[relz] mods by kuertee (thread 4)

Post » Wed Mar 30, 2011 7:49 am

the best i can think of is to allow "runbatchscript" values. i.e. if the value is an "INI" or "TXT" file, the mod will trigger a "RunBatchScript" on that file when it tries to evaluate the value or maxValue of the HUD.


Interesting. I'm still learning scripting, especially OBSE stuff... When you say "to allow," do you mean something need to be changed in the mod's script to make this possible?

I'm also quite confused about the syntax of RunBatchScript, there's not much about it on the wiki. Could you give me an example how that'd be used to set up a variable?

Sorry if I'm taking up your thread too much with questions that really have more to do with OBSE, if you'd rather I take this to another thread let me know and I will.
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Janeth Valenzuela Castelo
 
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Post » Wed Mar 30, 2011 6:59 am

Hey kuertee,
Today I met 2 auto-healing NPCs. :mellow: One of them was a named bandit from Fran's who I got beaten to the ground after chasing him down and poisoning him with Damage Fatigue so he couldn't get up. I was slicing him as fast as I could with a silver dagger but he wouldn't die. His health was almost gone but I wasn't doing enough damage apparently, but the red dust from injuries puffed up from him about every 3-5 seconds.
It seems to me almost impossible that he would get injuries so often since my dagger was doing perhaps only 3% damage of his full health (I'm just guessing here) but certainly not enough to cause injuries.
Maybe if you could disable the effects of the mod on NPCs then I could see if this mod is the one causing this weird auto-heal. I'm pretty sure it's from this mod because only MMM's Wounding affects NPCs in my game.
Anyway, I know you're busy so I hope I don't stress you out with this :P It's a small-ish bug in my book anyway.
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Ria dell
 
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Post » Wed Mar 30, 2011 7:48 am

Hello kuertee,

I am eagerly waiting for "Clean Up" :)
Would be great if I can know any ETA.
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Laura Richards
 
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Post » Wed Mar 30, 2011 11:51 am

Hi kuertee,

Have you got around to doing something with your Customisable HUD Components yet?

I've toyed a bit more around with it, and found that with the current version I can accomplish everything I want, except for one thing.

I succeed in setting it up (of course), and also succeed in changing that maxValue and the text ingame. The only thing not possible is to change the bar color ingame too.


So my wish is simply that you reapply the current value of kCHUDC.bar# each time you update it, just as you do with the bar text - by making adding the line

HudS_Tex hud#Bar pBar#FilePath 1 (with # excahanged for numbers 1-6 of course).

To each of the 6 hud update positions.


If you add this line, the mod will work exactly as I want it :)
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El Khatiri
 
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Post » Wed Mar 30, 2011 12:20 pm

Interesting. I'm still learning scripting, especially OBSE stuff... When you say "to allow," do you mean something need to be changed in the mod's script to make this possible?...I'm also quite confused about the syntax of RunBatchScript, there's not much about it on the wiki. Could you give me an example how that'd be used to set up a variable?...Sorry if I'm taking up your thread too much with questions that really have more to do with OBSE, if you'd rather I take this to another thread let me know and I will.
hey spotty! RunBatchScript executes commands in a text file as if they were typed in the console. its most common use is to run INI files like in my mods.

i've thought about this a little more:
for complex values, it'll be more efficient if a simple quest is built to formulate the values.
then simply target those values from the INI file.

what do you think spotty?
post if you need help setting up a simple quest script for this. and i'll help you out.
i'm sure others will also be happy to help.

Hey kuertee,...Today I met 2 auto-healing NPCs. :mellow: One of them was a named bandit from Fran's who I got beaten to the ground after chasing him down and poisoning him with Damage Fatigue so he couldn't get up. I was slicing him as fast as I could with a silver dagger but he wouldn't die. His health was almost gone but I wasn't doing enough damage apparently, but the red dust from injuries puffed up from him about every 3-5 seconds....It seems to me almost impossible that he would get injuries so often since my dagger was doing perhaps only 3% damage of his full health (I'm just guessing here) but certainly not enough to cause injuries....Maybe if you could disable the effects of the mod on NPCs then I could see if this mod is the one causing this weird auto-heal. I'm pretty sure it's from this mod because only MMM's Wounding affects NPCs in my game....Anyway, I know you're busy so I hope I don't stress you out with this :P It's a small-ish bug in my book anyway.
hey mercer! done. let me play a bit tonight and i'll post it after. the ini value is "applyToNPCs". defaults to 1.

