[relz] mods by kuertee (thread 4)

Post » Wed Mar 30, 2011 11:57 am

Thanks for consideration.

yeah I'd vote for merge horse mods.

I already made a custom merged horse compilation that consists of these mods:
Dude Where's My Horse.esp Final
Horse Commands Revamped 1.3
Mounted_Trampling.esp 1.11
Mounted_Spellcasting 1.11
Horse Speed Equals Player Speed 1.6
MD Saddlebags v3 alternate trader script 0.92
LadyDreadlock's Love your Horse 1.0

This took some testing and retesting and learning merge priority and how to merge esp to their esp master, but it works. Of course I'd totally ditch it for what your making.
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Ymani Hood
 
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Post » Wed Mar 30, 2011 4:42 am

I'm running almost the same setup and would like to see them merged as well. How does your simple saddlebags work?
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Kat Ives
 
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Post » Wed Mar 30, 2011 4:50 am

Hello, Kurtee.

A few questions, queries, idea:

Been using a couple of your Mods like Sleep extended which is great.

1. About the wording of Real Sleep extended. Sometimes I get writing that says:
`I feel for a nap now`. This should really say, `I feel like a nap now` or `I could do with a little sleep`. A small point, but I thought I`d mention it.

2.`Also in your sleep options I don`t quite understand what it means when it says after having been tired for 24 hours you stop getting tired?` I don`t quite understand this option. A person doesn`t stop getting tired, he still keeps being tired until he collapses. Or am I understanding it wrong?

3. Battle fatigue I like a lot and i`ve managed to get rid of the red colour that sometimes come on NPCs and me during a fight. But sometimes there are still little puffs of red that appear, is there anyway to get rid of this?

The customisable options are really good and I reduced the healing rate so that the bar barely moves (3 hours slow heal), so I can`t use it unless I rest for days.


OK, last one. :)
I see you do Alternate Death mods too. But I have a special request. Can you do a death mod that simple closes the whole game if you die and forces you to start up the game again? I don`t mean start a new Player, but just closes down your game to the desktop every time you get killed? I think this would be a great incentive to make the Player try twice as hard not to be killed.



2nd level now, been enjoying your Mods a lot, great work and thanks! I may try your backpack mod next.
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Bereket Fekadu
 
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Post » Wed Mar 30, 2011 5:35 am

whoops double post.
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..xX Vin Xx..
 
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Post » Wed Mar 30, 2011 8:31 am

Hello, Kurtee.

A few questions, queries, idea:

Been using a couple of your Mods like Sleep extended which is great.

I guess you refer to my mod Real Sleep Extended, and not kuertee's Eat and Sleep here, so I take part of your compliment - though I fully agree that kuertee makes great mods too ;)

1. About the wording of Real Sleep extended. Sometimes I get writing that says:
`I feel for a nap now`. This should really say, `I feel like a nap now` or `I could do with a little sleep`. A small point, but I thought I`d mention it.
Apreciated. I'm Norwegian, so my English isn't as good as it could be.

2.`Also in your sleep options I don`t quite understand what it means when it says after having been tired for 24 hours you stop getting tired?` I don`t quite understand this option. A person doesn`t stop getting tired, he still keeps being tired until he collapses. Or am I understanding it wrong?
It should say "you stop getting more tired". This is to prevent the player from collapsing completely, as there's no game mechanic for what should happen then. But if you use the default difficulty of 1.5% decrease per hour, all your attributes will be 36% lower than normal at 24 hours of tiredness, and stay that way until you sleep. You may of course increase this value for a more hardcoe game.
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Lily Evans
 
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Post » Wed Mar 30, 2011 6:52 am

I guess you refer to my mod Real Sleep Extended, and not kuertee's Eat and Sleep here, so I take part of your compliment - though I fully agree that kuertee makes great mods too ;)

Apreciated. I'm Norwegian, so my English isn't as good as it could be.

It should say "you stop getting more tired". This is to prevent the player from collapsing completely, as there's no game mechanic for what should happen then. But if you use the default difficulty of 1.5% decrease per hour, all your attributes will be 36% lower than normal at 24 hours of tiredness, and stay that way until you sleep. You may of course increase this value for a more hardcoe game.



