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