Hello kuertee,...I am eagerly waiting for "Clean Up" :)...Would be great if I can know any ETA.
hey ksek3! i've got the working version in my game. i just need to return to aleswell to see if my 13 gold is still in the protected cell. (i'm in anvil at the moment.) i'll get to aleswell tonight. then i'll post it if all is good.

other than testing long-term features (e.g. i protected aleswell about 2 weeks ago (3 play sessions ago - which doesn't count modding and testing)),
the restore lost items feature work well. the game simply needs pluggy OR conscribe so that a log of items removed can be kept.

Hi kuertee,...Have you got around to doing something with your Customisable HUD Components yet?...HudS_Tex hud#Bar pBar#FilePath 1 (with # excahanged for numbers 1-6 of course)...
hey theNiceOne! i've unprotected the huds and have added this change. let me play with it tonight then i'll post it.
and its good to here that you can directly control the HUDs like that.

cheers, all!
launching oblivion now...:D
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Andrew Perry
 
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Post » Wed Mar 30, 2011 10:51 am

hey theNiceOne! i've unprotected the huds and have added this change. let me play with it tonight then i'll post it.
and its good to here that you can directly control the HUDs like that.

Thanks. I tried it out at home, adding that line to your mod, and got the color to change to work too. So now I have a perfectly working hud bar showing time left before becoming sleepy in one color (with text "Rested"), alternatively showing hours of sleepiness in another color (with text "Tired").

So I'll wait for your update and test it a bit before I release Real Sleep Extended 2.2 :)
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Danger Mouse
 
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Post » Wed Mar 30, 2011 12:36 am

updated mods:
Battle fatigue and injuries http://www.tesnexus.com/downloads/file.php?id=24604
0.59, 7 September 2009:
  • Tweak: Users can now remove the effects of the mod from NPCs.
    Previously, all non-creature actors were affected.
    Set "applyToNPCs" to 0 in the INI file to remove the mod's effects from NPCs.
    (Thanks for the suggestion Mercer.)


Clean-up http://www.tesnexus.com/downloads/file.php?id=24606
0.53, 8 September 2009:
  • New feature: See the section "Restoring lost items".
    This requires Pluggy or ConScribe.
    Search for these OBSE plug-ins in TESNexus.
  • Bug-fixes: All the major features in previous versions were either broken or only worked partly.
    Here are the fixes:
  • Bug-fix: Player-owned cells are now correctly detected.
  • Bug-fix: "Safe markers" are now not lost when the cell they are in is reset.
  • Bug-fix: Items dropped by the player are now correctly remembered and are now only removed if the player returns to their vicinity but ignores them.


Customisable HUD Components http://www.tesnexus.com/downloads/file.php?id=22272
0.57, 8 September 2009:
  • Tweak: The HUDs are now unprotected. This allows other mods to control them.
    (Thanks TheNiceOne's for this suggestion.)
  • Tweak: The HUDs now reload their textures at every update.
    Currently, values in the INI themselves can't be used to display different coloured bars depending on the HUD's value.
    But, 3rd-party mods could.
    (Thanks TheNiceOne's for this suggestion.)
  • INI file: values for my Eat and sleep mod are available as an optional download.




new mods still to come.
i found a bug in "Stolen horses can be owned"
e.g. original horse owner (those with their TravelHorse set to the stolen horse) will retrieve the horse eventually - even if the ownership of the horse is set to the player.
this oblivion's default behaviour, unfortunately.
but the code i'm testing to prevent this seems to work.
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Laura Mclean
 
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Post » Wed Mar 30, 2011 4:29 pm

Clean-up http://www.tesnexus.com/downloads/file.php?id=24606
0.53, 8 September 2009:
  • New feature: See the section "Restoring lost items".
    This requires Pluggy or ConScribe.
    Search for these OBSE plug-ins in TESNexus.
  • Bug-fixes: All the major features in previous versions were either broken or only worked partly.
    Here are the fixes:
  • Bug-fix: Player-owned cells are now correctly detected.
  • Bug-fix: "Safe markers" are now not lost when the cell they are in is reset.
  • Bug-fix: Items dropped by the player are now correctly remembered and are now only removed if the player returns to their vicinity but ignores them.


