[relz] mods by kuertee (thread 4)

Post » Wed Mar 30, 2011 7:50 am

Pity the heal can`t take time over sleep too.


I remember a mod which healed you depending on how long you slept. I just had a quick look at tesnexus but I couldn't find it (probably because I cannot remember the name of the mod)
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gemma
 
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Post » Wed Mar 30, 2011 4:04 am

I've been using the default ini settings with battle fatigues and playing an almost pure melee character with Restoration spells. I've yet to be injured to the point that the only way to heal is to sleep.

I can always raise my health to maximum with greater restoration spell within a minute.

I get tagged on a lot too. Using Duke Patricks mods I've been surrounded and hit from all sides by many many monsters and NPCs. I die a lot, still Spells are all it takes.

Is that right?
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Melis Hristina
 
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Post » Wed Mar 30, 2011 5:05 am

I remember a mod which healed you depending on how long you slept. I just had a quick look at tesnexus but I couldn't find it (probably because I cannot remember the name of the mod)



You are right. I was going to say as well. There is a Mod that did this, I used to have it about a year ago.
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Marcus Jordan
 
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Post » Wed Mar 30, 2011 12:27 pm

Guys that was called Real Injury: http://www.tesnexus.com/downloads/file.php?id=19340
Which is what Kuertee has been attempting to improve upon with Battle Fatigues.

[edit] because there were several shortcommings to real injury when used with other realism mods.
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Karine laverre
 
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Post » Wed Mar 30, 2011 2:43 am

hey shield! here was my reply that was in my previous post:so, expect this feature in the next release!



How did I miss this? Looking forward to it, Kuertee!
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Christie Mitchell
 
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Post » Wed Mar 30, 2011 10:48 am

a word of warning: while it addresses a couple of questions, this post is actually a (very) long description of my Battle fatigue and injuries mod.
if anyone finds good presets (e.g. as below: setting battle faitgue so that it is incurred almost at every fight) for this mod, let me know.
and i can add it as an option in the ini.

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.
I remember a mod which healed you depending on how long you slept. I just had a quick look at tesnexus but I couldn't find it (probably because I cannot remember the name of the mod)
Guys that was called Real Injury: http://www.tesnexus.com/downloads/file.php?id=19340...Which is what Kuertee has been attempting to improve upon with Battle Fatigues....[edit] because there were several shortcommings to real injury when used with other realism mods.

hey guys.
just to clarify a couple of things:
there are three types of healing in the mod:
  • heal health. this is "hoursToFullHealth" in the INI file.
    and this is the heal that will be affected by the new system.
    the amount of damage will determine the amount of EXTRA time for the player's health to return to the full.
    so, if you set hoursToFullHealth to 5, your player will take 50 hours to fully heal 90% of damage: hoursToFullHealth / 0.1.
    however the vanilla game will heal the player to full health even with 1 hour of sleep or waiting.
    so a setting of 5 hours will work but sleeping/waiting will cancel that out.
    so, i don't think there is a need to set this too high.
    and this is the reason why i have this value set at 1.
    this worked similary to ryujiin's original Real Injury.
  • heal battle fatigue. battle fatigue are penalties to the player's max health.
    the options for this feature is what you need to tweak to get around the vanilla game's auto-healing while resting.
    by default, the player will receive 1 point of battle fatigue per combat session when their health drops below 25%.
    and, by default, 1 point of battle fatigue removes 5 health points from the player's max health.
    this is not affected by the vanilla game's healing system when sleeping or waiting.
    and heal health, above, will be limited by these penalties.
    so if the player has 3 battle fatigue points (-15 max health) and sleeps for 1 hour, their max health will still be at -15.
    if the player sleeps for 8 hours (the default time at which 1 point of battle fatigue is healed), their max health will still be penalised. but only by 10.
    ryujiin's original Real Injury also worked like this.
    he just didn't call it battle fatigue.
  • heal injuries. injuries are penalties to attributes.
    by default, the player will receive 1 injury when they receive damage equivalent to 25% or more in one second.
    and, by default, 1 point of injury removes 5 attribute points distributed across 2 or 3 attributes.
    like battle fatigue, only time will heal these injuries.
    ryujiin's original Real Injury also worked like this.
so, heals to the player's current health are affected by the vanilla game's auto-heal while resting.
we can't do too much with this.
but heals to battle fatigue (penalties to max health) and heals to injuries (penalties to attributes) are not affected by the vanilla game's auto-heal while resting.
only actual time (even when awake. but heal-rate is increased while sleeping.) removes these penalties.
also, contrary to what i've read elsewhere, food and heal spells or potions do not remove battle fatigue or injuries.

