[wipz] Never Die!

Post » Wed Nov 24, 2010 1:47 pm

Tried to get it running with ATI 9550... :P


Then I played with some of the first mods, it was fun, but I got tired of the game being too easy and the endless Oblivion gates took all my time.

Then I have had a couple of good attempts with 200 mods, FCOM setup, but annoying performance no matter how many times I upgraded (partly because I kepts adding more load) ate part of the joy, and then of course there was DR...I?m again in a situation where I need to get the new version done in order to be able to focus on the playing. :P


thanks for the laugh guys....Sky ...Do you mind if i use this as a quote in my Sig?

Skycaptain...The brain Behind Deadly Reflex says......."Yeah...that...uhm...I haven?t completed the main quest yet." 4 years after the game was released!!!
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Chloe Lou
 
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Post » Wed Nov 24, 2010 10:33 pm

thanks for the laugh guys....Sky ...Do you mind if i use this as a quote in my Sig?

Skycaptain...The brain Behind Deadly Reflex says......."Yeah...that...uhm...I haven?t completed the main quest yet." 4 years after the game was released!!!


:P Go ahead, I know it?s totally silly...Heh I even bought SI last summer, but since I haven?t been "able to" play after that, I still haven?t taken it out of the wrappers... :woot:
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Lyndsey Bird
 
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Post » Wed Nov 24, 2010 12:33 pm

This mod sounds really cool. I endorse this thread. :P
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Lucy
 
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Post » Wed Nov 24, 2010 8:15 am

:P Go ahead, I know it?s totally silly...Heh I even bought SI last summer, but since I haven?t been "able to" play after that, I still haven?t taken it out of the wrappers... :woot:



BUT what you do with your Time is what makes this Game playable for the rest of us Thank You!

And on track with the thread ...I have been watching this with interest this sounds Sweet!!!
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brenden casey
 
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Post » Wed Nov 24, 2010 9:06 am

:P Go ahead, I know it?s totally silly...Heh I even bought SI last summer, but since I haven?t been "able to" play after that, I still haven?t taken it out of the wrappers... :woot:


Oh, dear... SI is great, I absolutely loved it. Horribly disappointed in vanilla, but like I always say, shrooms make EVERYTHING better :P On to the topic at hand, though, I think that (maybe a little on down the road), something could be implemented similar in goal to Wrye Shivering Death... since you've not played SI, you might not know about that... I'll refrain from spoiling it for you. If you're curious, it's at WryeMusings, but Wrye never really completed it, per se, something about Lara keeping him away :shrug:
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Emily Jeffs
 
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Post » Wed Nov 24, 2010 10:59 pm

Heh, thanks guys, for the company as well. :)


I wasted some extra time on the Soul Beacon accuiring effect (I couldn?t resist), but when I made the final test I didn?t break anything making some final tweaks I have something looping, the Oblivion plane starts reloading instantly.

It?s a very small bug somewhere, just taking some extra time to find it cause can?t see the console when it?s constantly loading screen. :P
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Robyn Lena
 
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Post » Wed Nov 24, 2010 4:01 pm

Doh, that was hard to debug...seems like Oblivion simply doesn?t like too fast transitions. I had to add delay frames. The funny thing is the required delay is a bit fussy, but I seem to have a high enough number now.

Seems to be tied to perfomance on some level. I had terrible, terrible performance when testing, so I think my default is good. Set that delay number in the ini as well, just in case someone needs more than 10 frames. :)
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SexyPimpAss
 
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Post » Wed Nov 24, 2010 12:37 pm

Nice... I have to say, I'm a svcker for .inis... I know I said I probably wouldn't use this back on the first page, but I've become progressively more interested, and now that I'm aware that it has an .ini, I'll download it whether I end up using it or not... it's a little thing with me. I love them. Can't get enough.

[EDIT] You should probably put one in DR. Just saying.
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Alberto Aguilera
 
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Post » Wed Nov 24, 2010 12:17 pm

Nice... I have to say, I'm a svcker for .inis... I know I said I probably wouldn't use this back on the first page, but I've become progressively more interested, and now that I'm aware that it has an .ini, I'll download it whether I end up using it or not... it's a little thing with me. I love them. Can't get enough.

