[relz] mods by kuertee (thread 4)

Post » Wed Mar 30, 2011 6:24 am

details of changes (if any are of note) will always be in the 2nd post - the one below this.
orange: new or updated since the last time i edited this post.
? and bold: affects combat in one way or another - i.e. a combat mod.

BETA / WIP mods
(the major features of these mods are known to be working.
but they are in beta, so please save your game in a safe slot before using.)


Actor behaviour mods
  • Horse commands v4 (4.41, 21 October 2009) http://www.tesnexus.com/downloads/file.php?id=8766
    Horse commands, Horse speed equals player speed, Own stolen horses over time, Simple saddlebags
  • Clothing matters (beta 0.57, 3 October 2009) http://www.tesnexus.com/downloads/file.php?id=22653
    What the player wears may affect the Disposition of NPCs they interact with. Some apparel are illegal and will draw the attention of guards when within cities. Wear the distinctive uniforms of guards and join their ranks (i.e. faction) temporarily.
  • ?NPCs yield (beta 0.63, 27 September 2009) http://www.tesnexus.com/downloads/file.php?id=22392
    NPCs will surrender and yield when they start losing a fight. They will cease their attack for 4 hours (game-time) and vocally surrender. Creatures will try to flee before they die. Supports Vows and Covenants' Demand Surrender game-play.
  • Crime has witnesses (beta 0.53, 22 May 2009) http://www.tesnexus.com/downloads/file.php?id=22894
    The player can remove Bounties for crimes by either: 1. killing the witnesses or 2. coercing (Disposition 100) the witnesses to not report the crime.
  • Wandering encounters (beta 0.52, 12 July 2009) http://www.tesnexus.com/downloads/file.php?id=25449
    NPCs spawned in the wilds may decide travel to one of the cities.
  • Looting dead guards is stealing (beta 0.54, 14 March 2009) http://www.tesnexus.com/downloads/file.php?id=21784
    The distinctive armour and weapons of guards are set as being stolen when taken from a dead guard. Wearing guard armour in cities the guard armour originates from will make the guards in those cities suspicious of the player. Eventually, the player will be arrested for impersonating a guard.
  • ?No looting during combat (beta 0.51, 10 January 2009) http://www.tesnexus.com/downloads/file.php?id=21662
    The player can't loot while in combat. Melee opponents will stop you from looting. But ranged combatants will not when protected from their missiles. I.e.: LOS checks are done to allow / disallow looting.
  • NPCs are suspicious (beta 0.5, 15 February 2009) http://www.tesnexus.com/downloads/file.php?id=22580
    NPCs will investigate suspicious sounds/disturbances that the player can create by using Oblivion's default grab and throw functionality on items.

    this has now been made obsolete by shadeMe's Enhanced grabbing: http://www.tesnexus.com/downloads/file.php?id=19847. forum thread (may be closed in the future due to post limit): http://www.gamesas.com/bgsforums/index.php?showtopic=950553.

Realism mods
These mods are best played with other mods that more closely simulates: Encumbrance, Fatigue, Hunger, Sleep, etc. than normal Oblivion.
Currently, I have played these with Abo's Realistic Fatigue, Battle fatigue and injuries, and Eat and sleep.
  • Inventory is a backpack (beta 0.64, 28 October 2009) http://www.tesnexus.com/downloads/file.php?id=21721
    The player's inventory is a backpack item. Dropping it, will drop everything but equipped and hot-keyed items. But without it, the player won't be able to carry much.
  • ?Battle fatigue and injuries (beta 0.62, 19 October 2009) http://www.tesnexus.com/downloads/file.php?id=24604
    Battle fatigue and injuries may be incurred to the player and NPCs when they receive damage. (A completely new implementation of the injury mechanics found in Ryujiin's Real Injury.)
  • Eat and sleep (beta 0.58, 19 September 2009) Source: http://www.tesnexus.com/downloads/file.php?id=24605
    Requires the player to both eat and sleep. Has features that suit high Timescales.
  • Gold is an inventory item (beta 0.58, 18 September 2009) http://www.tesnexus.com/downloads/file.php?id=21881
    Gold is an inventory item. It is weighted. And can be dropped or put in containers. This is an alternative to Reneer's Gold Mod. Full-credit for the idea to Reneer. Reason for building my own is in the read-me. Another alternative is Derek Baker's DB's Weighted Gold Plus.
  • ?Alternatives to death and reload (beta 0.57, 3 September 2009) http://www.tesnexus.com/downloads/file.php?id=23862
    Alternatives to death and reload: Good samaritan, Reset button, and/or Death has penalties.
  • ?Attribute-based and skill - based damage modifiers (beta 0.53, 25 July 2009) http://www.tesnexus.com/downloads/file.php?id=23062
    This mod increases damages of weapons based on the wielder's attribute and skill levels. With the default settings of this mod, a character with 100 Strength and 100 Blade can inflict five times more than a character with 0 Strength and 0 Blade.
  • ?Magicka-based magic jewelery limits (beta 0.51, 8 June 2009)
    The player's Magicka determines the number of magic jewelery they can wear.
  • Encumbering loot armour and weapons (beta 0.54, 8 June 2009) http://www.tesnexus.com/downloads/file.php?id=22193
    Any armour and weapon that are not equipped has encumbrance penalty.
  • Sittable rocks (beta 0.54, 7 March 2009) http://www.tesnexus.com/downloads/file.php?id=21966
    Rocks are sittable. Just go up to one and activate it.
  • Ignoring the main quest has consequences (beta 0.5, 20 February 2009) http://www.tesnexus.com/downloads/file.php?id=22699
    Gates to the planes of Oblivion will start to appear if the main quest is ignored.
  • ?Death has penalties (beta 0.52, 10 February 2009) http://www.tesnexus.com/downloads/file.php?id=22121
    The penalties will be applied to ANY character in ANY game that is loaded after the player dies.
    This has been made obsolete by Alternatives to death and reload.