Sorry, I got mixed up. Thanks for responding anyway! :) And your fatigue Mod is very good.

Guess it`s just the Battle fatigue question one for Kuertee then.
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Enny Labinjo
 
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Post » Wed Mar 30, 2011 2:11 am

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?

I would agree except I forgot to tell you that I disabled the weight flucuation in the ini. To be a bit more clear the actual total weight of the inventory adjusts correctly. It is the displayed weight for coins that does not adjust. It only displays the weight of a single coin. What I was thinking is that it is displaying the weight of a single coin collection (1000 is what I set mine to) so the display would show 0.025 as the weight of a single coin collection until I get more than 1000 coins but when I went over 2k in coins the weight displayed still did not change, although the total weight adjusted just fine.

*EDIT Addition
Is there a reason why a collection can not be a single coin? Other than the fact the area would run incredibly slow if you dropped a few hundered thousand or a million or two in coins!
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Crystal Clear
 
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Post » Wed Mar 30, 2011 4:22 am

Regarding the yield mod - I just saw an undead aylied soldier (added by MMM) yield to me.

Can undead yield with this mod?

I guess it is possible that they are a special class of undead that MMM created - unless anyone knows for sure?

Tried talking to it and it had no dialogue options but died easily.
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Lynette Wilson
 
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Post » Wed Mar 30, 2011 2:59 pm

While I remember it...
About the auto-heal (which I'm still only assuming is caused by Battle fatigue which is why I'll be posting my LO). I have observed several times now that when I receive damage from falling my health is immediately restored to full, instead of slowly regaining the health. Not sure if that helps. :shrug:

Active Mod Files:00 Oblivion.esm01 Francesco's Leveled Creatures-Items Mod.esm02 Francesco's Optional New Items Add-On.esm03 Cobl Main.esm [Version 1.71]04 Armamentarium.esm [Version 1.3]05 Artifacts.esm06 Mart's Monster Mod.esm [Version 3.7b1]07 Wondrous Items.esm08 EnhancedWeather.esm [Version 1.3.6]09 HorseCombatMaster.esm0A Unofficial Oblivion Patch.esp [Version 3.2.0]0B UOP Vampire Aging & Face Fix.esp [Version 1.0.0]0C DLCShiveringIsles.esp0D Unofficial Shivering Isles Patch.esp [Version 1.4.0]0E MRP - Loading area.esp++ [GFX]_Initial_Glow-all.esp0F Let There Be Darkness - Cyrodiil + SI.esp10 Ownership.esp++ MyPrices.esp++ Francesco's Optional Vendor Tweaks.esp11 Francesco's Optional Leveled Quests.esp12 Francesco's Optional Files 2.esp13 Francesco's Optional Leveled Arena.esp14 FranTweak.esp15 FranOBSEConfig.esp [Version 0.5]16 AmbientTownSounds.esp17 moDem's City Life.esp18 Shadowcrest_Vineyard_COBL.esp19 treasure maps captus demus.esp1A Enhanced Vegetation [150%].esp1B Natural_Habitat_by_Max_Tael.esp1C EnhancedWeather.esp [Version 1.3.5]1D mz_Shields.esp1E Apachii_Heroes_Store.esp1F Wood Bows and Leather Armors.esp20 Andragorn_Weapons_Armors.esp21 JQ-Amulets.esp22 RealSwords - Breton LO-NPC.esp23 RealSwords - Nord LO-NPC SI.esp24 MyTweaks3.esp25 RealisticForceMedium.esp** Darkgreen Glass Armour.esp26 Rainbows.esp27 Dungeon Actors Have Torches 1.6 DT.esp28 LevelerCheat.esp29 Deadlier Traps.esp++ Visually Enchanted Frost 2.esp++ Visually Enchanted Fire 3.esp++ Visually Enchanted Shock 1.esp2A GuildOwnership1.2.esp2B Choices and Consequences.esp2C FightersGuildContracts.esp2D StealthOverhaul.esp2E Pitchable_Tent.esp [Version 1.0]2F Adventures Gear.esp30 Pitcher Plant.esp31 Alchemy Pocket.esp [Version 1.1]32 actors_in_charge.esp33 P1DseeYouSleep.esp34 Thingamajigs Broken Armor DD Edit.esp35 kuerteeNoLootingDuringCombat.esp36 ReneersGoldMod.esp37 Mimics!.esp38 Mart's Monster Mod for Fran.esp [Version 3.7b1]39 Mart's Monster Mod - Fran's leveled quests.esp [Version 3.7b1]3A Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b1]3B Mart's Monster Mod - Durzog Addon.esp [Version 0.10]++ Mart's Monster Mod - Diverse Creature Skins.esp [Version 3.5.5b4]++ Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b1]3C Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b1]++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b1]++ Mart's Monster Mod - Safer Roads.esp [Version 3.7b1]3D Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b1]++ Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp [Version 3.7b1]3E Mart's Monster Mod - Vindasel.esp [Version 3.7b1]3F Mart's Monster Mod - Farm Animals.esp [Version 3.7b2]40 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b1]41 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b1]42 Choices and Consequences - MMM.esp [Version 0.2]43 PersuasionOverhaul.esp [Version 1.4]++ PersuasionOverhaul_MMM.esp [Version 1.2]44 ArmamentariumArtifacts.esp [Version 1.3]++ ArmamentariumLL.esp [Version 1.3]++ ArmamentariumLLVendors.esp [Version 1.3]++ ArmamentariumTweaks.esp45 Gift of Kynareth.esp46 Adonnays Classical Weaponry.esp47 Kragenir's Death Quest.esp48 Nords With Beards.esp49 Artifacts.esp++ Artifacts - ArmaCompleteAddon.esp [Version 0.20]4A bgBalancingEVCore.esp [Version 10.5EV-D]++ bgBalancingEVOptionalBetterRedguards.esp** bgBalancingEVOptionalNPCDiversity, Beautification Better Redguards.esp [Version 10.0EV-D]4B Potable Pastiche.esp4C Happyhannah's Wines.esp [Version 1.1]++ Better Wine SI.esp4D Wondrous Items.obse.esp4E Crowded Roads Revisited.esp [Version 1.1]4F Cliff_Roleplayingcharacter.esp [Version 2.1]50 S.P.A.M.esp51 marksman_challenge.esp52 TryBeforeYouBuy.esp53 Combat Fumbling.esp [Version -03]54 DropLitTorchOBSE.esp [Version 2.1]55 DD_ProximitySneakPenalty.esp56 SM Hand Combat.esp [Version 1.0]57 SM Security.esp [Version 1.1]58 DS Storage Sacks.esp [Version 1.21]59 Progress.esp [Version 1.03]5A ReneerNPCNameMod.esp5B 300_Lore_Dialogue_Updated.esp5C KDQ - Rural Line Additions.esp5D Kyoma's Spell Renamer.esp [Version 2.0.4]5E AudaciousMagery.esp5F DS Summon Luggage.esp60 MidasSpells.esp61 MidasTweaks.esp++ Better Scrolls.esp62 bgMagicEV.esp [Version 1.7EV]63 bgMagicEVAddEnVar.esp [Version 1.68EV]64 bgMagicEVStartspells.esp [Version 1.68EV]++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]65 bgMagicEVPaperChase.esp [Version 1.68EV]66 SupremeMagicka.esp [Version 0.88d]67 SM_ShiveringIsles.esp [Version 0.86]++ SM_MMM.esp [Version 0.82]++ bgMagicEV_Conjuration_for_Supreme_Magicka.esp [Version 1.5]68 bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]69 Pestilent Afflictions.esp6A bgIntegrationEV.esp [Version 0.96]6B DS Time Manager.esp [Version 1.1]6C sr_super_hotkeys.esp6D kuerteeBattleFatigueAndInjuries.esp6E kuerteeEatAndSleep.esp6F SM Encumbrance and Fatigue.esp [Version 2.5]70 Duke Patrick's Lockpick challange Manual.esp [Version 2]71 Cobl Glue.esp [Version 1.69]72 Cobl Si.esp [Version 1.63]++ Cobl Tweaks.esp [Version 1.44]73 Salmo the Baker, Cobl.esp [Version 3.08]++ MMM-Cobl.esp [Version 1.69]++ Cobl IngredientsTweaks.esp74 Bashed Patch, 0.esp75 Deadly Reflex - Timed Block + Higher Damage.esp76 DeadlyReflex - Combat Moves.esp

