[relz] Never Die!

Post » Wed Sep 01, 2010 9:51 pm

Typo in the script: Use Left Control and LEFT SHIFT
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cassy
 
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Post » Wed Sep 01, 2010 10:33 am

Gonna test the new chest mesh soon (Or I won't, if I'm lucky.) Will report back with findings soon.
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Becky Palmer
 
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Post » Wed Sep 01, 2010 10:41 am

Typo in the script: Use Left Control and LEFT SHIFT


I must have done something wrong else ware (what that could of been I don't know) but Left Ctrl + Lest Shift aint working ether, I'm completely lost :unsure2:
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jessica robson
 
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Post » Wed Sep 01, 2010 1:23 pm

Left control is a must for it. Try using it in conjunction with right control, right shift, left shift.
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Marilú
 
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Post » Wed Sep 01, 2010 6:08 pm

Just reading up on this mod...sounds pretty cool.

Nice going :celebration:
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Liv Brown
 
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Post » Wed Sep 01, 2010 4:04 pm

IMPORTANT THING I REALISED:

Configuring the mod is not working as it should - the INI is read only when you first activate the mod. Sorry about this, this is why it´s a BETA. :blush:

[EDIT: Cleansaving the mod naturally restarts it and re-reads the INI] Now naturally this is not a good idea if you got stuff around in containers. You can type "set skycaptainsdeathquest.ini to 0" to force INI reload, but this is safe only when you are in "normal" circumstances.


I´m trying to upload a an update to the bugs tonigt.

Ok, I'm finished and I'm very happy with the results.

There are three variations to choose from, pictured here: http://www.johnaraujo.net/SK/colorations.jpg
I like the black and gold, my girlfriend prefers the black and silver, but it's up to you.
As you can see, all three of them are visible in complete darkness due to the use of glowmaps.

All of the necessary files are in this rar: http://www.johnaraujo.net/SK/Death Luggage.rar
Once you have chosen the chest you want to use, you can find the .dds files associated with that specific chest in Data\Textures\Never die\(only textures used by blah), and put only those in the Never die folder while deleting everything else.

Cheers


Thanks so much for the hard work man! I´ll integrate the new mesh to the next update. :foodndrink:


I hate to ask, but is there any sign of an update for this?

I got killed shortly after exiting the sewers at the start of the game, tried a reload, got stuck with the slow motion bug. Killed myself again, ended up in Oblivion and immediately fell into a lava pit (I appeared off the side of a bridge), died again, ended up in practically the same place but managed to survive but had a chest of stuff in the lava. Reloaded an earlier save, was in slow motion. Exited the game, reset the slow motion setting in the INI to 1, restarted and loaded a save from before I even died. Stuck in slow motion still.

Slow motion as in even the menus loaded slowly, so I'm pretty sure it was from this mod.

That slow motion bug can be pretty big apparently.

fake edit: Okay, I just figured out why fixing the ini didn't work. I mistook the setting in the Never Die.ini for the one in the Oblivion.ini.

Will setting the multiplier in the Never Die.ini to 1 prevent this bug from happening?


Really you shouldn´t load the game when the script is performing stuff, Oblivion is buggy when it comes to reseting script variables on load. It usually happens with quicksaves, rather than normal saves, but I have seen it remember stuff "from the future" sometimes when you load the game.

So it´s safest not to load when an "effect" is running. Quicksaves should be banned, for that matter, cause they break scripts so easily, but I suspect you are not using them.


Anyways the slowmotion thing needs reseting if you enter the menu, or load a save, that I´m fixing of course. If it happens again that you appear elsewhere than at the gate, up the "transitdelayframes" in the ini to 2, or higher.

This settings exists because Oblivion doesn´t update the player´s position correctly if he´s in ragdoll state. That´s why I actually have to revive the player on-site when you die, wait for "transitdelayframes" and only then transfer to Oblivion. For immersion, the setting is lowest possible, 1, but if it looks like it´s not always enough there´s no other option than to set it higher.