Very good! Thanks for the update. It's already installed :)
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Ilona Neumann
 
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Post » Wed Mar 30, 2011 1:45 am

Is there a way I can tweak your clean up mod so that my drooped item NEVER get deleted?

I never trust containers, so I often just throw my stuff on the ground.
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Tom Flanagan
 
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Post » Wed Mar 30, 2011 7:56 am

I'd like to second that as a request.

I like to just lay stuff out to decorate.

I can see how it would difficult to look at what is considered trash from treasure.

I'd actually prefer a version that only touched what I never touched + NPCs.
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jessica sonny
 
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Post » Wed Mar 30, 2011 11:37 am

The restore items ini is blank - am In missing something.
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Czar Kahchi
 
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Post » Wed Mar 30, 2011 2:22 pm

Customisable HUD Components http://www.tesnexus.com/downloads/file.php?id=22272
0.57, 8 September 2009:
  • Tweak: The HUDs are now unprotected. This allows other mods to control them.
    (Thanks TheNiceOne's for this suggestion.)
  • Tweak: The HUDs now reload their textures at every update.
    Currently, values in the INI themselves can't be used to display different coloured bars depending on the HUD's value.
    But, 3rd-party mods could.
    (Thanks TheNiceOne's for this suggestion.)
  • INI file: values for my Eat and sleep mod are available as an optional download.


Hi kuertee,
Have you had a moment to figure out what the string names would be for Cobl Hunger, FF Real Thirst, or Real Hunger Extended? Or should I just ask the makers of those mods?

Thanks.
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Josee Leach
 
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Post » Wed Mar 30, 2011 9:23 am

Customisable HUD Components http://www.tesnexus.com/downloads/file.php?id=22272
0.57, 8 September 2009:
  • Tweak: The HUDs are now unprotected. This allows other mods to control them.
    (Thanks TheNiceOne's for this suggestion.)
  • Tweak: The HUDs now reload their textures at every update.
    Currently, values in the INI themselves can't be used to display different coloured bars depending on the HUD's value.
    But, 3rd-party mods could.
    (Thanks TheNiceOne's for this suggestion.)
  • INI file: values for my Eat and sleep mod are available as an optional download.

Thanks. The update worked exactly as I hoped. I now have a working bar for Real Sleep Extended that displays the text "Rested" and time left until tiredness in brown color (by default), and when you become sleepy, it changes to display "Tired" and displaying how sleepy you are in red color (by default). I have put up a couple of screenshots for it http://www.tesnexus.com/downloads/images/24649-1-1252357483.jpg and http://www.tesnexus.com/downloads/images/24649-4-1252357484.jpg (with my messages and your bar enlarged), and will hopefully upload version 2.2 of RSE with this functionality within a day or two.

One question. I intend to create an omod install script where the player chooses hud index (1-6), color, etc., and then create the necessary parts of "kuerteeCustomisableHUDComponents.ini", named as "RSE - kuerteeCustomisableHUDComponents.ini", so that the player can just rename this ini (if not using other bars), or copy the right parts into the main kuerteeCustomisableHUDComponents.ini file. But to do so, I need to include a shortened version of your ini file as a base. Is that OK?
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Imy Davies
 
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Post » Wed Mar 30, 2011 2:56 pm

Is there a way I can tweak your clean up mod so that my drooped item NEVER get deleted?

I never trust containers, so I often just throw my stuff on the ground.