I've been using the default ini settings with battle fatigues and playing an almost pure melee character with Restoration spells. I've yet to be injured to the point that the only way to heal is to sleep....I can always raise my health to maximum with greater restoration spell within a minute....I get tagged on a lot too. Using Duke Patricks mods I've been surrounded and hit from all sides by many many monsters and NPCs. I die a lot, still Spells are all it takes.Is that right?
probably right, psymon.

max health effects
only battle fatigue will decrease your max health. and battle fatigue is incurred only ONCE per fight.
only 1 battle fatigue is applied regardless of how many times the player's health drops below 25% in one combat session.
i can guess that in most battles, by the time the player is at 25% health and when in combat with several opponents, the player will most likely die than survive.
(i don't play with duke's combat mods anymore. but my attributes-based and skills-based damage can be just as brutal.)
so the accumulation of battle fatigue is rare.
try increasing "healthLeftToAcquireBattleFatigue" to 50 or something so that they are applied more often.

come to think of it, having this value high (e.g. 75%) adds to the experience:
since battle fatigue will be applied more regularly, the player's max health will effectively decrease at almost every combat session.
this should force the player to "pick" his fights - i.e. limit his fights to only a few per day.
i think that when this value is increased, the time required to heal battle fatigue should be decreased.

my main objective for "battle fatigue" is exactly this: limit the player's ability to continuously fight effectively - especially after getting beaten severely.

receiving injuries
injuries can only be incurred if the player receives 25% or more damage per second.
this is pretty hard to achieve when the player has a lot of health.
in my game (without duke patrick's mod but with my Attributes-based and skills-based damage modifiers mod), only a power-attack from my opponents will do this.
the difference between ryujiin's Real Injury and my mod is that ryujiin collects damages over 2 seconds.
my mod only tracks damages per second - effectively tracking damage for each individual hit.
i've now added a feature to increase this time interval.
this should collect damage over the given time and apply injuries based on that.
this should result in more injuries.

Arthmoors protocol for locating corrupt spawns (which led to many false leads but also led to ...)...So in rebuilding the load order back up I discovered that the number one problematic mod I located was this one. (Kuertee's Battle fatigues also was buggy but not as buggy - I think his mod had more to do with the combat crashes)...
oh maaan, psymon. i feel your pain.
sorry for the troubles. but your description does point to a flaw in my mod.
i've now added a check so that the script will not run on invalid actors.

i've not entered oblivion for several months now.
and i don't think with this character.
and i don't fast travelled unless i'm modding/debugging.
so this bug has not occured to me.

(info: actors will become invalid when the player moves to a very far location.
but scripts on those actors will keep running - albeit at a very slow and at an undiscovered interval.
and some functions will crash the game when triggered or called on an invalid actor.
this doesn't happen immediately. the player can be playing for hours - leaving the affected actors far behind.
but when the game decides to trigger one of those scripts on an invalid actor, the game may hang or crash.
note, also, that only some functions crash the game. some scripts run without incident regardless of the actor's state.
this makes the offending mod/script/function hard to track down.
so most modders simply pause or remove the token (if this in itself doesn't cause a crash) from invalid actors.)

also, do you have a link to arthmoor's recommended steps in tracking down corrupt spawns.
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Rach B
 
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Post » Wed Mar 30, 2011 1:15 pm

Ah you must have seen that post in the Kragenir thread. I was holding off coming to you until that was resolved - and I hadn't the time to play much less playtest.

Since I don't have endless amounts of playtime - yeah I fast travel - which is also a test of stability (as is running across many cells at once really).

Arthmoor's link to finding corrupt spawns: http://www.gamesas.com/bgsforums/index.php?showtopic=1033875&hl=

Not sure what was going on with the crashes in combat but they were not related to actually being in Oblivion ... in fact my game never crashes in Oblivion or other smaller wold spaces like cities it seems.

So I was holding off till I get repeatable problems to report.
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luis ortiz
 
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Post » Wed Mar 30, 2011 11:37 am

Thanks for explaining more fully how battle fatigue works. I thought I understood it all but I actually learned a little. :) Looking forward to next version. btw any luck tracking down the auto-heal problem? My enemies does it quite often and my weapoms doesn't do a lot of damage so some are almost impossible to kill. I've considered getting me a mod that increase damage from weapons but then I already feel the damage my enemies does is tough enough.... *thinks*
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Chris BEvan
 
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Post » Wed Mar 30, 2011 3:50 pm

Whew! that`s a pretty detailed explanation! sounds like the Mod can be set pretty hardcoe if the Player wants! Lovely.

Cheers for the write up.
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CORY
 
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Post » Wed Mar 30, 2011 10:45 am

Thanks for explaining more fully how battle fatigue works. I thought I understood it all but I actually learned a little. :) Looking forward to next version. btw any luck tracking down the auto-heal problem? My enemies does it quite often and my weapoms doesn't do a lot of damage so some are almost impossible to kill. I've considered getting me a mod that increase damage from weapons but then I already feel the damage my enemies does is tough enough.... *thinks*
its definitely a bug somewhere.
did you save a game where this is happening?
the npcs were fine in a game where i thought this was happening.
try my wip version of battle fatigue and injuries: http://kuertee.googlepages.com/kuerteeBattleFatigueAndInjuries.esp
i may have fixed something inadvertantly.
have you tried playing without my mod (just to see if it's caused by something else)?
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Raymond J. Ramirez
 
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Post » Wed Mar 30, 2011 6:18 am

