[RELZ] SM Misc Mod Collection

Post » Fri May 27, 2011 9:54 am

@Strategy Master: Thanks for the answer.

Installed some more of your mods, so be ready for more questions. ;)
About Encumbrance and Fatigue this time. I, once more, started new character then I saw my encumbrance limit changing to random numbers between 250 and 350. Sometimes it was 350 then when I took too much loot then threw it off, it changed to somthing lower like 280. So since im not using another mods that mess in encumbrance I guess its that one. So working as intended, my game is messy or possibly conflict with something else?
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K J S
 
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Post » Fri May 27, 2011 2:50 pm

@Strategy Master: Thanks for the answer.

Installed some more of your mods, so be ready for more questions. ;)
About Encumbrance and Fatigue this time. I, once more, started new character then I saw my encumbrance limit changing to random numbers between 250 and 350. Sometimes it was 350 then when I took too much loot then threw it off, it changed to somthing lower like 280. So since im not using another mods that mess in encumbrance I guess its that one. So working as intended, my game is messy or possibly conflict with something else?



Well when you pick up stuff you encumbrance limit should be increasing such that you are always 2 away from the max limit (if you are over the limit you had before installing the mod). IF you remove near all of your inventory it should stay at your original encumbrance limit and not decrease the max limit lower than that.
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i grind hard
 
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Post » Fri May 27, 2011 9:22 pm

Ok its working as intended then. Thanks.
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Jason Wolf
 
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Post » Fri May 27, 2011 9:16 pm

Released SM Security and Lockbash v1.2
- Requires OBSE 17
- Bashing now uses a % system so its a particular chance your bash will damage the lock
- Damage to locks is now fixed no matter what lock it happens to be. By default does half lock health.
- Bashing by default is disabled in jail
- Fixed bug in unable to lock pick in jail
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Evaa
 
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Post » Fri May 27, 2011 2:04 pm

Is there a console command that will get Jeanne F. to give me the deed, I have completed the Mages Guild Initiation quest, but she did not give me the deed...
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Sudah mati ini Keparat
 
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Post » Fri May 27, 2011 7:29 am

New Mod Release - SM Combat Regen
Full readme can be found here http://www.tesnexus.com/downloads/file.php?id=29095

This mod is effectivley what was going into supreme magicka 0.90. I have decided to seperate the code out and will now support as a seperate mod.

Those using current beta of supreme magicka 0.90 make sure you disable the combat regen system in SM's ini before moving to this mod.
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Trevi
 
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Post » Fri May 27, 2011 9:24 pm

Could you add an option to turn the regen off at the top of the SM INI? Regard Enc&Fatigue, is there a way to resolve the bug where my character is unable to run even after recovering all of his fatigue. Of course, the issue is resolved after a restart the game, but is there a way to do it in-game?
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Soraya Davy
 
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Post » Fri May 27, 2011 6:35 pm

@Tomlong75210: Its being removed from Supreme magicka except for the magicka regeneration when i update the beta.

I dont have any bugs with not being able to run in Enc&Fatigue :shrug: Only thing that comes to mind is you are actually over you limit in encumbrance and you have modified your ini settings to always walk if this is the case? Can you post a copy of the ini file.
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Juan Cerda
 
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Post » Fri May 27, 2011 9:36 am