[EDIT] You should probably put one in DR. Just saying.


Way ahead of you...DR6 uses an INI, you can set all the chance multipliers in there. :)
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Sweet Blighty
 
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Post » Wed Nov 24, 2010 10:53 pm

*swoons*
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Chris Ellis
 
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Post » Wed Nov 24, 2010 10:33 am

Well, now I think have everything tested as fixed as well as I possibly can by my self. Everything seems to working perfectly, as far as I can say. :)


I?ll have to post the release on Friday evening though, I?ll have to sleep some and take care of some work before that. ;)
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Abi Emily
 
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Post » Wed Nov 24, 2010 4:23 pm

In SC's defense, I rarely get past the spies? quest. I tend to just have too much to do.
I only know of the Great Weklind Stone looking awesome because I came across one in Integration(I found one in a dungeon, turns out it was added by the mod. Couldn't take it, though, figured it was a quest item for a quest I hadn't started yet).
In fact, now I'm wondering if it rotates. I kind of remember that it did, but I don't really remember.
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Haley Cooper
 
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Post » Wed Nov 24, 2010 11:15 pm

Gosh it takes time to check all kinds of small stuff, and I didn?t remember it always takes me hours to write a readme... :P

I?m sorry, but I?m too beaten to release right now, I want to be awake when I do. But I?ll post the full readme, this way you?ll already know all you need to know when I upload later on Saturday. :)


Name: Never Die!
Version: 0.9
Date: 3/19/2010
Category: Gameplay Effects and Changes
Requirements: Oblivion Patch 1.2.0.214, Oblivion Script Extender (OBSE), Player-Created MOD(s): ???
Author(s): Skycaptain
Source: http://www.tesnexus.com/downloads/file.php?id=8440
Forum: http://www.gamesas.com/index.php?/forum/25-mods/

Description
===========
What happens to Heroes when they die? I personally can?t tell, my character has never died - that history has always been erased with a swift, usually annoyed reloading of a savegame.

Well that?s about to change now - defeats can be great adventures, and getting overwhelmed part of the game, part of the history of your character! All the best stories come from great defeats - and now the story will go on!


Details
=======
This mod introduces an alternative death system with great configurability via an INI file. The focus has been on creating an advanced but simple and reliable system that doesn?t feel like a punishment, but instead can provide a supprising twist to your daily adventures.

When you die you are actually knocked out. What happens then depends on how you configure the mod using the INI file. Most options can be totally disabled.


Where do you end up when you "die"?
***********************************

By default, the idea is that careful adventurers acquire a Soul Beacon item by making a donation at any "Altar of Julianos". The cost of the beacon is tied to your level (mult from INI), and it will save your life by fetching you to safety when you are knocked out.

The beacon works by you leaving it somewhere - outside of a dungeon, for example. It works only once, then you need to buy a new one. And you can only buy one at a time - it bonds to your very soul!

Those who are unfortunate enough to die without divine protection, will be terrified to find out that they have been acclaimed by the Javs of Oblivion. Defy your fate and fight your way out of a random Oblivion plain!

No, death wont save you there - dying only means ending up to where you started on the plain (your progress is NOT reseted), so keep fighting or adjust to your new home. ;)


Alternatively, the user may choose not to use Oblivion plain option, in which case he/she will wake up in the last location he/she slept in.


What about your equipment and money?
************************************

Yes, indeed. This is what makes everything above so much more exiting, and is 100% configurable.


1. You may lose random equipment (% amount from INI). The equipment is never totally lost - you can take on a revenge/retrieve mission to where you died, and acquire it back from a chest* placed there! (*it?s for safekeeping/performance reasons).

Note that quest items, scripted items or unplayable items are never removed from the player.


2. You may lose money (% amount from the INI), similarly as equipment. Another % configures how much of the money lost may be taken by the NPCs in the area where you died and/or placed in nearby containers.



To sum it up, death can become an adventure where you fight your way out of an Oblivion plain on your underwear and without your favorite weapon to help you out, while the bandits that killed you are living it up with your gold. But revenge is a dish best served cold...after returning back among the living of Tamriel, it?s time to plan how to best get your stuff back. And maybe invest in one of those Soul Beacons... :D



DO?S AND DONT?S!
****************

DO!
---
-to configure the mod, see "Oblivion\Data\INI\Never die.ini"

-To donate money and get a Soul Beacon, go to a chapel and find "Altar of Julianos". They should all have one. Target it like if you would activate it, but DON?T activate it. Press RIGHT-CNTRL + LEFT-CNTRL (at the same time) and answer the question. Wait until the charging is over (just sit back and watch).

