[RELZ] Persuasion Overhaul (OBSE)

Post » Tue Mar 08, 2011 10:31 pm

@tejon: No i don't think you ever did :sad:
User avatar
Johnny
 
Posts: 3390
Joined: Fri Jul 06, 2007 11:32 am

Post » Wed Mar 09, 2011 12:26 am

Looking at it again now, there are more things I want to do... like use the existing inter-racial disposition modifiers as a basis for the persuasion effectiveness modifiers. On my last pass through, OBSE hadn't yet revealed that data. It really has been a while. :P

I'll download your latest version and compare them myself tomorrowish, see if there's even anything useful in my copy at this point.
User avatar
clelia vega
 
Posts: 3433
Joined: Wed Mar 21, 2007 6:04 pm

Post » Wed Mar 09, 2011 8:34 am

There appears to be a conflict between Enhanced Economy and this mod.
When persuading shopkeepers, the disposition on top of the screen gets one 'turn' behind on what the disposition currently is.
If i leave the persuasion menu, and enter it again, the starting disposition is displayed correctly again.

Example: PC starts persuading NPC->PC tells joke.-> NPC hates it, but disposition stays the same.->
PC admires->NPC likes the compliment, but the disposition displayed lowers as if PC told the bad joke from before.

This only appears to happen to shopkeepers when i turned EE on. Does anyone know what causes it?


Just wondering, is this a confirmed problem? Does it work with the latest version of EE?

Thanks!
User avatar
Daramis McGee
 
Posts: 3378
Joined: Mon Sep 03, 2007 10:47 am

Post » Tue Mar 08, 2011 9:24 pm

Just wondering, is this a confirmed problem? Does it work with the latest version of EE?
Noticed this now - I haven't tried Persuasion Overhaul, though I've downloaded it and considered using it quite some time ago. But I cannot really think of anything that would conflict. EE does not interefere with persuation at all - and does not touch player disposition at all either - except if you use the Immersive Haggle feature, in which EE will sometimes lower the merchant's disposition a bit when you Haggle. But Immersive Haggle is probably the least used feature of EE...

But the player who reported it seemed to know what he talked about, so I will not dismiss it. Do anyone else use both mods?
User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Tue Mar 08, 2011 11:45 pm

Well, I'm using them both, but I honestly never noticed that bug (then again, I never really looked...)

That said, I can't really help you with this one anyhow, since my current character's about as charismatic as a hunk of rotten meat (Orc Battlemage; around 25 Mercantile, but only 7 Speechcraft). Once I start my next character concept (Kahjiit Bard), I'll get back to you, assuming this isn't fixed by then.
User avatar
x_JeNnY_x
 
Posts: 3493
Joined: Wed Jul 05, 2006 3:52 pm

Post » Wed Mar 09, 2011 6:45 am

Still happens for me, every time I persuade any kind of merchant. This is with the latest version of each mod.
User avatar
Johanna Van Drunick
 
Posts: 3437
Joined: Tue Jun 20, 2006 11:40 am

Post » Wed Mar 09, 2011 1:12 am

Jut installed this mod yesterday and now I see it's on the top of threads of these forums.
This mod is a bit dangerous, it turned a 90% disposition and PlayerFaction CSR character to a non stop attacking enemy after a number of persuations attempts. But this is not what worry me, I'm more concerned about the rate of speechcraft skill progress with respect to vanilla settings. I'm using progress.
User avatar
Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

Post » Wed Mar 09, 2011 7:37 am

Noticed this now - I haven't tried Persuasion Overhaul, though I've downloaded it and considered using it quite some time ago. But I cannot really think of anything that would conflict. EE does not interefere with persuation at all - and does not touch player disposition at all either - except if you use the Immersive Haggle feature, in which EE will sometimes lower the merchant's disposition a bit when you Haggle. But Immersive Haggle is probably the least used feature of EE...

But the player who reported it seemed to know what he talked about, so I will not dismiss it. Do anyone else use both mods?