;=============================================================================;                                                                             ; This is the INI file for SM Encumbrance and Fatigue   V2.5                     ;                                                                             ; Edit this file to customize it to your preferences                          ;                                                                             ; Place this in your "Oblivion" or "Data" folder    			      ;                                                                             ;=============================================================================set realisticENC.bUninstall to 0		;Set to 1 to uninstall the mod and to ensure all modifications to encumbrance are reset						;You can set this in game using the console to avoid having to exit oblivion.;=============================================================================;	OBLIVION GAMEPLAY SETTINGS;=============================================================================; These settings control some of the in built functionality within the game.; To disable the setting changes from registering comment out the settings with (;) to ensure the changes are not made to the game; Key (RR = Running Revised, V = Vanilla, Rec = My reccomended values, RF = Realistic Fatigue)set FatigueReturnBase to 8			; (Rec:8)(V: 10)(RR:8)(RF:2) Base fatigue regenerated per second (Set to -1 to disable this setting)set FatigueReturnMult 0.0125			; (Rec:0)(V: 0)(RF:0.06) Fatigue regenerated per second per endurance (Set to -1 to disable this setting)setGS fFatigueRunBase 8			; (Rec:8)(V: 8) (RR: 6)(RF:4) Fatigue burned per second when running setGS fFatigueRunMult 4			; (Rec:4)(V: 0)(RF:6.8) Extra Fatigue burned per second when running at max encumbrancesetGS fFatigueJumpBase 10			; (Rec:10)(V: 30)(RF:8) Fatigue burned by jumping setGS fFatigueJumpMult 20			; (Rec:20)(V: 0)(RF:16) Extra Fatigue burned by jumping at max encumbrance setGS fPerkJumpFatigueExpertMult 0.8			; (Rec:0.8)(V: 0.5)(RF:0.8) Perk Reduction of jump fatigue;setGS fActorStrengthEncumbranceMult to 5		; (V: 5.0)(RF:10)(TIE: 3.2) Multiplier on strength for maximum encumbrance; Perk Fatigue Percentage reductionssetGS fPerkAthleticsNoviceFatigueMult 1			; (Rec:1)(V: 1) (RR: 1.8333)(RF:1)setGS fPerkAthleticsApprenticeFatigueMult 0.9		; (Rec:0.9)(V: 0.75) (RR: 1.6666)(RF:0.95)setGS fPerkAthleticsJourneymanFatigueMult 0.8		; (Rec:0.8)(V: 0.5) (RR: 1.5)(RF:0.90)setGS fPerkAthleticsixpertFatigueMult 0.7			; (Rec:0.7)(V: 0.25) (RR: 1.4583)(RF:0.85)setGS fPerkAthleticsMasterFatigueMult 0.5			; (Rec:0.5)(V: 0) (RR: 1.4166)(RF:080);=============================================================================;	Encumbrance and Fatigue Control Settings;=============================================================================; ======== Increasing Encumbrance Settings ========set realisticENC.bUseEncumbrance to 1		;Set to 0 to turn off the increasing weight systemset realisticENC.fHealthDamageBase to 0.25	;This helps determine the amount of extra encumbrance you can use before your health is limited to fHealthMin. 						;Multiply this by your original maximum encumbrance to determine this value						;Set to <= 0 to disable health penaltiesset realisticENC.fHealthBaseMinEnc to 0.25	;Multiply by your original maximum encumbrance and that is how much extra encumbrance you can use before any health penalty appliesset realisticENC.fHealthEnduranceMult to 0.05	;Adds this value to your fHealthDamageBase value at 100 endurance. Will scale based on your endurance value so at 0 endurance there is no bonus.set realisticENC.fHealthMin to 1		;The minimum value your health will be limited to (Setting to <= 0 will allow you to be killed on carrying too much); Formula; %FatigueLoss = ((Total encumbrance amount over the safe amount + (fFatigueBaseMinEnc + Player.getAV Endurance/100 * fFatigueEnduranceMult)* Max Safe Encumbrance) / (-fFatigueDamageBase* Max Safe Encumbrance)); Maximum fatigue = %FatigueLoss * Player.getbaseav fatigue; These settings also determine the range to double the fFatigueRunMult when going over the safe weight set realisticENC.fFatigueDamageBase to 0.25	;This helps determine the amount of extra encumbrance you can use before your fatigue is limited to fFatigueMin. 						