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Stacey Mason
 
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Post » Wed Mar 30, 2011 10:36 am

Regarding auto-heal. I must admit that while enemies sometimes heal themselves in my game (and sometimes a lot), it has never made them unkillable. It might take a while, but usually they`ll collapse from fatigue or what not anyway. I see it as pretty fair since I heal myself in mid-battle alot. Other Mods maybe be changing my experience slightly, but it all seems to work very well.

As for the instant heal, I did have one situation where my health was down to about 1 (really bad situation and I have slowed my healing rate right down so no running around a corner and wait to be healed) and then suddenly I was back up to full health. this only happened once, and I have no idea what made it happen, so can`t confirm if it was a jump, Mod or something else.

By the way, been trying Clean up, and can`t fully confirm, but I think it is helping to reduce random crashes.
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Greg Swan
 
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Post » Wed Mar 30, 2011 9:26 am

kuertee, is there any reason why the removeallitems is separated from the recognition of the fact the backpack has been put into a container?

The big gap in time between the two has caused me trouble making DBWGP compatible with KIIAB.
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OnlyDumazzapplyhere
 
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Post » Wed Mar 30, 2011 4:43 am

Thanks for consideration....yeah I'd vote for merge horse mods...I already made a custom merged horse compilation that consists of these mods:...Dude Where's My Horse.esp Final...Horse Commands Revamped 1.3...Horse Speed Equals Player Speed 1.6...
I'm running almost the same setup and would like to see them merged as well.
hey psymon and pk! merging is done: Horse commands, Horse speed, Simple saddlebags and Own horses over time are merged and working.
i'm just adding finishing touches:
Own horses over time: make some horses take longer to own, bounty of stealing horses dependent on horse value, etc.
Simple saddlebags: carrying capacity (currently value of the horses' base health)

How does your simple saddlebags work?
saddlebags are opened with the left alt-key.
saddlebags are accessible while mounted.
after dismounting or after accessing a saddlebag, the saddlebag becomes available regardless of distance from the horse.
this only lasts for 15 game-minutes. combat removes this access.
everytime a container (except for the saddlebag itself) or barter menu is accessed, this time is reset.
this is useful when unloading loot from the saddlebag in stores or in your home.
by default, saddlebags can't be attached to stolen horses.
if Own horses over time mod is active, then you can attach saddlebags to horses the player is in the process of owning.

Hello, Kurtee....A few questions, queries, idea:...I see you do Alternate Death mods too. But I have a special request. Can you do a death mod that simple closes the whole game if you die and forces you to start up the game again? I don`t mean start a new Player, but just closes down your game to the desktop every time you get killed? I think this would be a great incentive to make the Player try twice as hard not to be killed....2nd level now, been enjoying your Mods a lot, great work and thanks! I may try your backpack mod next.
hey shieldwatcher! that's a real hardcoe idea. but i'll add it because i want to try it, too. i do however die quite often when overwhelmed - because of my Attributes-based and skills-based damage modifiers mod.

I would agree except I forgot to tell you that I disabled the weight flucuation in the ini. To be a bit more clear the actual total weight of the inventory adjusts correctly. It is the displayed weight for coins that does not adjust. It only displays the weight of a single coin. What I was thinking is that it is displaying the weight of a single coin collection (1000 is what I set mine to) so the display would show 0.025 as the weight of a single coin collection until I get more than 1000 coins but when I went over 2k in coins the weight displayed still did not change, although the total weight adjusted just fine....*EDIT Addition...Is there a reason why a collection can not be a single coin? Other than the fact the area would run incredibly slow if you dropped a few hundered thousand or a million or two in coins!
hey grumbul! i think the weight value of only one item in the "collection" is displayed in the inventory for any item - not just for the coins.
i can't remember if the weight of the full collection of items is displayed rather than the weight of a single item in that collection in the game world (i.e. not in a container or inventory).
so, unless you set the coins to weigh at 1 feather, they will always show 0 in the inventory.
am i correct here. i never really bothered to check whether the displayed weight is correct for the collection of items or not.