"Will setting the multiplier in the Never Die.ini to 1 prevent this bug from happening?"

Yes, but see what I said about the INI in the top of this post.

Another important contingency is that sometimes you will die in places that will break your game if you leave them. Hernantier's dream is one example. Probably Camoran's paradise too, but I've never made it far enough in the game to see what that entails. Maybe there should be a separate death handler for these spaces that puts you back in the cell where you died after coming out of the oblivion plane?


This is a problem, but I don´t have enough time or knowledge about Oblivion´s quests to handle it.

I would need a list of quest conditions, a "black list" of sorts, to when to switch to alternative behaviour. Otherwise the player just needs to use normal loading of a save in these places.

Note that I don´t actually WANT to research this topic, cause I haven´t played half the quests, including main quest, myself. ;)

Haven't seen anyone else with this problem. I died in a inn in chorrol, long story, but I have it set so I'm not sent to a oblivion pane. So I was revived exactly where my corpse fell since the inn was a safe place, thing is my camera is stuck in the ground. In third person view I can see up to my shoulders, but once I switch to first person the camera is actually in the floor boards of the inn. This is the second time it happened, first time I died out in the wild and was revived underneath the imperial sewers.


Are you running the 1.01b? Otherwise, this would the Cobl´s death handler failing for some reason, I have heard it CAN happen, never happened to me, and no one seems to know why it would fail occasionally, to catch the death on time.

Could be that if Oblivion is simply pushed hard enough, the scripts can out of sync, causing flukes like that.

Excellent! I appreciate the variation. Here are my takes on them:

The black and gold chest matches with the Oblivion structures scattered across the planes of Oblivion. Very fitting if you die without the safety crystal.

The dark redwood and gold has a regal look to it that's very elegant.

The black and silver chest is the one I most closely associate with death in general--it's a dark chest, with a shiny yet cold colored trim.

As I've said before, well done! It's much better than the simple Luggage retexture I had in mind.



For the average death chest option only you can find the solution. If you add an INI option to add this chest dependancy to the Luggage however, there will always be a way to get your goods. Yes it can be abused, but having everything go to the Luggage means no worry to the player. Everyone plays how they want, whether they summon the Luggage to their side after death or choose to exit Oblivion out of a wilderness gate and run naked through the woods from Blackwood to Bruma.


I´ll consider the luggage, but unfortunately I don´t have time this week to look into it. And I´m away whole next week. For now, I´ll just include the new mesh, maybe using some logic when different one should be used, like you suggested. :)

an idea may be to tie this mod to COBL. you get th eir Death Handling features AND have the option of spawning your gear in the actual luggage.


:P It IS Cobl dependent, and uses Cobl´s death handler.

Typo in the script: Use Left Control and LEFT SHIFT


My god another typo in the readme....

I must have done something wrong else ware (what that could of been I don't know) but Left Ctrl + Lest Shift aint working ether, I'm completely lost :unsure2:


I´m starting to suspect you are not running Obse or correct version of it...you should download the latest one, this mod requires v18 b6. The installation section of my readme has the link and how to launch the game with Obse.
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Leilene Nessel
 
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Post » Wed Sep 01, 2010 11:22 pm

I apologize for freaking out a bit last night. When the slow motion got stuck and I couldn't figure out how to fix it I got a bit frustrated.

I also know better than to load a save game when the script is running, but I panicked when I got killed just after coming out of the sewers and realized I was off to Oblivion at level one.

Current plan is to stay alive long enough to get to Chorrol and get a beacon (why isn't there a temple in the IC? Is Akatosh that possessive?)

And while I think about it, was the change to AbandonedMine intentional? I can't see any actual adjustments in TES4View so I wondered if it might be something that needs to be cleaned?
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Rusty Billiot
 
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Post » Wed Sep 01, 2010 2:29 pm

I apologize for freaking out a bit last night. When the slow motion got stuck and I couldn't figure out how to fix it I got a bit frustrated.