-To use the Soul Beacon, simply drop it somewhere and leave it. You can fetch it later if you didn?t need it. If you lose one, buy a new one. But you can have only one.


DON?T!
------

-Don?t put Soul Beacon to a container. I have tried to prevent this.

-Don?t drop the Soul Beacon if you are on an Oblivion plain. I have tried to prevent this, and it wont intentionally work there anyways. On an Oblvion plain, you always simply wake in where you started on the plain, if you die. Eternal suffering and all, you see? :P


Install
=======

1. Install the latest version of Oblivion Script Extender!

Here: http://obse.silverlock.org/

--

2. Install Cobl.esm if you haven?t already. It?s a library that offers modders useful resources, and it?s REQUIRED by this mod.

Link: http://www.tesnexus.com/downloads/file.php?id=21104

--

3. Extract this mod?s files to Oblivion\Data folder. Answer yes if asked to merge/overwrite.

--

4. Check your load order. You want to load Cobl.esm early, after Oblivion.esm esm but before any esms from actual mods. To see and change load order, you will need Oblivion Mod Manager or similar utility.

Link: http://www.tesnexus.com/downloads/file.php?id=2097

Never die.esp wont care where it loads.

--

5. Activate Never die.esp and Cobl.esm.

Use OBSE_LOADER.EXE or an utility that detects Obse to lauch the game.

OTHERWISE THE MOD WILL NOT WORK.


Thank you for reading my instructions! :)


Uninstall
=========
1. Start Oblivion Launcher, click Data Files, uncheck the Never Die.esp file.
2. Delete the files/folders associated with the mod:

Oblivion\Data\INI\Never die.ini
Oblivion\Data\meshes\Never die folder
Oblivion\Data\Textures\Never die folder


Alternatively, just use Oblivion Mod Remover:

http://www.tesnexus.com/downloads/file.php?id=7557


Upgrade
=======

If this is not the first version of this mod, and you have used a previous version, it is required that you save at least once with both versions deactivated.

Only then install and activate this version.


Incompatibility
===============

Incompatible with any other death handling mods, unless explixitly stated otherwise somewhere else.


Known Issues or Bugs
====================
1. Dying while swimming will unfortunately leave player in swimming animation state. This is a loophole in the Oblivion itself, the animation state wont reset unless you go back to water and then back on land.

But, even then it resets to normal only for 3rd person if you are in 3rd person, and vice versa. It may be possible that both modes can be reset to normal, one by one, if you first go back to water in 1st person mode.

What this effectively means is that if you drown, you are forced to load a save - like you normally would without this mod.


2. Cobl?s "death handler" requires settings fEssentialHealthPercentReGain to 0. This means that any essential actor that gets knocked out will wake up with 1hp, instead of default 25%. Personally I think it?s rather realistic.


3. This is mostly information.

Oblivion is sometimes sensitive to quick transitions, in which case it gets stuck on loading screen. But this seems to happen only in *EXTREME* conditions.

I noticed this when I had internet radio eating 400Mb of memory, 3x Nifscope open and running around Skingrad with less than 10 fps. I noticed my memory load was 3.75Gb of 4gb.

To avoid problems, the ini contains a variable named "transitiondelayframes". This gives Oblivion some extra frames when the mod loads two places in a row. By default, it?s 10 which never gives me trouble.

But it can be set higher if needed, set it to for example 20 should you ever get stuck to loading screen after death. Again, this has only happened BEFORE I added the delay, and in crazy conditions.


History
=======
0.9, first beta release.

Contact
=======
Contact me on gamesas forums, either in one of my threads or via PM.

http://www.gamesas.com/index.php?/forum/25-mods/


Credits
=======

To the Obse crew - they are amazing and like all my mods this one owes it?s existence to them!

To Wrye - for the wonderful Cobl, as well as for those that helped him.

To the creators of Nifscope - a mesh editing tool even a scripter can understand and learn to love.