Miscellaneous mods
  • Clean up (0.54, 3 October 2009) http://www.tesnexus.com/downloads/file.php?id=24606
    Prevents saved-game file-size bloating by cleaning the game of actor and item references that are no longer required.
  • Auto-save and time (beta 0.993, 3 October 2009) http://www.tesnexus.com/downloads/file.php?id=22136
    Auto-save, clock, alarm, PurgeCellBuffers, and "crucified poses" remover run at intervals set in the INI file. An alternative to Streamline's auto-save, PCB, and "crucified poses" remover functions.
  • Customisable HUD components (beta 0.57, 8 September 2009) http://www.tesnexus.com/downloads/file.php?id=22272
    Six additional bars (two of each orange, purple, and yellow) can be configured to track in-game variables.
  • Auto 1st-3rd person view (beta 0.98, 8 August 2009) http://www.tesnexus.com/downloads/file.php?id=21834
    Learns your point-of-view preferences in these situations: combat, running, sneaking, swimming, in doors/dungeons, in cities, in the wild. And switches the camera to those preferences.

Stable mods
(if time suggests fully working / bug-free mods, then these mods can be listed as being bug-free.
unfortunately, i still can't guarantee that. ;))

  • ?Combat timescale (1.1, 8 June 2009) http://www.tesnexus.com/downloads/file.php?id=8471
    Timescale is automatically halved while in combat. Duration of fights are more acceptable. And it makes the default Timescale of 30 feel better. This mod is not really necessary when Timescale is set really low. (Some have mentioned they play with Timescale set at 1.)
  • Horse speed equals player speed (v1.7, 2 April 2009) http://www.tesnexus.com/downloads/file.php?id=8805
    Riding the horse at walk speed is not a penalty to the player anymore. Actually, the horse's speed equals to 110% the player's speed. So there is a benefit to riding a horse. Note that this bonus is applied ONLY to the ridden horse and ONLY when it is walking. Gallop speeds are unchanged. Direct your horse through doors without dismounting.

(these mods should be small enough that listing them in one thread is sufficient.)
Direct link to my TESNexus mods: http://www.tesnexus.com/downloads/search.php?name=&scid=20&author=kuertee
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Far'ed K.G.h.m
 
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Post » Wed Mar 30, 2011 1:32 pm

Inventory is a backpack http://www.tesnexus.com/downloads/file.php?id=21721
0.64, 28 October 2009:
  • Bug-fix: Better support for Derek Baker's Weighted Gold Plus mod.
    Previously, when the "dropGold" option is set to 0, the coins would be removed from the player when the backpack is picked up.

  • Bug-fix: The carryable item limit when without the backpack was previously taking into account unplayable "tokens" added by mods.

  • New feature: Support for theNiceOne's Enhanced Economy's Misc Adjustment for gold.
    Only when Misc Adjustment was set to anything but 100 would gold amount inconsistencies present themselves.

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Amysaurusrex
 
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Post » Wed Mar 30, 2011 8:16 am

Hey Kuertee,
I've got 2 bugs that I think is caused by Battle fatigue and injuries.

