[RELz] nGCD v2.0

Post » Wed Sep 01, 2010 2:26 pm

http://www.tesnexus.com/downloads/file.php?id=14065
(Req. OBSE v0019)

Version 1 was upset that I left it in "release candidate" status for over a year, and stormed off in a huff. Its whereabouts are unknown, but it is believed to be armed and dangerous.

Important FAQ answer: A couple of the default settings for new systems and features have turned out to have poor results. This will be more thoroughly addressed in the next version, but for now I recommend the following changes:
  • In nGCD.ini, change the value of nGCD.bLevelCanDecrease from 0 to 1.
  • in nGCDCalc.ini, change the value of nGCD.fLevelFactor from 1.0 to 0.75.


nGCD is a smooth character advancement system. As your skills progress, your attributes and level are automatically increased using a complex formula. Every skill counts, so you can just play the game without worrying about multipliers or being interrupted by the Level Up screen. As a result, characters tend to be more unique.

The difference between specializations is more pronounced with nGCD. Characters who focus on Combat skills have much higher Health but very low Magicka, and the opposite is true for characters with high Magic skills. Stealth-based characters gain more Health than mages and more Magicka than warriors, and have higher overall attributes than either, making them good dabblers. Hybrids are a balanced option, having less power but fewer weaknesses than a specialist.

Important features include:
  • Each skill influences more than just one attribute.
  • Attributes can start lower than the normal racial minimums.
  • Level is calculated from all skills, not just class skills.
  • Available training sessions carry over between levels.
  • Low attributes increase quickly, but it's very hard to reach 100.
  • Luck does not increase unless it is a class skill.
  • The size of your magicka pool has no effect on its regeneration rate.
  • Personality has an effect on both your magicka pool and regeneration.
  • Extensive configuration options allow most of these features to be changed!

Those who used previous versions will find some major changes:
  • New configuration file format.
  • Complete overhaul of Health, Magicka and Regen defaults.
  • Attributes update even in menus (e.g. persuasion, alchemy).
  • nGCD now manages training sessions.
  • New level determination formula. (Two, actually.)
  • No more custom menu/icons generating incompatibility warnings with DarnUI.
  • Cleaner documentation, both in the main readme and the various .ini files.

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Killah Bee
 
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Post » Wed Sep 01, 2010 10:16 pm

1st post, 2nd or 3rd downloader!

I noticed in the compat section:

COMPATIBILITY
-------------
nGCD is compatible with most mods which do not overlap with its functions.

Mods which directly adjust your attributes with scripts are incompatible,
unless the adjustment is done by adding magic effects. However, this is common
knowledge in the modding community, so most mods use a compatible technique.

By default, nGCD is incompatible with mods which affect your Luck, base Health,
base Magicka, Magicka regeneration, or training sessions.
Options in nGCD.ini
allow you to disable nGCD's handling of these attributes for compatibility.

nGCD does not normally recognize skills or generate attributes higher than 100,
but it can be configured to do so, allowing compatibility with uncapping mods.


I use http://tesnexus.com/downloads/file.php?id=25984. This forces you to do things in the world to have training sessions.


I guess what you say there is something different than what that mod does:


Notes.
This mod works on vanilla oblivion as well as on top of mods that alter leveling (like ngcd, AFLevel. ect). I have only done extensive testing on vanilla and nGCD

In order for my Training Session work around to work, this mod bashes fTrainingCostMult, iTrainingSkills, modifies PCTrainingSessionsUsed. These values are restored if you follow the uninstall procedure.


Unless you have changed nGCD so it will not be compatible with that mod now.
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Ricky Rayner
 
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Post » Wed Sep 01, 2010 6:20 pm

Hmm - well I wasn't expecting OBSE19 as a requirement - welcome update none the less.

I've a few mods I've not tested with OBSE 19 yet. Once I'm certain they will work then I'm putting this in.

The character that has nGCD ver1 is currently level 24 and I tweaked the ini some ... do you have any advice on updating?
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Mark Hepworth
 
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Post » Wed Sep 01, 2010 10:59 pm

I wasn't expecting OBSE19 as a requirement

It's got one very important new command that greatly improved the efficiency and reliability of the magicka regeneration code. Since that code is the one thing in nGCD that runs every frame, on every actor, I decided it was worth jumping the gun on 0019's final release.

The character that has nGCD ver1 is currently level 24 and I tweaked the ini some ... do you have any advice on updating?

Keep a backup of your old configuration and don't delete RC6 yet. Remove all the config files, as they're incompatible with the new version. Clean save, and set your level to 1 with the console in case the new version decides you should have a lower level -- by default it will no longer allow level to decrease. Abandon all expectations, and load it up! If the character is just unplayably different, either restore RC6 or use your old config as guidelines for editing the new one.

Edit:
Unless you have changed nGCD so it will not be compatible with that mod now.