;Multiply this by your original maximum encumbrance to determine this value						;Set to <= 0 to disable fatigue penaltiesset realisticENC.fFatigueBaseMinEnc to 0	;Multiply by your original maximum encumbrance and that is how much extra encumbrance you can use before any fatigue penalty appliesset realisticENC.fFatigueEnduranceMult to 0.05	;Adds this value to your fFatigueDamageBase value at 100 endurance. Will scale based on your endurance so at 0 endurance there is no bonus.set realisticENC.fFatigueMin to 3		;The minimum value your fatigue will be limited to (Do not set less than 1 or you could end up in situations where you are permanently collapsed)	; ======== Critical Fatigue Settings ========set fFatigueLimit to 12				;Amount of your fatigue to be less than to be classed as critical where fatigue and health will be damaged and collapse and slow walking proccesses applyset realisticENC.fWalkRecovery to 45		;Amount of fatigue required to recover from slow walking effects (Set to 0 to disable slow walking);fWalkPercent*(100 - fWalkModifier*(player.getav endurance + player.getAV willpower)) = % chance at critical fatigue to be forced to walkset realisticENC.fWalkPercent to 0.10		;(0.10)	(Set to 0 to disable slow walking)	set realisticENC.fWalkModifier to 0.25		;Some example values (0.25 = 50% reduction when willpower and endurance at 100, 100% at 200 skill) (0.45 = 90% reduction at 100 skill)set realisticENC.fWalkFatigueMult to 0.25	;Multiplier on the players fFatigueReturnBase when the player is walking slowly and is over safe weight (Regains at a slower rate); fCollapse * (100.0 - fCollapseModifier*(player.getav acrobatics + player.getAV luck/4)) = % chance at critical fatigue to collapseset realisticENC.fCollapse to 0.02		;(Set to 0 to disable collapsing)set realisticENC.fCollapseModifier to 0.40	;Some example values (0.4 = 50% reduction when acrobatics and luck at 100, 100% at 200 skill) (0.72 = 90% reduction at 100 skill)set realisticENC.bUseBlur to 0			;Set to 1 to turn on the low fatigue blurset realisticENC.bUseSound to 1			;Set to 1 to pant and gasp at low fatigue				; ======== Sprint Settings ========set realisticENC.fSprintKey to 45		;Sprint if you hold this key. 45 = X (Set to -1 to disable sprinting)						;Key num list: [src="http://forums.bethsoft.com/index.php?/topic/826535-relz-sm-misc-mod-collection/http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed2"]http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed2[/url]; Max Encumbrance * (fBaseShinji + Player.GetAV Athletics/fShinjiAthleticsDivisor) = The amount of encumbrance you need to have less than to be in shinji modeset realisticENC.fBaseShinji to 0.15		set realisticENC.sShinjiAthleticsDivisor to 1000; ======== Misc Settings ========set realisticENC.fWalkOverWeight to -1.00	;Set to % where you will walk if carrying over a % amount of your max safe weight. (1 will make you walk when you carry over your max safe weight - fallout 3 style)set realisticENC.bSlowWalkDisableJump to 1	;Set to 1 to make the player unable to jump when walking slowset realisticENC.bSlowWalkDisableFT to 0	;Set to 1 to make the player unable to fast travel when walking slow (best used with the bWalkOverWeight setting)						;Set to 2 to make the player unable to fast travel when over safe encumbrance limit.set realisticENC.fNoRunningBackwards to 0	;Set to 2 to make player never run backwards when in combat						;Set to any value between 0 and 1 for % Chance for player to collapse when running backwards when in combat (fcollapsemodifier does affect this value as above) 						;set to 0 to disable any restraint on running backwardsset realisticENC.sWeightOffset to 4		;(Default: 4) The players starting items permanently add weight to the player and this corresponds to this value. 						;In some cases mods change the players starting items that can cause this mod to get confused as this value is no longer 4.						;(i.e forever encumbered and can't move or extra weight) Modify this value to try and fix if this occurs. Aim to have max encumbrance always 2 more than your current encumbrance when over your maximum.printtoconsole "SM Enc and Fatigue Settings Configured"