1. Even with these 2 settings below:

set kRIQuest.hoursToFullHealth to 1
set kRIQuest.healInCombat to 0

...my enemies still auto-heal during combat. I can't tell if it happens all the time but I just had one extremely long fight against a bandit who kept auto-healing.

2. Another thing: Sometimes the enemy NPCs get stuck. They run with their legs but get nowhere. Then they eventually get an injury due to the time passing and then they are 'free' again.
I've seen this 3-4 times so far, so it doesn't happen all the time.


EDIT: I have been thinking that this mod doesn't really need to apply to enemies in my view. The impact on enemies seems tiny and I don't use this mod to anything else but the penalties to my PC. Not having it apply to NPCs might solve potential problems. *thinks*
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Da Missz
 
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Post » Wed Mar 30, 2011 12:29 am

Using Fcom do I need to set kISASDMQuest.calculateFromVanilla to 1 or to 0?

And if I am using SM and LAME, should I still set kISASDMQuest.weaknessToMagicMultiplier to 0.5 or should I disable it?
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Marquis T
 
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Post » Wed Mar 30, 2011 8:26 am

back on-line! yeeha!

Hey Kuertee,...EDIT: I have been thinking that this mod doesn't really need to apply to enemies in my view. The impact on enemies seems tiny and I don't use this mod to anything else but the penalties to my PC. Not having it apply to NPCs might solve potential problems. *thinks*
hey mercer!
i'll need to look for those bugs.
but an option to not apply the injuries to npcs may still have value.
expect that option in the next release.

Using Fcom do I need to set kISASDMQuest.calculateFromVanilla to 1 or to 0?...And if I am using SM and LAME, should I still set kISASDMQuest.weaknessToMagicMultiplier to 0.5 or should I disable it?
hey harryH!

re: Attributes-based and skills-based damage modifiers:
re: calculateFromVanilla
i don't have FCOM.
but my suggestion is to have calculateFromVanilla set to 1 IF you have a mod that already alters damage and, when combined with my mod, damage becomes too great.
i have MMM's damage and durability (which alters damage to x2), but I override that by having calculateFromVanilla set to 1.
basically, set it to 0 IF you want my mod to apply the damage modifiers ON TOP of damage modifiers of another mod.
i think a good fight is when a player can dispatch an equally-matched opponent in 3 to 5 hits.

re: weaknessToMagicMultiplier.
yes. have it set to 0.5.
this is the only way i found to balance damage dealt by magic users to those dealt by weapon users.





i've got some updates coming up (probably this weekend):
1. suggestions from tejon re: DisablePlayerControl/EnablePlayerControl. affects: Gold and Inventory
2. bug-fixes to Battle fatigue and injuries (random chance occuring too often when Damage health magic is in effect), Clothing matters (disposition changes triggers combat), Eat and sleep (detecting fire for cooking)
3. new mod: Simple saddlebags: access to saddlebags while on horseback, time-limited access to saddlebags when away from horse (e.g. when in stores), etc...
4. update to Clean up: a method to restore lost items (requires pluggy or shademe's conscribe), fixed safe areas: player-owned cells and tagging a cell as a safe-area
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Talitha Kukk
 
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Post » Wed Mar 30, 2011 8:40 am

back on-line! yeeha!

3. new mod: Simple saddlebags: access to saddlebags while on horseback, time-limited access to saddlebags when away from horse (e.g. when in stores), etc...

Sounds interesting. I'm using saddlebags MD v3.0RC now and it is fine and dandy, but I am wondering if it might interfere with Hrmm armoured horses for one. And if you use the horses carrying capacity instead of a dedicated bag one will get fatigue drain and such without adding any code. Looking forward to this one :D

EDIT - Been upping my Death penalties in the ini as I progress in level. Maybe have a function that increases the penalty depending on your level. Also thinking of taking the plunge with permanent penalties; that does lower your attributes forever right? Looking forward to "useTeleportOptionsAtDeath" implentation too. END Edit.

Cheers!
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Philip Lyon
 
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Post » Wed Mar 30, 2011 2:45 am

I recently started using Attribute & Skill based damage modifiers and I like it.

Thank you.