...Since I don't have endless amounts of playtime - yeah I fast travel - which is also a test of stability (as is running across many cells at once really)....Arthmoor's link to finding corrupt spawns: http://www.gamesas.com/bgsforums/index.php?showtopic=1033875&hl=...
thanks psymon!
and you're correct about fast travel being a good test to see if tokenised scripts on actors will fail when the actor becomes invalid (after the fast travel).
and thanks for the link. i didn't take the same steps when i went looking and found a corrupt spawn (which prompted me to build Clean up mod).
the funny thing is that the spawn that i found was also at the start of the road to bruma.
and it was a steel armoured goblin from MMM.
if it dies, my game will not crash immediately but will crash at the next save/auto-save (which produces a corrupt file).
if the goblin lived, my game ran fine.

Thanks for explaining more fully how battle fatigue works. I thought I understood it all but I actually learned a little. :) Looking forward to next version. btw any luck tracking down the auto-heal problem? My enemies does it quite often and my weapoms doesn't do a lot of damage so some are almost impossible to kill. I've considered getting me a mod that increase damage from weapons but then I already feel the damage my enemies does is tough enough.... *thinks*

its definitely a bug somewhere....did you save a game where this is happening?...the npcs were fine in a game where i thought this was happening....try my wip version of battle fatigue and injuries: http://kuertee.googlepages.com/kuerteeBattleFatigueAndInjuries.esp...i may have fixed something inadvertantly....have you tried playing without my mod (just to see if it's caused by something else)?
well...
i found a troll that had better than wolverine's healing powers.
here's the saved game: http://kuertee.googlepages.com/testHealingDamage2.zip
and here are screenshots of the bug: http://kuertee.googlepages.com/heal_bug_0.jpg, http://kuertee.googlepages.com/heal_bug_1.jpg, http://kuertee.googlepages.com/heal_bug_2.jpg
i would have accepted the troll's healing abilities as normal for its race until i noticed that it healed (191) well past its base health (160).
i don't even have to hit the troll for its health to increase.

and note that this saved game is pure Frans and MMM (3.5.5b4).
i cleaned it of any other mods by deactivating them, saving a game, removing bloat with Wrye Bash.
so it should be loadable by any user.
is the bug due to my non-current version of MMM?
Masters for: testHealingDamage2.ess00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Mart's Monster Mod.esm  [Version 3.5.5b4]04  Francesco's Optional Dungeon Chest Loot.esp05  Francesco's Optional Dungeon Chest Locks.esp06  Francesco's Optional House Chest Loot.esp07  Francesco's Optional Vendor Tweaks.esp08  Francesco's Optional Leveled Quests.esp09  Francesco's Optional Leveled Arena.esp0A  Mart's Monster Mod for Fran.esp  [Version 3.5.5b4]0B  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.5.5b4]0C  Mart's Monster Mod - Diverse Creature Skins.esp  [Version 3.5.5b4]0D  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.5.5b4]0E  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.5.5b3]0F  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.5.5b4]10  Mart's Monster Mod - Durability & Damage.esp  [Version 3.5.5b4]11  Mart's Monster Mod - Fran's leveled quests.esp  [Version 3.5.5b4]12  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.5.5b4]13  Mart's Monster Mod - Less Rats.esp  [Version 3.5.5b4]14  Mart's Monster Mod - No Adventurers.esp  [Version 3.5.5b4]15  Mart's Monster Mod - Spawn Rates - Moderate Increased.esp  [Version 3.5.5b4]16  Mart's Monster Mod - Vindasel.esp  [Version 3.5.5b4]17  Mart's Monster Mod - Foxes.esp  [Version 3.5.5b4]18  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.5.5b4]19  Mart's Monster Mod - Extra Wounding.esp  [Version 3.5.5b4]1A  Mart's Monster Mod - Diverse Imperial Armor.esp  [Version 3.5.5b4]1B  Mart's Monster Mod - Friendlier Factions MMM+Fran.esp  [Version 3.5.5b4]1C  Mart's Monster Mod - Resized Races.esp  [Version 3.5.5b4]

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Silvia Gil
 
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Post » Wed Mar 30, 2011 4:02 am

Hey kuertee,
I just tried your wip esp and the auto-heal is still there.
I haven't tried having your mod deactivated for a longer time yet.
I've recently switched from Fran+MMM to Fran+WAC, still auto-healing creatures/NPCs.

