[RELz] nGCD v2.0

Post » Wed Sep 01, 2010 11:55 pm

hahaha sorry, i think the needing sleep part also includes me. XD

i get what you are saying about the skillmax i think? so just simply set 0.75 factor to 1.5?

my second post I was trying to sort of get at that I wanted my skills to cap past 100 but I didnt really want my leveling to change at all, i liked the amount of skills per level when it was in the 23 or w/e per level, and the strength of the npc's etc. but the skills per level was doubling because of something you just pointed out so it may solve that problem. i jus worried capping it at 200 would alter the leveling curv drastically or something.
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Mario Alcantar
 
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Post » Wed Sep 01, 2010 11:14 am

Yeah, just letting you know after I set it to 1.5 levelfactor everything went back to normal and works perfectly.

thanks tejon, once again
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Jaki Birch
 
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Post » Thu Sep 02, 2010 1:21 am

@tejon:

If I want to change the variables in "nGCDMatrix.ini", do I need to change the "fHealthSkillFlatMult" and "iHealthSkillDivisor"? nGCD makes the characters kinda weak by default. When I'm level 20, I want to be able to hold my own against other level 20ish characters. A lot of the base attributes do not gain quickly enough for me. I'm using your "Progress", and setting skills to level quicker than vanilla, but even with that, attributes are not advancing quick enough for me. I like nGCD 2.0 a lot, but that is a big gripe for me.
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Naomi Lastname
 
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Post » Wed Sep 01, 2010 7:53 pm

If you're going to change the numbers in the matrix, you need to know the mod inside and out and that means reading the scripts on your own time. It's entirely too much to explain.

There are two other options that seem fairly obvious, though:
  • Reduce nGCD.fLevelFactor slightly, so that you just don't hit level 20 as soon.
  • Turn down the game difficulty using the vanilla slider.

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GPMG
 
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Post » Wed Sep 01, 2010 11:31 pm

If you're going to change the numbers in the matrix, you need to know the mod inside and out and that means reading the scripts on your own time. It's entirely too much to explain.

There are two other options that seem fairly obvious, though:
  • Reduce nGCD.fLevelFactor slightly, so that you just don't hit level 20 as soon.
  • Turn down the game difficulty using the vanilla slider.



I don't feel like going through the scripts. I'll reduce fLevelFactor then.

You know, I've never reduced the game difficulty in the years I've been playing the game. What exactly does that do?
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Del Arte
 
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Post » Wed Sep 01, 2010 11:12 pm

makes mobs do less damage and have less hp. and opposite if you go the other way.
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john palmer
 
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Post » Wed Sep 01, 2010 2:16 pm

makes mobs do less damage and have less hp. and opposite if you go the other way.


Oh okay.
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Alina loves Alexandra
 
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Post » Wed Sep 01, 2010 5:01 pm

nGCD, when I level up block, causes me to lose button press functionality. After I level the skill, I can't press the "ok" button on the perk description. I can't press any button, actually, that uses a menu. That means the "load" button, the "exit" button etc.

EDIT:

No, I'm sorry. I posted before I tested it out more. It's not nGCD.
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Jonathan Braz
 
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Post » Thu Sep 02, 2010 2:46 am

I forget which mod it was associated with, but if that's the issue I think it is, it's supposed to be fixed by OBSE v0019b which came out two days ago. Did you update?
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Carlos Vazquez
 
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Post » Wed Sep 01, 2010 1:49 pm

Yeah, I'm running 0019b.
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Umpyre Records
 
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Post » Wed Sep 01, 2010 11:30 pm

I'm running nGCD and Progress with http://tesnexus.com/downloads/file.php?id=3973 and I can't tell if either one is running or not. How would I go about making sure they are running?
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Sammykins
 
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Post » Thu Sep 02, 2010 2:07 am

I'm running nGCD and Progress with http://tesnexus.com/downloads/file.php?id=3973 and I can't tell if either one is running or not. How would I go about making sure they are running?


