[RELz] Haldar's Mods Pack

Post » Wed Mar 30, 2011 12:21 am

Haldar's Mods Pack v 5.00


Intro
------------------------------
Hi all.

This is a mod which consists (currently) of 5 submods:
1. Realistic Sneak for NPCs (released earlier)
2. Maps for NPCs
3. Realistic Training
4. Triumph of Will
5. Realistic Swimming

Details on each are explained below.


Important URLs:
------------------------------
Download: http://tesnexus.com/downloads/file.php?id=36399
RELEASE THREAD: http://www.gamesas.com/index.php?/topic/1154877-relz-haldars-mods-pack/



Requirements
-------------------------------
Latest Oblivion patch
OBSE 20beta+


=========================================
====== I. Realistic Sneak for NPCs
=========================================
What it does
------------------------------
This mod will allow NPCs with high enough sneak skill to hide and execute sneak attacks. Sort of.



How it works
------------------------------
This mod is a heavy modification of Reneer's NPC Sneak Mod.

A script is running in the background which distributes a ring to the NPC actors in the cell.
This ring runs a script for those NPCs. It calculates a chance for PC to detect a NPC, based
on a respective Sneak skills and Agility attributes.

Chance to hide for NPC is:

(NPCSneakMod^2 + NPCAgi^2 / D^2) / (PCSneakMod^2 + PCAgi^2 / D^2 + NPCSneakMod^2 + NPCAgi^2 / D^2)

where
PCSneakMod is PC Sneak skill modified by luck (+2 skill for +5 luck in vanilla game, may be modded)
PCAgi is PC Agility attribute
NPCSneakMod is NPC Sneak skill modified by luck (+2 skill for +5 luck in vanilla game, may be modded).
Optional penalty for having weapon out and wearing heavy armor can be applied via ini.
NPCAgi is NPC Agility attribute
D is a special factor which determines relative power of Sneak and Agility in this formula. It is
calculated as fDamageSkillMult / fDamageStrengthMult . In Vanilla D = 3 (1.5 / 0.5), in my FCOM game
it is 4.5 (2.25 / 0.5).

This "able or not to hide" piece of info is recalculated every combat round (which is 6 seconds
by default, can be changed in the ini. Yes, i like DnD).

Then, if NPC is flagged as 'able to hide' and the following occurs: NPC is sneaking OR is in
combat AND distance from PC to NPC is greater than 250 units (approx 3.5m, adjustable via ini),
then NPC goes into hiding - by becoming 100% transparent (level of transparency can be changed
via ini).

Now, if the NPC is in combat and player is a combat target of NPC he/she can execute a (ranged)
sneak attack on you. It is done by predicting damage (via formula from UESP Wiki), calculating
damage multiplier (Vanilla way or Stealth Overhaul way - adjustable via ini) and then modifying
NPC's AttackBonus hidden parameter so the total damage done to player would be increased similar
to Sneak Attacks that PC can perform.

If PC blows NPC's cover (by coming closer or winning sneak contest outlined above) then NPC
transparency disappears and his/her AttackBonus returns to original value.

Note: this mod makes all those Outlaw Bowmen alot more dangerous! So all this "Sneak Attack" NPC
behavior may be disabled in the INI.



Special notes
-------------------------------
The formula for damage prediction should be correct, but the formula for doing Sneak Attack
damage might be not, though i've tried my best to adjust it. So if u notice any glaring
inconsistances in damage (regular shot for 30, but 3x Sneak attack shot for 70 instead of 90)
please notify me along with data on NPC - level, skills, stats base damage from weapons.
Turining on debug in ini will be helpful with this


=========================================
====== II. Maps for NPCs
=========================================
What it does
------------------------------
This mod will distribute maps to NPCs. If you get hold on one - you may copy the markers from it to your map.


How it works
------------------------------
A script is running in the background which distributes a ring to the NPC actors in the cell.
This ring runs a script for those NPCs which calculates a chance for NPC to get a map and a which map
(of 5 available) said NPC will get. If you kill that NPC you will find the map in loot. Upon activation
some map markers will be added to your map, after that you may sell it.

Chance to get a map and maximum amount of markers on each type of map are controllable via ini.


=========================================
====== III. Realistic Training
=========================================
What it does
------------------------------
This mod introduces a duration to training sessions, also prohibits further training after a session
for some time.

Session duration and rest period are adjustable via ini.


How it works
------------------------------
Script monitors PC's skills and after a training session advances GameHour by set amount, and temporarily
sets achieved number of trains to iTrainingSkills, restoring it after rest time expires. If PC levels normally
during that time - then when rest time expires this setting is restored to 0 as it should.


=========================================
====== IV. Triumph of Will
=========================================
What it does
------------------------------
It adds Resist Magic effects to PC and NPCs based on Willpower. There are at least 2 of those avaliable,
Willfull Resistance by tejon and DB's Willpower-Based Magic Resistance by DerekBaker. However, i've decided
to write my own thing due to 3 reasons. 1 is the desire to save esp slot, 2 is the desire to make it as simple
as possible and 3 is the fact that sometimes both those mods didnt initialise correctly for my PC thus ruining
his magic-proof (fragile RBP Breton). This one works for sure.