:)
-KWM
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Inol Wakhid
 
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Post » Wed Mar 30, 2011 12:35 am

Hi,

I was wondering if I could get some help customising the HUD elements to use with http://www.tesnexus.com/downloads/file.php?id=15168, http://wrye.ufrealms.net/Real%20Hunger,%20Cobl.html, and http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5170. Unfortunately I'm an epic noob so while I can guess what parts of the .ini file need to be changed, I have no idea what to change them to. :(

Thanks very much.
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GEo LIme
 
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Post » Wed Mar 30, 2011 3:43 am

I wanted to try your "Eat and Sleep" mod and I have a simple question:
Does the COBL dinner plate work with it?


Also: Why is CleanUp blocked at Tesnexus?
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Annika Marziniak
 
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Post » Wed Mar 30, 2011 5:23 am

I wanted to try your "Eat and Sleep" mod and I have a simple question:
Does the COBL dinner plate work with it?

No it does not. On the other hand it handles food from all kind of sources excelent. So if you add a mod that adds some strange food Eat and sleep will know how to use it, and that is just great :D
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Dean Ashcroft
 
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Post » Wed Mar 30, 2011 7:08 am

Hi Kuertee,

I thought I'd let you know that your mod Clean Up 0.52 conflicts in a major way with All Natural - Real Lights.esp.

I posted all the details in the http://www.gamesas.com/bgsforums/index.php?showtopic=1033748&view=findpost&p=14987107 thread, before finding that your mod was causing the problem.
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Len swann
 
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Post » Wed Mar 30, 2011 2:14 am

I recently started using Attribute & Skill based damage modifiers and I like it.Thank you....:)-KWM
hey kwmonk! thanks! it took me a good month or two (when i returned to playing/modding oblivion) with different combat mods before i realised there was a more direct solution to making combat more dangerous - without adding more bells and whistles to it. (sometimes less is good.) and the bonuses were: added more value to the player's progression through their skill levels, and more differentiation between the different combat specialties.

Hi,...I was wondering if I could get some help customising the HUD elements to use with http://www.tesnexus.com/downloads/file.php?id=15168, http://wrye.ufrealms.net/Real%20Hunger,%20Cobl.html, and http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5170. Unfortunately I'm an epic noob so while I can guess what parts of the .ini file need to be changed, I have no idea what to change them to. :(...Thanks very much.
hey singe! unfortunately i don't use the "real" mods anymore. i'll look into the data keep and create release an ini for them. not sure when i can do this, however. more likely in 2 to 3 weeks. i have some mods i'm getting ready to update/release. sorry.

I wanted to try your "Eat and Sleep" mod and I have a simple question:...Does the COBL dinner plate work with it?...Also: Why is CleanUp blocked at Tesnexus?
No it does not. On the other hand it handles food from all kind of sources excelent. So if you add a mod that adds some strange food Eat and sleep will know how to use it, and that is just great :D
hey fallewizard! as locksley said, my eat and sleep doesn't interface with the cobl dinner plate. but i'm sure cobl and my mods can still play together. you just don't need the dinner plate. and thanks locksley for the hand!

re: blocked clean-up. there's a major bug in it.
all safe areas are actually not safe. yikes!
it was reported by nilms: http://www.gamesas.com/bgsforums/index.php?showtopic=997054&view=findpost&p=14870417.
and i confirmed it.
have an update that is very close to release.

Hi Kuertee,...I thought I'd let you know that your mod Clean Up 0.52 conflicts in a major way with All Natural - Real Lights.esp...I posted all the details in the http://www.gamesas.com/bgsforums/index.php?showtopic=1033748&view=findpost&p=14987107 thread, before finding that your mod was causing the problem.
hey gabba! thanks for the heads up. i currently have a new build of the mod. will look into it.
EDIT: very unusual, indeed. that version (and this new one i'm working on) doesn't do anything on welkynd stones - or any other item.
i don't even check for them (i really should add them to the don't remove list).
the only thing clean-up does is: pick-up stuff that's been left behind, then remove them from the invisible cleaner in the next loop.
and clean-up only does its thing on items > 5000 units from you.
i've loaded clean-up 0.52 into tes4edit: and that doesn't show any link-backs to any items.
will test it out. (gonna have to enter my first ayleid ruins in months...shiver...)




thanks, all.
i got too busy this weekend to release my updated mods.
but not too busy for a new mod. ;)
(to be honest, i seem to be more productive modding in-between my REAL work.)

stolen horses can be owned: http://kuertee.googlepages.com/stolenhorses.jpg
the distinctive marks (randomly generated from 0 to 100) of the stolen horse determines the length of time the player needs to spend with the horse.
horses with very high distinctive marks are famous and will, more often than not, betray the player as a horse thief.
full ownership comes in time.
before that, temporary ownership will shift to and from the player depending on chance.
this is checked everytime the player dismounts the horse. so the player will have to ride the horse for the mod to temporarily revert its ownership to the player.