LO:
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Waalx Animals & Creatures.esm04  Cobl Main.esm  [Version 1.71]05  CustomSpellIcons.esm06  Armamentarium.esm  [Version 1.3]07  Artifacts.esm08  Progress.esm  [Version 2.2]09  Wondrous Items.esm0A  EnhancedWeather.esm  [Version 1.3.6]0B  HorseCombatMaster.esm0C  Unofficial Oblivion Patch.esp  [Version 3.2.0]0D  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]10  MRP - Loading area.esp++  [GFX]_Initial_Glow-all.esp11  Let There Be Darkness - Cyrodiil + SI.esp12  Ownership.esp++  MyPrices.esp13  Francesco's Optional New Adventurers.esp++  Francesco's Optional Vendor Tweaks.esp14  Francesco's Optional Leveled Quests.esp15  Francesco's Optional Files 3.esp16  Francesco's Optional Files 2.esp17  Francesco's Optional Leveled Arena.esp18  FranTweak.esp19  FranOBSEConfig.esp  [Version 0.5]1A  AmbientTownSounds.esp1B  moDem's City Life.esp1C  Castle_Seaview.esp1D  Shadowcrest_Vineyard_COBL.esp1E  treasure maps captus demus.esp1F  Enhanced Vegetation [150%].esp20  Natural_Habitat_by_Max_Tael.esp21  EnhancedWeather.esp  [Version 1.3.5]22  mz_Shields.esp23  Vvardenfell_Imports.esp24  Wood Bows and Leather Armors.esp25  Andragorn_Weapons_Armors.esp26  JQ-Amulets.esp27  MyTweaks3.esp28  RealisticForceMedium.esp**  Darkgreen Glass Armour.esp29  Rainbows.esp2A  Dungeon Actors Have Torches 1.6 DT.esp2B  LevelerCheat.esp2C  Deadlier Traps.esp++  Visually Enchanted Frost 2.esp++  Visually Enchanted Fire 3.esp++  Visually Enchanted Shock 1.esp2D  GuildOwnership1.2.esp2E  Choices and Consequences.esp2F  FightersGuildContracts.esp30  StealthOverhaul.esp31  Pitchable_Tent.esp  [Version 1.0]32  Adventures Gear.esp33  Pitcher Plant.esp34  Alchemy Pocket.esp  [Version 1.1]35  actors_in_charge.esp36  P1DseeYouSleep.esp37  Thingamajigs Broken Armor DD Edit.esp38  kuerteeNoLootingDuringCombat.esp39  ReneersGoldMod.esp3A  Mimics!.esp3B  PersuasionOverhaul.esp  [Version 1.4]3C  Crowded Roads Revisited.esp  [Version 1.1]3D  ArmamentariumArtifacts.esp  [Version 1.3]++  ArmamentariumLL.esp  [Version 1.3]++  ArmamentariumLLVendors.esp  [Version 1.3]++  ArmamentariumTweaks.esp3E  Gift of Kynareth.esp3F  Adonnays Classical Weaponry.esp40  BHC_Expanded.esp  [Version 1.2]41  Kragenir's Death Quest.esp42  Nords With Beards.esp43  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]44  bgBalancingEVCore.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalBetterRedguards.esp**  bgBalancingEVOptionalNPCDiversity, Beautification Better Redguards.esp  [Version 10.0EV-D]45  WAC.esp46  WAC - Magic.esp47  WAC - OverSpawn.esp48  WAC - Player Summons.esp49  WAC - TCOS.esp4A  Potable Pastiche.esp4B  Happyhannah's Wines.esp  [Version 1.1]++  Better Wine SI.esp4C  Wondrous Items.obse.esp4D  Cliff_Roleplayingcharacter.esp  [Version 2.1]4E  S.P.A.M.esp4F  marksman_challenge.esp50  TryBeforeYouBuy.esp51  Combat Fumbling.esp  [Version -03]52  DropLitTorchOBSE.esp  [Version 2.1]53  DD_ProximitySneakPenalty.esp54  SM Hand Combat.esp  [Version 1.0]55  SM Security.esp  [Version 1.1]56  DS Storage Sacks.esp  [Version 1.21]57  ReneerNPCNameMod.esp58  300_Lore_Dialogue_Updated.esp59  KDQ - Rural Line Additions.esp5A  ProgressMBSP.esp  [Version 2.0]5B  ProgressArmorer.esp  [Version 1.0]5C  ProgressMercantile.esp  [Version 1.11]5D  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]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]63  bgMagicEVPaperChase.esp  [Version 1.68EV]64  SupremeMagicka.esp  [Version 0.88d]65  SM_ShiveringIsles.esp  [Version 0.86]++  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]66  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]67  Pestilent Afflictions.esp68  bgIntegrationEV.esp  [Version 0.96]69  DS Time Manager.esp  [Version 1.1]6A  Enhanced Economy.esp  [Version 2.0.2]6B  sr_super_hotkeys.esp6C  CustomSpellIcons.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]++  Cobl IngredientsTweaks.esp74  Bashed Patch, 0.esp75  Deadly Reflex - Timed Block + Higher Damage.esp76  DeadlyReflex - Combat Moves.esp

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Rob
 
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Post » Wed Mar 30, 2011 1:50 pm

So with battle fatigues - I suspect that there is an issue with death dealing blows or something.

Twice tonight I got ambushed and killed within seconds and then crashed immediately. Then a couple more times I noticed this with NPCs who died (maybe it is related to the shaders and the patch made for LAME - I don't know).
I'm totally not certain about this except that when disabled I stopped crashing.
This may have been what was compounding my frustration with the Kragenir mod, yet diabling the script on that made crossing cells ok but crash in combat and especially in deadly blows.