How it works
------------------------------
For NPCs:
A script is running in the background which distributes a ring to the NPC actors in the cell. This ring runs a
script for those NPCs which constantly monitors their Willpower and applies a correct ability.

For PCs:
Same, but without the ring.

Every 2 points of Willpower provide 1 point of Magic Resistance if Willpower is above 50, and every 2 points
provide 1 point of Weakness to Magic if Willpower is less than 50. Both values are capped at 25 (achievable at
100 and 0 willpower respectivly).

You can adjust in ini if this submod affect PC only, NPC only, or both.


=========================================
====== V. Realistic Swimming
=========================================
What it does
------------------------------
If you carry too much stuff when swimming you may drown! To avoid this you will need to drop some of it.


How it works
------------------------------
When PC is swimming an encumbrance rate is constantly monitored. Rate is calculated as
encumbrace / (strength_encumbrance + feather - burden). If the rate moves higher than 0.6 (default, adjustable
in ini) - player gets restrained and will start to move towards the bottom of water.

Note: PlaceAtMe is used but is disabled after each use and DeleteReference is called.



List of changes
-------------------------------
5.00
Added "Realistic Swimming" submod.


4.01
Bugfix: in "Triumph of Will" player's weakness or resistance would not initialise correctly.


4.00
Added "Triumph of Will" submod.


3.02
Tweak: all spells are now removed from PC after training


3.01
1. Bugfix in "Realistic Training" submod. It didnt take into account one possible skill leveling
in dialogue - speechcraft thus forwarding time too fast.


3.00
1. Added "Realistic Training" submod.
2. Added variables to ini which control works of each submod - so now you can disable any of them at will


2.00
Added "Maps for NPCs" mod.


1.05
Removed most traces of original Reneer's code, so both mods should now be compatible from a technical
viewpoint.


1.04
Tweaked combat behavior: actors will now go into hiding when in combat only with bow drawn. So
you wouldn't see any more of invisible ninjas in melee.


1.03
1. Bugfix: under some circumstances NPC would not come out of hiding. This has been fixed.


1.02
1. Again modified detection formula. Now weights for Agility and Sneak parameters are same as
in-game damage formula.
2. Added optional penalties for wearing heavy armor and/or having weapon/shield out.
3. Reveal Distance can be adjusted via ini now


1.01
1. Modified detection formula, added Agility and Luck.
2. Bugfix: iCombatRound variable which controls combat round duration didnt work at all.


1.0
Initial release.



Load order
-------------------------------
Shouldn't matter at all.



Upgrading
-------------------------------
Wait till you are able to train (ie - rest time has expired).
Use and sell all the maps you have (so you wouldn't lose them).
Go into cell where all actors are visible (not fighting or sneaking).
Save game.
Disable mod.
Load game, save again.
Enable mod and play.



Deinstallation.
-------------------------------
Use and sell all the maps you have (so you wouldn't lose them).
Wait till you are able to train (ie - rest time has expired).
Go into cell where all actors are visible (not fighting or sneaking).
Save game.
Disable mod.



Bugs/Incompatibilities
-------------------------------
During playtesting i've found that sometimes Magic Resistance of companions may
get borked. Looks like it is somehow linked to giving them (and them equipping)
enchanted items that have both +willpower and +magic resist properties. Avoid it
and all should be ok.


Credits
-------------------------------
Bugleflugle - for anchor script and code examples
RagnaHighArc - for code examples
Reneer - without his NPC Sneak Mod, this one would never been created. Thx alot Reneer!
Jroush - for advice about using AttackBonus.
OBSE team - for OBSE. GetMapMarkers function in 0020beta made my life alot easier!
Beathesda - for game.
God - for a whole universe.



Legal
-------------------------------
I dont care tbh.
However, my version of this mod will always stay on TesNexus.
Also i'd be happy to see suggestions, reports etc about this mod.
User avatar
Adam
 
Posts: 3446
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Post » Wed Mar 30, 2011 6:10 am

for me a must have.
User avatar
Mashystar
 
Posts: 3460
Joined: Mon Jul 16, 2007 6:35 am

Post » Tue Mar 29, 2011 11:19 pm

This sounds like a decent mod...

INSTADL...
User avatar
Louise
 
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Joined: Wed Nov 01, 2006 1:06 pm

Post » Wed Mar 30, 2011 2:12 am

V 3.00 is out!

Changes:
1. Added "Realistic Training" submod.
2. Added variables to ini which control works of each submod - so now you can disable any of them at will
User avatar
Eve Booker
 
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Joined: Thu Jul 20, 2006 7:53 pm

Post » Wed Mar 30, 2011 12:13 pm

1. Added "Realistic Training" submod.
2. Added variables to ini which control works of each submod - so now you can disable any of them at will


What is it "Realistic Training" ? I mean... what does exactly ?
User avatar
vanuza
 
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Joined: Fri Sep 22, 2006 11:14 pm

Post » Wed Mar 30, 2011 1:45 am

copy from a readme in 1st post:

What it does
------------------------------
This mod introduces a duration to training sessions, also prohibits further training after a session
for some time.