and there is no reason for not allowing every coin to be dropped.
i set those limits simply for "safety" reasons (e.g preventing overflows).
you can remove those limits:
  • wait for 5 seconds or more after game-load. this ensures that all the mods are loaded.
  • open the console.
  • type "Set kuerteeGIAIIQuest.maxCoinsInWorld To 1". unfortunately, this will revert back to the min of 1000 after you load your next game.
  • drop your gold.
i'll remove the limits but leave the recommendation of between 1000 to 30000 in the next release.

Regarding the yield mod - I just saw an undead aylied soldier (added by MMM) yield to me....Can undead yield with this mod?...I guess it is possible that they are a special class of undead that MMM created - unless anyone knows for sure?...Tried talking to it and it had no dialogue options but died easily.
hahaha! i would have liked to see that.
if that undead was built as an npc, then, yes, it will yield.
all non-creature actors yield.

While I remember it...About the auto-heal (which I'm still only assuming is caused by Battle fatigue which is why I'll be posting my LO). I have observed several times now that when I receive damage from falling my health is immediately restored to full, instead of slowly regaining the health. Not sure if that helps. :shrug:...
Regarding auto-heal. I must admit that while enemies sometimes heal themselves in my game (and sometimes a lot), it has never made them unkillable. It might take a while, but usually they`ll collapse from fatigue or what not anyway. I see it as pretty fair since I heal myself in mid-battle alot. Other Mods maybe be changing my experience slightly, but it all seems to work very well....As for the instant heal, I did have one situation where my health was down to about 1 (really bad situation and I have slowed my healing rate right down so no running around a corner and wait to be healed) and then suddenly I was back up to full health. this only happened once, and I have no idea what made it happen, so can`t confirm if it was a jump, Mod or something else....By the way, been trying Clean up, and can`t fully confirm, but I think it is helping to reduce random crashes.
hey mercer and shield! i'll definitely need to check this out. i remember seeing these issues with earlier versions of the mod.
the current version was rebuilt from scratch (to use obse's arrays).
admittedly, i've not experience my player heal at that rate.
and unlike the effects of battle fatigue and injuries, healing is manually applied (i.e. health is added depending on how much in-game time passes between checks).
so this should be easy to track down once i get time to look at it.

hey derek! kuertee, is there any reason why the removeallitems is separated from the recognition of the fact the backpack has been put into a container?...The big gap in time between the two has caused me trouble making DBWGP compatible with KIIAB.
unfortunately, yes:
  • when you drag the backpack into a container, the mod will treat this as dropping the backpack.
  • and as you know, dropping the backpack is a long and involved process. this is not simply RemoveAllItems on the player. see below for the inner-workings of the mod.
  • so that process (which is found in kuerteeIIABMoveInventoryQuest) needs to finish first.
  • only after that will items be moved into the container the player dumped the backpack into.
the inner-workings of Inventory is a backpack:
note that RemoveAllItems is required to keep each inventory item's properties (i.e. condition, magical charge, etc.).
and unfortunately RemoveAllItems removes all non-quest items from the player.
any equipped items (regardless of their state as quest items or not) are unequipped.
to achieve "droppping loot with the backpack" effect, i had to:
  • turn all items that are not to be dropped into quest items.
  • RemoveAllItems
  • any equipped items (even those that are quest items) are unequipped at this point. this is the reason why the player is momentarily without clothes.
  • requip items that were equipped before RemoveAllItems.
so as you can see, the lag in time between putting the backpack into the container and when the player's loot is actually put in the container is unavoidable.

