[relz] Never Die!

Post » Wed Sep 01, 2010 7:14 pm

I?m almost ready to upload the update.


The new meshes are used depending on location, I thought this was the best because they are all so good looking, and I like variety. So black-gold for Oblivion, silver edition for exteriors and red edition for interiors. :)

I?ll see that the quest marker for the chest shows when it?s supposed to (the quest itself never advances to avoid spamming the log entries), and fix those couple of typos in the readme.
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tegan fiamengo
 
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Post » Wed Sep 01, 2010 8:39 pm

I?m almost ready to upload the update.


The new meshes are used depending on location, I thought this was the best because they are all so good looking, and I like variety. So black-gold for Oblivion, silver edition for exteriors and red edition for interiors. :)

I?ll see that the quest marker for the chest shows when it?s supposed to (the quest itself never advances to avoid spamming the log entries), and fix those couple of typos in the readme.


umm i just tryed this with GATES TO AESGAARD 2 when i died and went to Oblivion as Normal when i leave insted of going back to were i died i was put back in Blackwood :ahhh:
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BRIANNA
 
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Post » Wed Sep 01, 2010 12:10 pm

umm i just tryed this with GATES TO AESGAARD 2 when i died and went to Oblivion as Normal when i leave insted of going back to were i died i was put back in Blackwood :ahhh:


Read a few of the previous comments. It was discussed that it?s impossible to prevent problems with custom quest locations - apparently Cobl?s death handler DOES offer a variable that a mod can set when the player is in a place where it shouldn?t intefere with dying, but it only works if the mods themselves USE it.

As it is, you just have to load the game as normal in such cases. Don?t reload before the slow motion ends though...before I upload this update. Otherwise it wont get reseted.

(the reason you end up in the last exterior in Tamriel is related to how stock Oblivion gates work)
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Charlie Sarson
 
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Post » Wed Sep 01, 2010 9:53 am

UPLOADED v1.02a!


Requires a cleansave, so get your stuff from the loot containers first! ;)


I hope I didn?t break anything, this update contains important fixes but at the same time it?s not as throughly tested for any mistakes. But I DID test it. :)
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laila hassan
 
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Post » Wed Sep 01, 2010 9:38 pm

The new meshes are used depending on location, I thought this was the best because they are all so good looking, and I like variety. So black-gold for Oblivion, silver edition for exteriors and red edition for interiors. :)

I´ll see that the quest marker for the chest shows when it´s supposed to (the quest itself never advances to avoid spamming the log entries), and fix those couple of typos in the readme.


Oh, I love eye candy! Thank you for using my critique on the chest colors, now I get to enjoy all of them. The black and gold chest is perfect for Oblivion, the red and gold looks lovely in hotels and homes, and the black and silver does look great in forests, cemetaries, mountains, ETC--all without looking conspicuous. Bravo!
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anna ley
 
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Post » Wed Sep 01, 2010 1:33 pm

So I uninstalled M.A.O, T.I.E and TIE In and now the camera problem is fixed. Cant really say any of them really caused the problem though. Now I spawn inside cells but Im hovering in the air, nothing tcl cant fix but weird.
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Claire
 
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Post » Wed Sep 01, 2010 10:08 am

I was thinking about trying this out, but the latest version does not include an .esp. Oversight I am guessing?
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David John Hunter
 
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Post » Wed Sep 01, 2010 10:51 am

I was thinking about trying this out, but the latest version does not include an .esp. Oversight I am guessing?


:facepalm:

Reuploaded. Though it seems to take a moment before the change applies, cause I used the same file name...


EDIT: Now there´s an esp. :)
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Vera Maslar
 
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Post » Wed Sep 01, 2010 11:30 pm

So I uninstalled M.A.O, T.I.E and TIE In and now the camera problem is fixed. Cant really say any of them really caused the problem though. Now I spawn inside cells but Im hovering in the air, nothing tcl cant fix but weird.

Makes me wonder if it might have been a custom skeleton or animation issue.

Never Die has a single animation change, and I did fall into the floor once (and I'm using Third Person animation in first person view) mod.