Yes, the incompatibility is a new change. But you can go into nGCD.ini and disable the new feature, making it compatible again.
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Nice one
 
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Post » Wed Sep 01, 2010 2:49 pm

Thank you very much for the new version! :foodndrink: I will make a new character especially for this :D .
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Yama Pi
 
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Post » Wed Sep 01, 2010 2:11 pm

Any plans on TRAP upgrades before I complete my LO merging?
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James Smart
 
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Post » Wed Sep 01, 2010 4:23 pm

What does this mean?:
By default, nGCD is incompatible with mods which affect your Luck, base Health,
base Magicka, Magicka regeneration, or training sessions.
Was this true of RC6?

Can you give examples or mods you know that will be incompatible.

I know with Race Balancing Project there is the console command to turn off retroactive health so one can use nGCD.

What I'm concerned about is realism-immersion mods or mods that change the atronach birthsign.

What earmarks on mods should I be looking out for?
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louise fortin
 
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Post » Thu Sep 02, 2010 1:03 am

Heck Yeah! :D

Congrats on the release, I doubt I'm the only one that's been waiting for this. :thumbsup:
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Ana
 
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Post » Wed Sep 01, 2010 6:51 pm

Any plans on TRAP upgrades before I complete my LO merging?

Yes, but not in the next few days. :)

Can you give examples or mods you know that will be incompatible.

nGCD conflicts with mods that use scripts to directly adjust attributes, including Health and Magicka. This only applies to changes made directly with scripts: scripts can't know about each others' activity, so the results will be inconsistent unless you disable one or the other. Scripts that add a Drain or Fortify magic effect are fine, because nGCD can detect that. If you can see the magnitude on your Active Effects page, it's fully compatible with nGCD. Birthsigns should be fine unless they use a scripted effect which breaks this rule; signs that change the Atronach to a multiplier are safe, there's actually a built-in magic effect for that. Besides other level overhauls (e.g. Realistic Leveling or Oblivion XP), retroactive health mods are the only common conflict.

nGCD also conflicts with mods that edit GMSTs related to Health, Magicka or Magicka regeneration. Magic mods might edit the game settings for base magicka and magicka regeneration rates (RBP edits these too) and if you prefer their settings, you'll need to disable nGCD's handling or it will overwrite any changes the other mod makes. (Supreme Magicka actually makes this sort of edit with a script, so if you use it and want nGCD's behavior you have to edit SM's .ini.)

This has always been the case. The only new thing in v2 is the addition of training to the list. That retroactive training mod you linked in the other thread, for instance, conflicts with default nGCD v2 but not RC6.
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Josee Leach
 
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Post » Wed Sep 01, 2010 6:05 pm

Great ! Is it compatible with Elys Uncapper and Legendary Abilities ?
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Anna Watts
 
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Post » Wed Sep 01, 2010 6:04 pm

Great ! Is it compatible with Elys Uncapper and Legendary Abilities ?

Yes, after changing one setting in nGCD.ini.
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Myles
 
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Post » Wed Sep 01, 2010 10:27 pm

tejon, thanks for 2.0. If I want to keep using it with Progress, is there anything new in the ngcd.ini I need to change for it?
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Kayla Oatney
 
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Post » Thu Sep 02, 2010 2:32 am

tejon, thanks for 2.0. If I want to keep using it with Progress, is there anything new in the ngcd.ini I need to change for it?

No. Also, you no longer need to change the settings for iTrainingSkills and iLevelUpSkillCount in Progress.ini.

Edit: Thinking about that made me realize that if Progress initializes after nGCD, the training sessions and level progress settings will be wrong until the next time nGCD updates. I've uploaded 2.01 to address this.
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Ricky Meehan
 
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Post » Wed Sep 01, 2010 5:18 pm

Great to see this get an update, I couldn't play Oblivion without an leveling mod like this and this one has been my favorite out of the ones I've tried. Keep up the great work Tejon. :)
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Stay-C
 
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Post » Wed Sep 01, 2010 11:24 pm

No. Also, you no longer need to change the settings for iTrainingSkills and iLevelUpSkillCount in Progress.ini.

Edit: Thinking about that made me realize that if Progress initializes after nGCD, the training sessions and level progress settings will be wrong until the next time nGCD updates. I've uploaded 2.01 to address this.
This is great news! :celebration: Where did you upload v2.01?
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Adam Baumgartner
 
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Post » Wed Sep 01, 2010 3:09 pm

This is great news! :celebration: Where did you upload v2.01?



it is there with the same name. View version number when downloaded. He needs to note this in the file name, etc.
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Ray
 
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Post » Wed Sep 01, 2010 9:11 pm

it is there with the same name. View version number when downloaded. He needs to note this in the file name, etc.
Thanks. That was confusing me.
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Mandi Norton
 
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Post » Wed Sep 01, 2010 11:49 am

Great to see a new release of this wonderful mod.