Well with nGCD you can open the console and look for "nGCD Initialized". I don't know about progress.
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des lynam
 
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Post » Wed Sep 01, 2010 4:59 pm

If Progress.esm is checked in your load order, and your skills go up at all, it's working. :)
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El Goose
 
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Post » Wed Sep 01, 2010 4:25 pm

Roger. I think it was an issue on my end - I didn't RTFM :(
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Rinceoir
 
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Post » Wed Sep 01, 2010 7:43 pm

[EDIT] I think its resolved. After reading through the WHOLE post(which I should have done before posting...) I read the comment about upgrading from one version to another and setting your level to 1. I'm not upgrading and vrs 2.0.1 is the only version I've used but this time I used my method below but also set my level to 1 after on the clean save before reloading nGCD. No more level up icon. I was lvl 14, and now I'm lvl 12. so it was probably a problem with me being higher (somehow) then the mod though I should be as you noted. Anyway thanks for helping with an answer in a previous post. [/EDIT]

First off, great mod. Love the ability to just play the game without worrying about leveling properly.

However I do have a problem, and I'm sure it's probably caused by something I've done. But I'm not sure how to fix.

mod was running perfectly (I thought) now it appears to have broken.

I'm getting the level up symbol which I shouldn't get at all. So every time I rest it asks me to increase my attributes and I increase a level, but the increases don't stick anyway and my attributes revert to the way they were but my level does go up. And the level up icon reappears, I've continue to level up in this fashion for 40 Levels to see if it would run it's course, but no such luck.

I also think my attributes are stunted as I have not seen anything go up, I just let a rat beat on my to raise my HA a few levels with no increase to END. However I just got Int to increase by using a myst spell(after trying some fixes described below) so maybe that is resolved.

I've tried unequiping everything then reset the mod using the clean console command(set nGCD.CLEAN to 1) waiting 30 seconds then making a save. Quitting, disabling the mod with OMM(OMOD), loading game, rest to level up to remove icon, use console to change level and attributes back. New save, quit, enable nGCD. Reload game and poof icon comes back within 5 seconds.

Tried a variation of above, after loading clean save, using unofficial patch key to reset attributes, skills, health, magicka, fatigue. Then saving and re-enabling nGCD with same result.

I'm not sure what I did to cause this. It was working great. Then I had trouble with getting some other mods working and realized my obse wasn't loading properly even though the log was saying it was(was using a a nodvd exe replacement, game still loaded using the obse.exe thought). So I ended up reinstalling the game(steam version game of the year w/ all expansions addons,) got obse working and other mods I had problems with then noticed my magicka was stunted(but no items or spell effects showing, or birthsign). So used the unofficial patch to restore magicka and that seemed to work so continued on my way, that was about 5 hours of playing ago, don't really want to go back to that save or start again. So that might be what I did to break it, I can't think of anything else other than maybe a shrine that gave my a new ability spell recently.

Any ideas on how to fix? It may still be playable except for the constant leveling up at rests.

I've confirmed attributes do seem to be increasing properly, I havent seen a level advancement yet, but I'm hesitant to play any further if the game is muked up.
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Motionsharp
 
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Post » Wed Sep 01, 2010 1:53 pm

I've been using a previous version nGCD and liked it very much. I'm about to start a new character with the 2.0 version.

But I'm confused about the following statement on Luck, both in the Readme and on the first post of this thread:

Luck does not increase unless it is a class skill.


What does this mean? What is a "class skill" ? And how can Luck be a Skill when it is an Attribute, and an Attribute that governs no skills? Can someone please explain.

I just finished my character creation and luck is about 39 as I recall. How can I be assured that it will increase?

Thanks.
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WTW
 
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Post » Wed Sep 01, 2010 10:52 am

I've been using a previous version nGCD and liked it very much. I'm about to start a new character with the 2.0 version.

But I'm confused about the following statement on Luck, both in the Readme and on the first post of this thread:



What does this mean? What is a "class skill" ? And how can Luck be a Skill when it is an Attribute, and an Attribute that governs no skills? Can someone please explain.

I just finished my character creation and luck is about 39 as I recall. How can I be assured that it will increase?

Thanks.


If Luck started at 39 then you picked "Luck is Universal" in the ini and it should increase like any other attribute. It's set to 50 otherwise. "Luck as class skill" means it's one of the 2 main attributes for the class you're playing.
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cassy
 
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Post » Wed Sep 01, 2010 2:20 pm

If Luck started at 39 then you picked "Luck is Universal" in the ini and it should increase like any other attribute. It's set to 50 otherwise. "Luck as class skill" means it's one of the 2 main attributes for the class you're playing.


Okay. Thank you. I did not change the ini file, just used the default. I was guessing that "class skill' meant "favored attribute" but I wasn't sure. Why not call in a "favored attribute" in the readme I wonder. Maybe I'm the only one that got confused by this.

Thanks again.
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Star Dunkels Macmillan
 
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Post » Wed Sep 01, 2010 7:35 pm

Why not call in a "favored attribute" in the readme I wonder.

