[RELz] BFG's Enhanced Armory Realism (BEAR)

Post » Wed Mar 30, 2011 7:24 am

At this point, I'm thinking the best thing to do is to proceed with the complete rewrite of BEAR.
I need to completely rewrite BEAR to take advantage of OBSE 19 functions, and also to deal with issues that can be caused by more than one copy of the same weapon/armor/enchantment in the same area (or, for fellow modders, "switch from using Object IDs to using references").
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Laura Simmonds
 
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Post » Wed Mar 30, 2011 7:35 am

I like the functionality of BEAR, and would love to see it further optimized and updated :) Thanks BFG99
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Mr. Allen
 
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Post » Wed Mar 30, 2011 12:33 am

Just wanted to bump this excellent mod's thread. This one is for the real immersionist.

It has a (configurable) setting that your armor/weapon might be totally destroyed if health goes down to 0. This makes you careful about that rare weapon/armor - you might just break it in a bad fight!

I obtained 2 really good armors that I hoarded in a stash. I was wearing one of them, but the necromancers in Meridia's daedric quest broke that uber armor. My second armor was broken while fighting necromancers in Fort Istirus as I was running with my argonian tail tucked in. BEAR+FCOM is awesome! Makes you think about stashing that uber loot you found than just selling it, as your current gear may break! Good stuff BFG99 :goodjob:

Frequent trips to repair weapons/armor are now a must. Goes really well with Tamriel Travelers (traveleing wepaonsmith merchants) and Useful Houses (you can repair 100% only in your homes).

EDIT:

1 bug report: Items that break and fall off of companions are marked "stolen" when I pick them up to repair, and remain marked stolen. I travel with Vilja, and her armor (shoes specifically) falls off frequently, and she correctly re-equips another item. But the fallen item is marked "stolen" permanently. Could you fix this in the next (OBSE 20-compliant) version?
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Rhysa Hughes
 
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Post » Wed Mar 30, 2011 12:54 pm

Thank you! I really enjoyed building this. It took over two months but, in my humble opinion, ended up not being too bad of an effort for my first mod :)

I've found it interesting how well BEAR has ended up interacting with Nehrim, FCOM, TIE, Unique Houses, and Deadly Reflex. None of this was envisioned when the mod first was developed. With or without other mods, Oblivion just feels unbalanced to me without BEAR now.

I haven't lost any armor yet, but I've broken a couple of my favorite weapons - BEAR definitely makes me keep a closer eye on condition now! The fact that magic enchantments weaken as the armor or weapons take damage also has forced me to rethink fighting strategy.


I'll keep in mind the stolen flag issue for a future release. Currently, the mod only checks whether the armor was yours or not, and if it wasn't then it adds the Stolen flag. It needs to check whether it was your companion's as well.
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Emilie M
 
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Post » Wed Mar 30, 2011 12:50 pm

I am planning a new version of BEAR to be my next mod project. This new version will use OBSE 20 functions, more efficient scripts, and fix the only two known problems: "stolen" flags on companion equipment, and the incompatibility with a couple of Hotkey mods.

I also hope to implement a function intended for the first version of BEAR: controlling when repairs can be done to equipment, and how much repairing can be done. (Gone will be the days when you can repair all your equipment to 125% after each fight. But the Dwemer Forge, and a few other select locations, will allow repairs up to 150%!) Theniceone has lived up to his name and granted me permission to borrow code from his "Better Houses" mod for this.

Does anyone else have other suggestions for the new version?
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Far'ed K.G.h.m
 
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Post » Wed Mar 30, 2011 10:16 am

I am planning a new version of BEAR to be my next mod project. This new version will use OBSE 20 functions, more efficient scripts, and fix the only two known problems: "stolen" flags on companion equipment, and the incompatibility with a couple of Hotkey mods.

I also hope to implement a function intended for the first version of BEAR: controlling when repairs can be done to equipment, and how much repairing can be done. (Gone will be the days when you can repair all your equipment to 125% after each fight. But the Dwemer Forge, and a few other select locations, will allow repairs up to 150%!) Theniceone has lived up to his name and granted me permission to borrow code from his "Better Houses" mod for this.

Does anyone else have other suggestions for the new version?

Make it configurable in ini to control this option. I am using TNO's Useful Houses at the moment, and I love it. I don't want BEAR to clash with it (I might disable TNO's mod if yours covers that function totally).

Looking forward to BEAR's update. Also, IIRC someone once indicated that BEAR could cause increased save game sizes - possibly due to placemeat commands etc? Can you confirm?
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Daddy Cool!
 
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Post » Wed Mar 30, 2011 6:46 am

Just found about this mod. I can't wait for the update. Is it playable now?
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Ana Torrecilla Cabeza
 
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Post » Wed Mar 30, 2011 12:12 pm

Just found about this mod. I can't wait for the update. Is it playable now?

Yes, it is. Though if you plan to uninstall (for some reason, I can't fathom why), then there are special instructions.
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YO MAma
 
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Post » Wed Mar 30, 2011 11:30 am

Looking forward to BEAR's update. Also, IIRC someone once indicated that BEAR could cause increased save game sizes - possibly due to placemeat commands etc? Can you confirm?

Yep, BEAR will bloat the OBSE co-save. Right now, the only way to prevent that is to periodically run the "BFGEndEnchant" (uninstall) script. But it's not due to Placeatme commands; it's due to BEAR keeping track of armor and weapon settings on all actors that have been encountered, including long-dead ones. The new version will delete all the data that's no longer needed, which should prevent the bloat.
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Jade MacSpade
 
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