Session duration and rest period are adjustable via ini.


How it works
------------------------------
Script monitors PC's skills and after a training session advances GameHour by set amount, and temporarily
sets achieved number of trains to iTrainingSkills, restoring it after rest time expires. If PC levels normally
during that time - then when rest time expires this setting is restored to 0 as it should.

User avatar
Budgie
 
Posts: 3518
Joined: Sat Oct 14, 2006 2:26 pm

Post » Wed Mar 30, 2011 1:33 am

v 3.01 is out.
1. Bugfix in "Realistic Training" submod. It didnt take into account one possible skill leveling
in dialogue - speechcraft thus forwarding time too fast.
User avatar
Eire Charlotta
 
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Joined: Thu Nov 09, 2006 6:00 pm

Post » Wed Mar 30, 2011 12:40 am

v 3.02 is out.

3.02
Tweak: all spells are now removed from PC after training

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Janette Segura
 
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Joined: Wed Aug 22, 2007 12:36 am

Post » Wed Mar 30, 2011 1:09 pm

v. 4.00 is out.

Added "Triumph of Will" submod , which provides magic resistance / weakness to PC and NPCs depending on Willpower.
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stevie critchley
 
Posts: 3404
Joined: Sat Oct 28, 2006 4:36 pm

Post » Wed Mar 30, 2011 11:25 am

Hey!

These look really nice.

Was curious about the sneak mod - do you get melee sneak attacks as well from the stealthy NPCs or just ranged ones?
As for the transparency effect - is that something else or are you giving them chameleon?

I really like the idea behind NPC maps. The only reason I'm hesitant to use it is because I'm using TheNiceOne's Map Marker Overhaul and I currently have to pay for every new map marker (which I like). I wonder if your mod would just activate them (like going up to the doors would), and then I could still pay for them.

All in all, great work! :)

cc
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Jeff Tingler
 
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Post » Wed Mar 30, 2011 9:31 am

v 5.00 is out.
Added "Realistic Swimming" submod.

Was curious about the sneak mod - do you get melee sneak attacks as well from the stealthy NPCs or just ranged ones?
As for the transparency effect - is that something else or are you giving them chameleon?


Ranged only. NPCs are unstealthed when they come closer than 250 units to PC.

As for transparency - it is, well, transparency. It is not chameleon.

I really like the idea behind NPC maps. The only reason I'm hesitant to use it is because I'm using TheNiceOne's Map Marker Overhaul and I currently have to pay for every new map marker (which I like). I wonder if your mod would just activate them (like going up to the doors would), and then I could still pay for them.


I use MMO too, as it is excellent.

Those maps do add mapmarkers to game in their 'fast-travel disabled' state. Like you get a map, notice a marked location and its name, and copy it to your map. And when you use MMO immersive map features you find a location yourself, then come to guard and describe it to him, and he marks it on map. It is different you see :)
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Saul C
 
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Post » Wed Mar 30, 2011 1:11 pm

any chance to make a modular version ? I' ll like to use these mods, but i cant. I use Sneaking Detection Recalibrated, and I guess it's not compatible with Realistic Sneak for NPCs. How can i play with Maps for NPCs, Realistic Training, Triumph of Will, Realistic Swimming, if i cannot turn off Realistic Sneak for NPCs ?

If I sound rude or like a troll, is because my bad english.

EDIT - Oh, my bad :facepalm: I feel very stupid now. I put a rapid look inside the .ini ; i found these:
set aaHaldarQuestMain.iSubMod1 to 1 ; default 1
set aaHaldarQuestMain.iSubMod2 to 1 ; default 1
set aaHaldarQuestMain.iSubMod3 to 1 ; default 1
set aaHaldarQuestMain.iSubMod4 to 1 ; default 1
set aaHaldarQuestMain.iSubMod5 to 1 ; default 1

Are the options to turn ON or OFF any single submod, right ? If yes, sorry for disturbing you. It's better if i take a visit from an oculist, before take an english language lesson :turned:
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TWITTER.COM
 
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Post » Wed Mar 30, 2011 3:09 am

Are the options to turn ON or OFF any single submod, right ? If yes, sorry for disturbing you. It's better if i take a visit from an oculist, before take an english language lesson :turned:

You are correct. Make that ini variable 0 for any submod, and it will effectively be disabled. I am glad Haldar put this modularity.
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Melly Angelic
 
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Post » Wed Mar 30, 2011 1:48 am

Hi
Is Realistic sneak for Npc's still available as a standalone mod?
I am using it in Nehrim & was about to recommend it to other users but I can't find it .
I suspect that Halder's mod pack would be somewhat harder to port to Nehrim, Realistic Sneak only needed it's master changed, & I suspect that the new one will need quite a bit more work Beebee
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Harry Leon
 
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