Am I the only one experiencing this?

Next, with Eat and Sleep ... seems that If I'm exhausted 1 or more hours then I fast travel a distance that would forward time that this then acts to subtract from my exhaustion not add to it.
Example - I cleared out Derelict mine and have an exhaustion of 3 hours then fast traveled back to my mountain shack near bruma (to sleep, heal, level up, drop loot, etc) when I arrive it says my exhaustian is now 0.

thanks for listening
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JR Cash
 
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Post » Wed Mar 30, 2011 3:57 am

Hey kuertee,...I just tried your wip esp and the auto-heal is still there....I haven't tried having your mod deactivated for a longer time yet....I've recently switched from Fran+MMM to Fran+WAC, still auto-healing creatures/NPCs....
i think i now know what causes this.
and i don't think it's caused by battle fatigue and injuries.
i remember seeing this problem well before i made the mod.
i think this is what causes the problem:
  • the actor has health that is not a whole number,
  • when they heal (cast a spell on themselves or when they have a restore ability), their max health and current health will never match-up because health is restored in whole numbers.
  • when a restore health is active (e.g. troll's ability), the game will simply continue to increase health expecting health and max health to eventually be equal.


am still investigating...
but as in my previous post, this problem seems to exists outside the scope of my mod.

So with battle fatigues - I suspect that there is an issue with death dealing blows or something....Twice tonight I got ambushed and killed within seconds and then crashed immediately. Then a couple more times I noticed this with NPCs who died (maybe it is related to the shaders and the patch made for LAME - I don't know)....I'm totally not certain about this except that when disabled I stopped crashing....This may have been what was compounding my frustration with the Kragenir mod, yet diabling the script on that made crossing cells ok but crash in combat and especially in deadly blows....Am I the only one experiencing this?
not that i know of.
have you tried disabling all other mods but mine the loading a save-point just before this crash?

as my previous post, my mod may crash the game - if it ran a script on an inactive actor. i have a fix in my version here.
but it shouldn't crash the game on active actors.
i cannot guess what the situation is in your game.
the player dying MAY (i stress MAY) trigger the script to run on an inactive actor (as i described in my previous post) which then MAY cause a crash.
have you tried, doing a clean save (including a remove bloat to remove disconnected items from the file) then loading that cleaned save?
cleaning a saved game then removing its bloat will ensure that tokens or scripts from the mod is removed from the game.

...Next, with Eat and Sleep ... seems that If I'm exhausted 1 or more hours then I fast travel a distance that would forward time that this then acts to subtract from my exhaustion not add to it. Example - I cleared out Derelict mine and have an exhaustion of 3 hours then fast traveled back to my mountain shack near bruma (to sleep, heal, level up, drop loot, etc) when I arrive it says my exhaustian is now 0. thanks for listening.
its likely. if fast travel increased time TOO far forward (e.g. 12 hours the minimum the player can rest/sleep), then my mod will not penalise the player for that lost time and reset food and sleep requirements.

note that resetting the requirements doesn't reset the player's needs to 0.
resetting the requirements will force the player to have needs similar to a normal day: i.e. dinner at 6PM and sleep at 10PM.

and its been reported in this forum (or was it the CS forum) that fast travel puts forward time randomly: some fast travels to far places will increase time by only 2 hours while some to nearer places will increase time by almost a day or so.
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JUDY FIGHTS
 
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Post » Wed Mar 30, 2011 12:55 am

I can test out the battle fatigues more tonight and report what I find. If anything.

The fast travel has never placed my character more than a day ahead and almost always just been a couple hours. My time scale is set to 10 period no variances. Traveling across the map rarely takes more than 3-5 hours - that I've ever seen. But of course I will pay attention to that more closely.
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natalie mccormick
 
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Post » Wed Mar 30, 2011 6:20 am

Hey kuertee, I just tried your wip esp and the auto-heal is still there....I haven't tried having your mod deactivated for a longer time yet....I've recently switched from Fran+MMM to Fran+WAC, still auto-healing creatures/NPCs.
i think i now know what causes this....[/list]...am still investigating...
I can test out the battle fatigues more tonight and report what I find. If anything....
hey mercer, psymon, and others who may be interested!
here's a new wip version for 0.60 of battle fatigue and injuries: http://kuertee.googlepages.com/kuerteeBattlefatigueandinjuries0.60.zip
a few bug-fixes and new features in this version.
and i'll be playing with this all weekend. if all goes well, i'll release it properly before monday.
feel free to try it out and feel free to give critique of it. thanks!
0.60, 25 September 2009:
  • Bug-fix: Safe guard to cancel the scripts on actors that are invalid.
  • Bug-fix: Strength penalties were not "stacking" across multiple injuries.
  • New feature: Magical reliefs from injuries:
    Magic (spells or potions) offer relief from injuries.
    The magnitude of the spell or potion determines the magnitude of relief.
    Set healingMagicReliefFactor (default = 1) to enable this feature.
    The formula for reliefs is: injury point * magnitude / 100 * healingMagicReliefFactor.