M.A.O. messes with the animation settings at least, and possibly the skeleton as well.
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Gisela Amaya
 
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Post » Wed Sep 01, 2010 2:16 pm

I've had something like this before with Wrye Shivering Death: I died, and my body was a contorted mess, almost like a spaghetti monster, but not flailing about. I could move my character around in first person, but it didn't move my mesh(when viewed in third person), and it was really weird. I kinda traced the problem back to how I died. I was hit with a drain fatigue spell and also died around the same time, causing my body to wig out since I was running forward at the time, and it was solved the next time I died(since I died normally).
If you're a plate of spaghetti, go die in a fire. It seems like the best way to die in this case, since it has the lowest chance of your body going nuts.
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Rudy Paint fingers
 
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Post » Thu Sep 02, 2010 12:15 am

I've had something like this before with Wrye Shivering Death: I died, and my body was a contorted mess, almost like a spaghetti monster, but not flailing about. I could move my character around in first person, but it didn't move my mesh(when viewed in third person), and it was really weird. I kinda traced the problem back to how I died. I was hit with a drain fatigue spell and also died around the same time, causing my body to wig out since I was running forward at the time, and it was solved the next time I died(since I died normally).
If you're a plate of spaghetti, go die in a fire. It seems like the best way to die in this case, since it has the lowest chance of your body going nuts.


ROFL! :icecream:

On another note, I was thinking that it would be nice to have an option to collect a Token from some Daedra Lord as well for the more heinous of us.

cc
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Jay Baby
 
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Post » Wed Sep 01, 2010 7:38 pm

So I assume everything is fine with 1.02a?


I was in a hurry when I made the update, so I declared it alpha (rather than a beta which the mod is anyways until Obse v18 is out of beta) just incase. I did test the new features, of course.


I?ll be on a vacation for a week starting tomorrow, so I?m happy if the new version is running ok, I wanted to fix for example the INI-reading bug before I go. :)

ROFL! :icecream:

On another note, I was thinking that it would be nice to have an option to collect a Token from some Daedra Lord as well for the more heinous of us.

cc


It?s a good idea, but I have very limited knowledge about the lore...someone could suggest a statue. Though just one statue would be very limited to be actually useful for the player. I wonder if I can identify all the statues with some simple way...like it?s with the altar.
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Maria Leon
 
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Post » Thu Sep 02, 2010 12:52 am

So when you say "vacation"... do you mean a vacation from modding? or a vacation from real life, so that you can focus exclusively on modding?

...what? doesn't everyone have those two different types of vacations? :P
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Agnieszka Bak
 
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Post » Wed Sep 01, 2010 10:47 pm

So when you say "vacation"... do you mean a vacation from modding? or a vacation from real life, so that you can focus exclusively on modding?

...what? doesn't everyone have those two different types of vacations? :P


I go up north to our place there, and enjoy some free time snowboarding and such. So essentially it?s a vacation from everything I can imagine. :)
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Chica Cheve
 
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Post » Wed Sep 01, 2010 9:11 pm

I'm probably too late, and I hope I don't disturb your vacation, but I've discovered a problem in my game.

Basically, it's not running at all.

Problem seems to be that while I am on my way to Weynon Priory, MQ02 is at stage 20 and Never Die is set to kick in at stage 25 or greater.

Apparently, the bizarre scripting they have skips stage 25 entirely. It's only called in one place, and that place is never called itself. You are at 20 when you exit the sewers, and then jump to 30 when you get to chorrol, or 40 when you get to Weynon Priory.

I guess I'm the only one in this position, but it appears the script won't begin for me until I get to Chorrol or Weynon Priory. Problem for people who put off the main quest.
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Klaire
 
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Post » Wed Sep 01, 2010 7:33 pm

I'm probably too late, and I hope I don't disturb your vacation, but I've discovered a problem in my game.

Basically, it's not running at all.

Problem seems to be that while I am on my way to Weynon Priory, MQ02 is at stage 20 and Never Die is set to kick in at stage 25 or greater.

Apparently, the bizarre scripting they have skips stage 25 entirely. It's only called in one place, and that place is never called itself. You are at 20 when you exit the sewers, and then jump to 30 when you get to chorrol, or 40 when you get to Weynon Priory.

I guess I'm the only one in this position, but it appears the script won't begin for me until I get to Chorrol or Weynon Priory. Problem for people who put off the main quest.

Hmm, I merely checked the stages and saw a comment in the stage "the player exits the sewers", and thought that?s the one I want.