I also know better than to load a save game when the script is running, but I panicked when I got killed just after coming out of the sewers and realized I was off to Oblivion at level one.

Current plan is to stay alive long enough to get to Chorrol and get a beacon (why isn't there a temple in the IC? Is Akatosh that possessive?)

And while I think about it, was the change to AbandonedMine intentional? I can't see any actual adjustments in TES4View so I wondered if it might be something that needs to be cleaned?


Nope it?s not - but I thought it showed in CS only because of Cobl doing something to it, after all it loads Cobl.esm when I load Never die.esp.

Is this not the case?
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Elizabeth Falvey
 
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Post » Wed Sep 01, 2010 10:13 pm

It's showing in TES4View under Never Die.esp, but not under Cobl Main.esm

Running the cleaning sequence on Never Die.esp does remove just that one cell reference.

Should be something you can do while you're updating anyway.
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sally coker
 
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Post » Wed Sep 01, 2010 9:05 pm

On the whole Never Die idea, I was thinking of adding another alternative with a low chance where you don't actually die but go right to the brim and then wake up in the place where you fell a certain amount of time later (one game hour? two?), eventually weakened (low health or some attribute damage perhaps?).

Let me know what you think!

Cheers!

cc


Hey!

This got buried in the thread yesterday and I wasn't sure if you had read it.

Looking forward to the update!

cc
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Allison Sizemore
 
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Post » Wed Sep 01, 2010 10:32 am

One potential problem with that is that in most indoor locations NPCs never leave the cell they spawn in.

Outdoors, you might be okay because creatures and NPCs might wander off, but indoors you'd wake up with same guy who killed you in the process of beating your head back in.
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Emily Jones
 
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Post » Wed Sep 01, 2010 3:03 pm

Hey!

This got buried in the thread yesterday and I wasn't sure if you had read it.

Looking forward to the update!

cc


This:

One potential problem with that is that in most indoor locations NPCs never leave the cell they spawn in.

Outdoors, you might be okay because creatures and NPCs might wander off, but indoors you'd wake up with same guy who killed you in the process of beating your head back in.


It just wouldn?t work well 99% of the time. The NPCs just stay there and chat.
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Oscar Vazquez
 
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Post » Wed Sep 01, 2010 5:28 pm

Heheheh very cool mod :)
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marina
 
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Post » Wed Sep 01, 2010 8:54 am

{{Cut to fit}}

This is a problem, but I don´t have enough time or knowledge about Oblivion´s quests to handle it.

I would need a list of quest conditions, a "black list" of sorts, to when to switch to alternative behaviour. Otherwise the player just needs to use normal loading of a save in these places.

Note that I don´t actually WANT to research this topic, cause I haven´t played half the quests, including main quest, myself. ;)


Just in case anyone wants to, visit http://www.uesp.net/, and check all of the quests. Note however that all mods that make quests and cells like this are impossible to blacklist in the game plug-in due to sheer number and variety.

An easier--though immersion breaking--way to do this is adding a spell to the player to blacklist it themselves. As I've said earlier with the Luggage however, it can be abused.

I doubt there's a way to make the mod log each interior you've entered and through what door, and check when there's a one-way where you can't go back. Even then, still not successful if a player is unable to reach the door they entered from the very same cell by room design.

Don't feel bad if you have to put up a warning about this breaking quests under certain conditions forcing a player reload. Wrye Musing's Shivering Death mod was well done, but still had that problem. There's no way to protect against every problem, so that's where the player gets involved.

I can think of something that might work for chests that aren't retrievable, but it'd add some complexity to the mod. May not be entirely feasible if the chests aren't persistent. Basically, track each chest after its placed.