    The actor's Willpower determines the duration of the relief.
    Set healingMagicReliefDuration (default = 12) in the INI file.
    The formula for the duration is: willpower / 100 * healingMagicReliefDuration.
  • New feature: Current health affects healing efficiency.
    The amount of damage affects the amount of time required to heal health to the full.
    Set healthAffectsHoursToFullHealth (default = 1) to enable this feature.
    The formula for the length of time heal is restored to full is: hoursToFullhealth / (health / max health) * healthAffectsHoursToFullHealth.
  • New feature: Collection of damage for injury determination can now be configured.
    Previously, this was hard-coded at 1 second.
    Set secondsToCaptureDamageForInjury (default = 2) in the INI file.
  • Bug-fix: Removal of the ever-increasing health bug.
    I think (or more to the point: my tests shows that) this bug exists in the vanilla game.
    An actor's health will heal over and above their maximum health when their health points is not a whole number.
    Sometimes, damage will work negatively: adding to the actor's health rather than removing from the actor's health.
    This fix constantly checks for these cases, and forces the actor's health to be a whole number or the actor's health to its maximum when more than their maximum.

The fast travel has never placed my character more than a day ahead and almost always just been a couple hours. My time scale is set to 10 period no variances. Traveling across the map rarely takes more than 3-5 hours - that I've ever seen. But of course I will pay attention to that more closely.
i'll look into this psymon.
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Vickey Martinez
 
Posts: 3455
Joined: Thu Apr 19, 2007 5:58 am

Post » Wed Mar 30, 2011 1:24 pm

Kuertee,

Maybe you can continue this mod: http://www.gamesas.com/bgsforums/index.php?showtopic=1042413

The mod allows NPC's to take the stuff from their killed opponents like armor, swords, money. Because its very unrealistically when a bandit for example, kills someone and is not taking their stuff. This also works very unbalancing to the game, because the player gets all stuff and becomes rich at low levels.
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Lisa
 
Posts: 3473
Joined: Thu Jul 13, 2006 3:57 am

Post » Wed Mar 30, 2011 7:02 am

Kuertee,

Maybe you can continue this mod: http://www.gamesas.com/bgsforums/index.php?showtopic=1042413

The mod allows NPC's to take the stuff from their killed opponents like armor, swords, money. Because its very unrealistically when a bandit for example, kills someone and is not taking their stuff. This also works very unbalancing to the game, because the player gets all stuff and becomes rich at low levels.

I agree, but also BRAINS too.
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Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Wed Mar 30, 2011 1:46 pm

Since I installed Horse Commands v4, I got freezes as soon as I loaded the save game. After deactivating Horse Commands, the game runs fine again.


