[RELz] nGCD v2.1

Post » Tue Mar 29, 2011 10:39 pm

>.< I'll reverse that then. Misunderstood you or something. Thanks for having such patience. I'll edit the results into this post.


Edit: !!!!!!!!! Its fixed. You saved my character I've invested a bunch of time in! Well... sorta saved him. More or less just let me continue to use nGCD for him... but still a major win! Thanks immensely. :celebration:
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Lizzie
 
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Post » Wed Mar 30, 2011 1:46 am

Hey!

A quick question for my part about the starting attributes. Mine seem awful high and I was curious if that's normal. Below:

Spoiler
Strength 58
Intelligence 39
Willpower 41
Agility 50
Speed 70
Endurance 60
Personality 43
Luck 63


Thanks!

cc
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David John Hunter
 
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Post » Wed Mar 30, 2011 7:19 am

Definitely very high... Have you changed anything in nGCDCalc.ini? Are you showing as level 1, or something higher? Are your skills all correct for a fresh character? Did you make a custom class and name it " -" (space dash)?
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hannaH
 
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Post » Tue Mar 29, 2011 8:03 pm

Definitely very high... Have you changed anything in nGCDCalc.ini? Are you showing as level 1, or something higher? Are your skills all correct for a fresh character? Did you make a custom class and name it " -" (space dash)?


Right. Let me see here.

Spoiler
In nGCD.ini

set nGCD.iLevelMode to 1
set nGCD.iLuckMode to 1


Spoiler
In nGCDCalc.ini

set nGCD.iAttrMax to 120
set nGCD.iAttrCap to 150
set nGCD.bSkillMaxIgnoresAbilities to 1
set nGCD.bAttrMaxIgnoresAbilities to 1
set nGCD.iAttrMin -1
set nGCD.bAttrMinRaisesAttrMax 1


Spoiler
In Progress.ini
set Progress.fSkillUseMajorMult to 0.8 ;0.75
set Progress.fSkillUseMinorMult to 1.3 ;1.25
set Progress.fSkillUseSpecMult to 0.9 ;0.75


Load Order:
Spoiler
00  Oblivion.esm01  Cobl Main.esm  [Version 1.72]02  Progress.esm  [Version 2.2]03  Unofficial Oblivion Patch.esp  [Version 3.3.3]04  DLCShiveringIsles.esp05  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]06  SM Plugin Refurbish - SI.esp  [Version 1.30]07  MOBS SI.esp  [Version 1.2.2a]++  Item interchange - Extraction.esp  [Version 0.78]08  MM_TextLocks.esp09  ReneersNotesMod.esp0A  Enhanced Economy.esp  [Version 5.1]0B  Display Stats.esp  [Version 1.3.1]0C  DropLitTorchOBSE.esp  [Version 2.4]0D  Quest Log Manager.esp  [Version 1.3.2]0E  Streamline 3.1.esp0F  Map Marker Overhaul.esp  [Version 3.8]10  Map Marker Overhaul - SI additions.esp  [Version 3.5]11  Enhanced Hotkeys.esp  [Version 2.1.1]12  DLCHorseArmor.esp13  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]14  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]15  DLCOrrery.esp16  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]17  SM Plugin Refurbish - Orrery.esp  [Version 1.11]18  DLCVileLair.esp19  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]1A  DLCMehrunesRazor.esp1B  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1C  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]1D  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp1E  EVE_StockEquipmentReplacer.esp1F  PTArtifacts.esp20  DLCThievesDen.esp21  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]22  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]23  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]24  Cobl Glue.esp  [Version 1.72]25  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]26  Full Harvest.esp  [Version 1.0]27  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]28  Birthsigns Expanded.esp  [Version 3.2a.]29  DS Less Predictable Respawn.esp  [Version 1.1]2A  Kyoma's Journal Mod.esp  [Version 3.2.1]2B  Enhanced Economy - House prices.esp  [Version 1.0]2C  Cliff_RPO_NewBeginnings.esp  [Version 1.0]2D  Quest Award Leveller.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp2E  RealisticFatigue.esp2F  Lightweight Potions.esp  [Version 1.1]30  SM Combat Hide.esp  [Version 1.2]31  PTSneakPenalties.esp32  StealthOverhaul.esp33  Creature Damage Fix.esp  [Version 2.4]34  Phitt's Phighting Phixes.esp35  nGCD.esp36  nGCD Oghma Infinium.esp37  ProgressGSD.esp  [Version 2.0]38  ProgressMBSP.esp  [Version 2.0]39  ProgressSBSP.esp  [Version 1.0]3A  ProgressRBSP.esp  [Version 1.0]3B  ProgressRacial.esp3C  ProgressArmorer.esp  [Version 1.0]3D  ProgressMercantile.esp  [Version 1.11]3E  BareNecessities.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]++  EVE_KhajiitFix.esp++  Slof's Oblivion Better Beasts.esp++  EyelashesVannilaRaces.esp3F  Better Redguard v2.esp40  TRAP.esp++  TRAP - Better Redguard v2.esp41  SPAWN.esp  [Version 0.3]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]42  Cobl Silent Equip Misc.esp  [Version 01]43  Bashed Patch, 0.esp