Add an npc somewhere that offers to retrieve any and all chests that you've ...misplaced... in exchange for something. There would have to be some cost involved to prevent the player from always using the npc. Could be stuck in a really out of the way place that takes some time to get to, cost a respectable amount of gold, require an annoying quest (Go kill 50 rats! And bring me a pair of pink slippers!), etc.

Or, with a little more complexity, if a chest hasn't been interacted with after a set amount of time, then do something depending on how fancy Skycaptain wants to get:
  • Play a messagebox with the coordinates of the chest. Wouldn't help if the chest is truly not retrievable.
  • Just dump the chest into a basic lost&found container. I'd place it in the imperial city with the guards. Made up fiction that they came across it somewhere.
  • Have a npc show up and mention that he found your belongings and offer them to you in exchange for something. Gold, minor quest, whatever. Chest contents would be dumped onto the player, or the chest moved to near the player. Could have a random chance of the npc that shows up. A saint that gives it for nothing, a scavenger that wants a couple hundred gold, a thief that wants rival thieves eliminated, a blackmailer that wants an exorbitant amount of gold but could be dealt with by other means, etc.



I approve of this idea completely. It gives immersion, safety for the player, and a game balancing penalty. The best way to implement chest retrieval when the initial chest fails.
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Aaron Clark
 
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Post » Wed Sep 01, 2010 10:11 pm

In regards to the places where leaving would break quests, I thought Cobl's death handling mechanism had a method of flagging a cell for special treatment(i.e. perma-death or whatever) and/or temporarily disabling the mechanism for these quests. At least, I have a vague recollection of that coming up when it was being designed and implemented...
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Emily Jones
 
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Post » Wed Sep 01, 2010 3:07 pm

Are you running the 1.01b? Otherwise, this would the Cobl?s death handler failing for some reason, I have heard it CAN happen, never happened to me, and no one seems to know why it would fail occasionally, to catch the death on time.

Could be that if Oblivion is simply pushed hard enough, the scripts can out of sync, causing flukes like that.


Yeah I'm using 1.01b, it is a really mod intensive build of Oblivion. But so far every death ends in the weird camera bug, though if i reload the save after dying the camera is normal.
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Valerie Marie
 
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Post » Wed Sep 01, 2010 8:31 pm

Yeah I'm using 1.01b, it is a really mod intensive build of Oblivion. But so far every death ends in the weird camera bug, though if i reload the save after dying the camera is normal.


Maybe it?s your version of Cobl? I dunno, sounds weird you would have it, when no one else has mentioned it, and I have never even seen it. Something?s wrong there...

Maybe you are not running the latest Obse v18 beta6? That would explain it, since the mod would not be running at all...
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Brian LeHury
 
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Post » Wed Sep 01, 2010 12:52 pm

Just a tip - I know Skycaptain said the LO doesn't matter for neverdie.esp. I put mine at the very top of my LO with 155 other mods. It has been fine so far.
Skycaptain, would custom FOV settings effect the death camera in any way? Trying to think of something that could triggering bugginess for jenariel.
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Austin Suggs
 
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Post » Thu Sep 02, 2010 12:58 am

Just a tip - I know Skycaptain said the LO doesn't matter for neverdie.esp. I put mine at the very top of my LO with 155 other mods. It has been fine so far.
Skycaptain, would custom FOV settings effect the death camera in any way? Trying to think of something that could triggering bugginess for jenariel.


No idea. See I have never seen it happen, and no one seems to know why it would happen. :wacko:
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Carlitos Avila
 
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Post » Wed Sep 01, 2010 2:39 pm

Some info about the containers:


I simply don?t have time for anything hugely complex, and I don?t want to give up the freedom and extra reliability the non-persistent containers give to the implementation, which limits the possible options.

I?m adding a simple quest to retrieve the "first" chest. After all, this is the one you forget details about most likely, and the one you are heading towards, and it?s also the one holding the most of your gear (any percent removed on later deaths amounts to less stuff, naturally).