Just drop a safe marker in the area.
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Marta Wolko
 
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Post » Wed Mar 30, 2011 7:33 am

Is there a way I can tweak your clean up mod so that my drooped item NEVER get deleted?...I never trust containers, so I often just throw my stuff on the ground.
I'd like to second that as a request...
Just drop a safe marker in the area.
hey spooky! good to see you back! hey psymon! as fallen wizard suggested, just create a safe cell. safe cells are created from the Clean up console which is opened by holding down the minus (-) key. cells owned by the player are automatically safe cells. these cells need to be actually tagged as player-owned in the CS.
I'd actually prefer a version that only touched what I never touched + NPCs.
sorry psymon. there's nothing to distinguish these items from those dropped by the player.

The restore items ini is blank - am In missing something.
yes. it is meant to be blank. the user populates that ini themselves WHEN they need to restore an item.

Hi kuertee,...Have you had a moment to figure out what the string names would be for Cobl Hunger, FF Real Thirst, or Real Hunger Extended? Or should I just ask the makers of those mods?...Thanks.
sorry, singeword. no. i'll have a look tonight. i just need to fix a couple other mods first.

Thanks. The update worked exactly as I hoped. I now have a working bar for Real Sleep Extended that displays the text "Rested" and time left until tiredness in brown color (by default), and when you become sleepy, it changes to display "Tired" and displaying how sleepy you are in red color (by default). I have put up a couple of screenshots for it...I need to include a shortened version of your ini file as a base. Is that OK?
these look good, theNiceOne! i like the colour-changing bars! :thumbsup: do they smoothly blend from one colour to another? (i.e. with transparency?) and yeah. you can grab what you wish from my mod.
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Elea Rossi
 
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Post » Wed Mar 30, 2011 5:28 am

these look good, theNiceOne! i like the colour-changing bars! :thumbsup: do they smoothly blend from one colour to another? (i.e. with transparency?) and yeah. you can grab what you wish from my mod.

The brown (considering changing the default to something else) bar goes from full when completely rested, to empty just before you start to get tired.
The red bar goes from empty just when you start to get tired, to full when you are completely exhausted.

So the change from brown to red is at the time when the bar is empty, thus nothing to blend at all.


I was considering another possibility: that the brown goes to half when you start to get tired, and then change color to red and continues towards empty as you get more exhausted. But for such a setup I would really have wanted something to mark the mid point. I guess I could do it by using two of your hud elements, where one has an invisible container and is shifted to the right. But there's no chance of getting some small vertical bar that can be placed anywhere along the hud element, is there?

...maybe I'll just add something like that on top of your hud bar myself... I think that should be possible.
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alicia hillier
 
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Post » Wed Mar 30, 2011 1:56 am

You :
hey spookyfx! good to see you back! hey psymon! as fallen wizard suggested, just create a safe cell. safe cells are created from the Clean up console which is opened by holding down the minus (-) key. cells owned by the player are automatically safe cells. these cells need to be actually tagged as player-owned in the CS.


me:
That will not work for me, I do not want to alter the cells I am in, these cells are like the bloodwoorks for example.
Cant I just disable this part is some way in the mod itself?


Question, do you have a way to delete actors? The new Obse Delete will not work on actors.
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Justin Bywater
 
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Post » Wed Mar 30, 2011 3:09 pm

You :hey spookyfx! good to see you back! hey psymon! as fallen wizard suggested, just create a safe cell. safe cells are created from the Clean up console which is opened by holding down the minus (-) key. cells owned by the player are automatically safe cells. these cells need to be actually tagged as player-owned in the CS....me:That will not work for me, I do not want to alter the cells I am in, these cells are like the bloodwoorks for example....Cant I just disable this part is some way in the mod itself?...Question, do you have a way to delete actors? The new Obse Delete will not work on actors.
hey duke! sorry i messed up that response.
i meant: you can protect cells in 2 ways:
1. create a safe cell with the clean-up console. minus (-) key to call it up.
2. player-owned cells are safe cells. player-owned cells are cells that have been tagged as player-owned in the CS.
some house mods do not have this flagged. so i thought that i needed to iterate what a cell requires for it to be fully player-owned.

re: removing actors.
Clean-up removes actors only if they have been dead more than the player's IHOURSTORESPAWN setting.
but it won't remove them if the actors have a quest item in their inventory. (e.g. the death token from Vows and covenants are quest items.)
however, the actors will be cleaned up by the game automatically when the cell resets as normal.

i actually couldn't get DeleteReference to work on items. and they do not work on actors as per OBSE readme.
so, i do the mod's usual routine: pick-up the item by an unseen npc, then remove that item from their inventory via script.

i hope these answer your questions, spooky.
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Mrs Pooh
 
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Post » Wed Mar 30, 2011 5:02 am

I never trust containers, so I often just throw my stuff on the ground.


