[RELz] Useful Houses

Post » Tue May 03, 2011 2:39 am

The version I'm using seems to be just fine for me, so I don't think I'll upgrade to 2.0 for now. However, and idea for you TNO that you might consider. It might be too big a change of the game engine to be tenable, but I thought worth suggesting.

It always irked me a great deal that I could "whip out my chemistry lab" in the middle of a sewer pipe and make just as good of potions as if I were sitting quietly in a nice warm, well-lit, dry guild hall. Your mod obviously does a lot to rectify that immersion breach.

However here is another point: Assuming I've loaded up my inventory with lots of ingredients, I can brew up literally hundreds if not thousands of little bottles of stuff IN THE BLINK OF AN EYE. Zero time passage with inventory open, including while performing alchemy.

Obviously in reality it would take some time. I don't know if there is any way that this could be effectively incorporated into the game, but it might be very neat if it could be :)
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Darren
 
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Post » Mon May 02, 2011 7:18 pm

The version I'm using seems to be just fine for me, so I don't think I'll upgrade to 2.0 for now.

IMHO, the repair functionality is vastly improved in 2.0, but there's no bugs in v1 though.

However here is another point: Assuming I've loaded up my inventory with lots of ingredients, I can brew up literally hundreds if not thousands of little bottles of stuff IN THE BLINK OF AN EYE. Zero time passage with inventory open, including while performing alchemy.

Obviously in reality it would take some time. I don't know if there is any way that this could be effectively incorporated into the game, but it might be very neat if it could be :)
I tend to agree, but this is out of the scope of this mod. Fortunately, there is a good mod that has this as one of its features, Tekuromoto http://www.tesnexus.com/downloads/file.php?id=24677
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El Goose
 
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Post » Tue May 03, 2011 2:06 am

IMHO, the repair functionality is vastly improved in 2.0, but there's no bugs in v1 though.

I tend to agree, but this is out of the scope of this mod. Fortunately, there is a good mod that has this as one of its features, Tekuromoto http://www.tesnexus.com/downloads/file.php?id=24677


Oh wow! Awesome :) Comment and ye shall receive :celebration:

alert you when a certain amount of time has elapsed in the so-called Real World.


Yeah, I definitely need that!
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flora
 
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Post » Tue May 03, 2011 7:58 am

I'm planning to try this out in Nehrim. I'm not sure how it will work out as I don't know how much player owned real estate there is in Nehrim. Iv'e also downloaded claim that interior as that may help with the ownership issue if it is an issue, Beebee
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Lory Da Costa
 
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Post » Tue May 03, 2011 6:07 am

I'm planning to try this out in Nehrim. I'm not sure how it will work out as I don't know how much player owned real estate there is in Nehrim. Iv'e also downloaded claim that interior as that may help with the ownership issue if it is an issue, Beebee

Claim that Interior should work perfectly with Useful Houses, so that any interior claimed as your own with CTI will be recognized as a player-owned house by Useful Houses. But Useful Houses also have a special ini file where you can add either the cell prefix or the form ID of specific interior cells, and any cell listed there will be treated as player-owned too.
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Anthony Diaz
 
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Post » Mon May 02, 2011 10:07 pm

Claim that Interior should work perfectly with Useful Houses, so that any interior claimed as your own with CTI will be recognized as a player-owned house by Useful Houses. But Useful Houses also have a special ini file where you can add either the cell prefix or the form ID of specific interior cells, and any cell listed there will be treated as player-owned too.

Yes I saw the ini file & only have to figure out how to get the cell prefix or form ID. I'm sure I have read something from you on how to do that, but Ive mislaid the information somewhere in my brain, that often happens, getting old ! Beebee
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K J S
 
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Post » Tue May 03, 2011 10:32 am

When in an interior you want to use - open the console and click on a wall or something.
Write down the FormID that is at top of screen.
Open the mod in TES4edit and enter the number.
That should bring up the cell the object is in.
requires a bit of working knowledge of TES4edit.
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Christine Pane
 
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Post » Mon May 02, 2011 6:55 pm

When in an interior you want to use - open the console and click on a wall or something.
Write down the FormID that is at top of screen.
Open the mod in TES4edit and enter the number.
That should bring up the cell the object is in.
requires a bit of working knowledge of TES4edit.

Thanks Psymon, Thats the next place i have to go TES4Edit I mean. I'm planning to properly clean my next install of Nehrim < I will need a working knowledge of TES4edit to do that Beebee
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Milagros Osorio
 
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Post » Tue May 03, 2011 11:10 am

Sorry if this has been brought up already, I've just started playing again after a hiatus, so I haven't been following the forums for a while.

I noticed in a few other newish mods (like tejon's http://www.tesnexus.com/downloads/file.php?id=36795 and Tekuromoto's http://www.tesnexus.com/downloads/file.php?id=25012), the INI can be customized per character by adding the character name to the INI filename. Can I request that feature for "Useful Houses - Locations.ini"?
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Megan Stabler
 
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