[relz] mods by kuertee (thread 6)

Post » Wed Mar 30, 2011 4:42 am

Thanks for the updates kuertee. Big fan of your gameplay tweak mods here :goodjob:
Thanks, anithinks! I'm glad you find my mods useful. I verily appreciate it.

Here's another update to Inventory is a backpack.
Thanks goes out to Uladz/Vlad on TesNexus for his help on playing, finding things, suggesting and testing the mod for me.

Inventory is a backpack http://www.tesnexus.com/downloads/file.php?id=21721
0.70, 10 April 2011:
  • New feature: Filter for keeping or dropping potions.
    By default potions will be dropped with the backpack.
    This can be turned off in the INI so that all potions are kept with the player.
    Note that some versions of OBSE may classifies ingredients as potions with the IsPotion function.
    The version I use (19b) doesn't. But it's been reported that 20 does.
    If this is the case, this filter will affect ingredients as well as potions.
  • Bug-fix: Vlad found that when the backpack is picked-up immediately after it is dropped, it is not equipped and its items are not added to the player's inventory.
    (He also suggested a fix. Thanks, Vlad!)
    This version fixes this bug.
  • Bug-fix: Torch fix. Like others, Vlad also reported about this bug.
    I managed to fix this in this version.
  • Added to read-me:
    Torches
    =======
    If you have torches in your inventory, all but 1 will be dropped with the backpack.
    This is a catch-all support for all the drop-lit torches mod.

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Blessed DIVA
 
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Joined: Thu Jul 13, 2006 12:09 am

Post » Wed Mar 30, 2011 3:00 am

Hi kuertee,
I have been using your Horse commands and NPC yield mods for a while now and love them both. :celebration: I do have one question though with the NPC Yield mod. I have set the NPC fightorfly to 0, but the NPC's still run away at first sight of me. I thought it was weird because I have the ini set for them to not fly away, so to speak. Setting it to one does nothing. Any views on this? Here is the ini as I have it now:

Spoiler

set kNPCsYieldQuest.creaturesFlee to 1 ;default=1. creatures will try to flee before they die.

set kNPCsYieldQuest.fightOrFly to 0 ;default=0. npcs will flee from opponents that would be too tough for them to win against.


set kNPCsYieldQuest.npcsYield to 1 ;default=1. npcs will yield and flee before they die.
set kNPCsYieldQuest.responsibilityForYieldBehaviour to 0 ;default=0. npcs with a responsibility below this value will never yield.

set kNPCsYieldQuest.sparedCountForFame to 25 ;default=25. 1 fame for every 25 lives spared.
set kNPCsYieldQuest.lootAllCountForInfamy to 25 ;default=25. 1 infamy for every humiliating demand of inventory from surrendered npcs.

set kNPCsYieldQuest.debug to 0


Thanks,
Raed
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Alba Casas
 
Posts: 3478
Joined: Tue Dec 12, 2006 2:31 pm

Post » Wed Mar 30, 2011 8:03 am

Hi kuertee,
I have been using your Horse commands and NPC yield mods for a while now and love them both. :celebration: I do have one question though with the NPC Yield mod. I have set the NPC fightorfly to 0, but the NPC's still run away at first sight of me. I thought it was weird because I have the ini set for them to not fly away, so to speak. Setting it to one does nothing. Any views on this? Here is the ini as I have it now:
[/spoiler]

Thanks,
Raed
Hey Raed, I don't have the game at the moment.
But I think I'll have access to it in the weekend. I'll check it then.
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Rudy Paint fingers
 
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Post » Wed Mar 30, 2011 2:38 am

kuertee,
I was having an issue with Emma's Vilja companion mod and found out that your NPC yield mod was affecting her. See this thread
http://www.gamesas.com/index.php?showtopic=1
Please take a look.

Thanks,
Raed
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T. tacks Rims
 
Posts: 3447
Joined: Wed Oct 10, 2007 10:35 am

Post » Wed Mar 30, 2011 11:16 am

kuertee,
I was having an issue with Emma's Vilja companion mod and found out that your NPC yield mod was affecting her. See this thread
http://www.gamesas.com/index.php?showtopic=1
Please take a look.

Thanks,
Raed

Ahhh...Thanks, Raedwald.
I don't use any companion mod but that is definitely an effect from NPCs yield.
I'll check it out when I get back in the game (and a PC) - possibly in a couple of weeks.
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Lucky Girl
 
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Post » Wed Mar 30, 2011 12:04 am

Ahhh...Thanks, Raedwald.
I don't use any companion mod but that is definitely an effect from NPCs yield.
I'll check it out when I get back in the game (and a PC) - possibly in a couple of weeks.

I have a version of NPCs Yield that only affects "unnamed" evil actors (e.g. Marauder), similar to how my Wandering Ecounters work,
This should ensure compatibility with Vilja.
Give me a couple of games (probably a couple of weeks) playing with this version before I release it.
I posted this note in Vilja's thread also.
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Undisclosed Desires
 
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