the best i can offer you is this suggestion:
  • don't process anything while kuerteeIIABMoveInventoryQuest is running. check with GetQuestRunning. this quest is started when the inventory needs to be moved from (backpack is dropped) or to (backpack is picked-up) the player. it is stopped at the end of the move process.
  • assume that the bacpkack is with the player when kuerteeIIABQuest.backpackStatus == 2.
  • assume that the bacpkack is not with the player when kuerteeIIABQuest.backpackStatus == 1.
i hope this helps, derek.
you may wish to check out my Gold is an inventory item mod.
i designed that so that it works directly with the changes in gold or in coin (the droppable coin) in the player's inventory.
in principle, the mod should work regardless of how the player acquires or loses gold.
the only mod i've had to make a special case for is theNiceOne's Gold Adjustment. but that is to be expected.





cheers all!
Spoiler
note to myself. mods to look at next:
1. Clothing matters - snobby npcs are too snobby to the point of hating and attacking the player
2. Battle fatigue and injuries - retroactive health
3. Alternatives to death and reload - add option of game exit at death
4. Gold is an inventory item - remove limits of amount of dropped coins

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le GraiN
 
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Post » Wed Mar 30, 2011 2:41 pm

All good news on updates - look froward to them.

Any chance that some ini options could be added to the yield mod?

I'm using Reneers Animals don't attack mod and I can see how if a wolf gets injured it will high tail it out of there and not fight till the death.

Should Dremora yield? Of what value is there in that? They have nothing to say - no reason to yield - would an invader yield? I guess maybe so.

I guess I can check on the undead Ayleid soldier.

None of this is a big deal just friendly suggestions and thoughts - keep doing what your doing.
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Soph
 
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Post » Wed Mar 30, 2011 3:54 pm

All good news on updates - look froward to them....Any chance that some ini options could be added to the yield mod?...I'm using Reneers Animals don't attack mod and I can see how if a wolf gets injured it will high tail it out of there and not fight till the death....Should Dremora yield? Of what value is there in that? They have nothing to say - no reason to yield - would an invader yield? I guess maybe so....I guess I can check on the undead Ayleid soldier....None of this is a big deal just friendly suggestions and thoughts - keep doing what your doing.
unfortunately, i think that's the normal behaviour of wolves and possibly some other creatures.
The behaviour of NPCs yield are only added to actors that are not creatures (i.e. NPCs). creatures include animals and the undead (except vampires) from the vanilla game. but as mentioned before some undead from MMM are actually NPCs (i think).
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Crystal Birch
 
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Post » Wed Mar 30, 2011 9:55 am

How about my idea about having Oblivion shiut down on player death? Possible? Silly? More effort than it`s worth? be honest, i won`t mind.

I got the idea recently when my character died and the game instantly crashed, causing me to restart. It made a kind of sense. I failed- Oblivion switches off, forcing you to start up the game again.
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Cagla Cali
 
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Post » Wed Mar 30, 2011 6:38 am

kuertee, in regard to the horse mod compilation - will it be compatible with the Slof/Stormcaller overhauls? I haven't been able to find any saddlebag mods that work without overriding the Stormcaller textures, and it would be really great if I could have a pretty horse that was useful at the same time. :)
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Louise
 
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Post » Wed Mar 30, 2011 7:37 am

I have a question about the "gold being an inventory item" mod. What happens to the gold icon at the bottom of the inventory?

Then again, it makes sense to keep that icon.
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Emma Copeland
 
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Post » Wed Mar 30, 2011 6:06 am

Hot dang. After months of being away, one of the things I was looking for was a concept mod I was discussing with Wolfhound way back when for the Art of Speedy Depositing. It would make a working backpack that could be dropped to decrease encumbrance for fighting.