If you die on the way to get the "main chest", for example in the wilderness, and end up in Oblivion (again), you are returned very close to the location you died in any case (last exterior recorded), so finding THAT chest shouldn?t be super hard.


So to say it more clearly, when you die you?ll get a new quest pointing to your stuff. If die again before you find it, the marker will stay on the first chest. When you eventually activate the first chest, the quest marker disappears, and appears again if you die, to point to the NEW equipment stash.
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Sophie Louise Edge
 
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Post » Wed Sep 01, 2010 2:43 pm

......sooo... I noticed that when I die, I see my character stand back up like everything is fine, then collapse in slow motion... what's up with that? Is that normal or am I the only one that's happening with?
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Kortknee Bell
 
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Post » Wed Sep 01, 2010 4:18 pm

......sooo... I noticed that when I die, I see my character stand back up like everything is fine, then collapse in slow motion... what's up with that? Is that normal or am I the only one that's happening with?


A quick answer:

type in the console: show skycaptainsdeathquest.transitdelayframes


If that?s anything else than 1, then:

1. make sure your INI is from 1.01b.

2. Disable the esp, save, and enable it back. NOTE: If you have any equipment missing, get those back first or they are GONE.


It?s caused by a variable not being what it should. Part of the problem is that I said it?s not required to cleansave when you update, yet my mod is missing a system to re-read the INI ever again after initializing.
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xemmybx
 
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Post » Wed Sep 01, 2010 6:54 pm

This is probably in a read me someplace for some mod but not sure where to look ..

.Help I can't Survive Jail Time for 4 Murders. Was in an Oblivion Plane with a few Guards From Bruma and guess my Sword is Longer than i thought LMAO any way after said Gate is closed, Bard Talks to me like all is well in the World Then a second later is haulin me off to Jail for 4 Murders. I die as soon as im released.

Im Using Simple Essentials....But there was no read-me all i have for a read-me is things i got out of the Forum Posts .....any help shy of console commands??

EDIT ..cause I cant Spell.

Stop Laughing!!

Thanks Sky..I realized this was the Wrong thread But I had never seen a thread for Essentials and knowing you wrote that Thought I would ask in here..Sorry Never thought to PM you Figured you to Busy for that..I'll Go try those things Out see if i can Save a life...hahahh


That ONE health thing Really is a life saver Thanks again Sky. Again Sorry for putting this here.
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Talitha Kukk
 
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Post » Wed Sep 01, 2010 1:40 pm

This is probably in a read me someplace for some mod but not sure where to look ..

.Help I can't Survive Jail Time for 4 Murders. Was in an Oblivion Plane with a few Guards From Bruma and guess my Sword is Longer than i thought LMAO any way after said Gate is closed, Bard Talks to me like all is well in the World Then a second later is haulin me off to Jail for 4 Murders. I die as soon as im released.

Im Using Simple Essentials....But there was no read-me all i have for a read-me is things i got out of the Forum Posts .....any help shy of console commands??

EDIT ..cause I cant Spell.


You should have PM?d me, cause this doesn?t belong in this thread and will only confuse people...but I?ll answer once myself. After that, PM me if you have more to post. :)


It?s a bit of problem that there?s no readme - the mod was in a closed beta when I put it on hold (long story) and the readme was in the forum topic, which got purged from the forums like all old topics - cause I can?t remember the details myself very well. :P

In any case, you SHOULD be left with 1hp no matter what. But like I said I can?t remember for certain. See if you have other effects on you, that could be draining your health - it?s possible that my mod drains your health to 1hp, and then those other effects take effect and you die. Or the otherway around. Cure any diseases before they arrest you and so on.
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Emmanuel Morales
 
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Post » Wed Sep 01, 2010 4:43 pm

Some info about the containers:

This all sounds right with me. I like! Don't let us wear you down man, you gotta play the game too,! And from what I read over at the DR threads, they're getting restless... I think a riot might break out if DR6 isn't released...yesterday. Thanks for all your hard work.
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Avril Louise
 
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