To the great people from who?s great suggestions most of implemented features finally originated from. Thank you everyone who brainstormed!

Also, here?s a few names I can directly connect to some features or decisions and thus want to give them credit for their participation in the WIP thread. :)


-showler: idea to store the last place you slept in as a possible return point.

-guyshall: idea to use Oblivion planes. The idea may sound given, but it was the fact that he posted it that made me research into it.

-waruddar: suggestion to distribute some of the gold to nearby containers/NPCs, making me realise I can do that even though I considered it too risky for equipment.

-garx: for his lore digging and suggestion to use Julianus, that was a nice catch, thanks.


Finally, thank you Bethesda for making Oblivion, and especially for making CS and allowing us to make Oblivion to what ever we want it to be! :)

ps. Thank you lHammonds, for the readme generator!


Tools Used
==========
NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES4Files - http://www.tesnexus.com/downloads/file.php?id=8489
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
You are not allowed to reuse parts, redistribute the files or release modified versions of this mod without my permission.



Here?s the ini, crude but it?s not that complicated either: :P

set skycaptainsdeathquest.deathSlowMotionMult to 0.2 ;0-1 , defines slow motion dying speed, 1 is normal game speed.
set skycaptainsdeathquest.deathCameraSeconds to 5 ;0-> , how long you are displayed "dying"

set skycaptainsdeathquest.useOblivionPlain to 1 ;1 or 0, enable or disable Oblivion plain feature.

set skycaptainsdeathquest.percentGoldLost to 100 ;0-100 , how much gold you lose on death
set skycaptainsdeathquest.percentItemsLost to 50 ;0-100 , how much equipment you lose on death

set skycaptainsdeathquest.percentGoldLostBeacon to 0 ;0-100 , how much gold you lose if saved by the beacon
set skycaptainsdeathquest.percentItemsLostBeacon to 0 ;0-100 , how much equipment you lose if saved by the beacon

set skycaptainsdeathquest.percentGoldDispersed to 100 ;0-100 , how much of the *gold lost* will not be in the storage container, but in other containers/actors in the area

set skycaptainsdeathquest.beaconCostPerLevel to 100 ;0-> , how much gold per level is charged for the Soul Beacon. 100 means 1000, if you?re level 10.


set skycaptainsdeathquest.debugmode to 1 ;set to 0 to disable console spam
set skycaptainsdeathquest.transitdelayframes to 10 ;special, up this number if you encounter problems with transitions to Oblivion plane. Otherwise leave unchanged.

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Princess Johnson
 
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Post » Wed Nov 24, 2010 10:16 pm

:wub:

[EDIT] Cobl's not listed as a requirement in the readme, but at various places, it seems as though it is.
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Neliel Kudoh
 
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Post » Wed Nov 24, 2010 12:53 pm

:wub:

[EDIT] Cobl's not listed as a requirement in the readme, but at various places, it seems as though it is.


Thanks, good catch! I forgot that section - it still says "player created mods". :P


I always make mistakes in the readme?s so it?s actually quite nice I can still fix mistakes like that without reuploading an already uploaded mod. :)
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Michael Russ
 
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Post » Wed Nov 24, 2010 7:39 pm

I love reading readmes almost as much as I love .ini files. Pretty much every modder should just give me their readmes to read. I'm mildly insane :twirl:
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Katey Meyer
 
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Post » Wed Nov 24, 2010 8:40 am

Looks nice. :) A question though, is there a quest variable I can track (with RunScriptLine or GetVariable) to see what the player's actual health is?

-kyoma
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Iain Lamb
 
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Post » Wed Nov 24, 2010 9:06 pm

Looks nice. :) A question though, is there a quest variable I can track (with RunScriptLine or GetVariable) to see what the player's actual health is?

-kyoma


The mod uses cobl's death handler, not the 25% thing that was suggested at the beginning of the thread. That is to say, when you die, your health will really be zero and it will look like zero on the bar.
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helliehexx
 
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Post » Wed Nov 24, 2010 11:04 pm

... That is to say, when you die, your health will really be zero ...
Not quite - CoBL's handler, IIRC, catches the player's health at 1 or 3 points.
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Kayla Bee
 
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Post » Wed Nov 24, 2010 10:25 pm

This sounds pretty nice, I'll bookmark this one for later...