I have experienced this bug and run both. It's not exclusively with merchants, but I will occasionally see the disposition remain unchanged or go the opposite way after a persuasion attempt. I don't think it's EE's fault, at least not in my case, but it's worth mentioning.
I went looking for this thread because I wanted to say how much I enjoy this mod. There are some minor annoyances here and there (the aforementioned bug and the occasional inability to bribe are sometimes frustrating), but in general it does a great thing to something that originally was sorely lacking. Instead of maxing out the disposition of every NPC I see, I often can't get them past a certain level, and frequently wind up turning them away in disgust (my jokes aren't that bad!). I've always liked the idea, but most of the time my characters have avoided it because I'm bad at it. This time through I'm getting the hang of it, and really enjoying it. It feels balanced, with my wood elf annoying Orcs and Nords and getting along with Altmer and Breton. It really is a balancing act, a real minigame instead of just a joke. Thanks for your work Strategy Master.
User avatar
Andrew
 
Posts: 3521
Joined: Tue May 08, 2007 1:44 am

Post » Wed Mar 09, 2011 8:47 am

Oscuro's Overhaul
UOP
UOP Vamp aging
UOP Citadel door
Living economy
Living economy items
Map Marker Overhaul
OOO
OOO Water Weeds
Persuasion Overhaul OOO
DLC frostcrag
Lost spires
harvest flora
harevest flora DLC
Persuasion Overhaul
Realistic Leveling
RBPCorelite
LAME
RBP starting classes module

Its possible that this problem started yesterday when I installed Map Marker Overhaul. But I don't think so. I'll test that next (disable PO) and see. I might not have noticed I wasn't progressing.

Anyhow the problem is that since I installed PO with a fresh start. Now I am not getting progress for leveling up. Note, I use realistic leveling. So I cannot level. I set my minor skill to 100 and normally that would cause a huge level increase but no. I set my major skill to 100. Still no level up.

Is there any incompatibility in this set of mods? Or have I made a mistake? I used BOSS to determine the load order.

Edit: disabling PO and reloading my save game (not the fresh start) and now when I set a skill high I will level..

Edit: the fresh start disable PO also fixed the problem
User avatar
Spencey!
 
Posts: 3221
Joined: Thu Aug 17, 2006 12:18 am

Post » Wed Mar 09, 2011 12:32 pm

I could try and see if nGCD works with persuasion overhaul unless someone has other ideas.......

Do any of you know if nGCD plays nice with the magicka changes in RBP?
User avatar
Ross Thomas
 
Posts: 3371
Joined: Sat Jul 21, 2007 12:06 am

Post » Wed Mar 09, 2011 1:39 am

I could try and see if nGCD works with persuasion overhaul unless someone has other ideas.......

Do any of you know if nGCD plays nice with the magicka changes in RBP?

What is not working? I use nGCD, Persuasion Overhaul and RBP.


Edit: What skill are you raising to test the conflict?

Edit: What console command are you using? I do not think I have ever used the console to up a skill before...

Edit: nGCD and RBP work together. You may want to disable RBP's retroactive health, but leaving it does not hurt nGCD.

Edit: I do not have a clue as to what RBP starting classes module you are talking about though...
User avatar
Trish
 
Posts: 3332
Joined: Fri Feb 23, 2007 9:00 am

Post » Wed Mar 09, 2011 12:39 am

What is not working? I use nGCD, Persuasion Overhaul and RBP.


Actually the problem is occuring with those and Realistic leveling rather than nGCD. I was wondering if I could switch to nGCD to make me level up. The problem with realistic leveling was that my progress bar was not advancing. I tested with PO enabled and disabled. When it was enabled I would not level when I set a major or minor skill to 100. With PO disabled I would level when either a major or a minor was set to 100. I used Sneak as a major and heavy armor as a minor.


Edit: What skill are you raising to test the conflict?


sneak (major) heavy armor (minor)

Edit: What console command are you using? I do not think I have ever used the console to up a skill before...


player.setav heavyarmor 100 (or sneak)

Edit: nGCD and RBP work together. You may want to disable RBP's retroactive health, but leaving it does not hurt nGCD.