Load Order:
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.6]02  Cobl Main.esm  [Version 1.71]03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.7b1]05  Mart's Monster Mod for OOO.esm  [Version 0.9.9b2]06  TamrielTravellers.esm  [Version 1.39c]07  Progress.esm  [Version 2.2]08  CustomSpellIcons.esm09  Unofficial Oblivion Patch.esp  [Version 3.2.0]0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0C  All Natural - Real Lights.esp  [Version 0.9.6]0D  All Natural.esp  [Version 0.9.6]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]++  phinix-waterfix.esp0E  WindowLightingSystem.esp0F  Ayleid Loot EXtension.esp++  Item interchange - Extraction.esp  [Version 0.76]10  Enhanced Economy.esp  [Version 2.0.1]11  Map Marker Overhaul.esp  [Version 2.3]12  Map Marker Overhaul - SI additions.esp  [Version 1.0]13  PersuasionOverhaul.esp  [Version 1.4]14  vermillionandsilverthorn.esp15  Cobl Glue.esp  [Version 1.69]16  Cobl Si.esp  [Version 1.63]17  OOO 1.32-Cobl.esp  [Version 1.69]++  Cobl Tweaks.esp  [Version 1.44]18  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-DLT_Remover.esp  [Version 1.33]++  OOO-Dangerous_Traps.esp  [Version 1.33]19  OBSE-Storms & Sound SI.esp1A  Mart's Monster Mod for OOO.esp  [Version 0.9.9b4]1B  Mart's Monster Mod - Shivering Isles.esp  [Version 0.18]1C  Mart's Monster Mod - Diverse Runeskulls.esp  [Version 1.1]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b1]1D  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]1E  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b1]1F  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b2]20  Mart's Monster Mod - Slof Horses Complete.esp++  Mart's Monster Mod - Diverse RuneSkull OOO Loot.esp21  TamrielTravellers4OOO.esp  [Version 1.39c]22  TamrielTravellersItemsNPC.esp  [Version 1.39c]23  TamrielTravellersItemsCobl.esp  [Version 1.39c]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]++  MMM-Cobl.esp  [Version 1.69]24  BHC_Expanded.esp  [Version 1.2]25  The Ayleid Steps.esp  [Version 2.6]++  All Natural - Real Lights - The Ayleid Steps Patch.esp  [Version 1.0]26  Cyrodill Travel Services.esp  [Version 1.2]27  RTT.esp28  MannimarcoRevisited.esp29  MannimarcoRevisitedOOO.esp  [Version 0.1]2A  ElsweyrAnequina.esp2B  xuldarkforest.esp  [Version 1.0.3]2C  xulStendarrValley.esp  [Version 1.2.1]2D  xulTheHeath.esp2E  MMMMWL-TheHeath patch.esp2F  XulEntiusGorge.esp30  xulFallenleafEverglade.esp  [Version 1.3]31  Anequina-Fallenleaf-Patch.esp32  xulColovianHighlands_EV.esp33  xulChorrolHinterland.esp  [Version 1.2.2]34  xulBravilBarrowfields.esp  [Version 1.3.2]35  xulLushWoodlands.esp  [Version 1.3]36  xulAncientYews.esp  [Version 1.4.1]37  xulAncientRedwoods.esp  [Version 1.6]38  xulCloudtopMountains.esp  [Version 1.0.1]39  xulArriusCreek.esp3A  xulPatch_AY_AC.esp  [Version 1.1]3B  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]3C  MMMMWL-RollingHills patch.esp3D  xulRiverEthe.esp  [Version 1.0.1]3E  xulBrenaRiverRavine.esp  [Version 1.0.2]3F  xulImperialIsle.esp  [Version 1.6.2]40  xulBlackwoodForest.esp41  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]42  DropLitTorchOBSE.esp  [Version 2.1]43  Toggleable Quantity Prompt.esp  [Version 3.1.1]44  Quest Award Leveling SI.esp45  Quest Award Leveller.esp46  Alternative Start by Robert Evrae.esp47  MidasSpells.esp48  AudaciousMagery.esp49  CustomSpellIcons.esp++  CustomSpellIcons_Cobl.esp4A  Lightweight Potions.esp  [Version 1.0]4B  sycHearNoEvil.esp  [Version 1.0]4C  nGCD.esp4D  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.esp4E  ProgressGSD.esp  [Version 2.0]4F  ProgressMBSP.esp  [Version 2.0]50  ProgressSBSP.esp  [Version 1.0]51  ProgressRBSP.esp  [Version 1.0]52  ProgressRacial.esp53  ProgressArmorer.esp  [Version 1.0]54  ProgressMercantile.esp  [Version 1.11]++  Immediate Character Generation.esp55  Let There Be Darkness - Cyrodiil + SI.esp++  Item interchange - Placement.esp  [Version 0.76]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]56  bgBalancingEVCore.esp  [Version 10.5EV-D]57  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]58  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]59  bgMagicEVPaperChase.esp  [Version 1.68EV]5A  bgMagicAlchemy.esp  [Version 1.57]5B  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]5C  bgBalancingEVLAMEAddition.esp  [Version 10.0EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.0EV-D]5D  bgIntegrationEV.esp  [Version 0.96]**  bgIntegrationEV - Alternative NPC Faces by LazyMonk.esp  [Version 0.96]++  [GFX]_Initial_Glow-all.esp++  [GFX]_Initial_Glow-creatures.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]5E  bgMagicLightningbolt.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp5F  Bashed Patch, 0.esp60  kuerteeCleanUp.esp61  Streamline 3.1.esp



Used OBSE version: v18 beta 4
User avatar
Celestine Stardust
 
Posts: 3390
Joined: Fri Dec 01, 2006 11:22 pm

Post » Wed Mar 30, 2011 1:52 am

Kuertee,...Maybe you can continue this mod: http://www.gamesas.com/bgsforums/index.php?showtopic=1042413...The mod allows NPC's to take the stuff from their killed opponents like armor, swords, money. Because its very unrealistically when a bandit for example, kills someone and is not taking their stuff. This also works very unbalancing to the game, because the player gets all stuff and becomes rich at low levels.
I agree, but also BRAINS too.
i'm awaiting for BRAINS as well.
some of the features listed looked very good. has a similar intent to my set of NPCs behaviour mods.

anyway, ardanwen, you may wish to try my Encumbering loot armour and weapons mod, theNiceOne's GoldAdjustment (now Enhanced Economy) and my Alternatives to death and reload to limit the player's wealth-gaining capabilities.

Encumbering loot armour and weapons: encumbrance penalties apply to armour and weapons not equipped or readied (hot-keyed) on the player.
GoldAdjustment / Enhanced Economy: adjusts loot (gold, jeweleries and gems) found amongst other features
Alternatives to death and reload: get saved from death by a good samaritan will take the player to the inn for 500 gold. the removal can be reasoned as payment to the good samaritan or as stolen gold from the bandits that knocked out the player.

edit: well, after skip-reading syclonix's threads,
(its a pity that both of those mods have been put on hold.)
it seems that the base mechanic of his BRAINS mod is already in my NPCs yield mod (which i have an update to with a new feature: Creatures flee).
i've never been too interested in going all the way to creating a mod with added voice reactions, dialogue, etc...
i've always defaulted those features to the vanilla game.
most of my mods purely adjust the actor's attributes to leave the vanilla ai engine do what it was programmed to do.