I first thought that ending up on an Oblivion plane at level 3 is kind of harsh. But then I realised that things don't respawn when you "die". In other words, if you end up naked on an Oblivion plane, you will just have to fight and die over and over again?
- You smack a deadra in the face with your mighty fist of strength 10... the daedra slices you in half... you respawn... you find the daedra and smack him a second time... you die, and respawn...
Now repeat this process a hundred times and eventually your enemy will actually die (unless he is regenerating - if he is you really are rather screwed).

But if you do end up in an impossible situation, you still have a cowards way out - Reload.

Am I looking at this the right way? :)


And also, what happens if you die when looking for your chest of goodies? (while back in Tamriel that is)

Does the mod place a new chest or move the old one?
I'm assuming you're moving the chest around (can't keep track of hundreds of chests all over the world), so do you remove the "old" lost items every time you move the chest?


Thirdly:
Do you keep track of how many times the player has "died"? A death counter is always a "fun" way to measure your ability, and a big fat stain on your pride as a warrior.
I don't think there is an easy way to display it though, the misc stats menu would be great, but menus aren't exactly "fiddle-friendly".
Maybe a little reminder every time you respawn? Just to put you in the right "killing mood". Maybe together with the name of whatever enemy that killed you (closest enemy at time of death)?
Of course... we don't want to taunt people to such a level that they get angry for real... I must confess that I myself tend to become rather edgy when "dying" in videogames... best not to go there intentionally... :P
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kelly thomson
 
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Post » Wed Nov 24, 2010 6:35 pm

The mod uses cobl's death handler, not the 25% thing that was suggested at the beginning of the thread. That is to say, when you die, your health will really be zero and it will look like zero on the bar.
He, that's what I get for not reading the entire thread. :facepalm:
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Danel
 
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Post » Wed Nov 24, 2010 7:26 pm

Not quite - CoBL's handler, IIRC, catches the player's health at 1 or 3 points.


At least in the demo esp the script checks for <=0 health. I don´t see why it would check anything bigger, it´s hardly ever 0 < health < 3 situation anyway. :)

This sounds pretty nice, I'll bookmark this one for later...

I first thought that ending up on an Oblivion plane at level 3 is kind of harsh. But then I realised that things don't respawn when you "die". In other words, if you end up naked on an Oblivion plane, you will just have to fight and die over and over again?
- You smack a deadra in the face with your mighty fist of strength 10... the daedra slices you in half... you respawn... you find the daedra and smack him a second time... you die, and respawn...
Now repeat this process a hundred times and eventually your enemy will actually die (unless he is regenerating - if he is you really are rather screwed).

But if you do end up in an impossible situation, you still have a cowards way out - Reload.

Am I looking at this the right way? :)


Exactly. :)

I think it combines the fun-factor, exitement and balance quite well together. You don´t want to die in there anymore than you normally do, cause every time some of your stuff get left to where you got beaten, and that complicates your progress if some of the stuff happens to be your shoes and weapon - not to mention the irritation and pride factor. :P

But then again every little step counts forward, so it´s never repetitive like with reloading. And on the otherhand, you probably spend potions and such to still avoid dying, so you don´t get anything for free either - but you find stuff in there as well, so the summary is you are just as concerned how well you play. :)

And also, what happens if you die when looking for your chest of goodies? (while back in Tamriel that is)

Does the mod place a new chest or move the old one?
I'm assuming you're moving the chest around (can't keep track of hundreds of chests all over the world), so do you remove the "old" lost items every time you move the chest?


It´s always a new chest, your equipment is neither ever totally lost nor does it magically teleport from deah-site no1 to death site no2.

Every chest is there until you check it out, when you close it you can choose between 3 options: Let it burn (destroy the chest), decide later (you are asked again next time), keep it there forever (it´s a non respawning storage, so just incase you like it? :)).


No it´s wont bloat your saves, destroyed chest are cleared from savegame on cell reset. :)

Thirdly:
Do you keep track of how many times the player has "died"? A death counter is always a "fun" way to measure your ability, and a big fat stain on your pride as a warrior.
I don't think there is an easy way to display it though, the misc stats menu would be great, but menus aren't exactly "fiddle-friendly".