And lo, today I found that kuertee had apparently made the same thing. I is happy now.
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Alan Cutler
 
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Post » Wed Mar 30, 2011 3:38 am

How about my idea about having Oblivion shiut down on player death? Possible? Silly? More effort than it`s worth? be honest, i won`t mind....I got the idea recently when my character died and the game instantly crashed, causing me to restart. It made a kind of sense. I failed- Oblivion switches off, forcing you to start up the game again.
hey shield! here was my reply that was in my previous post:
hey shieldwatcher! that's a real hardcoe idea. but i'll add it because i want to try it, too. i do however die quite often when overwhelmed - because of my Attributes-based and skills-based damage modifiers mod.
so, expect this feature in the next release!



kuertee, in regard to the horse mod compilation - will it be compatible with the Slof/Stormcaller overhauls? I haven't been able to find any saddlebag mods that work without overriding the Stormcaller textures, and it would be really great if I could have a pretty horse that was useful at the same time. :)
hey singeword! yes. the mod compilation will work with ALL creatures that are of type 4 (horses) and that are ridable. so it should even work with the motorcycle mod (i think). and as its name suggests, the mod is "simple" in execution - so you won't see the bells and whistles like that found in MD's saddlebags 3.1.



I have a question about the "gold being an inventory item" mod. What happens to the gold icon at the bottom of the inventory?...Then again, it makes sense to keep that icon.
hey tissue! the gold icon is still representative of the gold the player carries. i can remove it (i think) with OBSE hud controls - but there's no real point.



Hot dang. After months of being away, one of the things I was looking for was a concept mod I was discussing with Wolfhound way back when for the Art of Speedy Depositing. It would make a working backpack that could be dropped to decrease encumbrance for fighting....And lo, today I found that kuertee had apparently made the same thing. I is happy now.
hey showler! the basics (removal of items from the player) of the mod is definitely from Wolfhound's code. here's my acknoledgement of it from kIIAB's read-me:
Details
=======
1. Drop the backpack, all inventory items that are (1) not equipped, (2) not hot-keyed, (3) not a quest item and (4) heavier than the weight filter amount will be removed from your inventory.
A script similar to Wolfhound's The Art of Speedy Depositing is used.
(Though the method is similar, the code was in no way written from it.
I was directed to that mod by a poster in the Oblivion CS Forums after I found that items didn't retain their properties in my first version.
After trying a couple of other methods, I found his to be best.)
...
Credits
=======
...
Wolfhound (method used to move items from one inventory to another as from The Art of Speedy Depositing mod)
and here's my original development thread in the CS forums: http://www.gamesas.com/bgsforums/index.php?showtopic=934455&hl=kuertee. quite an interesting read (for me anyway) :P.

but the idea was spawned from a conversation with several (abo (at the time he was putting together his carryable sacks mod), spooky, ben cope, psymon, etc...) in delte's thread about 10 months ago when i returned to playing oblivion.
so kudos goes out to all those mentioned, those who have helped me in the this and the CS forum, and those who's used the mod. :D




one more bug to fix: saddlebags on stolen horses
the mod should be ready to go after that. :D
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Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am

Post » Wed Mar 30, 2011 10:07 am

Horse commands http://www.tesnexus.com/downloads/file.php?id=8766
4.0, 18 September 2009:
  • Horse commands 4.0,
  • Horse speed equals player speed 1.8,
  • Own stolen horses over time (previously unreleased),
  • Simple saddlebags (previously unreleased)


Eat and sleep http://www.tesnexus.com/downloads/file.php?id=24605
0.56, 18 September 2009:
  • Bug-fix: Compatibility with events that automatically put forward time.
    Previously, events that put forward time needed to manually pause (i.e. by setting a variable) Eat and sleep's effects so that the player is not penalised for the time lost.
    This bug-fix removes this requirement.
    From this version on, events that causes the player to lose time will automatically be detected.
    Hunger and exhaustion are then reset (dinner required at 6 PM and sleep at 10 PM).
  • Tweak: Increased sleep requirements in each preset.
    The values now assume that the required amount of sleep produce only enough energy for the remainding hours of the day.
    Previously, the values allowed the player to function for a full-24 hours without penalties.
    Easy: requires 6 hours of sleep per day.
    3 hours awake for each hour slept.
    Moderate: requires 8 hours of sleep per day.
    2 hours awake for each hour slept.
    hardcoe: requires 10 hours of sleep per day.
    1.4 hours awake for each hour slept.
  • Tweak: Bought and cooked food will turn cold after 1 hour.

