties. Slept another 18 hours - remained broken....Here is some of the conlog (it was looong though so only near the end):
...kRI: John Patmos 00000014 battleFatigue healed by 2.00kRI: John Patmos 00000014 body healed by 3.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 2.00kRI: John Patmos 00000014 functionMode 1.00 checkForInjury 0.00kRI: John Patmos 00000014 removing Body injuries E70009F0kRI: John Patmos 00000014 adding Body injuries E70009E9 at value 3.00 of index 1kRI: John Patmos 00000014 removing Injuries affecting strength E7000A54kRI: John Patmos 00000014 adding Injuries affecting strength E7000A4C at value 2.00 of index 5kRI: John Patmos 00000014 removing Magical relief from injuries {} E7008649kRI: John Patmos 00000014 removing Magical relief from injuries {} E7008BD5kRI: John Patmos 00000014 removing Battle fatigue E7000A81...kRI: John Patmos 00000014 elapsedTimeNow 16.00kRI: John Patmos 00000014 fortifyHealthMag 0.00 restoreHealthMag 0.00kRI: John Patmos 00000014 body healed by 3.00kRI: John Patmos 00000014 functionMode 0.00 checkForInjury 0.00kRI: John Patmos 00000014 functionMode 1.00 checkForInjury 0.00kRI: John Patmos 00000014 removing Body injuries E70009E9kRI: John Patmos 00000014 removing Injuries affecting strength E7000A4C
It appears to show that the health was restored but ingame the health remained penalized....Is it possibe that wearing enchantments that increase strength (which he does) borks this.
hey psymon! thanks for the log.
i kept the important lines. these lines show how much injuries are healed over the time rested.
and the resulting injuries (after removing these injuries) should show on your active effect list.
the beauty of "enchanted" equipment over modAVs is that you can track these down in-game simply.
each effect from Battle fatigue and injuries (BFandI) has a corresponding entry in the player's Active effects list.

if you are getting stat bonuses/penalties but have no effects from BFandI in the player's Active effects list,
then its very likely that the bonuses/penalties are from another mod.
as everyone knows, if a mod does not track its own modAVs and modAV2s properly
(or if mod "A" modifies an attribute because mod "A" thinks the GetAV is wrong - WHEN mod "B" is actually having an effect on it,
then mod "A" is corrupting the attribute.)

so...if you're seeing bonuses/penalties in your stat screen BUT have no BFandI effects in your active effects screen,
the bonuses/penalties are not from BFandI.

if you find that BFandI effects are not healing (i.e. after resting a long time),
then this is a bug in BFandI.

do the broken stats in the game above have corresponding BFandI effects in the player's Active effects screen?
get back to me please, psymon. thanks!

re: ModAVs
For the record, Realistic Fatigue v2.4 and earlier do not modify any stats other than fatigue, and it only modifies it using modAV2 so it never modifies it permanently. The only exception to this is horse fatigue,which it permanently boosts from the default 50 to ~350 using setAV....Pure Immersion is a leveling mod... it will modify stats, and is more likely to get confused by other mods doing stat drains etc.
hey ABO! thanks for the heads-up.

i hope that Pure Immersion is keeping track of its own ModAVs.
and not assuming that modifications from other mods are errors it needs to over-compensate for.
if it doesn't, then that could be the problem, psymon.

re: Clean up
Hi,...I've been using most of your excellent mods for a while now and they add a lot to the game:D...I recently installed conscribe and have seen the same error over and over in the log file, here's a snip:-...[code]...
Error in script b6000805
Attempting to call a function on a NULL reference or base object
File: kuerteeCleanUp.esp Offset: 0x000019E7 Command: Let (0x1765)...
hey coolit!
thanks for this report.
scruggy's already pointed out this error and suggested a fix for me.
i simply just have to release it.
the mod will keep working regardless of the error, however.
i.e.: it will keep cleaning up clutter it finds.

what happens is that the mod will find an item that is not playable and try to pick it up.
it'll throw the error because of this (i.e. NULL reference or base object).
i think the game creates these unplayable items in the gameworld as arbitrary markers.
an example of this is the inactive reference created when an item is picked up.
this inactive reference exists in the game but can't be seen nor activated by the player.
they are temporary and are removed when the cell is reset.
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Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

Post » Wed Mar 30, 2011 6:20 am

i just downloaded Pure Immersion
and i see lines like this:
Set base to Player.GetBaseAV Endurance

and checking the wiki, i see this: http://cs.elderscrolls.com/constwiki/index.php/GetBaseActorValue
This function does not accurately report the unmodified base value of stats that are changed by constant ability fortify effects. To get the true base value, you'll have to check for any constant ability fortify effects and subtract them from the result of GetBaseAV.

so, it seems to me that Pure Immersion needs to subtract any fortify effects from (and add any drain effects to - not sure about this one) GetBaseAV before doing its other calculations.
if not, the the results from its calculations would produce an incorrect stat when the fortify (and drain) effects are removed/dispelled.