I´ll add a variable right away, that´s a nice suggestion. How to utilize or display the value - that I have no idea for right now, but having the info there is a start. :)

Maybe a little reminder every time you respawn? Just to put you in the right "killing mood". Maybe together with the name of whatever enemy that killed you (closest enemy at time of death)?
Of course... we don't want to taunt people to such a level that they get angry for real... I must confess that I myself tend to become rather edgy when "dying" in videogames... best not to go there intentionally... :P


I like the idea, but like you said, it´s hard to find a good medium...also detecting who exactly killed you would be rather inaccurate, could be 5 guys next to you, and the 6th guy killed you with a spell from a far...happens all the time. But something could come out of this in possible updates. :)



EDIT: I pasted the readme-beta to the first post, to give more up to date info for new readers - the original 1st post was badly outdated.
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Betsy Humpledink
 
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Post » Thu Nov 25, 2010 12:24 am

Ahha! All of a sudden I found a situation where the loading screen bug is 100% reproducible.


This is good knew actually, now I can debug it and make sure it never happens. After that, a release. No it wont take until morning this time, the delay has come earlier for me testing the mod more than I intended, making the end result practically 1.0.

Also the readme took long to write, it´s the reason I didn´t release yesterday, the time just escaped from me. But now that´s all done already. :)


EDIT: Ah, maybe I DID understand correctly, it like explained in the readme, I had just somehow caused the delay frames not to apply. So there´s seems to be nothing to fix except my own typo....I think... :P
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LADONA
 
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Post » Thu Nov 25, 2010 12:39 am

-Don´t put Soul Beacon to a container. I have tried to prevent this.

lol, i couldnt help but to laugh at thinking about this... *dies, POOF...* "uhh.. its dark in here... whats that?.. Hey! a gold coin!... and a carrot?... wonder where i am..."

anyways: sounds cool! i hope to have very severe consequences when i die :)

edit: ehm. in the readme on your first post, the "Source" is a weapons and armor mod... shouldnt it be this mod?
Source: http://www.tesnexus.com/downloads/file.php?id=8440

edit2: (yes, im stupid, i just realized its not released. i assumed it was, in the first post it said it was in a few hours, lol, but he meant TODAY in a couple of hours)
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James Wilson
 
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Post » Wed Nov 24, 2010 7:41 pm

YEEEEESSS! Woohoo! :rock: :intergalactic: :celebration:


I just eliminated the whole fricking need for any double transition and therefore any chance of Oblivion choking on it!

...yeah I know you probably have no clear idea what I mean, lets just say I just completely eliminated the only thing I personally considered a bit unimmersive and a potential source of problems in some situations. So happy! :D

It´s now so fluid and I can probably clear the whole transition delay setting from the ini, as well as the related info from the readme.

lol, i couldnt help but to laugh at thinking about this... *dies, POOF...* "uhh.. its dark in here... whats that?.. Hey! a gold coin!... and a carrot?... wonder where i am..."

anyways: sounds cool! i hope to have very severe consequences when i die :)

edit: ehm. in the readme on your first post, the "Source" is a weapons and armor mod... shouldnt it be this mod?
Source: http://www.tesnexus.com/downloads/file.php?id=8440

edit2: (yes, im stupid, i just realized its not released. i assumed it was, in the first post it said it was in a few hours, lol, but he meant TODAY in a couple of hours)


:P Lol, well yeah mostly the problem would be that if it´s in the container, it doesn´t practically exist in the game, so the mod would break.

My script tags the item as quest item if open the inventory in Oblivion, or if you enter barter/container menu, and removes the flag when you open inventory in other occasions. But I know there are mods that make it possible to drop quest items, so that´s why the warning. :)

Heh, yeah that´s from the readme generator, some parts of the readme are still from the default layout. :)



EDIT: I wonder if you guys could listen to the same music I´m listening to?

It´s a local radio station, but I´m using the internet radio:

http://www.basso.fi/popup_player.php


You know try it just for fun, and tell if it works from where you are. It´s only music almost always, and very little adds, if any. :)

EDIT: Hmm, the music went pretty acid just now... :P
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Sarah Edmunds
 
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Joined: Sat Jul 08, 2006 8:03 pm

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