Ok I'm curious whose formulas for magicka does it use? Or do they combine rather than overwrite?

Edit: I do not have a clue as to what RBP starting classes module you are talking about though...


Theres an option you can use that changes the default classes. For example Warrior is a stupid design because it has all 3 of blunt, hth, and blade. The new class
uses blade (some other classes do use blunt but not warrior) and instead of those it gets restoration and marksman. Other things it fixes is get rid of speach craft unless its really a roll play, like bard, and replace with something good (of course that doesn't take Persuasion Overhaul mod into account). So the default classes are decent.

I'm actually making my own classes but the default ones gave me some ideas.
User avatar
NAtIVe GOddess
 
Posts: 3348
Joined: Tue Aug 15, 2006 6:46 am

Post » Wed Mar 09, 2011 8:59 am

I'm going to endorse this mod a tesnexus.
This make persuasion difficult, I had sometimes to use some novice speechcraft fortification spells to get some succes.
User avatar
Kelly John
 
Posts: 3413
Joined: Tue Jun 13, 2006 6:40 am

Post » Wed Mar 09, 2011 1:08 am

Actually the problem is occuring with those and Realistic leveling rather than nGCD. I was wondering if I could switch to nGCD to make me level up. The problem with realistic leveling was that my progress bar was not advancing. I tested with PO enabled and disabled. When it was enabled I would not level when I set a major or minor skill to 100. With PO disabled I would level when either a major or a minor was set to 100. I used Sneak as a major and heavy armor as a minor.




sneak (major) heavy armor (minor)



player.setav heavyarmor 100 (or sneak)



Ok I'm curious whose formulas for magicka does it use? Or do they combine rather than overwrite?



Theres an option you can use that changes the default classes. For example Warrior is a stupid design because it has all 3 of blunt, hth, and blade. The new class
uses blade (some other classes do use blunt but not warrior) and instead of those it gets restoration and marksman. Other things it fixes is get rid of speach craft unless its really a roll play, like bard, and replace with something good (of course that doesn't take Persuasion Overhaul mod into account). So the default classes are decent.

I'm actually making my own classes but the default ones gave me some ideas.
nGCD's are script enforce, I believe, so nGCD wins, in any case. RBP will change the size of the magicka pool, unless you have a mod such as Supreme Magicka installed to change that setting. Only one mod can control a setting at any given time, so there is no merging of nGCD and RBP or RL and RBP, rather.

I will try that skill change. Did you check to see if your level had changed elsewhere? It is possible for a mod to simply break the progression bar.


Edit: Yup, that worked. I do not see how Persuasion Overhaul would affect your skill progression algorithm... Please, post your load order.
User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Wed Mar 09, 2011 9:55 am

nGCD's are script enforce, I believe, so nGCD wins, in any case. RBP will change the size of the magicka pool, unless you have a mod such as Supreme Magicka installed to change that setting. Only one mod can control a setting at any given time, so there is no merging of nGCD and RBP or RL and RBP, rather.

I will try that skill change. Did you check to see if your level had changed elsewhere? It is possible for a mod to simply break the progression bar.


I'll test if my health goes up. In realistic leveling health goes up as you level.... One thing I know is that it never gave me a notification that i had leveled. By raising two skills to 100 normally I would go up over 20 levels in realistic leveling...

brb testing....
User avatar
Juanita Hernandez
 
Posts: 3269
Joined: Sat Jan 06, 2007 10:36 am

Post » Wed Mar 09, 2011 9:49 am

I'll test if my health goes up. In realistic leveling health goes up as you level.... One thing I know is that it never gave me a notification that i had leveled. By raising two skills to 100 normally I would go up over 20 levels in realistic leveling...

brb testing....

My character only gained 2 levels from raising heavy armor, which is not one of his class-favored skills.
User avatar
Mario Alcantar
 
Posts: 3416
Joined: Sat Aug 18, 2007 8:26 am

Post » Wed Mar 09, 2011 12:19 am

weird it started working now! The only thing I can think of is that at first I clicked all four of the persuasion mods (ooo, POfull, POlite, MMM
Thats the only thing I can think of.