my BFandI mod definitely adds drain and fortify effects to attributes - but so do a lot of mods and vanilla spells and effects.

not sure if this could be the cause of broken stats.
but i'm pretty certain that the subtraction of fortify effects (and addition of drain effects) definitely needs to be done.



edit: i, too, have assumed GetBaseAV gives the actual base value of an attribute.
however, BFandI will never apply any ModAV or ModAv2s.
so, it will never leave a stat corrupted.
it may, however, leave an Active effect IF there is a bug in the healing process.
any attributes modified will have a corresponding Active effects entry.

i'll fix my incorrect assumption of GetBaseAV now. ;)

reported in sphagne's Pure Immersion thread: http://www.gamesas.com/bgsforums/index.php?showtopic=978889&view=findpost&p=15272215
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Tasha Clifford
 
Posts: 3295
Joined: Fri Jul 21, 2006 7:08 am

Post » Wed Mar 30, 2011 12:38 am

Kuertee-

no there are no active effects that mention stats. The character has -7 strength and +3 agility - and I don't know why. I've been watching this for several in-game days and making sure that when he sleeps he removes all magic effects.

Also, just wanted to say thanks - you are going above and beyond support there.

I once tried to disable Pure Immersion and was aghast at what it did to my stats and skill levels (reducing some to 8 etc). So as it is I'm married to Pure Immersion.

That is unless I just reset all those and then load a different leveling mod (more simple one too like SPAM).

Thanks again - even if nothing comes of it.
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Danel
 
Posts: 3417
Joined: Tue Feb 27, 2007 8:35 pm

Post » Wed Mar 30, 2011 10:40 am

kuertee, I was playing around with the alternative to death and reload, and my character died and I reloaded and I was penalized like normal, but I was also unable to run or jump even after the penalties wore off...
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Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Wed Mar 30, 2011 12:59 pm

I once tried to disable Pure Immersion and was aghast at what it did to my stats and skill levels (reducing some to 8 etc). So as it is I'm married to Pure Immersion.

That is unless I just reset all those and then load a different leveling mod (more simple one too like SPAM).

Note that http://www.tesnexus.com/downloads/file.php?id=13879 includes code that compensates for fortify and drain abilities correctly. RL can also be applied to any savegame safely and will correctly update level and stats based on skills to what they would be if you had been using it right from the start. It is safe to switch to RL from any other type of leveling mod.

I encourage people to look at and re-use my code... nGCD has already adopted RL's ability compensation code so it does it correctly now too. I benched various ways of doing it and found the code I have is the fastest way of collecting all ability affects on all stats. It's slightly more verbose than using OBSE's GetTotalAEAbilityMagnitude command, but it is faster if you want to collect all ability affects on all stats. If you just want to get ability affects on one or two particular stats, then GetTotalAEAbilityMagnitude is faster.

The only warning is very large drain abilities... these will drain your getBaseAV down to 0 and no further, effectively truncating the drain magnitude. This makes compensating for the drain impossible... you have no idea how much was actually drained. The only mod I know of that does this is Proximity Based Stealth Penalties. Currently RL is incompatible with this mod because of this, but I will be releasing new version soon with a workaround. If it detects a large magnitude drain ability it will delay re-calculating level/attributes until it is removed. This means advancement will be paused while the drain is in effect, but should happen as soon as its removed. In the case of Proximity Based Stealth Penalties the drain is periodically added and removed, so this should work OK.
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Far'ed K.G.h.m
 
Posts: 3464
Joined: Sat Jul 14, 2007 11:03 pm

Post » Wed Mar 30, 2011 9:09 am

Abo-

Yeah I know RL is 'the stuff'.

I used it for about three generations of its versions. I just began to miss having more hands on approach to handling leveling. While RL seems to take into account many things that others don't it is also invisible and hands off.

Probably next play through will be with nGCD but maybe RL - we'll see.

If I were to take Pure Immersion out then put RL in would it bring my stats back up? Just curious.
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Hussnein Amin
 
Posts: 3557
Joined: Sun Aug 05, 2007 2:15 am

Post » Wed Mar 30, 2011 9:03 am

...If I were to take Pure Immersion out then put RL in would it bring my stats back up? Just curious....
(am at work so this post will be very short.)
it won't 'coz the changes were applied with ModAVs or ModAV2s.
most other mods have a tag or quest that you need to start so that it can remove its applied changes BEFORE disabling the mod.

and after thinking about this more, i definitely think that Pure Immersion will have problems not only with my BFandI mod but also any drain and fortify effects that are active on the user when PI calculates its intended changes.

for the record, i use tejon's levelling mods and abo's realism mods.
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Stacy Hope
 
Posts: 3391
Joined: Thu Jun 22, 2006 6:23 am

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