Oh, I did make a custom class, but I'm not using NoClass or anything like that. There's no dash anywhere near it :) Skills are correct, far as I could tell. Got 120 skill points in Minors and 215 in Majors (or close to that). Level says 1.

Using Cliffworms New Beginnings as an alternate start. I'll try starting a new game without it and see if things change.

Edit: With or without Cliffworm's Mod is the same thing. I tried it without and with your Immediate Character Generation.

Thank you!

cc
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Nicola
 
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Post » Wed Mar 30, 2011 7:00 am

set nGCD.iAttrMax to 120
set nGCD.iAttrMin -1

It's these two that are causing high attributes.

AttrMin at -1 will give higher attributes all by itself unless you reduce RacialAttributesRatio to a fractional amount, or add a negative RacialAttributesOffset, or both.

Meanwhile, AttrMax at 120 with no change to SkillMax basically just means that all of your attributes are calculated 20% higher. You should probably set that (and cap) back to 100. AttrMaxIgnoresAbilities and AttrMinRaisesAttrMax both override AttrMax and AttrCap on a per-attribute basis.

Next version I plan to rebuild all of those settings to make more sense to the end-user. At the moment they're set up based on where it was easiest to stick variables in my existing code... like, ten versions ago. :P
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Holli Dillon
 
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Post » Wed Mar 30, 2011 4:16 am

It's these two that are causing high attributes.

AttrMin at -1 will give higher attributes all by itself unless you reduce RacialAttributesRatio to a fractional amount, or add a negative RacialAttributesOffset, or both.

Meanwhile, AttrMax at 120 with no change to SkillMax basically just means that all of your attributes are calculated 20% higher. You should probably set that (and cap) back to 100. AttrMaxIgnoresAbilities and AttrMinRaisesAttrMax both override AttrMax and AttrCap on a per-attribute basis.

Next version I plan to rebuild all of those settings to make more sense to the end-user. At the moment they're set up based on where it was easiest to stick variables in my existing code... like, ten versions ago. :P

Thanks for getting back to me.

I set iAttrMax and iAttrCap to 100, buy kept iAttrMin to -1 and bAttrMinRaisesAttrMax to 1.
If I understood correctly, my racial attributes that start at 40 will end up at 100, those at 50 at 110 and those at 30 at 90.

Let me know if that's not right :)

Edit: Not quite there yet. They're still high (about 126 skill points over a new character with the default nGCD settings). If I reduce the fRacialAttrMaxRatio, to 0.5, won't that make any attribute starting at 50 max at 105 instead of 110? Alternatively, if I add a -20 iRacialAttributesOffset, how will that affect my min-max? Is -20 a good medium or would it make my racial attri... wait... what are "racial attributes"?