not sure yet what its effects are on wild horses.
the mod automatically gives player the ownership of horses without previous owners.
but i have some preliminary code that instead of have the stolen flag set, wild horses will occasionally distract the player.
at random times the horse will gallop, walk, or stop.
i just need to check it on actual wild horses.
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Alexandra walker
 
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Post » Wed Mar 30, 2011 8:53 am

hey fallewizard! as locksley said, my eat and sleep doesn't interface with the cobl dinner plate. but i'm sure cobl and my mods can still play together. you just don't need the dinner plate. and thanks locksley for the hand!


Thanks for the reply :)

I will try Eat and Sleep out then.

re: blocked clean-up. there's a major bug in it.
all safe areas are actually not safe. yikes!
it was reported by nilms: http://www.gamesas.com/bgsforums/index.php?showtopic=997054&view=findpost&p=14870417.
and i confirmed it.
have an update that is very close to release.


Ah, I read about that. I fixed it myself already and it works fine.

if ok && Player.IsInMyOwnedCell == 1	set ok to 0endif

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Kieren Thomson
 
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Post » Wed Mar 30, 2011 3:39 am

stolen horses can be owned: http://kuertee.googlepages.com/stolenhorses.jpg
the distinctive marks (randomly generated from 0 to 100) of the stolen horse determines the length of time the player needs to spend with the horse.
horses with very high distinctive marks are famous and will, more often than not, betray the player as a horse thief.
full ownership comes in time.
before that, temporary ownership will shift to and from the player depending on chance.
this is checked everytime the player dismounts the horse. so the player will have to ride the horse for the mod to temporarily revert its ownership to the player.

not sure yet what its effects are on wild horses.
the mod automatically gives player the ownership of horses without previous owners.
but i have some preliminary code that instead of have the stolen flag set, wild horses will occasionally distract the player.
at random times the horse will gallop, walk, or stop.
i just need to check it on actual wild horses.

Very nice. I was just thinking about that the other day with guard's horses, shouldn't they be prodded with a symbol and noticeable by the other guards. I will definately add this to my mod collection.
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Juliet
 
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Post » Wed Mar 30, 2011 4:45 am

EDIT: very unusual, indeed. that version (and this new one i'm working on) doesn't do anything on welkynd stones - or any other item.
i don't even check for them (i really should add them to the don't remove list).
the only thing clean-up does is: pick-up stuff that's been left behind, then remove them from the invisible cleaner in the next loop.
and clean-up only does its thing on items > 5000 units from you.
i've loaded clean-up 0.52 into tes4edit: and that doesn't show any link-backs to any items.
will test it out. (gonna have to enter my first ayleid ruins in months...shiver...)


I can't explain completely why it happens, but I'm sure it's related to this: All Natural - Real Lights adds a script to Welkynd/Varla stones that disables them and places lights (and therefore Misc items) in their place whenever you enter the cell where they are placed (OnLoad), or you drop them (OnDrop).
On the other hand those fake Welkynd/Varla stones that emit light have a script on them that disables them and adds a real stone to the player's inventory when activated.
I'm typing this from memory, so make sure you check those scripts yourself.

I haven't studied much how Clean Up works, but I suppose it goes around picking up those lights (maybe in their disabled state??), since they are considered to be misc items, and that messes up the Real Lights system somehow. Maybe adding a check so that Clean Up doesn't pick up those fake stones would suffice. But it would be worth checking out if some other things than Welkynd/Varla stones may be messed up by Clean Up - and what about other mods that place lights or misc items (for whatever purpose)?
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joannARRGH
 
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Post » Wed Mar 30, 2011 5:27 am

hey singe! unfortunately i don't use the "real" mods anymore. i'll look into the data keep and create release an ini for them. not sure when i can do this, however. more likely in 2 to 3 weeks. i have some mods i'm getting ready to update/release.


Thanks kuertee! I'll look forward to it. :D
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Melly Angelic
 
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Post » Wed Mar 30, 2011 7:17 am

I was wondering if I could get some help customising the HUD elements to use with http://www.tesnexus.com/downloads/file.php?id=15168, http://wrye.ufrealms.net/Real%20Hunger,%20Cobl.html, and http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5170. Unfortunately I'm an epic noob so while I can guess what parts of the .ini file need to be changed, I have no idea what to change them to. :(

I've had on my to-do-list for quite some time now to add HUD element for Real Sleep Extended, possibly with some change in RSE's script to make it easier. So I will try to look into it this week.
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Peetay
 
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Post » Wed Mar 30, 2011 3:28 am

Update: I have now almost finished support for customized HUD elements in Real Sleep Extended. Please visit http://www.gamesas.com/bgsforums/index.php?showtopic=881496&hl='s threadfor details if you're interested in using those two mods together.