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Breautiful
 
Posts: 3539
Joined: Tue Jan 16, 2007 6:51 am

Post » Wed Mar 30, 2011 10:26 am

i've updated this mod:
Clothing matters http://www.tesnexus.com/downloads/file.php?id=22653
0.56, 18 September 2009:
  • Tweak: The NPC's disposition during conversations is modified at the start of the conversation again - i.e. in MenuMode.
    After further tests, it seems like the conversation options do reflect the npc's disposition to the player.
    My further changes and tweaks may have fixed this previous bug.
  • Bug-fix: The previous version did allow dispositions to drop below 10 points.
    This version fixes that bug.




be sure to regularly check the 1st and 2nd posts of my threads.
i always update them when i release to tes nexus.
and my [relz] posts will never get lost with actual discussion posts.
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Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Wed Mar 30, 2011 2:31 pm

Alright - here we go downloading again. Glad you fixed Clothing matters - I lost count how many times I had to resurrect people when I had companions with me that insisted on defending my honor, or something...

Looking forward to test your new Horse mod too.

Cheers and thanks for all your work!

EDIT - The link to the horse commands lead to your "settings" page, unaccessible. I dl from your collection at TES instead. END EDIT.
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vanuza
 
Posts: 3522
Joined: Fri Sep 22, 2006 11:14 pm

Post » Wed Mar 30, 2011 7:14 am

i've updated this mod:
Horse commands http://www.tesnexus.com/downloads/file.php?id=8766
4.1, 19 September 2009:
  • Bug-fix: Simple saddlebags
    Carrying capacity of horses are now calculated properly.
    Previously, this was getting set to 0.
    thanks sirandar!
  • Tweak: Horse commands
    Previously, the "move away from doors" AI would sometimes teleport the horse to an arbitrary area in the map.
    This fix ensures that horses are only teleported if they are < distanceSeparatedAI from the "move away from doors" marker.
    "Move away from doors" AI is required to stop the horses from blocking the doors the player exited from.
    thanks locksley!






Thanks for the update to Battle fatigue and injuries, kuertee :D...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. ...
hey mercer. i've built this now but the way it works is a little more dynamic:
the percentage of your health increases the amount of hours full health is restored.
e.g. when full health is restored in 1 hour
90% health = 1.1 hours required
75% health = 1.3 hours required
50% health = 2 hours required
25% health = 4 hours required
10% health = 10 hours required

basically: more wounds = longer recovery.
health potions and healing spells increase in value.
unfortunately, the vanilla system of restoring all the player's health, magicka and endurance after resting/waiting or sleeping 1 hour is unavoidable.

what do you (and others) think of this?
this will be an optional system which will be active by default.
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Kate Norris
 
Posts: 3373
Joined: Mon Nov 27, 2006 6:12 pm

Post » Wed Mar 30, 2011 3:09 pm

I like the new system, kuertee. It does the same I talked about just in a little different kind of way. Good idea! :)
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James Wilson
 
Posts: 3457
Joined: Mon Nov 12, 2007 12:51 pm

Post » Wed Mar 30, 2011 6:30 am

hey mercer. i've built this now but the way it works is a little more dynamic:
the percentage of your health increases the amount of hours full health is restored.
e.g. when full health is restored in 1 hour
90% health = 1.1 hours required
75% health = 1.3 hours required
50% health = 2 hours required
25% health = 4 hours required
10% health = 10 hours required

basically: more wounds = longer recovery.
health potions and healing spells increase in value.
unfortunately, the vanilla system of restoring all the player's health, magicka and endurance after resting/waiting or sleeping 1 hour is unavoidable.

what do you (and others) think of this?
this will be an optional system which will be active by default.




Will this be configurable as before? I don`t see this system helping me unless I can. I like my healing to take a much longer time (to emulate reality). I already have my healing set so slow that it takes about 5 hours to fully heal if i don`t use potions. It don`t matter to me the percentage of hurt as i reckon a small amount like even 10% of harm (10% of part of the body is quite significant) will take a while to recover from. Of course I carry about 8 weak heal potions as standard, but it has not proven hard to play.

Pity the heal can`t take time over sleep too.
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Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

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