Edit2: Setting iRacialAttributesOffset to -20 gives me roughly the same attributes as the default settings so I'm happy now. I'd still like to know the answers to the above, if you feel like answering those questions. Also, with iAttrMin at -1, does bAttrMinRaisesAttrMax do anything? Thank you!

cc
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Dawn Porter
 
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Post » Wed Mar 30, 2011 10:12 am

Okay, if that offset gives you good starting values, you should get the outcome you're looking for if you reduce the RacialAttributeBase numbers by the same amount:
set nGCD.iRacialAttributesBaseValue     to  20set nGCD.iRacialAttributesBaseLuck      to  30

And yes, AttrMinRaisesAttrMax should be enabled.

I'm 90% certain this will behave as you described; the 10% uncertainty is due to the fact that it really is a tangled mess of options and I have to read the scripts to remember all of it myself. :P Like I said, I'm redesigning that section for next version!
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John Moore
 
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Post » Wed Mar 30, 2011 5:34 am

Got a little problem here;

Whenever i start a new game, my character drops to 0 in all attributes except luck, causing 0 HP, MP, Fatigue and weight capacity.
I use the base mod, the immediate char creation (tried without, same result), skeleton key, and the disabled tutorial text one.

Don't know if it could be a conflict somewhere, or the load order, but as far as I know I don't have any mod that should conflict with it.

Here's my load order:


Oblivion.esm
Oscuro's_Oblivion_Overhaul.esm
DLCHorseArmor.esp
DLCOrrery.esp
DLCFrostcrag.esp
DLCThievesDen.esp
DLCVileLair.esp
DLCMehrunesRazor.esp
DLCSpellTomes.esp
DLCShiveringIsles.esp
DLCBattlehornCastle.esp
Knights.esp
Oscuro's_Oblivion_Overhaul.esp
nGCD.esp
Immediate Character Generation.esp
Disable Tutorial Text.esp
nGCD Skeleton Key.esp
FineWeapons.esp
RustyItems.esp
Shadowcrest_Vineyard.esp
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Stephanie Valentine
 
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Post » Tue Mar 29, 2011 8:05 pm

Got a little problem here;
snip


Hey!

Are you using the latest version of the mod (2.1.1)?

Also, did you change anything in any of the "ini" files?

cc
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Roy Harris
 
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Post » Tue Mar 29, 2011 7:49 pm

Yeah it's version 2.1.1

And yes i did make a change in the .ini file AFTER noticing the problem :P
Figured it could be something messing up with decaying levels so i turned it off and tried again, no luck.
Other than that I haven't changed anything.

Just realized i haven't checked my obmm BSA settings since they need to match some of the other mods, don't know if this could be an issue.
Either way I'm not even sure of how to look those settings up as I can't find the UI I've seen on some screenshots that show what settings to use.
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Bee Baby
 
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Post » Wed Mar 30, 2011 10:30 am

http://www.tesnexus.com/downloads/file.php?id=14065
  • Better detection and handling of Ability effects, particularly Drains.
  • Strict bounds-checking on level calculation. If calculated level comes out lower than 1 or higher than LevelCap, it will be forced to 1.
  • Now requires OBSE v0020. For most people this is a non-essential update, so it's OK if you want to wait for that to come out of beta. :)


Just to clarify; so using 19b is still ok?
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Flutterby
 
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Post » Wed Mar 30, 2011 4:10 am

Apparently it was my OBSE, missed that v20 was a requirement, tried running it with the stable version but it seems it HAD to be the current beta :P
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City Swagga
 
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Post » Tue Mar 29, 2011 11:14 pm

Just to clarify; so using 19b is still ok?