But I will just say that I'm impressed by kuertee's customized HUD elements' (and Pluggy's) functionality here. One thing was to set up the base functionality, but with a little tweaking in Real Sleep Extended's scripts I now have a hud element that has one text, color and maxvalue when the player is not yet sleepy, and a different text, color and maxvalue when he is sleepy. So this is definately something I'm going to keep in my own game :)


Edit:
I spoke too soon: It was easy to change maxValue in-game, but impossible (AFAIK) to change color and text - something I very much want. I want one color when the player is rested and another when he is sleepy. So kuertee, is it any possibility that you can make this possible? I've looked into your code and see two possibilities:


1: The simple for you but difficult for me solution: In your initialize code, change the NewHudS and NewHudT lines somewhat by adding the "Protected" parameter to the calls, setting this to 0. This will allow me (and others) to change your hud settings through calls like "HudS_Tex" - at least I think this will work.


2: The simple for me but more work for you solution: Have a way of changing color and text from other mods. The simplest way I guess would be to add a reInit variable for each of the 6 huds, and check in your script if this variable is non-zero. If it is, you make a "HudS_Tex" call for the bar color and a "HudT_Text" call for the text before resetting the reInit# variable.

In my mod I can then first change the kCHUDC.label# and kCHUDC.bar# settings and then set kCHUDC.reInit# to 1.


Do you think you can do something like this in the not-too-distant future? It looks like it should be quite easy to expand your mod this way...
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Eddie Howe
 
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Post » Wed Mar 30, 2011 12:16 pm

updates to mods:

Alternatives to death and reload http://www.tesnexus.com/downloads/file.php?id=23862
0.57, 3 September 2009:
  • Bug-fix: Previously, the routine for saving the player from death near Cheydinhal would halt the script - leaving player controls disabled. This is now fixed.


Battle fatigue and injuries http://www.tesnexus.com/downloads/file.php?id=24604
0.58, 3 September 2009:
  • Bug-fix: Ensured that at least more than 1 Health needs to have been lost before any injuries are applied.
    In normal circumstances a check of whether there is health loss is sufficient.
    However, if the actor is constantly losing health (e.g. Damage Health magic effect of 1 Health per second), the random checks for injuries occur too often.


Clothing matters http://www.tesnexus.com/downloads/file.php?id=22653
0.55, 3 September 2009:
  • Tweak: The NPC's disposition during conversations is modified before the conversation starts - i.e. in GameMode.
    Previously, because disposition was changed in the first onset of MenuMode, the conversation options did not reflect the new disposition until after the first dialogue option was chosen.
  • The two tweaks below ensures that NPCs who did not mean to attack the player will not attack the player.
  • Tweak: The NPC's disposition during conversations will never go below 10 points.
  • Tweak: The NPC's disposition during conversations is reset sooner: 0.001 seconds after the conversation.
    Also, if the player gets into combat due to the disposition changes, it is stopped.


Eat and sleep http://www.tesnexus.com/downloads/file.php?id=24605
0.55, 3 September 2009:
  • Bug-fix: Detecting when near fire.
    Also, simply having a torch lit cooks food.


Gold is an inventory item http://www.tesnexus.com/downloads/file.php?id=21881
0.57, 3 September 2009:
  • Tweak: For compatibility with other mods (e.g. Tejon's) the value of the gold coin inventory item is set to 0.
    The player's gold value will be as normal. The coin inventory item will not have value. (Thanks Tejon!)
  • Tweak: DisablePlayerControl and EnablePlayerControl are triggered only if the player control has not previously been disabled. (Thanks Tejon!)


Inventory is a backpack http://www.tesnexus.com/downloads/file.php?id=21721
0.62, 3 September 2009:
  • Tweak: DisablePlayerControl and EnablePlayerControl are triggered only if the player control has not previously been disabled. (Thanks Tejon!)