I have a question about compatibility with Supreme Magicka. ngcd should take priority.
Which values should be changed in the SM.ini for Magicka Regeneration?

;=============================================================================;;	Magicka Regeneration Settings                                            ;=============================================================================;SetGS fMagickaReturnBase 0.05		; Sets the base magicka regen per sec (V: 0.75 bg:-1.01 SM:0.05 OOO:0.4)SetGS fMagickaReturnMult 0.034		; Sets the addtional magicka regen per sec from willpower (V: 0.02 bg: 0.05 SM 0.034 OOO:0.045)set zzSMConfigurationQuest.MagickaCombatBase to 0	; Magicka gameplay settings while in combat, set to -1 to disable reduced magicka in combatset zzSMConfigurationQuest.MagickaCombatMult to 0.0033set zzSMConfigurationQuest.MageMagickaBase to 0.01	; Magicka gameplay settings while in combat with the mage birthsign only if above setting is enabledset zzSMConfigurationQuest.MageMagickaMult to 0.01


Comment out SetGS fMagickaReturnBase and SetGS fMagickaReturnMult ?
set zzSMConfigurationQuest.MagickaCombatBase to -1 ? (Or is it safe to leave this enabled?)
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lauren cleaves
 
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Post » Wed Sep 01, 2010 3:42 pm

TesNexus doesn't allow dots in file titles, so it's hard to show proper version numbers. It's mostly a cosmetic issue, so I didn't try too hard. :P

Comment out SetGS fMagickaReturnBase and SetGS fMagickaReturnMult ?

Set them both to 0 to be safe.

set zzSMConfigurationQuest.MagickaCombatBase to -1 ? (Or is it safe to leave this enabled?)

Honestly not sure whether this refers to regeneration or skill increases. Is there still an SM thread? If so, I'd ask there. If it's skill-related, it's compatible with nGCD. (Incompatible with ProgressMBSP, but that's another issue entirely.)
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CSar L
 
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Post » Wed Sep 01, 2010 7:49 pm

Hope this isn't a silly question. But after reading a comment to Psymon, I wondered if this will v2 require starting a new char?
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Kayleigh Mcneil
 
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Post » Wed Sep 01, 2010 7:29 pm

No, nGCD will work with existing characters. All your attributes will adjust to be exactly the same as if you'd played with nGCD since level 1. The main exception is that if nGCD calculates your "appropriate" level to be lower than your actual level, by default it won't cause your level to decrease. This only means that you'll take a while to level up; your nGCD level has to catch up to your pre-nGCD level. The only other potential issue is that nGCD can't know how many training sessions you might have used prior to your current level, so it might allow too many additional sessions. (Since this is entirely beneficial, I doubt anyone will complain...)

My comment to Psymon was more in the spirit of "If you're used to your character exactly as-is..." because attributes might change significantly, especially health and magicka. For a lot of people it's nice to have a smooth, unbroken experience with one character, and nGCD v2 can make changes that make your character feel notably different. It's a comfort thing, not a technical issue. :)
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Genocidal Cry
 
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Post » Wed Sep 01, 2010 6:19 pm

No, nGCD will work with existing characters. All your attributes will adjust to be exactly the same as if you'd played with nGCD since level 1. The main exception is that if nGCD calculates your "appropriate" level to be lower than your actual level, by default it won't cause your level to decrease. This only means that you'll take a while to level up; your nGCD level has to catch up to your pre-nGCD level. The only other potential issue is that nGCD can't know how many training sessions you might have used prior to your current level, so it might allow too many additional sessions. (Since this is entirely beneficial, I doubt anyone will complain...)

My comment to Psymon was more in the spirit of "If you're used to your character exactly as-is..." because attributes might change significantly, especially health and magicka. For a lot of people it's nice to have a smooth, unbroken experience with one character, and nGCD v2 can make changes that make your character feel notably different. It's a comfort thing, not a technical issue. :)
Ok, Thanks for clarifying!
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Kill Bill
 
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Post » Wed Sep 01, 2010 11:40 am

I made an OMOD version of this release by editing MiSP OBMM installation script. Fully working with new descriptions and files. I don't know if anyone is interested.
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Smokey
 
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Post » Wed Sep 01, 2010 7:49 pm

I made an OMOD version of this release by editing MiSP OBMM installation script. Fully working with new descriptions and files. I don't know if anyone is interested.

I am! Where's is it? I'll make it official.
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Connie Thomas
 
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Post » Wed Sep 01, 2010 9:25 pm

I am! Where's is it? I'll make it official.

Here is it in the first upload site I have got in google:
http://filetitle.com/bd3ba993ecad73cfa1cb90b09f1ebae3/

You can add it to your list.
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Gill Mackin
 
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