There?s a no huge problem though - my script checks for >= 25, so it will start when the stage is 30 then. :)
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Sierra Ritsuka
 
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Post » Wed Sep 01, 2010 9:02 am

Not a huge problem, no, but it means that on a new game the script will not start until the player goes to Chorrol.

A lot of people avoid the main quest for quite a while.

Probably worth changing to "stage >= 20 && isinTamriel" on your next update.

PS. Don't forget to clean out the AbandonedMine reference for the next update as well.

Enjoy your vacation, I'll be far enough along to give you a proper opinion of the mod by the time you get back.
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jess hughes
 
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Post » Wed Sep 01, 2010 10:27 pm

Not a huge problem, no, but it means that on a new game the script will not start until the player goes to Chorrol.

A lot of people avoid the main quest for quite a while.

Probably worth changing to "stage >= 20 && isinTamriel" on your next update.

PS. Don't forget to clean out the AbandonedMine reference for the next update as well.

Enjoy your vacation, I'll be far enough along to give you a proper opinion of the mod by the time you get back.


Yeah, naturally that needs to be changed.

About the cleaning, I still don?t know where that edit came from, but then again I guess cell edits that do nothing...well..do nothing. It should be cleaned out just as well, of course, but the thing is I haven?t cleaned a single mod in my life.

I tried it, and ended up with a record saying "48 edits cleaned". Now that can?t be right...so I need to look into it more properly, I just didn?t want to break the mod for a cosmetic thing just before I bail out for a week..
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Nana Samboy
 
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Post » Wed Sep 01, 2010 5:36 pm

I just started play testing this mod and realized I have no idea where the fEssentialHealthPercentReGain is found and how it could be changed. So far, no problems with the mod yet.
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BaNK.RoLL
 
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Post » Wed Sep 01, 2010 10:38 am

I tried it, and ended up with a record saying "48 edits cleaned". Now that can?t be right...so I need to look into it more properly, I just didn?t want to break the mod for a cosmetic thing just before I bail out for a week..
There should only be three removed edits. The cell, it's parent category, and that parents parent category.

It's certainly not crucial, and the TES4Edit cleaning guide at the CS wiki should give you all the info you need.

Or you can just delete that branch manually. It's the only thing in the mod that's not needed. AbandonedMine is the first cell in the Oblivion CS, and I swear the CS sticks edits in there just for the fun of it sometimes.
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BrEezy Baby
 
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Post » Wed Sep 01, 2010 9:21 am

I just started play testing this mod and realized I have no idea where the fEssentialHealthPercentReGain is found and how it could be changed. So far, no problems with the mod yet.


You don?t need to change that - it?s that that my mod changes it - that?s why it?s mentioned. So that you don?t wonder why your companions wake up with 1hp after they have been knocked out. :)
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NEGRO
 
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Post » Wed Sep 01, 2010 1:16 pm

Okay, little more feedback about my initialization problems.

Current version of the mod has an initialization section that begins with this:

if(cobMortQ.rRealDeath == 0 && cobMortQ.realDeathLevel < 10 && getstage mq02 >= 25)

The rRealDeath part is fine, and we've already determined that the getstage part needs to be altered slightly.

But there is a problem with the realDeathLevel check. If you were running a previous build of Never Die, then that variable is set to 10 already, and clean saving Never Die doesn't reset it to zero because it is a Cobl script. Cleansaving Cobl is probably not a good idea because you'll lose anything Cobl based in your game.

I'm going to manually reset that variable and see if it will get Never Die to initialize for my game.

edit: Changing that setting back to zero allowed the mod to start normally.
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Noraima Vega
 
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Post » Wed Sep 01, 2010 1:29 pm

-snip-

thanks for figuring that out showler! Ive been having the same problem you have, ill try this out when i get a chance.

im guessing this is a global variable your changing then? So ill just need to type " set cobMortQ.realDeathLevel to 0 " without the quotations?
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Jeremy Kenney
 
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Post » Wed Sep 01, 2010 9:31 am

It's a script variable, not a global, but that text is correct.

Never Die initialized instantly after I typed that in the console.
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Crystal Clarke
 
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Post » Wed Sep 01, 2010 9:09 am

Does this mod make the player essential?

I'm playing Shivering Isles and at some point I need to kill my shadow copy. My shadow copy is flagged essential for some reason. This is really annoying me because I have no idea how to solve this issue. I have tried deactivating your mod already to no avail.
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Karine laverre
 
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