I can't explain completely why it happens, but I'm sure it's related to this: All Natural - Real Lights adds a script to Welkynd/Varla stones that disables them and places lights (and therefore Misc items) in their place whenever you enter the cell where they are placed (OnLoad), or you drop them (OnDrop)...On the other hand those fake Welkynd/Varla stones that emit light have a script on them that disables them and adds a real stone to the player's inventory when activated....I'm typing this from memory, so make sure you check those scripts yourself....I haven't studied much how Clean Up works, but I suppose it goes around picking up those lights (maybe in their disabled state??), since they are considered to be misc items, and that messes up the Real Lights system somehow. Maybe adding a check so that Clean Up doesn't pick up those fake stones would suffice. But it would be worth checking out if some other things than Welkynd/Varla stones may be messed up by Clean Up - and what about other mods that place lights or misc items (for whatever purpose)?
hey gabba! thanks for the detailed report. i think returning the check for scripted items would fix this any other "special" items. will look into this for my upcoming update.

...1: The simple for you but difficult for me solution: In your initialize code, change the NewHudS and NewHudT lines somewhat by adding the "Protected" parameter to the calls, setting this to 0. This will allow me (and others) to change your hud settings through calls like "HudS_Tex" - at least I think this will work....Do you think you can do something like this in the not-too-distant future? It looks like it should be quite easy to expand your mod this way...
hey theniceone! doh! i thought i left those pluggy elements unprotected. will unprotect them now. expect an update this weekend.



sorry for the slow-down on my updates, guys.
i've been limited to 1 to 2 hours of oblivion per week. :'(
this mid-week release should free my weekends.
a couple more updates (auto-first and third person view, clean-up with its new restore items feature, and theniceone's suggestions for custom HUD)
and 2 new mods (simple saddle bags and own stolen horses)
to come.
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Lisha Boo
 
Posts: 3378
Joined: Fri Aug 18, 2006 2:56 pm

Post » Wed Mar 30, 2011 10:13 am

Right. Updated my (yours) mods and added Clothing matters again. I was thinking of upping the value for all clothes in the OOO.esp and also raise the helmets protections since I am using HelmetFOV - hopefully the C.S. wont dirty down the OOO.esp. How will heightened values on the clothes affect the mods adjustment on disposition?

Eh, will probably ask in the Tes4Edit topic if you don't know - is there a "compare" ability in Tes4Edit that lets you check what has changed compared to the original? Thus one would know if the C.S. did a no no. Will go and see if I can find some info on that in the Tes4edit readme.

Looking forward to your next set of mods!

Cheers!
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KRistina Karlsson
 
Posts: 3383
Joined: Tue Jun 20, 2006 9:22 pm

Post » Wed Mar 30, 2011 3:34 pm

Right. Updated my (yours) mods and added Clothing matters again. I was thinking of upping the value for all clothes in the OOO.esp and also raise the helmets protections since I am using HelmetFOV - hopefully the C.S. wont dirty down the OOO.esp. How will heightened values on the clothes affect the mods adjustment on disposition?

Eh, will probably ask in the Tes4Edit topic if you don't know - is there a "compare" ability in Tes4Edit that lets you check what has changed compared to the original? Thus one would know if the C.S. did a no no. Will go and see if I can find some info on that in the Tes4edit readme.

Looking forward to your next set of mods!

Cheers!
hey locksley! there's no need to increase the value of clothes.
the formula that i use produce a large enough gap between clothing apparel valued at 1 gold and those valued at 6.
hopefully, other clothes mods normalise their values with the vanilla game.
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sophie
 
Posts: 3482
Joined: Fri Apr 20, 2007 7:31 pm

Post » Wed Mar 30, 2011 4:52 am

Thanks for all the updates, kuertee.

I mentioned earlier some bandits who aotu-healed during combat. This hasn't happened since so maybe it wasn't your mod afterall :) (Battle fatigue and injuries, that is).
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Jack Moves
 
Posts: 3367
Joined: Wed Jun 27, 2007 7:51 am

Post » Wed Mar 30, 2011 1:01 pm

I've been playing around with your customisable hud components mod, trying to get it working with some other mods I'm using, and I've had some success, but I'm having a bit of trouble getting around the length limit on the "set...to" command. Maybe you can help me out.

First off, the ini mentions "floatValue" and "floatValue2," but these don't seem to be declared in the script, so I can't seem to use them. Just thought I'd point that out, though it's quite possible I'm just misreading something.