Have no fear! With this mod you need not distrust containers anymore: http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=3659
Just one caveat with this mod (taken from the readme):"If you wish to remove the mod, make sure all the items you want to keep are in your player's inventory. If you wish to retain all your items, they must be in your inventory before you disable the mod!" Well, either that or on the ground in a safe cell I guess.

I used to use this too, but with Reneer's Containers mod it's not necessary anymore: http://www.tesnexus.com/downloads/file.php?id=13957
(Note if you ever use Is it Safe? : "if enabling this mod when starting a new character, the spell "Check Container" disappears after exiting the sewers. Simply disable the mod, save the game with the mod disabled, then re-enable the mod. The spell "Check Container" will be added to the PC. Other than that, this mod works as advertised." cf. comments on the mod's Nexus page.)
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WYatt REed
 
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Post » Wed Mar 30, 2011 6:28 am

Thanks for the update to Battle fatigue and injuries, kuertee :D

I've played some more with that mod and it works great. I'll be using the no-NPC-effects from now on.
I've also considered something else (sorry :P ) : It would be neat if the "auto-healing out of combat" part of the mod (which I've actually grown to like now) didn't kick in until you reached say 50% of full health. The reasoning here is that your body is too weak right after a battle to heal it self. It needs a little rest or help (magic) before you get better.
The reason for this small change isn't really because of the technical aspect I just mentioned but rather because of gameplay: Often I fight with low health and since I'm always in need of Health Potions I hold on to the potions much more than I should because I don't want to waste one if I can avoid it. This approach leaves me dead at times. :ph34r: If I don't begin auto-healing until 50% then the potions are never wasted since I would have to consume them anyway after combat (or heal but I sometimes play with no magic restorative spells because I like to RP (e.g. barbarian type).
I also think it fits well with the injuries part of the mod: I often have to rest after a hard fight, maybe stop adventuring further and just relaxing to get over my injuries. This has added much to my game actually. I need to prepare and bring enough food and a bedroll if I want to embark on a huge adventure.


Which kinda leads me to you other mod, Eat and sleep. I was wondering if the messages to be cut down to once per 2 hours? Currently I'm using timescale 30 in the wilds and I think the messages appear just a little too often. You've said you're using timescale 90 so it would be even worse for you.
Anyway I've also noticed what appears to be mistakes in the messages. Some have a number and a name at the end of the message? It seems like a quote but that doesn't make sense to me.

I'll stop typing now before my fingers falls off :P
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tannis
 
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Post » Wed Mar 30, 2011 12:42 pm

...Have you had a moment to figure out what the string names would be for Cobl Hunger, FF Real Thirst, or Real Hunger Extended? Or should I just ask the makers of those mods?...
sorry singeword. havenot had a go yet with these. it may be best to try their [relz] thread and see if anyone else has used my HUD mod with these mods.

Thanks for the update to Battle fatigue and injuries, kuertee :D...I've played some more with that mod and it works great. I'll be using the no-NPC-effects from now on....I've also considered something else (sorry :P ) : It would be neat if the "auto-healing out of combat" part of the mod (which I've actually grown to like now) didn't kick in until you reached say 50% of full health. The reasoning here is that your body is too weak right after a battle to heal it self. It needs a little rest or help (magic) before you get better. ...Which kinda leads me to you other mod, Eat and sleep. I was wondering if the messages to be cut down to once per 2 hours? Currently I'm using timescale 30 in the wilds and I think the messages appear just a little too often. You've said you're using timescale 90 so it would be even worse for you.
Anyway I've also noticed what appears to be mistakes in the messages. Some have a number and a name at the end of the message? It seems like a quote but that doesn't make sense to me....
hey mercer!
i came across 2 actors (a big cat and another creature) that had a retro-active health: i.e. when i deal damage - their health went up.
i saved my game at that point and continued playing. will look into them later.