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Zosia Cetnar
 
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Post » Fri May 27, 2011 5:26 am

@Tomlong75210: Loaded up your ini and its all working fine. So its not Enc and Fatigue on its own that is causing this issue. May be there is another mod conflicting to create the issue you see.
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SiLa
 
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Post » Fri May 27, 2011 3:10 pm

@Tomlong75210: Loaded up your ini and its all working fine. So its not Enc and Fatigue on its own that is causing this issue. May be there is another mod conflicting to create the issue you see.

It happens randomly, anyway.

Thank you for checking!
- Tomlong75210

Edit: I'll have to add the script mods back one at a time, again...I wanted to add the combat regen mod soon.
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Rachie Stout
 
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Post » Fri May 27, 2011 12:05 pm

Released SM Encumbrance and Fatigue V2.6
- Tidyed up ini and code base
- Added OBSE check
- Fixed issues preventing the mod working correctly with SM Combat Regen
- Fixed bugs with the fallout 3 walking feature not always working
- Added new feature such that when you are in critical fatigue your weapons do even less damage than normal.
- Multiple ini templates are now pre-provided. Each gives different pre-defined gameplay options.

Here is a list of what the 3 different ini templates do

Realistic (default)
This is the default play style trying to bridge realism with gameplay and what most people who have played previous versions of this mod will be used to. The first change of this mod is there is no actual encumbrance limit anymore. The original max weight is your safe encumbrance limit.

You can continue to pick up items above but picking up too much will just cause your fatigue to drain faster. If you are holding alot over your safe encumbrance then your health will even begin to get damaged. Effectivly if are able to somehow survive the fatigue drains and health drains you could forever continue to pick up items but i hope you have really long restore fatigue and restore health duration effects active on you to accomplish such a feat.

The gameplay settings of fatigue have been revamped. The Idea is that each perk allows you to run at %-ages of weight without any decrease in fatigue. So Novice you always lose fatigue when running, apprentice you only lose when above 25% encumbered, master you never lose fatigue from runing etc. Jump Fatigue loss is also dependent on your weight but generally it will be slightly less than normal. In effect these are much more friendly then other mods have done before, still if you dont like them you can modify in the ini. I've listed the current all the current alternative values of other mods in the ini.

Fatigue wise if you are running around at low fatigue you could collapse. If you collapse you will have lost the momentum of running and will only be able to walk for a while. The default amount of fatigue required before you can run again is 45. Your skill in acrobatics and luck helps to prevent falling over.

If you are low on fatigue you will occasionally stop running to rest and will just keep on walking. Your skill in willpower and endurance will keep you going on longer and you will be less likely to need to walk a bit to rest yourself.

There are indicative sounds included as your fatigue gets low (If you want blur you can turn that on in the ini).

If your encumbrance is less than 5%-15% or your safe encumbrance based on your skill in athletics then you will be able to sprint. The default key is 'X' which when holded down will make you move faster but will also drain your fatigue. You can change this key in the ini.

Revised
These settings follow in the footsteps of the running revised mod with some tweaks to the original formulas.

There is a unlimited encumbrance system but you will be forced to work if you pick up too much over your limit.

When your fatigue gets critical you will immediatly start walking until you have recovered. There are no other penalties to low fatigue.

You still have indicative sounds if your fatigue is running low.

You can sprint whenever you like as long as you have enough fatigue to acheive it.

You will be unable to run backwards in combat and will have to make do with walking backwards.

Fallout
These settings keep the unlimited encumbrance system enabled, but in this case if you go over your safe maximum encumbrance you
will be forced to walk. This is similar to how it works in fallout 3 hence the template name :)

Fatigue settings generally stick to vanilla defaults with a few minor differences so you wont nessecarily lose fatigue while running.

If your fatigue does reach critical your weapon damage will be greatly reduced by 90%

You still have indicative sounds if your fatigue is running low as in the realistic mode.

You can still sprint if you are within the 5-15% threshold as in the realistic mode.

(If you use my SM Combat Regen mod the fallout ini settings work well, but you are not limited to just this ini)
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Britney Lopez
 
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Post » Fri May 27, 2011 3:47 pm

Thank you for the update!
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herrade
 
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Post » Fri May 27, 2011 1:22 pm

Thank you for the update! :D
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patricia kris
 
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Post » Fri May 27, 2011 5:45 pm

Lets continue the discussion here http://www.gamesas.com/bgsforums/index.php?showtopic=1066588
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Andrew Lang
 
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