i can do some of the features of brains:
  • i can apply my Creatures flee to NPCs. in Creatures flee, their health is a factor to their confidence: health / max health * base confidence.
    this is already working in my games: boars, wolves, big cats, deadra, any "animal-type" creature now flee before they die.
  • the problem with applying this behaviour to NPCs is that NPCs are usually a target of quests.
    and when their confidence is low and their aggression high, they will constantly flee.
    and as all players know, npcs fleeing have the speed of the Flash/Quicksilver: the player will never be able to catch them.
    that's why i only apply the flee behaviour (low confidence, high aggression) for 2 seconds after NPCs yield.
  • combat tactics: not too keen on this. the bloated scripts may impede combat more than help it.
    after unloading combat mods and since using my Attributes-based and skills-based damage modifiers, i find that the vanilla combat AI is quite good.
    without any combat AI mods (except NPCs yield), NPCs constantly surround me, they use a good combo of power-attacks and quick attacks (to the point that i cannot recover), and i've experience them parry my weapon away. :D
  • note that there are no AI scripts in Attributes-based and skills-based damage modifiers.
    but it seems changes from it increased the believability of combat within the confines of the vanilla game.
    players will find it hard getting close to ranged-based opponents.
    but i miss features like shield bash and shield hook from duke's mods.
  • BUT i do like the villager's ai: run for help or lock the doors.
    this will work well with my Wandering encounters mod which has already wiped out the skingrad stablery population.
    i will look into adding this in my NPCs yield mod.


Since I installed Horse Commands v4, I got freezes as soon as I loaded the save game. After deactivating Horse Commands, the game runs fine again....Used OBSE version: v18 beta 4
hey fallenwizard, i don't have the new obse yet.
i've updated this mod now. just play testing it.
the problem with the previous version was how i indexed the StringMaps with $horseRef.
i incorrectly assumed that $horseRef returned the horse's formID. it actually returned it's display name.
so several horses would be treated as the same horse in the StringMaps.
release after my play-test period at the end of this weekend.
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Wed Mar 30, 2011 2:32 pm

i will look into adding this in my NPCs yield mod.
[/list]

Wonderful. :)

I have a question about the Wandering AI mod. All the bandits and such will only use the roads? It doesn't make much sense to me, as bandits are probably much more likely to ambush and stay in the wilderness.
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Chris BEvan
 
Posts: 3359
Joined: Mon Jul 02, 2007 4:40 pm

Post » Wed Mar 30, 2011 3:21 am

hey fallenwizard, i don't have the new obse yet.
i've updated this mod now. just play testing it.
the problem with the previous version was how i indexed the StringMaps with $horseRef.
i incorrectly assumed that $horseRef returned the horse's formID. it actually returned it's display name.
so several horses would be treated as the same horse in the StringMaps.
release after my play-test period at the end of this weekend.


I will help you reproducing the problem:

Got Prior Maborels horse
Walked around in the wilderness
Spotted an Ayleid ruin
Sent the horse back to Chorrol
Entered the ruin
Killed some monsters, then it froze.
Loaded an older save game

Repeated the same steps, then it froze again.


I think it has something to do with the "Send the Horse back to the nearest city"- feature.
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LADONA
 
Posts: 3290
Joined: Wed Aug 15, 2007 3:52 am

Post » Wed Mar 30, 2011 11:31 am

...I have a question about the Wandering AI mod. All the bandits and such will only use the roads? It doesn't make much sense to me, as bandits are probably much more likely to ambush and stay in the wilderness.
yeah unfortunately, the vanilla AI engine will use road-nodes as much as possible. so you'll see the wanderers make a b-line to the road and then use that to travel. there is not much i can do to this.
i can add more road-nodes but what that will do is allow other npcs (villagers and such) to venture into the wild.

I will help you reproducing the problem:...Got Prior Maborels horse
Walked around in the wilderness, Spotted an Ayleid ruin, Sent the horse back to Chorrol, Entered the ruin, Killed some monsters, then it froze, Loaded an older save game, Repeated the same steps, then it froze again....I think it has something to do with the "Send the Horse back to the nearest city"- feature.
this is great fallenWizard. thanks!
will check that process.
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Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Wed Mar 30, 2011 7:18 am

yeah unfortunately, the vanilla AI engine will use road-nodes as much as possible. so you'll see the wanderers make a b-line to the road and then use that to travel. there is not much i can do to this.
i can add more road-nodes but what that will do is allow other npcs (villagers and such) to venture into the wild.

Hm, so it isn't possible to add separate nodes for bandits and such?
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Lance Vannortwick
 
Posts: 3479
Joined: Thu Sep 27, 2007 5:30 pm

Post » Wed Mar 30, 2011 12:34 am

I think maybe you missed my comment on TESNexus.

The eat sleep: When you go to sleep you get feed. Somehow the code for discovering when time passes for traveling mods and such are not skipping beds.

Back to testing :twirl:
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josh evans
 
Posts: 3471
Joined: Mon Jun 04, 2007 1:37 am

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