re: Battle fatigue and injuries: heal only when health > 50%
that's a very good sugestion. i was looking for something that would add value to heal spells and potions again.
currently, their only value is DURING combat. my Attributes-based and skills-based damage mod increases the damage in combat in my game that spells and potions are required by my healer.
but others who don't have a difficulty combat mod may find heal spells and potions useless with my Battle fatigue and injuries mod.
i'll add this feature.

another feature that i mentioned before but put on the back-burner is for heal spells and potions act as a temporary relief from injuries.
injuries still need rest and time - but their effects can be relieved partly or fully with magic.

re: Eat and sleep messages
the messages that you see are snippets of poems sourced from the internet. you see the same in my Alternatives to death and reload mod.
so i give credit to their authors with a copyright on messages that appear on and after the 5th application of hunger or exhaustion.
i can add an option in the mod to disable these copyright messages, but i don't really want to.
i think these poems add a nice touch to the mods.
and i'll add an option for users to configure when message appear into the mod.






some ramblings...
re: timescale 90 experience
yes. i play with an "increasing" timescale in the wilderness. with my Auto-save and time mod, timescale increases from 20 up to 90 when in continual movement.
combat returns timescale to 20. when you start moving, it starts to increase up to the max of 90.

the hunger and sleepiness messages would come quicker at 90 compared to other players' games.
but i just accept it because i know that hunger and tiredness are still applied correctly in-code.
and i'm able to use the messages as "time markers".

i still find the actual timescale of 90 in the wilderness to be correct: it takes a bit more than a day to travel from cheydinhal to roxey inn.

and the effects from Eat and sleep help in keeping my game playable.
this mod is different from other hunger and sleep mods.
the penalties are deducted from the player's MAX fatigue - rather than an actual continous drain from player's CURRENT fatigue.
and there are other features in this mod that allow for these high timescales.
last i tried other survival mods (before i built this mod), i couldn't play with high timescales.

some more ramblings...
i'm almost done: two more announcements:

i've taken back development of Horse commands from harlanrm.
he did a good of moving my old mod forward.
this new version has been rewritten from scratch. so there will not be a need for Dude where's my horse.
and as with all my mods, i've streamlined it so that player can focus on actually playing the game (i.e. doing quests).
the new version does not have the quest to train the player to learn more about horses.
once the player rides a horse, he will acquire the Horse command skill (a lesser power) and the horse will gain the AIs.
and with the addition of my horse stealing gameplay, this mod has moved to its new iteration of version 4. :D.

i found some bugs in Clothing matters.
npcs with a high standing (those wearing expensive clothes) may reject the player's offer of a conversation (and may start combat) if the player doesn't dress for the meeting.
this is caused by the mod applying the disposition adjustments in GameMode in the split instance before the MenuMode conversation.
i have an idea on how to address this. i just need to build it.

whew! this writing exercise along with my reply to the author-centric v mod-centric thread has been a fun break.
cheers, all!
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Hairul Hafis
 
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Post » Wed Mar 30, 2011 8:36 am

Look forward to the new horse commands!

Any chance you would consider merging Gold is an inventory item into your Inventory is a Backpack mod - as an ini option?

thanks for considering.

[edit to clarify] Rearead the above and see how that could make little sense. What I mean is adding the weight options to gold.

Then as I think about it also the equipped items mod. It seems all three really belong together and it would be ever so neat to have them in one mod with options each on/off in the ini.

If your into it that is - if not I understand.

again thanks for considering.
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Leonie Connor
 
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Post » Wed Mar 30, 2011 4:05 am

hey mercer!
i came across 2 actors (a big cat and another creature) that had a retro-active health: i.e. when i deal damage - their health went up.
i saved my game at that point and continued playing. will look into them later.