I may still make the switch to nGCD. Do you think it has advantage over realistic leveling? I like how it is described in the readme particularly how level has no gameplay effect, just more challenges.

Let me know what you think about nGCD vs Realistic leveling..
User avatar
Lucie H
 
Posts: 3276
Joined: Tue Mar 13, 2007 11:46 pm

Post » Wed Mar 09, 2011 5:52 am

weird it started working now! The only thing I can think of is that at first I clicked all four of the persuasion mods (ooo, POfull, POlite, MMM
Thats the only thing I can think of.

I may still make the switch to nGCD. Do you think it has advantage over realistic leveling? I like how it is described in the readme particularly how level has no gameplay effect, just more challenges.

Let me know what you think about nGCD vs Realistic leveling..

My guess is that you did not wait long enough for the scripts to initialize the other time when you tested. Persuasion Overhaul should not have anything to do with your leveling mod working or not working.

nGCD vs. Realistic Leveling

- nGCD is a pure, smooth leveling mods
- RL offers smooth leveling, but you can also configure it to behave more similarly to vanilla Oblivion, via the INI
Thinking of them both as smooth leveling mods, which is my preference...
- nGCD is highly configurable. (I switched to it from KCAS, which may still be the most configurable leveling mod.) This gives the user much control over advancement, via the INI file.
- RL, on the other hand, offers fewer configuration options, which many users enjoy (less options to mull over...)

If you like what RL does, there is really no reason not to use it. It is simple, small and offers an interesting development algorithm taken care of behind the scences, entirely if you wish. nGCD is slightly bigger, in terms of scope. Whereas RL only handles skill-leveling relationships and health, nGCD also handles endurance and the other composite stats. Handling of the composite stats is optional in both mods, so you can use other mods (i.e., magic overhauls, fatigue mods, etc.) to take care of those. The extra configuration offered by nGCD is not for everyone, certainly and the same was true of KCAS, from which both of these mods derived much inspiration. RL contains KCAS' wheel methodology. (The ReadMe is down. I will host that one on TESIV:POSItive too...) The major difference between in nGCD and Realistic Leveling is how they handle skill-attribute relationships I think. RL also implements retroactive health. nGCD does not. I lean toward nGCD completely on both counts. Otherwise, the concepts behind both are appealing, if you like smooth, natural, leveling. The "natural" part is relative, and that is where the difference lie between the various smooth leveling mods. Most of the others (smooth leveling mods) are mentioned in the RL description at TESNexus.
User avatar
Chase McAbee
 
Posts: 3315
Joined: Sat Sep 08, 2007 5:59 am

Post » Wed Mar 09, 2011 9:19 am

Still happens for me, every time I persuade any kind of merchant. This is with the latest version of each mod.


Hey!

Installed this yesterday and noticed this issue with an innkeeper. I haven't tried other merchants since, but then I read about it here so I'll keep an eye on it.

I was going to ask what the conditions are for bribery? The readme says that once and NPC's disposition drops to 0, the only options of getting it back up again is using bribes and/or charm spells. I did mess it up with a Nord and couldn't bribe him out of it so I thought I'd ask. Is there a minimum personality, speechcraft or mercantile value that is required for it? I have around 1600 septims at the moment, so I don't believe it's an issue. It does however depend on how much it scales with the mercantile skill (i.e. how expensive it could get). My personality is 26, my speechcraft is a staggering 16. Mercantile is somewhere in the teens as well.

Ah, one more thing - they start off with dispositions higher than what I can get them to. Is that normal? For example this Breton woman had a starting disposition of 42 but I managed to persuade her down to 28 tops.

Cheers! And a big thank you for maintaining this!

cc
User avatar
Chavala
 
Posts: 3355
Joined: Sun Jun 25, 2006 5:28 am

Previous

Return to IV - Oblivion