Lack of a proofreader, mainly. Mind numbed by several full days of coding, exhausted and slightly drunk, now I have to write end-user documentation?! If that's the worst mistake I made, I'll be seriously amazed. ;)
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JESSE
 
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Post » Wed Sep 01, 2010 1:36 pm

I've been using this mod since reinstalling oblivion after a three year hiatus. Awesome work, I really like it. Yet I can't help but feel a little "magic" is gone from leveling in oblivion now. I know I'm not the only one, I belong to a gamer roundtable at my campus, and we play the same game for a month and then share experiences (pretty nerdy, I know). This month its oblivion, and we are all running the same mods.

Anyhow, back to it...

Those old messages on the level up screen that we no longer get to see?

You know the ones: "Welcome to level 3! The world now seems to be a brighter place with your newfound knowledge."

I can't help but feel this mod would be PERFECT if we got a paused dialogue box in our face when auto-leveling with those very same statements that are used during the oblivion level up screen process, along with an ok button.

The other 14 people playing oblivion with me are of the same concensus, and if you can get this done, we'll shower you with gold, women, and chocolate ice cream... Well, maybe no elaborate gifts, but we'd be super happy, and I would imagine many others who use the mod as well but want that "awesome, I just leveled feeling." Also, as a returning player who has tried to forget much of the game, I would expect that new players of oblivion using ngcd would love this feature as well. Hell those little hiaku statements on the level up screens have been around since before morrowind - don't take them away!
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sarah simon-rogaume
 
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Post » Thu Sep 02, 2010 1:03 am

I can't help but feel this mod would be PERFECT if we got a paused dialogue box in our face when auto-leveling with those very same statements that are used during the oblivion level up screen process, along with an ok button.

Heh... I couldn't disagree more, I loathe those little pop-ups which interrupt my game to legitimize the horrid mechanical convenience known as levels... but you're also not the first to request this. It's been a back-burner "to do" item for a while. We'll see. ;)
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Ashley Tamen
 
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Post » Thu Sep 02, 2010 12:13 am

Do I need to manually change the skillMax, attrMax and attrCap in nGCDCalc ini if i'm using uncapper? Ini says that they should be set to 200...

I'm using OOO and according to TesEdit progress.esm values are overriden by OOO values - does this actually affect Progress values in-game?

update: also, my level bar fills only 4% per skill, is this normal? is it safe to set nGCD.iLevelMode to 1?

also, are there any specific values to make progress work with nGCD?
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Baby K(:
 
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Post » Wed Sep 01, 2010 11:05 pm

Do I need to manually change the skillMax, attrMax and attrCap in nGCDCalc ini if i'm using uncapper? Ini says that they should be set to 200...

If you set the SimpleUncapper option in nGCD.ini, those settings are automatically changed. However, in the current version you should change LevelFactor in nGCDCalc.ini; I recommend 1.5 for use with uncapper.

I'm using OOO and according to TesEdit progress.esm values are overriden by OOO values - does this actually affect Progress values in-game?

Progress hard-sets a bunch of values to zero so that you won't get weird behavior before its scripts initialize -- OOO overwrites those settings if it loads after Progress. After loading a save, if you get sudden skill-ups or see strange things when looking at your character sheet during the first 5 seconds of gameplay, that's the reason. After five seconds all the scripts are running and Progress takes over completely. It's safe if you just don't do anything for 5 seconds after loading, which is a good idea for many other scripted mods anyway. :)

update: also, my level bar fills only 4% per skill, is this normal? is it safe to set nGCD.iLevelMode to 1?

Reduced advancement rate is normal. Changing the level mode is safe but I haven't done extensive balance testing -- it might need an even lower LevelFactor, but I'm not sure. Of course, it depends on how much of a challenge you enjoy!

also, are there any specific values to make progress work with nGCD?

There used to be, but not anymore! nGCD will override the settings that matter to it.
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Ray
 
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Post » Thu Sep 02, 2010 1:19 am

Thanks!
I'm really loking forward to MagLite, will it be released soon?
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sunny lovett
 
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Post » Thu Sep 02, 2010 2:13 am

Name changed to Ars Gratia Artaeum, and it depends on how you define "soon." :) Most of the concept work is complete. I'm waiting on some additional tools... Ars will be dependent on at least four OBSE plug-ins, one of which is not yet released and another needs some revisions. (Entirely for my benefit, heh.)
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Ysabelle
 
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