Anyway, the mod I'm having trouble making a perfect bar for is RealisticFatigue.esp. I managed to make one that'd display correct values for Amount Carried / Max Carry-weight using:

;temp values:set kCHUDC.stringValue2 to 						getGS fActorStrengthEncumbranceMult;HUD 4set kCHUDC.evaluateString4 to sv_Construct		"100 + Player.GetAV %v" 11	   ;11=Encumbranceset kCHUDC.maxValue4 to sv_Construct			"100 + Player.GetAV %v * %g" 0 kCHUDC.stringValue2;0=Strength


Because of the way RealisticFatigue works, though, I'd like the bar to zero out and disappear when my encumbrance is below 1/3 of max carry weight. However I've not been able to figure out how to prune it down short enough for the script not to fail.

set kCHUDC.evaluateString4 to sv_Construct		"100 + Player.GetAV %v - Player.GetAV %v * %g / 3" 11 0 kCHUDC.stringValue2set kCHUDC.maxValue4 to sv_Construct			"67 + Player.GetAV %v * %g * 2/3" 0 kCHUDC.stringValue2


That's the best I've been able to come up with. Maxvalue works fine, but evaluatestring crashes. Any ideas?

I've got bars set up exactly the way I want them for Real Sleep Extended, Real Hunger - Cobl, and Cobl Exhaustion, and it's quite spiffy. Thanks for the excellent mod, kuertee. I hope I can get the last bar working exactly how I want it, but even if I can't, very spiffy indeed.
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Donald Richards
 
Posts: 3378
Joined: Sat Jun 30, 2007 3:59 am

Post » Wed Mar 30, 2011 4:34 pm

I see that you're still going strong as ever. Keep up the bad work, mate :thumbsup: and show some more leg ;)
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Jah Allen
 
Posts: 3444
Joined: Wed Jan 24, 2007 2:09 am

Post » Wed Mar 30, 2011 12:25 am

Thanks for all the updates, kuertee....I mentioned earlier some bandits who aotu-healed during combat. This hasn't happened since so maybe it wasn't your mod afterall :) (Battle fatigue and injuries, that is).
hey mercer! i looked into this briefly, but i didn't find anything in the script nor in-game. what i do find are npcs getting the red mist shader effect (a sign that the mod added the token in their inventory) when they start combat. but i don't find their health diminished. will keep looking. the recent update to the mod was merely a bug-fix to prevent the random injuries code from running too frequently.

I've been playing around with your customisable hud components mod,...First off, the ini mentions "floatValue" and "floatValue2," but these don't seem to be declared in the script, so I can't seem to use them. Just thought I'd point that out, though it's quite possible I'm just misreading something.
hey spotty! they were my mistake. the declared values are actually "value" and "value2".

...
;temp values:set kCHUDC.stringValue2 to 						getGS fActorStrengthEncumbranceMult;HUD 4set kCHUDC.evaluateString4 to sv_Construct		"100 + Player.GetAV %v" 11	  ;11=Encumbranceset kCHUDC.maxValue4 to sv_Construct			"100 + Player.GetAV %v * %g" 0 kCHUDC.stringValue2;0=Strength


Because of the way RealisticFatigue works, though, I'd like the bar to zero out and disappear when my encumbrance is below 1/3 of max carry weight. However I've not been able to figure out how to prune it down short enough for the script not to fail.

set kCHUDC.evaluateString4 to sv_Construct		"100 + Player.GetAV %v - Player.GetAV %v * %g / 3" 11 0 kCHUDC.stringValue2set kCHUDC.maxValue4 to sv_Construct			"67 + Player.GetAV %v * %g * 2/3" 0 kCHUDC.stringValue2


That's the best I've been able to come up with. Maxvalue works fine, but evaluatestring crashes. Any ideas?
hmmm...that's definitely a complex formula. and unfrotunately, no matter how i look at it the string will be too long for the set command. (if only obse17's "Let" and "$" commands worked in the console.)

the best i can think of is to allow "runbatchscript" values. i.e. if the value is an "INI" or "TXT" file, the mod will trigger a "RunBatchScript" on that file when it tries to evaluate the value or maxValue of the HUD.
this will not allow savvy users to input complex values to the HUDs but also allow easy and quick access to 3rd party developers.
let me thing about this more...

I've got bars set up exactly the way I want them for Real Sleep Extended, Real Hunger - Cobl, and Cobl Exhaustion, and it's quite spiffy. Thanks for the excellent mod, kuertee. I hope I can get the last bar working exactly how I want it, but even if I can't, very spiffy indeed.
excellent you got the bars working! sorry that i can't find a solution for your RF bar.

I see that you're still going strong as ever. Keep up the bad work, mate :thumbsup: and show some more leg ;)
hey, shadeMe! thanks. but i'd be lucky to find 2 hours of actual gaming per week now.
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Rachell Katherine
 
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