Nope, if you upgrade, then you need the 0020. What tejon meant is that moving from 2.1.0 to 2.1.1 isn't essential. I'd use the latest version though, just to be on the safe side :)

Cheers!

cc
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Marcus Jordan
 
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Post » Wed Mar 30, 2011 9:47 am

^Ah I see. Thanks! :)
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Anthony Rand
 
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Post » Wed Mar 30, 2011 8:10 am

...right then, guess I'm not needed here. :spotted owl:
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Andrew Lang
 
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Post » Wed Mar 30, 2011 8:29 am

^Did someone say something...? :whistling:




(just kidding :D )
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Dean
 
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Post » Tue Mar 29, 2011 11:47 pm

tejon:

Is it possible for this mod to differentiate between the major skills, minor skills, and specialization skills? What I am looking for is something like ROM leveling where:

Major skills cap at 100
Specialization skills cap at 50
Minor skills cap at 25

Only way to increase above this is through skill books.

I realize that it does not do this with the current ini but if what I am looking for is possible with other ini settings then I am interested.

Thanks

PeteId
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Dan Stevens
 
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Post » Tue Mar 29, 2011 8:08 pm

Is it possible for this mod to differentiate between the major skills, minor skills, and specialization skills?

nGCD doesn't affect skills in any way, it only reads them. What you're looking for is more the department of my other mod, Progress, which is long overdue for some updates and something like that could definitely be added.
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luis dejesus
 
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Post » Wed Mar 30, 2011 3:15 am

Progress! I have heard of it, will take a look. I have been using Wrye Leveling for the past year and looked to try something new, and nGCD seemed to fit the bill. I am leveling a bit faster than I would like, level 3 already. Time to read the manual in depth to see if I can slow this down a bit.

I will look at Progress, perhaps I can introduce it to my current game. I assume the two are totally separate in what they do as you have not cmbined them?

Thanks for the reply BTW :)
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Danny Blight
 
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Post » Wed Mar 30, 2011 1:52 am

Progress! I have heard of it, will take a look. I have been using Wrye Leveling for the past year and looked to try something new, and nGCD seemed to fit the bill. I am leveling a bit faster than I would like, level 3 already. Time to read the manual in depth to see if I can slow this down a bit.

I will look at Progress, perhaps I can introduce it to my current game. I assume the two are totally separate in what they do as you have not cmbined them?

Thanks for the reply BTW :)


Yeah, nGCD is about how you level up, Progress is about how fast you level up :) That's the short of it anyway. If you're looking to level up slower, it's Progress you need to configure.

Have fun!

cc
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patricia kris
 
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Post » Tue Mar 29, 2011 9:44 pm

Downloaded progress. You are a masochist tejon :)

But thanks for including the OOO equivalent settings. Hopefully that is all I need for an FCOM game.
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Robert Devlin
 
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Post » Wed Mar 30, 2011 4:53 am

Health is partly controlled by Endurance, but mostly by skills. Combat skills give the most, magic skills give the least. What's your race and class?


I am using nGCD this time through and my char just became lev2 and no health increase. So if i understand it correctly(Most likely i am not :) ) then my Kawa-Khyajiit with http://i176.photobucket.com/albums/w172/Illius_photos/Mod%20Problems/ScreenShot188.jpg majors will only get more health by using Blade, Destruction and Mysticism?
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Cccurly
 
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Post » Tue Mar 29, 2011 7:43 pm

All of your skills -- even minors -- contribute to Health. Combat skills contribute the most, Magic skills the least. Health, like all the other attributes, can increase with any skill-up regardless of whether or not you've gained a level.
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Steeeph
 
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Post » Wed Mar 30, 2011 12:59 am

Ok good to know, thanks Tejon. :)
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NEGRO
 
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Post » Wed Mar 30, 2011 9:44 am

Am having a problem with NGCD: when the script kicks in, my character's attributes are instantly reduced to 0 (except for luck), and they don't bounce back up. I've tried this in a number of different configurations and load orders, with the same result every time. Happens even if all my other mods are turned off. I've seen this documented a few other places but have not seen a solution. Would like this to work as I really appreciated the original GCD for Morrowind. Any ideas?

UPDATE: Never mind - must have been a corrupt file. Fixed with fresh omod.
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Robert Jackson
 
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