I just met 2 actors as well that auto-heal, and I'm using "set kRIQuest.applyToNPCs to 0". Very odd.
One was a orc who I shot with a bow till near death then 3 sec later he was well. Another one was a bandit woman who I decapitated (using DR) and then afterwards her dead body was lying on the ground with a little bit of health bar left ( :blink: ). I still had to use 10 strikes to kill her (again) with my claymore. Truly odd.

re: Battle fatigue and injuries: heal only when health > 50%
that's a very good sugestion. i was looking for something that would add value to heal spells and potions again.
currently, their only value is DURING combat. my Attributes-based and skills-based damage mod increases the damage in combat in my game that spells and potions are required by my healer.
but others who don't have a difficulty combat mod may find heal spells and potions useless with my Battle fatigue and injuries mod.
i'll add this feature.


Glad you like the idea.


re: Eat and sleep messages
the messages that you see are snippets of poems sourced from the internet. you see the same in my Alternatives to death and reload mod.
so i give credit to their authors with a copyright on messages that appear on and after the 5th application of hunger or exhaustion.
i can add an option in the mod to disable these copyright messages, but i don't really want to.
i think these poems add a nice touch to the mods.
and i'll add an option for users to configure when message appear into the mod.


Sounds good. Now that I know why the messages are such as they are it probably won't look so odd to me in the future. :)
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louise tagg
 
Posts: 3394
Joined: Sun Aug 06, 2006 8:32 am

Post » Wed Mar 30, 2011 12:42 am

Gold is an inventory item.
I do not know if this is a bug or not but the weight stays static at the amount I changed it to in the ini (0.025 also tried 0.02, 0.1) The first time I find gold it renames it to septims as I set that in the ini and it shows the weight of one coin only in my inventory. Finding additional coins keeps the amount correct but the weight never changes in my inventory.
This is on a new game in the tutorial dungeon. I use a lot of mods and the ones that affect gold are nGCD and many of tejon's mods, VA better gold, and Bank of Cyrodiil. and your Inventory is a Backpack. I use wyre bash, boss, obmm, bain etc,,, and manual config of mods to set an appropriate load order (I hope).
It seems like this is what you are implying will happen in the documentation if weight is set too low but I am not sure. Could you please help me clear up my confusion?
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Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Wed Mar 30, 2011 8:21 am

...Any chance you would consider merging Gold is an inventory item into your Inventory is a Backpack mod - as an ini option?...thanks for considering....[edit to clarify] Rearead the above and see how that could make little sense. What I mean is adding the weight options to gold....Then as I think about it also the equipped items mod. It seems all three really belong together and it would be ever so neat to have them in one mod with options each on/off in the ini....If your into it that is - if not I understand....again thanks for considering.
good idea. i'll see to merging the three together.

also, i'm also starting to think of merging Horse speed equals player speed mod and (my unreleased) Simple saddlebags mod into Horse commands 4.

Gold is an inventory item.
I do not know if this is a bug or not but the weight stays static at the amount I changed it to in the ini (0.025 also tried 0.02, 0.1) The first time I find gold it renames it to septims as I set that in the ini and it shows the weight of one coin only in my inventory. Finding additional coins keeps the amount correct but the weight never changes in my inventory.
This is on a new game in the tutorial dungeon. I use a lot of mods and the ones that affect gold are nGCD and many of tejon's mods, VA better gold, and Bank of Cyrodiil. and your Inventory is a Backpack. I use wyre bash, boss, obmm, bain etc,,, and manual config of mods to set an appropriate load order (I hope).
It seems like this is what you are implying will happen in the documentation if weight is set too low but I am not sure. Could you please help me clear up my confusion?

hey grumbul.
i think you are experiencing one of the mods intended features:
the weight of each coin increases upto max given in the ini when the player is moving.
when the player stops, the weight of the coin is reset to 0.

the main objective of the mod is to add encumbrance to the coins.
and in-game, encumbrance is only a real factor when the player is on the move.
so when stopped, the weight of the coins are 0.
when moving or when in combat, the weight of the coins continually increase up to the weight set in the ini.

this feature also address the issue of when the player actually needs to have a huge amount of gold on hand (e.g. when making a very huge purchase).
this feature will simulate the player carrying/dragging a huge bag of gold to the merchant and stopping every so often to rest/adjust the bag's encumbrance.

do you think this is what you see in your game?
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Laura Elizabeth
 
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Joined: Wed Oct 11, 2006 7:34 pm

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